1. Copyright
2. Introduction
3. Controls
4. Hunters
5. FAQ
6. Walkthrough
A. The Hunt Begins
B. Celestial Archives
C. Alinos
D. Vesper Defense Outpost
E. Arcterra
F. Celestial Archives: Visit 2
G. Alinos: Visit 2
H. Arcterra: Visit 2
I. Vesper Defense Outpost: Visit 2
J. Alinos: Visit 3
K. Oubliette
7. Logbook
8. Powerup Locations
8. Special Thanks
This guide is copyrighted to me, NDS_Master, which grants me full permission
to use this guide and to post it wherever I want. It also gives me exclusive
rights to my guide. Therefore, everyone else does not have permission to use
my guide or to post it on any websites, publications, or other documents. To
defend my rights, the United States has laws and other countries have
international treaties. With its copyright, this guide is under the
protection of many countries, and each of them takes stealing literary works
very seriously. Should someone plagiarize my works or blatantly steal them,
he or she will be performing an illegal act that can lead to dire
consequences.
Fortunately, there is an easy solution if you want to use my guide. Just ask
me. I typically allow websites to publish my works if they simply ask my
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it is imperative that you contact me first to make your usage of my written
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longer use it. Instead, you will have to send me a Private Message via my My
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go to Nintendo.com to get one. It's free and easy. Once you have one, just PM
me, NDS_Master, with your request. Thanks in advance for only using this
guide when you have my permission.
*=*=*=*=*=*=*=*
2. Introduction
*=*=*=*=*=*=*=*
The rules are changing. When Nintendo announced the Nintendo DS back in '04,
gamers everywhere knew that something major was afoot. With a touch screen,
dual screens, a microphone, and Wi-Fi, the DS was not an ordinary portable
system. It was the grassroots portable of Nintendo, leading the way towards
more quality and innovation.
Since it was so different, the DS was bound to host some games that moved
away from Nintendo's typical style. Metroid Prime Hunters is one of those
games. It combines online play with voice chat, Samus with other bounty
hunters, and the Metroid series with distinct first person shooter elements.
Nintendo is truly going out of its usual bounds with this one, much to the
delight of players from all over the world. And with its new steps come new
rules. Metroid combat will never be the same.
New rules mean new challenges, and in Metroid Prime Hunters some of the
toughest maps, enemies, bosses, and rival bounty hunters await you. A ton of
armor and morph abilities alone aren't going to help you. So, what's a bounty
hunter to do in the midst of such hostility? Once you've been slaughtered for
the fiftieth time, it may be time to look elsewhere for assistance than your
own cozy weapon arsenal. That's what this FAQ is for. It dissects the many
challenges that you will face, offering sound advice on how to advance. So
grab your DS, sharpen your sharp shooting skills, and prepare for a journey
unlike any other.
*=*=*=*=*=*
3. Controls
*=*=*=*=*=*
=================
Stylus Mode Right
=================
D-Pad: Move Character
L Button: Shoot/Scan
A, B, X, Y: Jump
Touch Screen: Aim, change form, change weapon, use scan visor
Double Tap the Touch Screen: Jump
Start: Pause
================
Stylus Mode Left
================
A, B, X, Y Buttons: Move Character
R Button: Shoot/Scan
D-Pad: Jump
Touch Screen: Aim, change form, change weapon, use scan visor
Double Tap the Touch Screen: Jump
Start: Pause
===============
Dual Mode Right
===============
D-Pad: Move Character
A, B, X, Y Buttons: Aim Weapon
R Button: Jump
L Button: Shoot/Scan
Touch Screen: Change form, change weapons, use scan visor
Start: Pause
==============
Dual Mode Left
==============
A, B, X, Y Buttons: Move Character
D-Pad: Aim Weapon
L Button: Jump
R Button: Shoot/Scan
Touch Screen: Change form, change weapons, use scan visor
Start: Pause
===========
Sensitivity
===========
Adjusts the sensitivity of the movement of the crosshair. Higher sensitivity
means that aiming will take less time, but it is less accurate.
*=*=*=*=*=*
4. Hunters
*=*=*=*=*=*
For the first time ever in a Metroid game, Samus is not the only hunter ready
to get in on the action. Six other bounty hunters are also ready to charge
into the Alimbic Cluster in order to gain the mysterious Ultimate Power that
supposedly lies there. With different backgrounds, alternate forms, and
affinity weapons, these hunters are not to be taken lightly.
Affinity System
In Metroid Prime: Hunters, gamers will run across a slew of weapons that will
aid them in their quest to dominate. However, some weapons are more
beneficial to certain bounty hunters than other, thanks to the weapon
affinity system. Basically, the various hunters can draw specific benefits
from their affinity weapon, benefits that they alone receive. For more
information on how each hunter uses the affinity system, check out the
Hunters section.
==========
Samus Aran
==========
A prestigious bounty hunter that frequently works for the Galactic
Federation, Samus has more than enough skill to take on any challenges that
lie in the Alimbic Cluster. While many other bounty hunters seek the Ultimate
Power for themselves alone, she just wants to make sure such power does not
fall into the wrong hands.
Alternate Form: Morph Ball
Affinity Weapon: Missiles
Affinity Advantage: Missiles will track opponents as they move, and Samus's
ability to charge missiles makes them even more deadly.
=====
Trace
=====
As a member of the dreaded Kriken race, Trace has a heritage of deadliness
that inspires fear in many of the people he encounters. All Krikens are known
for their abilities, and every Kriken is exiled from its group for a short
period of time when it reaches a certain age. It was during his exile that
Trace learned of the Ultimate Power in the Alimbic Cluster, and his mission
is to secure that power for his people.
Alternate Form: Triskelion
Affinity Weapon: Imperialist
Affinity Advantage: If he is not moving, Trace will become invisible if he is
using the Imperialist.
======
Weavel
======
Due to his past, Weavel has more than enough reason to seek revenge from
Samus. Once an influential leader of the Space Pirates, he was severely
injured during a skirmish that his group had with Samus. He barely survived
and soon became largely mechanical, using artificial means to sustains his
life. With such a strange past, one can only wonder why Weavel is headed to
the Alimbic Cluster.
Alternate Form: Half Turret
Affinity Weapon: Battlehammer
Affinity Advantage: It explodes as it hits, causing greater damage to
enemies.
=====
Sylux
=====
Who is Sylux? Few know. This mysterious bounty hunter has his past hidden;
keeping it a secret to himself and possibly a couple of other individuals.
Although he conceals his past, Sylux makes one thing known: he loathes the
Galactic Federation as well as Samus Aran.
Alternate Form: Lockjaw
Affinity Weapon: Shock Coil
Affinity Advantage: Zaps energy from opponents while healing Sylux.
=====
Spire
=====
As probably the only Diamont still alive, Spire has surpassed
unsurpassable odds to survive as a bounty hunter. Despite his
success, however, Spire still desires to know if any of his race
still live, so he goes throughout the galaxy in search of them.
Alternate Form: Dialanche
Affinity Weapon: Magmaul
Affinity Advantage: Sets opponents on fire when it hits, causing
damage over an extended period of time.
=====
Noxus
=====
Since he is Vhozon, Noxus used to live in the outer rim,
secluded from much of the rest of the galaxy. Recently, though,
he had emerged as a terrible bounty hunter, seeking to scourge
those who do wrong.
Alternate Form: Vhoscythe
Affinity Weapon: Judicator
Affinity Advantage: When charged, the Judicator will freeze
enemies.
======
Kanden
======
Originally created as an experiment to be an elite fighter,
Kanden became more powerful than its creators could have
imagined. After destroying the laboratory it was created in,
Kanden headed into the galaxy as a treacherous hunter.
Alternate Form: Stinglarva
Affinity Weapon: Volt Driver
Affinity Advantage: When Kanden hits opponents with the Volt
Driver, it will temporarily distort their visor, making it hard
for them to see.
*=*=*=*
5. FAQ
*=*=*=*
Wondering about various aspects of Metroid Prime Hunters? This is
the FAQ section, where I answer many common questions about the game. I will
try to update this as much as I can with even more questions and answers as
time goes on.
Q: A hunter stole one of my Octoliths! What do I do?
A: You have two choices. You can either quit without saving (which is really
cheap and boring, not to mention it makes you lose all your progress since
the last save point), or you can fight the bounty hunter again and defeat
them to retrieve the Octolith. Sometimes you can find them in the same room
you previously fought them in, while other times they will travel to another
planet or station.
To find them, look on the left side of the radar screen when choosing the
next place to visit. It will list he bounty hunters you will find on that
planet. If the hunter with your Octolith is there, that should be your
destination. The bounty hunters will randomly attack you in large rooms once
you return to a planet for a second time (even the ones that have Octoliths),
so just wander around until you come upon the correct hunter fight. Then you
will be able to conquer the hunter and regain your Octolith.
Q: Some of the enemies I destroyed left health and ammo powerups, but they
are out of my reach. How do I obtain them?
A: This is a frequent problem, but that answer is simple. Charge up whatever
weapon you are using, and when it is charged it will suck all of the nearby
powerups into you, allowing you to collect them while standing still
Q: I have earned an Octolith from each of the four worlds, but no more are
showing up on the radar. Where do I go?
A: Each planet has two Octoliths; after acquiring one from each place you
will need to start backtracking so that your newly attained weapons can open
up areas that were previously inaccessible.
Q: What are all the hallways doing in between major rooms?
A: Many of these short hallways were inserted into the game to act as loading
places. Inside the hallway, the game will have a chance to load up the next
area while you wait for the door leading to it to open. That is why the
hallway doors sometimes take so long before they open; the game is loading
the area beyond them. In this guide, I sometimes mention the hallways for the
sake of completeness, but other times I will act as if they are not even
there. As they are an insignificant part of the game, don't be thrown off if
I neglect to mention one.
*=*=*=*=*=*=*=*
6. Walkthrough
*=*=*=*=*=*=*=*
So, you are ready to tackle the quest for Ultimate Power? That is great,
because it is going to be a challenge. Here are a few tips for using this
guide, as well as for playing the game:
Many items abound that you can scan. Use your scan visor to add the to your
logbook. A [?] is located in this walkthrough whenever there is an item to
scan. If you want to see exactly what item corresponds with what number, go
to the end of the each individual section to see what items you could scan.
For each level the number will start 50 higher (1, 51, 101, etc.), and this
is simply to make a distinction between the scans that you should encounter
first in any given level.
If you die, you will restart at a checkpoint. All items scanned after you
last reached that checkpoint are deleted, so you will need to rescan them as
you progress.
That's it for now. The rest should be fairly straightforward, so let's get
started!
==================
A. The Hunt Begins
==================
Mission File 79109
"The secret to Ultimate Power lies in the Alimbic Cluster."
This repeating neural thread, originating from an uncharted region of the
Tetra Galaxy known as the Alimbic Cluster, was recently intercepted and
translated by Federation empaths.
1. Discover the meaning behind this mysterious telepathic message.
2. If the "Ultimate Power" can be secured, ensure Federation control
3. If the power cannot be secured, ensure that it remains secret or destroy
it.
"This operation must remain covert. The tetra galaxy is outside of
federation-controlled space, and the Alimbic Cluster is a wild and uncharted
region.
While we have kept our communications classified, we know other entities have
intercepted the thread.
The lure of ultimate power will be irresistible to many, disposition of rival
interests is presumed hostile.
Uploading known coordinates...
=====================
B. Celestial Archives
=====================
The mission has been set. Ultimate Power lies somewhere in the Alimbic
Cluster, and it is up to you to find it. Once you have scanned the galaxy and
located the Celestial Archives, select it and choose to land ship. Your
mission will then begin.
When you begin, move forward a short distance to get off the top of your
ship. Before you continue, there are some items you must scan. Scanning items
will help you figure out what they are as well as help you progress through
the game, so scanning is vital. Tap and hold the small green circle at the
bottom of the touch screen in the center. It will activate your scan visor.
Turn all the way around so that it focuses on you ship. Hold L to scan it.
[1] Then, turn back around so you are facing the same way as your ship. Turn
directly to the left, and the scan visor will focus on a display board. Hold
L to scan it as well. [2] Then, turn back to the right to face the same
direction as your ship. Move forward to head to the door that is at the edge
of the room. The game will instruct you to access your scan visor, so again
use the technique you just learned. Now, scan the glowing blue hexagon just
above the door, [3] and then scan the door itself. [4] You will learn vital
information about going through the door. Simply exit out of your scan visor
and shoot the door when you are near it to make it open. Go through it.
You will enter a twisting hallway. At the end of it is another door that you
open the exact same way, and beyond that is yet another small hallway and
another door. Once you have done that, you will enter a large room.
Walk forward into the room that has a large structure directly straight from
the door leading to it. A ramp is to the right, but it isn't important right
now. Enter into the scan visor and you will find something to scan on the
left side of the base of the structure. [5] Now, head up the ramp. At the top
of the ramp, go to the left onto the walkway between the first structure and
another structure that is in the room. Get your scan visor on and scan the
glowing orange portion of the structure to the left and the structure to the
right. [6] [7]
Head down the other side of the ramp and go towards the door at the other end
of the room. As you pass the Synergy Processor, turn to the left and you will
see a green panel slanting upward, which you can scan. [8] Then, turn to the
right and head towards the door. It will have a red circular thing on it, and
a small cutscene will highlight this. Use your scan visor to first scan the
door. [9] Next, scan the switch to the left of it. The switch won't go into
the logbook, but it will unlock the door. Then, you will be able to then open
the door. Inside the door is a hallway, followed by another door that leads
to a room.
Here you will meet your first foes. Before you take them all out, remember to
pull out your scan visor so that you can identify them. [10] Then, aim your
gun and blast them to pieces. They are fairly weak and they try to shoot at
you, so strafing left and right should make it easy to destroy them.
The door will then unlock, and your can proceed through the doors and
hallways until you encounter several blue boxes. You will be ordered to
charge up your laser by holding down the fire button, so try that out here.
Use your powered beam to decimate the boxes. Inside you will find health,
just remember to scan it before you collect it. [11]
Continue on through the hallway, and you will find several boxes blocking
your path. Before you try to tackle this obstacle, turn to the left and you
will see an orange panel on the wall, which you should scan. [12] After that,
go towards the boxes. A special message will pop up to teach you how to jump.
If you do not already know how to jump, follow its directions to get over the
boxes. At the end of the room with the boxes you need to jump over, before
you turn right and head down the hallway, look at the blue display with your
scan visor and scan it. [13] Then, you may continue down the hallway.
In the next room, and green enemy will be waiting for you. It can only hurt
you if you touch it; shoot it from a distance. However, never forget to scan
foes that you have never encountered before so that you can add them to your
logbook. [14] When it is gone, a new item will appear for you to scan and
collect. [15] However, scanning still is not complete for this room. Use your
visor to identify either of the greenish panels near where the enemy was (new
enemies will occasionally appear; be cautious). [16] Then, journey to the
side of the room opposite where the Petrasyl was and look on the wall with
your scan visor to locate a small, blue panel that you can scan. [17]
Finally, scan the door leading out of the room. [18] It can only be opened
with missiles; switch to them by tapping on the missile icon on the touch
screen. A single shot will open the door, and you can resume using the power
beam.
You will go through a straight hallway, and afterwards you will enter a
curved hallway which you can go either left or right in. To the right is
nothing; go to the left. As you go, three Psycho Bits will obstruct your
path. You should already have them in your logbook from your last encounter,
so simply blast them to pieces. When you go forward further, a message will
appear from your ship.
"Warning! Confirmed arrival of unidentified vessel at Celestial Archives.
Extreme Caution is advised."
Who could this be? What bounty hunter is it? Wait and see. At the end of the
hallway you will find a new type of door, but it functions exactly like
previous door so you do not need to scan it. Go through it and you will enter
a large room with a massive blue crystal like force field in the middle. A
skinny wall juts out of the ground by the place where you enter, so scan it.
[19] Near the base of the platform with the force field on it is a small,
blue screen. It can be scanned as well. [20] Then, hop up to the force field.
Activate your scan visor and you will see two blue squares that you can scan.
First, scan the top one. [21]
It will trigger the arrival of many Psycho Bits. They will appear in massive
hordes, and you have to eliminate them. Since they try to shoot directly at
you, the best way to avoid their attacks is to keep moving. Walk off the
walkway onto the ground, and start strafing around the central platform.
Continuously shoot the Psycho Bits. When they appear in other parts of the
room, use the same technique until they are all dead. They will keep coming
for a long time, but do not give up. Just keep fighting.
Once they are all deceased, a sphere will appear on the walkway at the top of
the room. Jump up to it, but do not collect it. Scan it first. [22] Then,
pick it up and the force field will disappear, allowing you to grab the
Artifact it protected. Scan the Artifact, [23] and grab it to unlock the door
on the other side of the room.
If you are confused which way to go, stand in the center of the room and look
to either side of the walkway. On one side is a narrow, short wall, and on
the other side is a narrow orange strip where a wall should be. Go to the
door that is on the side without the wall.
Through the door, look to your left and what will you see? A swarm of Psycho
Bits! The hallway is narrow, but you can still strafe to avoid getting hit.
When they are gone, walk over to where they were. You will drop a minute
distance. Then, turn around and look at the place you dropped from. It is a
walkway, but beneath it it looks like there is another path. You can only go
through the lower path as the Morph, so tap the icon to change to your
alternate form. From there, go on the lower path until you collect the
missile pack, and then go back the way you came.
Switch back to regular, biped form, and continue on through the hallway. You
will receive a lesson in using the Morph Ball. Afterwards, you will see
another split path like the one you just went through. Turn into a Morph to
go the lower way (which has a small energy ball). At the end of this lower
path, you will find an Energy Tank. (e1) It essentially adds 100 units of
energy, making it beneficial.
Head back the way you came, and when you get out from the lower path switch
to regular, biped form and jump onto the slightly higher path. You will see a
door, but guarding that door is a new enemy. Scan it. [24] Since it is a
fairly tough beast, continuously fire at it while backing away when it draws
near. You don't want to be close enough for it to lunge at you. When it dies,
scan the blue circle that will appear. [25] It is a new type of health. Then,
go through the door.
Soon you will come to a very tall room. In the center is a tall pole with
platforms around it. Before you attempt to scale the monstrosity, take
advantage of your scan visor. [26] Upon completion of the scan, start jumping
up the orange fan blades that function as platforms. It might take some
skill, but you can do it. There is nothing else of interest in the room, so
once you reach the platform that leads to the door you can simply exit the
room.
Through the next hallway and door, you will come to yet another curved
hallway. You need to head right, so turn right and go until you see a green
door. Scan it just so you have it in your logbook. [27] Then, continue along
the hallway. As you progress, you will suddenly see... Kanden? Yes, it is
him, but he will switch to his alternate form and run like a girl as soon as
he spots you.
Naturally, you'll need to also enter your Morph Ball form to chase him
through the tiny passageway. There's no need to rush, but wasting time isn't
good either. Out of the small passageway, switch back to regular form and
take out the Psycho Bits as you head straight along the hallway. When the
Psycho Bits are gone, look at the metal poles that extend from one side of
the wall to another with your scan visor. While you cannot scan most of the
poles, the one in the middle of the other three you can scan. [28]
Once you have added the Alimbic Joist to your logbook, press onward in the
direction you were heading. You will come to another small passageway, and
you will need to return to Morph Ball form to go through it. It has valuable
health, and at the end of the passageway is a valuable Missile Expansion,
(m1) which allows you to hold 10 extra missiles.
Head back out, switch to normal form, and head back towards the first small
passageway. Instead of going through it, jump on the walkway on top of it and
finish off the Psycho Bits that lurk there. Go through the door, which looks
deceptively like the door you came through to enter this curved hallway.
Beyond the door is a short hallway, followed by a large room with more
cooling fans. This time, the fan blades are blue. You will receive yet
another gunship transmission inside this room.
"Pilot of docked ship identified as bounty hunter Kanden. Your warp signature
was traced. Assume hostile intent."
Though it may seem like you should jump up the fan blades first, that is not
the case. You're your scan visor on, run to the other side of the room and
look for the window that you can scan. [29] After you scan it, then jump up
the cooling fan blades and destroy any Petrasyls that threaten your safe
passage. The fans are farther apart this time, making it harder to go up
them. Keep trying, and soon you will reach the top of the room, which has a
door. Go through that door and the next, and guess what? You are at another
curved hallway!
To the right are some boxes with some items, and to the left is the door that
leads to a large room. Inside that room is Kanden. Be prepared for your first
bounty hunter fight! The first order of business, though, should be to get
some scanning out of the way in the large room. Near the skinny wall on the
side of the room, you will find something that you can scan. [30] On the
other side of the room, you will find another skinny wall with another object
to scan. [31] Once you are done with that, use your best maneuvering to scan
Kanden himself. [32] He has the volt driver, his affinity weapon, and it will
disrupt your screen display if it hit you. Use caution around him! An energy
bar at the bottom of the screen will alert you to how much health he has left
after you hit him. Also, make sure to scan his alternate form, the
Stinglarva, because it has its own place in the logbook as well. [33]
------------
Kanden Fight
------------
The best strategy to use is to stay on the walkway at the top of the room
while Kanden is on the ground in his alternate form. Shoot him consistently.
When he returns to biped form so he can jump up to the walkway, equip your
missiles and moves away from the middle. Shoot him when he gets on the
walkway, and continue to shoot him as he approaches you in his alternate
form. Do not be afraid to switch back to the power beam if he gets too close.
Make your shots count, and continue this routine when he goes back to the
ground in his alt form. If you ever get low on missiles or health, break open
the boxes on each side of the room. They will provide you will beneficial
powerups.
Once you defeat him, a Shield Key will appear. Take it, and the red circle on
the short gray door on the walkway will disappear. Jump onto the walkway,
switch to Morph Ball, and go to the gray door. Use a power bomb to open the
door, and proceed through. Inside you will find an Alimbic Artifact and some
health. Instead of simply rushing in to obtain the Artifact, put your scan
visor on and scan it because it is a different type of Artifact than the
first one you scanned. [34] With the Artifact in your control, the door in
the main room that had the red circle on it will unlock. As soon as you come
out from the area you were in as a Morph Ball, head to the right. That is the
door you should go through.
Past the door, put your scan visor on and scan the turrets that will fire at
you. [35] Then, blast them to pieces. They are weak and should not give you
any trouble. Afterwards, go through the door they were guarding. It will lead
to a room with several platforms.
Before you hop on the platforms, look at the ground. You will see a blue and
an orange light. First, scan the blue light [36] and then scan the orange
light. The orange light is only a switch, but it will activate the portal. If
you go through the portal, you will warp to where your ship is. By jumping
onto your ship, you can save your game. To get back to where you were, simply
go through the portal in the room where your ship is. After the portal has
been opened by scanning the switch, keep your scan visor on and turn to the
right. Look at the wall and you will see several white squares. One of them,
a fairly small distance up, can be scanned. [37]
Now, you have some serious platform jumping to do. Jump across the platforms
until halfway up you see a yellow panel. Once you scan it, [38] continue on
your way. Do not attempt to shoot it, or else the guard node will shoot you
and harm you. You're going to need a more powerful weapon to take down this
force field, but that's for a later mission.
At the top platform, look around until you notice a place in the wall you can
jump to. Jump over to it, and follow the path until you reach the door. It
leads to a small room with an Artifact Shield in the middle. Shoot all four
switches, which are located on both sides of both doors, and then a key will
appear. Take the key to eliminate the shield so that you can gain the
Artifact it protects. Since it is also different that the previous two
Artifacts, you will need to scan it before you collect it. [39] Then, a
message will appear.
"Long-range thermomagnetic-resonance scanners indicate remote and
inaccessible chambers. Use the portal to access the inaccessible."
Yep, it's time to head towards the boss! Go through the door with the blue
pillars next to it, and you will come to a massive portal. Quickly scan it.
[40] Now, this is the first time you can scan the Stronghold Portal, but it
will not add it to the logbook if you already have three Artifacts. Because
of this, since you will probably have all three Artifacts by the time you
reach this Stronghold Portal, you will need to make sure that you scan a
later Stronghold Portal before you acquire all of the Artifacts for that
mission. Keeping this in mind, go through the portal. The area you will
enter is deserted, and a lone door leads to a desolate walkway. Scan the door
[41] and head through it until you reach the end of the walkway. A massive
door will bar you way, which you can scan. [42] Blast it open, and then shoot
the door after it to enter the boss room.
This boss might not look like much, but even with a simple pillar form it can
still wield deadly weapons. Before you begin the duel, scan the boss into
your logbook. [43] Also, to the right of the door in the boss room is also
another item to scan; do not forget it! [44]
This pillar is a monster fighter, but you can take it down with some
knowledge and some skill. When you first meet it, red lasers will come from
its top three nodes. They will travel in a counter-clockwise direction, so
strafe in that direction as well to avoid getting burned. Also, never ever
run into Cretaphid, or you will suffer.
As you strafe, shoot the blue nodes on Cretaphid until they go out.
(Sometimes they deposit health or missiles, and if they do charge up your
power beam. The charged power beam will suck all nearby powerups into you,
allowing you to collect them without going out of your way.) Do not be
alarmed when the red lasers occasionally shut off, because they will simply
turn on again. Once you have knocked out every single blue node, then lasers
will shut off for a long period of time and a holographic box will come out
of the top of Cretaphid and shoot at you. Try to avoid the shots by jumping
or strafing, and fire at the holographic box multiple times. After a while,
it will disappear again and the blue nodes will light back up.
Keep doing this until Cretaphid starts flashing. Then, the blue nodes just
below the red nodes will turn red and start emitting lasers, and the red
nodes at the top will turn blue. It is the same story as last time, only now
it is with four lasers instead of three. A few of the lasers are close
together; find the greatest gap in between laser for you to strafe in. This
time, you will go clockwise. Shoot out the blue nodes until they are gone,
and then fire at the holographic box until Cretaphid starts flashing again.
The final phase will then begin.
Now the bottom five blue nodes will turn red and start firing lasers. Again,
find the largest gap and strafe counter-clockwise to keep from getting
scorched. Once all the blue nodes are out, the holographic box will appear
yet again. This time, however, don't mess with the power beam. Pull out your
missiles and release them at the box to maximize damage. Continue on this
course until you have reduced Cretaphid to nothingness.
In the place where Cretaphid was, a brilliant, shiny Octolith will appear.
Obviously you are going to want to add it to your stash, but first add it to
your logbook via the scan visor. [45] A message will appear when you obtain
it.
"Octoliths may be the key to the Ultimate Power alluded to in the telepathic
message."
Grab the health packs scattered throughout the room before you leave, as they
will provide you with beneficial energy as you leave the Celestial Archives.
Head through the two strongholds doors, and get ready for you next challenge.
------------------------------
Escape from Celestial Archives
Time: 8 Minutes
------------------------------
Whoops, stealing the Octolith caused a disturbance in the Alimbic security
system. The whole place is going to blow if you stay there, so you had better
get moving. Head straight back across the walkway to the large portal, and go
through it. Now, you just have the entire Celestial Archives to get through.
In the room right after the room you will teleport to, several Psycho Bits
will impede your progress. Strafe around them to avoid getting hit, and
decimate them. Do not waste time. The doors will unlock when they are dead;
go through the door without the blue pillars.
You will come to the last of the tall rooms you came through. Drop down
quickly, and head through the door to get out of the tall room. You may
recall that the teleport to the ship used to be located here, but for some
reason it was disabled. It will not be easy getting out.
Go through doors until you come to a curved hallway. When you reach it, head
to the right and go in the door you come to. It leads to the room where you
fought Kanden, but there is no time to reminisce on that fight now. Run
straight across the room and head into the door that is to the right. Break
open the box next to the wall as you go to collect some extra energy.
Again you will enter a curved hallway; this time head to the left. Psycho
Bits will yet again appear to disrupt your movement, so fight them off as
quickly as possible. Since they are close together, this might be a good time
to empty out a few of your missiles if you have any. Once they are dead, go
through the door they were locking, and do not be afraid to destroy the boxes
before you head out.
Soon you will reach another tall room; drop down to the bottom of it and go
through the door. After going through a couple of doors and a hallway,
another curved hallway will cross your path. Go right, but only go until you
fall a short distance. Then, turn around and turn into the Morph. Roll under
the pathway that you were just on, and go through until you reach the end.
Once there, switch back to regular form and shoot the Lesser Ithrak that will
attack you. It will soon die, and you can continue to run like crazy towards
the end. You will come across two turrets and another Lesser Ithrak. You must
defeat them to unlock the door they guard, so fire quickly and cautiously. Go
through the door once it is unlocked.
Drop down when you come to the third tall room in your escape, and go through
the doors at the bottom of the tall room until you reach what? A curved
hallway. Left is your route this time; ignore the Lesser Ithrak that will
fall from the ceiling; you need to keep moving. Psycho Bits will also guard
the hallway; just strafe left and right as you run by them. When you get to
the door, go through it to enter a large room with even more Psycho Bits.
These you have to destroy. Start strafing you normally do with these enemies,
and shoot them until they are all gone. The door will then unlock. But wait,
which door are you supposed to go through? This time, you are supposed to
move through the door that is closest to the skinny narrow wall, not the one
closest to the skinny orange strip on the ground.
Another curved hallway. What a surprise. Run left, ignoring the Psycho Bits
you encounter. You will come to another door, which will take you out of the
final curved hallway. The room you enter will be infested with Petrasyls, but
you have no time to fight them. Avoid touching them as you go up the ramp
that leads to the exit of the first room filled with Petrasyls. You will have
to destroy a few, so fire rapidly as you progress.
