Metroid Prime: Hunters FAQ/Walkthrough

                                        z
                               ---------zz---
                              ---------zzz----
                             ---------zzzz-----
                            ---------zzzz-------
                           ---------zzzz---------
                          ---------zzzzzzz--------
                          --------zzzzzzz---------
                           ---------zzzz---------
                            -------zzzz---------
                             -----zzzz---------
                              ----zzz---------
                               ---zz---------
                                  z
                           METROID PRIME: HUNTERS
 
                              FAQ/Walkthrough
                          By MrShotgun of GameFAQs
                   Copyright Andrew Brown  May 04th 2006
 
 -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-
 [0000] Version Information
 -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-
 ---------------------
 FAQ/Walkthrough v0.1
 March 22nd, 2006
 
 Walkthrough finished through first visit to Celestial Archives.
 
 ---------------------
 FAQ/Walkthrough v0.2
 March 23rd, 2006
 
 Walkthrough finished through second visit to Alinos.
 
 ---------------------
 FAQ/Walkthrough v0.3
 March 24th, 2006
 
 Walkthrough completed.  Added three scans I forgot to point out.  Added 
 a Table of Contents and a Find Code system.  Added Subchapters and Find 
 Code System to the Walkthrough.  Added The Logbook and a Special Thanks 
 chapter.
 
 ---------------------
 FAQ/Walkthrough v0.4
 March 25th, 2006
 
 Fixed the location of the Alimbic Joist object in the first visit to 
 Celestial Archives.  Rearranged walkthrough for first visit to Vesper 
 Defense Outpost to increase completion speed.  Added the Weapon & Item 
 Locations chapter.  Removed the "End Chapter" headlines from the 
 Walkthrough for being unnecessary.  Added a tip submitted by player 
 Dark Crono for beating Gorea.  Added permission to appear on Cheat Code 
 Central, Neoseeker and 1up.com to legal information.  Fixed a problem 
 with the subchapter find code in the Logbook section.  Added more thanks 
 to Special Thanks.
 
 ---------------------
 FAQ/Walkthrough v0.5
 March 26th - April 1st, 2006
 
 Miscellaneous spelling, grammar and formatting changes to entire guide.  
 Added the Game Basics, Unlockables, Bugs & Glitches, and Multiplayer 
 Mode Strategies chapters.  Changed the Walkthrough chapter's name to 
 Adventure Mode Walkthroughs and Weapon & Item Locations to Weapon & 
 Power Suit Upgrade Locations.  Adjusted the Find Code system to match 
 new chapters.  Lumped the Legal, Contact Info and Special Thanks 
 chapters into one and renamed it Legal Stuff, Contact Info and Special
 Thanks.  Added a Spoiler-Free Walkthrough subchapter to the Adventure 
 Mode Walkthroughs.  Added the Ice Hive Missile Expansion to the Weapons 
 & Power Suit Upgrades Locations chapter.  Rearranged the Incubation Vault
 part of the Walkthrough during the second visit to Celestial Archives for
 faster completion.  Rearranged the Council Chamber and Alinos Perch part
 of the Walkthrough during the second visit to Alinos for faster 
 completion.  Rearranged the Fault Line/Frost Labyrinth/Sanctorus part of
 the Walkthrough during the second visit to Arcterra for faster completion.
 Added asterisks to the walkthrough to indicate where Hunters or Guardians
 may appear.
 
 ---------------------
 FAQ/Walkthrough v1.0
 April 3rd, 2006
 
 Minor format changes done to Adventure Mode Walkthroughs to improve guide 
 appearance.  Added more tips submitted by players.  Added links to my 
 Frost Labyrinth and Echo Hall maps where appropriate.  Double-checked
 Adventure Walkthrough for accuracy.  Added permission for the guide to
 appear on additional websites.  Guide is now "Completed," though I will 
 continue to update it as necessary.
 
 ---------------------
 FAQ/Walkthrough v1.1
 April 4th - 12th, 2006
 
 Added a link to the Echo Hall Maze Map to the Power Suit Upgrades chapter.
 Added the Star Ranks to the Unlockables chapter.  Clarified the function
 of the Samus symbol on the Hunter's License subchapter.  Added more tips
 to Multiplayer Strategies chapter.  Fixed scan location for the Stronghold
 Portal object in the In-Depth Walkthrough.  Added a Frequently Asked
 Questions chapter.  Added permission to appear on addditional websites
 to Legal.
 
 ----------------------
 FAQ/Walkthrough v1.2
 April 27th - May 04th, 2006
 
 Erased a leftover bit of text which should have been erased, but I missed
 it.  Added a small ASCII logo and removed the legal blurb from the 
 beginning of the guide.  Added a Links subchapter to Chapter 0900.
 
 ---------------------
 FAQ/Walkthrough v1.3
 July 12th, 2006
 
 Added more links to the Links subchapter.
 
 -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-
 [0100] Table of Contents
 -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-
 [0000] Version Information
 [0100] Table of Contents
 [0200] Game Basics
 [0300] Adventure Mode Walkthroughs
 [0400] The Logbook
 [0500] Weapon & Power Suit Upgrades Locations
 [0600] Multiplayer Mode Strategies
 [0700] Unlockables, Bugs & Glitches
 [0800] Frequently Asked Questions
 [0900] Legal Stuff, Links, 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-
 [0200] Game Basics
 -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-
 Author's Note:  The following chapter, for the most part, concerns
 only Adventure Mode.  For a more in-depth overview of Multiplayer mode,
 including Modes, Hunters and Arenas, skip down to the Multiplayer Mode
 Strategies Chapter.
 
      ~o~o~o~o~o~o~
      Subchapters
      ~o~o~o~o~o~o~
 [0201] Introduction
 [0202] Equipment
 [0203] Weapons, Items and Upgrades
 [0204] Rival Hunters
 
      ~o~o~o~o~o~o~o~o~o~o~
      [0201] Introduction
      ~o~o~o~o~o~o~o~o~o~o~
 In Metroid Prime: Hunters Adventure Mode, the player takes on the role
 of the Galaction Federation Bounty Hunter, Samus Aran, and tasked with
 finding the eight separate Octoliths in one of four locations of the
 Alimbic Cluster:  The Celestial Archives, Alinos, The Vesper Defense
 Outpost, and Arcterra.  Once all eight Octoliths are located, then
 the Alimbic Cannon on Alinos can be used to tear a hole in the fabric
 of space-time and access the space prison Oubliette, where the "Ultimate
 Power" is held.  Along the way, she will be challenged for possession
 of the Octoliths and the Ultimate Power by six rival Bounty Hunters,
 none of whom pull any punches.
 
      ~o~o~o~o~o~o~o~o~
      [0202] Equipment
      ~o~o~o~o~o~o~o~o~
 Samus is equipped with a Power Suit, a bionic suit of armor created
 by an ancient species known as the Chozo.  While in her Power Suit,
 Samus has a constant uplink to her Hunter-class Gunship, and can
 send records to the ship's database using the Power Suit's Scan Visor.
 The Power Suit also gives superhuman jumping ability (even the ability
 to jump in midair), and is equipped with an Arm Cannon which 
 automatically adapts to fire any kind of weapon technology and any
 type of ammunition.  The Power Suit can also roll into a "Morph Ball,"
 an Alt Form that can enter small tunnels and has an unlimited supply of
 bombs.  These bombs can be used to destroy small objects, and can even
 allow Samus to use the kinetic energy of the Bombs to propel herself
 in a Bomb Jump.  With proper timing, she can even use three different
 bombs to reach twice the height of a normal Bomb Jump.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      [0203] Weapons and Items
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 -----------
 Power Beam
 Opens:  Unsealed Doors
 
 The backbone of Samus' arsenal, the Power Beam can fire a three-shot 
 burst before it begins to charge up for a more powerful projectile 
 attack.  The Power Beam is an extremely useful weapon early on, when
 Universal Ammunition pools are low and enemies are relatively weak. With 
 practice, it is even an effective weapon at later stages of the game.  
 Since it does not use ammunition and most enemies aren't very resistant 
 to it's attacks, the Power Beam is a solid choice for any situation.
 
 -----------------
 Missile Launcher
 Opens:  Brown-sealed Doors
 
 Firing powerful concussive missiles, the Missile Launcher is a very 
 powerful weapon which should never be ignored.  Since Missiles are not 
 needed nearly as much in Hunters as they have been in previous Metroid 
 titles, players should not hestitate to empty their supply of Missiles 
 whenever it seems necessary.  Missiles are a great weapon to use in 
 Hunter Duels especially, and Samus can make the Missiles track heat by 
 charging them first.  Missiles move slowly, and are easily dodged by 
 quick targets.
 
 -------------
 Battlehammer
 Opens:  Green-sealed Doors, Green Force Fields
 
 The Battlehammer fires a string of explosive rounds.  It has no charge 
 mode, and it fires fast enough that it can quickly drain an entire 
 Universal Ammunition pool before the player realizes it.  As the first 
 weapon discovered which uses UA, the Battlehammer is a good reminder to 
 conserve your UA for when you really need it.  The Battlehammer fires in 
 a low arc, requiring players to adjust their aim to hit their intended 
 target.
 
 ----------
 Judicator
 Opens:  Purple-sealed Doors, Purple Force Fields
 
 The Judicator fires a single stream of frozen plasma, or when charged 
 fires a whole bunch of the streams.  The Judicator is especially 
 effective against enemies based on fire, such as the Fire Spawn or Magma 
 Voldrums.  One of the more commonly used Weapons in the game.
 
 ------------
 Volt Driver
 Opens:  Yellow-sealed Doors, Yellow Force Fields
 
 The Volt Driver works similarly to the Power Beam, firing a single shot 
 before charging up to deliver one powerful burst.  Not a weapon you will 
 find yourself using all that often, but it still has it's uses.
 
 -----------
 Shock Coil
 Opens:  Blue-sealed Doors, Blue Force Fields
 
 The Shock Coil fires a stream of electricty at anything within the 
 weapon's extremely limited range, continuously dealing small amounts of 
 damage for as long as the weapon remains activated.  A really great 
 weapon if you practice with it, but it initially seems weak to those who 
 have not mastered it.
 
 --------
 Magmaul
 Opens:  Orange-sealed Doors, Orange Force Fields
 
 The Magmaul is a powerful weapon which works especially well one 
 ice-based enemies such as the Frost Spawn and Ice Voldrums.  It's
 achilles heel is the huge arc it has, requiring considerable adjustment 
 of aim to actually hit your target.  Practice with this one before using 
 it full time.
 
 -----------
 Imperialist
 Opens:  Red-sealed Doors, Red Force Fields
 
 The Imperialist is a laser rifle, which fires a long thin, stream of
 energy with enough force to kill almost anything in one shot (provided 
 you make contact with the head).  The Imperialist is also equipped with 
 a zoom function, allowing Samus to attack enemies from clear across the 
 room.  A really fantastic weapon if you work on your aim with it.
 
 -------------
 Omega Cannon
 
 The last, most powerful weapon Samus finds, the Omega Cannon may well be 
 the "Ultimate Power" referred to in the hidden message.  The Omega Cannon 
 fires a single, powerful burst which explodes like a nuke, and is only 
 used against the final boss.
 
 -------
 Energy
 
 Energy comes in three varieties and heals three different amounts of 
 health:  30, 60 and 100.  It drops off almost everything and is generally 
 found in abundance.
 
 --------------
 Missile Packs
 
 Gathering Missile Packs increases the amount of Missiles carried in the 
 Power Suit.
 
 ---------------------
 Universal Ammo Packs
 
 Gathering Universal Ammo Packs increases the amount of UA carried in the 
 Power Suit.
 
 ------------
 Energy Tank
 
 Energy Tanks increase the maximum energy capacity of the Power Suit by 
 100.
 
 ------------------
 Missile Expansion
 
 Missile Expansions increase the maximum Missile capacity of the Power 
 Suit by 10.
 
 -------------
 UA Expansion
 
 UA Expansions increase the maximum UA capacity of the Power Suit by 30.
 
      ~o~o~o~o~o~o~o~o~o~o~
      [0204] Rival Hunters
      ~o~o~o~o~o~o~o~o~o~o~
 -------
 Kanden
 Weapon: Volt Driver
 Alt Form: Stinglarva
 Weak Against: Battlehammer
 
 The first Hunter you encounter in the Adventure Mode, Kanden uses the
 Volt Driver.  His attacks disrupt the Combat Visor, affecting your field 
 of vision.  When he rolls into his Stinglarva Alt Form, he moves very 
 quickly and is low to the ground, making it hard to hit it from below.  
 The Stinglarva can drop bombs which home in on enemies.
 
 Kanden is an escaped biological experiment, an attempt to create the 
 perfect soldier.  With the combined DNA of some of the most powerful and 
 dangerous species in the galaxy bioengineered into his body, Kanden is 
 an extremely dangerous enemy and is generally considered to be 
 psychotically homicidal.
 
 ------
 Spire
 Weapon: Magmaul
 Alt Form: Dialanche
 Weak Against: Judicator
 
 The second hunter you encounter in Adventure Mode, Spire is equipped
 with a Magmaul.  His attacks can set you on fire when they connect, 
 causing additional damage over time.  When Spire enters his Dialanche 
 form, he gains the ability to climb walls (ala Spider Ball), though the 
 CPU AI rarely takes advantage of this ability.  The Dialanche can lash 
 out with two blades at close range, so stay away from his Alt Form to
 avoid unnecessary risk.
 
 Spire is the last known Diamont, a race whose body is composed entirely
 of a molten ferrous rock.  Spire is trying to find the fate of his 
 people, and believes that discovering how the Alimbics were destroyed 
 may shed some light on his own people's fate.  Spire isn't necessarily 
 evil, but that doesn't make him Samus' friend either.  He will attack 
 with just as much zeal as any other Hunter.
 
 -------
 Weavel
 Weapon: Battlehammer
 Alt Form: Halfturret
 Weak Against: Volt Driver
 
 The third hunter you encounter in Adventure Mode, Weavel is equipped
 with a Battlehamer.  His shots with the Battlehammer cause a large
 explosion, so even when he misses you're not necessarily avoiding
 damage.  In his Alt Form, Weavel splits in half.  His lower legs
 become a turret, his upper half a melee robot.  The legs are
 significantly more dangerous, so destroy them first if he enters
 Alt Form.
 
 Weavel was formerly the Space Pirate General in charge of the Zebes
 outpost, at least until Samus arrived and shut down the operation.  
 However, she made the mistake of leaving Weavel alive.  His body was 
 recovered, and his spinal cord and brain were implanted into a new 
 cybernetic body.  He is now the Space Pirate's most deadly and effective 
 assassin.  It's not certain whether he is after the Ultimate Power for 
 the Space Pirates or for his own purposes.
 
 ------
 Noxus
 Weapon: Judicator
 Alt Form: Vhoscythe
 Weak Against: Magmaul
 
 The fourth or fifth Hunter you encounter in Adventure Mode, depending
 on the order you finish the planets, Noxus wields a Judicator.  His
 regular shots with the Judicator deal a moderate amount of damage, but
 more dangerous is the charged attack which can freeze you solid.  In
 his Alt Form, Noxus becomes whirling blades which deal large amounts of
 damage to anything he strikes with them.
 
 Noxus is a a member of the Vhozon race, an empire whose might rivals
 that of the Galactic Federation.  Though the two governments share a
 wish to enforce justice, both have radically different ideas of how
 to enforce that.  The Vhozon are merciless to any who break their
 incredibly strict laws, and employ an army of Warrior Monks who police
 the population.  Noxus is seeking the Ultimate Power to keep it out of
 the hands of any "undeserving heretics."
 
 ------
 Trace
 Weapon: Imperialist
 Alt Form: Triskelion
 Weak Against: Shock Coil
 
 The fifth or sixth Hunter you encounter in Adventure Mode, depending
 on the order you finish the planets, Trace wields an Imperialist.  He
 becomes virtually invisible when he stands motionless while holding the
 Imperialist, giving him extra time to carefully aim his shots.  A
 smattering of rapid fire shots or a Homing Missile are usually enough
 to snuff out his hiding place, and if that doesn't work then the long
 beams of the Imperialist are pretty obvious indicators of his presence
 as well.  While in his Triskelion form, Trace can become invisible
 while standing motionless, letting him ambush Samus in narrow halls
 with it's powerful attacks.
 
 Trace is a Kriken, one of the most hated races in the galaxy.  They are
 an incredibly warlike race, moving from planet to planet like a swarm
 of locusts.  Trace is a relatively young Kriken warrior, and has set out
 on a quest to find a new planet for the Kriken to invade as part of his
 rite of passage.  He seeks the Ultimate Power to bring glory to himself,
 and failing that at least he'll find a few good planets for the Kriken
 to destroy.
 
 ------
 Sylux
 Weapon: Shock Coil
 Alt Form: Lockjaw
 Weak Against: Imperialist
 
 The fifth or sixth Hunter you encounter in Adventure Mode, depending
 on the order you finish the planets, Sylux wields a Shock Coil.  Sylux
 possesses what is probably the most effective and powerful strategy of
 any of the Rival Hunters in Adventure Mode, staying as close to Samus
 at all times and letting the Shock Coil slowly wear down her Energy.
 While in Lockjaw Alt Form, Sylux can drop a series of bombs which are
 connected by a line of electricity.  Crossing this line causes all the
 bombs to explode.
 
 Sylux is a Bounty Hunter who, for reasons unknown, hates the Galactic
 Federation, and especially Samus Aran.  His presence in the Alimbic
 Cluster may not necessarily be directly related to the Ultimate Power,
 but it can be certain that if he got his hands on the Ultimate Power
 it wouldn't be good for Samus or the Federation.
 
 -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-
 [0300] Adventure Mode Walkthroughs
 -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~
      Subchapters
      ~o~o~o~o~o~o~
 [0310] Spoiler-Free Walkthrough
 [0320] In-Depth Walkthrough
   [0321] Part 01: Celestial Archives
   [0322] Part 02: Alinos
   [0323] Part 03: Vesper Defense Outpost
   [0324] Part 04: Arcterra
   [0325] Part 05: Return to Celestial Archives
   [0326] Part 06: Return to Alinos
   [0327] Part 07: Return to Arcterra
   [0328] Part 08: Return to Vesper Defense Outpost
   [0329] Part 09: Alinos Again and Oubliette
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0301] Spoiler-Free Walkthrough
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 This is the Walkthrough for people who don't want to be told exactly what 
 to do and where to go, but is instead a general outline. It does not 
 reveal the locations of scans, Power Suit upgrades or give strategies for 
 defeating enemies.
 
 01. Land on the Celestial Archives.
 02. Retrieve the Octolith and return to the Hunter Gunship.
 03. Land on Alinos.
 04. Retrieve the Octolith and return to the Hunter Gunship.
 05. Land on the Vesper Defense Outpost.
 06. Find the Battlehamer.
 07. Retrieve the Octolith and return to the Hunter Gunship.
 08. Land on Arcterra.
 09. Find the Judicator.
 10. Retrieve the Octolith and return to the Hunter Gunship.
 11. Return to the Celestial Archives.
 12. Find the Volt Driver.
 13. Find the Shock Coil.
 14. Retrieve the Octolith and return to the Hunter Gunship.
 15. Land on Alinos.
 16. Find the Magmaul.
 17. Retrieve the Octolith and return to the Hunter Gunship.
 18. Land on Arcterra.
 19. Find the Imperialist.
 20. Retrieve the Octolith and return to the Hunter Gunship.
 21. Land on the Vesper Defense Outpost.
 22. Retrieve the Octolith and return to the Hunter Gunship.
 23. Reclaim stolen Octoliths from rival Hunters, if any.
 24. Land on Alinos.
 25. Use the eight Octoliths to activate the Alimbic Cannon.
 26. Return to the Hunter Gunship.
 27. Land on the Oubliette.
 28. Defeat Gorea.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0320] In-Depth Walkthrough
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 This is the complete guide to Metroid Prime: Hunters.  It covers the entire
 game, beginning to end, room for room, in high detail.  All Scans are
 pointed out and strategies are given for fighting the major enemies or
 maneuvering through the obstacle courses.  If you're looking for a 100%
 completion rating, then this is the Walkthrough you're looking for.
 
 Author's Note:  Most of the large areas in the game have a small hallway 
 between them.  These hallways serve as "loading buffers" and have no 
 real use.  This guide typically ignores their very existence.  Just pass 
 through them even when the guide doesn't mention them at all.
 
 A Note on Organization:  Each part of the walkthrough is divided into
 areas for ease of use.  To recognize when one area ends and another
 begins, look for the line of hyphens (-).  At the beginning of each
 area's section, if there are new scans or items covered in that part
 of the guide, then it is pointed out.  To locate a specific area in
 the game, use the in-game map on the pause menu.
 
