=============================================================================== SIC ITUR AD ASTRA - SUCH IS THE PATH TO THE STARS NINTENDO DS =============================================================================== __ __ ____ ____ ____ _____ ____ ____ ____ ____ ____ __ __ ____ ( \/ )( ___)(_ _)( _ \( _ )(_ _)( _ \ ( _ \( _ \(_ _)( \/ )( ___) ) ( )__) )( ) / )(_)( _)(_ )(_) ) )___/ ) / _)(_ ) ( )__) (_/\/\_)(____) (__) (_)\_)(_____)(____)(____/ (__) (_)\_)(____)(_/\/\_)(____) _ _ __ __ _ _ ____ ____ ____ ___ ( )_( )( )( )( \( )(_ _)( ___)( _ \/ __) ) _ ( )(__)( ) ( )( )__) ) /\__ \ (_) (_)(______)(_)\_) (__) (____)(_)\_)(___/ =============================================================================== BY MIKE PENANCE SAMUS ARAN: CHARACTER GUIDE & FAQ - FINAL VERSION =============================================================================== May 10, 2006 (last update: 12:21 16/12/2007 - 29,738 Words - 77 Pages) E-Mail: mikepenance@yahoo.co.uk (or look for me in the GFAQ's forum) =============================================================================== WARNING: This document is only authorised to appear on the following websites:- SuperCheats.com, GameFAQS.com, Neoseeker.com, and HonestGamers.com. If this document is posted on an unlisted website – please let me know, so I can dispense my own brand of over-stylised justice (clue: it involves angry ferrets and their pants). =============================================================================== +NEW+ - This little code before or after a section name denotes newness. +UPD+ - Almost exactly like the above except it denotes an update. +REV+ - This means that part or all of the section has been revised - this could mean extra info on a weapon or vital changes to a walkthrough. =============================================================================== “The Way of the warrior is death. This means choosing death whenever there is a choice between life and death. It means nothing more than this. It means to see things through, being resolved” — Yamamoto Tsunenori, Ha Gakure =============================================================================== [UPDATE] Every section has been revised and retyped to a standard that I am now happy with, I just couldn't be bothered to add the little +REV+ to each and every section in the table of contents. =============================================================================== Table of Contents [MP.00.00] =============================================================================== 1. Introduction .....................................................[MP.01.00] - A Word From Mike .........................................[MP.01.01] - Who is Samus Aran? .......................................[MP.01.02] 2. Controls .........................................................[MP.02.00] 3. Special Abilities ................................................[MP.03.00] 4. Weapons; Causality in Effect .....................................[MP.04.00] - Power Beam ...............................................[MP.04.01] - Missiles .................................................[MP.04.02] - Morphball Bombs ..........................................[MP.04.03] - Battlehammer .............................................[MP.04.04] - Imperialist ..............................................[MP.04.05] - Judicator ................................................[MP.04.06] - Magmaul ..................................................[MP.04.07] - Shock Coil ...............................................[MP.04.08] - Volt Driver ..............................................[MP.04.09] - The Omega Cannon .........................................[MP.04.10] - Weapon Location Table ....................................[MP.04.11] 5. Strategies & Tactics .............................................[MP.05.00] - Basic Strategies .........................................[MP.05.01] - Versus Character Strategies ..............................[MP.05.02] - Vs. Kanden ..........................................[MP.05.03] - Vs. Noxus ...........................................[MP.05.04] - Vs. Spire ...........................................[MP.05.05] - Vs. Sylux ...........................................[MP.05.06] - Vs. Trace ...........................................[MP.05.07] - Vs. Weavel ..........................................[MP.05.08] - Vs. Samus ...........................................[MP.05.09] 6. Arenas ...........................................................[MP.06.00] - Combat Hall ..............................................[MP.06.01] - Data Shrine ..............................................[MP.06.02] - Processor Core ...........................................[MP.06.03] - High Ground ..............................................[MP.06.04] - Ice Hive .................................................[MP.06.05] - Alinos Perch .............................................[MP.06.06] - Sic Transit ..............................................[MP.06.07] - Transfer Lock ............................................[MP.06.08] - Sanctorus ................................................[MP.06.09] - Compression Chamber ......................................[MP.06.10] - Incubation Vault .........................................[MP.06.11] - Subterranean .............................................[MP.06.12] - Outer Reach ..............................................[MP.06.13] - Harvester ................................................[MP.06.14] - Weapons Complex ..........................................[MP.06.15] - Council Chamber ..........................................[MP.06.16] - Elder Passage ............................................[MP.06.17] - Fuel Stack ...............................................[MP.06.18] - Fault Line ...............................................[MP.06.19] - Stasis Bunker ............................................[MP.06.20] - Head Shot ................................................[MP.06.21] - Celestial Gateway ........................................[MP.06.22] - Alinos Gateway ...........................................[MP.06.23] - VDO Gateway ..............................................[MP.06.24] - Arcterra Gateway .........................................[MP.06.25] - Oubliette ................................................[MP.06.26] 7. F.A.Q's ..........................................................[MP.07.00] 8. The Happy Lawyer Department ......................................[MP.08.00] 9. Credits & Outro ..................................................[MP.09.00] =============================================================================== 1. Introduction [MP.01.00] =============================================================================== I wrote this guide for many reasons - okay, two reasons. One, I'm an attention seeker and... okay, one reason. Well, it's here now; we should at least try and show people that just because there are some new shiny-pants Bounty Hunters on the scene, Samus is still the best of the bunch (with the largest shoulder -pads in the universe, fact). So, ladies and gentlemen, it's time to stand up and fight for your right to bounty (*sigh* the Beastie Boys probably won’t forgive me for that... maybe if I stopped stealing their garage). Well, anyway, just enjoy what I’ve done and contribute if you can. ------------------------------------------------------------------------------- - A Word from Mike [MP.01.01] ------------------------------------------------------------------------------- I swear, this guide has been the little Yellow Cat that keeps coming back. Of this very moment, I am finally done with the hard work. I will still update this guide as and when it's necessary and all that good jazz, but apart the usual, I’m done with Hunters (besides, Samus won't return my calls). - FRIEND CODES: By posting these Friend Codes, I hereby open myself up to -- spammers, loudmouth Americans, cheaters, morons, and I suppose -- to everyone else in-between (I honestly don't play Hunters any more, so I don't think I'd like to go trading codes for that). o---------------------------------------------------------------------o | EMAIL: mikepenance@yahoo.co.uk | MSN: mikepenance@hotmail.co.uk | |---------------------------------------------------------------------| | HUNTERS | M. KART | ANIMALS | STARFOX | CV. POR | DK RACE | YGO! 07 | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 3-5-6-5 | 0-9-8-8 | 4-3-8-1 | 7-6-0-1 | 4-8-5-4 | 1-1-1-7 | 4-7-6-8 | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 6-5-7-7 | 6-8-8-0 | 7-0-2-3 | 1-5-9-3 | 2-5-9-7 | 6-6-8-1 | 4-0-5-3 | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 6-8-9-3 | 3-5-8-2 | 3-0-3-7 | 9-8-2-1 | 5-5-8-6 | 6-6-7-9 | 3-3-2-1 | |---------o---------o---------o---------o---------o---------o---------| | FF. III | PKMNDIA | UMK.III | | | | | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 1-0-7-4 | 4-8-1-1 | 2-0-1-9 | | | | | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 7-5-4-7 | 4-2-7-3 | 8-1-9-0 | | | | | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | 5-7-7-7 | 8-5-4-4 | 9-1-4-8 | | | | | |---------o---------o---------o---------o---------o---------o---------| | | | | | | | + Wii + | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | | | | | | | 8-1-1-4 | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | | | | | | | 2-8-6-6 | | ------- | ------- | ------- | ------- | ------- | ------- | ------- | | | | | | | | 0-6-9-2 | |-----------------------------------------------------------| ------- | | MY SITE: http://www.freewebs.com/lah-di-dah | 9-8-7-8 | o---------------------------------------------------------------------o For my sins, I’m still running the instant messenger support (MSN) for anyone and everyone who needs more help than this guide can muster (yeah, like I’d ever run out of muster). Use the following email address for INSTANT MESSAGING ONLY -- mikepenance@hotmail.co.uk -- any email that gets sent to this address WILL NOT BE REPLIED TO. YOUR HUMBLE NARRATOR, MIKE. ------------------------------------------------------------------------------- - Who is Samus Aran? [MP.01.02] ------------------------------------------------------------------------------- As a child, Samus witnessed the annihilation of her entire space colony, in a pirate raid that left her both orphaned and homeless (bummer). In a fortunate turn of events, Samus was adopted by a benevolent (now unbelievably dead) race known as the “Chozo.” Infusing Samus with their blood and sharing their incredible technology with her (how to make the perfect piece of toast), she went on to become the Bounty Hunter that we know her as today *sniff*. That's the very short version; the long version drones on about (er, explains in an interesting fashion) Metroids, big brains in bell-jars, and X-Parasites (then there's Phazon). The long version gives me a headache (I know because I’ve seen it), so this is all ya getting. =============================================================================== 2. Controls [MP.02.00] =============================================================================== We are controlling transmission! Well, I am, really. Until recently, I never realised that people found it so awkward to choose a control setup that suits them. I’m doing this for the good of my adoring public (of which there are two, and it has been brought to my attention that dogs don’t count). So feel free to make me king or erect a monument or something (personally, I’d just take the money). ------------------------------------------------------------------------------- - Stylus Mode Right/Left [ ] ------------------------------------------------------------------------------- D-Pad: Up is forward, down is backwards, and left and right are used to strafe in their respective directions. In Mode Left, the D-Pad isn't used for anything. X: [MR] N/A. [ML] Moves forward. B: [MR] N/A. [ML] Moves backwards. Y: [MR] N/A. [ML] Strafes left. A: [MR] N/A. [ML] Strafes right. L: [MR] Fire. [ML] Zoom/Boost. R: [MR] Zoom/Boost. [ML] Fire. Start: Call-up the mid-game score screen (shows points, Hunters, and stars). - NOTES: In both modes, a double-tap of the touch screen will make Samus jump (can be done in mid-air if you haven't already jumped). In Mode Left, the display icons on the touch screen are reversed (i.e. switched from left to right). Speaking of the touch screen, the sensitivity ranges between 1 and 15 – the closer you get to the higher/lower end of the scale, the harder it is to control Samus (the lower the number, the slower the movement). The default setting is 7, I wouldn't recommend going more than 2 either way for the best results – alternatively, hold the stylus further away from the tip to allow for quicker movement. With that considered, you may just want to nab yourself a longer stylus (you usually get quite a good one with storage cases). ------------------------------------------------------------------------------- - Dual Mode Right/Left [ ] ------------------------------------------------------------------------------- D-Pad: Up is