The next area also has Petrasyls, and they are over several boxes. Jump over
the boxes and kill some of the Petrasyls that bar your path. Run up the ramp
that is after the boxes, follow the path, and go through doors until you
reach a large room.
Here, your final challenge waits. A cutscene will alert you to the entry of
Guardians. Three Guardians will appear and attack you. They must be
eliminated. This is a hectic time, but you should still put on your scan
visor to add the Guardian to your logbook. [46] It will only take a second,
and it is beneficial. Equip your missiles (if you have any) as you fight the
Guardians, and constantly strafe to avoid getting shot. They have health
bars, so you can tell how much strength they have left. A few missiles should
kill them, which is why it is vital that you switch weapons. Otherwise you
will waster precious time. (This is the last battle, so this is okay if you
have plenty of time left.)
Upon the Guardians' defeat, run through the final few hallways until your
reach your ship. Run up to the front of it and jump on top of it. When you
do, it will ask if you want to enter your ship. Say yes, save your game, and
select launch ship to head out and search for other places.
[1] Hunter Gunship
[2] Celestial Archives
[3] Alimbic Prophecy 01
[4] Door
[5] Synergy Processor
[6] Port Helm
[7] Starboard Helm
[8] Synergy Drive
[9] Sealed Door
[10] Psycho Bit v1.0
[11] Small Energy
[12] Alimbic Panel
[13] Navigational Chart
[14] Petrasyl
[15] Small Missile Pack
[16] Synergy Strut
[17] Tetra Trade Map
[18] Brown Blast Shield
[19] Science Hub
[20] Alimbic Artifacts
[21] Artifact Shield
[22] Shield Key
[23] Cartograph Artifact
[24] Lesser Ithrak
[25] Medium Energy
[26] Cooling Fans
[27] Green Blast Shield
[28] Alimbic Joist
[29] Tetra Galaxy
[30] Political Hub
[31] Anthropologic Hub
[32] Kanden
[33] Stinglarva
[34] Attameter Artifact
[35] Alimbic Turret v1.0
[36] Portal
[37] Lift Controls
[38] Yellow Force Field
[39] Binary Subscripture
[40] Stronghold Portal
[41] Stronghold Void
[42] Stronghold Door
[43] Cretaphid v1
[44] Biodefense Chamber A
[45] Octolith
[46] Guardian
=========
C. Alinos
=========
Once you leave the Celestial Archives having retrieved the first Octolith,
you will take off and scan the system for more areas to explore. Alinos, the
fiery hot lava planet, will appear as another destination. Choose it and you
will be able to start your journey through the flames.
Perhaps the first thing that will strike you about Alinos is the wide-open
area where you land that is filled with lava. While it may seem massive,
there are only a few things that you need to do here. Once you walk off the
front of your ship, turn slightly to the left and you will see an orange
display that is close by which you can scan. [51]
With that out of the way, run behind your ship and jump off of the high
landing platform you were on. Land on the section of land behind it before
the lava, and you will see an orange display to scan at the edge of the land
facing towards the lavafall. [52] When you have scanned that, proceed around
the landing platform until you are in front of the long flight of stairs.
Face away from the stairs.
Barring you from the area door, which is a good distance away, is a ton of
lava. If you ever fall into lava, quickly jump so you take minimal damage and
keep jumping until you are out. Here, however, you can simply jump straight
across the small platforms in the lava.
Jump from platform to platform, but realize that each one will sink shortly
after you jump on it. You will have to go fairly quickly to keep from getting
burned. After the lava, you will see a door. However, it is not yet time to
go in it. First, turn to the right with you scan visor on. Against the wall,
you will see item to scan next to the wall. It is only visible while you are
wearing your scan visor. [53] Keep walking along the wall, and you will come
to another one. [54]
At this point, turn around and keep heading alongside the wall. Go past the
door and continue along the wall. Your scan visor should pick up on another
item worth scanning. Move around until you can successfully scan it, and then
press the L button to quickly see what the item is. [55] Remember the last
Missile Expansion was hidden in a small passageway so you could not scan it,
so this should be your first Missile Expansion scan in which you add it to
the database.
Now, see the boxes close to the part of the wall that holds the Missile
Expansion? Jump on top of them. At the top, switch to Morph Ball form. Roll
into the wall, and head right towards the expansion. You will have to go up a
fairly large step, so lay a power bomb. When it explodes, you will shoot a
small distance into the air. Move forward at this time to go up the step.
There is one other step before the Missile Expansion, so do the same thing.
Press up to ensure that you are snuggly against the wall (if not you may hit
a beam and not go up very high) when you use the power bomb. Go forward onto
the Missile Expansion to increase your missile capacity. (m2)
Having completed all the initial stuff you need to do in the first area of
Alinos, go to the door that you avoided to get the missile expanion and the
datashade scans. Before you go through it, scan the glowing object above the
door. [56]
Through the door, you will find a hallway and door that leads into Echo Hall.
It is a fairly peaceful area, but on the ground on many plants (which,
strangely enough, you cannot scan) that will harm you if you step on them.
Blast them to pieces to ensure a safe passage.
Right at the first small drop in the hall, put on your scan visor and look at
the wall to find a blue square indicating an item to scan. [57] Once you scan
it, proceed forward and also add the spiny creatures on the wall to your
logbook. [58]
Have fun blowing up plants and Zoomers as you move through the hall. At the
end, a small hole will mark the exit. For this, you need to enter Morph Ball
form. But before you go, put on your scan visor and look to the left wall in
the area just before the Morph Ball only entrance. You will find an
additional scan. [59]
With that out of the way, use the Morph Ball form to go on through the small
path. It is a labyrinth. As you enter, you will be forced to go left, then
right. As soon as you go right, go right yet again on the first passageway
you encounter. Follow it all the way to the end and turn left. Turn left at
the end of that area, and go a very minute distance before you turn left yet
again in the closest pathway. This pathway strays from the traditional lava
path, so it should be easy to recognize.
Go along that path until you reach an area where you can return to normal,
biped form. Shoot the three Zoomers to death, and a Shield Key will appear.
Take it and return to Morph Ball form. Go up the ramp and continue until you
reach the lava portion of the labyrinth again. Take the short S curve to the
left, and you will come to a long, straight path. Go to the end of that lava-
covered path and then turn right. You will notice that this path has two blue
lines on either side of it.
Keep going along the solid path until you reach the door. Use a single power
bomb to open the door, and go straight to the end of the path. Take a right,
and go until you reach the Energy Tank. (e2) Backtrack from there to the
door, but do not go through the door again. Instead, take the path closest to
the door. Go along that path. The end of it will seem like a dead end, but if
you use a power bomb you can jump up onto a higher path. Follow the higher
path until you reach a room where you can stand back up, and then return to
biped form.
Since you already acquired the Shield Key, the Artifact in the middle of the
room is yours for the taking. Enjoy it. The boxes in the room also hold
powerups, and one of them holds a new powerup. It is the yellow energy ball.
Scan that one before you procure it. [60] With newly found strength, open the
small door in between the two blue pillars, and go into Morph Ball form to go
through it.
The path itself is simple, but at the end of it are several ferocious enemies
that look like wasps. Change to normal, biped form and quickly use your scan
visor on them. [61] Then, do not hesitate to obliterate the fiends with all
the firepower that you can muster.
When they are gone, go through a few doors until you reach an area with many,
many Zoomers. Blow them into pieces so that the door at the end of the area
will unlock. Before you leave, scan the yellow display on the left side of
the room. [62] Afterwards, proceed to the next Zoomer infested area. Once
those Zoomers die, another locked door will be unlocked for you.
The narrow room past the two Zoomer filled rooms has a few items to scan, so
have your visor ready. There are two things to scan on the right wall, [63]
[64] while the display on the left wall is simply the Flow Regulator, which
you already should have scanned. Just like the Yellow Force Field, you will
not be able to enter the Purple Force Field for the time being. Leave it
alone and keep going.
Eventually you will reach a circular room with what appears to be several
pieces of rock suspended over lava. It is actually something that you can
scan; you know what to do with it. [65] Stand on top of it, and you will
notice that another area is not too far above it. Jump onto the higher area,
and you will encounter another hunter.
Spire will immediately start shooting you, as displayed by a cutscene. You
have to get out of his range quickly. There are two ramps near the hole
(which is now blocked off) you came out of. At the top of one of the ramps is
an Artifact Shield. That is not the one you want to go up, so go up the one
across from it instead.
Run all the way up the ramp as it slants. When it stops slanting, make a U-
turn and go along the straight portion of path that goes along the ramp. Head
over to the Yellow Force Field, where you will be safe from Spire's fury.
Past the force field, you should notice a shaking mushroom type thing. It is
a new enemy, and one that you can scan. [66] When you have added it, the
Blastcap, to the logbook, shoot it from a distance. After it explodes, wait
for the yellow clouds to disappear before moving on.
Once the Blastcap is destroyed and the yellow cloud has vanished, walk past
the place where it was. To the right will be a door, which you should enter.
It will leads to a hallway, at the end of which is another door. Past that
door, you will come to a small room. To the left, you will notice yet another
Artifact Shield. Go to the right, away from the shield.
You will get locked in a section of the room, and a small creature known as a
Voldrum will appear. Scan it, [67] and then shoot it down. However, the
Voldrums are not the main problem: the flashing blue triangle that releases
them is. Focus all of your firepower on the flashing blue triangle, for when
it is gone no more Voldrums will appear. After the first one is gone, look to
the other side of the room and you will find another flashing blue triangle
to destroy. When both are gone and the Voldrums are deceased, a new foe will
enter the room.
-----------
Spire Fight
-----------
Of course, Spire just had to follow you in. Keep your cool in this tight
space, and you should do fine. Look up, and you will see Spire firing at you
from a hole in the ceiling. Aim up and rapidly shoot at Spire with your power
beam (though missiles work as well). After he has taken a beating, he will </pre><pre id="faqspan-2">
jump down and switch to his alt form. Remember that you can scan bounty
hunters, so quickly scan him before he has a chance to deal you damage. [68]
Do not forget to scan his alt form as well, as it is also registered in the
logbook. [69] Since Spire uses close attacks when he is in his alt form, keep
moving around and staying away from him. While you move to stay out of his
way, pelt him with power beam. Jumping is also an effective way to avoid him
when he comes near.
After enough hits, he will abandon the room, leaving your safe -- for a
little while, that is. Before you head on out, put on your scan visor and
scan the switch that is in the room where you just fought Spire. It will
create a Shield Key, which you can take. Start to head out of the room, but
before you leave this area inside the cliff, be sure to grab the Artifact
that was guarded by the Artifact Shield you noticed as you first entered the
room.
With that in your control, move towards the great outdoors yet again. It is
time to dispatch Spire to keep him from tampering with your plans. Get your
missiles ready. Once you walk outside, turn left and run along the path next
to the cliff. Run to the very end of it and turn right, at which time you
will be near Spire's shooting location. Go over to him and rapidly fire
missiles. He will start to come after you, but just keep on shooting. If you
run out of missiles, then keep firing with the power beam. Just keep on
moving away from him as he approaches while staying close enough to hit him,
and you should defeat him easily.
When he dies, he will leave behind some health and the all-important Shield
Key. As soon as you grab the key, the Artifact Shield in this outdoor region
will disappear. Drop down onto the ground and go up the ramp that led to the
Artifact Shield. The shield will be gone of course, so you can simply take
the Artifact it was protected.
Having acquired the third and final Artifact, you will be informed that the
Stronghold Portal has been activated. A platform in the outdoor area will
also lower, allowing you to reach the place where Spire first shot at you
from. But before you continue onward, there is a bit of housekeeping to do.
In all the rush of fighting Spire, you did not have a chance to get some
much-needed scans. Let us go back and gain those first.
Fall from the ramp, and next to the hole that you entered the area from, you
will see a small wall. Put on your scan visor, and you will notice an object
to scan just above the small wall. [70] Beyond that is another item to scan.
This item is engraved in the wall, so head over to it. (Ignore the Psycho
Bits that will start swarming the area; however, if they start to annoy you
then decimate the flashing blue triangle that sends them out, just like you
did with the Voldrums.) Scan the wall to add yet another entry to your
logbook. [71]
On the other side of the room, located above another small wall jutting out,
is another hidden scan. You can only see it with your scan visor on, so do
not forget it. [72] The wall juts out from the structure where Spire first
shot at you in your final battle against him, and the place right next to
where he was firing has a Missile Expansion. (m3) Be sure to obtain it before
you head on up to the highest part of this area.
Once you have those three scans and the Missile Expansion, go back to the
ramp that led to the Artifact. Continue follow the ramp until you come to a
Blastcap. Deal with it just like the previous one; kill it and then wait for
the toxic yellow gas to subside before continuing.
A short wall is next to the Blastcap; jump onto it and you will see the first
platform you need to get on. It is basically right next to the wall, so you
can simply walk onto it. From there, look around until you see the next
platform. Jump onto it, and jump onto the one after it. The jumps are fairly
long and you'll need good timing. After the third platform, jump onto the
solid area where Spire shot at you during the first encounter. A door is
there between two blue pillars; go through it.
Through the door you will come to a hallway, and at the end of the hallway is
another door that leads to a room. The first thing you should notice in that
room is a small portal with a switch to the right of it. Scan the switch to
activate the portal, and use the portal to head back to you ship and save if
you want. Right after this is the boss battle, so saving would probably be a
good idea. After you save at your ship, you can return to where you were by
going back through the portal that is to the left near your ship.
Next to the small portal in the room you will find the Stronghold Portal. Hop
on it to head to the secret boss area. Go straight across the walkway and
straight through the doors like you did for the last boss battle, and you
will come to your next masterful foe.
--------------
Boss: Slench 1
--------------
Slench is located in a long room. When you first enter the room, you are in
no danger. Turn to the right and scan the glowing object next to the door
with your scan visor. [73] With your visor still on, run towards the boss.
You will find two places to scan: the boss itself in part a, [74] and the
little blue light just beneath the boss. [75]
As you will notice when you approach the boss, it has three tentacles
sticking out of it. One is just beneath it, while the other two extend from
the right and left sides of it. Start by shooting each tentacle until it
shrivels up and disappears, and then move onto the next tentacle. When all
three are gone, Slench will detach from the wall and move towards you in the
air. That is its b form, so you will need to get another scan of that as
well. [76] Equip your missiles for this part. Slench will turn black, and you
will see an eye in the middle of the sphere that makes up Slench.
Using several missiles, shoot Slench in the eye as many times as you can
before it returns to the wall. When it does, you will have to shoot all of
the tentacles again to make it move away from the wall and turn black. With
the superior damage the missiles cause, you will reduce his health in no
time. Hitting Slench is somewhat difficult since it moves around so much, so
you have to get fairly close and anticipate where it is moving when you fire.
As his health goes down, Slench will start moving faster and faster in the
air. This will make him harder to hit, but with a close and steady aim you
can do it. Staying near to Slench is a big part of being able to land a
missile in its eye. Continue fighting in this manner until Slench is
destroyed; since its attacks are weak you should focus more on damaging it
quickly instead of avoiding its attacks against you.
As Slench disappears into oblivion, another Octolith will appear. Take the
Octolith and the health that is scattered around the boss chamber. When you
have everything, head out through the large doors and prepare for another
fast escape.
"...The cannon holds the power..."
------------------
Escape from Alinos
Time: 4:30 Minutes
------------------
If the fact you only get just about half the time for this escape than you
did for the Celestial Archives escape is disturbing you, rest assured that
this is much shorter. Actually, you can probably evacuate Alinos with more
time remaining than you had as you left the Celestial Archives. Nevertheless,
there is no time to dawdle, especially with other hunters still lurking
about.
Run straight across the desolate pathway until you reach the massive portal
that will take you to the regular part of Alinos. Once you go through it,
walk straight and fall through that hole that is in front of where you
appear. Turn around when you land, and quickly head outside (this is where
you first fought Spire, so you should know how to get out).
Outside you will notice the large hole in the middle is now open. Drop
through it, and quickly head down the only path that is not blocked by a
Yellow Force Shield. The path from there is very linear, so just run straight
down the hallways and go through the doors. Be sure to ignore the force
shields, since you cannot do anything with them yet. Focus on going through
the doors.
You will soon enter the room filled with War Wasps. Rather than mess with
them, change to the Morph Ball and roll straight across the room, all the way
into the small passageway. Continue through the passageway until you reach a
door. Use a power bomb to open it, and then roll into the room after the
door. At once, you will switch to biped form and you will see Weavel blocking
your path. It is time for another hunter fight, only this one is much more
urgent.
------------
Weavel Fight
------------
Start off by scanning Weavel just to get him in your logbook. [77] With that
out of the way, start pouring a barrage of firepower towards him. Strafe
around the room to avoid his shots while continuously firing your own. When
he switches to his alternate form, half of him will move while the other half
will remain in one place as a turret. Before you begin attack his alt form,
remember to add it to the logbook. [78] You can cause him damage by hitting
either half, though the turret is easiest to hit since it is stationary. Try
to avoid taking much damage by moving around, and focus your firepower on the
turret. Once you have dealt enough damage, Weavel will run away.
Before you chase after him, blow apart the boxes in the room to gain a ton of
health and some missiles. You will notice that one of the Morph Ball paths
has been opened; change to your alternate form (the Morph Ball) and head
through it.
Soon you will reach the end of the path, and you will find yourself way close
to the beginning of the level, in Echo Hall. Weavel is there, and he is ready
to fight. Well, it is time to show your superiority. Pull out your missiles
and begin bombarding him. Keep your distance obviously, but focus as many
missiles as you can towards Weavel. It will not take that many missiles to
eliminate him, and then your path will be open yet again.
Backtrack through Echo Hall in your normal form, avoiding the many
treacherous plants that are on the ground. At the end of the hall, you will
find a door that you can open. Beyond that is a hallway and another door, and
after that door is the open area where you landed your ship. See, it isn't
that far away. Jump across the platforms in the lava, run up the stairs, and
then jump on top of your ship. Once on top, you will be able to enter the
ship and save your progress. Another Octolith is safely in your possession:
Congratulations!
[51] Alinos
[52] Magma Station
[53] Alimbic Datashade 01
[54] Alimbic Datashade 02
[55] Missile Expansion
[56] Alimbic Prophecy 02
[57] Exposed Rebar
[58] Zoomer
[59] History 01
[60] Large Energy
[61] War Wasp
[62] Flow Regulator
[63] Interment Chamber
[64] Purple Force Field
[65] Magma Vent
[66] Blastcap
[67] Voldrum
[68] Spire
[69] Dialanche
[70] Battle Sarcophagus
[71] Alimbic Scripture
[72] Science Sarcophagus
[73] Biodefense Chamber B
[74] Slench 1a
[75] Energy Blaster
[76] Slench 1b
[77] Weavel
[78] Half Turret
=========================
D. Vesper Defense Outpost
=========================
A small outpost in the upper right corner of the Tetra Galaxy, the Vesper
Defense Outpost will show up on your screen one you have retrieved the
Octolith from Alinos. It is the third planet on your destination list; and it
holds yet another valuable object.
When you first land on the outpost, you will notice a unique landing area. It
will look like the landing pad is suspended above nothingness, but if you
look down from it you will see that it is actually safe to drop down from it,
though you should never have to do that.
Walk off the front of your ship and immediately scan the blue display panel
that is there. [101] Once you have that scan, head down the ramp that is to
the left of the display. Go all the way down the ramp, and start heading
right. You will notice a small object on the ground emitting a pulsing white
light. This is merely a jump pad, and if you step on it it will launch you
towards a walkway just above your ship. The only things on the walkway are
portals that you will activate later on, so ignore the jump pad for now.
Continue past the jump pad, and you will reach a door. Above the door is a
glowing blue light, which you should scan. [102] Then, proceed through the
door. Keep going until you reach a room with many, many Petrasyls flying
about. Using your trusty power beam, obliterate them all. This isn't exactly
necessary, but it make for some great fun.
Before you leave the room that had several Petrasyls, pull out your scan
visor. The fuel rod structure in the middle you can scan, [103] and you can
scan all four displays on either side of the fuel rod. [104] [105] [106]
[107] Once you have scanned all five objects in the room, continue onward.
Past the basic hallway, you will come to a room with a hallway extending to
the left from it. Travel along it as it slopes downward. Put your scan visor
on and look to the ground as it slops down, and you will notice that there is
a part of it you can scan. [108] Then, when it becomes flat, put your scan
visor on again and look to the ceiling. Attached to the ceiling is a
different version of the Alimbic Turret, so you should scan it. [109] With
its destruction complete, go over to where it was located.
To the left will be two glowing blue pillars. In between the pillars is a
door that the Morph Ball can go through. To the right is a large door. For
now, switch to Morph Ball form and use a bomb to open the door so that you
can go through it. Roll through the path and go through any doors you
encounter with the help of power bombs (sometimes you will have to lay more
than one power bomb if your first one does not trigger the door; lay it in a
different spot near the door).
Soon, you will arrive in an icy area where you see the Morph Ball from the
side. Instead of pressing forward to go, as you normally do, here you will
press left and right. However, don't get too excited and start heading
forward. You need to go up first. Upon entering the icy room, you will see a
platform in the air. Go beside the platform and lay a power bomb. Stay there,
and when it explodes press left to get onto the platform. This may require
some practice.
Go on up all three platforms, and then you will come to another spot where
you need to use a power bomb to get onto an area. Unfortunately, a green
laser beam occasionally appears, which will harm you. Remain next to the wall
the leads to the higher area, and wait until the green laser appears. Wait a
second or two, and lay a power bomb. By the time the bomb explodes, the green
laser will be gone and you will be safe.
Carefully make your way past the next two green lasers, and be sure to drop
down and follow the path as you go. It will start heading right, and you will
come to a Missile Expansion. (m4) Do not hesitate to use a power bomb to
reach it, and once you have it fall to the platform that was beneath the
missile expansion and start heading left.
The path leads to an elevator platform which moves up and down. Wait for it
to come up as high as it will go, and then quickly roll across it onto the
next solid platform. You will then see a jump pad. Roll over onto the jump
pad, and it will shoot you to a very high ledge (it would be a good idea to
watch the green lasers that extend horizontally so that you can time your
jump to avoid hitting them)
On the high ledge after the jump pads, roll to the left and you will resume
normal Morph Ball view again. Speed through the pathway until you finally
reach an area where you can stand up; return to biped form once you are
there. After you get back in normal form, turn around and look at the path
that you just came through. It will be blocked by a Green Force Field. Since
this is the first time you have encountered such a field, scan it. [110]
Having scanned that, keep your scan visor on and turn back around. You will
see multiple objects to scan, but first scan the tank in the center of the
room. [111]
The remaining objects are switches, and you will have to scan all four of
them if you ever want to be free of the chamber. A platform will then lift up
into the room. On it is a floating green sphere. Use your scan visor on the
green sphere before you take it. [112] You will discover that it is the
Battlehammer, a fairly strong sub-weapon. Take it and add it to your
equipment by simply walking over it. You can equip a sub-weapon by tapping on
the sub-weapon icon located on the upper right portion of the touch screen,
right next to the missile and power beam icons.
With it equipped, move away from the place where you obtained the
Battlehammer. Wait a few seconds, and a small green thing will appear where
the Battlehammer was. It is simply more ammo (which you should not need), but
it is something that you should scan. [113] Then, turn to face the Green
Force Field. Stand a short distance away, and hit the force field guard node
with the Battlehammer (that's the small object that moves across the face of
the force field). It will explode, and the Green Force Field will vanish.
Talk about power.
Leave the same way you entered, in Morph Ball form. When you reach the large,
icy room, drop down and press right the entire time you fall. You want to
land just to the right of the jump pad so you are not suddenly force back up
to the ledge. Keep going right, and roll right across the elevator platform
when it goes up.
When you can go right no further and are at the place where the Missile
Expansion was, use a power bomb to get onto the slightly higher ledge, which
leads to the left. On that ledge, you will see two glowing blue pillars. Go
in between them and press up. You will soon discover that there is actually a
Morph Ball path in between the two blue pillars. Follow the path until you
reach a place where you can stand up, and then return to biped form.
The room you enter houses the Stronghold Portal. It's a shame that you have
not acquired any Artifacts yet. On the left wall, you will discover two Green
Force Fields, which you know you can obliterate using the Battlehammer.
Resist your temptation to decimate them for now, and activate your scan
visor. On the opposite side of the room from the force fields, next to the
Stronghold Portal, a bluish object will appear that you can scan. [114]
Now you can fulfill your desires and remove the Green Force Fields. Either
one will work, since they both lead to the exact same room. Go into the room
that used to be guarded by the force fields, and prepare for a fight. First
off, eliminate the turret in the center of the room; it is suspended from the
ceiling. Then, focus your attention of the two flashing blue triangles on the
ceiling that produce green Psycho Bits. Once they are both gone, destroy any
remaining Psycho Bits that in are in the room.
With the enemies gone, it is time for some scanning. At the end of the room
is a box. Of course, you could destroy the box, but that would be unwise.
Instead, jump on the box and from there, jump onto the ledge that is just
above the box. On that ledge is a switch that will deactivate a few force
fields. Scan the switch to use it. If you destroy the box, you will have to
repeatedly jump into the air while trying to scan the switch, and that is a
pain to do. You can succeed, but it is troublesome. After the switch has been
scanned, hop down and take out the box. It will probably have some ammo in
it.
However, scanning still is not complete. Stand where the box was and face the
wall. Then turn to the right. You will see a blue hologram to scan. [115]
After that, go to the center of the room with your scan visor on and scan the
other blue hologram that is in the middle above the solid platform. [116]
Also, on a ledge at the top of the room, you will be able to spot one last
hologram. [117] Finally, in between the two room entrances that were
previously protect by Green Force Fields, you will find a switch. Once it has
been scanned, a few more force fields will dissipate.
What are you to do next? Leave! Go back through the Morph Ball door, roll
along the path, and continue until you reach the icy room. Inside the icy
room, roll along and head to the snow covered floor of the room. When you
reach it, roll to the left. Watch out for the enemy that you may meet, and
use a power bomb to free yourself should the dastardly creature grab you. At
the edge of the room, continue left and you will enter a small passageway.
At the end of that passageway is a normal room; once you reach it, switch
back to normal, biped form. In this room are two blue triangles that release
Psycho Bits, however, these are updated Psycho Bits. Before you fight this
newer version, use your scan visor to add it to the logbook alongside the
older version. [118] Since these Psycho Bits are powerful, you do not want to
fight many of them. Their shots will freeze you. Continuously move to avoid
getting hit, and destroy the two blue triangles that release the Psycho Bits.
Once the triangles blow up, strafe to avoid getting frozen while continuously
blasting at the Psycho Bits. Upon their death, you will be able to relax.
In the center of the room, there is a large platform that goes up really
high. The base of it has a small hole that the Morph Ball can fit in, and in
that hole is a green container. It is another super powerup, just like the
Energy Tank and the Missile Expansion. It is the Universal Ammo (UA)
Expansion, which increases how much ammo you can hold. Since this is the
first time you see one, use your scan ability on it. [119] Then, switch over
to the Morph Ball and roll into it to obtain it.
On one side of the room, three tiny holes will mark the entrance to another
room. These were originally protected by force fields, but you have already
disabled those force fields. As the Morph Ball, go through any of the three
holes that you want. In the room you enter, a Lesser Ithrak will drop down
from the ceiling and chase you. Become a biped again and blast away at the
Lesser Ithrak, all the while keeping your distance. Upon its death, a Shield
Key will appear in the middle of the room.
It will disable the force fields on the opposite side of the room from the
holes. Walk past the place where the force fields were, and you will see a
small passage in the wall. Instead of rushing into the passage, use your scan
visor and you will find a hologram to add to the logbook. [120]. Then, you
need to figure out how to get into the small passage. By now, you should be a
pro at this: Use the Morph Ball! A jump pad in the passage will boost you up
to the floor above the place where you were. Once you reach the end of the
small passageway, change back to your regular, biped form.
At the end of the room you will enter, you will see an Artifact. While the
urge will be to run up and grab it, do not do that yet. Instead, put on the
scan visor. When you do, an invisible blue hologram will appear in the center
of the room, which you should scan. [121] Then, move forward and collect the
Artifact.
The force field just beyond the Artifact will disappear once you collect the
Artifact, and a Guardian will appear on the floor below you. Drop through the
hole beyond the Artifact, and start firing at the Guardian. Missiles are
particularly effective, though the power beam or the Battlehammer will also
suffice. When the Guardian dies, the force field that comprises most of the
floor will disappear. More likely than not, you will be on the force field
when it vanishes and you will fall to the lowest floor. If you do not fall,
then simply jump down to the lowest floor.
Go to the room where you fought the advanced version of the Psycho Bits and
obtain that UA Expansion. (UA1) In that room is a door that only the Morph
Ball can go through. You went through this same door to enter the room, now
use the door to leave the room by using a power bomb next to it.
Having collected the first Artifact, get out of that entire area! Roll all
the way through the passageway, going through doors until you reach the icy
room. In the icy room, just roll straight to the right until you are all the
way through it. You will roll into the passageway that you first used to
enter the icy area. Go all the way through it until you are safely back in
the hallway near the beginning of the level.
If you want to take a break, head back up the hallway and back to your ship,
where you can save. If you are ready to keep going, change to your biped form
and walk straight through the entryway across from the Morph Ball door.