 A Note on Checkpoints:  If you die and return to an earlier checkpoint,
 you will have to repeat all Scans and Item Pickups after that checkpoint.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0321] Part 1: Celestial Archives
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 --------------------
 The Alimbic Cluster
 
 When the game begins, a brief introductory sequence plays.  Sit through
 it if you like (very little of the game will make sense if you don't).
 After the intro, a map of the Alimbic Cluster will appear on the Touch
 Screen.  The two sliders on the bottom and left of the Touch Screen
 adjusts Samus' destination.  By default, they rest on the Celestial
 Archives.  Press the large, red Land Ship button to enter the Celestial
 Archives.
 
 -----------------
 Celestial Gateway
 New Scans:  Hunter Gunship (equipment), Celestial Archives (object),
      Alimbic Prophecy 01 (lore)
 
 Jump off your Hunter Gunship and take a look around.  There are two 
 portals on the left and right of the door (we'll activate them later),
 a computer console in front of the Gunship and a green barrier beneath
 the landing platform.  We won't be able to open this barrier for a 
 little while, but keep it in mind.  Switch to the Scan Visor and scan 
 the Hunter Gunship for it's equipment scan, and the Computer Console in 
 front of it for the Celestial Archives object scan.  Move towards the 
 door, and scan the Alimbic Prophecy 01 lore which hangs just above the 
 door (most Lore scans are in the form of Datashades, which are invisible 
 unless you have the Scan Visor on).  Blast open the door and follow the
 long, bending hall to the Helm Room.
 
 ---------
 Helm Room
 New Scans:  Synergy Processor (object), Synergy Drive (object), 
      Port Helm (object), Starboard Helm (object), 
      Psycho Bit v1.0 (bioform)
 
 Switch back to the Scan Visor and step towards the large platform in 
 front of you.  Scan it's left side for the Synergy Processor object.  
 To the left of the Synergy Processor is the Synergy Drive object, behind 
 the blue force field.  Scan it as well.  A catwalk near the center of the 
 room climbs up.  Go up it, and follow the catwalk to the left first.  
 Scan the console for the Port Helm object scan, then to the opposite side
 of the catwalk for the Starboard Helm object scan.
 
 Scan the button next to the door against the far wall to unlock it.  
 Shoot it open and go inside.  As soon as the door closes, both doors in 
 the room will be locked and several Psycho Bits v1.0s will appear.  Scan 
 one of them for their bioform scan, then kill them all to unlock the 
 doors.  Open the door at the top of the ramp and follow the hall to the 
 Meditation Room.
 
 ----------------
 Meditation Room
 New Scans:  Alimbic Panel (object), Navigational Chart (object),
      Petrasyl (bioform), Synergy Strut (object), 
      Tetra Trade Map (object)
 
 Use the Charge Beam to destroy the crates and gather their contents.  
 Follow the hall down and to the right.  Scan the left wall for the 
 Alimbic Panel object, then enter the doorway to the right.  Scan then 
 kill the Petrasyl, who will drop a Small Missile Pack.  Scan any of three 
 force fields for a Synergy Strut object, then the blue panel near the 
 ramp for the Tetra Trade Map object.  Blast the Brown Door with a missile 
 to unlock it, then leave the room.
 
 ---------------
 Data Shrine 01
 New Scans:  Science Hub (object), Alimbic Artifacts (object), 
      Artifact Shield (object), Shield Key (object), 
      Cartograph Artifact (object), Lesser Ithrak (bioform)
 New Items:  Cartograph Artifact, Energy Tank
 
 The hallway goes to the left and right here.  The right dead ends almost
 immediately, so go to the left.  Notice the small crawlspace beneath the 
 floor; we'll get to that in a moment.  Keep following the hallway left, 
 and kill the Psycho Bits v1.0s that get in the way.  Near the end of the
 hall, your Gunship will send a message that another ship has landed in 
 the Celestial Archives.  Go through the silver door to the right.
 
 When you enter the room, both doors will immediately lock.  Quickly 
 scan the small, low wall before you; this is the Science Hub object.  In 
 front of the Science Hub is a computer which holds the Alimbic Artifacts 
 object scan.  Jump up to the center platform and scan the large, blue 
 diamond for the Artifact Shield object scan.  Once you do, several Psycho 
 Bit v1.0s will appear.  There are several waves of them; just keep 
 killing them until they quit spawning.
 
 A Shield Key will appear next to the Artifact Shield once all the Psycho 
 Bits are dead.  Scan it, then take the key.  The Artifact Shield will 
 disappear, revealing a Cartograph Artifact.  Scan then take it.  With 
 the Artifact in hand, the doors will unlock.  Leave through the door 
 with the two crystals standing beside it (as a general rule, doors with 
 crystals go forward, while those without go back).
 
 As soon as you enter the hall, four Psycho Bit v1.0s will attack.  Kill 
 them, then jump down into the trench.  Stop, and turn around.  There is
 a small path which goes under the floor.  Roll into Alt Form and head
 down the tunnel to find a Small Missile Pack.  Roll back out and follow
 the tunnel's curve.  On the other end of the trench is another small
 tunnel.  In Alt Form, go to the end of the tunnel to find an Energy Tank.
 Return to the trench and jump up to the platform.  Keep following the
 tunnel's curve left.  Near the end of the hall there is a locked door.
 Try to go near it, and a Lesser Ithrak will jump down.  Scan then kill 
 it.  The door will unlock.  Head through it to Fan Room Alpha.
 
 --------------
 Fan Room Alpha
 New Scans:  Cooling Fans (object)
 
 Scan the base of the pillar in front of you for the Cooling Fans object.
 Then, jump up to the top of the pillar using the platforms that surround
 it.  At the top, head through the door to Data Shrine 02.
 
 --------------
 Data Shrine 02
 New Scans:  Kanden (bioform), Alimbic Joist (object)
 New Items:  Missile Expansion
 
 This area is structurally similar to Data Shrine 01, but the configuration
 of doors and Alt Form tunnels is a little different.  You won't
 even be able to access most of Data Shrine 02 until we return here later
 on.  As before, the hall stretches left and right.  The left dead ends 
 on an as-yet-unopenable door, so head to the right.  You'll see a 
 Missile Expansion under the floor after a short ways; we'll get this in 
 a moment.
 
 Keep following the hall.  Near the end of the trench, you'll get a 
 glimpse of a green humanoid figure.  This is Kanden, the first and 
 easiest of your rival hunters.  He'll run if you get too close; try 
 to scan him before he sees you.  If you don't, no worries - you'll be 
 able to scan him again in a moment.  Run towards him, and he'll roll 
 into his Alt Form and run down the tunnel.  Roll into your own Alt 
 Form and follow him.
 
 On the other side of the tunnel, change out of Alt Form and kill the
 Psycho Bit v1.0.  Keep following the trench, and halfway across scan
 the angled beam on the ceiling above for the Alimbic Joist object.
 Kill another Psycho Bit, then continue on.  At the far end of the 
 trench is another tunnel.  Go Alt Form and roll to it's end to get 
 that Missile Expansion we saw earlier. Return to the trench.  Jump onto 
 the path above Kanden's Tunnel and kill the Psycho Bit v1.0s that 
 guard the door.  Leave through the door to Fan Room Beta.
 
 --------------
 Fan Room Beta
 New Scans:  Tetra Galaxy (object)
 
 Scan the center window on the far wall for the Tetra Galaxy object, then
 jump to the top of the pillar.  Kill the Petrasyls that get in your way.
 Head through the door at the top to Data Shrine 03.
 
 ---------------
 Data Shrine 03
 
 New Scans:  Stinglarva (bioform), Political Hub (object), 
      Anthropological Hub (object), Attameter Artifact (object),
      Alimbic Turret v1.0 (bioform)
 New Items:  Attameter Artifact
 
 Blast open the crates to your right and gather up their contents.  
 Follow the hallway to the left.  The hall deadends at a silver door.  Go
 inside, where Kanden will attack you.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Kanden
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Kanden begins the fight in his Stinglarva Alt Form, so scan him quick.
 All rival Hunters must have their Humanoid and Alt Forms scanned
 individually.  Blast the Stinglarva a few times with the Power Beam, 
 and he'll change back into his Humanoid form.  Scan him now if you 
 missed him before.  Keep pelting Kanden with rapid or charged shots, and 
 absolutely never stand still.  Hide behind objects, strafe around him, 
 jump around like an idiot - anything to keep him from hitting you.  Not 
 that he hits hard, it's just good practice for later when not being hit 
 actually will matter.  Try to make all shots connect with his head, 
 especially Charge Shots.  Kanden is really easy and should be no trouble 
 to even the most novice player.
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Hunter Duel:  Kanden
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 When Kanden is defeated, he will leave behind a Shield Key.  Pick it
 up, and one of the doors on the upper catwalk will unlock.  Blow the
 door open, then roll inside with the Alt Form to find the Attameter
 Artifact.  Go back out to the main room and scan the Anthropological
 and Political Hubs on the left and right sides of the room.  Leave
 through the other door (the one you didn't come through).
 
 Out in the hall, turn right and scan the Alimbic Turret v1.0
 directly in front of you before you blow it up.  He's got a friend
 behind him; blow it up too.  With both Turrets dead, the door on the
 left wall will unlock.  Go in to the Synergy Core.
 
 -------------
 Synergy Core
 New Scans:  Binary Subscripture (object), Lift Controls (object)
 New Items:  Binary Subscripture
 
 Scan the yellow button on the floor to your left.  This will activate
 a portal, but don't go through it yet.  Begin jumping up the platforms.
 Part of the way up, on the wall above the door you came through, is the
 Lift Controls object scan.  Take note of the yellow force field, but
 you won't be able to do anything with it right now.  Climb to the top
 of the shaft and enter the door at the top.
 
 In this room is an Artifact Shield which holds the Binary Subscripture,
 the last Artifact you need for this visit to Celestial Archives.
 Surrounding the shield are four switches.  Scan then shoot each of these
 switches, and the Shield Key will appear.  Pick it up, then scan and 
 grab the Binary Subscripture.  The door to the next room will unlock, 
 leading to the Stronghold Portal.  But before we go there, return 
 to the portal we passed earlier.  It will take you to the 
 Celestial Gateway.
 
 ------------------
 Celestial Gateway
 
 Jump into the Gunship (stand in front of it, jump on top of it and
 stand near it's center) to save and heal, then return to the Synergy
 Core through the portal
 
 -------------
 Synergy Core
 
 Jump back to the top of the shaft and go through the door on the other
 side of the deactivated Artifact Shield.  If you have all three 
 Artifacts (which you should, since the game doesn't let you progress 
 without them in this first level) then the machine in this room will 
 activate and open a portal.  Step inside.
 
 ----------------
 Stronghold Void
 New Scans:  Stronghold Door (object), Stronghold Void (lore),
      Cretaphid v1 (bioform), Biodefense Chamber A (lore), 
      Octolith (object)
 New Items:  Octolith
 
 First thing in Stronghold Void, switch to the Scan Visor and get the
 Stronghold Void lore scan.  It's right in front of you as you arrive.
 Head straight forward, up the stairs, and scan the door before opening
 it for the Stronghold Door object.  Shoot then stand right next to the 
 second door to open it.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Cretaphid v1
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 First, scan the pillar to get the Cretaphid v1 scan.  Then, get the
 Biodefense Chamber A scan to the right of the door (this is one of the
 easier scans in the game to miss).  Cretaphid v1 will shoot lasers at
 you from his red eyes; they don't deal much damage, so no sweat if you
 get hit a few times.  Circle the pillar in a clockwise or counter-
 clockwise pattern, shooting the blue eyes with rapid and charge Power
 Beam shots.  Once all of the eyes are destroyed, then the Cretaphid's
 "brain" will appear at the top of the pillar.  Shoot it with rapid
 and charge shots until the pillar flashes or the brain descends,
 whichever happens first.  Repeat the process until Cretaphid v1 dies.
      ~o~o~o~o~o~o~o~o~o~o~o~
      End Boss:  Cretaphid v1
      ~o~o~o~o~o~o~o~o~o~o~o~
 
 Pick up the health that Cretaphid v1 leaves behind, then scan and grab
 the Octolith.  Return to the portal.  On the way back, your Gunship
 sends a message:  eight minutes to security lockdown.  Jump into the
 Stronghold Portal to return to the Synergy Core.
 
 -------------
 Synergy Core
 
 Try to use the Alt Form as much as possible on your way out - it
 moves much faster then the Humanoid Form.  However, several of the doors
 on the way back are locked.  Kill all of the Alimbic Turret v1.0s,
 Psycho Bit v1.0s and Lesser Ithraks you come across along the way to
 ensure the door ahead is unlocked.
 
 Kill the waves of Psycho Bits v1.0 in the Binary Subscripture room, then
 head through the door and jump down.  The portal to Celestial Gateway is
 deactivated, so don't get any clever ideas.  Return to Data Shrine 03.
 
 --------------
 Data Shrine 03
 
 Run to the right and blast through the silver door.  Hug the right wall
 and leave through the other door.  Back out in the hall, run to the left
 and kill the Psycho Bit v1.0s to unlock the door.  Go through to Fan Room
 Beta.
 
 -------------
 Fan Room Beta
 
 Drop down to the bottom of the shaft and go through the door to Data 
 Shrine 02.  Ignore the Petrasyls; the door isn't locked.
 
 --------------
 Data Shrine 02
 
 Run to the right into the trench, and roll through the tunnel back in the
 direction you just came from (the same tunnel you chased Kanden through 
 earlier).  Kill the Lesser Ithrak on the other side of the tunnel, then 
 follow the tunnel's curve.  A pair of Alimbic Turret v1.0s and another 
 Lesser Ithrak guard the door.  Kill them to unlock it, and go through to 
 Fan Room Alpha.
 
 --------------
 Fan Room Alpha
 
 Drop to the bottom of the shaft and go through to Data Shrine 01.
 
 --------------
 Data Shrine 01
 
 When you step through the door, a Lesser Ithrak will ambush you from the
 right.  Kill it, then follow the hallway left.  Kill the Psycho Bit v1.0s, 
 then shoot through the silver door.  Kill the group of Psycho Bits to 
 unlock the door on the other end of the hall.  Go through it and to the 
 left, into the door to the Meditation Room.  Kill the trio of Psycho 
 Bits on the way.
 
 ---------------
 Meditation Room
 
 Run up the ramps in the Meditation Room.  Kill any Petrasyls that get
 in your way, but ignore the rest.  At the top of the room, go through
 the door into the Helm Room.
 
 ----------
 Helm Room
 New Scans:  Guardian (bioform)
 
 Move down the ramp and into the main Helm Room, where you will be 
 immediately attacked by three Guardians.  If you're pressed for time, 
 don't bother scanning them.  You'll get plenty of opportunity later.  
 Fighting Guardians is a lot like fighting rival Hunters, only they 
 are not as powerful and don't have Alt Forms.  Fight them just as you 
 fought Kanden:  Circle around, hitting them with rapid shots and trying 
 to hit their heads with Charged Shots.  Once all three Guardians are 
 dead, head through the door back to Celestial Gateway.
 
 ------------------
 Celestial Gateway
 
 Jump into your Gunship, save your game and select "Launch Ship" on the
 touch screen to leave the Celestial Archives.  
 
 -------------------
 The Alimbic Cluster
 
 The map of the Alimbic Cluster will reappear on the touch screen, 
 and a new planet will appear.  Set a course for Alinos by 
 moving the navigational sliders so they line up with Alinos, then 
 press the "Land Ship" button.
 
      o~o~o~o~o~o~o~o~o~o~o~
      [0322] Part 2: Alinos
      o~o~o~o~o~o~o~o~o~o~o~
 ---------------
 Alinos Gateway
 New Scans:  Alinos (object), Magma Station (object),
      Alimbic Prophecy 02 (lore), Alimbic Datashade 01 (lore),
      Alimbic Datashade 02 (lore)
 New Items:  Missile Expansion
 
 Jump down from the Gunship and scan the console for the Alinos object.
 Run down the stairs, and move around to the rear end of the pyramid
 structure.  There is a small machine back here which can be scanned
 for the Magma Station object.  Head back to the front of the pyramid
 and jump along the rocks over the lava, but be quick - they sink.  Get
 the Alimbic Prophecy 02 lore scan from above the door, then head to
 the right for Alimbic Datashade 01 & 02 lore scans.  Return to the door, 
 but don't go through yet.  Head to the left, where you can just see a 
 Missile Expansion in an alcove above you.  Jump onto the rubble, then 
 roll into the alcove.  Use bomb jumps to reach the Missile Expansion.  
 Drop back down and head through the door.
 
 ----------
 Echo Hall
 New Scans:  Exposed Rebar (object), Zoomer (bioform), History 01 (lore),
      War Wasp (bioform)
 New Items:  Energy Tank, Cartograph Artifact
 
 Run down the hall a ways, and stop to scan and then kill some Zoomers.
 The plants on the floor can also be destroyed, and some of them hold
 items.  Remember that for emergencies later on.  There is a large,
 square sandy area at the end of the hall.  Scan the left side of the
 room for the History 01 lore, and the right side for the Exposed Rebar
 object.  Roll into Alt Form and enter the tunnel.
 
 Echo Hall Maze Map by MrShotgun:
 db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif
 
 This is a wee bit of a maze here, but it isn't large or difficult.
 Nevertheless, I'll give directions.  Follow the maze's path until you
 hit a crossroads.  Go right, then left, then right again at the next
 split, then straight.  You will be in a small alcove filled with Zoomers.
 Slaughter the lot of them to reveal a Shield Key.  Pick it up, and roll
 back into Alt Form and return to the maze (use the same entrance you
 came in through to exit).  Go straight, left at the next fork, straight,
 and around the corner to the door you just unlocked.  Bomb it open.
 Ignore the right path, and keep going forward.  Down this branch and
 to the right is an Energy Tank.  Return to the tunnel you just passed
 and roll into it.  At the end of the path is an elevated tunnel; bomb
 jump into it.  At the top is a small room with the Cartograph Artifact.
 Grab it, then head through the door with the two blue crystals.  Scan
 and kill the War Wasps on the other side of the tunnel, then go through
 the door to High Ground.
 
 ------------
 High Ground
 New Scans:  Flow Regulator (object), Interment Chamber (lore), Magma
      Vent (object), Science Sarcoghagus (lore), Battle 
      Sarcoghagus (lore), Alimbic Scripture (object), Blastcap (bioform),
      Spire (bioform)
 New Items:  Missile Expansion
 
 There's a whole swarm of Zoomers in this room.  Kill them all to unlock
 the door.  Scan the orange strip on the left wall before you go through
 the door to get the Flow Regulator object scan.  Go left around the
 corner and kill more Zoomers to unlock another door.  Through the door,
 take two more lefts.  On the way, you'll see an opening covered by a
 purple force field.  You won't be able to open this until later, but
 turn on your Scan Visor and scan the hole in the wall for the Interment
 Chamber lore.  Another left, and scan the cracked floor for the 
 Magma Vent object, then jump up through the hole in the ceiling.
 
 Spire, another rival Hunter, will attack.  You don't really fight him
 yet (he runs away after he takes a few hits), but now is a good chance
 to scan him.  After you've sent Spire packing, return to the center of
 the room.  Scan both of the large square blocks in the courtyard to get
 the Battle and Science Sarcoghi lore scans.  Scan one of the inscribed
 walls for the Alimbic Scripture object.  Face the Battle Sarcoghagus,
 then turn around and run up the ramp.  Hang a right at the top and grab
 the Missile Expansion.
 
 Climb back up the Battle Sarcoghagus ramp, then run to the left along
 the wall.  Scan the Blastcap, then jump over it and into the silver door
 to the next room.
 
 ---------------------
 Elder Passage (lower)
 New Scans:  Voldrum (bioform), Dialanche (bioform)
 New Items:  Attameter Artifact
 
 Head forward.  There's an Artifact Shield to your left, but there isn't
 much we can do with it without a Shield Key.  Head to the right, where a
 force field will activate and trap you in the room.  A blue plate on the
 wall will activate, steadily spitting out a stream of Voldrums.  Destroy
 the Voldrum Generator first, then scan and kill the Voldrum itself.
 Another generator will activate behind you.  Same deal.
 
 Once both Voldrum Generators are destroyed, then the force field above
 will disappear and Spire will reappear.  He'll take a few shots at you
 through the hole; you should do the same.  If you couldn't scan him back
 in High Ground, then do it now.  After a while, Spire will jump down
 into the pit and use his Dialanche Alt Form.  Scan it, then blast away.
 After a few shots, Spire will run away.  Again.  But don't think too low
 of the guy.  He's the last of his race, after all.  Scan the orange
 switch on the wall to make the Shield Key appear.  Take it, and claim
 the Attameter Artifact as your reward.  Return to High Ground through
 the silver door.
 