forward, down is backwards, and left and right are used to strafe in their respective directions. In Mode Left, the mapping is switched to the opposite side of the DS. X: [MR] Move the vertical axis up. [ML] Move forward. B: [MR] Move the vertical axis down. [ML] Move backwards. Y: [MR] Move the horizontal axis left. [ML] Strafe left. A: [MR] Move the horizontal axis [ML] Strafe right. L: [MR] Fire. [ML] Jump. R: [MR] Jump [ML] Fire. Start: Call-up the mid-game score screen (shows points, Hunters, and stars). - NOTES: When good control schemes go bad. The whole point of Dual Mode is that it's supposed to do away with the stylus control altogether (yes, you can emulate the PSP control system). The problems is that the buttons can't give the same level of accuracy that the touch screen can, and that the touch screen still needs to be used for weapon selection and changing into alt. form (which necessitates the removal of one hand from a vital set of buttons). =============================================================================== 3. Special Abilities [MP.03.00] =============================================================================== Samus may seem bland in comparison to the other Hunters and their unique talents (half-alien, half-machinegun – you can't really beat that in the “look what I can do” stakes), she still has a couple of tricks under those massive shoulder-pads. ------------------------------------------------------------------------------- - Morphball [ ] ------------------------------------------------------------------------------- Samus’ alt. form is the tried and tested Morphball (est. 1986); it's a quick and highly manoeuvrable way to traverse arenas or launch attacks. The Morphball has a zero-degree turning circle, meaning that Samus can instantly change direction in a blink of an eye (imagine trying to do that at the speed Samus can with any other alt. form). Exploit this very basic fact to launch surprise attacks or just outmanoeuvre foes. A quick tap of the fire button and Samus will drop a Morphball Bomb (M. Bomb, if ya like) right next to her (up to three at any one time) – this little device can deal fair amounts of damage to an unsuspecting opponent in a short space of time. Besides being able to deal death and destruction at a whim, Samus can use her M. Bombs to lift herself into the air. Her bombs make her jump, I’ll call this move... the “Super Explosive Leap of Ilpalazzo” – failing that, ”Bomb Jump” will do. By using the Bomb Jump, Samus can navigate rough areas without having to leave the safety of the Morphball. If the Bomb Jump isn’t your cup of tea, you can try the 'Bomb Leap.' The Bomb Leap is a technique that sees you gaining extra height (comparable to a Double Bomb Jump, combined with a Triple Bomb Jump, you can reach ridiculous heights). Lay a bomb like normal; now, timing is crucial, just after the bomb explodes, you need to switch back to biped. If you time it right, you will be able to jump to gain further height (too early and the bomb won’t carry you into the air, too late and you won’t be able to add the jump). This little technique doesn’t just make you look cool (and it does), it can be a lifesaver. On maps with lunar gravity, a Bomb Jump will launch Samus up to a ridiculous height. Once you’ve reached the maximum height, you can literally hover indefinitely by dropping more bombs (with a lot of practice, you’ll be able to fly using bombs to create a path to roll on). Most of the other Hunters can’t launch themselves into the air like Samus can (this means you can escape perfectly and attack with near impunity). While in ball-form, not only is Samus content to drop bombs by the catalogue load – a tap of the touch screen or the R button will see Samus boost like crazy. Not only does it look cool, it also makes the Morphball the fastest alt. form around (chores like grabbing power-ups are made less... chore-like). Another rather well-known technique is to use the Boost-Ball to turn Samus into a battering ram; admittedly, it's not that powerful but you can hit multiple times in the space of only a few seconds. I feel that I probably won’t need to mention this to some Samus players out there, but I have heard it said that some people feel that they can’t control the Morphball well enough or get enough speed from the boost. When using the Boost-Ball, the most obvious thing to do is touch the control pad to aid steering -- don’t -- because doing so only slows you down and makes the turning less responsive (thus, making you an easy target). Once you master using only the touch screen to move the Morphball (using sharp, erratic movements work best, try not to drag the stylus too long) - practice chaining more hits together until you can kill someone with the Boost-Ball in one fluent attack). If you get it right, you’re looking at about 3.5 seconds to get someone down from just over 100 energy (if you use M. Bombs as well). ------------------------------------------------------------------------------- - Seeker Missiles [ ] ------------------------------------------------------------------------------- A Seeker Missile can be fired when Samus has two or more regular Missiles in stock, by charging a Missile, you’ll activate the homing function. Seeker Missiles are incredibly fast and hard to avoid (even in open areas), they also target unseen enemies. However, a charged Missile emits a beeping noise that can often give away your location to would-be assassins. =============================================================================== 4. Weapons; Causality in Effect [MP.04.00] =============================================================================== Weapons... farfetched weapons, hurray! This section (as you can tell) is here purely to document the entire range of weapons available to Samus. There are bombs the size of your head (if you have a big one) and arm-cannons the size of a small horse, and, er, more beams funnily enough. Each weapon is essentially listed in the following way (all scores are out of 100%, unless I state otherwise). Feel free to disagree or bang your head off the wall in protest *the sound of people banging their heads*, it's just the vibe I got. Example? Don’t mind if I do... [EXAMPLE]---------------------------------------------------------------------- - CATEGORIES: WEAPON NAME: I think (I mean, I'm not sure) the name of the weapon goes here. POWER: The higher the rating, the more damage it'll dish out - simple. AMMO: This tells you what the maximum ammo is for your chosen weapon. SPEED: I wanted to put "projectile speed," but I couldn't spell it. RANGE: Shiny numbers here will dictate the distance a shot can travel. RATE-OF-FIRE: This is the amount of rounds per second/minute that it can fire. SKILL: The higher the level of skill, the harder it is to use effectively without scattering your ashes to the four winds. CHARGE: No... it's free *silence*. Can you charge it? Yes or no. Affinity: Here be the name of the Hunter that can use it to the fullest. - PERCENTAGES: 01% - 12% - It really is official, the power/speed behind this thing sucks. 13% - 24% - Now we're getting better; at this rate, they may pee their pants. 25% - 36% - This is what I'd say average looked like; yup, completely average. 36% - 48% - Two weapons are this powerful without being charged, live with it. 49% - 64% - We're now looking at major damage. Above average? Oh hell yeah. 65% - 72% - If you're looking at a weapon this strong, then it's probably slow or very hard to use - like totally. 73% - 84% - We're in the realm of headshots for hotshots, even the ever-mighty Judicator would have trouble causing this amount of damage without it being a headshot. Also, a bloody fast travel rate. 85% - 97% - For this amount of damage, let's just say "Imperialist." 100% - --- - this is normally the maximum amount of damage a weapon can deal or the maximum distance it can travel. 100% + --- - Only the zoomed Imperialist or the Omega Cannon can inflict enough damage for a one-hit-kill. Other than power, this can also be used to denote a weapon with infinite travel distance (i.e. the Imperialist or the Power Beam). ----------------------------------------------------------------------[EXAMPLE] ------------------------------------------------------------------------------- - Power Beam [MP.04.01] ------------------------------------------------------------------------------- POWER: 6-8% (36-48% for a charged shot) SPEED: 70% (around 60% for a charged shot) AMMO: Infinite RANGE: 100%+ ACCURACY: 90% RATE-OF-FIRE: 240-330/per minute (4-5/per second) SKILL: 35% CHARGE: Yes Affinity: N/A The Power Beam isn’t going to crack the earth in-half with it's mighty power, but it is a reliable piece of kit all the same. The Power Beam grants our bad selves an incredible rate-of-fire but falls down at the first hurdle, when it comes to stopping power. The secret to success (that is, unless I told you already) is to always aim for the head, the high rate-of-fire will score more than enough headshots to warrant it viable (the charge shot is moderately powerful, but it’s not fast enough to be of much use). The Power Beam is an opener – you rattle off a few volleys to the head to weaken them and to put them on the defensive (by timing your button presses, you can increase the rate-of-fire by half). Then you unload with a Seeker Missile. If the enemy is just that little bit out of reach (up on a high platform, maybe), don’t waste your valuable ammo, chase em’ down with the Power Beam. It’s not exactly a threat, but the rapid-fire peppering them will make them think twice about staying put. Other than that, after the early stages of the match have passed and everyone has stocked up on energy, just call it a day and use a different weapon. ------------------------------------------------------------------------------- - Missiles [MP.04.02] ------------------------------------------------------------------------------- POWER: 32% (48% for a charged shot) SPEED: 55% AMMO: 59 (2 per Seeker Missile) RANGE: 100+ ACCURACY: 50% (95% for the Seeker Missile) RATE-OF-FIRE: 30/per minute (1 every 2 seconds) SKILL: 40% (Seeker) - 70% (Manual) CHARGE: Yes Affinity: Samus “Hits like a girl...”!?! With our Samus having the Missiles as her Affinity, nobody will say that again. The explosive power of Missiles is fine and lovely; but like I said, it’s the homing function that we’re interested in. Now, I’m not talking super-heatseeker or anything, just aim in the general direction of an enemy and deliver a maniacal laugh, they’re so ridiculously fast that the chances of missing are tiny. Missiles as Missiles so often want to be, are explosive. Firing one at close -range may leave a slight ringing sensation in your ears; fortunately, you’ll be nowhere near them at the time – an excuse for humour or a stern warning; discuss. Missiles deal a great amount of splash damage (in an outward arc) – the closer you are when a Missile is fired, the greater the amount of splash damage you get back. “Yeah, like I’m that stupid,” it doesn’t matter whether you’re thick or not – some players have been known to purposely shorten the distance between you both just so they can take one on the chin (crazy, but it can hurt you just as much as it hurts them). If you’re playing the Seeker Missile game, stay away from the enclosed areas, and keep your distance to a minimum of mid-range. Ideally, you shouldn’t be overusing them anyway - it makes you predictable. If at some point, you can get your hands on an Imperialist, you might be able to Charge Cancel (swapping from charged Missile into the Imperialist - which can be used to launch an unexpected attack). While I’m here, I may as well point out that because they’re heatseekers, they’ll target enemies regardless of whether you can see them or not. That means, it’ll locate cloaked Hunters, like Trace, no matter where they hide. I thought I’d just impart another pearl of wisdom (of which I have many). By charging a Missile and aiming at the ground, you can perform the tried and tested 'Missile Jump.' By combining it with a jump after you've been sent airborne, it will give you some good height (and knock off a good third of an energy bar). It’s a hell of a price to pay for jumping a little higher, if I use it; I use it as a last ditch emergency manoeuvre, or for sneaky shortcuts. ------------------------------------------------------------------------------- - Morphball Bombs [MP.04.03] ------------------------------------------------------------------------------- POWER: 28% (per M. Bomb) SPEED: 2 second delay (or instant if planted near an enemy Hunter) AMMO: Infinite RANGE: N/A ACCURACY: N/A RATE-OF-FIRE: 1/per second (up to a maximum of 3 at any one time) SKILL: 15% CHARGE: N/A Affinity: None... I mean, technically yes, but no... *sigh* Samus Bombs and balls, it’s all spherical to me, baby. When Samus is in her Morphball form, she can drop up to three of these little balls of high-impact explosives at any one time. After a brief delay of no more than a couple of seconds, they’ll go 'boom,' causing moderate damage. A M. Bomb dropped in close proximity