In the large room through the entryway, you will find two blue triangles that
emit Psycho Bits as well as an Artifact Shield. Destroy the blue triangles as
fast as you can, and then focus on defeating all of the remaining Pyscho
Bits. They are the old version, so you should be able to conquer them fairly
quickly.
Once the Psycho Bits and the spawning triangles are out of the picture, the
huge force field making up most of the floor of the room will deactivate.
Drop down to the area you have just opened up. Two Lesser Ithraks will
threaten you, but by walking backwards and consistently shooting them you can
eliminate them with two much trouble Upon their death, a Shield Key will
appear on the ground. Take it. Along with making the Artifact Shield vanish,
the key will also make the platform in the center of the pit that you dropped
into move up and down, providing a way of escape.
Walk onto the platform when it is down, and ride it to the next floor. From
there, you will need to jump a good distance to make it onto solid ground.
After that, you are free to obtain your next Artifact. When you have the
second Artifact, put on your scan visor and go to the other three corners of
the room. In each of the three corners, you will find a hologram to scan.
[122] [123] [124] It is sometimes hard to notice them from a distance, so you
have to make an effort to reach every single corner.
Next, stroll along the room until you come to a passage that is blocked by a
Green Force Field. You know what to do with these -- pull out your
Battlehammer and have at it. In room past the passage, you will meet up with
a really weird creature that you should scan. [125] It is vital that you
destroy this foe to continue, but you have to take a unique approach.
Move next to the Crash Pillar so it takes notice of you, and very slowly back
away as it approaches you. Make sure that you have your missiles equipped,
and look into the air. Once it is near you, the Crash Pillar will jump above
your, revealing its circuit filled underside. Shoot a missile straight into
it before it falls. Then, try to evade it as it falls, which is really hard
to do. Three missiles directed at its circuits should do the trick, though
you need to realize you could take significant damage if you fail to move out
of the way.
The platform where the Crash Pillar was originally stationed will start to
move up and down, permitting you to advance to the next highest floor. Before
you head on up, pull out your scan visor and scan the door beyond the
platform, [126] as well as the glowing blue circle above it. [127] When those
two items have been scanned, hop onto the platform and ride it to the next
floor. Then, depart from it.
Before you head off down the only hallway you can go through, take a moment
to observe the portal next to the place where you left the platform. Scan the
switch just above it, and the portal will start working. Since the next area
will contain one of your toughest fights so far, you might want to use the
portal to make a quick stop at your ship to save and restock. As you learned
at the beginning of this planet's walkthrough, the jump pads in that first
area bounce you to a walkway above the ship where the portals are located.
Once you have resupplied, use the jump pads to head back through the portal.
When you are all powered up, run down the hallway. It will take you to
another part of the complex, and in this section lays a great challenge. As
the hallway forces you to make a sharp turn to the right, get prepared. Upon
reaching that portion of the hallway, a cutscene will display your latest
fiend.
------------
Sylux Battle
------------
Of course, the first thing you will want to do is to use your scan visor to
add Sylux to your database. [128] Afterwards, you will begin a long, hard
fight. Sylux's main weapon is the Shock Coil, which is a constant electric
beam that sucks your energy out and gives it to Sylux. He is a superb aim,
and nearly every single second your health will be zapped from you. The
battle takes places in four corridors that make up a square, and few
obstacles will protect you.
Since Sylux is so good at shooting and avoiding your shots, you will not want
to use a super powerful weapon like missiles or the Battlehammer for this
portion of the fight. Instead, frequently use your power beam to hit him with
all the frequency you can muster. Strafing and jumping to avoid attacks are
useful, but since he is such a good aim it will be hard for you to get away.
Your main focus should be on causing him as much damage as you can, though
you should put some effort in to avoid being zapped.
Once he switches into his alternate form, you know that you have caused him
some damage. However, you still have a long ways to go. Start off by scanning
his alternate form. [129] Then, stay a good distance away and pelt him using
your power beam. In his alt form, Sylux lays deadly electric beams. Avoid
them at all costs. After a good deal of fighting, when Sylux is about half
dead, he will run into a room in the center of the square you have been
battling in.
Instead of quickly following him in, take this time to regain some strength.
There are a total of three boxes in the corridor square, and two of them have
Medium Energy in them. Also, right before the door that leads to the room
where Sylux is, there are two structures consisting of three blue tanks. You
can scan either one of these structures (both of them are the same thing),
[130] so do that before going to resume your Sylux fight.
Now that that is out of the way, equip your missiles and prepare for an epic
battle. Inside the room, Sylux will quickly release a barrage of electricity
towards you. To get him to stop, hit him with a missile. It is much easier
this time because he does not dodge as well, though you may still have a
difficult time landing a shot.
When he suffers the great damage caused by a missile, Sylux will temporarily
resort to his alt form, which cannot hurt you as much. Continue shooting him
with missiles, and when he returns yet again to biped form then simply hit
him again to get him to switch. While you can damage Sylux without much
trouble, it is utterly important that you continuously move to avoid his
electricity as much as possible.
Eventually, his large, blue ship will fly above the area where you are
fighting and it will start shooting at you. Yes, the duel is intense, but you
need to take this time to switch to your scan visor and examine his ship.
[131] Having entered it into your logbook by scanning, you will be able to
resume the fight.
Should your health ever run low, blast apart the boxes in the room to
discover energy and missiles. Once you have fully depleted your missile
supply (though it is more than possible to beat Sylux and have missiles left
over), switch to the Battlehammer. If that runs out of ammo, change to the
power beam for the kill. If you constantly hit Sylux so he cannot shoot his
electricity at you much, you should defeat him fairly easily. However, if he
kills you then you will lose an Octolith and have to start back at the last
checkpoint. It is simply to regain the Octolith; just fight Sylux again. When
Sylux is severely damaged, he will retreat to his ship and fly away.
As he disappears, a force field leading to the initial corridor square will
go away, allowing your to head back to the place where you first fought
Sylux. A Shield Key will also appear on the ground in the room you are in;
grab it to eliminate the force field in another room connected to the
corridor square -- a room that holds an Artifact.
Walk around the square until you find the opening leading to the Artifact
room (it is near where you first met Sylux). Go through the now open
entryway, and go close to the Artifact. It is merely a Cartograph Artifact,
which you should have scanned in the first level, so grab it and head out. Go
back up the hallway that first led you into the corridor square, and go over
to the portal. The boss is next, so I would highly recommend that you stop by
your ship for a quick regaining of strength and weapons. Then return to the
portal.
Drop down through the hole in the floor, and go to where you snatched the
second Artifact. Finally, head to the door in the hallway that is in between
two blue pillars and is only accessed by the Morph Ball. You should remember
it; after all, you did see the Stronghold Portal in a room accessed through
this Morph Ball passageway.
Enter the passageway as the Morph Ball, and go straight through it. In the
icy room, just go all the way to the left until you are back in a small,
enclosed passageway. Even when you enter a normal room, stay in Morph Ball
form and head to the right. Go through the one of the three small holes in
the wall.
They will take you to another room. Roll straight across the room, and behind
a large wall near the edge of the room you will find yet another Morph Ball
passageway. Enter it; it contains the jump pad that shoots you up two floors.
After you are in the room past the jump pad, switch back to regular biped
form.
Walk forward and fall through the massive hole in the room. When you land,
turn all the way around. There is the Stronghold Portal. Teleport to the boss
area using the portal, and then run all the way across the desolate walkway
until you reach the boss room. Another tiresome battle is about to begin.
Yes, the terrible pillar is back again, only now it is in an updated form. If
you know what you are doing; however, it is really easy to take down this
security device without taking much damage. The fight is tedious though, so
be mentally prepared.
First, scan the boss so the newest version is in your logbook. [132] That is
all you need to scan this time; you are again fighting in Biodefense Chamber
A, and you should have scanned that into your logbook during your first
Cretaphid tussle.
This time, you have to disable all of the nodes on Cretaphid's structure to
make the blue box appear. They will alternate between red and blue colors,
and you can only eliminate them when they are blue. While you fight, the
various nodes will all release plasma, which will seek you out.
To avoid taking damage, simply walk around the pillar in a constant manner.
Always face the pillar so you can take out the nodes; however, continue to
strafe around in. By continually moving in a single direction, you will
successfully evade every single plasma attack. If you do take damage,
however, you can recover it by collecting the powerups that some of the nodes
will release. Simply charge up your power beam (or any other weapon you have,
for that matter), and the powerups will come straight into you.
Keep shooting the nodes until every single one is blacked out. Then, the
infamous blue, holographic box will emerge from the top of the pillar. Its
attacks are ultra deadly, and you do not want to get hit by them. Instantly
switch to missiles when it appears, and continue to walk around the pillar
while facing it at the same time. Shoot several missiles at the blue box, and
you will cause significant damage to Cretaphid.
If you have trouble switching to missiles in the heat of battle as the last
nodes fades out and the blue box comes out, I would recommend switching right
before you hit the final node. Disable the last node with a missile, and then
you will be in perfect position to look towards the top of the pillar and
deal a good number of hits to the blue box.
Soon the box will return to the safety found inside the pillar, and all of
the nodes will light back up. Do the exact same thing you did last time; walk
around the pillar and knock out the nodes. When you do that, the box will
appear yet again and you can have another chance to blast it with missiles.
Unlike the other Cretaphid, this version does not significantly change when
you damage it, other than possibly the release of more plasma. So, simply
repeat the same routine over and over until it explodes. Since you have to
constantly run around the pillar, this battle becomes very tedious as well as
very dizzying. Eventually, though, the boss will die and you will be free
from the madness known as Cretaphid v2.
Upon his defeat, a cutscene will reveal a magnificent explosion as Cretaphid
disappears into nothingness. It will be replaced by a single, brilliant
Octolith. Grab the Octolith and the three energy items in the room, and then
head out for yet another intense escape.
"...Do not trust your senses... they deceive you..."
----------------------------------
Escape from Vesper Defense Outpost
Time: 3 Minutes
----------------------------------
So it may not sound like much time, but three minutes is actually about three
times the time you will realistically need to escape. That leaves will plenty
of room to play around, though you will still need to stay on your toes.
Start by running across the walkway to the Stronghold Portal, as you do with
every escape mission. Upon going through the Stronghold Portal, head to the
left and drop down to the lower floor. There, turn into the Morph Ball and
head through one of the three holes that leads into the next room. A Guardian
will be there to hinder your progress, and if you choose you can switch to
biped form at this time to dispatch the Guardian.
That is not exactly necessary though, as you can simply suffer a few attacks
from the Guardian as you lay a power bomb to open the Morph Ball door in the
room that you just entered. When the power bomb explodes and the door opens,
roll quickly into the passageway.
Boost through the passageway, all the way until you reach the icy room.
Continue your journey and head straight to the right. Keep going all the way
to the opposite side of the icy room, where you will enter another Morph Ball
passageway. Roll straight through there until your reach the main hallway.
Immediately turn to the right and head up the hallway.
At the end of the hallway, you will come to a closed door. Here, switch back
to biped form and shoot the door open. Through the next few doors you will
only find hallways and a small room with wimpy enemies in it, so run past the
doors as quickly as you can. As you through the fourth sealed door in this
part of the complex, you will find yourself back at the landing area. Run up
the ramp leading to your ship, jump onto your ship, and stand in the center
of it so that you can enter it. You will be able to save and then leave the
Vesper Defense Outpost, your mission there completed -- for now.
[101] VDO
[102] Alimbic Prophecy 03
[103] Fuel Rod
[104] Spore Farm
[105] Lab Equipment
[106] Mixing Tanks
[107] Clone Engine
[108] Frozen Fuel Line
[109] Alimbic Turret v1.4
[110] Green Force Field
[111] Cortex Chamber
[112] Battlehammer
[113] Large UA Pack
[114] History 07
[115] History 05
[116] History 06
[117] Alimbic War 10
[118] Psycho Bit v4.0
[119] UA Expansion
[120] Oubliette 08
[121] History 08
[122] Octolith Safeguard
[123] History 03
[124] History 04
[125] Crash Pillar
[126] Red Blast Shield
[127] Alimbic Prophecy 07
[128] Sylux
[129] Lockjaw
[130] Gestation Tanks
[131] Delano 7
[132] Cretaphid v2
===========
E. Arcterra
===========
This massive planet on the far right of the Tetra Galaxy is a frozen
wasteland, left desolate for many centuries. It holds the fourth Octolith
along with plenty of surprises. Keep your arm cannon ready throughout this
entire mission.
As you land, you will notice that you are on a large platform high in the
air. If you fall off the platform, you will drop a very long distance and
take considerable damage. Even though the door out of this area is on the
ground, do not simply jump off the platform. You will miss valuable scans,
and you will be unfamiliar with the path leading down when you have to
quickly escape from Arcterra.
First, walk off your ship and glance over to the left. A small, white display
is there. It contains useful information about Arcterra, so scan it. [151]
When that is done, begin walking across the platforms just in front of the
your ship. They will lead into the cliff, but before you go into the cliff
put your scan visor on. Look at the glowing blue circle above the entrance
into the cliff, and scan it. [152]
Then, walk into the cliff. The path is merely a hallway that goes down a
short ways, so you have nothing to fear. It will soon lead you out to a lower
portion outside. Walk along the path next to the cliff, and follow it until
it stops. To your right will be another path, though there is a short gap to
it.
Notice the two spiny creatures on the path to the right. They appear to be
Zoomers, but that is not the case. Use your scan visor to identify them and
add them to the logbook. [153] Now, jump over to the path with the Geemers,
Run across the end of the short path, and you will find yet another path only
a short gap away. The end of the path with the two Geemers comes very quickly
and is hard to see, so be watchful. Jump over the gap onto the next pathway.
Be sure to follow the path as it stays next to the cliff wall. On the cliff
wall, you will easily find a large X with an orange circle in the center of
the X. This is an Alimbic Crest, which you can scan. [154] Continue along the
path after that is done until you come to a dead end. At that point, stand on
the flat ground and look around. A Shriekbat is located here, and it will
come down from the ceiling and smash into you, killing itself in the process.
Be sure to scan it before it self-destructs, [155] or else you might have to
head back to your ship and come out again to make it reappear. If that is too
much hassle for you, there are easier Shriekbats to scan during your second
visit to Alinos; just make sure you remember to scan them when you are there.
After that, turn to the right, away from the cliff wall, and you will see a
choppy path of loosely connected platforms leading to the ground. Well,
that's your route, so hop down the platforms until you are safely on the
ground.
There is nothing of interest on the ground, except for a few boxes that hold
items to replenish your health and ammo should either have decreases on your
journey down. Since the ground holds nothing important, walk around until you
find the door located in the cliff wall. Go through it and the door that is
directly after it.
The area you enter will be covered in snow, and directly in front of you will
be an orange circle on the wall. It is much like the circle in the center of
the Alimbic Crest, but this one is alone. Since it is different, pull out
your scan visor to identify it and add it to your logbook. [156]
As you move further into the room, sounds of laser fire will grace your ears.
It sounds as if a duel is raging. Walk towards the entryway at the other side
of the room, and a cutscene will show you what is going on. Both Noxus and
Trace are in the area outside of the room, blasting each other with their
sophisticated weapons.
-----------
Noxus Fight
-----------
Well, Trace is a sniper so he is high in the air, safely away from both you
and Noxus. Because of Noxus's close proximity, you will have to defeat him.
Trace will constantly snipe at either of you, so stay out of his range.
Remember, Noxus can be scanned, so use your scan visor against him before you
start the real battle. [157]
For this fight, missiles are your best bet. They will deal Noxus plenty of
damage. As you start to head out of the room, Noxus will run towards you. The
confined room actually is not that bad of a battle arena, so just stay there.
Keep a decent distance between you and Noxus so as not to get injured by your
own missiles, and let him have it!
One of his main attacks will be to use the charged Judicator to attempt to
freeze you. Well, it takes time to charge weapons so you can blast him to
shreds while he prepares for a single shot. However, make sure that you are
constantly jumping and moving around so that when he does fire, you are not
hit are frozen. You will remain frozen for a while after a hit, and during
that time he can pound you with shots.
Sometimes, Noxus will switch over to the alternate form. In this form, which
you must remember is something that you can scan, [158] he will have tiny
spinning blades that can slice enemies that are close. To stay safe, move as
far away from Noxus as you can. If he approaches you, jump over him and you
will escape taking damage by his treacherous blades. While he is in this
form, continue to smash him with missiles.
If he ever leaves the room, do not follow. Noxus will go and stand at the
opposite end of the area from the exit of the room, but he will not do
anything. He will just stand there, even if you move to the edge of the room
and look directly at him. This provides for some easy hits. Aim directly at
Noxus and start rapidly firing missiles at him. It will take him a second or
two to realize that you are obliterating him, and during that time you can
score much need hits. In return, Noxus will fire back at you, but you can
fire much quickly that he can, so stand your ground. Soon he will return to
the room, and you will have to use the same techniques mentioned above to
continue the battle and destroy him.
When Noxus is dead, Trace will flee and you will no longer have to worry
about him. The force field in the room you are in will also deactivate. As
you look at the place where the force field was, you will realize that the
room is actually a long corridor. Green Psycho Bits will start firing at your
from further on down the corridor, and you will be obliged to take them out.
Run over to them, and first destroy the blue triangle that releases them.
Then decimate the Psycho Bits.
Continue further on down the corridor, and to the left you will find an
Alimbic Turret firing at you. A couple power beam shots later it will
explode. Beyond the turret is an object that you can scan. Although it is
only 1 of 6 unlockable locks in the area, of which are not added to your
logbook, it is important for progressing through the level.
Advance to the end of the corridor, and you will locate a sealed door. Jump
up to the sealed door, and turn to the right. You will see that the corridor
continues, but you have to jump up to the next portion of the corridor. Use
your best skill to jump up to the higher part of the corridor. You will need
to continue onward soon, but before you do, turn to the right and look at the
wall with your scan visor on. You should notice another proxy lock that you
can unlock by scanning, so do that immediately. Then, you may carry on.
Off to the right as you go along the next part of the corridor, you should
hear laser fire. Look off the side of the ledge, and you will see little
Voldrums attempting to fire at you. A blue triangle will also be there, ready
to produce more Voldrums to make up for any that you destroy. The Voldrums
will have a hard time hitting you so high in the air, so take this time to
eliminate the flashing blue triangle and the Voldrums
Move on, and you will come to a purplish door. Scan it so you can identify
what it is being protected by. [159] Even though it is obvious that it is
guarded by a Purple Blast Shield, and even though the colored force field and
shield entries are not added to your logbook, it is good to scan it just for
future reference.
To the right, the corridor will slant upward. Follow it all the way up until
you see a doorway to the right that leads outside. Walk onto the bridge that
is outside, and again you will hear laser fire from Voldrums. These will be
to the left of you, and they will be way down at the bottom of the area.
Shoot the flashing blue triangle till it is gone, and then proceed to blow up
the Voldrums.
Bringing your focus back to the bridge that you are on, activate your scan
visor. Look to the pillar next to the right side of the bridge, and you will
find two items to scan. One is the bridge itself, [160] and the other is
another proxy lock, which you should scan to unlock.
On the pillars on the opposite end of the bridge are two more proxy locks,
but you cannot scan them from where you are because they are facing away from
you. To makes matters a little bit worse, the center of the bridge is out.
You will have to jump across. Do not worry if you fall; you can simply go
into the corridor where you fought Noxus. Near the middle of the first
section of the corridor, off to the side, you will find a tiny area where a
moving platform goes up and down. You can simply ride on the platform up to
the top, and when you get off of it you will be on the side of the bridge
with the two proxy locks.
At any rate, make sure you get the two proxy locks scanned, since it unlocks
them. There is something in between the two locks that you can scan, but it </pre><pre id="faqspan-3">
is just the damaged bridge, which you should have already scanned. Now you
will have five of the six locks opened; just one more remains.
Drop down off the bridge, and near the place where you first saw Noxus you
will see an opening in the wall. Walk over to the opening, and you will
notice that the path is blocked by a force field and an Orange Blast Shield.
[161] You are not getting through. However, if you walk up to the force field
and turn to the right, you will find the final proxy lock on the wall. Scan
it, and a Shield Key will appear. But where is it?
Remember the place in the corridor where you turned right to go onto the
damaged bridge? If you had kept on going, you would have reached a dead end.
It is in this dead end that the Shield Key is located, so trek through the
corridor until you reach it.
It will unseal the sealed door near the center of the first part of the
corridor, just across from the elevator leading up to the damaged bridge. Run
over to the door and go through it. Run to the door and go through it. Inside
the room that it leads to is an Artifact. Grab the Artifact, which will go to
your inventory and unlock the door at the end of the first part of the
corridor.
Before you leave the room with the Artifact, though, look at the poles
sticking horizontally across a doorway. They are on the side of the room
opposite the door you came in. While you cannot walk through the poles, they
are high enough where you could roll under them. Become a Morph Ball, and
roll under the poles. You will roll onto an elevator platform that has an
Energy Tank high above it. If it does not go up automatically, use a power
bomb to activate the elevator. When the platform is high up, use a power bomb
to blast you the short distance up to the Energy Tank. (e3) Once you have
that, then you may leave the room and return to the corridor.
When you go out the door into the corridor, take a right. Go straight all the
way to the end of that part of the corridor, and you will find the door that
has been unlocked. Travel through it and the door after it.
The place you enter has three hallways that you can travel through. One is
blocked by a Purple Force Field, leaving you with only two ways to go:
straight or to the right. For now, go straight. Walk onto the white section
of ground, which is actually not solid ground at all. You will fall through
to a lower level. The room you will fall into is completely enclosed, leaving
you with no place to go.
Take a look on the ground by the place where you fell. There is a jump pad,
put it is not emitting white circles like normal jump pads. You can actually
scan this pad, so do that now. [162] Unfortunately for you, the pad is not
working right now, preventing you from using it to leave. Across the room,
you will find a large metal door on the wall. It has an orange circle in the
center of it, and you should scan it. [163]
It, like the jump pad, is not working. With your scan visor on, take a look
around the room. You will see many indentations in the wall with Energy
Routers, but each of them is guarded by a force field. All that is, expect
for one. Find it, and promptly scan it. It is an Energy Router, and it will
send out a burst of electricity that will open all of the five other force
fields, revealing the Energy Routers that they contain.
Frequent explosions will occur over the other five Energy Routers, letting
you know which ones you have not scanned. Go around and scan them all; the
explosions over a given router will stop once it has been scanned. Once all
have been scanned, energy will start flowing towards the Vault Door. However,
the outburst of energy will upset some wasps, which have their nest on the
electrical line.
Since they are a new type of wasp, use your scan visor to add them to your
logbook. [164] Then, avoid the singers they shoot at you and destroy all five
of their nests. Surprisingly, the nests are actually smaller than the wasps
that come out of them. When the nests have been destroyed, you may take out
any rage you have garnered on the wasps in the room.
Upon their destruction, a display on a ledge at the top of the room will turn
on, and the jump pad will be enabled. Use the jump pad to go back up through
the white "floor" and into the place where there are three hallways and a
door.
This time, head to the left. Put your scan visor on as you traverse the
narrow hallway. At the end of it, to the left, you will find a blue hologram.
(You may recall that this type of hologram only appears when you have your
scan visor on.) Add it to the logbook [165] After scanning the hologram, turn
and you will find see a white light that somewhat resembles a wall. Remember,
this is just an illusion; you can actually walk through it. Go past the white
light, and you will come to the display that lit up when you destroyed all of
the wasps. Scan it, and the Vault Door will open.
Drop down into the room where the Vault Door is, and go up through the
entryway that the door had previously been blocking. The ice filled room that
you will enter has a great deal of things to scan, starting with a blue wasp.
It is different that all of the previous wasps, and thus deserves a place in
the logbook. [166] Since the wasp will make the rest of your scanning
difficult, move towards it and fire at its nest, located on the right wall.
When the nest is dead, then you may slaughter the wasp.
Having defeated the only enemy in the room, pull out your scan visor and look
below the ice bridge that is suspended near the top of the room. There are
ice shards beneath it that you can scan. [167] There are other objects in the
room to scan up high, but they are easier to access later on so we will save
them for later. For now, go to the end of the room and take a right to head
into the corridor connected to the ice room.
When you enter the corridor, a cutscene will reveal that the corridor is
actually a trench in a large room. In that room is the Judicator. Walk along
the trench, and it will soon slant upwards. Follow it up onto the main floor
of the room.
On the main floor, there are two areas to walk separated by the trench. A
fallen pillar spans the gap between them, and it has a Zoomer on it. Blast
the Zoomer to clear a way, and then walk across the pillar to the other side
of the room.
Here is where it gets tricky. On the other side of the room, you will see a
platform controller emitting a white light that goes back and forth. Scan
that platform controller, and it will adjust multiple platforms in the level,
permitting you to reach the Judicator.
To get to the Judicator, however, you need to be the Morph Ball. Change to
your alternate form, the Morph Ball, and roll along the wall to the left of
the platform controller. You will find a place in the wall that you can roll
into. Go straight into it, and take note of the small platform that is up and
to the left of where you roll in. It is vital that you get onto that
platform, so lay a Morph Bomb and wait for it to explode. When it does,
maneuver onto the platform.
Now to the left of the stationary platform is a platform that moves up and
down. However, they are not connected. There is a gap in between them. Roll
to the edge of the platform you are on, and wait for the other platform to
almost go even with the platform you are on. When it does, lay a power bomb.
You need to have enough time so when the power bomb decimates, you can move
over to the left and land on the platform.
On the moving platform, wait until it reaches the top of the area. Then, roll
to the right until you come to a wall. Use a power bomb to go over the wall,
and continue on as the path curves around the outside wall. Follow it, but be
careful. It will only last a short distance. At the end of the path is a
small platform that you can roll onto. Stop on it, and when you do it will
begin to move to the right. It will appear to stop, but do not be fooled. It
is just making a right turn. Wait until it stops again after making the turn
and connects to another set of platforms.
These platforms are skinny and are not contained by walls, so you must be
extremely careful as you go across them towards to outer wall. Once you are
all the way to the outer wall, roll to the left along the edge. You will
quickly come to a straight drop only big enough for the Morph Ball, and you
should drop down it. Move forward a little bit after the drop, and you will
be able to return to biped form. Put on your scan visor, and look around on
the area you are on for the Judicator. Scan it [168] and then grab it.
At this point, you will be able to free yourself from the room. Before you
drop down from the ledge where you got the Judicator, though, put on your
scan visor and look at the large orange circle on the near wall. It looks
like it is part of the design, and it is something you can scan. [169] After
it is in your logbook, jump down and look at that Purple Force Field that
used to prevent you from going anywhere. With a single shot from the
Judicator directly squarely at the node that moves around the face of the
force field, it will dissipate. Switch to the Judicator by tapping on the
icon on the top right corner of the touch screen and sliding your finger or
the stylus over to the Judicator symbol. When it is highlighted, let go.
Once you have blasted through the force field, walk into the area it was
blocking. You will remember that this is the ice room where the ice bridge
was. You still have a few scans to do. First, use your scan visor to examine
the ice bridge itself. [170] Off to the left on the wall near the end of the
ice bridge, you will see more ice crystals. They are different from the
Ammolite Shards you scanned earlier, so add them to your logbook. [171]
Finally, blow the Zoomers that move near the ice bridge to smithereens, and
walk across to the other side.
However, do not leave the ice bridge. Stand at the end of it, and turn to the
right. You will see a Purple Force Field against the wall. Zap it into
oblivion with your Judicator. After it is gone, jump from the ice bridge into
the room that the Purple Force Field was protecting. It will be a challenge
since the gap is so far, but you can do it. If you walk off of an object then
you can jump in midair; you may want to run off the ice bridge and then jump
shortly after you start to fall.
Anyway, inside that area you will find a UA Expansion to the right. (UA2) You
will only have a limited amount of time to enjoy your find, however, because
a turret will start firing at you from the left of where you came in. Use
your handy power beam to decimate it. It will explode, and a Shield Key will
appear in the room where it was. Run over and grab the key, which will make
the force field on the ground disappear. Before you fall through the opening,
put your scan visor and look up. You will find an object at the ceiling to
scan. [172] After that, drop down into the opening, and take the Artifact
that rests there. Once you have it, go through the doorway that is in that
area. It will take you through a winding hallway with dangerous plants.
The end of the hallway leads to a room that contains a portal. Behind the
portal is a switch, which you can activate by scanning it. Once the portal is
activated, you can use it to return to your ship. Near the portal, an
entryway leads to a hallway filled with spiky plants. Blast your way through
the vegetation.
In the hallway, you will find another small, white light that appears to
block a path. As you know, you can travel through this light. This time, you
need to be the Morph Ball. Approach the light very slowly; it leads to a
ledge that you can easily fall off of. Roll all the way across the ledge
until you reach the Missile Expansion, (m5) and then fall off the ledge. In
the large room, you will find a Purple Force Field imprisoning a UA
Expansion. (UA3) Use your Judicator to deal with the force field, and then
collect the expansion.
From there, use the jump pad to get out of the room. In the corridor that the
jump pad propels you into, you will see the door leading out of this area and
a corridor to the left and to the right. This is the place with three
corridors that you noticed earlier in the level. The corridor to the right
has a Purple Force Field guarding it; it leads to the plant-infested hallway
you were traveling on. Disable the force field with the Judicator. Instead of
traveling into the hallway, however, go through the door and the door beyond
it.