 ------------
 High Ground
 New Item:  Binary Subscripture
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Spire
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 Time for a real, honest-to-goodness brawl with Spire.  Just blast away
 at him, using High Ground's considerable architecture for cover.  When
 he rolls into Dialanche, then jump up onto one of the Sarcoghagi where
 the Dialanche has a much harder time reaching.  Spire should fall as
 easily as Kanden did.
      ~o~o~o~o~o~o~o~o~o~o~o~o
      End Hunter Duel:  Spire
      ~o~o~o~o~o~o~o~o~o~o~o~o
 
 When Spire is defeated, he will drop a Shield Key.  Take it, and grab
 the last Artifact in the corner of the High Ground.  After you pick up
 the Binary Subscripture, then the floating platforms above High Ground
 will rearrange themselves.  Jump across them to the previously
 unreachable silver door, and enter it to the Elder Passage (upper).
 More Generators will also activate, these producing Psycho Bit v1.0s.
 They can be safely ignored.
 
 ---------------------
 Elder Passage (upper)
 
 Scan the yellow switch in front of you and enter the portal to return 
 to Alinos Gateway.
 
 ---------------
 Alinos Gateway
 
 Save and heal at the Gunship, then return to the Elder Passage.
 
 ---------------------
 Elder Passage (upper)
 
 Enter the Stronghold Portal
 
 ----------------
 Stronghold Void
 New Scans:  Slench 1A (bioform), Slench 1B (bioform), 
      Energy Blaster (bioform), Biodefense Chamber B (lore)
 New Items:  Octolith
 
 Head through the pair of doors to the next boss fight.
 
      ~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Slench 1
      ~o~o~o~o~o~o~o~o~o~o~
 Quickly scan the lore on the right side of the door for the Biodefense
 Chamber B lore scan, then scan the Slench itself plus one of the three
 round discs that surround it for the Slench 1A and Energy Blaster
 bioform scans.
 
 The Slench is a bit more difficult to fight then the Cretaphid, but
 luckily is a bit easier to explain.  For the first part of the fight,
 strafe back and forth to dodge the Slench's attacks, and shoot at the
 Slench's tentacles with the Power Beam.  Once all three tentacles are
 destroyed (be fast - they regenerate), the Slench will detach itself
 from the wall.
 
 Once the Slench is removed from the wall, scan it again for the Slench
 1B bioform scan.  Now, begin circling the eye and shooting Power Beam
 shots directly into it's pupil.  After a preset amount of time or the
 Slench loses one-third of it's health (whichever happens first), then
 it will return to the wall and the process begins again.  The lower the
 Slench's HPs, the faster it will move.  This is particularly annoying
 in the Slench 1B portions of the fight, since the Slench's pupil is
 a fairly small target.  Keep it up and he'll die rather easily.
 
 Player Tip:  In the fight with Slench 1, when he switches to his B form, 
 I found it helpful to run forward right underneath the eye.  Not only did 
 that make the pupil a bigger and easier target to hit, but it was much 
 easier to dodge his projectiles there--minimal right and left movements 
 dodged almost all of them, and then all I had to do was strafe.  It was 
 easy to take off a third of his health very quickly every time using this 
 trick, because you could land a number of successive hits just from 
 dodging.  I usually just followed his right to left movements to dodge -
 that way, his projectiles would almost always land to my side.  I only 
 got hit a couple of times, when it was time to change directions.
  
 Don't know how much help that will be, and it's not as useful against his 
 later forms (you don't want to get that close when he could crush you), 
 but I thought I'd send it in, because I haven't seen anyone else come up 
 with a strategy like that.
  
 You can also destroy his tentacles in every fight with missiles.  Two 
 missiles kill off a tentacle, and since his green blobs often drop 
 missiles, it seems like the best way to go.  (Scott M.)
      ~o~o~o~o~o~o~o~o~o~o
      End Boss:  Slench 1
      ~o~o~o~o~o~o~o~o~o~o
 
 Grab the Octolith, then run out.  You've got four and one-half minutes
 to return to the Gunship - and a Hunter is waiting in ambush.
 
 ----------------------
 Elder Passage (upper)
 
 Drop down the pit to Lower Elder Passage and run out the silver door
 to High Ground.
 
 ------------
 High Ground
 
 Jump into the pit in the middle of the area, landing in the tunnels
 beneath High Ground.  There are four tunnels; three are blocked by
 force fields, one is not.  Run down this tunnel and follow it to the
 end.  Blast the door and enter Echo Hall.
 
 ----------
 Echo Hall
 New Scans:  Weavel (bioform), Halfturret (bioform)
 
 Ignore the War Wasps and roll into the tunnel.  When you come out on
 the other side, Weavel will attack.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Weavel
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Weavel is a different kind of Hunter from Kanden or Spire.  His chief
 ability is to split in half, his legs becoming a gun turret and his
 upper body a melee automaton.  Blast away at Weavel (don't forget to
 scan!) until he switches to his Halfturret Alt Form.  Scan then destroy
 the Halfturret by circling it and using rapid shots.  The Halfturret
 fires fast, but isn't very accurate against moving targets.  Weavel's
 upper half probably ran down the tunnel opposite the one you came
 from.  Chase him.  If you appear in the maze, you used the wrong tunnel.
 On the other side of the exit tunnel, roll to the right to drop through a
 gap in the wreckage.  Weavel should be waiting for you.  Finish him
 off.
 
 If this is your first run through the game, then Weavel will now be
 available in Multiplayer Matches (Kanden and Spire are available from
 the start).
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Hunter Duel:  Weavel
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 Run down the hall to Alinos Gateway.
 
 --------------
 Alinos Gateway
 
 Jump back into the Gunship, save and press the Launch Ship button.
 
 -------------------
 The Alimbic Cluster
 
 Back on the Alimbic Cluster map, two new areas will appear:  Vesper
 Defense Outpost (VDO) and Arcterra.  You can do either one first, but
 I recommend VDO be finished first.  Not only is it much easier, it's
 also much shorter.  If you choose to do Arcterra first, then skip down
 to Part 4.  Return here to Part 3 when it's time to do VDO; you won't be
 able to do Part 5 without finishing at least the first part of VDO.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0323] Part 3:  Vesper Defense Outpost
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 ------------
 VDO Gateway
 New Scans:  VDO (object), Alimbic Prophecy 03 (lore)
 
 Jump down from the Gunship and scan the computer for the VDO object scan.
 Walk down the sloping bridge to the left, then go right behind the wall
 to the door.  Scan above the door for Alimbic Prophecy 03 lore before
 going through it to the Bioweaponry Lab.
 
 ---------------
 Bioweaponry Lab
 New Scans:  Spore Farm (object), Mixing Tanks (object), 
      Lab Equipment (object), Clone Engine (object), Fuel Rod (object)
 
 Kill the floating ring of Petrasyls so you can safely traverse the room.
 Scan the glass windows on the left and right sides of the room for the
 Spore Farm, Mixing Tanks, Clone Engine and Lab Equipment object scans.
 Scan the device in the middle of the room for the Fuel Rod object.
 Head through the opposite door from where you entered into the next 
 room.
 
 -----------------------
 Weapons Complex (lower)
 New Scans:  Frozen Fuel Line (object), Alimbic Turret v1.4 (bioform)
 
 Hang a left and follow the corridor.  Scan the floor to find the
 Frozen Fuel Line object.  At the end of the corridor, scan and destroy
 the Alimbic Turret v1.4.  On your left is a small door with blue 
 crystals.  Go through it to the Cortex CPU.
 
 -----------
 Cortex CPU
 New Scans:  Cortex Chamber (object)
 New Items:  Missile Expansion, Battlehammer
 
 Roll to the left and use a Bomb Jump to get up onto the elevator.  Ride
 it up one level, then roll to the right.  Come to a rest underneath the
 Missile Expansion.  Use a Triple Bomb Jump to get up to the Missile
 Expansion.
 
 Player Tip:  Alternatively, you can bomb jump up to the platform near
 the Missile Expansion, then use another bomb jump up and to the right to
 reach the Missile Expansion.  (Atrimis)
 
 Roll back to the left, over the elevator and to the far left of the 
 second level.  At the end is a Jump Pad.  Time it so you roll onto the 
 Jump Pad while the green damage fields are turned off.  A series of Jump 
 Pads will propel you into a tunnel if you time it correctly.  If you time 
 it poorly and you pass through the damage field, you'll still be bounced 
 to the top of the shaft but you'll take some damage as well.  Once in the 
 tunnel at the top of the Jump Pad Shaft, roll to it's end.
 
 On the other side, change back to Humanoid Form.  Scan the tank in front
 of you for the Cortex Chamber scan, then scan the four switches in each
 corner of the room.  The Battlehammer will rise from the floor.  Use it
 to blast through the green force field that blocks the door (aim for the
 little triangle that floats around the force field) and return to the 
 Cortex CPU Morph Ball Maze.
 
 Drop to the bottom of the Jump Pad shaft.  You will probably land on a
 Quadtroid enemy; you'll be able to scan one later, but for now just
 kill it with bombs.  Ride the elevator back up to where the Missile
 Expansion was.  There is a tunnel above and to the left that is flanked
 by two blue pillars.  Bomb jump up to it and roll through it.
 
 ---------------------------
 Compression Chamber (upper)
 New Scans:  History 05 (lore), History 06 (lore), History 07 (lore),
      Alimbic War 10 (lore), Stronghold Portal (object)
 
 Get the History 07 scan to the right of the door, then scan the 
 Stronghold Portal object (you can only get this object if you scan
 it before activating the portal, so unless you purposefully skip an
 Artifact in one of the two previous levels then this is your first
 chance to get it.  Use the Battlehammer to blast through the green 
 force fields.  Use the Power Beam to clear the room of enemies and
 generators (try to conserve Universal Ammo as much as possible this 
 early in the game - you don't have much).  Get the History 06 lore scan 
 in the middle of the room, and the Alimbic War 10 lore from the alcove 
 near the ceiling.  Between the two doorways into this room is a force 
 field switch.  Scan it, then turn around.  There is another switch in 
 the alcove at the far end of the room.  You'll have to jump to reach 
 it, and it may take several attempts to scan the whole thing.  Grab 
 the History 05 Lore from the right rear corner of the room, then return 
 to the Cortex CPU.
 
 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 to the UA Expansion.  
 A bug in the game prevents the force field from lowering if you do not 
 lower it in your first visit.  - matt steven
 
 -----------
 Cortex CPU
 
 Return to where you encountered the Quadtroid (beneath the Jump Pad 
 Shaft) and roll into the tunnel against the left wall.
 
 ---------------------------
 Compression Chamber (lower)
 New Scans:  Psycho Bit v4.0 (bioform), Oubliette 08 (lore), 
      History 08 (lore)
 New Items:  UA Expansion, Binary Subscripture
 
 Scan then destroy the Psycho Bit v4.0s and their generators.  If you
 scanned both switches in the Upper Compression Chamber, then the force
 fields down here should be deactivated.  Roll under the pillar first
 for a UA Expansion, then through one of the small openings into the next
 room.  Kill the Lesser Ithrak, and a Shield Key will appear.  Grab it,
 then scan for the Oubliette 08 lore behind the barrier.  There is also
 a Jump Pad back here, hidden in a small Alt Form tunnel.  Use it to launch 
 back up to the Upper Compression Chamber.
 
 Scan the History 08 lore in the middle of the room, then grab the
 Binary Subscripture artifact.  A Guardian will appear in the room below
 you.  This Guardian is much tougher then the trio you fought in the
 Celestial Archives.  And he got a hold of Kanden's Volt Driver.  Drop
 down through the hole in the floor and kill the Guardian to disable the
 remaining force fields in the room.  Return to the Cortex CPU.
 
 -----------
 Cortex CPU
 
 Return to the Weapons Complex.
 
 -----------------------
 Weapons Complex (lower)
 New Scans:  History 03 (lore), History 04 (lore), 
      Octolith Safeguard (lore), Crash Pillar (bioform), 
      Alimbic Prophecy 07 (lore)
 New Item:  Attameter Artifact
 
 Go to the room we passed earlier, directly in front of the door to
 the Cortex CPU.  There's an Artifact Shield here.  Kill the Psycho 
 Bit v1.0s and their Generators, and the Force Field in the floor will 
 deactivate.  Get the History 03, History 04 and Octolith Safeguard lore 
 scans in the corners of the room, then drop down and kill the Lesser 
 Ithraks who fall from the ceiling (you can shoot them before dropping 
 down if you like).  A Shield Key will appear upon their demise.  Pick 
 it up and ride the elevator back up.  Take the Attameter Artifact.  
 
 Blast through the green force field with the Battlehammer.  Scan the 
 object in the next room; this is a Crash Pillar.  Step near it, and it 
 will jump in the air.  Shoot the red eye on it's underside before it 
 lands.  Repeat until it dies.  Scan the Alimbic Prophecy 07 lore above 
 the door, then ride the elevator up (we won't be able to open that door 
 for a while).  At the top, activate the portal and take it to VDO 
 Gateway.
 
 ------------
 VDO Gateway
 
 Save and heal at your Gunship.  Use the Jump Pads to return to the portal
 and go back to the Upper Weapons Complex.
 
 ------------------------
 Weapons Complex (upper)
 New Scans:  Sylux (bioform), Lockjaw (bioform), Gestation Tanks (object),
      Delano 7 (object)
 New Items:  Cartograph Artifact
 
 From the portal, hang a left into the corridor.  Follow the tunnel (there
 is only one linear path).  After a few turns, you will encounter Sylux.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Sylux
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 Sylux is arguably the hardest Hunter in the Adventure mode, but he
 still isn't all that hard.  He spends most of the fight slowly wearing
 away your energy with his Shock Coil while he jumps and strafes all
 over the place.  Use rapid Power Beam shots, and rockets if you're
 accurate (don't bother with the Battlehammer, you'll just waste UA).
 He's very difficult to hit with Charged Shots, but if you can pull it
 off then by all means do so.
 
 When he rolls into his Lockjaw alt form, he is most vulnerable but still
 difficult to hit.  Roll into your own Alt Form and try to hit him with
 Morph Ball Bombs, or just stick to rapid power beam shots.  Blow open the 
 crates around the area if you need health.  One of Sylux's favorites 
 tricks is to roll into his Alt Form and go in a big loop to get behind 
 you.  When he does this, don't chase him; just turn around and ambush him 
 before he ambushes you.
 
 After a while, the force fields in the area will deactivate, moving the
 battle into the central area.  Sylux's ship, the Delano 7, will arrive
 at this point to provide cover fire.  Scan the Delano 7 (this is your
 only chance to do so), then fire a few rockets at it to disable it
 before turning your attention back to Sylux.  After a rough fight, he
 will succumb.
 
 If this is your first time through the game, Sylux will now be added
 to your Multiplayer Character Roster.  If you visited Arcterra before
 Vesper Defense Outpost, then Sylux will be the last Hunter you can
 unlock.  Congratulations!
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Hunter Duel:  Sylux
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 With Sylux out of the way, a Shield Key will appear.  Grab it and head
 around to the tunnel you just opened.  Take the Cartograph Artifact
 inside.  Return to the portal to VDO Gateway, grabbing the Gestation
 Tanks scan in the left tunnel on the way out.
 
 ------------
 VDO Gateway
 
 Save and heal at your Gunship.  Return to the Lower Weapons Complex via
 the Portal or the Bioweaponry Lab - your choice.
 
 ------------------------
 Weapons Complex (lower)
 
 Roll through the door flanked by two blue crystals to the Cortex CPU.
 
 -----------
 Cortex CPU
 
 Enter the tunnel near the center of the morph ball maze to the Upper
 Compression Chamber.
 
 ---------------------------
 Compression Chamber (upper)
 
 Enter the Stronghold Portal
 
 ----------------
 Stronghold Void
 New Scans:  Cretaphid v2
 New Items:  Octolith
 
 Go to the end of the hall into Biodefense Chamber A to face another
 Cretaphid.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Cretaphid v2
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 The basic idea to Cretaphid v2 is identical to Cretaphid v1.  Kill the
 blue eyes around the pillar to make the brain appear at it's top.  Shoot
 the brain until it dies.  This boss has a new twist though:  it shoots
 green blobs and can randomize the eyes between red and blue.  The eyes
 are invulnerable while red.  Still, you don't need to change your
 strategy at all.  Just circle it to avoid it's attacks, and don't forget
 to scan it.  Cretaphid v2 is actually quite a bit easier then Cv1, since
 the green blobs are very easy to dodge or destroy and Cv2 doesn't have
 a laser attack.
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Boss:  Cretaphid v2
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 Grab the Octolith and return to the Stronghold Portal.  You've got three
 minutes to return to your Gunship.  More then enough time.
 
 ---------------------------
 Compression Chamber (upper)
 
 Roll into Alt Form and enter the passage to the Cortex CPU.
 
 -----------
 Cortex CPU
 
 Ride the elevator to the bottom floor, then roll all the way to the
 right, through the tunnel to the Lower Weapons Complex.
 
 -----------------------
 Weapons Complex (lower)
 
 Take a right and go through the door at the end of the passage to the
 Bioweaponry Lab.
 
 ----------------
 Bioweaponry Lab
 
 Leave through the opposite door to VDO Gateway.
 
 ------------
 VDO Gateway
 
 Jump in your Gunship and press the Launch Ship button to leave Vesper
 Defense Outpost.
 
 --------------------
 The Alimbic Cluster
 
 You have two choices at this point.  You can either head to Arcterra,
 and do the last of the first tier Octoliths, or you can return to the
 Celestial Archives and do it's second part.  If you choose to do
 Arcterra first (which I strongly recommend all beginners do), then
 read on in Part 4.  If you decide to skip Arcterra for now, then skip
 down to Part 5.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0324] Part 4:  Arcterra
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Author's Note:  Arcterra has some pretty freaking huge areas.  I did my
      best to give descriptive directions and tried not to make my
      instructions too complicated, but there were a few cases where it
      just couldn't be helped.  Sorry!
 -----------------
 Arcterra Gateway
 New Scans:  Arcterra (object), Alimbic Prophecy 04 (lore),
      Geemer (bioform), Alimbic Crest (object), Shriekbat (bioform)
 
 Scan the computer console in front of the Gunship for the Arcterra object
 scan, then the Alimbic Prophecy 04 lore above the tunnel.  Enter the
 tunnel and begin working your way down the platforms to the bottom level.
 Don't worry if you fall on the way, it isn't deadly, but you will miss
 several scans along the way.  Scan the Geemer bioforms about one-third
 of the way down, and one of the orange circles on the walls for the
 Alimbic Crest object.  A short ways past the first set of Alimbic Crests,
 three Shriekbats hang from the ceiling.  Try to scan them before they go
 kamikaze on you.  If you miss, don't worry - you can leave the room and
 return, and they will respawn.  Once all of these scans are completed,
 drop to the bottom of the area and enter the door to Sic Transit.
 
 ------------
 Sic Transit
 New Scans:  Alimbic Emblem (object), Noxus (bioform), 
      Vhoscythe (bioform), Damaged Bridge (object)
 New Items:  Attameter Artifact, Energy Tank
 
 Scan the orange disc in front of the door for the Alimbic Emblem object.
 Move near the force field, and you will witness Noxus and Trace taking
 shots at eachother.  Once you're spotted, then Noxus will turn his
 attention to you.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Noxus
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Basic Hunter duel strategies work here.  Circle, stafe and jump to dodge
 his shots, and be sure to scan both his Humanoid and Alt Forms.  When he
 rolls into Vhoscythe, head for high ground to avoid it's attacks.  Trace
 will take pop shots at both of you over the course of the battle.  Stay
 under cover to avoid his fire (hugging the right side of the bridge 
 works well).  Once Noxus is defeated, then Trace goes MIA.
 
 If this is your first run through the game, then Noxus will now be
 added to your Hunter Roster for Multiplayer matches.
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Hunter Duel:  Noxus
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 As soon as Noxus is defeated, several Generators around the area will
 activate and begin spitting out Voldrums and Psycho Bit v1.0s.  Destroy
 them when you come across them, but don't go out of your way to kill
 every single one.  In the Sic Transit area, there are six hidden Proxy
 Locks which must be scanned to reveal the Shield Key.  For these
 instructions, assume that the northwest corner of the room is the door
 you entered from Arcterra Gateway.  When you scan Proxy Switches 2, 3 and
 4, be sure to get the Damaged Bridge object scan as well.
      1.) Northeast corner, on the wall near a door.
      2.) South side of the Damaged Bridge, near the top.
      3.) North side of the Damaged Bridge, near the top.
      4.) North side of the Damaged Bridge, near the top.
      5.) Southeast corner, near the red door.
      6.) Northeast corner, near an Alimbic Turret v1.0.
 Once all six switches are scanned, then a Shield Key will appear on the
 second level in the southwest corner.  Pick it up to open the locked
 door near the middle of the northern corridor.  Inside is the Attameter
 Artifact.  Pick it up, then roll into Alt Form and under the bars against
 the wall.  Lay down a bomb to activate the elevator, then bomb jump up
 to the Energy Tank.  Leave Sic Transit through the door in the northeast
 corner.
 