to an enemy Hunter will result in an instantaneous detonation (an enemy with little room to manoeuvre can easily be decimated this way). Unlike Kanden (curse him and his funny head), who’s bomblets seek and destroy, Samus’ just sit there all shiny and blue. What’s that got to do with anything? It means that you need to be proactive, and that’s where you need to start combo-ing the Boost-Ball with the instant detonation effect of the bombs. The Morphball has an incredible speed advantage, allowing you to easily create ambushes or simply chase down your enemies in the old fashioned way. Mosey on down to the strategy section for more balls... ------------------------------------------------------------------------------- - Battlehammer [MP.04.04] ------------------------------------------------------------------------------- POWER: 18% (12% for Weavel) SPEED: 66% (60% for Weavel) AMMO: 149 (119 for Weavel) RANGE: 60-75% (depending on the trajectory) ACCURACY: 20% RATE-OF-FIRE: 180/per minute (around about 3/per second) SKILL: 40% CHARGE: No Affinity: Weavel In 'battle,' you use it to 'hammer' the opposition (clever). The Battlehammer is a “heavy-duty repeater,” the basic principle of which, is to simply use it's blast radius and insane rate-of-fire to prevent your opponent from mounting a successful counterattack, or effective retreat. The Battlehammer fires low-arcing 'blobs' that explode upon contact with a hard surface (walls, floors, your face), delivering splash damage to anyone in the surrounding area. Here’s the thing; for us non-Weavel users out there, the blast radius is relatively small, but the damage is marginally higher. Weavel players; however, have a blast radius the size of Lancashire (maybe, a slight exaggeration, but there is a huge difference in size), but the power; like I said, is marginally less. “What’s wrong with that”? With the added radius, Weavel can just about get away with the 'smothering' tactic (on multiple targets, too). However; we're not Weavel, so our basic tactic with the Battlehammer is 'chase 'em and kill 'em’ – the problem with that is, it takes too much time and judgement to make great use of it in conflicts with more than one person (the small blast radius makes it much, much harder to tackle multiple Hunters in one go). The first rule of combat is “never draw attention to yourself,” and the second is, “hit 'em fast and hit 'em hard.” The Battlehammer breaks both rules for me, and that’s I never use it. The principle for dealing with the weapon, regardless of who you’re facing, is exactly the same. Use the Boost-Ball to roll right under the arc of the Battlehammer and then counterattack. I personally use it to take care of slow-moving alts. like the Dialanche or the Vhoscythe. I also find that it can prove quite useful for knocking people off ledges, into holes, and the like. Apart from that, I never use it at all. ------------------------------------------------------------------------------- - Imperialist [MP.04.05] ------------------------------------------------------------------------------- POWER: 36-100% (100%+ for zoomed headshots) SPEED: 100%+ (almost instantaneous) AMMO: 29 (consumes 1 per shot) RANGE: 100%+ ACCURACY: 100% RATE-OF-FIRE: 102/per minute (about 1.6/per second) SKILL: 100% CHARGE: No Affinity: Trace Okay, the basics (gotta love the basics) – a quick push of the R button or a double-tap of the Imperialist icon (too easy) will zoom-in or zoom-out. As a diehard Samus player (I usually do), I often find myself reaching for the rifle. “Is sniping a requisite skill for a Samus player; I mean, Samus doesn’t need it, right"? Wrong - sniping is by far the single most important skill that any player can learn in a game like this, regardless of how good someone is, a Master Sniper can shutdown any Hunter and any strategy with one shot. Every Hunter (as you’ve noticed) has a different sized head; this can make it easier or harder to snipe someone. Naturally, characters with more human-like proportions will be easier to score a headshot against (e.g. Samus or Weavel). Spire, on the other hand (or “Spire-Crushed-Bucket-for-a-Head” as I call him) is quite easily the hardest character to snipe from a distance (I should have some strategies somewhere). Trace, now, I hate Trace. Trace can’t actually wield the Imperialist with a much greater effect than anyone else (he has a slightly improved aiming reticule), but what he can do is go all Predator on us. That’s right; the little red plebe has optical camouflage! When standing still with the Imperialist, he is rendered virtually invisible to the naked eye, if you can find his strangely unattached head; then it’s a good sized target. - A FEW SIMPLE SNIPING TIPS: [1] Always stick to the same order, so you never get overwhelmed or ambushed. -- Always survey the area; check for snipers in the area, check for campers in the area, and only enter the scope when you're sure that it is safe. -- If you're not sure you can make a shot, don't risk giving away your position, but don't risk staying in the same place for too long either. -- In games with four players; even if your shot is on the mark, never hang around, move on, because even if your target doesn't see your position, it doesn't mean that someone else hasn't already spotted you. [2] If your target is already engaged in combat and it looks like they're losing badly, the likelihood is that a body shot will finish them – don't risk losing the kill to someone else by going for a headshot. If there is just you and two other players, think about going for a headshot on the stronger one before boosting in and finishing the weaker one. [3] A sniper's second biggest asset in Hunters, besides stealth, is fear. The thought on an unidentified assailant lurking in the shadows is usually enough to clear a room. Take a shot and then scuttle off into the shadows before firing another quick shot in their general direction. This tactic can clear areas of novice players quickly, allowing you to drop down and grab some much needed supplies. Experienced players may very well take cover and go for a counter-snipe, so use this tactic sparingly. [4] Long distance sniping is all well and good, but you can use the Imperialist at shorter ranges. If you're locked in combat and find that changing your weapon may leave you a little vulnerable – don't bother. Take aim at their heads with the rifle in non-zoomed mode, now quickly zoom-in and fire – with a bit of luck, that was a headshot (a non-zoomed headshot can also kill if they have 100 or less health). [5] When zoomed-in, keep it in mind that the shot will be either slightly to the left or slightly to the right of the aiming reticule. The difference between a head and a body shot is minimal – take aim and move just a little off centre. ------------------------------------------------------------------------------- - Judicator [MP.04.06] ------------------------------------------------------------------------------- POWER: 24-32% (96% for a charged shot - 12% + freeze for Noxus) SPEED: 70% AMMO: 119 RANGE: 100%+ (20% for Noxus charged shot) ACCURACY: 90% RATE OF FIRE: 96/per minute (1.5/per second) SKILL: 30% CHARGE: Yes Affinity: Noxus <------------------------------------------------------------------------------ Adjudicator [person] n. a person who studies and settles disputes. ------------------------------------------------------------------------------> *Singing* hey, Jude-icator, don’t make me cry *ahem*. Everyone who’s played a previous Metroid game will remember the Ice Beam, you do, right? Well, this weapon is kinda like it's baby brother (FYI: Noxus has it's big brother). The Judicator fires beams of ultra-thin frozen plasma (oxymoron) at very high speeds, that’s all well and fine, but the dandy bit is that these beams will ricochet from surface to surface, allowing you to shoot around corners. The Judicator really shines (shimmer-shimmer, baby) when you go to charge it. A charged Judicator will fire three beams in close proximity to each – triple headshot? Don’t mind if I do – hitting with all three beams will almost flatline an entire energy bar (96/100). If our illiterate friend, Noxus, happens to be in charge of this little icemaker, then things will become very nasty, very quickly. Instead of the oh-so clichéd triple-shot, Noxus unleashes a wall of solid ice over a short distance, anything unfortunate (or stupid) enough to be caught in the blast zone will become an instant ice sculpture (mash ye buttons to escape yon block). On top of that - we have the Shadow Freeze; in short, it's a freeze with infinite range that goes through and over anything. I've got it detailed in the 'Vs. Noxus' section (because it is a very common character strategy as opposed to a specific weapon strategy). ------------------------------------------------------------------------------- - Magmaul [MP.04.07] ------------------------------------------------------------------------------- POWER: 32% (56% for a charged shot, 48% + burn for Spire, 67% after) SPEED: 45% AMMO: 59 RANGE: 33% - 75% (depending on the trajectory) ACCURACY: 60% RATE-OF-FIRE: 90/per minute (about 1.5/per second) SKILL: 70% CHARGE: Yes Affinity: Spire When a Magmaul shot hits a hard surface, it bounces ever-so slightly and lingers for a few moments (inflicting a severe case of hotfoot if it's stepped on). If you can find the effort to charge it up, it'll throw a projectile that 'carpets' the area upon impact (kinda like napalm) – it just doesn't linger quite as long as one of the regular shots. It's a powerful weapon that genuinely has it's uses, but I don't find myself using it too much. One of the many drawbacks that the Magmaul possesses is in the way in which it is fired. It operates in a similar manner to that of a cannon or grenade launcher, the higher the trajectory, the further the shot will travel. The main purpose of the Magmaul is as a counter to alt. spammers – littering the ground (or tunnel-like areas) with Magmaul fire will either kill them (should they continue) or force them to retreat (or return to biped). Another perfect use for the Magmaul is to drive snipers out of their hiding place, if you're in a position where they can't snipe you and you can't hit them, you can bounce some shots up to drive them down (also good for seeing if someone is hiding around a corner). Spire users have a really powerful weapon in their hands. When Spire unleashes a charged shot, it'll blanket an area like before, except that it'll ignite it's target (as in “my hair is on fire”), and is almost always fatal. You see, if you get torched; not only will you suffer the initial damage, you'll suffer burn damage over the period of several seconds. If you do happen to catch fire, the only thing that you can do is switch to alt. and go looking for some energy before he finishes you off. ------------------------------------------------------------------------------- - Shock Coil [MP.04.08] ------------------------------------------------------------------------------- POWER: N/A (the longer you stay locked-on, the stronger it becomes) SPEED: Constant stream AMMO: 59 RANGE: N/A (needs to remain close) ACCURACY: N/A (homing) RATE OF FIRE: Constant stream SKILL: 10% CHARGE: No Affinity: Sylux To say that I have a strong dislike for this weapon really wouldn't do my petulant hate any justice. The way it is; is that something like every second, it deals 10 or so points of damage and then every 2 seconds after that, it'll deal extra damage (when it starts doing full damage, the noise it makes will change). In bipedal form, you have nothing even close to a chance of escaping the clutches of this lock-on doom-bringer. To escape the lock-on, you need to have a handy piece of masonry to get in the way (think walls, baby). Failing a conveniently placed structure (or a gaping chasm to open up and swallow you), switching to alt. form will break the lock-on and make it hard to regain it. Why do I dislike this weapon? By maintaining such close-proximity to your opponent, you'll take a hammering – without Sylux's added ability to siphon extra energy, you really can't expect to get away with such things intact. Like I said, when Sylux has his sticky little fingers on the trigger, not only will he deliver the elec' we've come to expect, he'll also leech 100% of what he damages you for (basically, making the weapon viable). Incidentally, like the Seeker Missile, the Shock Coil will home-in on enemies that are cloaked (yeah, you know what I'm talking about). Not only is the Shock Coil annoyingly powerful, it also has fantastic ammo consumption, even 6 rounds of ammo can be enough to fry someone. I say, don't use this weapon for direct combat, UNLESS you're engaging (looking for) a sniper (because it bounces their screen around something rotten and makes it incredibly hard to hit you), or attacking Weavel's Half-Turret (for obvious reasons). ------------------------------------------------------------------------------- - Volt Driver [MP.04.09] ------------------------------------------------------------------------------- POWER: 14-21% (56% for a charged shot) SPEED: 80% (55% for