Just outside the second door after the hallway in between the two doors, turn
to the left. Then, jump up onto the higher section of the corridor that is
there. It leads to the open ledge where you first shot the Voldrums. It may
take a couple jumps since you have to have good timing. Once you are on the
higher corridor, run straight across it until you see the purple door. The
Judicator will break through the door's security, allowing you to enter a
room with two Petrasyls and an Alimbic Emblem. Also in the room is a path for
the Morph Ball to go through.
As the Morph Ball, roll along the path until you reach the ice covered
labyrinth. It will take precision to maneuver through it, so listen closely.
Start off by heading to the right, and follow that path all the way past the
sealed door.
A little ways after the sealed door (which has a spinning red thing on it),
you will be allowed to go up or down. Head down for now; it will lead you to
an Energy Tank. Follow that path (you will pass a few green laser emitters
that are turned off) until you reach a place where you are presented with
three directions to go: left, up, or to the right in a small passageway.
The area you will come to is very choppy, and has many potential paths for
you to travel (most of them are closely connected though). Go up and to the
left, and you will see a fallen pillar lying on its side. Go up again past
the fallen pillar, and take a right until you reach the wall. Then, go up
until you see green lasers that turn on and off. Wait for them to turn off,
and roll through them. There are three of them, and after them all is an
Energy Tank. (e4)
Now, it is time to head back. Roll down through the green lasers and down
past the fallen pillar. Immediately after the fallen pillar, go straight to
the right and then head down and right some more. You will return to the
place where you had three directions to go. Head straight down, all the way
through the green laser emitters that are turned off.
When you get to the spot where you originally headed down, you will be able
to go left or up. Left is the sealed door, so roll up. Green lasers will
block the only path you have as you head up, so wait until they turn off for
a short period of time before rolling through them. After a while, you will
come to a break in the ice.
High above the break in the ice is a Shield Key. You will need to use power
bombs to acquire it. Start by stopping under the break in the ice and laying
a power bomb. When it explodes, you should fly straight through the hole. Do
not try to move. If you successfully went through the hole, you are in
position to collect the Shield Key.
Lay another power bomb, and just before it explodes lay another one. When the
first power bomb explodes and bounces you into the air, lay another power
bomb at the height of your bounce. If you laid it correctly, you will fall
back down on the second power bomb you laid, which will then shoot you back
into the air. While you are in the air, the third power bomb will explode,
and it will shoot you even higher into the air, all the way into the Shield
Key.
With the Shield Key in your control, the sealed door will unseal. Roll back
down past the green lasers, and go to the left when you have the choice to
continue downward or go to the left. Continue on that path all the way to the
door, which you will have to open with a power bomb.
As it opens, roll inside of it. You will find the third Artifact at the end
of the passageway. Take the Artifact, and then go back to the ice labyrinth.
Now that you have the third Artifact, the Stronghold Portal will be
activated. In the ice labyrinth, head downward as soon as you go past the
door. Follow the path and continue to head down until you escape.
Go through the doors that led into the labyrinth, and continue straight down
the corridor. You will reach the door that leads to the three corridors.
Through the door, travel all the way across the left corridor until you reach
the portal. If you wish, use it to make a quick stop at your ship to resupply
before the final boss.
Next, look at the narrow hallway that you went through after obtaining the
second Artifact. To the left of it is an ice shard and a slanted part of the
wall. Above the hallway is it is the Stronghold Portal. Stand to the right of
the narrow hallway, and jump over the ice shard. From there, continuously try
to move forward (you may need to move left or right a small amount) until you
are on flat ground next to the Stronghold Portal.
Before you enter it, put on your scan visor and three blue holograms will
appear next to the Stronghold Portal. [173] [174] [175] Be sure to scan all
three of them, and then teleport to the boss area. Since you have already
been through numerous boss areas, simply run across the walkway and head into
the boss's chamber.
--------------
Boss: Slench 2
--------------
Before you start slaughtering the latest version of Slench, do a quick scan
of it. [176] He should be the only item in the boss room that you need to
scan, as you should have scanned Biodefense Chamber B and the Energy Blaster
during your last Slench fight.
Okay, onto the battle. Slench is almost exactly the same as he was last time,
only it is much more powerful. To begin, you can only hurt its three
tentacles by using the Judicator; all other weapons will not work. Slench
also will shoot out deadly green torpedoes that track you. To avoid getting
hit by the green torpedoes, you will need to destroy them with your arm
cannon.
To harm Slench, it needs to be away from the wall. Shoot each tentacle three
times with the Judicator, and then Slench will disconnect from the wall. You
will want to avoid the shots from the Energy Blasters as you do this, and you
will also want to eliminate the tentacles quickly so Slench does not release
many green torpedoes for you to worry about.
Once Slench disconnects and starts flying around, scan it since it will be in
its b form. [177] Then, use the Judicator on Slench. Charge it up if there is
a short period of time where you cannot successfully hit it so that you can
cause greater damage when you are in a position to score a hit. Cause as much
damage as you can as quickly as you can, as Slench will only fly around a
short time before returning to the wall. While it flies, it will also shoot
fire at you, which will cause substantial damage should it hit you.
Constantly move to avoid the fire.
When it does return, you will have to use the same technique to get it off
and cause damage. The fight is somewhat repetitious, though you will
constantly have to be alert so that you can avoid the Energy Blasters' shots.
After forcing all three tentacles into the wall, you will also want to blow
up any green torpedoes that Slench has released so you can be in excellent
condition when you start shooting Slench itself.
After it is a third of the way dead, Slench will move into phase two. It is
similar to phase one, but Slench shoots more torpedoes and he also moves
around faster in the air. This will make it more challenging, but if you
focus you can still cause damage.
Phase three is where the most trouble occurs, and it starts when Slench has
one third of its health left. Slench will launch a ton of torpedoes, it will
move really fast in the air, and the tentacles will require four hits each
instead of three. You will need to be in tiptop shape to take him down, and
in this part of the fight it is vital that you avoid getting hit and that you
shoot down the torpedoes he releases when they start to come at you.
Tiptop shape is vital, but you most likely will not be in tiptop shape when
you reach this part of the battle. There is a solution, however. Before
Slench is two thirds dead, go to the other end of the room and face Slench
with your power beam armed. At such a far distance, it will be easy to dodge
whatever the Energy Blasters throw at you, and you will able to spot and
destroy virtually all of the green torpedoes before they hit you.
Since many of the green torpedoes will leave health or ammo when you destroy
them, this will provide an excellent opportunity to stock up on health. It
will also be a good way to replenish the Judicator's ammo supply, which will
probably be running really low. By powering up your power beam, all of the
powerups that are around you will be drawn straight into you, so you do not
have to collect them. Because of this, it is easy to gain the health and ammo
(though you might have to move forward a little to suck in the powerups
really close to Slench) Once you are confident that you have enough to finish
the battle, go in there and use the Judicator to send Slench into phase
three.
It is also possible to do this in phase three, but the massive amounts of
green torpedoes that he will launch at you make it unpractical. You will want
to go through phase three without having to restock on either health or ammo.
After you have depleted his last third of health, Slench will be defeated.
Keep in mind that it is really difficult to hit Slench in phase three because
he moves so insanely fast; predict where he is going to be and continue to
practice. It may take multiple tries to be this boss; just be ready and
willing to accept that (and don't forget to rescan it if you die, since you
lose all scans that you obtained after the checkpoint you restart at, which
is right before Slench).
After he is dead, collect the Octolith and that health that will appear in
the room. You will now have four Octoliths (provided that you went to Vesper
Defense Post before Arcterra). With half of the Octoliths in your control,
leave the boss room and prepare to evacuate Arcterra for the first time.
"...Our people are gone, yet we remain..."
--------------------
Escape from Arcterra
Time: 7 Minutes
--------------------
First off, you need to leave the inaccessible boss area and travel through
the Stronghold Portal, which will take you to the normal part of Arcterra.
When you are teleported to the regular part of Arcterra, run straight as soon
as you come out of the portal. You will drop down to the place where the
small portal is, though unfortunately it is not working.
Keep running straight, and you will find yourself running into the hallway
consumed by vicious plants. Speed is important, but you should still spend a
little time clearing a path to travel through. Besides, you may find a couple
powerups among the plants you destroy.
At the end of the plant filled corridor, you will find a door against the
right wall. Head through it, and then go through the door that is after is as
well. After the second door, run straight until you reach the force field
blocking off a part of the corridor that you enter.
From there, turn to the left and head into the open. Across from the
corridor, you will find a ramp nestled against the wall and leading to the
right. Run over to the ramp at the end of that area, and go up it. Continue
forward, and then a cutscene will reveal Trace's entrance. He will appear on
the ledge where you shot the Voldrums way back near the beginning of the
level.
You have to stop him, before you can continue, so go down to the snow covered
area just below where Trace is and pull out your missiles. But before you
begin firing, use that nifty scan visor of yours to add him to the logbook.
[178] Stay as close as you can to the ledge where Trace is shooting from
while still managing to be able to shoot him, and then release as many
missiles as you can towards him. The closer you are to the ledge, the harder
it is for him to snipe you. Strafe left and right and focus your missiles on
him. If he disappears (which he will occasionally do), just keep firing
towards the ledge and hope that you hit him. He will reappear after you
successfully launch a missile into his body.
After you have dealt him a good deal of damage, he will jump down to the area
you are at. Since the Imperialist sniper is not as useful here, most of time
he will remain in his alternate form. Fire missiles at him as often as you
can, and try to stay out of his way. When he switches to his alternate form,
quickly use your scan visor to add his alt form to your logbook, and then
resume your battle. [179]
If he ever disappears, switch to the power beam and pepper the area with
fire. Run around the area as well. Once you hit him or come close to him,
Trace will come out of hiding and you can continue. It will be tough; just
keep it up. Also, the radar will also alert you to his location even when he
is invisible, so you can find him using it as well. Should you find his
location, consider using a charged missile as the attack to bring him out of
hiding; it will cause him plenty of damage.
With quick lunges, he can be very deadly. However, with several good hits
from your missile launcher you can easily destroy Trace. Upon his death, the
force field blocking the door in the corridor at the opposite corner of the
area will vanish and you will be able to proceed through it. If you ever
start running low on health during the fight, destroy the plants in the area;
many of them contain energy.
Once you are ready to keep moving, head through the door that you can now
access thanks to Trace's death. Continue until you reach the massively tall
area where your ship is stationed. You now have to climb all the way to the
top of your ship. As you start to jump up the platforms to head towards your
ship, three Guardians will place a horizontal force field across the room to
keep you from getting any higher.
At that point, you will have to jump down and fight the Guardians. Missiles
work best, of course, so use your remaining missiles against the guardians.
Once they are dead, the force field will vanish and you will be able to jump
up the many platforms that lead to you ship.
After a while, the platforms will lead to a flat section of ground against
the edge of the area. There will be an excess of Geemers this time around, so
move cautiously to avoid getting punctured. Walk along this ledge, jumping
across the occasionally gaps that are in it. It will lead you higher and
higher. Then, it will head into the cliff wall. Remember that this is the
route you used to head down to the ground of this area at the beginning of
the level; it is okay to head into the cliff wall (though it might seem like
you are going away from your destination.)
The path through the cliff will slant upwards, and soon it will head back
outside. When it does, it will face straight towards the walkway that leads
to the platform your ship is on. Run across the walkway and jump onto your
ship, and then you will be safe.
[151] Arcterra
[152] Alimbic Prophecy 04
[153] Geemer
[154] Alimbic Crest
[155] Shriekbat
[156] Alimbic Emblem
[157] Noxus
[158] Vhoscythe
[159] Purple Blast Shield
[160] Damaged Bridge
[161] Orange Blast Shield
[162] Disabled Jump Pad
[163] Vault Door
[164] Barbed War Wasp
[165] Alimbic Pride 01
[166] Blue Barbed War Wasp
[167] Ammolite Shards
[168] Judicator
[169] Alimbic Insignia
[170] Ice Bridge
[171] Witherite Shards
[172] Heating System
[173] History 09
[174] History 10
[175] History 11
[176] Slench 2a
[177] Slench 2b
[178] Trace
[179] Triskelion
==============================
F. Celestial Archives: Visit 2
==============================
After you have secured four of the eight Octoliths, it will be time to do
some backtracking. With your sleek new weapons, you will not be able to
access some areas in Celestial Archives that were previously restricted.
Actually, you will open up a plethora of places to explore. Set your
destination as the Celestial Archives, and take off.
First, walk off the platform that your ship lands on and look underneath it.
You will see a Green Force Field. Yep, it's time to see how useful new
weapons can be. Since only the Morph Ball can fit under the platform, you
will have to have fairly good aim so that you can stand just beyond the
platform and shoot the moving node sustaining the Green Force Field.
Once the force field is gone, switch to the Morph Ball and roll under the
platform. Fall down through the hole you created by eliminating the force
field. In the room you land in, there will be a single jump pad in the
center. Off to one of the sides is a UA Expansion. (UA4) Grab the expansion,
switch to biped form, and get on the jump pad. It will shoot you higher in
the air if you are a biped than if you are a Morph Ball. Go forward just
enough so that you do not fall back in the hole, and then switch to the Morph
Ball so that you can get out from under the platform.
That was only a small room, but it does provide you with a taste of what can
be accomplished. Now, go into the portal that is to the left of the door.
Through the portal, you will enter a tall room. While normally you would go
up, you are going to need to do a little bit of backtracking.
Turn around and head through the door. You will soon arrive at a curved
hallway, and you should head right in it. Once you find a door, head through
it. Past the door, make a sharp right and walk along the wall to the next
door. The room you entered is massive, but you need to stay near the wall to
get to the next door.
Through that door, take a left and start heading down the next curved
hallway. You will come to a door on the right wall, which will lead you to a
tall room. Drop down to the bottom of the room, and go through the door. It
will soon take you to another curved hallway, and the music will start to
pick up beat when you enter the hallway.
Walk right along the hall until you see a green door. Pull out the
Battlehammer and shoot the door. It will turn white, allowing you to open it
with the power beam. In the large room that you enter, there will be three
platforms in the middle of the room. Two Guardians are also in the room.
Avoid the Guardians' attacks as much as possible, and return fire with your
missiles. Do not stop until both the Guardians are dead. When they are gone,
jump on top of the middle platform, where you will find a UA Expansion. (UA5)
Then, look to both sides of the room, and you will see what look like two
skinny walls. Each of these walls is actually a hub that you can scan, and
since they are different you will need to scan them both. [201] [202]
To the side of one of the lower platforms, you will see a tiny platform
suspended in the air. Two small, glowing blue pillars are on it. Jump to the
minute platform, and then jump towards the Morph Ball hole in between two
more blue pillars. Change to the Morph Ball, and roll a short ways into the
hole so that you can stand up again. In biped form, scan the yellow circle in
the room. [203] Then take it; it is the Volt Driver.
----------------------
Volt Driver Collected!
----------------------
Your next goal is to make it back to the portal. Assuming you did not go
around and shoot every door in the large room with the Battlehammer, the only
door that will be white is the one you came through. Go to the right after
heading through the door, and make your way back up to the portal. The route
to the room with the portal is fairly straight forward, particularly since
you have already traveled it multiple times, so you should have little
trouble making it there. And if you end up going the wrong way, you can
always instantly reach the portal from room where your ship is located.
In the room with the portal, start jumping up the platforms until you come to
the Yellow Force Field. It just so happens that Yellow Force Fields are the
Volt Driver's specialty, so blast the moving node to cause the force field to
diminish. You have almost reached the next big section in the Celestial
Archives.
Run through the hall that was protected by the force field, and at the end of
the hall you will come to an elevator platform. Step on the platform, and it
will rise in the air. At the top, off to the side, you will be able to find a
jump pad. Jump onto the jump pad, and it will launch your over to another
hallway on the other side of the room.
At the end of the hallway is a yellowish door with a shiny blue thing above
it; scan both the door [204] and the shiny blue thing. [205] Use the Volt
Driver to get through the door, and on the other side you will find a small
room with a portal. Unlike the portals you are used to dealing with, this one
does not simply take you back to the beginning of the level. It takes you to
a whole new area, so hop in and teleport to the next section of the Celestial
Archives.
When you emerge from the next portal, you will find yourself standing on a
transparent, orange walkway. Across from you is a white light that you can go
through. Get your missiles ready, and then charge through the white light
into the next room, which is humongous.
Inside the next room, a major battle will ensue. Several blue triangles will
release enemies to attack you, and two Guardians will appear to enhance the
fun. First, fun around and focus all of your attention on the Guardians. They
are lethal, so you want to eliminate them first using your missiles. After
their death, pull out your power beam and eliminate the two blue triangles
that are on the ground at front left and front right of the colossal
structure in the middle of the room. Deal with the Voldrums that the
triangles released after obliterating the triangles.
Next, walk up the structure that takes up most of the room, and you will
notice Psycho Bits shooting at your from above a long walkway that extends
from the large, slanted structure. Run up the structure and proceed onto the
walkway, where you can eliminate that Psycho Bits' blue triangle as well as
the Psycho Bits themselves.
After they are gone you will have some peace, though more enemies still lurk
in the room. For now though, put your scan visor on. Look at the orange light
that connects the few parts of the walkway, and scan it. [206] Then, turn
around and head to the back of the room.
You will see multiple yellow Psycho Bits; each of which has its own blue
spawning triangle near it. Since these are a more recent version of the
Psycho Bit, scan them into your logbook. [207] Start by destroying all three
of the blue triangles, and as you do notice how the ground near each triangle
is actually a force field. Then, go and decimate all of the remaining Psycho
Bits with whatever weapon you decide is best. As each Psycho Bits dies (and
since the triangle is gone it cannot respawn them), a portion of the force
field that covered part of the ground will disappear, revealing a deep
trench.
Kill all three Psycho Bits to fully open the trench, and then jump into it.
You will find three switches in the trench. Shoot each one of them, and each
one will open up another force field at the front of the large structure.
Then, run around to the front of the structure and hurry over to where the
force fields disappeared. You will find one switch in each small place. Shoot
all three of the switches, and then the force field near the top of the
structure in the back will vanish.
Run up the side of the structure, all the way to the back, and enter the room
that is now open due to the force field's absence. The only item in the room
worth noting is a lone display at the front of the room. Scan it, and it will
open up a new portal.
Before you head off to the next world, there are a few things that you need
to do. Run across the walkway that extends from the large structure, heading
all the way through the white light into the next room. There, you will find
the next portal. Pull out your scan visor, and scan the white panel behind
the portal. [208]
The portal you came through to enter this area is one walkway below you, so
walk of the side of the walkway you are on, fall a short distance, and then
jump in midair (yes, you can jump in midair once if you fall from a platform)
to land on the lower walkway. Then, scan the white panel that is behind that
portal as well. [209]
Finally, drop off that platform to the lowest part of this room. On one side
of the place where you fall to, there will be a blue triangle that releases
Voldrums. There will also be a jump pad near the middle of the room, which
you can later use to bounce up to the highest walkway.
For now, destroy the blue triangle and the Voldrums. Then, go over to the
where the blue triangle was and you will find a UA Expansion. (UA6) From
there, walk towards the jump pad. Before you reach it, turn to the left and
scan the white panel there. [210] (There is a also a white panel to the right
of the jump pad, but you cannot scan it.) With that done, use the jump pad to
jump to the highest walkway in the room, and go through the portal located
there.
It will take you to the outer edge of the station. A large ledge will provide
you plenty of walking space, though if you fall off into space then you will
die. A Guardian is also in this area, so pull out your missiles and gear up
for a battle. After it is dead, go to the middle of the area and you will
find a Shield Key. It will open the Artifact Shield that is on a platform in
the middle of space.
A platform will move back and forth from the middle of the main station
platform to the small platform in space. Step on it when it connects to the
main station, and then ride it over to the small platform. Jump off and
retrieve the Artifact there. Before you make your return journey, put on your
scan visor and a hologram will appear on the small platform. Once it has been
scanned, [211] then you may proceed back to the security of the main station.
On the left and right side of the massive main docking bay platform, you will
find two holograms (remember, they are only visible when you have the scan
visor on). Add them to your logbook, [212] [213] and then jump above the
many docking bays until you reach the walkway that extends out into space.
Walk along it with your scan visor on, being careful not to fall off. At the
end of the walkway, you will find a hologram to scan. [214] Standing at the
end of the walkway, you should notice that four moving platforms will connect
to the walkway for a short period of time and then move out towards space to
connect with a small platform. Facing out towards space and the platform
where you acquired the Artifact, they are front left, left, right, and front
right.
Start by going on the front left platform. It takes you to a small platform
with a UA Expansion. (UA7) Take the expansion, and then use your scan visor
to find a hologram also on the platform, which you should scan. [215] Once
you have the UA Expansion and you have scanned the hologram, return to the
walkway via the moving platform.
Again, face straight towards where you took the Artifact and then hop on the
platform that will be directly to your left. It will lead to a platform with
a portal, and you should go through the portal. After you teleport, you will
be in a corridor that is next to a room. Run a short distance into the
corridor, and off to the left you will notice a Blue Force Field keeping you
from entering the room. Scan the force field since this is the first time you
encountered one of this color, [216] and then proceed further down the
hallway. You will find yet another portal there, which you should enter.
It will take you into the room that was next to the corridor you were in. Two
Guardians are there, each armed with missiles. Use missiles yourself to take
them down. When one dies, a cutscene will reveal a dissipating force field in
the area above the room you are in, and it will also show a Shield Key
appearing.
Finish off the second Guardian, and run to the corner of the room opposite
the portal that you entered from. There you will find another portal, and a
small display stand will be next to the portal. Scan the display, [217] and
then enter the portal.
It will take you back out to the walkway. Walk straight to the end of the
walkway, and then board the platform directly to your right (not the front
right platform). Ride it all the way over to the lone platform it connects
to, and go in the portal that is located there.
You will teleport to a room with a Crash Pillar in it. Recall from the duel
at the Vesper Defense Post that you need to shoot the Crash Pillar when it is
above you. Pull out your missiles, aim upward, shoot it when it jumps above
you, and move out of the way as it comes crashing down. Three missiles will
take down the Crash Pillar, but try to avoid taking much damage when you
destroy it.
All at once, two blue triangles will appear on the wall after the Crash
Pillar is no more. They will release Psycho Bits, so quickly defeat the
triangles and the nuisances they emit. As you defeat both of the blue
triangles, two new blue triangles will appear on the ground and begin
releasing yellow Voldrums. They are a different type of Voldrum than the ones
you have previously scanned, so use your scan visor to add them to the
logbook. [218]
To increase the fun factor, three Guardians will also start terrorizing the
room. You will need to take out both blue triangles, the Electro Voldrums
that remain after the triangles are gone, and all three of the Guardians.
Missiles are definitely your friend. Run, jump and strafe to avoid being hit,
and focus your firepower on anything you can. It will be a hectic battle, but
you must remain steadfast.
Once it is over (or during it, if you see the need), break open the few boxes
scattered around the room to recover health and ammo. Then, go to the side of
the room near the Blue Force Field. Two portals are there. Begin by heading
through the portal that is closest to the Blue Force Field.
It will take you to the top half of the room where you defeated the Guardians
and made the Shield Key appear. Run over to the Artifact Shield, and take a
right to head down the walkway that is next to it. If you fall off, you will
have to go through the portal, return to the walkway, and get back on the
moving platform to the right again, which will be annoying. Try to stay on.
As you walk across the walkway, you will come to a spot where you can take a
right and head towards the wall, or go straight and head towards a portal.
You are going to want to go left, but first turn to the right and examine the
green tank that is there. Scan it into the logbook, [219] and then turn
around and continue on along the walkway.
When you reach the wall (which has an entryway leading to an adjacent
corridor type area), walk through the doorway and immediately turn left. If
you keep going straight, you will fall through the large gap in the ground.
Continue left until you reach the Shield Key. It will deactivate the Artifact
Shield, and after you get it you can run back to obtain the Artifact.
After taking the Artifact, turn back around and head back across the walkway.
Instead of turning left to head to the wall, however, head straight into the
portal this time. You will appear on another walkway, much like the one you
were just on. Walk straight a short distance, and then turn right as soon as
you can. The walkway will go to an entryway that leads to a corridor like
area just like the one where you just took the Shield Key. There is also a
gap in the floor of this corridor area.
Instead of avoiding the gap, however, fall down it. In the place where you
land, you will see a blue sphere. It is the Shock Coil. Scan it, [220] and
then move over to collect it. (If you accidentally land on it when you fall,
that is okay because it is automatically added to your logbook once you take
it; I just like making your scan things.)
Use your newly obtained weapon to blast through the Blue Force Field, and you
will be back in the main part of the room where you fought the three
Guardians. Walk straight as you go through the doorway, and when you reach
the wall turn right and head into the portal that is there.
You will begin on a ledge in a room with Guardians on the floor. It is not
yet time to defeat the Guardians, so travel straight and grab the Missile
Expansion that is there. (m6) Continue along the ledge, and you will go next
to a long, green tank. It is different than the other green tank you scanned,
and thus requires a separate entry in the logbook. [221]
Psycho Bits will start flying in from the sky and start attacking you on the
ledge. Strafe left and right on the ledge, and destroy them all. It may seem
like they will never stop coming, but after you shoot enough of them down
they will no longer appear. Once the Psycho Bits are gone, backtrack along
the ledge and go onto the walkway that is on the other side of the green
incubation tank (the Guardians will keep shooting at you, so step lively)
You will see a Blue Force Field, which you can decimate with the Shock Coil.
Walk through the entryway that the force field protected, and fall down
through the gap that is after the entryway. The place where you land has a
portal leading to an entirely new area of the Celestial Archives. If you want
to have a bit of fun you can disable to Blue Force Field next to the portal
and fight the Guardians, though that is not necessary.
After going through two doors and a hallway in the next area, you will come
to a grand corridor. Only problem is it has been blasted into pieces. Much of
the ground and the walls has been destroy, and in many places the only path
is a disconnected series of suspended pieces of the floor. It is all over the
nothingness of space, and you do not want to fall through.
Walk into the corridor, put on your scan visor, and scan the large green
panel on the right wall. [222] Then, walk over to that panel, and get onto
the slanted part of the ground that is next to the green panel on the right.
Travel careful along the ground besides the green panel, staying as close to
is as you can. When you reach the end of the large, green panel, you will
decently sized piece of floor to the left. Jump over to it, and then walk
forward a short distance.
A second version of the Psycho Bits will then approach you and attack. Move a
little further up on the piece of ground you are on, and use the Shock Coil
to demolish the Psycho Bit. When another one comes, use the same technique to
destroy it.
At the end of the piece of floor you are on, you will see a shattered green
panel against the right wall. Go up alongside of it like you did with the
last green panel, and cautiously advance. You will reach a dead end at the
end of the green panel. From there, you will have to jump a good distance to
the left to land on another sizeable piece of flooring.
Carefully make your way to the end of that piece of floor, and in front of it
you will see another piece of floor lower down that you can jump to. A Psycho
Bit that is even further away might start shooting at you, and if it does
take it down with missiles. If it does not shoot at you, you will have to
deal with it after you jump down to the lower platform that used to be a part
of the floor.
Before you make the jump, turn to the right and you will see an orange stripe
going vertically up the wall. It is an item to scan. [223] With that done,
jump to the lower platform, and from there jump to the large portion of
ground that is to the right of it.
Again, walk onto the slanted portion of ground next to the green panel. When
the panel ends, you will have to jump to the flooring on the left. The gap to
it is not that large, but it is a long ways down. After you make the jump you
are almost home free. Continue on through the damaged corridor until you
reach the end of it. The remaining path is fairly obvious, though you will
have to do a little jumping from one side of the corridor to the other. Look
for the shortest jump possible, and you will do fine. Go through the door at
the end of the scattered corridor.
You will have to then travel through several small hallways. In the one of
the hallways, you will encounter enemies. The enemies you encounter are small
and they lunge at you, and since you have never been able to scan them before
you should do that before obliterating them to pieces. [224] If they ever
latch onto you, change to the Morph Ball and quickly lay a power bomb, which
will free your from their grip. After all three Quadtroids are dead, the door
and the end of the hallway will become unsealed so that you can pass through
it.
The area you enter is will be shaped like a tall cylinder. In the center is
nothingness, but on most of the outside edge there is a ledge you can safely
walk on. As you go out onto the ledge Psycho Bits will attack you. To defeat
them, use the Shock Coil. Since there are many of them, just be patient and
keep zapping until all of them are dead.
Continue along the ledge, and you will find a switch next to a deactivated
portal. Scan the switch and the portal will activate. This particular portal
leads to the first room of the Celestial Archives where your ship is. It is </pre><pre id="faqspan-4">
the portal to the right of the door leading out of that room. If you want to
save or just resupply, use the portal.
Next to the portal, just off the ledge, a platform rises and lowers in the
air. When it comes down even with the ledge, jump onto it. Ride it until it
stops in the air, and then walk over to the stationary platform it is next
to. Run straight across the stationary platform onto the platform after it,
which should also be down at this time. That platform will take you to the
very top of the area.
Turn around, and you will see another platform stationary in the air. Once
you walk on it, you will notice a ledge with a doorway just past it. Use your
masterful jumping skills to make it to the ledge, and then head through the
doorway.
It will lead you to another tall cylinder like area, only this time you will
start at the top. To the left, a platform will rise until it is even with the
ledge you are standing on. Jump over to it, and turn partway to the right as
it heads down. You will see two other platforms, and the three platforms
together will form a triangle type pattern.