 ---------
 Ice Hive
 New Scans:  Alimbic Pride 01 (lore), Barbed War Wasp (bioform),
      Blue-Barbed War Wasp (bioform), Ice Bridge (object), 
      Witherite Shards (object), Ammolite Shards (object), 
      Alimbic Insignia (object), History 09 (lore), History 10 (lore),
      History 11 (lore), Heating System (object)
 New Items:  Judicator, UA Expansion, Cartograph Artifact, Missile
      Expansion, UA Expansion
 
 Try not to hyperventilate.  This area isn't that bad, it just has a lot
 of stuff crammed into it.  The Ice Hive splits three ways from the Sic
 Transit door.  Left is blocked for now, and you're not ready to go right
 yet.  Go straight and drop through the vision barrier to the floor.  To
 your left is an open alcove; face it and scan the switch inside.  The
 force fields around the other alcoves on the left and right will
 deactivate.  Scan the switches inside each of them.
 
 Barbed War Wasps will emerge from their nests.  Scan one of the Barbed
 War Wasps, then destroy their nests on the wall before killing the Wasps
 themselves.  After they are dead, a computer console will activate above
 and a Jump Pad will appear.  Use the Jump Pad to return to the three-way
 split.  Take the left path, down the corridor we skipped earlier.  Scan
 the Alimbic Pride 01 lore in the corner of this small room, then step
 through the force field.  Scan the console to open the Vault Door.  Jump
 down and enter the Vault.  Scan and kill the Blue Barbed War Wasp and
 it's nest, then scan the crystal formation for the Ammolite Shards
 object.  Enter the tunnel on the right.
 
 Once you enter the room, purple force fields will block all the exits
 (I know they look blue, but the game calls them purple, and so will I).
 A panning camera angle will briefly show the Judicator weapon in the
 corner of the room.  Scan the large orange disc above the doorway for
 the Alimbic Insignia  object, then climb over the broken pillar to
 the other side of the room.
 
 Scan the flashing light, and several platforms in the room will shift.
 You have only about a minute to do this next part, so do it fast.  Roll
 into Alt Form and enter the opening to the left of the light.  Bomb
 jump up and to the left to the next level.  Wait for the elevator to
 arrive, then use another bomb jump to hop over to the elevator (this is
 probably the hardest part of this whole timed sequence).  
 
 Player Tip:  Alternatively, you can use a Morph Ball Boost to reach the
 elevator instead of Bomb Jumping onto it.  To perform a Morph Ball Boost,
 swipe the stylus quickly on the touch screen the direction you wish to
 go.  (Daffy22853)
 
 Ride the elevator to the top, and follow the tunnel to a cliff.  The 
 platform beneath you will begin moving.  Ride it until it stops, then 
 drop a bomb to start it again.  Ride it until it stops again, and then 
 roll onto the three floating platforms.  Move carefully but quickly along 
 them to the tunnel on the opposite wall.  Roll through the tunnel, then 
 drop down to the ledge.  Grab the Judicator.
 
 Use the Judicator to punch through the purple force field beneath the
 Alimbic Insignia.  On the other side, scan the Ice Bridge and the 
 crystals on the ceiling for the Ice Bridge and Witherite Shards objects.  
 Cross the Ice Bridge, then kill the Geemers.  Use the Judicator to open 
 the purple force field in the wall on the right.  Jump over into the 
 opening (if you miss just climb back through the Vault and try again).  
 Take the UA Expansion and kill the Turret.  A Shield Key will appear.  
 Grab it, and scan the ceiling for the Heat System object before you 
 drop down to take the Cartograph Artifact.  Follow the hallway, and 
 activate the portal at the halls end, but don't go through it yet.
 
 Go down the hall across from the portal.  It's filled with weeds, thus
 I refer to it as Weed Hall.  Blow away the weeds with the Power Beam to
 reveal a small opening on the left side of the wall.  Roll through it in
 Alt Form to find a Missile Expansion.  Drop down to the Vault Door area
 and break the purple force field with the Judicator.  Take another UA
 Expansion.
 
 Return to the Upper Ice Cave using the Jump Pad and open the Vault Door
 again.  Go around through the Vault and back across the Ice Bridge,
 into the room on the other side.  The Stronghold Portal sits here, but
 we're still missing the Subscripture Artifact.  Use your Scan Visor to
 see three new lore entries:  History 09, History 10 and History 11.  Drop
 down into the area below the Stronghold Portal and use the portal to
 return to Arcterra Gateway.
 
 -----------------
 Arcterra Gateway
 
 Save and heal, then return to the Ice Hive.
 
 ---------
 Ice Hive
 
 Go back down the Weed Hall and return to Sic Transit.
 
 ------------
 Sic Transit
 
 Don't worry, you don't have to fight Trace just yet.  Jump to the left
 and follow the corridor to the end.  Use the Judicator to open the door.
 Enter it to the Frost Labyrinth.
 
 ----------------
 Frost Labyrinth
 New Items:  Energy Tank, Subscripture Artifact
 
 Frost Labyrinth Maze Map by MrShotgun:
 db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
 
 Roll into Alt Form and enter the hole.  Go right and follow the winding
 path.  Note the locked door on the way.  At the next split, go up.  Dodge
 the green damage fields, and head right at the next split.  There is a
 crack in the ice here, with a Shield Key hovering just above it.
 Position yourself beneath the crack and use a Triple Bomb Jump to reach
 the Shield Key.  Return to the last split.
 
 Head down, and at the next split go down again (you'll go through the
 unlocked door in a minute).  Follow the path around the corner where it
 will begin bending up.  At the next split, go left, then up, left around
 a corner, then up to another split.  Go right around the pillar, then
 up.  Pass through the trio of green damage fields to find an Energy Tank.
 Return to the entrance of the Labyrinth, stopping to enter the unlocked
 door and grab the Subscripture Artifact.  Return to Sic Transit.
 
 ------------
 Sic Transit
 
 No Trace yet.  Return to the Ice Hive.
 
 ---------
 Ice Hive
 
 Go left through Weed Hall.  Take the portal to Arcterra Gateway.
 
 -----------------
 Arcterra Gateway
 
 Save and heal, then return to the Ice Hive.
 
 ---------
 Ice Hive
 
 Climb up to the Stronghold Portal.  Either try to jump on top of the
 large crystal near the Arcterra Gateway Portal, then jump again to the 
 Stronghold Portal, or else go around through the Vault and across the 
 Ice Bridge.  Both ways work.
 
 ----------------
 Stronghold Void
 New Scans:  Slench 2A (bioform), Slench 2B (bioform)
 New Item:  Octolith
 
 You know the deal by now.  Run down the hall to Biodefense Chamber B.
 
      ~o~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Slench 2
      ~o~o~o~o~o~o~o~o~o~o~o~
 This fight is identical to the last Slench fight, with the one exception
 that the Slench's tentacles and eyes can only be damaged by the
 Judicator.  The Slench's beam attacks now deal fire damage, and have
 the ability to set you on fire to deal additional damage over time.  Fun!
 If you run out of UA, then shoot the green blobs the Slench fires in
 Slench 2A form to replenish your ammunition.  Make sure you scan both
 forms of the Slench before the fight is over.
 
 Player Tip:  As an alternative to using the Judicator to destroy the
 tentacles, you can also use two Missiles.  (Scott M.)
 
 Player Tip:  If you stand near the door in the A form, the Slench's
 beam attacks will fizzle out before they reach you.  This means only
 the green blobs can reach you, and gives you a good chance to recharge
 for his B form.  This only works on Slench 2 and 3.  (Curtis Hunt)
      ~o~o~o~o~o~o~o~o~o~o~
      End Boss:  Slench 2
      ~o~o~o~o~o~o~o~o~o~o~
 
 Grab the Octolith and leave.  You've got seven minutes to make it back
 to the Gunship.  This is a pretty generous amount, but novice players
 might still be pushing things a bit.  Return to the Stronghold Portal.
 
 ---------
 Ice Hive
 
 Drop down and run through Weed Hall to Sic Transit.
 
 ------------
 Sic Transit
 New Scans:  Trace (bioform), Triskelion (bioform)
 
 Jump down from the door and take a left into the Damaged Bridge
 Courtyard.  Trace will finally rear his ugly head.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Hunter Duel:  Trace
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Trace spends most of the beginning of the fight in his perch, taking
 shots at you with his rifle.  This is the deciding point of how hard
 the rest of the fight is going to be:  the more shots Trace gets off you
 at this point, the harder fighting his Alt Form will be.  Wait until he
 fires, strafing and jumping to avoid his shots, whereupon he will become
 visible.  Scan him quickly (it's hard to get a scan of his Humanoid
 form once he goes Alt Form), then keep shooting at him until he jumps
 down.
 
 Trace will immediately roll into his Triskelion Alt Form and begin
 lunging at you.  Scan the Triskelion quick, then get to the safety of a
 tall block or pillar to avoid it's attacks.  Keep shooting at the
 Triskelion, but try not to lose sight of it.  If Trace manages to escape
 your vision for only a second, he'll take the opportunity to either set
 up an ambush with Triskelion (bad) or take aim with his rifle (worse).
 
 Once Trace is defeated, he will be added to your Multiplayer roster.  If
 you already defeated Sylux in the Vesper Defense Outpost, then Trace
 should be the last Hunter you have to unlock.  Congratulations!
      ~o~o~o~o~o~o~o~o~o~o~o~o~
      End Hunter Duel:  Trace
      ~o~o~o~o~o~o~o~o~o~o~o~o~
 
 Once Trace is defeated, the force fields blocking the doors will
 disappear.  Leave through the northwest doors to Arcterra Gateway.
 
 -----------------
 Arcterra Gateway
 
 Begin climbing up to your ship on the floating platforms, and three
 Guardians will appear in the lower door.  You'll have to kill all of
 them to continue.  Once they're dead, climb to the top and take off.
 
 --------------------
 The Alimbic Cluster
 
 Now that you have the Judicator, you have a number of options on where
 to go next.  If you still have not finished the first visit to the
 Vesper Defense Outpost, then head there now.  If you have finished
 the Vesper Defense Outpost and gotten the Battlehammer, then you
 can choose to either go to the Celestial Archives for it's second half,
 or return to Alinos for it's second half.  If this is your first run
 through the game, I strongly recommend doing the second half of
 Celestial Archives first.  The large number of UA and Missile Expansions
 found there are invaluable in Alinos' second visit.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0325] Part 5:  Return to Celestial Archives
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 A Note on Hunters:  From now on in your adventure, Hunters will randomly
 move between the different planets and will attack you in some of the
 larger areas in the game (such as Data Shrine 03, Weapons Complex,
 High Ground, Sic Transit, etc.).  To see which Hunters are on a planet,
 then examine that planet's coordinates on the Alimbic Cluster Map.  In
 the event that a Hunter defeats you in combat, he will claim one of your
 Octoliths.  You must then hunt down that Hunter to reclaim it.
 
 A Note on Asterisks:  From now on in the guide, an asterisk (*) will 
 appear on an area's name if there is a chance a Hunter or Guardians will
 appear in that room.  There is only a chance, not necessarily a guarantee.
 
 ------------------
 Celestial Gateway
 New Item:  UA Expansion
 
 Make sure you have the Battlehammer from the Vesper Defense Outpost
 before you progress any further.  You absolutely cannot get the second
 Octolith from Celestial Archives without it.  If you don't have it,
 then jump back to Part 3:  Vesper Defense Outpost and finish that
 chapter.
 
 Switch to the Battlehammer and jump down from the Gunship.  Roll into
 Alt Form and slip underneath the landing platform.  Use the
 Battlehammer to break through the green force field.  Drop down into a
 large room full of pillars, a UA Expansion hidden behind one of them.  Use
 the Jump Pad to return to the Upper Celestial Gateway.  Take the portal to
 the Synergy Core.
 
 -------------
 Synergy Core
 
 Leave through the door near the portal to Data Shrine 03.
 
 ---------------
 Data Shrine 03*
 
 Take a right in the hall and go through the silver door.  In the center
 room, fight off the Guardians and/or Hunter who appear (if any) then
 leave through the other silver door.  Take a left and head through the
 door at the end of the hall to Fan Room Beta.
 
 --------------
 Fan Room Beta
 
 Drop to the bottom of the shaft and go through the door to Data 
 Shrine 02.
 
 ---------------
 Data Shrine 02*
 New Scans:  Literary Hub (object), Medical Hub (object)
 New Items:  UA Expansion, Volt Driver
 
 Now that you have the Battlehammer, you can open the green doors into
 the center area of Data Shrine 02.  Take a right and open the green
 door with the Battlehammer.  Inside, a pair of Guardians will attack.
 Kill both of them, then scan both of the low barriers on the left and
 right sides of the room for the Literary and Medical Hub objects.  Jump
 up to the center pillar in the room for a UA Expansion, then onto the
 floating platform with the pair of pillars sitting on it.  Jump from
 there to the ledge on the wall, then roll into Alt Form and into the
 tunnel to get the Volt Driver gun.  Return to Fan Room Beta.
 
 --------------
 Fan Room Beta
 
 Climb to the top of the pillar and enter Data Shrine 03.
 
 ---------------
 Data Shrine 03*
 
 Go back through the central chamber and out the other side.  In the
 hall, enter the door to the Synergy Core.
 
 -------------
 Synergy Core
 New Scans:  Alimbic Prophecy 05 (lore)
 
 Return to your ship in Celestial Gateway and save if you like, but it's
 not necessary.  Jump up to the fourth platform and use the Volt Driver
 to blast through the yellow force field.  Follow the tunnel to it's end
 and ride the elevator up.  Step on the Jump Pad to launch to the other
 end of the room, across the pit.  Scan the Alimbic Prophecy 05 lore
 above the door, then use the Volt Driver to open the yellow door and enter
 the next room.  Jump in the portal to teleport to Transfer Lock.
 
 --------------
 Transfer Lock
 New Scans:  Docking Bay L2 (object), Docking Bay L1 (object), 
      Docking Bay L3 (object), Photon Stabilizer (object), 
      Psycho Bit v2.0 (bioform)
 New Items:  UA Expansion
 
 Drop to the bottom of the Transfer Lock from the orange bridge.  Kill the 
 Voldrums and their Generator, then run up to where the generator was to 
 find yet another UA Expansion.  Use the Jump Pad to return to the top of 
 the Transfer Lock, then turn around and scan one of the large circular 
 discs for Docking Bay L3 object.  Repeat this again on the second and 
 first floors for Docking Bay L1 and Docking Bay L2, then use the Jump Pad 
 to return to the orange light bridge and step through the vision barrier.
 
 Step into the room, and a whole mess of enemies will appear.  Psycho
 Bit v1.0s appear on the catwalk, while Voldrums appear on the lower
 level.  They both have Generators to supplement them.  As always, kill
 the generators first (wait for the Voldrums to leave the generators
 before you try to kill either - they have an annoying habit of sitting
 in the generator, making both the generator and the Voldrum
 invulnerable).  Pretty soon, a trio of Guardians will arrive to
 reinforce the Psycho Bits and Voldrums.  Once all this mess is out of
 the way, head for the back of the area, behind the large structure,
 to find a new kind of Psycho Bit.  Scan the Psycho Bit v2.0s, then blow
 up their generators before killing the Psycho Bits themselves.  As so
 you do, the force fields covering the floor will begin to deactivate.
 
 Once all three generators and Psycho Bits are destroyed, drop down
 and shoot each switch in the trench.  Each switch reveals another switch
 near the front of the structure.  Shoot each of these switches to
 deactivate the force field leading to the innards of the structure.  Run
 around to the back of the building and go inside.  Scan the console
 inside to reactivate a portal back near Docking Bay L3.  Head back
 that way through the vision barrier (which have now had the force fields
 blocking them removed), and on your way, scan the gap in the catwalk to 
 find the Photon Stabilizer object.  Enter the portal on the third floor 
 to transport to the Docking Bay.
 
 ------------
 Docking Bay
 New Scans:  Alimbic Order 01 (lore), Alimbic Order 02 (lore), Alimbic
      Order 03 (lore), Alimbic Order 04 (lore), Final Wish (lore)
 New Items:  Cartograph Artifact, UA Expansion
 
 As soon as you arrive in the Docking Bay, a Guardian will attack.  Kill
 him to reveal a Shield Key on the ramp in the center of the area.  Pick
 it up to deactivate the Artifact Shield on the other side of the pit. 
 Ride the elevator across the pit and gather the Cartograph Artifact, 
 and be careful.  A fall is deadly. Before you leave the Artifact
 Platform, scan for the Alimbic Order 04 lore.  Return to the main part 
 of the Docking Bay.  On the far left (facing from the artifact platform)
 of the Docking Bay is the Alimbic Order 02 lore, and Alimbic Order 03
 is hidden on the right.  With both lores in your logbook, climb to the
 upper catwalk.  At the end of the catwalk, where the four floating
 platforms meet, scan for the Final Wish lore.
 
 There are four platforms moving back and forth here.  From left to
 right, I have numbered them 1, 2, 3 and 4.  Keep this in mind as you
 progress.  First, jump onto number 2 and ride it to the platform at
 the end of it's path.  Grab the UA Expansion on this floating structure,
 then scan for the Alimbic Order 01 lore.  Ride platform number 2 back
 to the hub, then get on platform number 4.  Step into the platform
 to travel to Incubation Vault 02.
 
 --------------------
 Incubation Vault 02
 New Scan:  Electro Voldrum (bioform)
 
 Kill the Crash Pillar, and two generators on the wall will activate
 and begin spitting out Psycho Bit v1.0s.  Kill them, and the generators
 on the floor will turn on and start spitting out Electro Voldrums.  They
 will also be joined by three Guardians.  Kill the Guardians first, then
 scan and destroy the Electro Voldrums and their generators.  Blow up
 the crates in the room to get some health.  There are two portals near
 the blue shield.  One close to it, and one is further away.  Step
 into the one closest to it.
 
 --------------------
 Incubation Vault 01
 New Scan:  Incubation Tank A (object)
 
 Scan the top of the big green glowing tube to get the Incubation Tank
 A object, then drop down to the bottom floor and kill the Guardians.
 The force fields on the upper level will release and reveal a Shield 
 Key.  Step into the portal in front of the computer console to return
 to the Docking Bay.
 
 ------------
 Docking Bay
 
 Catch Platform #4 and return to Incubation Vault 02 through the portal.
 
 -------------------
 Incubation Vault 02
 
 Return to Incubation Vault 01 through the portal closest to the
 blue shield.
 
 --------------------
 Incubation Vault 01
 New Item:  Attameter Artifact
 
 Run along the catwalk and into the structure.  Grab the Shield Key.  If
 you fall off the catwalk, then return to the Docking Bay through the
 portal closest the computer console and repeat the process to get back
 here.  Shield Key in hand, the Artifact Shield will disappear.  Run out
 and grab the Attameter Artifact.  Take the portal on the catwalk near
 the Artifact Shield (now disabled) to return to Incubation Vault 02.
 
 --------------------
 Incubation Vault 02
 New Item:  Shock Coil
 
 You will appear on the catwalk above Incubation Vault 02.  Enter the
 structure and drop through the hole in the floor to get the Shock
 Coil.  Use the Shock Coil to blast through the blue-green shields.
 Head to Incubation Vault 03 through the portal against the far wall as
 you come through the doorway.
 
 --------------------
 Incubation Vault 03
 New Scan:  Incubation Tank B (object)
 New Item:  Missile Expansion
 
 Grab the Missile Expansion, then scan the top of the big green glowing
 tube to get the Incubation Tank B object.  Drop down to the bottom floor 
 and kill the Guardians.  The Psycho Bits can be ignored, but you can kill 
 them if you really want to.  There are quite a few of them though, so be 
 patient.  Blast through the blue force field on the main floor with the 
 Shock Coil and enter the portal.
 
 ------------
 Tetra Vista
 New Scans:  Shield Generator (object), Gravity Stabilizer (object)
 
 Finally out of that maze of portals!  Be careful here, though - a fall
 through the many gaps in the floor is deadly.  Scan one of the blue
 force fields on the right for a Shield Generator object.  Halfway across,
 there is an orange pipe on the right.  Scan it for the Gravity
 Stabilizer object.  As you work your way carefully across Tetra Vista,
 Psycho Bit v2.0s will attack you.  Neutralize them, and be careful how
 you strafe.  One wrong move can be deadly.  Enter the door at the other
 end to New Arrival Registration.
 