a charged shot) AMMO: 119 RANGE: 100%+ ACCURACY: 90% RATE OF FIRE: 240-330/per minute (4-5/per second) SKILL: 40% CHARGE: Yes Affinity: Kanden Now, I want you to all use your imagination (the clean part, or failing that, the part television didn't destroy). Good, now imagine the Volt Driver as the bigger, nastier brother to the Power Beam. On the surface, they're essentially the same - they both have exactly the same rate-of-fire, and their shots are almost identical in looks. However, the Volt Driver is infinitely stronger. The Volt Driver's charge shot is a big ball of death that homes-in on things and scrambles the visor of any Hunter caught in the blast radius (only with Kanden, and for about four or so seconds), and they call the Seeker Missile cheap (oh, wait, it is). It also happens to be a very large projectile, in some cases it can completely obscure the screen, *sheepish grin* I use this to runaway quite a lot. Yeah, I guess you could use it as suitable cover to launch a Seeker Missile or fire off the Imperialist (they could do the same, so you might want to watch for that). Personally, I just stick with rapid-fire (which works in exactly the same way as the Power Beam); you can do just as much damage as a charge shot in a far shorter space of time. ------------------------------------------------------------------------------- - The Omega Cannon [MP.04.10] ------------------------------------------------------------------------------- POWER: 100%+ (infinite) SPEED: 30% AMMO: 1 RANGE: 100%+ ACCURACY: N/A RATE OF FIRE: 1 SKILL: 100% (either you die, they die, or everybody dies) CHARGE: No Affinity: None <------------------------------------------------------------------------------ "The Alpha and the Omega, the first and the last, the beginning and the end" - The Book of Revelation ------------------------------------------------------------------------------> I wonder if the slogan on the box said something like, “one shot, one hit, one dead sonuvabitch” (that and “batteries not included”). The Omega Cannon offers you the one time chance to wield ultimate power (some guys would tell a girl anything to look into their big blue eyes), one shot and it's goodnight Vienna. That being said, you can just as easily vaporise yourself at the same time. Being the source of ultimate arse-kicking, it's only available on one map, Oubliette. I can't go into great detail for this weapon, purely because there is no great level of detail to go into – once you pull the trigger, just hold onto your pants, and try not to piss in 'em. ------------------------------------------------------------------------------- - Weapon Location Table [MP.04.11] ------------------------------------------------------------------------------- In addition to adding the weapon location data in the map information, I thought I'd place a little table in the weapons section for quick reference, so you can save time when you really need it (rather than messing around, typing in section codes and scrolling though twenty or so page to find what you want). o-----------------------------------------------------------------------------o | | AFF | MIS | BTL | IMP | JUD | MAG | SHK | VLT | OMG | |-----------------------------------------------------------------------------| |01| Combat Hall | YES | YES | --- | --- | --- | YES | --- | --- | --- | |-----------------------------------------------------------------------------| |02| Data Shrine | --- | YES | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |03| Processor Core | YES | --- | --- | --- | YES | YES | --- | --- | --- | |-----------------------------------------------------------------------------| |04| High Ground | YES | YES | --- | YES | YES | YES | --- | --- | --- | |-----------------------------------------------------------------------------| |05| Ice Hive | YES | YES | --- | YES | YES | --- | --- | YES | --- | |-----------------------------------------------------------------------------| |06| Alinos Perch | YES | YES | --- | YES | --- | YES | YES | --- | --- | |-----------------------------------------------------------------------------| |07| Sic Transit | YES | YES | YES | YES | --- | --- | YES | --- | --- | |-----------------------------------------------------------------------------| |8a| Transfer Lock | YES | YES | YES | YES | --- | --- | --- | YES | --- | |-----------------------------------------------------------------------------| |8b| Transfer Lock Exp. | --- | --- | --- | YES | --- | --- | YES | YES | --- | |-----------------------------------------------------------------------------| |09| Sanctorus | YES | YES | --- | --- | --- | --- | YES | --- | --- | |-----------------------------------------------------------------------------| |10| Compression Chamber| YES | YES | --- | --- | YES | --- | --- | --- | --- | |-----------------------------+-----------------------------------------------| |11| Incubation Vault | YES | YES | YES | --- | --- | --- | YES | --- | --- | |-----------------------------------------------------------------------------| |12| Subterranean | YES | YES | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |13| Outer Reach | YES | YES | --- | YES | YES | --- | YES | --- | --- | |-----------------------------------------------------------------------------| |14| Harvester | --- | YES | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |15| Weapons Complex | --- | YES | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |16| Council Chamber | --- | Yes | YES | Yes | YES | YES | Yes | YES | --- | |-----------------------------------------------------------------------------| |17| Elder Passage | YES | YES | --- | YES | YES | YES | YES | --- | --- | |-----------------------------------------------------------------------------| |18| Fuel Stack | YES | YES | YES | YES | YES | --- | YES | YES | --- | |-----------------------------------------------------------------------------| |19| Fault Line | YES | YES | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |20| Stasis Bunker | YES | YES | YES | YES | --- | --- | --- | YES | --- | |-----------------------------------------------------------------------------| |21| Head Shot | --- | --- | YES | YES | YES | YES | YES | YES | --- | |-----------------------------------------------------------------------------| |22| Celestial Gateway | --- | --- | YES | --- | YES | YES | YES | --- | --- | |-----------------------------------------------------------------------------| |23| Alinos Gateway | YES | YES | YES | YES | --- | YES | --- | --- | --- | |-----------------------------------------------------------------------------| |24| VDO Gateway | YES | YES | --- | YES | --- | YES | --- | --- | --- | |-----------------------------------------------------------------------------| |25| Arcterra Gateway | YES | YES | --- | --- | --- | --- | --- | --- | --- | |-----------------------------------------------------------------------------| |26| Oubliette | --- | YES | --- | --- | --- | --- | --- | --- | YES | o-----------------------------------------------------------------------------o For super-easy access to this table, just copy and paste it into a new Notepad window and hit the print button. For extra fun, use crayons to colour in each cell... oh, you mean I'm the only one who finds that entertaining? Carry on. =============================================================================== 5. Strategies & Tactics [MP.05.00] =============================================================================== I've reorganised the strategies that I have and weeded out some of the more far -out ones. And by "far-out," I mean, "a pretty girl walked past my window and I just started typing involuntary bollocks." This section is now smaller as a result, and I've elucidated more throughout the remainder of the strategies. Any strategies that involve weapons have now been moved to their appropriate sections, rather than adding clutter to this section. ------------------------------------------------------------------------------- - Basic Strategies [MP.05.01] ------------------------------------------------------------------------------- - DISTANCING: By varying the distance between you and your opponent, you will not only put them on the defensive, it may also have the effect of negating the use of certain weapons. By “negate,” I mean that it will either render them ineffective or too dangerous to use. An example of weapon negation is the Magmaul. Both the regular and the charged shots will deal splash damage to the user, if the weapon is fired too close. By staying close to someone, you'll render the Magmaul a liability on the battlefield (especially against Spire). It may not sound like much, but for those few seconds while they're re-evaluating/changing weapons, they're A) not firing at you, and B) vulnerable. The same can be said about keeping your distance, fast-firing weapons like the Volt Driver can be easier to avoid, while weapons like the Shock Coil and Noxus' freeze can be avoided altogether (providing they're not glitching you that is). Of course, this has the potential to go quite, quite wrong. If you're dealing with a novice, or someone who thinks they know better (some people I know seem to think that Spire is completely fireproof, so they won't think twice about flambéing the both of you. Bad and stupid, but at least it shouldn't happen more than half-a-dozen times). It really is just a case of common sense – some people have all the skill in the world, but they lack the basic common sense to capitalise on something so simple. - SUPPLY & DEMAND: The Boost-Ball is an invaluable tool for 'dominating' the flow of power-ups and whatnot on some of the smaller maps. By controlling the supply of items, you also control the flow of the whole match. When deciding the order of the items that you're going to try and deprive your opponent of, consider it's use and the quantity in which it appears. With that said, always go for the actual weapon rather than any supplies of UA Ammo (ammo is always in large supply, where as weapons are limited to usually one or two per map, and are easier to control). Depriving them of the weapon will always work far better than cutting the supply of ammo. ------------------------------------------------------------------------------- - Versus Character Strategies [MP.05.02] ------------------------------------------------------------------------------- <------------------------------------------------------------------------------ "If you know your enemy and know yourself you will not be imperilled by a hundred battles. If you do not know the others but do know yourself, you will win one and lose one. If you do not know the enemy and do not know yourselves you will be in danger in every battle" - Sun Tzu, The Art of War ------------------------------------------------------------------------------> With a bit of luck, you should find the insight you need to help you beat... you know... Hunters, ah, figure it out. If you want your strategy here (right here), send them to me along with naked pictures of your girlfriend... er, I mean, “ways to make the world a better place” (like filling it with penguins). I mean; ultimately, I can't recommend a set-in-stone method of beating a particular Hunter, it always comes down to using your best judgement at the time, and I obviously can't help with that. All I can do is present you with how I think each Hunter performs, and how I would think about tackling them. [EXAMPLE]---------------------------------------------------------------------- CATEGORIES: SPEED: Do they run like the wind or does life (and gastropods) just pass 'em by? Only time and the magical numbers will tell. ALT. FORM: How do I rate a Hunter's alt. form? Right here, of course. ALT. SPEED: Hunter speed can vary significantly between alt. and biped forms. ALT. ATTACK: Each Hunter has a unique attack, it could be powerful or crap... Affinity: This is where I rate the usefulness of Hunter's Affinity weapon. OVERALL: Are they the mightiest Hunter or just Mighty White? Let's see. PERCENTAGES: [1.0] 10% - 20% - It could be worse, oh wait... you suck. [1.5] 21% - 31% - Better than worse is hardly better, is it? [2.0] 32% - 42% - Oh, good lord, this is below 'below average.' [2.5] 43% - 53% - A Hunter with this level of ability is best suited to a player that can compensate for any inherent failings. [3.0] 54% - 65% - A Hunter with this level of skill can do just about anything without noticeable failing. [3.5] 66% - 76% - This is above average; there is a Slight, noticeable improvement in performance (hurray). [4.0] 77% - 88% - A character with this rating can perform this action extremely well; be loud, and be proud - use it to the max. [4.5] 89% - 99% - Is this Hunter overcompensating? Who knows and who cares? A Hunter with this level of ability is virtually perfect. [5.0] 100% ---- - This Hunter IS perfect, good god man, go celebrate. ----------------------------------------------------------------------[EXAMPLE] ------------------------------------------------------------------------------- - Vs. Kanden [MP.05.03] ------------------------------------------------------------------------------- [SAMUS ARAN] [KANDEN] SPEED: 60% SPEED: 50% ALT. FORM: 85% ALT. FORM: 70% ALT. SPEED: 100% ALT. SPEED: 75% ALT. ATTACK: 44% ALT. ATTACK: 20% AFFINITY: 95% AFFINITY: 87% OVERALL: 77% OVERALL: 60% If we're staying in the realms of basic combat (i.e. just Affinity and alt. form), then we have a Mexican stand-off (doesn't require actual Mexicans). We have a stand-off because both Kanden and Samus are mid-range specialists, on top of this, both of their Affinity weapons have a homing function. Samus and Kanden battles are fraught with spamming, mid-range cheap shots, and foul language (or is that just at my end)? Baring the Imperialist, the greatest leveller that we (both) have is the Magmaul. With skill, a good Samus player can avoid most of the shots targeted at the Morphball; Kanden, however, finds it incredibly hard to remove himself from the line of fire. Really, the only trouble that Kanden's alt. form will present is the homing 'Tail Bombs' (and they'll only be a threat if you attempt a pursuit). Just make sure not to let up for a second; their main weapon of choice, the Volt Driver requires a large stock of ammo to even be viable, if you allow them time to go collecting, then you could be in trouble. ------------------------------------------------------------------------------- - Vs. Noxus [MP.05.04] ------------------------------------------------------------------------------- [SAMUS ARAN] [NOXUS] SPEED: 60% SPEED: 61% ALT. FORM: 85% ALT. FORM: 71% ALT. SPEED: 100% ALT. SPEED: 69% ALT. ATTACK: 44% ALT. ATTACK: 42% AFFINITY: 95% AFFINITY: 100% OVERALL: 77% OVERALL: 69% The stats are pretty clear-cut; Samus' alt. form remains top of the heap, but Noxus has her beat pretty badly when it comes to weaponry. The big 100% next to his Affinity is quite worrying to say the least (and it isn't there without a reason). In the hands of an experienced player, Noxus can quite easily kick our arses from here to infirmary - his Affinity ability is the single-most annoying attack in the game. A Judicator charged shot sends a cascade of shear ice over a short distance – if you get caught in it's radius, it's ice, ice, baby. It's best to play it as safe as possible, keep your distance at all times, and never risk anything. The worst is yet to come – there is a glitch that's exploited by 99.9% of all Noxus players – the 'Shadow Freeze.' The Shadow Freeze basically involves angling the Judicator towards the ground at a 45° angle - this swaps the horizontal and vertical axis (the vertical axis having an infinite travel distance). When the weapon discharges like this, it can freeze you through walls, over gaps, anywhere - just as long as Noxus is facing in your general direction. Technicalities aside, the only real counter attempt that you can make is to try and use the Morphball to get behind him while he's facing the ground. Alternatively, the use of a high-impact weapon can ruin his angle to the ground, preventing the Shadow Freeze. You can also try jumping, but that's very hit and miss (you've also got to take into account that if they jump also – ice cube). If the freeze should connect, and you're in biped, then expect an Imperialist between the eyes (known as the 'Shadow Death Freeze'). Personally, on small and medium maps, I'd recommend hit and run like a girly- girl tactics - as on small maps, not only is it preferable to use the Morphball a lot (to avoid the Shadow Death Freeze), but it should also prove very effective in 'dominating' the Affinity/Judicator icons. If you can't defeat the weapon, cut it off at the source. I don't know how you feel about this, but I prefer to spam the living hell out of Shadow Freezers with Seeker Missiles (cheap, naturally – but what the hell do you call turning people into ice cubes)? Admittedly, Noxus renders all short-range strategies worthless (even chaining hits with the Morphball). On the bigger arenas, the heat (er, ice) isn't so bad – there are more places to duck and cover, more places to snipe from, and more chances to see him coming (if he doesn't know your general direction, he can't freeze you). Finally, moving onto the Vhoscythe (part Scythe and part, er, Vho). If you've played around with Noxus (^_o), you'll no doubt have noticed that the Vhoscythe is an absolute nightmare to control in a precise manner. You'll also have no doubt noticed that when the Vhoscythe attacks, it attacks by extending, well, a scythe from it's spinning mass. This attack is hard to control and further destabilises the gyroscopic effect that Noxus uses to stay upright (read a book). You picked-up on that one didn't you? The Vhoscythe attacks with a blade – it has no ranged attack, no bombs, no anything. If you somehow end up in a Morphball versus Vhoscythe battle – then you'll be in for quite the stalemate (the blade may not make for a good offence, but it makes a pretty good defence, and will knock you all-over-the-shop, should it connect). Fortunately, it's slow, so you can make use of the Magmaul or Battlehammer. ------------------------------------------------------------------------------- - Vs. Spire [MP.05.05] ------------------------------------------------------------------------------- [SAMUS ARAN] [SPIRE] SPEED: 60% SPEED: 50% ALT. FORM: 85% ALT. FORM: 86% ALT. SPEED: 100% ALT. SPEED: 68% ALT. ATTACK: 44% ALT. ATTACK: 64% AFFINITY: 95% AFFINITY: 88% OVERALL: 77% OVERALL: 71% Spire may be slow and dumb but unfortunately for us, he has more than a few tricks up his adamantine sleeves. The most noteworthy of which, is the Magmaul. As you know, when Spire gets his hands on it, it gains an incendiary effect. I mean; let's face it, for this effect alone, just about every Spire player is going to spam it. The only clear-cut way of countering them when they get their hands on it is to stay as close as possible. A favourite tactic of mine (for the humour alone), is while at a distance, use a concussive weapon (maybe the Battlehammer because it lessens the timing). If you get the timing right, you may very well alter the trajectory just as they're firing, so that he hits a wall or the floor and torches himself. The second and by far the most irritating ability at Spire's disposal, is that he is immune to environmental lava (apparently, totally different to the stuff that comes from the Magmaul). On stages like the Council Chamber and *ack* the Alinos Gateway, he gains a major advantage. Lesson one; never face Spire on the latter or you'll lose every time (there also happens to be the 'hollow rock trick' that I never fail to see them take advantage of). Now, the mighty Dialanche ('Diamond Avalanche'), despite being painfully slow, can pose a serious threat to the Morphball. Like Noxus, Spire's alt. form is built purely for defence (and also has a melee attack). Should we attempt to use the Boost-Ball against him, then we'll no doubt be smashed to little pieces (or indeed, sent flying a fair old distance). The third skill under Spire's control also happens to belong to the Dialanche (and is by far his most impressive). By rolling towards a wall, Spire will actually attach himself to it, allowing him to climb around the arena (he can do that, yet we don't get the Spider-Ball). On some of the larger arenas, the big man can make impressive use of this ability to reach normally inaccessible areas (such as the ledges on Alinos Perch). In alt. versus alt. battles, it actually makes him much trickier than you'd assume (seeing as he has the potential to escape the Morphball completely). However; like I said, the overall speed of it is terrible. If you manage to spot him and open fire, the likelihood is that he won't be able to escape in time (if the shot looks tricky, use an area-effect weapon, like the Volt Driver or Battlehammer to rattle him). ------------------------------------------------------------------------------- - Vs. Sylux [MP.05.06] ------------------------------------------------------------------------------- [SAMUS ARAN] [SYLUX] SPEED: 60% SPEED: 65% ALT. FORM: 85% ALT. FORM: 95% ALT. SPEED: 100% ALT. SPEED: 90% ALT. ATTACK: 44% ALT. ATTACK: 100%+ AFFINITY: 95% AFFINITY: 100% OVERALL: 77% OVERALL: 90% On top of being sickeningly superior (you can come up with statistics to prove anything, 67% of people know that), Sylux also has some extremely unpleasant abilities at his disposal. You already know of the Shock Coil and it's cruel neutrino beam (an elementary particle with zero charge and zero mass) that can siphon massive amounts of your energy into his own body. Sylux is the only Hunter to actually have a better alt. form than Samus (although, with the Boost-Ball, she's still marginally faster). Sylux' alt. form glides frictionlessly at an incredible speed, and it also boasts a brilliant turning circle. The Lockjaw's only form of attack is to lay 'tripwires' around the arena. A tripwire is formed when Sylux drops two bombs; when the wire is broken (or a third bomb is laid), the bombs are pulled towards each other. If you should be unfortunate enough to get caught in the 'triangle,' you can probably kiss yourself goodbye, as it does in the region of 180 damage. There is; however, a little technique known as the 'Bomb Block' that can sometimes help you out. If you drop a bomb and it connects with Sylux' bomb (without launching you in the air), it'll limit the damage you'll receive. Noxus isn't the only character to possess a 'shadow technique,' nope, Sylux has a move known as the 'Shadow Triangle.' If Sylux drops a tripwire close to a double-sided wall (the corridor on Combat Hall is a good example), he can usually form a triangle and pull it through the wall by dropping the final bomb on the opposite side (it usually depends on the thickness of the wall). This, of course, allows him to set up unfair ambushes in all manner of places. The only remedy should you see the Lockjaw heading your way, is to go alt. and go on the attack (as the Magmaul seems much less effective here, and the Morphball is still too fast to get caught). If you should be caught, you can minimise the damage by boosting away from the oncoming bombs. Just like you shouldn't face Spire on lava-based maps, you should avoid Sylux like the plague on maps with lunar gravity (especially Head Shot). After Sylux drops his third bomb, he receives a little boost that propels him into the air, without gravity, this can be used to fly indefinitely (and hide in the same measure). ------------------------------------------------------------------------------- - Vs. Trace [MP.05.07] ------------------------------------------------------------------------------- [SAMUS ARAN] [TRACE] SPEED: 60% SPEED: 70% ALT. FORM: 85% ALT. FORM: 70% ALT. SPEED: 100% ALT. SPEED: 70% ALT. ATTACK: 44% ALT. ATTACK: 50% AFFINITY: 95% AFFINITY: 100% OVERALL: 77% OVERALL: 72% Trace, when holding his Affinity weapon (the Imperialist, duh), is rendered invisible (although, he does leave a slight outline). To find a cloaked Trace, you can use your own Seeker Missiles or the Shock Coil (seeing as they home-in on heat sources). To be fair, most Trace players no longer use the cloak, seeing it as more of a hindrance than a help. It's not the cloak that's gonna give us problems, it's the Imperialist. My personal recommendation is to run away like a girl and hide – but if you really must go against someone using the Imperialist, then heed my words. If you end up having to dodge shots, don't strafe in large steps; strafe in small, erratic steps (moving in large steps allows them to predict where you'll be at next). A sniper will always keep their aim on a fixed axis, and wait for you to move into it their line of fire. The axis is usually fixed in relation to the ground – meaning that jumping in a continuous fashion works quite well (just keep those erratic movements coming, and try not to stay in contact with the ground for more than a second at a time). I've never met someone who actively tries to take people out of the air, they'd much rather predict where you'll land – by mixing things up, you'll get away with it about 80% of the time. Now; Trace's alt. form, the Triskelon, is an entirely different kettle of fish. The Triskelon is a nasty little spider-thing (admittedly, it only has three legs, so technically not a spider-thing) that can cover great distances, and deal large amounts of damage with a lunge attack. The lunge attack, if it connects, (a big 'if') will take in the region of 50 health points from you. Fortunately, it's quite easy to avoid (and quite hard for them to control) – I've seen quite a few players hurl themselves to their deaths, off ledges, into the abyss, and the like. Of course, the Triskelon would be easy if it wasn't for the small fact that it too uses optical camouflage (which counters the pisspoor accuracy). Accuracy or no accuracy, the worst thing you can do, is to boost at it – wait for him to leap into your bombs instead. The Bomb Jump works quite well for both avoiding him and attacking at the same time. If you're facing a Triskelon spammer, when you enter an area; light it up with the Power Beam, you'll either hit the cloaked little sod, or