Jump onto the stationary platform that is closest to you (even though it is a
good distance away). When you are on it, look around until you can see a wide
opening in between the green panels that line the wall of the area. In that
opening, you will see an Artifact Shield. It is close enough for you to jump
to, though you will have to time your jump right. Run towards the Artifact
Shield, and suddenly a force field will confine you in the room.
That may seem a bit odd, especially since there is nothing visible in the
room. However, if you put your scan visor on four holograms will appear
around the Artifact Shield. Scan all four of them. [225] [226] [227] [228]
With the four holograms scanned, a Shield Key will appear beside the Artifact
Shield. Take it to make the shield go away, and then you may retrieve the
Artifact the shield was incarcerating.
The force field that sealed you inside the room will vanish, allowing you to
leave. Before you move anywhere, however, put you scan visor on and look
towards that ceiling. A strange creature will be there. Although you cannot
scan it from the ground, you will be able to scan it if you simply jump
straight into the air. [229] Once you have scanned this older brother of the
Lesser Ithrak, release a missile towards it, which should destroy it.
Next, run out of the room and start heading towards the cylinder area.
Instead of merely jumping into the abyss, though, move to the left and jump
down to the ledge that is to the left. Run around the ledge until you reach
the end of it. Another ledge will lie a wide distance away.
You cannot jump far enough to reach the other ledge, so wait until a platform
comes down to the level you are at. It will be far away near the other ledge,
but it is near enough that you can jump to it. After you reach the platform,
jump to the ledge and then go through the pathway that is connected to it.
At that end of the pathway, you will come to the third and final cylinder
room. Start by going left along the outer ledge. You will notice a platform
moving up and down, but it is not time to mess with it yet. Stay along the
outer ledge as much as you can, and jump across the gaps that you come to.
Soon you will have to jump to a small, slanted platform, and after that you
will be able to jump to a ledge with an Energy Tank on it. (e5) This is the
first time you will be in biped form when you reach an Energy Tank, so
celebrate by scanning it [230] even though the Energy Tank was added to your
logbook after collected your first one.
Now, jump back to the ledge where you saw the platform moving up and down.
Board it and ride it up until it stops, at which time you will have to jump
to another nearby platform to continue your ascent. Once you reach the top by
riding on that platform, walk onto the stationary platform that is adjacent
to it, and from there jump to the area that leads to a door. Go through the
door, and you will find the Stronghold Portal. Use it to head to the boss
area, and then quickly run to the boss chambers; your old friend Slench is
waiting for you yet again.
--------------
Boss: Slench 3
--------------
Does the insanity ever end? Slench is back in a new form, and you need to
scan this third reincarnation into your logbook. [231] With Slench's
information tucked safely into your logbook, the real brawl will begin.
Again you will have to remove the three tentacles to get Slench into the air,
and again you will have to shoot its eye while it is in the air to deal it
damage. However, this time it is much harder. To begin, Energy Blasters shoot
electromagnetic pulses that will damage you and distort your visor. Slench
also shoots plenty of green torpedoes, which you will have to decimate to
avoid. Finally, the tentacles can only be harmed by the Battlehammer, so you
will need to keep it handy as your prepare for your fight.
Dodge the electromagnetic pulses as you blast away at the tentacles with the
Battlehammer. Four hits is usually sufficiently to make them squeal and
disappear. Because they will reemerge after a short period of time, you need
to take out all three of them as quickly as you can.
Once Slench detaches, the fight does not get easier, but you should still
remember to scan his detached form before continuing. [232] Slench moves very
fast this time, and you will be hard pressed to score a hit. The Judicator or
the Volt Driver is my recommended weapon for attacking it, but you can use
whatever you want. Missiles are extremely effective, though it is difficult
to hit Slench with them. Since Slench is strong and hard to strike, you have
a long battle in front of you no matter what weapon you choose.
Besides shooting electromagnetic pulses at you while it is in the air, Slench
will also close up a few times while it is in the air. Once it closes up, you
know that it is planning to ram you. If you feel like being all macho, you
could just stand there and take the hit like a man, er, woman, but you
probably want to avoid taking damage. So, as soon as Slench closes up, switch
to the Morph Ball and quickly boost out of the way. It is difficult to avoid
the ramming, though it is possible.
Slench will return back to the wall after a short while, and the whole
process will repeat itself. After a third of its damage is gone, Slench will
move to phase to and will go even faster, shoot even more, and become even
tougher. Just keep up the fight. When it moves to phase three, though, Slench
will fly around so quickly that it is next to impossible to even shoot it
once. Because of that, it may be a good idea change to the Shock Coil for the
third phase of battle if you are having serious trouble landing a hit. It
does very little damage, but it is much easier to hit Slench with it so it is
better than nothing.
During this drawn out fight, chances are you are going to run low on both
ammo and health at some point. The duel will last many minutes, and you do
not want to die partway through and have to start over again.
So, if you ever run low on health or ammo, run over to the Stronghold Door
and stand next to it. Then, face Slench. Next to the Stronghold Door, the
electromagnetic pulses discharged from the Energy Blasters will not be able
to reach you. You will only have to worry about the green torpedoes emitted
by Slench.
Pull out your trusty power beam, and wait for the green torpedoes to come
somewhat near to you before you blast them out of the sky. It is not that
hard to blow them all to pieces, and many of them have either health or ammo
powerups. When you want to collect the powerups, charge your power beam and
it will draw all of them into you. This is a very simple yet tedious way to
get back into perfect condition, so use it when you feel the need.
Other than the length of the battle, it is not that difficult as long as you
take the time to run away and restock using the method mentioned above.
Eventually, Slench 3a will lose all its health to your weapons, and it will
explode. When it does, collect both the Octolith and the health that will
appear in the room and head out.
Even though you have already been to the Celestial Archives once, you still
have to escape before time runs out or you will die. It is not too difficult
to escape, but you will definitely need you eight and a half minutes.
After leaving the boss area and going through the Stronghold Portal, you will
have to make your way through the three tall cylinder rooms. In the first
cylinder shaped room you come to after the Stronghold Portal, you need to
head down. That is exactly what you are going to do. First, jump to the
platform that is in the middle of the area. Then run straight off that
platform. You will fall, of course, but do not worry. When you start to near
the bottom of the area, jump in midair (you can do a midair jump if you run
off the platform) to ensure your safe landing on the ledge on the opposite
side of the room as the pathway leading to the Stronghold Portal.
Run through the passageway that is on that ledge, and you will come to the
next cylinder area. This time, up is the direction you should travel. Go to
the right along the ledge, and you will find a platform that moves up and
down. When it is down, jump on it and ride it into the air. After it stops,
jump to the stationary platform in the middle of the room, and from there
jump to the platform that can take you to the top of the area. Ride it all
the way up, and then depart from it to jump onto the ledge at the top of the
room that has a passageway leading from it.
Past the second passageway, you will come to the third and final cylinder
room. Drop down onto the ledge in any way you prefer -- either ride the
platforms down or fall off to the side and do a midair jump to prevent from
taking fall damage (just make sure that you land on a part of the ledge that
goes around the outside of the area). On the ledge, since the portal is not
working, you will have to walk over to the door connected to it and go
through that.
The door will lead to numerous hallways, all of which you can run through.
After three hallways, you will come to the broken corridor. Start by running
along the right side of the corridor, and as it starts to disappear jump over
to the left side and keep running.
Jog across the ground, avoiding any gaps that you encounter. Soon, you will
see a Psycho Bit. You have no time to fight it, so keep running and you
should be able to dodge its shots. Past the Psycho Bit, go to the right and
you will see a chain of disconnected platforms leading upward. Jump up all
the platforms until you are as high as they take you, and from there run
across the decently flat section of ground behind the green panel.
At the end of that section of ground, make a wide jump to the left to land on
damaged yet sizeable chuck of flooring. After that the way is fairly easy to
spot; just do not forget to jump over the multiple gaps that you encounter.
When you reach the end of the corridor, go through the doors until you reach
a portal, which you should enter.
Walk straight when you come out of the portal, and go all the way to the wall
at the opposite end of the room that you enter. Then, turn to the left and
walk straight. You will see a portal with a small display next to it. That is
the portal that you should go through.
It leads to the walkway above the docking bay platform. Turn right and drop
down onto the platform itself. Go forward a short distance, and you will come
to another portal; it is the one the first took you to this docking bay area.
Through that portal, you will be on the highest walkway in a fairly tall
room. Drop down to the walkway just below it, and you will find yet another
portal. This will be the last one for the level, so go through it.
Run out of the room you teleport to, and head down the long hallway after the
door. It will lead to a tall room where the first portal of the level is
located. It is not working of course, but you should still run off the edge
of the hallway and fall down to the bottom of the tall room. Use the midair
jump to ensure a safe landing. Then, go through the only door at the bottom
of the room.
Through that door and the hallway after it, you will come to a curved
hallway. Run to the right, and you will find a door that leads into a large
room. In that room a Guardian lurks, so get your missile launcher or the
Judicator smoking. Defeat the Guardian, and run all the way to the other door
in the room (it is the door that does not have blue pillars on both sides of
it).
Take a left in the curved hallway that you enter, and you will soon find a
door leading out of that particular hallway. It leads to another tall room,
where you can simply jump to the floor and then proceed through the door.
Go right after that door, and on the left wall you will see the door you shot
with the Battlehammer to access the room where the Volt Driver was. Two more
Guardians now infest that room, so enter the door and smash them into
oblivion. Once they are dead, face the place where you first obtained the
Volt Driver, and go to the left. You will come to a door on the opposite
corner of the room as the door you came from to enter the room. The door
there will be defended by a Green Blast Shield; equip your Battlehammer to
get through it.
Through the door, hang a right and you will promptly come to yet another
door. Travel through the door, and you will come to one last tall room. Jump
to the bottom of it, and go through the door you will find at the base of the
room. Run past the door and then start journeying left when you reach the
next curved hallway. At the end of that portion of curved hallway, you will
locate a door that you can enter.
The door leads to yet another room inhabited by a Guardian. Destroy the
Guardian, and both of the doors in the room will unlock. You want to go
through the way on the opposite corner as the one you came through to enter
the room. It is the one closest to the skinny and short wall.
Left should be you direction of choice as you pass through that door and head
into another curved hallway. This is the last one of the level. The door at
the end of this hallway leads to the area swarming with Petrasyls. Quickly
head through that area, destroying any Petrasyls that hinder your progress.
Run across all of the hallways and through all the doors that lead back to
your ship. The path is very linear and you have traveled it before, so you
should have little trouble finding your way.
In the room right before the room where your ship is stationed, one lone
Guardian might try to impede your progress. By now your time remaining should
be running low, and you must not waste any time putting the Guardian out of
commission should it show up. Its death will permit you to advance through
the final two doors of the Celestial Archives; after passing through them you
will be able to board your ship and leave this place for good.
[201] Literary Hub
[202] Medical Hub
[203] Volt Driver
[204] Yellow Blast Shield
[205] Alimbic Prophecy 05
[206] Photon Stabilizer
[207] Psycho Bit v2.0
[208] Docking Bay L1
[209] Docking Bay L2
[210] Docking Bay L3
[211] Alimbic Order 04
[212] Alimbic Order 03
[213] Alimbic Order 02
[214] Final Wish
[215] Alimbic Order 01
[216] Blue Force Field
[217] Portal Control
[218] Electro Voldrum
[219] Incubation Tank A
[220] Shock Coil
[221] Incubation Tank B
[222] Shield Generator
[223] Gravity Stabilizer
[224] Quadtroid
[225] Gorea 06
[226] Gorea 07
[227] Gorea 08
[228] Gorea 09
[229] Greater Ithrak
[230] Energy Tank
[231] Slench 3a
[232] Slench 3b
==================
G. Alinos: Visit 2
==================
Once you have acquired five of the eight Octoliths, it will be time to return
to the fiery pits of Alinos. Your newly gained weapons will come in handy
here, as you will have to advance through dangerous areas and fight any
bounty hunters that may randomly attack you.
As you begin, turn to the left and head through the portal that originally
led to the room where the Stronghold Portal is located. This time, though,
you are not going to go to the Stronghold Portal. Instead, go out the door to
the outside and drop all the way down to the ground. It is likely that a
bounty hunter or Guardian will attack you in this area, but you do not need
to fight them yet.
Drop through the hole that is in the ground, it will lead to the underground
complex of tunnels that you used during your first trip. As you land after
the fall, spin around and you will see numerous corridors. Most are guarded
by Yellow Force Fields, which you can destroy using the Volt Driver, though
they only provide shortcuts to areas that you have already visited in the
first visit so it is not necessary to eliminate them.
Travel through the only corridor that is not blocked by a Yellow Force Field
(or, if you already went on a force field destruction spree, the corridor to
the right of the path that leads to a jump pad), and go along it until it
makes a right turn. Keep running along the turn, and at the next turn you
will find a Purple Force Field. Using the Judicator, shoot out the force
field and take the large energy that it held.
It is a great place to get a health increase, but that is not its real
purpose. Switch to the Morph Ball and head into the tunnel that the Purple
Force Field was guarding, all the way into the lava. You will enter a side
scrolling type of area where you slowly sink in the midst of a pool of lava.
Constantly you will take damage, so as you fall maneuver yourself so that you
collect the energy in the lava.
After you fall all the way to the bottom (by the way, if you ever get totally
stuck on the way down use a power bomb), you will have to roll to the right
through a flat tunnel. Pick up speed as you roll through it, because the next
part of your journey will take you up. Roll up the curved wall, and when the
side walls become flat then use power bombs to send you high into the lava.
Just keep using power bombs to go higher and higher. If you come to a place
where a single platform will not get you high enough to reach the next ledge,
then move over to the wall. It should be curved enough for you to at least
stay on if you press towards the wall the entire time, and a well-placed
power bomb will allow you to travel the remaining distance up.
Near the end, you will encounter a UA Expansion. (UA8) Obviously you should
collect it, and after you have it then you should use a power bomb to shoot
up the final shaft to free yourself from the lava area.
It will deposit you in a hallway, and you will be next to a door. Run away
from the door and head down the hallway until you reach the area with all the
Yellow Force Fields. Jump up through the hole in the center to leave the
underground area and to go outside.
Most likely, a bounty hunter or a Guardian will show up at this point, so be
on your guard. You never know when they will show up; always be on your guard
and always be prepared to fight. After the area is clear of any potential
troublemakers, run up the ramp that led to the Artifact during your first
visit. Behind the place where the Artifact was you should discovered a Purple
Force Field, which you should promptly dissipate using the Judicator.
Proceed into the room behind where the force field was. In it you will find a
door that you can go through, but do not mess with it now. That is for your
third visit to Alinos, and there is really no point in entering it during
your second visit. But, on the wall across from the door, you will discover
an orange display that you can and should scan. [251]
Continue on, and an Alimbic Turret will attempt to dissuade you from
advancing. A few shots will take it out. In the place where the turret was,
use your scan visor to locate a hologram to scan. [252] Further on through
the room you will be led outside; this time you will be on a ledge that you
could not previously reach. Start off by staying on the left edge of the
ledge, and when you reach the front take a right. You will encounter a
switch, and you should scan in.
The switch activates what used to be a stationary platform. It moves from one
end of the room to the other, and it will allow you to head into a part of
Alinos that was previously inaccessible. Wait to the left of the switch until
the platform comes, and then board it. Ride it all the way across the room
until it stops beside another ledge, at which time you should depart from it.
In the air on the ledge that you just got on, you will find a hologram to
scan (remember, they are only visible when you have the scan visor on). [253]
Beyond that, a purple door blocks your path. Using the Judicator, unlock the
door so it will open when you near it. Unfortunately, though, there is a
large gap in front of the door. You cannot simply jump over it because of a
low ceiling. So, run off into the gap, and then use a midair jump to head
over to and through the door.
In the next real room, you will meet a strange red wasp. Scan it, [254] and
then avoid its projectiles as you blast it out of the sky. Below where the
wasp was, multiple blocks create steps up to higher floor at the end of the
room. Avoid the Zoomers that cover the rocks, and go up the blocks until you
reach flat ground.
A Blastcap is on the ground and beyond that the area. Run to the wider part
of the area, and as you do a cutscene will reveal Delano 7, Sylux's ship,
flying across the land. After the cutscene, destroy the Red Barbed War Wasp
that is below you. Then, put your scan visor on and look at the platforms
that are to the left and right of the ledge you are standing on. Two
holograms will appear, one on each platform, and you should scan them into
your logbook. [255] [256]
Then, walk off the edge onto the ground in the area. Keep your scan visor on,
and you will find yet another hologram at the base of the ledge. [257] Also,
you can scan the ground in the middle of the area. [258] Other than that,
there is nothing of interest in this level so run to the other side of the
room and jump up the blocks to get on the ledge with the next door.
You will enter a room with a path made specifically for the Morph Ball. Use
your Morph Ball abilities to go through the path until you reach the end of
it, at which time you should resume biped form.
The area you enter will be a massive room. Its floor is covered with lava,
and only a few small rocks stick out of the lava. One larger rock sticks out
a little higher than the rest, and it can be used to jump back on the ledge
at the front of the room should you fall into the lava while trying to go
across. A few Petrasyls swarm around near the lava, ready to further harm
anyone that falls in.
Walk to the middle of the ledge, and you will see a moving platform go next
to it. Jump onto the moving platform, and ride it across much of the lava.
When it stops, you should see a platform that moves left to right (or vice
versa) across the room. It passes in front of the moving platform you are on,
so look for it a jump on it.
On the second moving platform, you will go back and forth to both sides of
the room. Either side has yet another platform that moves near the wall. If
the platform you are on comes near to a moving platform on either side of the
room, then jump onto the other moving platform (both lead to the same place,
so it does not matter which side you go to). Sometimes it will take awhile
for it to go near one of the platforms; wait and be prepared.
Once you are on the third moving platform, wait for it to go next to a ledge
by the wall. Jump onto the ledge, and you will notice a Morph Ball
passageway. Use the Morph Ball to go through the passageway. Follow it all
the way until you reach the jump pad, and then go onto the jump pad to get
boosted out of the passageway and onto a platform near the opposite end of
the room from where you came in. Switch to biped form, and then scan the new
version of the Psycho Bits that will promptly attack you. [259]
Since the latest version of the Psycho Bit uses fire, it is best to eliminate
it using the Judicator. However, there are two blue triangles in this area
that emit Psycho Bits, and they are far away from each other. Because of
that, do not worry about the Psycho Bits for now. Run along the narrow path
that leads up to the end of the room, and try not to fall of. If you do fall
off, you will have to run through the lava back to the platform you landed on
when you came out of the Morph Ball passageway. That would not be pleasant,
so quickly and carefully make your way to the top of the path and go through
the next Morph Ball passageway that leads into the wall.
At the end of that passageway, switch back to Samus's regular biped form.
After going through a couple doors, you will enter a humongous, wide-open
area. However, you are not the only thing that will enjoy the massiveness.
Three Guardians are also in the room, and they are more than willing to take
you out. Pull out your Judicator and have some fun. Try to avoid taking much
damage, though, because you will need good health for the next area.
When the Guardians are dead, a door at ground level will open. Since there
are only two doors on ground level it should not be too hard to find it. It
is not the door in the metal wall, as that is the door you came in from; it
is the door against the stone wall. There is, of course, much more to do in
the wide area, but before you can do it all you need to gain the Magmaul,
which is found further on in the level.
Upon reaching a small room with a box, you will know that something fierce is
near. First, scan the wall to the left of the box [260] and destroy the box
if you need more ammo. Take a right from there, and you will come to another
room with another box. Again, scan the wall just beyond the box; it is
different than the last wall you scanned. [261] To the left, you will see a
yellow light that you can walk through. Run past it into the next room, which
features a gigantic lava pool with just a thin walkway around the edge of the
room.
A hideous beast will emerge out of the lava, and it will be time for you to
get your Judicator ready. The beast is from the lava, so something cold like
the Judicator will deal it severe damage. Before you start shooting though,
scan the beast to figure out what you are up against and to add it to your
logbook. [262]
Now the beast, the Fire Spawn, has a large, yellow eye-like object that makes
up most of its head. After it emerges from the lava, it will open this eye.
Send several shots of the Judicator towards its eye-like features, and notice
how it scoops up part of the lava. Then, quickly strafe and jump as it throws
the lava it just grabbed at you. The lava is difficult to avoid, so you will
have to be watchful and move fast.
After it throws lava a couple, the Fire Spawn will dive back into the lava
and come up in a different spot. Its eye will start off closed, but it will
soon reopen. This would be a good time to aim and charge the Judicator, so
when the eye does open you can cause a great deal of damage. Then, the whole
process will then repeat itself. Continue to fire at the beast until it is
destroyed, at which time the Magmaul will appear on a platform in the room.
Before you go anywhere, scan the center of the room; this is a room that can
be added to your logbook. [263] Then, make your way up the ramps in the room
until you come to the Magmaul. Scan it and then take it. [264]
With the Magmaul in your possession, you will need to head back the way you
came to find one of the Artifacts. However, first turn around on the platform
where you obtained the Magmaul and look at the Orange Force Field that is
against the wall, a little higher than the other three Orange Force Fields in
the room. Scan it and then demolish it using your newly earned Magmaul. [265]
Head through the tunnel it was protected, and at the end of it you will find
a valuable Energy Tank (e6).
Then, run over to where you came in, and destroy the Orange Force Field that
appeared to block your exit. There are three Orange Force Fields close each
other so it may be confusing as to which one to go through; while facing the
wall, head through the Orange Force Field that is to the far right.
Upon reaching the colossal area yet again, run to the left along the wall.
You will notice that the wall is actually a ramp leading down, and when you
reach the place where the ramp goes to the ground then turn around and head
back up the ramp.
At the top, you will encounter a new type of Voldrum, and you need to scan
it. [266] Pull your Judicator out, and first destroy the two blue triangles
that emit the Magma Voldrums. From there, quash the remaining Voldrums.
During the battle, an Alimbic Turret will fire at you from a platform a short
distance away from the area you are on. After you have dealt with the
Voldrums, decimate the turret. Then, turn around and head up the small ramp
that you come to that leads to the wall. Move right along the wall until you
find an Orange Force Field that is fairly high up. Jump up to the area just
above where you are at so that you are next to the force field, and then
eliminate it using the Magmaul.
In the area you come to, run to the left and you will reach a Missile
Expansion (m7) (there will be two short paths to the left, so if you come to
a dead end and there is no Missile Expansion then you will need to go down
the other path). With that slight upgrade added to your arsenal, turn around
and head the other direction. You will pass the place where the Orange Force
Field was and soon you will come to a wall. To the left, a dark stone ramp
will lead to a higher portion of the area.
That higher portion of the area has a couple Psycho Bits, but they can be
easily crushed with the Judicator. Near the place where the Psycho Bits were,
you will find a switch. Shoot it, and it will activate a platform and a jump
pad in the adjacent room. After you are done with that, walk just outside of
that area to the other, larger area.
To the right and a little ways up, you will notice the platform and the jump
pad that were activated. Jump from where you are up to them, and then walk
onto the jump pad. It will shoot you a good distance to a ledge high above
the center of the room. Against the wall on that ledge, you will see an
orange display. Once you scan it another door in the room will be unlocked.
All that is left now is to get to that door. Walk up to the orange display
and turn to the left. Walk off the edge, and remember to use the midair jump
when you near the ground to avoid damage. You will land on or near another
ramp, which you should start to walk up. Partway up the ramp you will come to
a switch, which you should shoot. Like the last switch, it will activate a
platform and a jump pad. Before continuing up the ramp, look to the wall a
small ways to the right of the switch. With your scan visor on you will
discover that you can scan it. [267]
Continue up the ramp after that, and a little while later you will find a
large, dark rock structure to the left. Jump up onto it, and once you are on
top you will be able to see the platform you just moved using the switch.
With your abilities you can jump from the rock onto the platform, and from
there the jump pad will send you high into the sky.
It will fling you to a ledge right by the door you previously unlocked. Go
through the door and the door after it, and you will come to a tall room with
lots of debris in it. You will start off at the top of the room. Walk to the
edge, and then put your scan visor on and look to the left. There is a scan
item there, [268] and to the left past the scan item there is a Shield Key.
Next, shoot the Blastcap to destroy it, and then wait until the poisonous
spores it leaves behind disappear. Then, jump over to the debris it was on.
If you miss and fall to the bottom, it is not that bad. You will just have to
jump back up the debris to get to the Shield Key. From that piece of debris,
you can jump all the way to the Shield Key and snatch it, thereby causing the
Artifact Shield on the ground to shut off.
Jump down, but before you head down the narrow tunnel to the Artifact first
turn around and go to the opposite end of the room. With your scan visor on,
you will find a hologram there that you can scan. [269] Once you have done
that, then you may proceed down the tunnel to collect the Artifact. Having
taken the Artifact, go through the door that is next to it.
The door leads to the massive area, and once you are there run to the door at
ground level that will take you to the place where you fought the fire spawn.
Remember, it is the door against the stone wall, not the metal wall.
Once you reach the room where you fought the Fire Spawn, turn to the right
and use the Magmaul to eliminate the Orange Force Field that is closest to
you. Jump into the room that was protected by the force field, and pull out
your Judicator. A Guardian will appear, ready to fight, and you will have to
quickly eliminate it. Then, put your scan visor on and you will find a
hologram to scan in the room that you just entered thanks to the Magmaul.
[270]
Leave your scan visor on, and start heading down the hallway that leads to
the right from the room you entered. You will encounter another hologram,
[271] and at the very end of the hallway you will find yet another hologram.
[272] To the right of the hologram is a display panel for you to scan, and it
deactivates a normal force field.
Travel back through the hallway, journeying through the place where the
standard force field was. Run onto the jump pad, and use it to get onto the
next highest floor. Near the opening that allowed you to get onto the higher
floor, you will find one more hologram if you are using your scan visor.
[273] From there, follow the hallway until it comes to a large room. Also, be
sure to destroy the Shriekbats in the hallway as you go.
In the large room, two blue triangles will appear and start release Voldrums.
One type you have already scanned, but the other one is new to you and should
be added to the logbook. [274] When you have scanned it, destroy both of the
blue triangles to prevent the creation of new Voldrums. Then, use the Magmaul
to take out the Ice Voldrums and use the Judicator to take out the Magma
Voldrums.
After they are gone, the door at the end of the room will unlock, and the
force field guarding the hallway to the right of the door will disappear. Go
into the hallway that was previously inaccessible, and you will immediately
find the switch that opens up the portal leading back to your ship. Scan it
to activate the portal, and use it to stop by you ship and save if you feel
the need.
Advance onward past the portal, and you will enter a room where much of the
floor and ceiling is made of normal force fields. Several Petrasyls are also
in the room. Also in the room is an orange display, which you should scan. It
will open up the lower force fields, and it will also make a Shield Key
appear in the room. Take the Shield Key, and the top force field will also
disappear.
With both force fields gone, fall through the opening on the floor. You will
land back in the room where you fought the Fire Spawn. There will be a
disabled jump pad near the place where you land, and a switch will be on the
wall near the jump pad. Shoot the switch to get the jump pad back online.
Then, step on the jump pad. It will send you straight up into the air, high
enough where you will be able to get the Artifact. When you have it, move
forward so that you land on the ledge in the room where the Shield Key was.
Go back into the large room where you fought the Voldrums, and then proceed
through the only door in the room. It leads to a simply massive room. In the
room are a plethora of scans, and the initial temptation will be to acquire
them all at once. However, resist that temptation. The quest for the third
Artifact will take you near the throes of death many times, and it is very
likely that you energy will depleted multiple times. Well, when you die you
start back at the last checkpoint, and you lose all the scans you did after
that checkpoint. That checkpoint is the beginning of this room, and you do
not want to have to rescan everything each time you try for the third
Artifact. That is why you should save the scans for later.
Move to the right along the ledge next to the door, and you will see a large
cistern shaped thing. In that cistern is a massive, circular platform that
moves up and down. Jump into that cistern. If you miss it and fall to the
ground, you will have to go to the other side of the room and find the jump
pad to get back up. It is a pain, but it is not that troublesome.
Ride the elevator platform in the cistern all the way to the bottom of the
cistern, at which point the elevator will temporarily stop. There is a Morph
Ball passageway leading out from the bottom of the cistern, so quickly switch
to the Morph Ball form and roll through it before the elevator platform
starts moving up again.
The area you come to will have a ground covered with lava, and a metal
walkway goes across the lava. Multiple blocks will push across the top of the
walkway, and if you happen to be on that section of the walkway when the
blocks extend you will be knocked into the lava. Fortunately, there are solid
slabs of ground at a few places in the lava next to the wall. If you ever
fall in, roll onto the solid ground and from there use a power bomb to get
back onto the walkway.
Make your way across the metal walkway, and avoid getting pushed off. Wait
until the blocks start to move back, and then roll across to a safe area. It
is not that difficult, especially since you can go back onto the walkway
should you accidentally fall it.
At the end of that walkway, you will roll onto a solid pathway. Several more
moving blocks are in the hallway, but this time if you caught in them then
you will be crushed. It will equal instant death for you, which is why I
warned against scanning everything in the previous room. Fortunately, a few
of the blocks do not move. Wait next to the first set of blocks that smash
together, and when they start to retract into the wall roll past them into
the next safe zone.
After that the next challenge is two sets of blocks. You have to move quickly
and start going as soon they begin retracting into the wall, or you will not
make it to the next safe zone. Be careful not to go too far, or you might
roll into the next set of blocks and get smashed by them. Once you are safe,
roll past the next set of blocks and through the passageway.