 -------------------------
 New Arrival Registration
 New Scans:  Quadtroid (bioform)
 
 Scan the Quadtroid right in front of you when you arrive, then start
 blasting at it with everything you have.  If it manages to latch onto
 your head, then roll into Alt Form and drop a few bombs to shake it
 loose.  After considerable punishment, it will die.  Kill all three
 Quadtroids in this room, and the door at the end of the hall will
 unlock.  Go through it to the next room.
 
 Kill the Psycho Bits that appear, then go around the ledge.  Activate
 the portal, which leads back to Celestial Gateway.  Go through it.
 
 ------------------
 Celestial Gateway
 
 Save and heal, then return to New Arrival Registration.
 
 -------------------------
 New Arrival Registration
 New Scans:  Gorea 06 (lore), Gorea 07 (lore), Gorea 08 (lore), 
      Gorea 09 (lore), Greater Ithrak (bioform)
 New Items:  Binary Subscripture, Energy Tank
 
 Ride the pair of elevators up to the top level, then jump across to
 the tunnel.  In the next tower, look down to see a single stationary
 floating platform.  Jump out and land on it.  Look towards the right,
 and you will see an Artifact Shield in an alcove.  Jump over to it.  A
 force field will close you in the room.  Switch to your scan visor to
 reveal four lores:  Gorea 06, Gorea 07, Gorea 08 and Gorea 09.  Scan
 them all, and a Shield Key will appear.  Pick it up, take the Binary
 Subscripture Artifact, then try to leave the room.  A Greater Ithrak
 will drop from the ceiling.  Scan it, then wait for it to lunge at
 you.  Jump over it as it does, then shoot it's tail with a charged
 shot.  Do this until it dies.
 
 Return to the tower, and look down.  There is a tunnel to the right.
 Drop down to the ledge and walk around to the tunnel.  Go through it
 to the third tower.  There is an Energy Tank waiting out in plain sight
 to the right.  Walk left along the ledge, then jump out to the broken
 ledge, and again to the angled platform.  Jump a third time to the
 Energy Tank.  Ride the pair of elevators in the tower to the top and
 jump over to the door.  Open the door and enter the Stronghold Portal.
 
 ----------------
 Stronghold Void
 New Scans:  Slench 3A (bioform), Slench 3B (bioform)
 New Items:  Octolith
 
 Run through to Biodefense Chamber B.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      Begin Boss Fight:  Slench 3
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 Another Octolith, another Slench fight.  Slench 3a is unchanged since last
 time, except in that he is now tougher and is only vulnerable to the
 Battlehammer (other weapons deal minor damage to the iris, but not enough
 for it to matter).  The real challenge in this fight is learning to
 adjust to the Battlehammer's weird firing arc.  The shot actually lands
 slightly beneath where you actually aim, so you need to aim a little
 above your target.  In addition to using the Volt Driver in his A form,
 The Slench also has a new attack while in his B form.  When he rolls up 
 his eyelid and begins to shake, that is your queue to quickly roll into 
 Alt Form and roll to the left or right.  Because he's going to come 
 crashing down, and it hurts like the dickens.  Do not, I repeat, do 
 not roll forward or back.  If you do, the Slench will hit you anyway.  
 As always, remember to scan both of the Slench forms to fill out your 
 logbooks, and when you run low on UA kill green blobs to get more.
 
 Player Tip:  As an alternative to using the Battlehammer to destroy the
 tentacles, you can also use two Missiles.  (Scott M.)
 
 Player Tip:  If you stand near the door in the A form, the Slench's
 beam attacks will fizzle out before they reach you.  This means only
 the green blobs can reach you, and gives you a good chance to recharge
 for his B form.  This only works on Slench 2 and 3.  (Curtis Hunt)
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      End Boss Fight:  Slench 3
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 
 Take the Octolith and head out.  You've got eight minutes and thirty
 seconds to return to your Gunship.  I know it seems like a long way 
 back to the Celestial Gateway, but it's not as bad as you think.
 Return through the Stronghold Portal.
 
 -------------------------
 New Arrival Registration
 
 Blast open the door and drop to the bottom of the tower, landing on the
 ledge.  Head through the tunnel to the middle tower.  Ride the elevators
 to the top of the middle tower, and into the tunnel to the first tower.
 Jump down to the bottom of this tower and enter the door.  Run through
 the Quadtroid tunnel (the Quadtroids, thankfully, have gone) and into
 the door to Tetra Vista.
 
 ------------
 Tetra Vista
 
 Run and jump as quickly and carefully as you can through the tunnel.
 Ignore the Psycho Bit v2.0s (they take too long to kill), but be wary
 of their shots which distort your vision.  Enter the door at the
 end of the hall and return to Incubation Vault 03 through the portal.
 
 --------------------
 Incubation Vault 03
 
 Enter the portal in front of the computer console to return to the
 Docking Bay.
 
 ------------
 Docking Bay
 
 To your right as you arrive, there is a small alcove with a portal
 inside it (very near the Alimbic Order 02 Scan).  Enter this portal
 to return to the Transfer Lock.
 
 --------------
 Transfer Lock
 
 Drop down to the second level and enter the portal.  If you missed the
 second floor and landed on the first, then use the jump pad to get up.
 
 -------------
 Synergy Core
 
 See, that wasn't so bad now was it?  Only two or three minutes and
 you're already back in familiar territory.  Go through the door and
 drop to the bottom of the shaft.  Enter the door to Data Shrine 03.
 
 ---------------
 Data Shrine 03*
 
 Go right and into the silver door.  If there were any Hunters loose in
 the Celestial Archive when you landed and if you haven't faced them
 already, then one of them will probably appear here (possibly joined by
 a Guardian or two).  Otherwise, it'll probably be a bunch of Guardians.
 Kill them, then leave through the silver door which doesn't have blue
 crystals around it.  Remember, blue crystals means forward, no crystals
 at all means back.  Most of the time.  Go left in the hall and through
 the door to Fan Room Beta.
 
 --------------
 Fan Room Beta
 
 Drop to the bottom of the shaft, turn around and go through the door to
 Data Shrine 02.  
 
 ---------------
 Data Shrine 02*
 
 Go right and through the door into the central area.  If there are any 
 more Hunters about, one may be here.  Otherwise, it will just be more 
 Guardians.  Kill them, then leave through the door to the right of the
 floating platform.  Out in the hall, go through the door to Fan Room 
 Alpha.
 
 ---------------
 Fan Room Alpha
 
 Drop to the bottom of the shaft, turn around and go through the door to
 Data Shrine 01.
 
 ---------------
 Data Shrine 01*
 
 A Lesser Ithrak will drop down from the ceiling.  Kill it, then run
 left through the trench.  Kill the Psycho Bits and head through the
 silver door.  If there is anything here to pick a fight with you, kill
 it then leave through the opposite door.  Hang a left, and go through
 the door to the Meditation Room.
 
 ----------------
 Meditation Room
 
 Climb to the top of the Meditation Room's ramps, killing any Petrasyls
 that get in your way.  At the top, go through the door into the Helm
 Room.
 
 ----------
 Helm Room*
 
 If you're really unlucky, there will be another Hunter waiting for you
 here.  If not, there may be more Guardians.  But sometimes not!  Whatever 
 the case, do whatever you have to do then head out the door to 
 Celestial Gateway.
 
 -------------------
 Celestial Gateway
 
 Jump into the Gunship, save and Launch Ship.
 
 -------------------
 The Alimbic Cluster
 
 So with two new weapons and another Octolith at your disposal, it's time
 to choose your next destination.  If you still have not done Arcterra, 
 then now is the time to go there.  It's impossible to progress in the 
 second visit to Alinos without the Judicator from Arcterra, and it's 
 impossible to progress in Arcterra without the Magmaul from Alinos' 
 round 2.  Lastly, you can't progress in Vesper Defense Outpost without 
 the Imperialist from Arcterra's second visit.
 
 So, in short, if you have done Arcterra, then head for Alinos' second
 visit.  If you still have not done Arcterra, then go there now.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0326] Part 6:  Return to Alinos
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 ---------------
 Alinos Gateway
 
 First, make sure you have the Judicator from Arcterra before you go
 any further.  You can't get anywhere in Alinos on the second trip 
 without it.  Enter the portal to the Upper Elder Passage.
 
 ----------------------
 Elder Passage (upper)
 
 Leave the Elder Passage through either it's upper or lower door to
 the High Ground
 
 ------------
 High Ground*
 
 If there are any Hunters loose on Alinos, chances are pretty dang good
 that one of them will be in High Ground.  At the very least, expect
 a pack of Guardians.  If neither are there, count your lucky stars.
 
 Once your foes are out of the way, drop down into the tunnels beneath
 High Ground.  Destroy the force fields down here with the Volt Driver.
 Head around the perimeter of the tunnels until you find a small opening
 covered by a purple force field.  Blast the force field open with the 
 Judicator, roll into your Alt Form and go inside.
 
 -----------
 Magma Drop
 New Item:  UA Expansion
 
 This is scary at first, but actually isn't all that hard.  The Magma
 Drop is one long pool of lava.  You will take constant damage in here,
 but the fact that there is a medium energy unit every few feet sort of
 removes the health danger.  Drop all the way to the bottom of the pool,
 grabbing the health units on the way.  Don't worry if you miss a few.
 You'll waste more health then you'll recover if you try to grab each
 and every one.  At the bottom, roll to the right.
 
 Use a bomb to propel yourself upwards.  The liquid magma will make you
 rise very high and very fast.  Bomb up to the first ledge, then use
 another bomb to head up to the next ledge.  You will fall just short,
 but don't worry about it.  Hug the left wall until you get stuck on
 the cliff, then use another bomb to propel to the right of the ledge,
 then back to the left to land on the ledge.  Bomb up one more time to one 
 more ledge, grab the UA expansion, then use another bomb to leave through 
 the shaft above you.
 
 See?  Scary, but not hard.
 
 ------------
 High Ground*
 New Scans:  Thermal Regulator (object), History 02 (lore),
      Alimbic Prophecy 06 (lore)
 
 Another Hunter may have taken up residence in High Ground while you
 were down in the Magma Drop.  Return to the central area and kill him,
 but be careful if you took a lot of damage in the Magma Drop.  Once the
 Hunter (if any) is out of the way, then blast the purple force field
 near the empty Artifact Shield with the Judicator.  Go inside.
 
 At the top of the ramp is a door.  This leads to the Combat Hall.  Go
 explore if you like, but you don't need to go in there until the third
 and last visit to Alinos.  So I won't be covering it just yet.  Scan
 the wall on the opposite side of the door for the Thermal Regulator
 object, then keep following the hallway up.  Blast the Alimbic Turret 
 v1.0, then scan the History 02 lore in the corner.
 
 Go out the door and scan the button on the edge of the ledge to activate
 one of the floating platforms above High Ground.  Be careful you don't
 fall down the hole, or you'll have to climb up again.  Use the new
 platform to reach the other side of High Ground.  Scan above the door
 for the Alimbic Prophecy 06 lore, then jump over the hole in the ground.
 Blast the door open with the Judicator and go inside.
 
 ----------------
 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.
 
 -------------
 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.
 
 -------------
 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.
 
 ---------------
 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.
 
 ---------------
 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.
 
 ----------------
 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.
 
 ----------------
 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.
 
 -------------
 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.
 
 ----------------
 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.
 
 ------------
 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.
 
 ----------
 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.
 
 -----------
 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.
 
 -----------
 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.
 
 ----------------
 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.
 
 ----------
 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.
 
 ----------
 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.
 
 -------------
 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.
 
 ----------
 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*
 
 There may be a Hunter waiting here for you.  Go left from the portal,
 down the ramps to the first floor and out the door to the Weapons 
 Complex.
 
 -----------------
 Weapons Complex*
 
 Go straight into the next room, then take a right through the doorway.
 Go left and through the door at the end of the hall to the Bioweaponry
 Lab.
 
 ----------------
 Bioweaponry Lab
 
 Go through the opposite door to VDO Gateway.
 
 ------------
 VDO Gateway
 
 Jump in your Gunship and Launch Ship to leave Vesper Defense Outpost.
 For good.
 
 --------------------
 The Alimbic Cluster
 
 If any of your rival Hunters have stolen one of your Octoliths, and you
 are yet to reclaim it, then now is the time to get them back.  Use the
 Alimbic Cluster map to locate where the Hunters are.  If they have an
 Octolith, then it will appear on their portrait.  Once you have all eight
 Octoliths in your possession, then head for Alinos for the third and
 final time.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0329] Part 9:  Alinos Again and Oubliette
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~o~
 ---------------
 Alinos Gateway
 
 Take the portal to Elder Passage (upper).
 
 ----------------------
 Elder Passage (upper)
 
 Leave through the door to the left to High Ground.
 
 -------------
 High Ground*
 
 There may be a Hunter here, or at the very least some Guardians.  If
 the Hunter steals an Octolith, then you'll have to go track him down.
 You can't finish your business on Alinos without all eight Octoliths.
 Go through the door with the pair of blue crystals near the empty 
 Artifact Shield.  This is the same door I directed you to pass entirely
 on your second visit to Alinos.
 
 -------------
 Combat Hall*
 New Scans:  Sniper Shield (object), Blast Shield (object), 
      Combat Hall (lore), Alimbic Pride 05 (lore)
 
 Kill the Guardians and/or Hunter who appear in this room.  Scan to the
 left of the door from High Ground for the Alimbic Pride 05 lore, then
 drop down to the lower level.  Scan the bunker on the first floor for
 the Blast Shield, then the bunker on the second floor, opposite side of
 the room, for the Sniper Shield object.  Scan in the tunnel before the
 door near the Sniper Shield for the Combat Hall lore.  Head into the
 door near the Combat Hall lore.
 
 ----------------------------
 Alimbic Cannon Control Room
 New Scans:  Alimbic Cannon 01-04
 
 Step through the vision barrier and scan each of the four pillars for
 Alimbic Cannon 01 through 04 lore.  Step into the ring in the middle.
 If you have all eight Octoliths, then the Alimbic Cannon will fire.  The
 prison ship Oubliette will appear.  Return to Combat Hall.
 
 -------------
 Combat Hall*
 
 On your way back to your ship there will be no time limit, but you can
 bet you'll be dogged by Guardians and Hunters in every room on the way
 back.  Defeat the Guardians and/or Hunter in Combat Hall then return to
 High Ground.
 
 -------------
 High Ground*
 
 Defeat the Guardians and/or Hunter, then drop to the tunnels below.  Use
 the Jump Pad down here to launch to the top floor of High Ground.  Go
 through the silver door to Elder Passage (upper).
 
 ---------------------
 Elder Passage (upper)
 
 Take the portal to Alinos Gateway.
 
 ---------------
 Alinos Gateway
 
 Jump into your Gunship, save and Launch Ship to leave Alinos.  
 Permanently.
 
 --------------------
 The Alimbic Cluster
 
 Oubliette will appear in the center of the Cluster.  Set a course there.
 
 ----------
 Oubliette
 New Scans:  Sealing Gorea 01 (lore), Sealing Gorea 02 (lore),
      Sealing Gorea 03 (lore), Sealing Gorea 04 (lore), 
      Sealing Gorea 05 (lore), Gorea (bioform), Gorea (bioform),
      Gorea Arm (bioform), Gorea 2 (bioform), Gorea Seal Sphere (bioform),
      Trocra (bioform)
 New Items:  Energy Tank, Omega Cannon
 
 Go through the doors  in front of the Gunship and ride the elevator up.
 At the top, spin around and enter the portal.  Scan for Sealing Gorea 01
 through 05 lores in this room.  Go through the door.  To the right of
 the door is a tunnel.  Roll through it to the end.  Jump over to the
 glowing platform and enter the portal.  Grab the Energy Tank in this 
 room, then return through the portal.  Drop down to the ground level
 and go down the hall.  Open the Stronghold Door and jump into the ring
 to be transported to Gorea.
 
      ~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Gorea
      ~o~o~o~o~o~o~o~o~o~o~
 Scan Gorea and one of his arms, then quickly run to the perimeter of the
 room, on the other side of the yellow moat.  Gorea is unable to pass
 this line, but he can still shoot projectiles at you.  Scan one of the
 blue floating objects for the Trocra bioform.
 
 Around the perimeter of the room are a number of colored plates.  Shoot
 them in this order with these weapons:
      Yellow:  Volt Driver
      Green:   Battlehammer
      Orange:  Magmaul
      Blue:    Shock Coil (you may have to jump to shoot the panel)
      Purple:  Judicator
      Red:     Imperialist
 Once this is done, you will receive a message.  Keep the Imperialist
 out.  We'll be using it for the remainder of the fight.  Run around the
 perimeter of the arena in a big circle, dodging Gorea's shots and
 shooting the Trocras with the Power Beam for Energy and UA.  When Gorea
 turns red, now is the time to strike.  Zoom in on him with the 
 Imperialist and shoot both of his shoulders to destroy them in one hit.
 You can try using other weapons on his other colors, but it's very
 difficult.  The Imperialist is not only easiest, it's actually safest
 and in most cases fastest.
 
 Reader Tip:  The Shock Coil is also an effective weapon to destroy 
 Gorea's shoulders.  Gorea is vulnerable to the Shock Coil while he is 
 colored blue, the phase immediately before he uses the Imperialist. 
 - Dark Crono
 
 Gorea will change forms.  Scan him again for the Gorea bioform scan
 (there are two Gorea bioform scans, with identical names but different
 logbook entries).  Scan the yellow eye at the top of his body for the 
 Gorea Soul Sphere bioform as well.
 
 Remaining outside the moat, out of the range of Gorea's attacks, shoot
 the yellow eye repeatedly with the weapon which matches the weapon you
 destroyed his shoulders with (i.e. if you used the Shock Coil to destroy
 his shoulders, use the Shock Coil on his seal sphere, Imperialist to
 destroy his shoulders, Imperialist on the seal sphere, etc.)  After a 
 while, Gorea will return to his original form.  Repeat the process until 
 he dies.
 
 Reader Tip:
 "When gorea turns green, shoot him with the battlehammer
 When gorea turns yellow, shoot him with the volt driver
 When gorea turns orange, shoot him with the magmaul
 When gorea turns red, shoot him with the imperialist
 When gorea turns blue, shoot him with the shock coil
 When gorea turns purple, shoot him with the Judicator."
 - Ben Ritz
      ~o~o~o~o~o~o~o~o~
      End Boss:  Gorea
      ~o~o~o~o~o~o~o~o~
 
 If you shot the colored plates in the order I specified, then you will
 be transported to a new battlefield.  Otherwise, the game will end
 prematurely and you will see the "bad ending."
 
      ~o~o~o~o~o~o~o~o~o~o~
      Begin Boss:  Gorea 2
      ~o~o~o~o~o~o~o~o~o~o~
 Scan Gorea 2, then drop to the bottom of the area.  Take the Omega
 Cannon from the Artifact Shield and use the radar to locate Gorea 2.  He
 spends most of the fight teleporting randomly around the battlefield,
 hurling large boulders at you and occasionally using a very powerful
 laser attack.  His attacks deal a great deal of damage, and his random
 teleporting around the battlefield makes it difficult to dodge every
 attack that comes your way.  The key to beating Gorea 2 is to locate him
 quickly after he teleports, and be very accurate with the Omega Cannon,
 which has a long cooldown.  Gorea 2 returns often to the top of the
 arena.  If you can't find him, chances are he's loitering up there.
      ~o~o~o~o~o~o~o~o~o~
      End Boss:  Gorea 2
      ~o~o~o~o~o~o~o~o~o~
 
 Defeating Gorea 2 will give you the "good ending" and will unlock the
 Oubliette arena for use in Multiplayer.  If you followed this walkthrough
 to the letter, then you should have all the Items and Scans.  A special
 emblem on your Hunter's License is your sole reward.  If this is your
 first run through the game, then you will also unlock the Sound Test,
 the Records Page and all of CG clips on the Movies Page except for two.  
 Defeat Gorea 1 again without shooting the colored panels to get the last 
 two movies and fill out the Movies Page.
 
 -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-
 [0400] The Logbook
 -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-
 
 Author's Note:  All scans appear in the order they do apppear in the 
 game's logbook.  To locate a missing scan, then simply find it's location 
 in the in-game logbook and compare it to this list to find it's location.
 To view your logbook in-game, enter the Hunter Gunship and touch the
 Logbook button on the touchscreen.
 