you'll trick him into thinking he's been rumbled (in which case, he should flee). ------------------------------------------------------------------------------- - Vs. Weavel [MP.05.08] ------------------------------------------------------------------------------- [SAMUS ARAN] [WEAVEL] SPEED: 60% SPEED: 60% ALT. FORM: 85% ALT. FORM: 87% ALT. SPEED: 100% ALT. SPEED: 75% ALT. ATTACK: 44% ALT. ATTACK: 50% AFFINITY: 95% AFFINITY: 60% OVERALL: 77% OVERALL: 66% I have just about as much respect as anyone can muster for this virtual cyborg, but I just can't get around the fact that his Affinity weapon, the Battlehammer is a big let down (even with the increased effects) - of course, I primarily play as Samus, so I don't care. The thing to take into account with the Battlehammer is that it will always have you on the defence, on the hop so to speak. I wouldn't call it an actual 'threat,' more of an annoyance. When it hits, your aim bounces all-over-the-shop, making it hard to retaliate – worse of all, it's really rather effective against the Morphball (again, not because of the damage, but because of the hindrance it causes). Any all-out assaults that you make from the front will usually be met with the Battlehammer, try and make it so that you hit him side-on (or keep the distance between you short). A lot of players prefer using the Imperialist to get things done, and Weavel can prove hellishly effective at that game. Rather than use the Half-Turret as a form of attack, it is used as a decoy – once they get their upper-half into position, they'll swap back and snipe you. If the map has an Imperialist and they've deployed in an overlooked/open area (that would otherwise serve no purpose), expect that to be their plan. Now, the Half-Turret is quite an interesting thing to behold. Weavel basically splits himself in half, dividing into a mobile upper-half (that attacks on a melee basis) and a fixed-position Battlehammer emplacement (made from his legs). Y'see, when Weavel splits like this, it also splits his health between both parts (e.g. he has 100 health, it becomes 50 for both halves). When the legs suffer damage, the upper-half also feels the pain (Weavel cannot be killed by attacking the legs; at best, his health will be reduced to 01). Because his Half-Turret is his greatest strength and weakness, players will try and deploy his legs in cracks and crevices, and even in lava fields in order to prevent you from attacking them. If you can't make a direct attack against them, even with the Seeker Missile or a weapon that deals splash damage, you should probably retreat until he gets bored (after all, he can't really do anything further to you until he withdraws them). The best weapon to use (if you can lay your hands on one) is the Shock Coil – just keep strafing like you know how, the target is stationary and easy to lock-on to (even when fighting both parts, concentrate on the legs). ------------------------------------------------------------------------------- - Vs. Samus [MP.05.09] ------------------------------------------------------------------------------- [SAMUS ARAN] SPEED: 60% ALT. FORM: 85% ALT. SPEED: 100% ALT. ATTACK: 44% AFFINITY: 95% OVERALL: 77% To know yourself is to know no fear, to know yourself is to be happy – whoa, metaphysical babble alert. Samus against Samus battles (very Emilie Sagée) tend to revolves around guarding your weaknesses while trying to exploit those very same weaknesses in your opponent. Mirror matches are the ideal way of learning new playing styles or new uses for weapons, even down to how they move can prove useful. All I can say is, “there is always someone better than you, even if you're the best, you just haven't met them yet.” The secret to success in anything, is practice - now get to it, soldier. =============================================================================== 6. Arenas [MP.06.00] =============================================================================== I'm pretty sure that I've managed to find and list every weapon and pick-up that there is for each and every map – can you prove me wrong? I very much doubt it (well, I kinda doubt it... just a little bit). - UNLOCKABLE ARENAS: Not every arena is available from the start, you have to earn them through hard work and penance, don’tcha know. Sanctorus - play 02 multiplayer local matches. Compression Chamber - play 04 multiplayer local matches. Incubation Vault - play 06 multiplayer local matches. Subterranean - play 08 multiplayer local matches. Outer Reach - play 10 multiplayer local matches. Harvester - play 12 multiplayer local matches. Weapons Complex - play 14 multiplayer local matches. Council Chamber - play 16 multiplayer local matches. Elder Passage - play 18 multiplayer local matches. Fuel Stack - play 20 multiplayer local matches. Fault Line - play 22 multiplayer local matches. Stasis Bunker - play 40 multiplayer local matches or 1 Wi-Fi match. Oubliette - Beat Gorea's second form. Gateway Arenas - You'll unlock 1 arena for every planet visited in solo. Headshot - Play 01 multiplayer match with 4 players. [EXAMPLE]---------------------------------------------------------------------- SIZE: Maps are sized as small, medium, or large. AVAILABLE IN: This tells you what modes each map is available in. BEST SUITED TO: KANDEN: rated in percent [rank] NOXUS: rated in percent [rank] SPIRE: rated in percent [rank] SYLUX: rated in percent [rank] TRACE: rated in percent [rank] WEAVEL: rated in percent [rank] SAMUS: rated in percent [rank] WEAPONS: This tells you what weapons are available for your enjoyment. PICKUPS: Yup, more items and more enjoyment to be had, hurray for us. OTHER: Mainly for health items and the like, hold back ye glee. MISC: If there is something special about a map, it goes here, man. WHERE: Nothing special, just where this bad boy appears in Adventure. LOCATIONS: A big impressive list of where weapons 'n' things can be found. THE BREAKDOWN: Breakdown... break it down, yeah. It’s a map walkthrough. As fun as it is; this is primarily for Battle mode, but all the good bits will work just as well in the other modes, too. ----------------------------------------------------------------------[EXAMPLE] ------------------------------------------------------------------------------- - Combat Hall [MP.06.01] ------------------------------------------------------------------------------- SIZE: Small AVAILABLE IN: Battle, Survivor, Defender, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 79% [4] NOXUS: 88% [1] SPIRE: 88% [1] SYLUX: 88% [1] TRACE: 70% [5] WEAVEL: 85% [2] SAMUS: 82% [3] WEAPONS: Affinity [1], Missile [1], Magmaul [1] PICKUPS: UA Ammo [4] OTHER: Medium Energy [4], Large Energy [1], Nodes [3] MISC: A slightly different version of Combat Hall appears in First Hunt (a demo that came packaged with the first few shipments of the DS). It was called 'Ancient Vestige.' WHERE: Alinos, Training Facility LOCATIONS: AFFINITY: [1] Opposite the Jump Pad in the Main Hall (near to where the blast shield is). MISSILE: [1] The only-child known as the Missile can be found near the top of the central arch, use the Morphball or the steps to reach it. MAGMAUL: [1] It's tucked just behind the arch. If you can't see it then you're on the wrong side, duh! UA AMMO: [1] On the north 'peninsula.' [2] On the south 'peninsula.' [3] At the north-end of the Main Hall. [4] At the south-end of the Main Hall. ENERGY: [M1] Sitting behind the Affinity. [M2] In the Outer Hall. [M3] In the first Morphball Tunnel. [M4] In the second Morphball Tunnel. [L1] Found in matches with more than two players (or during a Defender match as default), where [M2] appears. NODES: [1] In the middle of the arena (also the Defender ring). [2] On the south 'peninsula' (a good one to hold down). [3] With more than two players, it appears in the Outer Hall. THE BREAKDOWN: The Combat Hall is as basic as you're gonna get in this game. You'll find one Affinity, one Magmaul, one Missile pick-up, and a liberal smattering of health items. That's not to say that it's a dull little map, there are plenty of opportunities for ambushes and heavy combat, so let me explain the layout. The Combat Hall is split into four distinct parts, the Main Hall, the Outer Hall, and the North and South Peninsulas (gantries, raised bits at either side, whatever you need to call 'em to make it through the night) – the Peninsulas are connected to one-another via a Morphball Tunnel. The Main Hall itself -- a long, wide room -- is partly broken up by an archway (this connects the aforementioned tunnels). The arch isn't overly special, but it might be worth mentioning, that during matches with just two players, there are some small footholds that can be used to scale the arch (cutting out the need to use the Jump Pad). The walls of the arch only jut out a little way, so they won't make great cover (but they will make some). At the north-end of the Main Hall is a Jump Pad that'll take you to the upper level. Way, way down south is the blast screen (near the Affinity) – the blast screen (primarily a big square with a hole in the middle) is a dandy little place to hang around for a while (the supply of ammo and health make sure of that). If you can get on top of it (either using a Bomb Leap or jumping down to it), it'll make a good place to ambush those that don't tend to look up when they come out of the Outer Hall. Oh, right, the Outer Hall next. The Outer Hall runs down the east-side (or the west-side, it depends on your idea of which way the map is facing) – doors are situated next to the blast shield and to the left/right of the Jump Pad. The Outer Hall is a hotbed (look it up) for spammers and alt. spammers, but the Medium/Large Energy and pill-slots usually make the aggro worthwhile. If the hassle and the gunfire are getting to you, why not hop on the Jump Pad and visit the Peninsulas. They make great spots to form ambushes (no sniper rifle, but Missiles will work just as well), and even better places to hide. The South Peninsular can only be accessed via a Morphball Tunnel. Yup, that means that as long as you have Missiles to spare (or have the Magmaul), you can hold it down indefinitely (also, there's some UA Ammo for the Magmaul) - just watch out for Imperialist users standing on the arch). When fighting -- Noxus, Spire, or Sylux -- try and stay away from the Outer Hall (if you must enter it, always boost through as quick as you can). With this being such a small map (and the only pickup of any great merit is the Affinity), you can use the boost to dominate the flow of weapons (and load-up on Missiles at the same time). ------------------------------------------------------------------------------- - Data Shrine [MP.06.02] ------------------------------------------------------------------------------- SIZE: Medium AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes BEST SUITED TO: KANDEN: 85% [3] NOXUS: 88% [2] SPIRE: 88% [2] SYLUX: 75% [5] TRACE: 50% [6] WEAVEL: 89% [1] SAMUS: 83% [4] WEAPONS: Missile [1], Battlehammer [1], Imperialist [1], Judicator [1], Magmaul [1], Shock Coil [1], Volt Driver [1] PICKUPS: UA Ammo [4] OTHER: Medium Energy [4], Large Energy [2], Nodes [3] MISC: This is where you first meet Kanden in Adventure Mode. WHERE: Celestial Archives LOCATIONS: MISSILE: [1] The shiny thing on the plinth in the Data Shrine. BATTLEHAMMER: [1] In the Data Shrine (round the outside). IMPERIALIST: [1] Inside the North Morphball Tunnel. JUDICATOR: [1] In the Data Shrine (round the outside). MAGMAUL: [1] In the Data Shrine (round the outside). SHOCK COIL: [1] Inside the South Morphball Tunnel. VOLT DRIVER: [1] In the Data Shrine (round the outside). UA AMMO: [1] & [2] Opposite the North Morphball Tunnel. [3] & [4] Opposite the South Morphball Tunnel. ENERGY: [M1] & [M2] Below each catwalk in the Outer Rim. [M3] & [M4] in the Data Shrine, in front of the doors, when there are more than two players. [L1] & [L2] Replaces [M1] & [M2] with more than two players. NODES: [1] & [2] Near each Morphball Tunnel (on the catwalk). [3] On the central plinth with more than two players (also the Defender ring). CAPTURE: [GREEN] Above [L1]. [ORANGE] Above [L2]. THE BREAKDOWN: There's an Outer Rim and the actual Data Shrine itself, you savvy? The Outer Rim is connected to the Data Shrine by two doorways and two Morphball Tunnels (the doors are located to the east and west, while the tunnels are situated at the north and south). Right, that's the general description taken care of, on to the proper stuff. The Outer Rim makes one hell of an alt. form racetrack, with both an upper and lower walkway, and a Morphball Tunnel running under each of the raised sections. Samus has a nifty little tactic for this very location – simply stay underneath a walkway (over the health would be nice) and don't move (it's so simple that it's genius). If they want you, then they'll have to come and get you (incidentally, they'll always die in the attempt) – obviously, best suited to one-on-one battles. Other than that, there really isn't anything in the way of 'strategy' for this map. You can camp inside one of the Morphball Tunnels with the Imperialist