Through that, you will enter an area where you will see yourself from a side
view, just like in previous 2-d games. The area features several blocks
moving up and down, which you will need to be wary of. Begin by rolling onto
the first block you see. It will not crush you, so you are safe above it. To
the left of it though are four blocks that move down and will decimate
anything that gets stuck under them. They alternate -- one moves down while
the block next to it moves up.
Roll under the first downward heading block as it goes into the air, and when
it is as high as it will go roll under the block next to it. Keep doing this
until you come to a place where one block moves up and another moves down,
threatening to crush anything that goes in between them.
Stay next to the block that moves up, and wait until it reaches the floor.
Continuously press right in an attempt to get on it, and you will roll onto
it as soon as possible. When you do, keep pressing right and you will barely
make it to safety before the two blocks smash together. The upward moving
block after that is not threatening, so casually roll onto it and wait until
it goes all the way up so that you can move out of the area.
You will come to a ledge against the wall the curves around and leads to
another side view area with more moving blocks. Fortunately you cannot fall
off the ledge, so that is one less thing to worry about. Several large blocks
will be on the floor preventing you from simply rolling across, and three
blocks will be above those heading downward into them.
When the moving block closest to you reaches the block to your right, lay a
power bomb. It will explode, sending you into the air so that you can move to
the right and get onto the blocks that hinder your path. As the two blocks
beside the one you are under move up, roll to the right and use another power
bomb to get up onto an even higher stationary block. There is a downward
moving block above that, but it is only for intimidation -- it cannot kill
you.
Beyond that, there is a large drop with another block that comes from the
ceiling and smashes the ground. Wait until it reaches the ground, and then
roll over to it. Try to head right even though it will block you, and keep
heading right as it moves up. Eventually it will move above your current
location and you will be able to go under it. Roll to the right quickly,
making sure to move out of the block's way before it hits the ground.
Another upward moving block is the last block that you have to deal with, and
it is friendly. Ride on it to be escorted to the top of the area, where you
will be able to proceed to the right. In the next place you come to, you will
see an Artifact Shield. Since it is hindering you from obtaining the
Octolith, use power bombs to go up the large steps that are behind the
Artifact Shield. At the top, use a power bomb to get onto the right ledge,
where you will find a Shield Key. The key will open the shield, and then you
will be able to roll down to the Artifact and grab it. Then, go back up the
stairs and this time use a power bomb to open the door at the top of them.
It leads to a Morph Ball path, and at the end of that path you will fall into
the room where you started the Morph Ball journey. It is also the place with
multiple scans, so now that you are relatively safe you can obtain them.
In front of you will be a jump pad; run over to it and use it to jump high
into the air. Move forward a short distance so you land on the circular wall
that surrounds the jump pad. Look straight with your scan visor on, and you
will find a hologram to scan. [275] Once you have scanned that, head to the
left along the circular walkway and you will find a UA Expansion. (UA9)
Then, fall onto the floor of the room. On the ground level of the room, you
will find three new scans and the Stronghold Portal. All three unique scans
are located near the base of the tall, cylinder structures on either side of
the room. [276] [277] [278] With those scans added go through the Stronghold
Portal and go to the boss.
As usual, begin the fight by scanning the boss. [279] Now, Cretaphid v3 is a
combination of both v1 and v2, meaning a few of the nodes will emit lasers
while the rest will launch heat-seeking plasma towards you. Just like with
Cretaphid v2, strafe around Cretaphid to avoid the plasma attacks.
The only problem this time is that you will have to strafe faster than the
lasers will move if you want to avoid the ultra deadly green plasma. To
remedy this problem, simply watch where the lasers are when you approach them
and either jump over them or run under them. Jumping over them is usually
your best bet, though if they are high enough you will need to go under them.
Strafe around Cretaphid, and destroy the nodes as they turn blue. You have to
disable all of the nodes before you can actually harm Cretaphid, even the
ones emitting the lasers. The laser nodes will turn blue for a split second
when the lasers initially turn off, and they will turn blue again a little
while after that before the lasers turn on again. Watch them carefully, and
shoot them down as soon as you can. Once a laser node is gone, it will not
longer emit a laser and your fight will be safer.
The plasma nodes also change from red to blue, though much more frequently
than the laser nodes do. They too need to be eliminated. I prefer taking out
all of the nodes with Judicator, since it can ricochet off the wall to
potential harm nodes and it can also take out a node with a single hit. What
weapon you use is up to you, but the Judicator is an awesome choice.
Once only one node is left, switch to the missiles. You will want them out
for when you get a chance to attack Cretaphid, and you do not want to waste
time switching to them. Since you should have a fairly large missile capacity
by this time, using a single missile on a blue node should not be
detrimental.
After all of the nodes are gone, charge up the Missile Launcher and stand
where you are. Aim at the top of Cretaphid, and when the blue box appears
shoot your charged missile directly at it. Then, quickly shoot another
missile at it before it can start attacking. When you have made the initial
attack, start strafing around Cretaphid to avoid the blue box's shots, but
continue to fire at it with your missiles. As it heads back into the safety
of the pillar, switch back to a regular weapon like the Judicator to take out
all of the nodes again.
Cretaphid has three phases (one-third health, two-thirds health, full
health). Just like in the first Cretaphid duel, in each phase the laser nodes
will move down and increase in number. Take each phase on exactly the same,
though you might want to focus a little more attention on the laser nodes in
later phases so they do not hinder you as much. Other than that, simply
destroy the nodes and use missiles against the blue box as previously
explained.
It is possible to take out a third of Cretaphid's health each time the blue
box appear. You have to aim your missiles well when you strafe around it and
it is challenging, but it is more than possible. However, if you fail to take
out a third of its health then simply damage all the nodes and try again to
eliminate the remaining health before the next phase.
Since Cretaphid does not produce many powerups, you should mainly focus on
causing as much damage as you can when given the opportunity and taking as
little damage as you can when you fight. Upon its defeat, Cretaphid will
explode, leaving an Octolith in its place. Collect the Octolith and the
health scattered around the room, and then head out prepared for an intense
escape.
"...Lost ...we are all..."
---------------------------
Escape from Alinos: Visit 2
Time: 5 Minutes
---------------------------
Escape time! Run back through the Stronghold Portal, and you will enter the
large room with the two cylinders in it. There is a good chance that a bounty
hunter will attack you here, but your course of action should be to ignore
him. Run to the right and go all the way behind the massive cylinder there.
You will find an opening that leads into the cylinder, and inside you will
find the jump pad that you have previously used.
Use it again to get on the circular outside wall at the top of the cylinder,
and from there jump to the walkway in the middle of the room. After you are
safely there, a quick hop to the right will permit you to get onto the ledge
that has the door leading out of the room. Since it will be unlocked, you can
simply run through it without first having to decimate the bounty hunter that
may attack you.
In the circular room after the door, travel through the hallway to the right.
Run through it until you reach the large, circular gap in the floor, which
you should fall through. Keep going straight as you fall, and you will find
yourself in the room where you fought the Fire Spawn. This is another prime
location for enemy bounty hunters, but just stay on the lower path and run
until you reach the first entryway; it should be the way you came in this
room the first time.
Forget about the couple of boxes that are in the place after the entryway,
and continue on until you reach the large area that had three Guardians.
Another Guardian will probably be there, though you should simply run
straight and to the right, heading into the door against the metal wall.
Past that door (and the hallway after it), a path made only for the Morph
Ball will be in front of you. Switch to the Morph until you are through that
passageway, and then quickly switch back to biped form. A jump pad will be on
a platform in front of where you come out, so jump to the platform and it
will launch you straight across the room. At the end of that room, another
Morph Ball path will be the exit.
Through the second Morph Ball passageway, you will encounter two desolate
areas. At the end of the two areas is a door, and the path is very linear so
you should have not trouble locating it. Avoid the enemies and jump on
through it.
Beyond that door, you will come to the wide-open area where you fought Spire
during your first visit. It is quite probable that a Guardian or a bounty
hunter will lurk here; ready you missiles and jump into the heat of battle as
soon as you can. Use your strafing, jumping, and aiming skills to quickly
dispatch the threat so that you may continue. If your health is running low,
however, destroy many of the plants in this room; most of them will provide
energy. Should you have fought a bounty hunter there, it will most likely be </pre><pre id="faqspan-5">
your last intense battle of the level, but it never hurts to be cautious so
collect a little bit of energy.
When you are decently ready, jump down the large hole in the center of the
area. It has several hallways leading out from it. Look towards the hallway
that goes to a jump pad, and then go through the hallway that is left to it.
You might have to use the Volt Driver to take down the Yellow Force Field in
the hallway if you have not already done that.
After you go through that hallway, you will see a skinny door to the left and
a normal door a reasonable distance to your right. Journey through the
regular door to the right. It leads to another room with a Morph Ball
passageway; switch to the Morph Ball and head through it.
At the end of that passageway, you will enter a small room where you should
switch back to biped form. It is also quite possible that a bounty hunter
will reside in this room as well. If a bounty hunter attacks you here, fight
it here. You can travel through the Morph Ball paths leading away from the
room if you wish, but you will discover that if the bounty hunter is still
alive then the door leading to your ship will be locked. Fight the bounty
hunter in the small room if one is there, using missiles to deal with him as
quickly as possible.
As you prepare to leave, use the Morph Ball to travel through the passageway
on the wall across from the passageway you just came in from (the way you
just came in from has blue pillars next to it). That path leads to Echo Hall.
Once you reach Echo Hall, change to biped from and run all the way through it
and the door that is at the end of it. Through the door, you will find the
area where your ship is. Jump across the platforms in the lava and go up the
stairs onto the top of your ship. You will then be able to save, leave, and
relax (until your next mission, that is).
[251] Thermal Regulator
[252] History 02
[253] Alimbic Prophecy 06
[254] Red Barbed War Wasp
[255] Alimbic War 02
[256] Gorea 01
[257] Gorea 02
[258] Alimbic Garden
[259] Psycho Bit v3.0
[260] Glyph Pattern
[261] Wall Scroll
[262] Fire Spawn
[263] Council Chamber
[264] Magmaul
[265] Orange Force Field
[266] Magma Voldrum
[267] Ceremonial Charms
[268] Structural Debris
[269] Alimbic Pride 03
[270] Alimbic War 03
[271] Gorea 05
[272] Alimbic War 07
[273] Alimbic Pride 04
[274] Ice Voldrum
[275] Alimbic Pride 02
[276] Backup Processor
[277] Lava Processor 01
[278] Lava Processor 02
[279] Cretaphid v3
====================
H. Arcterra: Visit 2
====================
Although Vesper Defense Outpost was a likely candidate as your third planet
when you were first visiting the system, Arcterra should be the third place
you head to for your second visits to places in the Tetra Galaxy.
Upon reaching Arcterra, run off the edge of the platform you start out on.
There is no need to waste time going down the safe way; use the midair jump
near the bottom to secure no damage when you land. After that, head through
the only door at the bottom of the area.
The next place you come to will be the area where the damaged bridge and the
six proxy locks are. It is very likely that a bounty hunter will attack you
here; fire your missiles and try to stay in the corridor as much as possible.
Enemies outside the corridor could hinder your battle, but if you need the
extra space then do not be afraid to head outside.
Once the bounty hunter is dead, pull out the Magmaul and go outside of the
corridor (if you aren't outside already. On the outside wall straight across
from where you entered, you will find an orange door. Shoot it with the
Magmaul, and it will unlock.
Beyond that door, you will enter the ice caves. In the ice caves are four
Quadtroids as well as a few scan. First, travel down the tunnel to the right
and you will encounter several beams of electricity coming out of a single
structure. Scan the structure [301], and then head back the way you came. You
will find a Quadtroid near the door you came in from, so destroy that.
Remember, if it grabs you then use the Morph Ball and a power bomb to escape.
Instead of heading back through the door, continue on past it through another
tunnel in the ice caves. When you see more Quadtroids, put your scan visor on
and look near the ceiling by the right wall. With your scan visor on, a
hologram that was previously invisible will become visible so that you can
scan it. [302]
Ignore the Quadtroids there for now, and leave your scan visor on as you
continue down the tunnel. You will encounter another hologram in the tunnel,
which you should scan. [303] Now, there are two force fields blocking you
from heading further into the ice caves; the current tunnel only loops back
around to the Shock Barrier. To advance onward, defeat the remaining three
Quadtroids in the area.
After they are gone, a short scene will reveal the removal of both force
fields. It does not matter which tunnel you journey through, as they both
lead to the same place. At the end of either tunnel, you will enter a room in
the caves that is covered with snow. A door with a Red Blast Shield is at the
far left corner of the room a good distance away.
When you enter the room, an Arctic Spawn will emerge from the floor. Quickly
scan it [304] and equip your Magmaul. It functions just like the Fire Spawn,
only it throws ice instead of fire. Charge up the Magmaul and shoot it
straight into the eye-type part of the creature, and then keep firing at it
while you move and jump around to avoid getting hit by the ice. As soon as it
disappears into the ground, charge up the Magmaul to inflict maximum damage
upon its reappearance.
The creature will die once its health is depleted, and then the Imperialist
will appear in the room next to the door. Run over to it, scan it, [305] and
then move onto it in order to claim it as your own. At once, the view will
temporarily shift to focus on a red triangle high on a wall in the room.
Then, the game will display a message about using the Imperialist. It will
tell you that to zoom with it you need to double tap the Imperialist icon or
to press R when it is equipped. However, pressing R to zoom only works in
Stylus Mode, so if you are using Dual Hand Mode then double tapping the icon
is the only way to zoom.
Your first order of business should be to aim at the red triangle on the
wall. Zoom in by double tapping the Imperialist icon, and when you are aiming
at the red triangle shoot it. A musical confirmation will follow your
success, and a platform in the middle of the room will start moving up and
down.
Ride the platform to the next floor of the room, and at the top jump to a
nearby and solid ledge. Half of the top floor is blocked by a force field, so
you will need to do something about that. Walk along that ledge until you
come to the jump pad, which will send you up into the air.
At the end of the snowy pathway, you will find a large UA pack. Instead of
continuing on to the next room once you reach the pack, turn around and equip
the sniping Imperialist. Walk slightly down the path, and then zoom in and
look at the top of the force field. Just barely above it on the left and
right sides of the room are two red triangles. If you go to low, you will be
at too much of an angle and will hit the force field instead of the red
triangles; make sure that you are aiming above the force field. Then, shoot
the red triangle on both the left and right sides of the room.
When both have been hit successfully, the force field will go down. You will
need to go into the other half of that room later, but for now turn around
and drop into the room that the path leads to. All at once, three blue
triangles in the room will appear and start dispersing enemies. Take down the
three blue triangles, and then decimate all of the many enemies that they
release. You probably do not want the Imperialist for this, so switch to
another weapon.
Upon defeating all of the enemies in the room, a Shield Key will appear. It
is on the ground near the end of the left wall (if you are standing at the
place where you entered). As you walk along the left wall, have your scan
visor on. You will find a hologram to scan next to the left wall and the high
area of ground. [306] After you scan it, continue on and fall all the way to
the ground, where you will see the Shield Key. Grab the key, and a scene will
show the vanishing of the force field guarding the Artifact behind the Shock
Barrier.
While you could merely run through the Shock Barrier to obtain the Artifact,
it is much safer and smarter to simply disable it. Walk along the ground
until you find two pillars with electricity going up the center of them. Both
of the pillars are clear, and a display is in between them. Scan the display
and it will disable the electricity in the pillars as well as in the Shock
Barrier.
To the right is a ramp leading up to the area where you fought the enemies.
Jump up it, and on the area that is a little higher look around until you see
a tall plateau with a pillar on the top of it. Jump up the many sections of
land until you are at the top, next to the pillar. Scan the base of the
pillar, and it will inform you that the pillar is weak. Launch a missile at
the base, and it will topple over.
Travel across the fallen pillar to a ledge on the other side of the room.
When you reach the ledge, turn to the right and continue along it. At the end
of the ledge, you will be presented with a small gap. Beyond that gap is a
tunnel; jump to the tunnel.
The tunnel leads to the place where you acquired the Imperialist. Drop down
to the bottom of that area, and go through one of the ice tunnels. Run
through the tunnels until you reach the Shock Barrier and the Artifact it
used to be protecting. Steal the Artifact from its resting spot, and then
return back through the tunnels to the room where you got the Imperialist.
Now, turn your attention to the door protected by a Red Blast Shield. Zap it
with the Imperialist. Before you go through it, however, take the scan visor
and scan the blue hologram above the door. [307] Through the door you will
find a place only the Morph Ball can get through. Make the switch and head
into it.
It leads to the Morph Ball Labyrinth you traveled through once before. As
soon as you enter the labyrinth, you will be allowed to go up, down, or left.
Roll to the left. Beyond that, the path is simple. Continuously head up and
to the left. If you ever come to a spot where you can go straight up or
straight left, go straight up. Soon you will come to a single green laser
that periodically blocks a pathway to the left. Wait until the laser
temporarily disappears, and then roll past it.
Beyond that single laser that guards a path to the left, there are no more
branches in the pathway. Roll along the pathway as it curves up and left and
then the right and down. It will keep going, and at the end of it you will
find a dead end with a hole for the Morph Ball to go through.
Since you are already the Morph Ball, getting through the hole should be no
problem. However, should is the key word. For some reason, it is often
difficult to get in the hole in the wall. If you do not go in, just keep
trying and trying. Eventually you will manage to roll in and continue on.
Past that passageway, you will find a red door in an open room. Change to
biped form and use the Imperialist to get through the door. After that door,
you will come to a tall room. You will enter at the top of the room, and
there will be a ledge almost all the way around the top layer of the room.
Start by traveling along the left ledge, which has walls on each side of it.
It leads to a UA Expansion. (UA10) Once you collect the UA Expansion, put
your scan visor on and look forward beyond where the UA Expansion was. A
hologram to scan will appear for you to add to your logbook. [308]
After the UA Expansion is a hole in the ledge. Drop through the hole, and you
will land at the bottom of the room. Once you land, do not walk anywhere. Put
your scan visor on and turn to the left. You will see a display, which you
can scan. [309] To the right of the display, against the wall, is an action
scan. It is one of the Spectral Locks the display told about. Scan it, and
you will be informed that Spectral Lock 3 was deactivated. Leave your scan
visor on, and turn to the right even more. You will find a blue hologram to
scan [310] and to the right of that is yet another blue hologram. [311]
Now, turn back to the left, and you will find a Greater Ithrak on the ceiling
to the left of the display. If you have not scanned it yet, do that now. When
you are ready, strafe to the left in a circular pattern around the Greater
Ithrak. Make your distance large so you go next to the wall as you strafe to
the left, and you will walk behind another wall a little ways into the room
that will block your view of the Ithrak. On that wall is the second lock that
you should scan. It is Spectral Lock 1.
Continue to strafe to the left until you are almost next to the Artifact
Shield. Once there, arm yourself with the Imperialist and zoom in towards the
Greater Ithrak. Shoot the soft underbelly of the Ithrak and it will
terminate, allowing you to traverse the room in peace.
Journey beyond the Artifact Shield, and you will discover a small UA pack.
Run over to it with your scan visor on, and just past it you will find a
hologram to scan. [312] Then, jump up the steps after the hologram and you
will come to a flat hallway, which leads to the ledge that encompasses the
top of the room. In that hallway you will see a hologram if you have your
scan visor on, and you should scan it as well. [313]
Backtrack once you have that Gorea 03 scan, and stop when you reach the
entryway that leads out of the cramped area where the small UA pack was. Take
an immediate and sharp left, traveling past the display. Past that display
you will walk into a narrow path caused by a support wall partway into the
room. Have your scan visor on as you move into the tight space between walls,
and you will find Spectral Lock 2, which will be the third Spectral Lock you
scan.
When you have scanned it, a force field imprisoning a red triangle on the
opposite side of the room as the Artifact Shield will vaporize. Go to the end
of the small passageway, and a short distance up along the wall you should
find the red triangle. Zoom in with the Imperialist and shoot it. Having done
that, a Shield Key will appear in front of the red triangle.
Since the Shield Key is on a ledge, jump onto the short, broken pillar base
that is to the left of the red triangle. From there, you will be able to jump
onto the ledge and acquire the key. Then, speed to the other side of the room
and take you second Artifact. Once you have it, two Guardians will jump down
from the ceiling and attack you. Use your missiles to deal with them,
although you could use the Imperialist if you wanted to try it out in a
battle; just realize that it takes a short while for it to recharge so you
have to make every shot count.
When the Guardians are dead, go to the place where the small UA pack was and
jump up the steps inside of the tunnel. When you reach the ledge at the top
of the room, travel left and you will come to the door that originally
allowed you to enter the room.
Go through the door, and switch into a Morph Ball to get through the
passageway. Roll along through the passageway and through the ice labyrinth
until you reach the first green laser. From there, continuously travel down
and to the right until you reach the place where you reach the passageway you
came in from.
At the end of the passageway, chance to biped from and use the Imperialist to
open the door. Enter the room beyond it (which is where you fought the Arctic
Spawn and received the Imperialist), and ride the moving platform up to the
second floor of the room.
This time, jump over to the half of the area that was protected by the force
field. On the wall to the left, you will find a deactivated portal and a
switch. Scan the switch to open the portal, and then travel through the
portal to recover health and ammo. When you return, hop on the jump pad at
the end of the room. It will send you up to a small, snow-covered hallway. At
the end of that short hallway is a door, which you should go through.
In the room you come to, there will be a large corridor. However, the floor
of the corridor is gone. Start by going to the edge of the floor of the
corridor that is still intact, and you will find yourself on a platform that
begins to move forward along the corridor. Have your power beam ready, and
shoot all the enemies that you encounter. There will be Petrasyls,
Shriekbats, and War Wasp, and you should slaughter them all.
Once the platform reaches the end of the corridor, walk off it and go through
the door. The next area you come to is circular and fairly small, but
numerous force fields turn it into the maze. As you enter the room, the game
will alert you to the presence of three red triangles by the ceiling near the
top, center of the room. You will need to shoot each one with the Imperialist
straight on. If you are off to the side, then you will not succeed in hitting
them. Sometimes they will close up if you are in a certain place, so if you
are in position to shoot one but it is closed then you will need to find a
different sniping spot. After a hit, a musical tone will announce your
success and the red triangle will stop blinking a red light. Move throughout
the maze, shooting every red triangle. When all three have been hit, the game
will f0ocus on the circle in the center of the room.
Make your way onto the circle, and you will find that it is an elevator
leading to a place below the circular room. At the bottom, you will find a
long hallway. With your scan visor on, walk a short distance off of the
elevator and turn to the left. You will find an object to scan. [314] Keep
going down the hallway, and you will reach a Missile Expansion. (m8) After
the Missile Expansion, verify that you have your scan visor on and scan the
hologram that is near the end of the hallway. [315]
When you have that scan, turn around and start heading back the way you came.
In the left wall (which was the right coming in), you will find a tunnel.
Have your scan visor equipped, and you will locate yet another hologram for
your scanning enjoyment. [315] After that tunnel, you will come to another
hallway. Take a left, and with your scan visor on you will find another
hologram for the logbook. [317]
Past that hologram is an ultra-sophisticated Alimbic Turret that uses the
same attack as the Imperialist. Scan the turret since this is the first time
you have encountered this version, [318] and then launch several missiles at
it to shred it before it can do significant damage to you.
While the remains of the turret fade away, a Shield Key will materialize just
below where the turret was. Take the Shield Key, and the Artifact Shield at
the other end of the hallway will dissipate. Turn around and run straight to
the end of the hallway, where you will find the final Artifact of Arcterra.
Grab the Artifact, and the force field past it will disappear. Travel through
the doorway where the force field was, and head left. When you come to the
end, you will be in the place where the elevator platform was.
However, the platform will be up because you scanned the Lift Controls when
you first came in. Scan them again, and they will send the elevator platform
back down. Then, you may walk onto the platform. It should go up
automatically.
The circular room where the force fields are is where the elevator will stop,
and from there you can start making your way out. But, partway through many
Guardians will jump into the room and deactivate all of the force fields.
Equip your missiles and strafe along the room, taking them out one by one.
You can also try to get some headshots with the Imperialist since they give
you instant kills, but realize that it shoots slowly and you might have
trouble sniping at close range. The missile launcher is generally the best
way to go.
Upon the Guardians' death, the force field blocking the door you came in from
will disappear. You will then be able to go back through the door. Beyond the
door, you will come to the long corridor with the stupid little moving
platform that travels across it. Of course, who wants to ride on a stupid
little moving platform twice? Not I, and neither should you. For this reason,
jump all the way over the moving platform and into the abyss beyond it.
(Please note that you should only do this if you have a decent amount of
health left.)
You will land in muck that hurts you, and if you simply stand in it you will
lose your health very quickly. Instead of running through it, continuously
jump forward and you will be able to traverse the entire corridor only
acquiring about one hundred damage or less. The end of the corridor features
a stone structure that you can jump onto so that you are safe from the muck.
When you are at the top of that structure, you will find a jump pad that will
launch you to the top of the room.
As you go up, you will see a UA Expansion. (UA11) Move forward to collect it,
and then drop back down onto the jump pad. The next time you go up after you
obtain the UA Expansion, head forward as much as you can and you will land
safely next to the door at the end of the corridor.
Beyond that, you will be back at the room where you took the Imperialist.
Trek through the portal and return to your ship to save a restore health and
ammo, and then come back. Go to the jump pad on the side of the room opposite
where you just came from. It leads to the room where you got the first Shield
Key and where you disabled the electricity coming from the Shock Barrier. As
you enter the room, multiple enemies will appear. However, you should ignore
them and run straight to the other side of the room. There you will find the
Stronghold Portal, which will take you to the long walkway that leads to the
boss.
The fourth and final version of Cretaphid is almost an exact replica of
version three, only it can move around the room and its green lasers are more
deadly than the red lasers that previous version had. First, scan this last
version of Cretaphid. [319]
As usual with Cretaphid, you will have to strafe around it to avoid getting
hit by the green plasma. And like the last version of Cretaphid, you will
have to strafe faster than the green lasers move. To remedy this problem,
simply watch where the lasers are when you approach them and either jump over
them or run under them. Jumping over them is usually your best bet, though if
they are high enough you will need to go under them.
While strafing around, you will also notice that the pillar itself moves
towards you. This can make fight cramped, especially when it pins you into a
wall. However, it will never actually go all the way to the wall, so as long
as you stay near the edge of the room you will be safe. But, it is easier to
get hit when so close to Cretaphid; make sure that you move away from it as
soon as possible.
Strafe around Cretaphid, and, again, destroy the nodes as they turn blue. You
have to disable all of the nodes before you can actually harm Cretaphid, even
the ones emitting the lasers. The laser nodes will turn blue for a split
second when the lasers initially turn off, and they will turn blue again a
little while after that before the lasers turn on again. Watch them
carefully, and shoot them down as soon as you can. Once a laser node is gone,
it will not longer emit a laser and your fight will be safer.
The plasma nodes also change from red to blue, though much more frequently
than the laser nodes do. They too need to be eliminated. For this battle,
your best bet is probably the power beam. By repeatedly tapping the fire
button you can quickly destroy many of the nodes, allowing you to move on
quicker than usually.
Once only one node is left, switch to the missiles. You will want them out
for when you get a chance to attack Cretaphid, and you do not want to waste
time switching to them. Since you should have a fairly large missile capacity
by this time, using a single missile on a blue node should not be
detrimental.
After all of the nodes are gone, charge up the Missile Launcher and stand
where you are. Aim at the top of Cretaphid, and when the blue box appears
shoot your charged missile directly at it. Then, quickly shoot another
missile at it before it can start attacking. When you have made the initial
attack, start strafing around Cretaphid to avoid the blue box's shots, but
continue to fire at it with your missiles. As the blue box heads back into
the safety of the pillar, switch back to the power beam to take out all of
the nodes again.
Cretaphid has three phases (one-third health, two-thirds health, full
health). Just like in the third Cretaphid battle, in each phase the laser
nodes will move down and increase in number. Meanwhile, the nodes the used to
emit lasers will begin to shoot green plasma. Take each phase on exactly the
same, though you might want to focus a little more attention on the laser
nodes in later phases so they do not hinder you as much. Other than that,
simply destroy the nodes and use missiles against the blue box as previously
explained.
It is possible to take out a third of Cretaphid's health each time the blue
box appear. You have to aim your missiles well when you strafe around it and
it is challenging, but it is more than possible. This time is even more
challenging than all the other phases since Cretaphid will move around the
room as you try to aim your missiles at him. It is okay if you fail to take
out a third of its health every time, but you want to try to cause as much
damage as possible whenever the blue box appears.
Since Cretaphid does not produce many powerups, you will need to mainly focus
on causing as much damage as you can when given the opportunity and taking as
little damage as you can when you fight. However, if a powerup does appear be
sure to charge up your power beam so that it comes to you. With a little
skill, you will be able to annihilate Cretaphid once and for all. Upon its
defeat, Cretaphid will explode, leaving an Octolith in its place. Collect the
Octolith and the health dispersed among the room, and then head out. You will
need to make a quick escape from Arcterra.
"...End was upon us all..."
-----------------------------
Escape from Arcterra: Visit 2
Time: 4:00 Minutes
-----------------------------
The escape is intense, but it is not too much for you to handle. Start by
heading out through the Stronghold Portal as you typically do. You will end
up in the room where you had a great fight against many lesser creatures; it
is the room with the pillar that you knocked down. Jump up to the pillar and
run across it onto the ledge on one side of the wall. When you reach the
ledge, hang a right and go to the end of it. From there, you will be able to
jump into a tunnel that leads out of that room.