 A Note on Oubliette and Stronghold Void:  Both of these locations
 are unmappable, so only their planet locations are listed and not
 their specific rooms.  But since these areas are so small, it shouldn't
 be a problem to find the scans therein.
 
 A Note on Organization:  The first line shows the Log's name, the
 second shows it's specific location, and the third line on transcribes
 the Log's entry.
 
      ~o~o~o~o~o~o~
      Subchapters
      ~o~o~o~o~o~o~
 [0401]  Lore
 [0402]  Bioforms
 [0403]  Objects
 [0404]  Equipment
 
      ~o~o~o~o~o~o~
      [0401] Lore
      ~o~o~o~o~o~o~
 ------------------
 Alimbic Cannon 01
 Alinos,  Alimbic Cannon Control Room
 
 The Alimbic Cannon issues bursts of polarized antimatter beyond
 lightspeed at specified coordinates and frequency to open a
 dimensional rift known as the Infinity Void.
 
 ------------------
 Alimbic Cannon 02
 Alinos,  Alimbic Cannon Control Room
 
 This device opened the Infinity Void to imprison Gorea.
 Reuniting eight Octoliths will return power to this dormant
 machine.
 
 ------------------
 Alimbic Cannon 03
 Alinos,  Alimbic Cannon Control Room
 
 After trapping Gorea in the Seal Sphere, we consigned it to a
 prisoner from which there could be no escape.
 
 ------------------
 Alimbic Cannon 04
 Alinos,  Alimbic Cannon Control Room
 
 The Alimbic Cannon enabled us to open the Infinity Void and hide
 Gorea's prison within it.  By locating the prison in an alternate
 dimension, we ensured that the prisoner would neither escape nor
 be released by accident.
 
 ---------------------
 Alimbic Datashade 01
 Alinos, Alinos Gateway
 
 Datashades are packets of telepathic data scattered throughout
 the Tetra Galaxy.  They can be accessed by most galactic-standard
 scan systems.
 
 ---------------------
 Alimbic Datashade 02
 Alinos, Alinos Gateway
 
 Designed to maintain data integrity indefinitely, datashades are
 highly resistant to tampering and decay.  Scanning these packets
 will allow you access to our scriptures and lore.
 
 -----------------
 Alimbic Order 01
 Celestial Archives, Docking Bay
 
 There were eight elders in the Alimbic Order.
 
 -----------------
 Alimbic Order 02
 Celestial Archives, Docking Bay
 
 You will not find all eight of the Octoliths.  They have been
 scattered, hidden in four of our most heavily defended territories.
 
 ----------------
 Alimbic Order 03
 Celestial Archives, Docking Bay
 
 There are never more then two Octoliths hidden on any planet or
 space station.
 
 -----------------
 Alimbic Order 04
 Celestial Archives, Docking Bay
 
 Within each Octolith is a spirit, the transferred essence of an
 Alimbic Elder.
 
 -----------------
 Alimbic Order 05
 Vesper Defense Outpost, Fuel Stack
 
 Reunite all eight Octoliths in the Cannon Control Room to open the
 doorway to Gorea.
 
 -----------------
 Alimbic Pride 01
 Arcterra, Ice Hive
 
 We continued research to improve our defense systems.  Eventually
 we became so proficient in the art of war that we believed ourselves
 invincible.
 
 -----------------
 Alimbic Pride 02
 Alinos, Processor Core
 
 Our pride was a veil over our eyes.  We did not see the danger 
 until it was upon us.
 
 -----------------
 Alimbic Pride 03
 Alinos, Crash Site
 
 Ruin came quickly as the cancer swept like fire across our worlds.
 
 -----------------
 Alimbic Pride 04
 Alinos, Council Chamber
 
 Those who survived appeared lifeless and hollow, as if their very
 spirits had been sucked dry.
 
 -----------------
 Alimbic Pride 05
 Alinos, Combat Hall
 
 We should have been more vigilant.  We became complacent in our
 technical prowess and thought ourselves unassailable.
 
 --------------------
 Alimbic Prophecy 01
 Celestial Archives, Celestial Gateway
 
 It is written that the Alimbic power shall materialize when six
 frequencies shimmer in the divine spectral sequence.
 
 --------------------
 Alimbic Prophecy 02
 Alinos, Alinos Gateway
 
 In the beginning shall the darkness be torn asunder by a flash of
 Yellow Lightning.
 
 --------------------
 Alimbic Prophecy 03
 Vesper Defense Outpost, VDO Gateway
 
 Yellow Lightning shall strike with demonic fury upon the Greenwood.
 
 --------------------
 Alimbic Prophecy 04
 Arcterra, Arcterra Gateway
 
 With a voice of thunder shall the Greenwood burst into an Orange
 Blaze.
 
 --------------------
 Alimbic Prophecy 05
 Celestial Archives, Synergy Core
 
 The Orange Blaze shall die away to be reborn on wings of Blue Smoke.
 
 --------------------
 Alimbic Prophecy 06
 Alinos, High Ground
 
 Tendrils of Blue Smoke shall weave the geometry of Violet Crystal.
 
 --------------------
 Alimbic Prophecy 07
 Vesper Defense Outpost, Weapons Complex
 
 Violet Crystal shall shatter the heavens, leaving in its wake a
 Red Stain.
 
 --------------------
 Alimbic Prophecy 08
 Arcterra, Fault Line
 
 When the Red Stain shall vanish, so shall the ancient Alimbic
 power be manifest.
 
 ---------------
 Alimbic War 01
 Arcterra, Sanctorus
 
 The war lasted three standard galactic months.  Even with the
 galaxy's most powerful technology at our disposal, we fell like dry
 grass beneath the blade.
 
 ---------------
 Alimbic War 02
 Alinos, Alimbic Gardens
 
 Without warning, our doom fell from the sky.  From whence it came
 we do not know.
 
 ---------------
 Alimbic War 03
 Alinos, Council Chamber
 
 Gorea was immune to even our most sophisticated weaponry, while we
 were defenseless against its relentless attacks.
 
 ---------------
 Alimbic War 04
 Arcterra, Subterranean
 
 Gorea devoured our people's life energy and grew powerful from it.
 Death swept across our worlds, and we despaired.
 
 ---------------
 Alimbic War 05
 Arcterra, Subterranean
 
 We feared not only the extinction of our race, but the possibility
 that the evil would sweep the galaxy, annihilating all in its path.
 
 ---------------
 Alimbic War 06
 Arcterra, Sanctorus
 
 Gorea is a cancerous bloom that would wreak havoc across the
 universe.
 
 ---------------
 Alimbic War 07
 Alinos, Council Chamber
 
 We knew that if we did not stop Gorea, it would rampage across the
 galaxy, devouring everything in its path.
 
 ---------------
 Alimbic War 08
 Vesper Defense Outpost, Fuel Stack
 
 We finally contained Gorea, but we paid a heavy price to do so.
 May our sacrifice bring peace to the galaxy.
 
 ---------------
 Alimbic War 09
 Arcterra, Fault Line
 
 Eight of our elders gathered to create the Alimbic Order to prevent
 Gorea from destroying our civilization.  Their final, desperate
 plan was to create the Seal Sphere.
 
 ---------------
 Alimbic War 10
 Vesper Defense Outpost, Compression Chamber
 
 If you are reading this message, our plan to contain Gorea was a
 success.  Honor our sacrifice and do not seek this thing.  Only
 harm can come from such a course.
 
 ---------------
 Alimbic War 11
 Arcterra, Subterranean
 
 To contain Gorea, our people reduced themselves to pure telepathic
 energy through the process of Essence Transference.
 
 ---------------
 Alimbic War 12
 Arcterra, Sanctorus
 
 We gave our lives to confine the foul monstrosity known as Gorea.
 Do not seek this creature unless you have the means to destroy it.
 
 -------------------
 Battle Sarcoghagus
 Alinos, High Ground
 
 This tomb contains the remains of Alimbic General Almiiak, who led
 the Alimbic people to victory in the Tetra Border Wars two thousand
 years ago.  He later formed the Alimbic Order of elders.
 
 ---------------------
 Biodefense Chamber A
 Stronghold Void,  Cretaphid Boss Fights
 
 This room serves not only as home to our most sacred treasure, but
 also as a mortal terminus for those who would trespass.
 
 ---------------------
 Biodefense Chamber B
 Stronghold Void,  Slench Boss Fights
 
 Those who dare trespass upon our sacred chambers may expect to pay
 dearly for that which they would seek.
 
 ------------
 Combat Hall
 Alinos, Combat Hall
 
 We used this room for combat training of Alimbic military recruits.
 In this room were forged some of our greatest heroes.
 
 -----------
 Final Wish
 Celestial Archives, Docking Bay
 
 Do not underestimate the danger concealed herein.  We have
 sacrificed our world to confine the monstrosity known as Gorea.
 Do not seek this thing unless you have the means to destroy it.
 
 ---------
 Gorea 01
 Alinos, Alimbic Gardens
 
 The horror shrieked its name: Gorea.
 
 ---------
 Gorea 02
 Alinos, Alimbic Gardens
 
 Gorea is power beyond reckoning and evil unrelenting.  The universe
 has not known terror such as this.
 
 ---------
 Gorea 03
 Arcterra, Sanctorus
 
 At first we thought Gorea was a comet.  It crashed upon our planet
 and emerged as a vapor.
 
 ---------
 Gorea 04
 Arcterra, Sanctorus
 
 Gorea mimicked our cellular structure and replicated itself in
 solid form.
 
 ---------
 Gorea 05
 Alinos, Council Chamber
 
 We have seen Gorea alter its atomic structure from a vapor to a
 solid.  Our scientists believe Gorea may also possess other
 shape-changing abilities.
 
 ---------
 Gorea 06
 Celestial Archives, New Arrival Registration
 
 Gorea is capable of changing its shape, and it uses a wide variety
 of lethal weaponry.
 
 ---------
 Gorea 07
 Celestial Archives, New Arrival Registration
 
 Our defenses were useless against Gorea as it swept through our
 empire in an orgy of annihilation.
 
 ---------
 Gorea 08
 Celestial Archives, New Arrival Registration
 
 Alimbic soldiers were powerless before Gorea's onslaught.
 
 ---------
 Gorea 09
 Celestial Archives, New Arrival Registration
 
 We deployed our deadliest weapons to defeat the beast.  To our
 horror, every weapon was somehow used against us by Gorea.
 
 -----------
 History 01
 Alinos, Echo Hall
 
 These are our last recorded messages.  We depart from this place of
 death.  If you honor our memory, do not attempt to solve the mystery
 of our disappearance.
 
 -----------
 History 02
 Alinos, High Ground
 
 We overcame ourh harsh genesis through intellect and resolve.  The
 Alimbic mind is bound by a will of iron.
 
 -----------
 History 03
 Vesper Defense Outpost, Weapons Complex
 
 The peace of ancient Alimbic tribal culture was shattered by a
 deadly extraterrestrial invasion.  The survivors vowed never
 again to be caught unprepared.
 
 -----------
 History 04
 Vesper Defense Outpost, Weapons Complex
 
 We focused our resources on military science and quickly developed
 weapons and defenses that surpassed the technology our enemies.
 
 -----------
 History 05
 Vesper Defense Outpost, Compression Chamber
 
 We were a peaceful people, but we defended our homeworld with a
 fierce determination.
 
 -----------
 History 06
 Vesper Defense Outpost, Compression Chamber
 
 To defend our territories from extraterrestrial attack, we deployed
 lethal bioweaponry.
 
 -----------
 History 07
 Vesper Defense Outpost, Compression Chamber
 
 Our protective exoskeletons enabled us to survive the environmental
 extremes of the Alimbic homeworlds.
 
 -----------
 History 08
 Vesper Defense Outpost, Compression Chamber
 
 Our enlarged forebrains facilitated enhanced cognitive function.
 It was our ability to think quickly that saved us from early and
 violent extinction.
 
 -----------
 History 09
 Arcterra, Ice Hive
 
 For generations our superior military capability deterred all
 enemies.  A renewed sense of peace allowed us to return to our
 natural philosophical pursuits.
 
 -----------
 History 10
 Arcterra, Ice Hive
 
 Through science and technology we increased our already formidable
 mental skills.  Significant advances were made in the areas of
 telepathy, telekinesis, and extradimensional exploration.
 
 -----------
 History 11
 Arcterra, Ice Hive
 
 We continued to bolster our defenses against possible future
 invasion.  Our military technology grew increasingly sophisticated
 and lethal.
 
 ------------------
 Interment Chamber
 Alinos, High Ground
 
 Alimbic warriors of valor are here laid to rest, that their spirits
 may return to the planetary core.
 
 -------------------
 Octolith Safeguard
 Vesper Defense Outpost, Weapons Complex
 
 Beware our guardians.  These deadly sentinels travel in packs and
 are programmed to protect that which is dear to us.
 
 -------------
 Oubliette 01
 Arcterra, Fault Line
 
 The monster cannot be defeated.  As a last resort, we created the
 Seal Sphere to cage the horror for all eternity.
 
 -------------
 Oubliette 02
 Vesper Defense Outpost, Stasis Bunker
 
 Eight Octoliths are required to power the Alimbic Cannon.  Each
 Octolith contains unique coordinates, frequencies, and codes
 necessary to operate the cannon.
 
 -------------
 Oubliette 03
 Vesper Defense Outpost, Stasis Bunker
 
 The Alimbic Cannon creates a fissure between this dimension and the
 Infinity Void that houses Gorea's prison, known as the Oubliette.
 
 -------------
 Oubliette 04
 Vesper Defense Outpost, Stasis Bunker
 
 The Oubliette cannot be found in this galaxy.  It is hidden in
 another dimension.  If you seek the Seal Sphere, you must first
 seek the keys.
 
 -------------
 Oubliette 05
 Vesper Defense Outpost, Stasis Bunker
 
 We have sent the Oubliette beyond this dimension to ensure that the
 galaxy will never again suffer the horror that is Gorea.
 
 -------------
 Oubliette 06
 Vesper Defense Outpost, Stasis Bunker
 
 Gorea is alone in the Void.  For the sake of all life, It must
 remain so.
 
 -------------
 Oubliette 07
 Vesper Defense Outpost, Stasis Bunker
 
 The Infinity Void is a vast parallel dimension of formless
 antimatter.
 
 -------------
 Oubliette 08
 Vesper Defense Outpost, Compression Chamber
 
 Only the Alimbic Cannon can access the Infinity Void.
 
 --------------------
 Science Sarcoghagus
 Alinos, High Ground
 
 This tomb contains the remains of the Arctherus, whose discovery of
 neurogenesis marked the advent of the modern Alimbic era, a time of
 unprecedented peace and prosperity.
 
 ---------------
 Seal Sphere 01
 Arcterra, Fault Line
 
 The fathomless power of the captive beast is the very engine of the
 Seal Sphere.  As long as its psychic powers are ensnared, Gorea
 cannot escape.
 
 ---------------
 Seal Sphere 02
 Vesper Defense Outpost, Fuel Stack
 
 Gorea is immobilized within the Seal Sphere, just one of many
 precautions taken to ensure its eternal captivity.
 
 ---------------
 Seal Sphere 03
 Vesper Defense Outpost, Stasis Bunker
 
 The Alimbic Order directed surviving citizens to transfer their
 essences into the Seal Sphere.  Our combined psychic energy is the
 engine that powers the sphere.
 
 ---------------
 Seal Sphere 04
 Vesper Defense Outpost, Stasis Bunker
 
 The Seal Sphere is secure within the Oubliette, from which there
 is no escape.
 
 -----------------
 Sealing Gorea 01
 Oubliette
 
 No weapon could defeat Gorea.
 
 -----------------
 Sealing Gorea 02
 Oubliette
 
 As the death toll rose, we crafted a plan.  Rather than destroy
 Gorea, we would contain it in an interdimensional prison.
 
 -----------------
 Sealing Gorea 03
 Oubliette
 
 We lured Gorea into our trap.  The Seal Sphere was deployed and
 the creature ensnared.  With Gorea bound, we had to act quickly.
 
 -----------------
 Sealing Gorea 04
 Oubliette
 
 We transported Gorea to its prison, the Oubliette.  Trapping Gorea
 was not enough, however.  Additional security measures were needed
 for so great a threat.
 
 -----------------
 Sealing Gorea 05
 Oubliette
 
 We forced open an alternate dimension with the Alimbic Cannon, and
 the Oubliette was sent into it.  The Infinity Void was sealed shut,
 never to be reopened.
 
 ----------------
 Stronghold Void
 Stronghold Void,  Cretaphid or Slench Fights
 
 This hidden room, accessible only by extraordinary means, houses
 our most sacred relics.  It is guarded by our most formidable
 cybernetic security systems.  Only by activating a portal controlled
 by a trio of artifacts can one gain access to this secret location.
 
      ~o~o~o~o~o~o~o~o~
      [0402]  Bioforms
      ~o~o~o~o~o~o~o~o~
 A Note on Bioforms:  Locations given indicate the first place that
 bioform may be scanned, not necessarily the only place.
 
 --------------------
 Alimbic Turret v1.0
 Celestial Archives, Data Shrine 03
 
 A mounted gun equipped with infrared motion detection and
 DNA-identification technology.  This weapon will fire on any
 non-Alimbic creature within its range.
 
 --------------------
 Alimbic Turret v1.4
 Vesper Defense Outpost, Weapons Complex
 
 This modified turret is capable of rapid-fire operation with little
 or no overheating.
 
 --------------------
 Alimbic Turret v2.7
 Arcterra, Subterranean
 
 A late model Alimbic Turret with improved targeting capability.
 
 -------------
 Arctic Spawn
 Arcterra, Fault Line
 
 Native to frozen habitats, this creature depends on low
 temperatures to survive.  The Arctic Spawn is territorial in the
 extreme and will attack any perceived threat by hurling immobilizing
 shards of razor-sharp ice.
 
 ----------------
 Barbed War Wasp
 Arcterra, Ice Hive
 
 An aggressively territorial insect capable of launching its stinger
 as a projectile.  The more dangerous cousin of the War Wasp, Barbed
 War Wasps migrate in large swarms, attacking even the largest
 life-forms in isolated regions of Tallon IV.
 
 ---------
 Blastcap
 Alinos, High Ground
 
 A large mushroom that explodes on contact, emitting noxious gas.
 Originating on Tallon IV, its spores can survive without atomosphere
 and have propagated throughout the galaxy on solar winds.
 
 ---------------------
 Blue Barbed War Wasp
 Arcterra, Ice Hive
 
 A mutated form of the Red Barbed War Wasp, the metabolism of the
 Blue Barbed War Wasp requires a frozen environment to produce
 endothermic projectiles.
 
 -------------
 Crash Pillar
 Vesper Defense Outpost, Weapons Complex
 
 Highly pleasing to Alimbic aesthetics, this sentry cyborg is dormant
 until it senses an intruder, and returns to a dormant state once
 the threat retreats.  The Crash Pillar levitates by means of
 antigravity propulsion before attempting to smash its quarry.
 Vulnerable neurocircuitry is housed underneath the base.
 
 -------------
 Cretaphid v1
 Stronghold Void
 
 Utilizing the most sophisticated Alimbic cybernetics, this massive
 cylindrical defense mechanism features precision chemical lasers.
 The Cretaphid is a key component of Alimbic military defense
 technology, designed to safeguard the Alimbic's most sacred objects.
 
 -------------
 Cretaphid v2
 Stronghold Void
 
 This modified version of the Cretaphid cybernetic defense mechanism
 features bursts of heat-seeking plasma.  A key component of
 Alimbic military defense technology, it was designed to safeguard
 the Alimbic's most sacred objects.
 
 -------------
 Cretaphid v3
 Stronghold Void
 
 Combining the features of its predecessors, this version of the
 cybernetic Cretaphid tower features both precision chemical
 lasers and burst of heat-seeking plasma.  A central component of
 Alimbic military defense system, it was designed to safeguard
 the Alimbic's most sacred objects.
 
 -------------
 Cretaphid v4
 Stronghold Void
 
 The apex of the Cretaphid line of cybernetic defenses, this
 ultimate model deploys lethal lasers and homing plasma from a
 homing tower who very casing is an offensive weapon.  A key
 component of Alimbic military defense technology, it was designed
 to succeed where all others fail.
 
 ----------
 Dialanche
 Alinos, Elder Passage
 
 Spire's alternate form is the Dialanche, a hypercondensed ferrous
 ore able to roll at high speeds.  The Dialanche is equipped with
 two retractable titanium limbs used to batter adversaries.
 
 ----------------
 Electro Voldrum
 Celestial Archives,  Incubation Vault 02
 
 This version of the Voldrum has a weaker hull then the standard
 model, rendering it vulnerable to rapid-fire weaponry.
 