and wait for someone to wander by (or with the Judicator, until someone rolls through). A nasty little thing to do when you're facing another Samus player, is to use the Missiles on the central plinth as 'bait' - when they come to restock their supply, bang. The Data Shrine itself is nothing to write home about, it's a large room, devoid of any real cover (save two small barriers, one opposite each door and some small columns supporting the walkway in the centre). Obviously, if you want most of the weapons, you're gonna need to step inside. Naturally, you won't find a cup of tea and a slice of cake for your troubles, you'll find the aforementioned snipers in the Morphball Tunnels or snipers behind the screens covering the main doors. Alt. form is your friend, you can cover the outside of the room and grab any weapons you need quite quickly. Anything else? Nope; that's it, well, there's nothing else I can think of. ------------------------------------------------------------------------------- - Processor Core [MP.06.03] ------------------------------------------------------------------------------- SIZE: Small AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 60% [6] NOXUS: 70% [5] SPIRE: 84% [3] SYLUX: 72% [4] TRACE: 90% [1] WEAVEL: 84% [3] SAMUS: 85% [2] WEAPONS: Affinity [1], Judicator [1], Magmaul [1] PICKUPS: UA Ammo [4], Death.Alt [1], Double Damage [1] OTHER: Medium Energy [2], Large Energy [2], Nodes [2] MISC: This is the first place that the Death.Alt and the Double Damage appear, fact fans. WHERE: Alinos LOCATIONS: AFFINITY: [1] Sitting safely on the suspended platform in the middle of the arena. JUDICATOR: [1] To the right of the Central Area. MAGMAUL: [1] To the left of the Central Area. UA AMMO: [1] & [2] With the Judicator. [3] & [4] With the Magmaul. DEATH.ALT: [1] Inside of the Morphball Tunnel (north wall) when there are more than two players (also in Defender with less - it doesn't appear in Survival for obvious reasons). DOUBLE DAMAGE: [1] The old Double D is found inside of the left-hand Morphball Tunnel. It has something stupid, like a 180 second respawn time, so grab it while you can. ENERGY: [M1] On the North Cylinder (not in Nodes). [M2] On the South Cylinder with more than two players. [L1] Slap-bang in the middle of the Central Area. [L2] Replaces [M1] with more than two players. NODES: [1] In the middle of the Central Area. [2] On top of the North Cylinder (also the Defender ring). THE BREAKDOWN: Processor Core –- you are egg-shaped -– yes, you are. If I split this arena into three sections, it may help me explain things - it may, but I doubt it. There is a North Area, South Area, and a Central Area. The North and South Areas both contain cylindrical pillars (henceforth known as North and South Cylinder), but only the South Cylinder contains a Jump Pad (the only access to the upper level). At either side of the Central Area are small 'walkways' (basically, a couple of steps up and a couple of steps down), they curve around the Central Area (i.e. are crescent), and contain this map's primary weapon supply. The upper level can sometimes prove welcomed refuge from the hectic battleground that is the Central Area. On the outer rim of the North Cylinder are two Morphball Tunnels (a track around the back connects both sides). In the left Morphball Tunnel resides the mighty Double Damage power-up (incidentally, the tunnel is a relatively safe place to rest while you're waiting for it to re-spawn). Because of the many, many surfaces and enclosed areas, my weapon of choice would have to be the Judicator – Missiles are all well and fine, but I wouldn't rely on them too much because of those very surfaces and enclosed spaces (you'll either waste ammo or turn yourself inside-out). Because this map contains such precious resources (i.e. the Double Damage and the Large Energy), it'll often turn into a war of attrition, with the one who controls either (or both) often going on to win (with a bit of skill, the Morphball can make the lower level un-walk-able – so, at the very least, we have the possibility of gaining control of the health). The Death.Alt is equally important in matches with more than two players; although, it is impossible to reach anyone that flees to the upper level (also, note the indentations in each Cylinder, they're good places to hide if someone beats you to the Death.Alt). The moment you start-out, you really need to be boosting straight for the Large Energy, and then turn around and head straight for the Jump Pad. If you were on the ball, you should be on track to grab the Double Damage first (the Morphball Tunnel drops you back near the Jump Pad) – if you grabbed the Affinity on the way, you'll have 7 Seeker Missiles in stock (doing 96 damage each) – this should result in a good, early advantage (providing you aim carefully). ------------------------------------------------------------------------------- - High Ground [MP.06.04] ------------------------------------------------------------------------------- SIZE: Medium AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 47% [6] NOXUS: 51% [4] SPIRE: 54% [3] SYLUX: 54% [4] TRACE: 84% [1] WEAVEL: 64% [2] SAMUS: 49% [5] WEAPONS: Affinity [1], Missile [2], Imperialist [1], Judicator [1], Magmaul [1] PICKUPS: UA Ammo [7], Double Damage [1] OTHER: Medium Energy [4], Large Energy [1], Nodes [4] MISC: I hate this place, whatever happened to urban renewal? This also happens to be where you meet Spire for the first time. WHERE: Alinos LOCATIONS: AFFINITY: [1] In the Central Area, near the sculpture that looks like new-age porn (hey, I'm not the one with the complex). MISSILE: [1] Inside the South Tower. [2] On top of the West Tower. IMPERIALIST: [1] On top of the South Tower (reach it from the West Tower). JUDICATOR: [1] In the outer rim of the Catacombs. MAGMAUL: [1] At the top of the North Tower. UA AMMO: [1] Near the Affinity. [2] & [3] In Central Area (opposite the Affinity). [4] Near Missile [1]. [5] Near the Imperialist. [6] Inside of the North Tower. [7] Near the Magmaul. DOUBLE DAMAGE: [1] Under the statue in the Central Area (alt. to get it). ENERGY: [M1] In the outer rim of the Catacombs. [M2] In the outer rim of the Catacombs (with more than two players doing their thing). [M3] & [M4] On the ledges near the South Tower. [L1] Slap-bang in the middle of the Catacombs (not in Nodes). NODES: [1] In the Central Area, opposite the Affinity. [2] Inside the South Tower. [3] In the middle of the Catacombs with three players. [4] Opposite Node [1] with four players. THE BREAKDOWN: Too many damn areas *bangs head off desk*. Basically, we have three levels of play – above ground, below ground, and up on the Towers. It sounds incredibly exciting, doesn't it? The 'Catacombs' area (for lack of a better name) is essentially one large, square tunnel that has a small Central Area (large enough to stand; although, alt. form is always the best way to travel). Due to the fact that the Large Energy and the Judicator live down below, expect it to prove quite a bone of contention amongst players (the Judicator works extremely well in the cramped confines). There are about three or so entrances and two exit's, each marked by an orange holographic panel (which obscures the view, both into and out of the Catacombs – all the exit's are reached via Jump Pad). It’s best not to hang around there anyway, not unless you want to be ambushed. Why do the tunnels hold such a strategic significance? The heavy fighting tends to go on above ground; by travelling through the Catacombs, you can cut it out almost completely. Samus is an ideal candidate to speed through the tunnels for an easy shortcut (the Central Area usually has less campers). However, she doesn’t have the abilities required to maintain control of them (think Trace’s stealth or Weavel’s Half-Turret). Should you choose to fight above ground, you’ll be trapped between a rock and a hard place (so to speak), as you’ll have to watch out for aerial assaults and underground ambushes (all while keeping an eye on your own battle). The Real draw; however, is the Double Damage sitting out in the open - there are too many places to hide and too much scenery to get in the way of our Missiles, so we ideally need to be the one in control of it. Realistically, this is the centre of our game (and our best chance of winning). To fight on top of those Towers, you need to either be a Sholin Monk or incredibly accurate when it comes to jumping, as there isn’t much room for error. You have three Towers -- a North Tower, a South Tower, and a West Tower -- the only way to reach the top of the West or South Towers is to climb up the North Tower (which makes it an ideal zone for ambushes and the like). Of all the Towers, the West Tower has the greatest room to manoeuvre (it even has limited cover). Our Missiles didn’t work down below, but up here is a different story – trying to avoid a Seeker Missile here usually revolves around throwing yourself off the top (so, even if you don’t hit them, you’ll remove them). The crowning feature of this 'upper world' is the South Tower. At the very top sits the Imperialist and enough UA Ammo to keep you busy (in theory, holding it down shouldn’t prove too troublesome). This is probably the safest place, too, you have a modicum of cover and you even have a shaft to make a quick escape down to the lower level (watch out for Spire climbing up behind you). Generally speaking, enemy Hunters can approach from one direction and one direction only. If you’re playing against an aggressive opponent, or if you’re trying to keep your lead, this is where you should come. Keep the North Tower under constant watch and avoid standing too close to the edge, and you should pull through. ------------------------------------------------------------------------------- - Ice Hive [MP.06.05] ------------------------------------------------------------------------------- SIZE: Medium AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes BEST SUITED TO: KANDEN: 64% [5] NOXUS: 73% [2] SPIRE: 62% [6] SYLUX: 73% [2] TRACE: 65% [4] WEAVEL: 76% [1] SAMUS: 00% [3] WEAPONS: Affinity [1], Missile [2], Imperialist [1], Judicator [1], Volt Driver [1] PICKUPS: UA Ammo [6], Death.Alt [1], Double Damage [1] OTHER: Medium Energy [4], Large Energy [2], Nodes [3] MISC: A small, accessible arena with both the Death.Alt AND the Double Damage. I swear, I'm gonna find the guy that thought this was a good idea and make him listen to my sadness. WHERE: Arcterra LOCATIONS: AFFINITY: [1] Found inside the alcove in the Central Area. MISSILE: [1] With the Affinity. [2] On the outer rim of the second level. IMPERIALIST: [1] Take the Jump Pad that's closest to the Ice Bridge, follow the path around and head over the bridge (not in Capture). JUDICATOR: [1] Below the Ice Bridge. VOLT DRIVER: [1] Follow the rim of the second level around to the left (from the Jump Pad) to reach it. UA AMMO: [1] Near to the Affinity. [2] On the same level as the Imperialist. [3] Near to the Volt Driver. [4] On a ledge near the Judicator Jump Pad (push towards it). [5] On the Third Floor, near the Double Damage. [6] In the ramped area (near the Death.Alt's hiding place). DEATH.ALT: [1] Hidden in an alcove (on the same wall as the door that leads to the Ice Bridge - not in Survival). DOUBLE DAMAGE: [1] Found above the Jump Pad on the Third Floor. ENERGY: [M1] In the Central Area, surrounded by the metal structure. [M2] & [M3] On the outer rim of the second floor. [M4] On the Third Floor, nearest the hole. [L1] Replaces [M1] with two or more players on the map. [L2] In the ramped area with more than two players (not in Capture mode). NODES: [1] At the top of the Jump Pad opposite the one that leads to the Judicator. [2] In the ramped area (the Death.Alt is a great help here). [3] Where the Imperialist is (also the Defender ring). CAPTURE: [GREEN] On the Third Floor (above the Judicator). [ORANGE] Where [L2] would normally appear. [Note] In this mode, the door to the Ice Bridge is blocked off (that's why there isn't an Imperialist up for grabs). THE BREAKDOWN: The layout of this map doesn't really cater too well for campers, there is a nice big Central Area, but it doesn't pose much attraction (other than for respawners – but they didn't ask to be there). Generally, it's going to be the Second and Third Floors that players will be looking to occupy (two of the four Medium Energy, the Double Damage, and the Imperialist all reside there). The only real tactic is to try and stay in control of the Double Damage (or ideally, the Death.Alt) and try and maintain a healthy supply of ammo for the Judicator/Imperialist. If you keep the high ground, you should have as much chance as anyone else –- if you need some extra health and ammo –- Samus should be able to traverse the Central Area in alt. form easily, quickly, and safely. It's not much, but a small advantage over the slower Hunters is still an advantage. If you're finding yourself bogged down for whatever reason and you fail to reach the Death.Alt, then this next trick is for you. Okay, you know the ledge that's to the left of the Jump Pad (that leads to