You will come to the room where you obtained the Imperialist. Drop down to
the base of the room, and there you will find two tunnels leading into the
ice caves. Either one works, so run through them and through the ice caves
until you come to a door, which you should go through.
Through the door, you will come to the open area where you fought Noxus and
Trace during your first visit. Most likely, you will meet another bounty
hunter here. If you do encounter one, use missiles to eliminate him as
quickly as possible. Once the area is free of any bounty hunters, run into
the corridor straight across from the door you came through and go through
the door on the left side of the corridor (it is the door against the wall
that is opposite the wall you came out of).
That door leads to the tall area where your ship is stationed. There is
nothing particularly interesting here; all you have to do is get up to your
ship. It is the same path as last time, so jump up the many pieces of rock
and go along the ledge so that you can reach your ship. When you make it to
the platform where your ship is located, jump up onto the front of your ship
and go to the middle of it to enter your ship.
[301] Shock Barrier
[302] Alimbic War 09
[303] Seal Sphere 01
[304] Artic Spawn
[305] Imperialist
[306] Oubliette 01
[307] Alimbic Prophecy 08
[308] Alimbic War 01
[309] Spectral Locks
[310] Alimbic War 06
[311] Gorea 04
[312] Alimbic War 12
[313] Gorea 03
[314] Lift Control
[315] Alimbic War 04
[316] Alimbic War 11
[317] Alimbic War 05
[318] Alimbic Turret v2.7
[319] Cretaphid v4
==================================
I. Vesper Defense Outpost: Visit 2
==================================
This should be your second and last visit to the Vesper Defense Post. Since
this place is small, you should be able to get in and out with the Octolith
in a matter of minutes. When you begin, run over to the jump pad and use it
to move onto the walkway above your ship. Once there, head into the portal.
It leads to the room right before the hallway where you fought Sylux.
However, you do not want to head down that hallway. Instead, fall through the
hole in the center of the room that has an elevator platform moving up and
down in the midst of it.
After you are through that hole and on the ground on the floor below, you
might have a battle waiting for you. Listen for any music indicating that
bounty hunter is present. If one is, you will have to quickly destroy it with
missiles so that you may continue. It is quite possible that a Guardian lurks
in this area as well, so if your hear the music signifying one then you will
have to go until you find the Guardian and then shoot it out with missiles.
When you have finished those orders of business, turn to the red door that is
just past the moving platform. Pull out the Imperialist and shoot it, which
will unlock it so that you may enter it.
Through the door is a corridor, and after that corridor is a lone room that
has many objects in it. In the center of the room is a glass case with many
frozen Guardians imprisoned in it. Also in the room are two Artifact Shields,
as well as two blue triangles that release Magma Voldrums.
First off, destroy all the Voldrums and the blue triangles that release them.
Then, head towards the door at the end of the room. Next to the door are dead
Guardians, which you can scan. [351] Beyond the door that the dead Guardians
are next, you will come to a corridor defended by an Alimbic Turret 2.7.
Since you should already have its scan from the last level, blast it to
pieces before it can deal you any significant damage. Actually, if you stand
next to the glass case with the frozen Guardians and use the Imperialist, you
can snipe it without it even knowing you are there.
Continue up the corridor as soon as the turret is defeated, and it will take
you a good distance up. At the top of the corridor, you will be permitted to
travel down a corridor to the right or straight. For now, head straight and
decimate the Ice Voldrum and its blue triangle using the Magmaul.
Beyond that corridor, you will come to a room with the Stronghold Portal in
it. On one side of the room is a turret, which you should destroy. Having
done that, scan the display that is in the room. It will activate another
display in the room where the frozen Guardians are.
Turn back around after scanning the display, and switch into Morph Ball form.
You are going to need speed, so boost as often as you can. Travel back the
way you came, journeying through the corridor to the right at the end of the
room. Continue through that corridor, and keep going straight even when you
have the option to turn left. From there, it is a downhill course to the room
with the frozen Guardians. Inside the room, roll all the way near the door
that originally led into the room, and turn to the left to find the display.
Scan it immediately. If you do not make it in time, just go back to the first
display and try again.
Scanning the second display will make a Shield Key appear in a room higher
up. Change back to Morph Ball, and travel back up the corridor you just came
from. This time, however, choose the path to the right when you are presented
the option to turn or continue straight through the corridor. It leads to
another room, and to the right of where you come in there is a cramped
hallway, which is marked by two blue pillars. Travel through the hallway; it
will take you to the Shield Key. Roll onto the key to collect it and disable
the shield. Should you fail this time, you must restart all the way back at
the first display, which is a pain.
The Shield Key is seated on a ledge. Before you leave the area, jump up onto
the ledge on either the right or left side of the room. From there, you will
be able to jump onto the back of the object hanging from the ceiling and
obtain a UA Expansion. (UA12) Once you obtain it you should fall all the way
down. You will find yourself in the corridor where you fought the extremely
advanced security turret. Travel downward along the corridor, and you will
come to the room with the two Artifacts. One of the Artifact Shields will be
down, so you can snatch the Artifact it was covering.
At that moment, several of the Guardians in the room will be revived, and
they will promptly break out of their glass enclosure. Equip some deadly
weaponry and fight as hard as you can to eliminate them all without dying
yourself. Defeat them all, and then another Shield Key will appear behind the
orange pillar in a small indentation of the curved hallway where you fought
the Ice Voldrum. Run up to the second floor and travel straight into the
curved hallway, and then go behind the pillar and claim the key. Once you
have it, go back down to the room where you fought the Guardians and grab
your second Artifact.
Upon collecting the second Artifact, a door on the second floor will unlock.
Run up the corridor the second floor, but do not be anxious to go through the
door just yet. You still have some scanning to do. Instead of heading
straight into the curved hallway, make a right turn and go to the room that
led to the cramped hallway, at the end of which was the first Shield Key.
In that room is a Magma Voldrum and the blue triangle that produces it, so
dismember them as quickly as possible. Once that is done, take note of
another glass case with Guardians in it. However, that is not what you are
here to scan. Put on your scan visor, and all of a sudden eight -- yes, eight
-- holograms will appear around the center structure that imprisons the
frozen Guardians. Make sure that you can all eight of the holograms, and then
move on to the side of the room opposite of where you came it. [352] [353]
[354] [355] [356] [357] [358] [359] There you will find another corridor, and
on the right side of that corridor is the door that was unlocked.
Since you have everything you need from this area, go through the door to
travel to the next. It leads to an abandoned room, and in the center of that
room is an elevating platform that moves up along four white lines. Board the
platform as soon as you have the chance, and ride it all the way up. At the
top, you will find a ledge that has a door on it. Jump to the ledge, but
before you go through the door scan the switch that is also on the ledge. It
opens up the portal next to the door.
Past the door is a large room with a vertical wind tunnel in the center of
it. Start by walking to the left around the edge of the room. Immediately, a
burst of fire will fall into the wind tunnel, creating an energy overflow
that could lead to a meltdown. That is obviously not good, but the only way
to stop the meltdown is to scan a display at the top of the room.
-------------------------
Energy Overflow Initiated
-------------------------
Because of the timed nature of this task, you will have to run quickly
through the corridor. You will come to a tall room, and in that room is a
jump pad. Hop on the jump pad and move to the left when you are high; you
will land on a small platform. From there, jump up the many other platforms
in the room until you reach the top of the room. There you will find a tunnel
to run through.
The tunnel has many Zoomers, but you should ignore them as much as possible.
Just run through the tunnel until you come to another tall room with a jump
pad. At the top of the jump caused by that jump pad, go to the right and you
will land on yet another platform. This time you will also have to jump up
multiple platforms to get to the top, but the platforms are farther apart so
it will be higher. You have to go to the edge of the platform (though not
further than the edge) and jump to make it onto the subsequent platforms. It
is challenging and sometimes it may seem as if it is impossible to reach the
next platform; however, you will have to keep on trying. If you fall off, you
are basically done and you will have try again to stop the meltdown.
At the top, run through the white light that looks like a wall. Beyond that
light you will enter the room where the wind tunnel is. Run onto the circular
walkway that goes around the wind tunnel, but once you are on it do not head
straight. Instead, turn almost completely around to travel left along the
walkway. You will see two small platforms against the wall.
Jump up the platforms, as they will take you to a higher ledge. Run along
that ledge, and at the end of it you will come to a lone platform. Go onto
the platform, and it will begin to rise into the air. It will stop next to
the indentation in the wall where the display is, so jump into the
indentation and scan the display to stop the meltdown.
--------------------------
Energy Overflow Terminated
--------------------------
The world will now be safe, and the last Shield Key of the game will appear.
It is a good ways down, but you do not want to head down too quickly. In your
rush to make it to the top there were some scans you passed by, and you will
need to get those before advancing.
Step back onto the moving platform when it comes back up, and ride it down to
the ledge that is stops next to. Hurry onto the ledge, and run across it to
avoid the many shots of the Psycho Bits that are now there. Drop off the end
of the ledge onto the lower walkway. There you will be able to decimate the
blue triangle that releases the Psycho Bits, and after that you will be able
to deal with the Psycho Bits themselves.
Now that you have some time to relax, equip your scan visor and look towards
the wind tunnel in the middle of the room. It has a scan it the middle of it
that you can scan from the ledge you are on. [360] Then, keep your scan visor
on and turn to the part of the room that has the white light that look like a
wall. A hologram is there for you to scan, [361] and you can also scan the
striped blue wall. [362]
Instead of going through the white light, though, continue along the walkway
until you come to a circle in the ground. It marks an elevator platform,
which will promptly take you down. When it stops on the next lowest ledge,
disembark from it and annihilate the turret that is there. Walk downward
along the spiraling ledge, and at the bottom of it you will find a Missile
Expansion. (m9) Steal it for your inventory, and then head all the way back
up.
To the left of the force field at the top you will discover a display. Scan
the display, and it will deactivate the force field. Go through the entryway,
and you will enter a narrow and curved corridor. Walk through the corridor
until you can see the room it leads to, and then stop and pull out the
Imperialist. There is an advanced turret on the wall of the room, so zoom in
and snipe the turret from a distance.
Once you destroy it, causing it to have no chance to retaliate, move closer
towards the room. You will find another turret when you get closer, which you
should also snipe. Before you leave the corridor, put on your scan visor and
look at the ceiling of it. You will discover a blue pipe, which you can scan.
[363] Then, proceed towards the Artifact Shield.
Inside the room, put on your scan visor and you will find a hologram right in
front of the Artifact Shield. [364] Scan the Artifact, and then drop down to
an area lower in the room. There you will discover the Shield Key, which will
disable the very last Artifact Shield.
Since you are too low to reach the Artifact now, though, leave the room. As
soon as you do, use your scan visor to locate and scan a hologram in the area
next to it. [365] From there, go through the hallway to the right. It leads
to the tall room where you use jump pads and platform to get to the top.
Instead of using the jump pad, however, go through the white "wall" that is
in the room. It leads to a lower section of the spiraling ledge, which you
can travel up to reach the room with the Artifact.
Grab the Artifact and breath a sigh of relief. If you have gone in order,
this should be the last Artifact you should ever have to take. Fall back down
in the room where the Artifact was, and head out of it. Do not go right this
time, though. Go to the left. It leads to the top of the other room with
platforms and a jump pad, and you will be at the top of it. This time around,
a blue triangle will be on the wall producing Psycho Bits. Take out the
triangle and the Psycho Bits, and then put on your scan visor and examine the
wall. You will find two sections of the wall to scan. One is just the Cooling
Vent, which you scanned earlier, and the other is a faint window that has
Cryogenic Storage containers behind it. [366]
Then, you may jump down the hole in the room to head to the base floor of the
area. You have done all you need to do in this area; run to the door on the
other side of the place and go through it. It leads to the ledge where the
portal is. Since you are about to face the boss, you probably want to go
through the portal and power up at your ship.
Drop down to the bottom of the room that is beyond the ledge when you return,
and use the midair jump to avoid taking damage. Go through the door that is
there. Run straight past the door, and you will spot the Stronghold Portal.
Walk into it to teleport to the final boss of the Vesper Defense Post.
--------------
Boss: Slench 4
--------------
Surprisingly, the fourth Slench battle is actually easier than the first.
Sure, there are some new attacks, but overall it moves slower and is easier
to detach from the wall, er, ceiling. Yes, Slench has moved up to the ceiling
for this fight; however, that is a good thing. First, scan Slench's first
form. [367] Then, equip the Magmaul and start heading towards Slench. Use the
Magmaul to shoot the three blue tentacles that connect Slench to the wall.
Each tentacle takes three hits to eliminate. It is much easier to defeat the
tentacles this time because you can strafe around in a circular pattern
underneath Slench, thus continuously moving to avoid the green torpedoes and
ice beams it shoots.
When it has disconnected from the wall, Slench will fall to the ground, close
up, and start rolling around. This is supposed to be an attack, but if you
stand against the door leading into the room then Slench will never ever
reach you, making this portion of the fight more tedious than anything. Scan
Slench while it is on the ground so you have its alternate form in your
logbook. [368] By standing against the wall as soon as it detaches, you can
remain safe and eliminate any stray torpedoes that are still around.
After a while, Slench will start flying around like it usually does. Keep
your Magmaul equipped and send as many attacks into Slench's eye as you can.
Since it moves relatively slow, this will be a much easier task than it was
in the third Slench battle. However, this time it also constantly shoots a
barrage of ice beams, which you will need to avoid.
Like it did in the last battle, Slench will sometimes close up and ram you.
While it is possible to change into the Morph Ball and boost out of the way,
that is impractical for this fight. After all, that takes precious time after
the ram to resume biped form and aim yet again at Slench. Because it is so
easy to regain health in this battle, just accept the ram and continue
shooting as much as you can. Eventually, Slench will return to the ceiling
and you will have to repeat the same process over again.
If you ever need health, stand with your back against the door and use your
power beam to shoot the green torpedoes that Slench releases while connected
to the ceiling. Many of them have health or ammo, and you can draw the
powerups to you by charging up your beam. Unlike the third battle, the shots
(ice beams) from the Energy Blasters can reach you this time, so you will
need to do some strafing. Once you have enough energy to continue, switch
back to the Magmaul and shoot out the tentacles again.
As in all Slench duels, it has three phases of battle that it will enter
depending on how much health it has left. When you lower its health it will
move to future phases. However, this time all the later phases do is cause
Slench to roll along a lot longer and move a little faster. This is no
problem since you can stand next to the door to avoid getting hit while it
rolls, and with a little skill you can make up for the faster speed. Steady
your course until you defeat Slench, at which time you will receive the final
Octolith and a few health powerups to aid your escape.
This should be the last time you have to make a quick escape, which is nice
to think about. But for now, your focus should be on the task at hand. Run
through the Stronghold Portal to start. When you go through it, travel
straight through the curved corridor that is to the left, and continue
through the corridor that leads downward after you have gone through it.
At the end of that corridor is the room where the frozen Guardians were
before they escaped. It is quite possible that a bounty hunter will lurk in
this area, so ready your missiles in the case of a duel. Once any bounty
hunter is dead, head through the room where the frozen Guardians were and
travel through the door that is at the end of room.
It leads to the main part of the complex. Run straight past the moving
platform in the room that you enter, and continue on to the area where the
Psycho Bits are. You have no time to fight them, so just head to the right
and run through the doorway that is there. If, however, a bounty hunter shows
up, you will need to do some serious strafing and shooting to eliminate them
so that you can continue.
Beyond the doorway is a hallway. Go to the left up the hallway, and travel
until you reach the end of it. You will find a door. Travel through that door
and the few doors that are after it until you reach the place where your ship
is stationed. Run up onto the landing pad and jump onto the ship; at that
point you will be safe and you will be able to leave the Vesper Defense Post.
[351] Dead Guardians
[352] Seal Sphere 03
[353] Seal Sphere 04
[354] Oubliette 02
[355] Oubliette 03
[356] Oubliette 04
[357] Oubliette 05
[358] Oubliette 06
[359] Oubliette 07
[360] Silo Levitator
[361] Alimbic War 08
[362] Cooling Vent
[363] Methane Pipeline
[364] Seal Sphere 02
[365] Alimbic Order 05
[366] Cryogenic Storage
[367] Slench 4a
[368] Slench 4b
==================
J. Alinos: Visit 3
==================
Do not worry; this is not an entirely new mission. You just have to stop in
somewhere and deposit your Octoliths so you can have some Ultimate Power.
That is, if you have all eight Octoliths. If one of the hunters has an
Octolith, then you will have find out where he is by looking at the planets
from the comfort of you ship. When you locate where a hunter is, travel to
that planet and search until you find him so you can recover the Octolith.
Once you land on Alinos, go through the portal to the left. It leads to the
area where you first fought Spire o so long ago. In that area, you may
encounter a bounty hunter. If you do, use your healthy missile supply to take
him out so that you may continue. Or if you want to, stand atop the ledge you
begin on and use the Imperialist to snipe the rival bounty hunter to death.
When you are ready to advance, go up the ramp on the opposite side of the
room from the door you entered from. Next to the place where you found an
Artifact during your first visit, you will locate the entryway that used to
be covered by a Purple Force Field. Go through that now open entryway. In the
hallway after it, you will find a door that you should travel through.
Through that door, you will come to Combat Hall, a small training area that
the Alimbics used. It is very likely that you will meet a bounty hunter and a
Guardian here, so choose your best weapon to fight them. Once they are dead,
you will be able to proceed through the door on the other side of the room.
Before you go through it, though, there are some scans for you to get. With
your scan visor, you will be able to see a hologram that is next to the door
you came through. [401] After you have that, drop of the ledge and you will </pre><pre id="faqspan-6">
find a skinny wall sticking out of the ground to scan. [402] On the opposite
side of the room, high in the air, you will find another wall that looks
similar to the one you just scanned. However, it is different so you will
need to scan it as well. [403] Then, in the tunnel next to the door you need
to journey through, you will see another hologram if you have your scan visor
on. [404]
Now, go through the door and travel through the white light that is after it.
It goes to a large dome shaped room. In the middle of the room is a white
circle for you to stand on. Instead of going straight to it, however, put on
your scan visor and scan the four holograms that exist in the room. [405]
[406] [407] [408] Then, stand on the white circle. You will be allowed the
fire the Omega Cannon, thus opening a void in the galaxy where Oubliette
lies.
"Severe timefield disruption detected in the vicinity of the Alimbic
Cluster."
After you do that, backtrack through the level to get back to your ship. You
will most likely fight another bounty hunter or Guardian in Combat Hall, and
beyond Combat Hall head right through the hallway until you come outside,
where you might face another bounty hunter or a Guardian. From there, you
will be able to jump up the platforms until you reach the top ledge of the
outside area. Through the door on that ledge is the portal that leads back to
your ship.
Finally, you have reached the last area in the Tetra Galaxy. It is here where
Gorea waits, that terrible monster that destroyed the entire Alimbic
civilization. They gave their lives to seal Gorea away so the rest of the
galaxy would not be harmed by it; you must now eliminate Gorea once and for
all!
When you exit your ship, you will have a straight path through some doors on
onto an elevator. Once you are on the elevator, ride it up. At the top, you
will find a portal, which you should promptly go through. In the room you are
teleported to, you will find five holograms to scan if you have your scan
visor on. Scan all of the holograms, and then proceed through the door. [451]
[452] [453] [454] [455]
The area you enter will be a desolate and long stretch of landscape. Before
you venture far, turn to the right and you will find a hole for the Morph
Ball. Roll all the way through it (it goes a long distance), and when you
come to a ledge then switch to biped form. (If you accidentally go off the
edge, you will land back in the desolate area. Head back to the Morph Ball
hole and try again.) Near the ledge, you will find a platform with a portal
on it. Go through the portal and you will find an Energy Tank; (e7) after
that head back and drop down the desolate area.
Continue on through the area, and it will lead you to a large tunnel with a
Stronghold Door at the end of it. Blast your way through the Stronghold Door,
and you will step into a large dome. In the middle of that dome is a white
circle, which you should walk onto.
-----------
Boss: Gorea
-----------
Once you do that, a humorous cutscene will show an excellent demonstrating on
teamwork. I will not spoil the cutscene, but let's just say it introduce the
boss, Gorea. When you are given control again, you will be locked inside a
large room with the beast. The ground is flat, but there is an electric force
field circle encompassing a patch of ground in the center. If you step on the
circle, it will cause you serious harm, so avoid it.
Also on the walls of the room are several colored triangles. If you shoot
these in a certain order, you will be able to face another form of Gorea
after you defeat the first form, which will earn you special movies and a
different ending. So, start by running around the room and shooting all of
the triangles in a specific order. If you shoot one out of order or with the
wrong weapon, you will have to start over again. A triangle will spin and
light up more if you hit it correctly, telling you to move onto the next one.
Now that you have activated all the triangles, the above message will appear
and you will be free to fight Gorea. Start by scanning Gorea, [456] and then
scan one of its arms. [457] Then, scan one of the black objects hovering
above the ground near the outside wall. [458]
To fight Gorea, stay by the outside wall. Gorea has a predetermined sequence
of weapons that it will use against you, starting with the Battlehammer, then
the Volt Driver, then the Magmaul, then the Judicator, then the Imperialist,
and then the Shock Coil. After it finishes using a specific weapon you will
be able to harm its arms using that weapon while he undergoes a change to the
next weapon.
But, since it strong, you will want to stick with the Imperialist to fight
Gorea For now, strafe along the outside of the room as Gorea shoots various
weapons at you. If you ever need health or ammo, shoot the black Trocras
suspended in the air, as they usually have powerups. However, do not run into
the Trocras or you will take damage; stay against the wall.
When Gorea equips the Imperialist, you know your time is near. Wait for it to
shoot four times at you (keep strafing to avoid getting hit), and then zoom
in with the Imperialist. You will see a yellow circle on each of its
shoulders. Quickly shoot one of the yellow circles and its arm will fall off;
Gorea will be temporarily stunned and you should have enough time to shoot
the yellow circle on its other arm as well, destroy it. If you fail to
succeed at dismembering both arms, Gorea will switch to its super powerful
version of the Shock Coil, which can reach you from a great distance. Use the
Morph Ball and boost away until Gorea switches to another weapon, and then
resume strafing and try the whole thing over again.
After both its arms are gone, jump to the center area where Gorea is, being
certain not to hit the dangerous force field that separates it from the outer
ring. More often than not the destruction of one of Gorea's arms will produce
a large energy. If it does, change to your power beam to draw it to you. Once
you have it, change back to the Imperialist.
A yellow sphere will be above Gorea, which you should rapidly scan. [459]
After it, scan Gorea again because it will register differently in the
logbook the second time. [460] Shoot the sphere as quickly as you can with
the Imperialist, but you will not need to zoom in to hit it. First it will
have an arm with a spike come out of it, and you will need to strafe and jump
some to avoid getting impaled by the spike. Gorea will then grab the Trocras
from around the room and slowly throw them at you. Since the damage from them
is not that great, just stay where you are and keep pounding away at it. If
you can shoot the sphere and avoid the shots at the same time, go for it.
When the spike arm comes out again, though, avoid it.
Soon Gorea will return to normal and the whole process will repeat itself,
and you should return to the outer edge of the area. Keep steady, and soon
Gorea will be defeated. If you failed to shoot all the triangles in order,
then this will be the end of the game. It is fairly boring. If, however, you
did shoot all the triangles in order, you will be transported to another area
where you will be able to fight Gorea 2.
-------------
Boss: Gorea 2
-------------
The second Gorea will fly high into the air, and you will have to fight it.
First, do a quick scan on this second from. [461] Then, drop of one of the
side of the arena. When you near the ground, do a midair jump to keep from
taking damage. Run to the center of the area, and you will discover an
Artifact Shield. As you near it, it will disappear, revealing the weapon
inside of it. Scan and then grab the weapon, [462] which is the Omega Cannon.
With such power, you will be able to harm Gorea, even in his more powerful
form.
Equip the Omega Cannon and prepare for the battle of your life. Gorea 2 will
randomly teleport throughout the area and attack you, causing lots of damage.
You need to strafe and jump away from the attacks (which is difficult because
Gorea will teleport you and attack), and when you have an opportunity you
need to shoot Gorea 2 with the Omega Cannon. It shoots very slowly, so you
have to make every shot count. As soon as Gorea appears after teleporting,
try to shoot it. That will prevent Gorea from attacking, and it will cause
Gorea some damage. The more you can shoot Gorea before it attacks, the better
off you will be. Besides shooting lasers, sometimes Gorea will also toss
boulders, so you need to always keep your eyes open.
Continue fighting, trying to weaken Gorea unto death. If you start feeling
weak yourself, use the jump pads that are scattered around to travels
upwards, where you will occasionally find major health powerups. Also, if
Gorea ever is gone for a long period of time, use the jump pads to return to
the top of the area, where Gorea will probably be waiting. The key to this
level is persistence, as you need to consistently dodge attacks and shoot
Gorea. With practice and patience, you will be able to slaughter this final
foe.
After defeating the boss, you will be able to watch some cool movies.
However, if you did not beat Gorea without shooting the triangles, then you
will need to go back and do that in order to be able to view the rest of the
movies. When you beat Gorea 2, you will earn cool stuff like an icon next to
your emblems, a records area, and a sound test area. Some of these you will
earn by simply beating Gorea without beating Gorea 2, but some are only
obtained by the special ending.
If you want to complete the game 100%, you are going to need all of the
scans. However, finding that one last scan can be tricky, especially in a
walkthrough of this size. That is why I organized this Logbook; it will tell
you exactly where each and every scan is.
The scans are listed alphabetically, in the same order they appear in the
logbook. If you are missing a scan, simply look at the scan above it to see
what it is. For example, if you are missing the scan under Alimbic Cannon 04,
you could come to this logbook and look to see what scan is beneath that. You
would see that you are missing Alimbic Datashade 01.
Now, the beauty of this Logbook is the number system, which will take you
exactly where you want to go. Since you figured out you need to scan Alimbic
Datashade 01, look to the left of it and you will see its number is [53].
Hold Control and F down at the same time, and the search feature will appear.
Type in [53] into the search area, and then click find. It will send you
directly to the place in the guide where that scan is, allowing you to easily
find out where it is and how to get it.
====
Lore
====
[405] Alimbic Cannon 01
The Alimbic Cannon issues bursts of polarized antimatter beyond light speed
at specified coordinates and frequency to open a dimensional rift known as
the Infinity Void.
[406] Alimbic Cannon 02
This device opened the Infinity Void to imprison Gorea. Reuniting eight
Octoliths will return power to this dormant machine.
[407] Alimbic Cannon 03
After trapping Gorea in the Seal Sphere, we consigned it to a prison from
which there could be no escape.
[408] Alimbic Cannon 04
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.
[53] Alimbic Datashade 01
Datashades are packets of telepathic data scattered throughout the Tetra
Galaxy. They can be accessed by most galactic-standard scan systems.
[54] Alimbic Datashade 02
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.
[215] Alimbic Order 01
There were Eight Elders in the Alimbic Order.
[213] Alimbic Order 02
You will not find all Eight of the Octoliths. They have been scattered,
hidden in Four of our most heavily defended territories.
[212] Alimbic Order 03
There are never more than Two Octoliths hidden on any planet or space
station.
[211] Alimbic Order 04
Within each Octolith is a spirit, the transferred Essence of an Alimbic
Elder.
[365] Alimbic Order 05
Reunite all Eight Octoliths in the Cannon Control Room to open the doorway to
Gorea.
[165] Alimbic Pride 01
We continued research to improve our defense systems. Eventually we became so
proficient in the art of war that we believed ourselves invincible.
[275] Alimbic Pride 02
Our pride was a veil over our eyes. We did not see the danger until it was
upon us.
[269] Alimbic Pride 03
Ruin came quickly as the cancer swept like fire across our worlds.
[273] Alimbic Pride 04
Those who survived appeared lifeless and hollow, as if their very spirit had
been sucked dry.
[401] Alimbic Pride 05
We should have been more vigilant. We became complacent in our technical
prowess and thought ourselves unassailable.
[3] Alimbic Prophecy 01
It is written that the Alimbic power shall materialize when six frequencies
shimmer in the divine spectral sequence.
[56] Alimbic Prophecy 02
In the beginning shall the darkness be torn asunder by a flash of Yellow
Lightning.
[102] Alimbic Prophecy 03
Yellow Lightning shall strike with demonic fury upon the Greenwood.
[152] Alimbic Prophecy 04
With of voice of thunder shall the Greenwood burst into an Orange Blaze.
[205] Alimbic Prophecy 05
The Orange Blaze shall die away to be reborn on wings of Blue Smoke.
[253] Alimbic Prophecy 06
Tendrils of Blue Smoke shall weave the geometry of Violet Crystal.
[127] Alimbic Prophecy 07
Violet Crystal shall shatter the heavens, leaving in its wake a Red Stain.
[307] Alimbic Prophecy 08
When the Red Stain shall vanish, so shall the ancient Alimbic power be
manifest.
[308] Alimbic War 01
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.
[255] Alimbic War 02
Without warning, our doom fell from the sky. From whence it came we do not
know.
[270] Alimbic War 03
Gorea was immune to even our most sophisticated weaponry, while we were
defenseless against its relentless attacks.
[315] Alimbic War 04
Gorea devoured our people's life energy and grew powerful from it. Death
swept across our worlds, and we despaired.