 ---------------
 Energy Blaster
 Stronghold Void, Slench Fights
 
 Turrets on the walls of the chamber fire blasts of plasma generated
 by the Slench.
 
 -----------
 Fire Spawn
 Alinos, Council Chamber
 
 A large creature that thrives on extreme heat, the Fire Spawn
 breathes superheated lava and never ventures far from its home pit.
 This creature is particularly unfriendly to carbon-based life-forms,
 and will hurl fireballs at anything approaching its territory.
 
 -------
 Geemer
 Arcterra, Arcterra Gateway
 
 A small but dangerous creature that exposes sharp spikes on its
 back when threatened.  This scavenger is known to forage through
 human refuse and is an infamous pest on Zebes.
 
 ------
 Gorea
 Oubliette
 
 Superficial scan indicates Gorea's body is impervious to attack.
 
 ------
 Gorea
 Oubliette
 
 Sensors unable to locate the upper-arm vulnerability present in
 Gorea's prior form.
 
 --------
 Gorea 2
 Oubliette
 
 Gorea's final form is impervious to all weapons currently equipped
 in the Power Suit.  Alternative weaponry is required to penetrate
 Gorea's armor.  Sensors detect that Alimbic essence is no longer
 present in the Seal Sphere.  Gorea remains attached to the sphere
 in order to draw all energy from it.
 
 ----------
 Gorea Arm
 Oubliette
 
 Analysis indicates the presence of fragile biomorphic neurons in
 Gorea's shoulders, periodically vulnerable to specific energy types.
 
 ------------------
 Gorea Seal Sphere
 Oubliette
 
 Harmonic analysis of the central sphere suggests that it is
 susceptible to direct attack.
 
 ---------------
 Greater Ithrak
 Celestial Archives, New Arrival Registration
 
 The impenetrable hide on this cousin of the Lesser Ithrak makes it
 a formidable threat.  Anecdotal evidence suggests that frontal
 assault is ineffective against this aggressive predator.
 
 ---------
 Guardian
 Celestial Archives, Helm Room
 
 Specifically designed to guard to the Alimbic Order, these
 automatons are now programmed to serve in it is absence.  These
 intelligent androids often travel in packs, attacking with energy
 projectiles produced by three small fusion generators located in
 the cranium.
 
 -----------
 Halfturret
 Alinos, Echo Hall
 
 Cybernetic enhancements allow Weavel's body to detach from its
 mechanical lower half and convert into the Halfturret alt-form.
 The arms provide locomotion for the upper body, while the legs
 are equipped with powerful projectile weaponry.
 
 ------------
 Ice Voldrum
 Alinos, Council Chamber
 
 A late advance in Voldrum technology featuring freezing projectiles.
 Its pulse-tube crycoolers are extremely susceptible to high
 temperature impact.
 
 -------
 Kanden
 Celestial Archives, Data Shrine 02
 
 A disruptive electromagnetic field appears to surround the hunter
 Kanden.  Analaysis suggest voltage potential comparable to that
 found in lightning storms.  Kanden carries the Volt Driver, which
 is capable of a charged blast that can disrupt the Combat Visor.
 
 --------------
 Lesser Ithrak
 Celestial Archives, Data Shrine 01
 
 This nocturnal creature clings to the ceiling and is exceptionally
 fierce when disturbed.
 
 --------
 Lockjaw
 Vesper Defense Outpost, Weapons Complex
 
 Sylux's altnerative form, the Lockjaw, may consist of stolen
 prototype Federation technology.  It allows the user to transform
 into two tetracarbon ceramic-alloy blades joined by an energy
 thread.  Its principal method of attack is to weave a network
 of explosive trip wires.
 
 --------------
 Magma Voldrum
 Alinos, Alinos Perch
 
 Another modification of Voldrum technology, its high operating
 temperature causes reduced defensive capability against subzero
 weaponry.
 
 ------
 Noxus
 Arcterra, Sic Transit
 
 Analysis indicates that the skin of this hunter has extraordinary
 insulating properties.  Noxus's weapon is the Judicator, capable
 of a charged shot that can freeze an opponent in its tracks.
 
 ---------
 Petrasyl
 Celestial Archives, Meditation Room
 
 Harmless from a distance, this airborne creature secretes a
 corrosive toxin that can burn through all but the toughest materials
 on contact.
 
 ----------------
 Psycho Bit v1.0
 Celestial Archives, Helm Room
 
 A levitating spherical sentry droid equipped with 360-degree sensors
 and a low-level teleportation device.  The basic silver model fires
 an energy blast, whereas the advanced green model features a
 heavy-duty gun powered by a nanoscale nuclear reactor.
 
 ----------------
 Psycho Bit v2.0
 Celestial Archives, Transfer Lock
 
 A levitating spherical sentry droid equipped with 360-degree sensors
 and a low-level teleportation device.  This model uses a
 high-voltage electromagnetic pulse to drain energy from its target.
 
 ----------------
 Psycho Bit v3.0
 Alinos, Thermal Vast
 
 Similar in design to earlier models, this version fires superheated
 magma at its target.
 
 ----------------
 Psycho Bit v4.0
 Vesper Defense Outpost, Compression Chamber
 
 Cryogenic nanite technology enables this advanced sentry droid to
 freeze its prey with supercooled plasma.
 
 ----------
 Quadtroid
 Celestial Archives, New Arrival Registration
 
 Genetically engineered from leech and reptile DNA, this creature
 can crawl on almost any surface.  The Quadtroid seeks sources of
 biological energy.  The use of a Morph Ball Bomb is the only method
 to break free of its grasp.
 
 --------------------
 Red-Barbed War Wasp
 Alinos, Alimbic Gardens
 
 One of the most aggressive varieties of wasp, the Red Barbed War
 Wasp uses body heat to generate an igneous projectile.
 
 ----------
 Shriekbat
 Arcterra, Arcterra Gateway
 
 A winged creature that explodes on contact to defends its territory,
 it will attack any creature approaching its nesting grounds.
 Inhabitants of Tallon IV have called for its extermination because
 of the threat it poses to the infrastructure and cultural heritage
 of the planet.
 
 ----------
 Slench 1A
 Stronghold Void
 
 Another member of the Alimbic defensive arsenal, this enormous
 cybernetic eyeball was engineered to protect sacred Alimbic relics.
 The Slench attaches itself to the Biodefense Chamber with three
 synapses which transfer power to Energy Blasters.  Its primary
 weapons are the green venom torpedos and the deuterium laser.
 
 ----------
 Slench 1B
 Stronghold Void
 
 When aggravated, the Slench detaches from the wall to commence a
 hovering attack.  Analysis indicates its shield is inoperable
 during this levitation.
 
 ----------
 Slench 2A
 Stronghold Void
 
 This revision of Alimbic cyber-defense technology features
 enhanced capabilities.  The Slench attaches itself to the Biodefense
 Chamber with three synapses which transfer superheated magma to the
 Energy Blasters.  Green venom torpedoes can be neturalized with the
 Arm Cannon.
 
 ----------
 Slench 2B
 Stronghold Void
 
 When aggravated, the Slench detaches from the wall to fire bursts of
 superheated magma while hovering.  Analysis indicates its shield is
 inoperable during levitation.
 
 ----------
 Slench 3A
 Stronghold Void
 
 This improved model of the Slench utilizes three synapses to
 transfer high voltage to the Energy Blasters, whose electromagnetic
 pulse can disrupt the Combat Visor.  The synaptic fibers may be
 vulernable to heavy-duty weaponry.
 
 ----------
 Slench 3B
 Stronghold Void
 
 Analysis indicates that although the shield is down, the improved
 exoskeleton on this model may allow it to charge at its prey.
 
 ----------
 Slench 4A
 Stronghold Void
 
 The pinnacle of Slench technology, this model employs three synapses
 to transfer supercooled plasma to the Energy Blasters.  Cryogenic
 projectiles can temporarily immobilize the Power Suit.
 
 ----------
 Slench 4B
 Stronghold Void
 
 Analysis indicates its shield is down while hovering, but the Slench
 may be impregnable while rolling.  Evasive action is advised.
 
 ------
 Spire
 Alinos, High Ground
 
 Analysis of this creature's physiology indicates the presence of
 molten ferrous compounds normally found only in a planet's core.
 Spire is armed with the Magmaul, a weapon that lobs cohesive bursts
 of superheated magma.
 
 -----------
 Stinglarva
 Celestial Archives, Data Shrine 03
 
 Bioengineered with genetic material from the galaxy's most dangerous
 predatory insects, Kanden can transform into the Stinglarva.  This
 fast-moving segmented insect has a detachable regenerating tail that
 homes in on its target before exploding.
 
 ------
 Sylux
 Vesper Defense Outpost, Weapons Complex
 
 This hunter's power suit appears to be based on a Federation
 prototype and possesses extraordinary offensive and defensive
 capabilities.  Sylux's weapon is the Shock Coil, a banned
 technology that fires charged blasts of high-density neutrinos.
 
 ------
 Trace
 Arcterra, Sic Transit
 
 Scan indicates the exoskeleton of the hunter may not be as
 durable as it appears.  This potential vulnerability may explain
 Trace's tactical preference for sniping.  Its weapon of choice,
 the Imperialist, is a long-range quantam cascade laser with
 precision targeting.
 
 -----------
 Triskelion
 Arcterra, Sic Transit
 
 Trace's alternative form, the Triskelion, is sophisticated Kriken
 military biotechnology that allows Trace to biomorph into a
 three-legged war machine with a powerful lunge attack.  It also
 features stealth cloaking, enabling Trace to become invisibile while
 immobile.
 
 -------
 Trocra
 Oubliette
 
 These crystallized colonies of cyanobacteria are highly unstable,
 and will detonate when they contact a solid surface.  Avoid contact.
 
 ----------
 Vhoscythe
 Arcterra, Sic Transit
 
 The Vhoscythe is the alternative form of the hunter Noxus.  An
 evolutionary defense mechanism of the Vhozon species, it serves
 both offensive and defensive purposes.
 
 --------
 Voldrum
 Alinos, Elder Passage
 
 A high-speed rolling robot in nearly constant motion.  Equipped
 with two large guns for attacking from a distance.  It is equally
 efficient at close-quarters combat.
 
 ---------
 War Wasp
 Alinos, Echo Hall
 
 An aggressive flying insect that will vigorously defend its
 territory.  The royal jelly of the War Wasp queen is so highly
 valued that hives continue to be harvested on Aether in spite of
 a shocking death toll.
 
 -------
 Weavel
 Alinos, Echo Hall
 
 Weavel's weapon of choice is the Battlehammer, a heavy-duty
 repeating weapon with a lethal blast radius.  Maintain distance
 and avoid a direct hit from this high-caliber weapon.
 
 -------
 Zoomer
 Alinos, Echo Hall
 
 Best known for breeding rapidly and carrying disease, Zoomers are
 responsible for the spread of flesh-eating bacteria on Zebes,
 resulting in the extinction of many native species.
 
      ~o~o~o~o~o~o~o~o~
      [0403]  Objects
      ~o~o~o~o~o~o~o~o~
 ------------------
 Alimbic Artifacts
 Celestial Archives, Data Shrine 01
 
 Artifacts are encoded with program data unique to the Stronghold
 Portal.  Three artifacts are necessary to activate the Portal.
 
 --------------
 Alimbic Crest
 Arcterra, Arcterra Gateway
 
 Each of these ornate crests celebrates the accomplishments of a
 major Alimbic tribe.
 
 ---------------
 Alimbic Emblem
 Arcterra, Sic Transit
 
 This emblem commemorates fallen Alimbic heroes.
 
 ---------------
 Alimbic Garden
 Alinos, Alimbic Gardens
 
 Scan indicates fossilized remains of Alimbic plant life.
 
 -----------------
 Alimbic Insignia
 Arcterra, Ice Hive
 
 A large ceremonial emblem of the Alimbic Order, celebrating their
 victories and leadership.  Solar-cycle counter dates its creation
 after Alinos first came under attack.
 
 --------------
 Alimbic Joist
 Celestial Archives, Data Shrine 02
 
 The design of this joist suggests highly evolved conceptual
 architecture.
 
 --------------
 Alimbic Panel
 Celestial Archives, Meditation Room
 
 Alpha waves emanate from this architectural structure.  It appears
 designed to calm the senses and to create an environment ideal for
 meditation.
 
 ------------------
 Alimbic Scripture
 Alinos, High Ground
 
 This language cannot be translated.
 
 -------
 Alinos
 Alinos, Alinos Gateway
 
 The once-beautiful planet of Alinos, home to the Alimbic Elders,
 has fallen into disrepair since the explosion of the planet's core.
 
 ----------------
 Ammolite Shards
 Arcterra, Ice Hive
 
 Naturally occurring minerals with phosphorescent properties.
 
 --------------------
 Anthropological Hub
 Celestial Archives,  Data Shrine 03
 
 Access denied.  Alimbic anthropological data bank severely damaged.
 
 ---------
 Arcterra
 Arcterra, Arcterra Gateway
 
 The outermost planet in the Alimbic Cluster, Arcterra is an
 inhospitable wasteland noteworthy for a honeycomb of tunnels and
 caves within its frozen interior.
 
 ----------------
 Artifact Shield
 Celestial Archives, Data Shrine 01
 
 A security device that protects the artifacts.  This device can
 be unlocked with the proper key.
 
 -------------------
 Attameter Artifact
 Celestial Archives, Data Shrine 03
 
 The Attameter Artifact contains schematics for atomic mapping,
 allowing a portal to disassemble the molecular structure of
 anything within the teleportation matrix.
 
 -----------------
 Backup Processor
 Alinos, Processor Core
 
 Deconstructed for maintenance, apparently incomplete.
 
 --------------------
 Binary Subscripture
 Celestial Archives, Synergy Core
 
 The Binary Subscripture Artifact contains the precise frequency
 of the Stronghold Portal's spectral transponder, allowing anything
 within the teleportation matrix to warp from one point to
 another.
 
 -------------
 Blast Shield
 Alinos, Combat Hall
 
 Used for projectile weapons training.
 
 --------------------
 Cartograph Artifact
 Celestial Archives, Data Shrine 01
 
 The Cartograph Artifact is encoded with the spatial coordinates of
 a hidden chamber.
 
 -------------------
 Celestial Archives
 Celestial Archives, Celestial Gateway
 
 This space station, in orbit directly above Alinos, is the
 primary repository of the combined knowledge of Alimbic scholars,
 scientists and historians.
 
 ------------------
 Ceremonial Charms
 Alinos, Alinos Perch
 
 Alimbic ornaments designed to enhance harmony.
 
 -------------
 Clone Engine
 Vesper Defense Outpost, Bioweaponry Lab
 
 Severe deterioration of microcircuitry detected.  Systems
 nonfunctional.
 
 -------------
 Cooling Fans
 Celestial Archives, Fan Room Alpha
 
 High-speed fans cool the Synergy Reactor.  There are signs of
 severe deterioration.
 
 -------------
 Cooling Vent
 Vesper Defense Outpost, Fuel Stack
 
 Nitrogen pumps establish and maintain a subzero atmosphere
 throughout the Vesper Defense Outpost.
 
 ---------------
 Cortex Chamber
 Vesper Defense Outpost, Cortex CPU
 
 Controls the entire neural ensemble by processing input from the
 Thalamic Coil.
 
 ---------------
 Council Chamber
 Alinos, Council Chamber
 
 Assembly hall for Alimbic Elders.  Extreme structural damage 
 evident.
 
 ------------------
 Cryogenic Storage
 Vesper Defense Outpost, Fuel Stack
 
 Weapon storage containers.  Maintained at subzero temperatures
 for stability and to prevent overheating of fusion-powered
 weaponry.
 
 ---------------
 Damaged Bridge
 Arcterra, Sic Transit
 
 Structure has been severely compromised by impact.  Decay indicates
 the damage occurred several hundred solar cycles ago.
 
 ---------
 Delano 7
 Vesper Defense Outpost, Weapons Complex
 
 Sylux's Delta-class Strike Fighter is believed to be a stolen
 Federation prototype.  Due to an unresolved flaw, the autocannon
 can be temporarily disabled by several direct hits to the ship's
 hull.
 
 ---------------
 Docking Bay L1
 Celestial Archives, Transfer Lock
 
 Reciving port for Alimbic heavy-cargo starfreighters.
 
 ---------------
 Docking Bay L2
 Celestial Archives, Transfer Lock
 
 Receiving port for Alimbic medium-range transports.
 
 ---------------
 Docking Bay L3
 Celestial Archives, Transfer Lock
 
 Receiving port for Alimbic passenger carriers.
 
 --------------
 Exposed Rebar
 Alinos, Echo Hall
 
 Structural integrity of load-bearing walls has been compromised
 by forcible impact.
 
 ---------------
 Flow Regulator
 Alinos, High Ground
 
 This station controls the flow of lava tributaries.
 
 -----------------
 Frozen Fuel Line
 Vesper Defense Outpost, Weapons Complex
 
 Pipes show signs of structural failure.
 
 ---------
 Fuel Rod
 Vesper Defense Outpost, Bioweaponry Lab
 
 Powers nearby bioweaponry chambers.
 
 ----------------
 Gestation Tanks
 Vesper Defense Outpost, Weapons Complex
 
 Reinforced tanks used to grow nanites for morphing ammunition and
 missiles.
 
 --------------
 Glyph Pattern
 Alinos, Council Chamber
 
 Contains unknown characters.  Untranslatable.
 
 -------------------
 Gravity Stabilizer
 Celestial Archives, Tetra Vista
 
 Scans register severe damage.
 
 ----------------
 Heating System
 Arcterra, Ice Hive
 
 Thermal tube designed to maintain room temperature.  Currently
 disabled.  Scan indicates interior is frozen solid.
 
 -----------
 Ice Bridge
 Arcterra, Ice Hive
 
 A frozen block carved into an overhead catwalk.  A structure capable
 of holding considerable weight.
 
 ------------------
 Incubation Tank A
 Celestial Archives, Incubation Vault 01
 
 Nanobot incubation tank.  Operating at full capacity.
 
 ------------------
 Incubation Tank B
 Celestial Archives, Incubation Vault 03
 
 Nanobot incubation tank.  Operating at 67% capacity.
 
 --------------
 Lab Equipment
 Vesper Defense Outpost, Bioweaponry Lab
 
 Used to grow bioweaponry.  Systems inoperative.
 
 ------------------
 Lava Processor 01
 Alinos, Processor Core
 
 Utilizes orogenic activity for treatment and procession of
 igneous material.
 
 ------------------
 Lava Processor 02
 Alinos, Processor Core
 
 Operating at minimum capacity.
 
 --------------
 Lift Controls
 Celestial Archives, Synergy Core
 
 Control panel for anti-gravity lifts.  System offline.
 
 -------------
 Literary Hub
 Celestial Archives, Data Shrine 02
 
 Access denied.  Alimbic literary data bank severely damaged.
 
 --------------
 Magma Station
 Alinos, Alinos Gateway
 
 Sensors operating at 79%.  Lava levels stable.
 
 -----------
 Magma Vent
 Alinos, High Ground
 
 Relieves pressure buildup from the unstable planetary core.
 
 ------------
 Medical Hub
 Celestial Archives, Data Shrine 02
 
 Access denied.  Alimbic medial data bank severely damaged.
 
 -----------------
 Methane Pipeline
 Vesper Defense Outpost, Fuel Stack
 
 Liquid methane fuel delivery system.
 
 -------------
 Mixing Tanks
 Vesper Defense Outpost, Bioweaponry Lab
 
 Used to synthesize poisonous gases.  Trace amounts of toxic
 material detected.
 
 -------------------
 Navigational Chart
 Celestial Archives, Meditation Chamber
 
 Holographic directory of the Tetra Galaxy.
 
 ---------
 Octolith
 Stronghold Void
 
 Carbon analysis indicates Octoliths are Alimbic in origin.
 
 ------------------
 Photon Stabilizer
 Celestial Archives, Transfer Lock
 
 Bridge secured by beam of tripolarized photons.
 
 --------------
 Political Hub
 Celestial Archives, Data Shrine 03
 
 Access denied.  Alimbic political data bank severely damaged.
 
 ----------
 Port Helm
 Celestial Archives, Helm Room
 
 "The secret to ultimate power lies in the Alimbic Cluster."
 Author and origin unknown.
 
 ------------
 Science Hub
 Celestial Archives, Data Shrine 01
 
 Access denied.  Alimbic scientific data bank severely damaged.
 
 -----------------
 Shield Generator
 Celestial Archives, Tetra Vist
 
 Force shield compromised.
 
 -----------
 Shield Key
 Celestial Archives, Data Shrine 01
 
 When retrieved, this dynamic piece of technology will deactive
 the Artifact Shield in this area.
 
 ---------------
 Silo Levitator
 Vesper Defense Outpost, Fuel Stack
 
 Repository for heavy interplanetary warheads, held in place by
 a continual updraft from a high-pressure wind tunnel.
 
 --------------
 Sniper Shield
 Alinos, Combat Hall
 
 Used for precision projectile training.
 
 -----------
 Spore Farm
 Vesper Defense Outpost, Bioweaponry Lab
 
 A controlled environment used to grow toxic spores.  The spores
 have expired.
 
 ---------------
 Starboard Helm
 Celestial Archives, Helm Room
 
 "The secret to ultimate power lies in the Alimbic Cluster."
 Binary irregularities indicate the message was broadcast
 telepathically.
 
 ------------------
 Stronghold Portal
 Vesper Defense Outpost, Compression Chamber
 
 Three Artifacts are necessary to restore functionality.
 
 ------------------
 Structural Debris
 Alinos, Crash Site
 
 Severe architectural damage.  Evidence of unidentifiable 
 interstellar matter, a result of an extraterrestrial collison.
 
 --------------
 Synergy Drive
 Celestial Archives, Helm Room
 
 This device maintains the orbit and rotation of the space station.
 Operation appears normal.
 
 ------------------
 Synergy Processor
 Celestial Archives, Helm Room
 
 Works in tandem with the Synergy Drive to make subtle changes in
 the station's orbit and rotation.
 
 --------------
 Synergy Strut
 Celestial Archives, Meditation Room
 
 Reinforcement of pillar for Synergy Drive.
 
 -------------
 Tetra Galaxy
 Celestial Archives, Fan Room Beta
 
 This area was once under Alimbic control.  Ruins detected on 
 various planets indicate a vast civilization.
 
 ----------------
 Tetra Trade Map
 Celestial Archives, Meditation Room
 
 Schematic of Alimbic interstellar shipping routes.
 
 ------------------
 Thermal Regulator
 Alinos, High Ground
 
 Transduces volcanic heat into unstable energy.
 
 ----
 VDO
 Vesper Defense Outpost, VDO Gateway
 
 Vesper Defense Outpost is situated on the outer edge of Alimbic
 territory.  Serving as a refueling station and munitions dumps,
 subzero temperature is maintained to prevent overheating of
 fusion-powered weapons systems.  Structural failure of fuel
 containers has resulted in a vast radioactive spill into space,
 leaving toxic and explosive fuel frozen to the side of the 
 structure.
 
 ------------
 Wall Scroll
 Alinos, Council Chamber
 
 This language cannot be translated.
 
 -----------------
 Witherite Shards
 Arcterra, Ice Hive
 
 Naturally occurring minerals with phosphorescent properties.
 
      ~o~o~o~o~o~o~o~o~
      [0404] Equipment
      ~o~o~o~o~o~o~o~o~
 A Note on Equipment:  All equipment scans are automatically added to
 the logbook when they are picked up, with the exception of the Hunter
 Gunship.  So, locations are not shown, since you'll get all of them
 without trying anyway.
 
 -----------
 Arm Cannon
 
 An essential part of Samus's Power Suit, the Arm Cannon is 
 upgradeable and adaptable to other weaponry.  To fire the weapon,
 press the fire button.  Switch weapons by tapping the weapons icon
 at the top of the touch screen.
 
 -------------
 Battlehammer
 
 The Battlehammer is powered by a miniature nuclear reactor.  This
 heavy-duty repeater is recommended only for those familiar with
 high-caliber weaponry.
 
 ------------
 Charge Shot
 
 By holding down and releasing the fire button, the Arm Cannon is
 able to fire concentrated charge bullets.
 
 ------------
 Energy Tank
 
 Increases the Power Suit's maximum energy storage capacity by
 100 units.
 
 ---------------
 Hunter Gunship
 Any Planet or Space Station Gateway
 
 Hunter-class Gunship registered to Samus Aran.  Return to this
 ship to save your progress and to recover your energy.
 
 ------------
 Imperialist
 Arcterra, Fault Line
 
 Equipped with a zoom function ideal for precision targeting, the
 Imperialist fires a thin and lethal laser beam with high accuracy
 over long distances.
 
 ----------
 Judicator
 
 The Judicator is powered by cold-fusion synthesis.  It fires
 supercooled plasma at temperatures approaching absolute zero.
 
 -----------
 Jump Boots
 
 An essential part of Samus' Power Suit.  To jump, double-tap the
 touch screen or press the jump button.  These boots can also be
 used to jump in midair.
 
 -------------
 Large Energy
 
 Replenishes 100 units of energy expended from the Power Suit due
 to battle damage.  Energy has also been known to have a rejuvenating
 effect on alien technology and physiology.
 
 -------------------
 Large Missile Pack
 
 Replenishes missile reserves by 25 missiles.
 
 --------------
 Large UA Pack
 
 Replenishes 25 rounds of Universal Ammo.  Morphing UA contains
 munitions nanotechnology engineered for instant adapatation to
 almost any weapon, altering the caliber and composition at the
 molecular level to match the ballistic specifications of the
 host weapon.
 
 --------
 Magmaul
 
 The Magmaul, powered by a hyperstatic hydrogen core, fires cohesive
 projectiles of superheated magma.
 
 --------------
 Medium Energy
 
 Replenishes 60 units of expended energy from the Power Suit due to 
 battle damage.  Energy has also been  known to have a rejuvenating
 effect on alien technology and physiology.
 
 ------------------
 Missile Expansion
 
 Increases the capacity of the Arm Cannon's arsenal by 10 missiles.
 
 -----------------
 Missile Launcher
 
 Launches explosive-tipped missiles that detonate in a percussive
 blast.  This standard-issue weapon is extremely effective in
 dealing with biological threats.  Hold the Fire button to charge
 the weapon and cause the missile to seek heat signatures.  Charging
 will attract energy and ammo.
 
 -----------
 Morph Ball
 
 Samus has the ability to transform into a ball that can move at
 high speeds and access areas her bipedal form cannot.  To enter
 alt-form, tap the icon in the lower corner of the touch screen.
 Use the +control pad or A, B, X, and Y buttons to move the
 Morph Ball.  Use the touch screen for more precise control with
 gentle strokes in the desired direction.  Boost by quickly stroking
 in the desired direction or by pressing the boost button.
 
 ----------------
 Morph Ball Bomb
 
 Small bursts of energy detonate from the Morph Ball shortly after
 being triggered.  Ideal for opening secret passages and eliminating
 small creatures.  Press the fire button while in Morph Ball mode
 to place the bombs.  Bomb jumping is possible by triggering bombs
 with proper timing.
 
 -------------
 Omega Cannon
 
 This proscribed weapon of mass destruction was called an
 abomination by the Alimbic Elders because of the harm it could
 inflict on anyone desperate enough to use it.
 
 -----------
 Power Beam
 
 The standard-issue Power Beam has limited offensive capability and
 unlimited ammunition.  As with all charge weapons, press and hold
 the fire button to attract energy and amm, and to charge up the
 shot.  Release to fire a powerful blast.  This weapon overheats
 quickly and works best when fired in controlled spurts.
 
 -----------
 Scan Visor
 
 An essential tool, the Scan Visor is able to identify most forms
 of alien language and xenobiology.  To activate the Scan Visor,
 tap and hold the small button centered at the bottom of the touch
 screen.  Once activated, press and hold the fire button to scan
 an object.  Scroll data by tapping the left and right arrows.  Tap
 the Scan Visor button again to deactivate.
 
 -----------
 Shock Coil
 
 The Shock Coil is a prototype Federation weapon that emits a
 concentrated beam of high-density neutrinos with a set radius.
 
 -------------
 Small Energy
 
 Replenishes 30 units of expended energy from the Power Suit due to
 battle damage.  Energy has also been known to have a rejuvenating
 effect on alien technology and physiology.
 
 -------------------
 Small Missile Pack
 
 Replenishes missile reserves by 10 missiles.
 
 --------------
 Small UA Pack
 
 Replenishes 10 rounds of Universal Ammo.  Morphing UA contains
 munitions nanotechnology engineered for isntant adapatation to
 almost any weapon, altering the caliber and composition at the
 molecular level to match the ballistic specifications of the
 host weapon.
 
 -------------------
 Thermal Positioner
 
 Samus' location is tracked by a Thermal Positioner which relays
 an image of Samus and her surroundings.  This valuable imaging tool
 also identifies objects and entities with unique power signatures.
 Access the Thermal Positioner by pressing start.
 
 -------------
 UA Expansion
 
 Increases the Universal Ammo capacity by 30 units.
 
 ------------
 Volt Driver
 
 The Volt Driver draws energy from the planetary electromagnetic
 field and converts it into multi-terawatt bursts of high voltage.
 
 -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-
 [0500] Weapon & Power Suit Upgrade Locations
 -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-
 Author's Note:  All weapons and upgrade locations are included here.  
 They are listed by type, and their precise location is given as well as 
 a brief description of how to reach the weapon or item.  All weapons and
 upgrades are listed in order that they can be obtained, beginning with 
 the first and ending with the last.
 
      ~o~o~o~o~o~o~
      Subchapters
      ~o~o~o~o~o~o~
 [0501] Weapons
 [0502] Energy Tanks
 [0503] Missile Expansions
 [0504] UA Exansions
 
      ~o~o~o~o~o~o~o~
      [0501] Weapons
      ~o~o~o~o~o~o~o~
 -------------
 Battlehammer
 Vesper Defense Outpost, Cortex CPU
 
 Use the Jump Pads in the left side of the room to bounce to the top
 of the Cortex CPU.  Roll through the tunnel to the other side and
 scan the four spectral switches.  The Battlehammer rises from the
 floor.
 
 ----------
 Judicator
 Arcterra, Ice Hive
 
 Open the door to the Vault and jump inside.  Scan the switch and
 make your way to the top of the Morph Ball obstacle course before
 time runs out to reach the Judicator.
 
 ------------
 Volt Driver
 Celestial Archives, Data Shrine 02
 
 Use the Battlehammer to access the central area in Data Shrine 02,
 then defeat the Guardians in the room to open a tunnel which houses
 the Volt Driver.
 
 -----------
 Shock Coil
 Celestial Archives, Incubation Chamber 02
 
 Enter Incubation Chamber 02.  Go through the portal to Incubation
 Chamber 01, then use the portal on the second level to return to
 Incubation Chamber 02.  Drop down through the hole inside the small
 structure to find the Shock Coil.
 
 --------
 Magmaul
 Alinos, Council Chamber
 
 Defeat the Fire Spawn in the Council Chamber to make the Magmaul appear.
 
 ------------
 Imperialist
 Arcterra, Fault Line
 
 Kill all the Quadtroids to deactivate the force fields in the room.
 Defeat the Ice Spawn to make the Imperialist appear.
 
      ~o~o~o~o~o~o~o~o~o~o~
      [0502] Energy Tanks
      ~o~o~o~o~o~o~o~o~o~o~
 ----------------
 Energy Tank #01
 Celestial Archives, Data Shrine 01
 
 Roll through one of the tunnels in the outer hall using Samus' Alt
 Form to reach the Energy Tank.
 
 ----------------
 Energy Tank #02
 Alinos, Echo Hall
 
 Echo Hall Maze Map by MrShotgun:
 db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif
 
 Kill all the Zoomers in the Echo Hall Morph Ball Maze to open the
 door to the end of the maze.  Follow the blue tunnel to it's end,
 past the first branch to reach the Energy Tank.
 
 ----------------
 Energy Tank #03
 Arcterra, Sic Transit
 
 Gain access to the room underneath the Damaged Bridge, which houses
 the Artifact.  Roll under the bars on the other side of the room in
 Alt Form, and use a bomb to activate an elevator.  Use a second bomb
 to bounce up and grab the Energy Tank.
 
 ----------------
 Energy Tank #04
 Arcterra, Frost Labyrinth
 
 Frost Labyrinth Maze Map by MrShotgun:
 db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
 
 Retrieve the Energy Tank in the northeastern corner of the
 labyrinth, behind a trio of green damage fields.
 
 ----------------
 Energy Tank #05
 Celestial Archives, New Arrival Registration
 
 Jump through to the third tower in New Arrival Registration.  The
 Energy Tank sits in plain sight on a platform at the bottom of the
 tower.  Use the broken ledges and floating platform to reach it.
 
 ----------------
 Energy Tank #06
 Alinos, Council Chamber
 
 Use the Magmaul to open the orange force field on the third level
 in the Fire Spawn chamber.  The Energy Tank sits at the end of the
 hall.
 
 ----------------
 Energy Tank #07
 Oubliette
 
 From the Gunship, run forward into the elevator.  At the top, go
 through the portal then enter the door.  To the right is an Alt
 Form Tunnel.  Roll to it's end, and enter the portal on the other
 side to transport to a room housing the last Energy Tank.
 
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
      [0503] Missile Expansions
      ~o~o~o~o~o~o~o~o~o~o~o~o~o~
 ----------------------
 Missile Expansion #01
 Celestial Archives, Data Shrine 02
 
 Roll through one of the tunnels under the floor in the outer hall
 of Data Shrine 02 to reach the first Missile Expansion.
 
 ----------------------
 Missile Expansion #02
 Alinos, Alinos Gateway
 
 From the door to Echo Hall, run to the left.  Jump up onto the
 rubble and roll into the alcove in Alt Form.  Use Bomb Jumps to
 reach the Missile Expansion.
 
 ----------------------
 Missile Expansion #03
 Alinos, High Ground
 
 It sits in plain sight on the second level of High Ground.
 
 ----------------------
 Missile Expansion #04
 Vesper Defense Outpost, Cortex CPU
 
 Use a triple bomb jump to reach the Missile Expansion on the third
 level of the Cortex CPU Morph Ball Obstacle Course.
 
 ----------------------
 Missile Expansion #05
 Arcterra, Ice Hive
 
 Roll through the small hole in Weed Hall to reach the ledge on the upper
 left wall in the Vault Door Room.  The Missile Expansion sits on the
 ledge.
 
 ----------------------
 Missile Expansion #06
 Celestial Archives, Incubation Chamber 03
 
 Use a portal in Incubation Chamber 02 to teleport to the second
 level of Incubation Chamber 03.  The Missile Expansion sits in
 plain sight on the right hand side of the portal.
 
 ----------------------
 Missile Expansion #07
 Alinos, Alinos Perch
 
 Use the Magmaul to destroy the orange force field on the second 
 floor of the area.  The Missile Expansion is in a small alcove
 to your left as you pass through the door.
 
 ----------------------
 Missile Expansion #08
 Arcterra, Subterranean
 
 The Missile Expansion is at the end of the hall when you ride the
 elevator down to the lower level of Subterranean.  This Missile
 Expansion cannot be reached if you have left Subterranean without
 taking it; the elevator stops working if you leave the room after
 taking the Artifact.
 
 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.
 
 ----------------------
 Missile Expansion #09
 Vesper Defense Outpost, Fuel Stack
 
 The Missile Expansion sits in the white spiral room halfway up
 the Fuel Stack.  Climb to the top, then jump down through the center
 of the room to reach the white spiral room.  The Missile Expansion
 is in an alcove at the bottom of the spiral.
 
      ~o~o~o~o~o~o~o~o~o~o~
      [0504] UA Expansions
      ~o~o~o~o~o~o~o~o~o~o~
 -----------------
 UA Expansion #01
 Vesper Defense Outpost, Compression Chamber (lower)
 
 Scan the switch in the alcove in Compression Chamber (upper) to
 remove the force fields in the room below surrounding the UA
 Expansion.  Use the Cortex CPU to reach the lower half of the
 Compression Chamber and reach the Expansion.
 
 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
 -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-
 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 [email protected], 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.
 
 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 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.  Thankfully, in some modes
 there is additionally an Affinity Weapon pickup which appears at the
 bottom of the Arena.
 
 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 spiral 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
   varieties.
 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.  Your
   Hunter of Choice is, naturally, the Hunter that you play as most often
   in all three Multiplayer modes.
 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 since that person was first registered in
   your Friends and Rivals list.
 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, Links, 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~
      Legal Jargon
      ~o~o~o~o~o~o~
 This guide is currently authorized to appear only on GameFAQs, Neoseeker, 
 1up.com, Cheat Code Central, primehunters.tk, Samus.co.uk, supercheats.com,
 cheatplanet.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 [email protected].  
 Please, do not post this guide until you have received my authorization to 
 do so.
 
 You may link to this guide without asking, provided the copy of the guide
 you are linking to is credited to MrShotgun and is authorized to appear
 on that website.  I would appreciate notification when such a link is
 created, but it is not mandatory.  And as always when linking to a
 different website, make sure you have permission from that website to 
 do so before creating such a link.
 
 Metroid Prime: Hunters does not belong to me.  I did not create the game,
 nor do I claim to have done so.  It belongs to Nintendo, and whoever else
 programmed and produced the game.  I am therefore immune from any 
 bizarre lawsuits that arise over this game.
 
 This guide is copyrighted MrShotgun (Andrew Brown) April 3rd, 2006.  I'm 
 not making any money off of this guide, however if you print it off and
 sell it for your own profit then I'm sure my lawyer will find some way for
 me to get some cash out of it.  Hint hint.
 
      ~o~o~o~
      Links
      ~o~o~o~
 Other FAQs, Guides and Video Game Resources by MrShotgun:
 Metroid Prime: Hunters (DS) - FAQ/Walkthrough
 db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_a.txt
 
 Metroid Prime: Hunters (DS) - Frost Labyrinth Map
 db.gamefaqs.com/portable/ds/file/metroid_prime_hunters_frost_labyrinth.gif
 
 Metroid Prime: Hunters (DS) - Echo Hall Maze Map
 db.gamefaqs.com/portable/ds/file/metroid_prime_echo_hall.gif
 
 The Legend of Zelda (NES) - FAQ/Walkthrough
 http://db.gamefaqs.com/console/nes/file/legend_of_zelda_o.txt
 
      ~o~o~o~o~o~o~o~o~o~o~
      Contact Information
      ~o~o~o~o~o~o~o~o~o~o~
 If you would like to contact me online, I can be located at the Lord of 
 Gun forum on GameFAQs:
 
 http://boards.gamefaqs.com/gfaqs/gentopic.php?board=568183 
 
 Or, you can e-mail me at [email protected].  Poorly spelled 
 letters, letters asking questions already covered in the guide, letters
 without a clearly defined subject, or just plain stupid letters will
 probably be ignored.  If I do respond to a stupid letter, it's merely for
 my own entertainment.  Don't expect me to be polite.  If I don't respond
 immediately to your letter, it doesn't mean I haven't read it - I get lots
 of e-mails, at least 10% of which aren't ads for penis enlargement, and I
 simply don't have time to read them all.  I do, however, make a point of
 reading as many letters concerning my work as possible.
 
 Nintendo DS Friend Codes:
 Metroid Prime: Hunters
 Tag: Mr Shotgun   FC: 3393-7002-2135
 
 Tony Hawk's American Sk8land
 Tag: Mr Shotgun   FC: 4080-8915-5886
 
 Animal Crossing: Wild World
 Tag: Thor in Valhalla   FC: 0215-4210-3887
 
 Yeah, I'm the only DS owner on the planet who doesn't own Mario Kart.
 What's it to ya, wanna fight about it?
 
      ~o~o~o~o~o~o~o~
      Special Thanks
      ~o~o~o~o~o~o~o~ 
 Thanks to the following people for giving their critiques or additions
 to the guide:  Dark Crono, Tonio658, Kenneth, Jeff Edwards, mjp717,
 Square-D-II, Andrew Neary, EPECKLE, Link7500, LeticBrr, Ben Ritz, Zak
 Reynolds, Penniless Willow, cj no one, Patrick Shields, matt steven,
 Dan Esposito, Phil Hartley, DorkFencerX
 
 Miscellaneous generic thanks to CJayC, GameFAQs, cNet, etc.
 
Upcoming Releases
Embark on an inspiring mission of human connection beyond the UCA. Sam — with companions by his side — sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies, obstacles and a haunting question: should we have connected?
Star Citizen is an upcoming space trading and combat simulator video game for Microsoft Windows. Star Citizen will consist of two main components: first person space combat and trading in a massively multiplayer persistent universe and customizable private servers (known as Star Citizen), and a branching single-player game (known as Squadron 42). The game will also feature VR support.
Atlas is an action-rpg with rogue-like elements where you use your ability to control the ground to fight the enemies and move through procedurally generated worlds.
Damnview: Built From Nothing is a simulation sandbox game about occidental culture and its different social classes. Immerse yourself into a decadent urban sprawl, all while working precarious jobs where you will either be absorbed into the system, or cast out of society’s machine. Damnview: Built From Nothing is a game about despair, the hostility of capitalism, and the need…
Reviews
X
Page was generated in 1.4887099266052