[317] Alimbic War 05
We feared not only the extinction of our race, but the possibility that the
evil would sweep the galaxy, annihilating all in its path.
[310] Alimbic War 06
Gorea is a cancerous bloom that would wreak havoc across the universe.
[272] Alimbic War 07
We knew that if we did not stop Gorea, it would rampage across the galaxy,
devouring everything in its path.
[361] Alimbic War 08
We finally contained Gorea, but we paid a heavy price to do so. May our
sacrifice bring peace to the galaxy.
[302] Alimbic War 09
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.
[117] Alimbic War 10
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.
[316] Alimbic War 11
To contain Gorea, our people reduced themselves to pure telepathic energy
through the process of Essence Transference.
[312] Alimbic War 12
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.
[70] Battle Sarcophagus
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.
[44] Biodefense Chamber A
This room serves not only as a home to our most sacred treasure, but also as
a moral terminus for those who would trespass.
[73] Biodefense Chamber B
Those who dare trespass upon our sacred chambers may expect to pay dearly for
that which they would see.
[404] Combat Hall
We used this room for combat training of Alimbic military recruits. In this
room were forged some of our greatest heroes.
[214] Final Wish
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.
[256] Gorea 01
The horror shrieked its name: Gorea
[257] Gorea 02
Gorea is power beyond reckoning and evil unrelenting. The universe has not
known terror such as this.
[313] Gorea 03
At first we thought Gorea was a comet. It crashed upon our planet and emerged
as a vapor.
[311] Gorea 04
Gorea mimicked our cellular structure and replicated itself in solid form.
[271] Gorea 05
We have seen Gorea alter its atomic structure from a vapor to a solid. Our
scientists believe Gorea may also posses other Shape-Changing abilities.
[225] Gorea 06
Gorea is capable of changing its shape, and it uses a wide variety of lethal
weaponry.
[226] Gorea 07
Our defenses were useless against Gorea as it swept through our empire in an
orgy of annihilation.
[227] Gorea 08
Alimbic soldiers were powerless before Gorea's onslaught.
[228] Gorea 09
We deployed our deadliest weapons to defeat the beast. To our horror, every
weapon was somehow used against us by Gorea.
[59] History 01
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.
[252] History 02
We overcame our harsh genesis through intellect and resolve. The Alimbic mind
is bound by a will of iron.
[123] History 03
The peace of ancient Alimbic tribal culture was shattered by a deadly
extraterrestrial invasion. The survivors vowed never again to be caught
unprepared.
[124] History 04
We focused our resources on military science and quickly developed weapons
and defenses that surpassed the technology of our enemies.
[115] History 05
We were a peaceful people. But we defended our homeworld with a fierce
determination.
[116] History 06
To defend our territories from extraterrestrial attack, we deployed lethal
bioweaponry.
[114] History 07
Our protective exoskeletons enabled us to survive the environmental extremes
of the Alimbic homeworlds.
[121] History 08
Our enlarged forebrains facilitated enhanced cognitive function. It was our
ability to think quickly that saved us from early and violent extinction.
[173] History 09
For generations our superior military capability deterred all enemies. A
renewed sense of peace allowed us to return to our natural philosophical
pursuits.
[174] History 10
Through science and technology we increased our already formidable mental
skills. Significant advances were made in the areas of Telepathy,
Telekinesis, and Extradimensional Exploration.
[175] History 11
We continued to bolster our defense against possible future invasion. Our
military technology grew increasingly sophisticated and lethal.
[63] Interment Chamber
Alimbic warriors of valor are here laid to rest, that their spirits may
return to the planetary core.
[122] Octolith Safeguard
Beware our guardians. These deadly sentinels travel in packs and are
programmed to protect that which is dead to us.
[306] Oubliette 01
The monster cannot be defeated. As a last resort, we created the Seal Sphere
to cage the horror for all eternity.
[354] Oubliette 02
Eight Octoliths are required to power the Alimbic Cannon. Each Octolith
contains unique coordinates, frequencies, and codes necessary to operate the
cannon.
[355] Oubliette 03
The Alimbic Cannon creates a fissure between this dimension and the Infinity
Void that houses Gorea's prison, known as Oubliette.
[356] Oubliette 04
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.
[357] Oubliette 05
We have sent the Oubliette beyond this dimension to ensure that the galaxy
will never again suffer the horror that is Gorea.
[358] Oubliette 06
Gorea is alone in the Void. For the sake of all life, it must remain so.
[359] Oubliette 07
The Infinity Void is a vast parallel dimension of formless antimatter.
[120] Oubliette 08
Only the Alimbic Cannon can access the Infinity Void
[72] Science Sarcophagus
This tomb contains the remains of the Great Arctherus, whose discovery of
Neurogenesis marked an advent of the modern Alimbic era, a time of
unprecedented peace and prosperity.
[303] Seal Sphere 01
The fathomless power of the captive beast is the very engine of the Seal
Sphere.
[364] Seal Sphere 02
Gorea is immobilized within the Seal Sphere, just one of many precautions
taken to ensure its eternal captivity.
[352] Seal Sphere 03
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.
[353] Seal Sphere 04
The Seal Sphere is secure within the Oubliette, from which there is no
escape.
[451] Sealing Gorea 01
No weapon could defeat Gorea.
[452] Sealing Gorea 02
As the death toll rose, we crafted a plan. Rather than destroy Gorea, we
would contain it in an interdimensional prison.
[453] Sealing Gorea 03
We lured Gorea into our trap. The Seal Sphere was deployed and the creature
ensnared. With Gorea bound, we had to act quickly.
[454] Sealing Gorea 04
We transported Gorea to its prison, the Oubliette. Trapping Gorea was not
enough, however. Additional security measures were needed for so great a
threat.
[455] Sealing Gorea 05
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.
[41] Stronghold Void
This hidden room, accessible only be extraordinary means, houses our most
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.
========
Bioforms
========
[35] Alimbic Turret v1.0
A mounted gun equipped with infrared motion detection and DNA-identification
technology. This weapon will fire on any non-Alimbic creature within its
range.
[109] Alimbic Turret v1.4
This modified turret is capable of rapid-fire operation with little or no
overheating.
[318] Alimbic Turret v2.7
A late model Alimbic Turret with improved targeting capability.
[304] Arctic Spawn
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.
[164] Barbed War Wasp
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
region of Tallon IV.
[66] Blastcap
A large mushroom that explodes on contact, emitting noxious gas. Originating
on Tallon IV, its spores can survive without atmosphere and have propagated
throughout the galaxy on solar winds.
[166] Blue Barbed War Wasp
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.
[125] Crash Pillar
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.
[43] Cretaphid v1
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.
[132] Cretaphid v2
This modified version of the Cretaphid cybernetic defense mechanism features
bursts of heat-seeking plasma. A key component of Alimbic military defense
technology, designed to safeguard the Alimbic's most sacred objects.
[279] Cretaphid v3
Combining the features of its predecessors, this version of the cybernetic
Cretaphid tower features both precision chemical lasers and bursts of head-
seeking plasma. A central component of Alimbic military defense technology,
designed to safeguard the Alimbic's most sacred objects.
[319] Cretaphid v4
The apex of the Cretaphid line of cybernetic defenses, this ultimate model
deploys lethal lasers and homing plasma from a mobile tower whose very casing
is an offensive weapon. A key component of Alimbic military defense
technology, it was designed to succeed where all others fail.
[69] Dialanche
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.
[218] Electro Voldrum
This version of the Voldrum has a weaker hull than the standard model,
rendering it vulnerable to rapid-fire weaponry.
[75] Energy Blaster
Turrets on the walls of the chamber fire blasts of plasma generated by the
Slench.
[262] Fire Spawn
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.
[153] Geemer
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.
[456] Gorea
Superficial scan indicates Gorea's body is impervious to attack.
[460] Gorea
Sensors unable to locate the upper-arm vulnerability present in Gorea's prior
form.
[461] Gorea 2
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 remaining energy
from it.
[457] Gorea Arm
Analysis indicates the presence of fragile biomorphic neurons in Gorea's
shoulders, periodically vulnerable to specific energy types.
[459] Gorea Seal Sphere
Harmonic analysis of the central sphere suggests that it is susceptible to
direct attack.
[229] Greater Ithrak
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.
[46] Guardian
Specifically designed to guard the Alimbic Order, these automatons are now
programmed to serve in its absence. These intelligent androids often travel
in packs, attacking with energy projectiles produced by three small fusion
generators located in the cranium.
[78] Halfturret
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.
[274] Ice Voldrum
A late advance in Voldrum technology featuring freezing projectiles. Its
pulse-tube cryocoolers are extremely susceptible to high temperature impact.
[32] Kanden
A disruptive electromagnetic field appears to surround the hunter Kanden.
Analysis suggests 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.
[24] Lesser Ithrak
This nocturnal creature clings to the ceiling and is exceptionally fierce
when disturbed.
[129] Lockjaw
Sylux's alternative 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 rip wires.
[266] Magma Voldrum
Another modification of Voldrum technology. Its high operating temperature
causes reduced defensive capability against subzero weaponry.
[157] Noxus
Analysis indicates that the skin of this hunter has extraordinary insulating
properties. Noxus's weapon is the Judicator, capable of a charge shot that
can freeze an opponent in its tracks.
[14] Petrasyl
Harmless from a distance, this airborne creature secretes a corrosive toxin
that can burn through all but the toughest materials on contact.
[10] Psycho Bit v1.0
A levitating spherical sentry droid equipped with 360-degree sensors and a
low-level teleportation device. The basic silver model fire an energy blast,
whereas the advanced green model features a Heavy-Duty gun powered by a
nanoscale nuclear reactor.
[207] Psycho Bit v2.0
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.
[259] Psycho Bit v3.0
Similar in design to earlier models, this version fires Superheated Magma at
its target.
[118] Psycho Bit v4.0
Cryogenic nanite technology enables this advanced sentry droid to freeze its
prey with Supercooled Plasma.
[224] Quadtroid
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.
[254] Red Barbed War Wasp
One of the most aggressive varieties of wasp, the Red Barbed War Wasp uses
body heat to generate an igneous projectile.
[155] Shriekbat
A winged creature that explodes on contact to defend 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.
[74] Slench 1a
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 torpedo and the
deuterium laser.
[76] Slench 1b
When aggravated, the Slench detaches from the wall to commence a hovering
attack. Analysis indicates its shield is inoperable during this levitation.
[176] Slench 2a
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 neutralized with the Arm Cannon.
[177] Slench 2b
When aggravated, the Slench detaches from the wall to fire bursts of
superheated magma while hovering. Analysis indicates its shield is
inoperable during levitation.
[231] Slench 3a
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 vulnerable to Heavy-Duty weaponry.
[232] Slench 3b
Analysis indicates that although the shield is down, the improved exoskeleton
on this model may allow it to charge at its prey.
[367] Slench 4a
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.
[368] Slench 4b
Analysis indicates its shield is down while hovering, but the Slench may be
impregnable while rolling. Evasive action is advised.
[68] Spire
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.
[33] Stinglarva
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.
[128] Sylux
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.
[178] Trace
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. It weapon of choice, the Imperialist, is a long-range quantum
cascade laser with precision targeting.
[179] Triskelion
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 invisible while immobile.
[458] Trocra
These crystallized colonies of cyanobacteria are highly unstable, and will
detonate when they contact a solid surface. Avoid contact.
[158] Vhoscythe
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.
[67] Voldrum
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.
[61] War Wasp
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.
[77] Weavel
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.
[58] Zoomer
Best known for breeding rapidly and carrying diseases, Zoomers are
responsible for the spread of flesh-eating bacteria on Zebes, resulting in
the extinction of many native species.
=======
Objects
=======
[20] Alimbic Artifacts
Artifacts are encoded with program data unique to the Stronghold Portal.
Three Artifacts are necessary to activate the portal.
[154] Alimbic Crest
Each of these ornate crests celebrates the accomplishments of a major Alimbic
tribe.
[156] Alimbic Emblem
This emblem commemorates fallen Alimbic heroes.
[258] Alimbic Garden
Scan indicates fossilized remains of Alimbic plant life.
[169] Alimbic Insignia
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.
[28] Alimbic Joist
The design of this joist suggests highly evolved conceptual architecture.
[12] Alimbic Panel
Alpha waves emanate from this architectural structure. It appears designed to
calm the senses and to create an environment ideal for meditation.
[71] Alimbic Scripture
This language cannot be translated.
[51] Alinos
The once-beautiful planet of Alinos, home to the Alimbic Elders, has fallen
into disrepair since the explosion of the planet's core.
[167] Ammolite Shards
Naturally occurring minerals with phosphorescent properties.
[31] Anthropological Hub
Access denied. Alimbic anthropological data bank severely damaged.
[151] Arcterra
The outermost planet in the Alimbic Cluster, Arcterra is an inhospitable
wasteland noteworthy for a honeycomb of tunnels and caves within its frozen
interior.
[21] Artifact Shield
A security device that protects the Artifacts. This device can be unlocked
with the proper key.
[34] Attameter Artifact
The Attameter Artifact contains schematics for atomic mapping, allowing a
portal to disassemble the molecular structure of anything within the
teleportation matrix.
[276] Backup Processor
Deconstructed for maintenance, apparently incomplete.
[39] Binary Subscripture
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.
[402] Blast Shield
Used for projectile weapons training.
[23] Cartograph Artifact
The Cartograph Artifact is encoded with the spatial coordinates of a hidden
chamber.
[2] Celestial Archives
This space station, in orbit directly above Alinos, is the primary repository
of the combined knowledge of Alimbic scholars, scientists, and historians.
[267] Ceremonial Charms
Alimbic ornaments designed to enhance harmony.
[107] Clone Engine
Severe deterioration of microcircuitry detected. System nonfunctional.
[26] Cooling Fans
High-speed fans cool the synergy reactor. There are signs of severe
deterioration.
[362] Cooling Vent
Nitrogen pumps establish and maintain a subzero atmosphere throughout the
Vesper Defense Outpost.
[111] Cortex Chamber
Controls the entire neural ensemble by processing input from the thalamic
coil
[263] Council Chamber
Assembly hall for Alimbic Elders. Extreme structural damage evident.
[366] Cryogenic Storage
Weapon storage contains. Maintained at subzero temperatures for stability and
to prevent overheating of fusion-powered weaponry.
[160] Damaged Bridge
Structure has been severely compromised by impact. Decay indicates the damage
occurred several hundred solar cycles ago.
[131] Delano 7
Sylux's delta-class strike fighter is believed to be a stolen federation
prototype. Due to an unresolved design flaw, the autocannon can be
temporarily disabled by several direct hits to the ship's hull.
[208] Docking Bay L1
Receiving port for Alimbic heavy-cargo starfreighters.
[209] Docking Bay L2
Receiving port for Alimbic medium-range transports.
[210] Docking Bay L3
Receiving port for Alimbic passenger carriers.
[57] Exposed Rebar
Structural integrity of load-bearing walls has been compromised by forcible
impact.
[62] Flow Regulator
This station controls the flow of lava tributaries.
[108] Frozen Fuel Line
Pipes show signs of structural failure.
[103] Fuel Rod
Powers nearby bioweaponry chambers.
[130] Gestation Tanks
Reinforced tanks used to grow nanites for Morphing Ammunition and Missiles.
[260] Glyph Pattern
Contains unknown characters. Untranslatable.
[223] Gravity Stabilizer
Scan registers severe damage.
[172] Heating System
Thermal tube designed to maintain room temperature. Currently disabled. Scan
indicates interior is frozen solid.
[170] Ice Bridge
A frozen block carved into an overhead catwalk. A structure capable of
holding considerable weight.
[219] Incubation Tank A
Nanobot incubation tank. Operating at full capacity.
[221] Incubation Tank B
Nanobot incubation tank. Operating at 67% capacity.
[105] Lab Equipment
Used to grow bioweaponry. Systems inoperative.
[277] Lava Processor 01
Utilizes orogenic activity for treatment and processing of igneous material.
[278] Lava Processor 02
Operating at minimum capacity.
[37] Lift Controls
Control panel for anti-gravity lifts. System offline.
[201] Literary Hub
Access denied. Alimbic literary data bank severly damaged.
[52] Magma Station
Sensors operating at 79%. Lava levels stable.
[65] Magma Vent
Relieves pressure buildup from the unstable planetary core.
[202] Medical Hub
Access denied. Alimbic medical data bank severely damaged.
[363] Methane Pipeline
Liquid methane fuel delivery system.
[106] Mixing Tanks
Used to synthesize poisonous gases. Trace amount of toxic materials detected.
[13] Navigational Chart
Holographic directory of the Tetra Galaxy.
[45] Octolith
Carbon analysis indicates Octoliths are Alimbic in origin.
[206] Photon Stabilizer
Bridge secured by beam of tripolarized photons.
[30] Political Hub
Access denied. Alimbic political data bank severely damaged.
[6] Port Helm
"The Secret To Ultimate Power Lies In The Alimbic Cluster." Author and origin
unknown.
[19] Science Hub
Access denied. Alimbic scientific data bank severly damaged.
[222] Shield Generator
Force shield compromised.
[22] Shield Key
When retrieved, this dynamic piece of technology will deactivate the Artifact
Shield in this area.
[360] Silo Levitator
Repository for heavy interplanetary warheads, held in place by a continual
updraft from a high-pressure wind tunnel.
[403] Sniper Shield
Used for precision projectile training.
[104] Spore Farm
A controlled environment used to grow toxic spores. The spores have expired.
[7] Starboard Helm
"The Secret To Ultimate Power Lies In The Alimbic Cluster." Binary
irregularities indicate the message was broadcast telepathically.
[40] Stronghold Portal
Three Artifacts are necessary to restore functionality.
[268] Structural Debris
Severe architectural damage. Evidence of unidentifiable interstellar matter,
a result of an extraterrestrial collision.
[8] Synergy Drive
This device maintains the orbit and rotation of the space station. Operation
appears normal.
[5] Synergy Processor
Works in tandem with the synergy drive to make subtle changes in the
station's orbit and rotation.
[16] Synergy Strut
Reinforcement pillar for synergy drive.
[29] Tetra Galaxy
This area was once under Alimbic control. Ruins detected on various planets
indicate a vast civilization.
[17] Tetra Trade Map
Schematic of Alimbic interstellar shipping routes.
[251] Thermal Regulator
Transduces volcanic heat into useable energy.
[101] VDO
Vesper Defense Outpost is situated on the outer edge of Alimbic territory.
Serving as a refueling station and munitions dump, 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 sides of the
structure.
[261] Wall Scroll
This language cannot be translated.
[171] Witherite Shards
Naturally occurring minerals with phosphorescent properties.
=========
Equipment
=========
Note: For all of the items in this area (excluding the Hunter Gunship), when
you collect the item it will be added to your logbook whether you scan it or
not. So, if you collect the Judicator without scanning it, then it will still
be in your logbook. I have nonetheless added numbers for most of these
powerups, just so you can locate the first spot where you can scan them.
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 weapon icons at the top of the touch screen.
[112] 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 bursts.
[230] Energy Tank
Increases the Power Suit's maximum energy storage capacity by 100 units.
[1] Hunter Gunship
Hunter-Class Gunship registered to Samus Aran. Return to this ship to save
your progress and to recover your energy.
[305] Imperialist
Equipped with a Zoom function ideal for Precision targeting, the Imperialist
fires a thin and lethal laser beam with high accuracy over long distances.
[168] 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's Power Suit. To jump, double-tap the touch screen
or press the Jump button. These boots can also be used to jump in midair.
[60] 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.
[113] Large UA Pack
Replenishes 25 Rounds of Universal Ammo. Morphing UA contains munitions
nanotechnology engineered for instant adaptation to almost any weapon.
Altering caliber and composition at the molecular level to match the
ballistic specifications of the host weapon.
[264] Magmaul
The Magmaul, powered by a hyperstatic hydrogen core, fire cohesive
projectiles of Superheated Magma.
[25] Medium Energy
Replenishes 60 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.
[55] Missile Expansion
Increase 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 the 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 possible by triggering Bombs with proper timing.
[462] 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 ammo, 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 it is activated,
press and hold the fire button to scan an object. Scroll data by tapping the
left and right arrow. Tap the Scan Visor button again to deactivate.
[220] Shock Coil
The Shock Coil is a prototype federation weapon that emits a concentrated
beam of high-density Neutrinos within a set radius.
[11] Small Energy
Replenishes 30 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.
[15] 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 instant adaptation to almost any weapon.
Altering caliber and composition at the molecular level to match the
ballistic specifications of the host weapon.
Thermal Positioner
Samus's 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.
[119] UA Expansion
Increases the Universal Ammo capacity by 30 Units.
[203] Volt Driver
The Volt Driver draws energy from the planetary electromagnetic field and
converts it into multi-terawatt bursts of High Voltage.
Missing a UA Expansion, Missile Expansion, or Energy Tank? Well, here is the
place you can go to find them. All of the items for your weapons and health
arsenal are here, along with a short description of how to obtain them. If
you need more than a short description, however, use Control + F to bring up
the search box and then type in the () and the numbers inside it that
correspond with the item you are looking for. Then, select Find to locate it.
============
Energy Tanks
============
(e1) Energy Tank 1
Celestial Archives: Data Shrine 01
</pre><pre id="faqspan-7">
Underneath one of the small tunnels in the curved corridors, you will be able
to reach the Energy Tank if you are in Morph Ball form.
(e2) Energy Tank 2
Alinos: Echo Hall
Inside the Morph Ball labyrinth where you obtained the first Shield Key of
the planet, there is one dead-end that holds the Energy Tank.
(e3) Energy Tank 3
Arcterra: Sic Transit
In the place where you fought Noxus and Trace, a corridor encompasses the
open portion of that area. One part of the corridor has a door leading to a
small room where the Shield Key was. Further in that room are metal bars that
you can roll under if you are the Morph Ball. Roll inside and use power bombs
to jump up to the Energy Tank.
(e4) Energy Tank 4
Arcterra: Frost Labyrinth
The upper right corner of the entire ice labyrinth holds an Energy Tank.
(e5) Energy Tank 5
Celestial Archives Visit 2: New Arrival Registration
The third and final tall, cylinder shaped area before the Stronghold Portal
has a base comprised of several disjointed ledges, with the middle being
nothingness. On one of the ledges, you will discover the fifth Energy Tank.
(e6) Energy Tank 6
Alinos Visit 2: Council Chamber
One of the passageways in the room once inhabited by the Fire Spawn is
guarded by an Orange Force Field. Once it has been eliminated by the Magmaul,
travel through the straight passageway until you reach a dead end. An Energy
Tank is there.
(e7) Energy Tank 7
Oubliette
After you go up the elevator and through the portal, you will come to a small
room with a door. Through that door and to the right, you will notice a Morph
Ball tunnel. Go through until you reach the ledge at the end of it, and then
jump onto the platform to the right. It has a portal on it that will take you
to a small room with an Energy Tank.
When you have all of the Missile Expansions, you should be able to carry 95
missiles.
(m1) Missile Expansion 1
Celestial Archives: Data Shrine 02
Beyond the Alimbic Joist scan in one of the curved hallways, you will reach
what seems to be a dead end. If you switch to the Morph Ball, you will find
that you can travel through a small tunnel at that dead end which leads to
yet another dead end. However, at this dead end you will find a Missile
Expansion.
(m2) Missile Expansion 2
Alinos: Alinos Gateway
Starting from the place where your ship landed, run straight until you reach
the door. Instead of going in the door, turn to the left and go along the
wall. You will find several boxes leading to an indentation in the wall; this
is where the second Missile Expansion is located.
(m3) Missile Expansion 3
Alinos: High Ground
After you fight Spire for the first time inside the small room where you earn
a Shield Key, he will head outside and start firing at you from a small
structure. Go to the place where he was shooting your from, and a Missile
Expansion will be yours.
(m4) Missile Expansion 4
Vesper Defense Outpost: Cortex CPU
Go to the area where you must use the Morph Ball to enter a side-scrolling
maze. Above one of the ledges in that side-scrolling maze you will find a
Missile Expansion. To get to it, use the power bomb double jump.
(m5) Missile Expansion 5
Arcterra: Ice Hive
Next to the first portal, there are two narrow tunnels. Go down the one
infested with dozens of dangerous plants. Partway through you will notice a
small white light on the left side of the tunnel; you can roll through it if
you are the Morph Ball. Carefully go through the light and stay on the ledge
until you reach the Missile Expansion.
On the walkway in the Docking Bay that four moving platforms connect to, take
the one directly to the right. Go through the portal that it leads it. In the
room that you enter, travel through the portal that is at the far left side
of the room. It leads to a walkway at the top of an Incubation Vault, and the
Missile Expansion is in plain sight on that walkway.
Head up the ramp in Alinos Perch until you reach the flat area where Voldrums
attack you. Continue to the wall until you come to an orange light that you
can go through. Turn to the left once you are past the orangish light, and
you will reach a dead end with the Missile Expansion.
The circular room beyond the Drip Moat had a maze of force fields when you
first entered it, and when you backtracked through that same room the force
fields disappeared and a horde of Guardians attacked you. Go down the lift
that is in the center of that circular room, and you will reach an
underground tunnel. Walk straight through the tunnel and at the end of it you
will find a Missile Expansion.
About halfway up the wind tunnel that experienced an Energy Overflow the
first time you came to it, you will find an area that is white in color. Two
paths spiral downward in that area, so travel downward until you reach the
end of one of the paths. You should find a Missile Expansion; if you do not,
go onto the other path that spiraled downward.
=============
UA Expansions
=============
Once you have collected all twelve UA Expansions, your Universal Ammo
capacity will be 400.
(UA1) UA Expansion 1
Vesper Defense Outpost: Compression Chamber
When the force fields in the area have all been deactivated, drop to the
lower part of the Compression Chamber and roll inside the small box in the
center of one of the rooms. Inside you will find a UA Expansion.
(UA2) UA Expansion 2
Arcterra: Ice Hive
On the ice bridge, you will see a Purple Force Field to your right. Use the
Judicator to eliminate the force field, and then jump through the entryway it
was protecting. A UA Expansion rests just inside.
(UA3) UA Expansion 3
Arcterra: Ice Hive
After you have obtained the Judicator, you may travel back to the area with
the Vault Door where you battled the War Wasps. In that room you will
encounter a Purple Force Field, behind which a UA Expansion lies.
(UA4) UA Expansion 4
Celestial Archives Visit 2: Celestial Gateway
Underneath the landing pad where your ship is, you will see a Green Force
Field. Go under the landing pad using your Morph Ball form, and the switch to
biped form so that you can destroy the force field using the Battlehammer.
The area that opens up has a UA Expansion inside.
(UA5) UA Expansion 5
Celestial Archives Visit 2: Data Shrine 02
In the room where you acquire the Volt Driver (you need the Battlehammer to
open the Green Blast Shields protecting it if you haven't already done so),
you will find the fifth UA Expansion sitting on top of the platform in the
center of the room.
(UA6) UA Expansion 6
Celestial Archives Visit 2: Transfer Lock
Upon entering the Transfer Lock via the portal, drop down from the walkway
with the portal to the lowest part of a small room. Off to one side of the
room is the UA Expansion.
(UA7) UA Expansion 7
Celestial Archives Visit 2: Docking Bay
Stand on the edge of the main walkway in the Docking Bay, which is the place
where you gained the first Artifact on your second visit. Take the moving
platform that is to the front right, and it will take you to a platform where
a UA Expansion is.
(UA8) UA Expansion 8
Alinos Visit 2: Magma Drop
Inside one of the tunnels that is underneath the open area where you
originally fought Spire, you will find a small Purple Force Field near the
ground. Destroy it with the Judicator, and you will find health. Instead of
merely collecting the health, though, switch to Morph Ball form and roll
towards the lava. It leads to an area that you must go through to find the
eight UA Expansion.
(UA9) UA Expansion 9
Alinos Visit 2: Processor Core
The room that holds the Stronghold Portal also holds a UA Expansion. Use the
jump pads to get on top of the processors, and on one of the ledges near the
top of the room you will find what you are looking for.
(UA10) UA Expansion 10
Arcterra Visit 2: Santorus
Sanctorus is the area beyond the door protected by the Red Blast Shield at
the end of the Morph Ball ice labyrinth. Once you enter Sanctorus, do not go
straight and drop down. Head down the left corridor, and you will find this
UA Expansion.
(UA11) UA Expansion 11
Arcterra Visit 2: Drip Moat
Instead of walking onto the platform that will carry you safely across the
winding corridor known as the Drip Moat, jump over it and fall all the way
down to the sludge. Just underneath where you jump from, you will find a
solid structure with a jump pad at the top of it. Use the jump pad to bounce
into the air back towards where you jumped down from. On your way up, you
should notice a UA Expansion.
After you complete the first timed challenge to obtain the first Shield Key,
you will be on a small ledge. To the right, you can jump onto another small
ledge and from there you can jump onto the back of the object hanging from
the ceiling. It has a UA Expansion on it.
*=*=*=*=*=**=*=*=*
9. Special Thanks
*=*=*=*=*=**=*=*=*
Turkish Monky: For letting me borrow his DS for a week so that I could write
this guide; my DS has dysfunctional L and R buttons.
Turk Daddy: For selling Turkish Monky his DS so that he could later loan it
to me so that I could play and write about Metroid Prime Hunters.
Nintendo: For making such an awesome game.
All My Readers: Without you, this project would have been pointless. Thanks
for reading!