the Judicator)? Missile Jump from that ledge and onto the small ledge above the alcove (push into the wall to stay on). From here, a regular jump should let you reach the platform (that can't normally be reached). This ledge cannot be reached in alt. form by anyone other than Spire (just keep an eye out for snipers and the like). The fastest way to reach the Death.Alt yourself is to take the Jump Pad that leads to the Judicator and jumping towards the right-hand corner of the Ice Bridge (should you get stuck, a Missile Jump will free you), then following the path around. This is the fastest known method of reaching the Death.Alt, so learn it well; young Jedi, you must. ------------------------------------------------------------------------------- - Alinos Perch [MP.06.06] ------------------------------------------------------------------------------- SIZE: Large AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes BEST SUITED TO: KANDEN: 62% [7] NOXUS: 68% [5] SPIRE: 75% [3] SYLUX: 69% [4] TRACE: 88% [1] WEAVEL: 79% [2] SAMUS: 64% [6] WEAPONS: Affinity [1], Missile [1], Imperialist [1], Magmaul [1], Shock Coil [1] PICKUPS: UA Ammo [4] OTHER: Medium Energy [3], Large Energy [2], Nodes [3] MISC: Snipers love this place to bits - that's why it's still the most common map chosen. WHERE: Alinos LOCATIONS: AFFINITY: [1] In the middle of the large Outside Area. MISSILE: [1] On the jagged pillar to the south of the Outside Area. [2] Next to the pillbox-like structure in the Cave. IMPERIALIST: [1] Inside the pillbox-like structure in the Cave. MAGMAUL: [1] If you take the Jump Pad north of the Affinity, you'll be dropped right on top of it. SHOCK COIL: [1] Take the Jump Pad inside the Cave and look to your left. UA AMMO: [1] Near the Affinity. [2] Near the outside Jump Pad. [3] Near the Magmaul. [4] Near the Imperialist. ENERGY: [M1] On the pillar opposite the Magmaul. [M2] Near the Shock Coil (gets moved in slightly in Nodes and down near the doors in Defender). [M3] Follow the path around from Missile [1] (is moved down to near Missile [1] in Capture and Nodes). [L1] Replaces [M2] with more than two players on the map. [L2] Replaces [M3] with more than two players on the map. NODES: [1] Where [M2] normally appears (also the Defender ring). [2] Where [M3] normally appears. [3] To the right of the ramped area, near the Cave (with three or more players on the map). CAPTURE: [GREEN] Where Node [1] appears. [ORANGE] Where Node [2] appears. THE BREAKDOWN: For such a large map, it really is quite simple when it comes down to it – you basically have a large 'Outside Area' and a small 'Cave' area. The Outside Area is a huge, primarily flat piece of land that is interspersed by craggy pillars and rock faces. Don't expect all-out combat though -- this is the domain of the Imperialist -- so war is waged from the safety that said rocks can provide. There aren't too many strategies for the Outside Area, other than the usual Morphball related speed-along -- make sure that you roll from cover to cover –- never walk or you'll regret it. However, if you want anything other than the Affinity and some UA Ammo, you'll need to venture up into the Cave. A good trick to gain a major height advantage is to 'abuse' the main Jump Pad to reach the highest part of the arena. The Jump Pad normally propels you towards the Magmaul, right? If you run at it and keep pushing towards it, it'll shoot you straight up – a final push forward and a jump will see you landing on top of the large rocky outcrop. This is a brilliant vantage point for the Imperialist (Trace's favourite hiding place – although, it does happen to be quite exposed). Another favourite tactic of mine, is to Bomb Jump up onto the ledge where the steel plating is attached to the wall (where the doors appear in Adventure Mode). Between the six slots, they cover a good area of the ground – in one-on -one matches, you can lay down some crafty snipes against people when they head for the Affinity or the Jump Pad. If you decided to head indoors for a nice piece of Kendal Mint Cake and a cup of tea, then you'll be disappointed – this place is a powder keg. Both the Imperialist and the Shock Coil rest here (along with the Large Energy in the right circumstances) - it's a classic war of attrition. The gist, is that there is an upper and lower part of the Cave; the upper level can be reached by either the Jump Pad on the west-side or the ramp on the east-side. If you're planning just a brief visit, a Morphball is naturally the best choice (the ramp can prove quite awkward to navigate, so take the Jump Pad). If you wish to extend your stay, use the Imperialist (from the safety of the oh-so convenient pillbox that it resides in) to get the jump on anyone coming through the right-hand door (or cutting across from the left). If you find yourself cornered, you can drop down and make a speedy getaway. ------------------------------------------------------------------------------- - Sic Transit [MP.06.07] ------------------------------------------------------------------------------- SIZE: Medium AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Capture, Nodes BEST SUITED TO: KANDEN: 64% [7] NOXUS: 78% [6] SPIRE: 80% [4] SYLUX: 90% [1] TRACE: 89% [2] WEAVEL: 75% [5] SAMUS: 82% [3] WEAPONS: Affinity [2], Missile [2], Battlehammer [1], Imperialist [1], Shock Coil [1] PICKUPS: UA Ammo [6], Cloak [1], Double Damage [1] OTHER: Medium Energy [2], Large Energy [1], Nodes [3] MISC: This is where you first encounter Noxus and Trace. This is also the first outing for the Cloak. WHERE: Arcterra LOCATIONS: AFFINITY: [1] Underneath the Central Platform, in the Central Area. [2] Near the Jump Pad in the Outer Corridor (in Capture). MISSILE: [1] Take the Jump Pad from the Central Area and head left. [2] Near Affinity [1]. BATTLEHAMMER: [1] Take the Jump Pad from the Central Area and head right (it gets moved slightly in Nodes and Defender). IMPERIALIST: [1] Sitting proudly over the hole in the Broken Bridge. SHOCK COIL: [1] In the Outer Corridor. UA AMMO: [1] Near to Affinity [1]. [2] & [3] On the Central Platform, in the Central Area. [4] Near to the Battlehammer. [5] Near the Shock Coil. [6] Near the Jump Pad in the Outer Corridor (in Capture). CLOAK: [1] On the high platform near Missile [1]. DOUBLE DAMAGE: [1] Near [M2]. ENERGY: [M1] Follow the corridor around from the Battlehammer. [M2] On the Central Platform in the Central Area. [L1] Near Affinity [1] (with more than two players, or in Defender with less). NODES: [1] On the Central Platform in the Central Area. [2] Near the Double Damage. [3] Where the Battlehammer normally appears (with more than two players - also the Defender ring). CAPTURE: [GREEN] To the north of the Central Area. [ORANGE] To the south of the Central Area. [Note] The door from the Orange side that leads to the Affinity is blocked off (you can still drop down), and the Broken Bridge has been removed entirely. Why? Because there now sits a steel barricade that stops you just walking over to the opposing base. THE BREAKDOWN: This map features a brand-new power-up that'll guarantee us a victory, but only if we can use it effectively – the Cloak. The Cloak will allow us to take full advantage of the Imperialist and launch surprise attacks using the Morphball. Try and stay away from the Central Area if you can (you can be ambushed in no-less than six different ways when going for the Affinity) – although, the Affinity can prove quite a draw for Noxus, Kanden, and Spire players (seeing as their weapons don't appear on this map). With or without the Cloak, the best sniping spot has to be the Broken Bridge - due to the conveniently placed Imperialist and quick and easy access to health and ammo (and even the aforementioned Cloak, if you like). When sniping from here, the Double Damage is the perfect bait – if you can snipe them when they go to get it (i.e. they die in mid-air without collecting it), you could probably nab a few more kills before you need to move on (just remember, it is a very open spot, and as such, prone to counter snipes). The Outer Corridor (where the Shock Coil is) is where you'll find the happy hunting ground for Spire, Noxus, and Sylux users. The rough nature of the corridor (ins and outs, stuff like that) means that they can torch, freeze, or bomb you before you even know they're there - even with the Boost-Ball, traversing it can prove extremely dangerous. It doesn't matter too much if we miss it out, it only serves as a through-way to things we can reach just as easily via another route. If you must pass through this way, grab the Cloak first (ooh, that reminds me; if you have the Cloak, you might be able to get the drop on the campers that usually dwell there - just don't charge any weapons or you'll give yourself way). The Shock Coil is probably the best way to conserve ammo AND locate cloaked Hunters (Seeker Missiles are just too valuable, but they'll do in a pinch). Rather unsurprisingly, this is a quite popular map (translation, get used to it, baby), anyone with any experience of Combat Hall should find themselves immediately at home because of it's compact, centralised design, and the pace it adheres to (especially so for a medium-sized map). ------------------------------------------------------------------------------- - Transfer Lock [MP.06.08] ------------------------------------------------------------------------------- SIZE: Medium/Large AVAILABLE IN: All BEST SUITED TO: KANDEN: 83% [3] NOXUS: 79% [5] SPIRE: 73% [6] SYLUX: 91% [2] TRACE: 95% [1] WEAVEL: 70% [7] SAMUS: 80% [4] WEAPONS: Affinity [1], Missile [1], Battlehammer [1], Imperialist [1], Shock Coil [1], Volt Driver [1] PICKUPS: UA Ammo [7], Double Damage [1] OTHER: Medium Energy [8], Large Energy [1], Nodes [4] MISC: Play this map in Bounty, Defender, or Capture to open the Transfer Lock proper. Also, this is the first map where you will experience lunar gravity. WHERE: Celestial Archives LOCATIONS: AFFINITY: [1] In the central alcove, at the bottom the of the Control Tower (near the Teleport Pads). MISSILE: [1] On the second tier of the Control Tower, in the alcove. BATTLEHAMMER: [1] Behind the domed structure at the very top of the Tower. IMPERIALIST: [1] On the long platform opposite the Control Tower itself. When the arena is expanded, it'll appear on the Middle Level of the Transfer Lock proper. SHOCK COIL: [1] On the same level as the Imperialist. VOLT DRIVER: [1] Behind the domed structure at the very top of the Tower. When the arena is expanded, it appears on the same level as both the Imperialist and the Shock Coil. UA AMMO: [1] & [2] Either side of the Control Tower, on the ground. [3] & [4] Either side of the Control Tower, second tier. [5] Near the Imperialist (after expansion). [6] & [7] On the main platform in the Space Area (after expansion). DOUBLE DAMAGE: [1] On the Central Platform in the Space Area (not in Capture). ENERGY: [M1] & [M2] Either side of the Control Tower, second tier. [M3] Right in the middle of the domed area. [M4] & [M5] Replaces [M3] in Nodes (not in Capture). [M6] Straight along from the Imperialist (when expanded), during Capture, it appears in the Transfer Lock. [M7] & [M8] Behind the far left and far right holographic doors on the Lower Level. [L1] Replaces [M3] with two or more players on the map. NODES: [1] On the second section of the bridge opposite the Tower. [2] At the top of the arena, down the east-side. [3] Exactly opposite Node [2]. [4] In the middle of the domed area with four players (it is also the Defender ring). BOUNTY/CAPTURE: [GREEN] Found where Node [4] is (Base). [ORANGE] Where the Double Damage is normally (Bounty). THE BREAKDOWN: The Transfer Lock is a worryingly wide, open space – there are few places to hide, and very few opportunities for anything verging on strategy. The whole of the arena is dominated by a huge temple/spaceship/thing (I’ll just call it the 'Control Tower' for the sake of argument) – it’s quite high and rather steep on the feet. The steepness is somewhat alleviated by the addition of a pair of dandy one-way Teleport Pads in the lower alcoves – these will drop you right at the back of the Control Tower, inside the Gulley. The Gulley is a large channel that runs from the bottom of one side, right round the back, and down the other side. This probably isn’t the best of maps for us to play sniper, it’s far too open and far too easy to suffer counters, but by all means, try and keep the Imperialist under some form of control. If all hell breaks lose and this turns into some kind of sniping war, you’re probably not going to win (especially with Trace skulking around – his favourite place is usually on top of the dome). If you want to stay alive and maintain a chance of actually winning (yes, both at the same time), then you’re going to have to use that Gully as your lifeline (snipers are going to find it hard to hit you, alt. forms are going to be disadvantaged, and you’ll never be too far from a pick-me-up or two). If you thought this place was large and open before, then let's step outside. When in Bounty, Defender, or Capture, the arena will be expanded. The doors that were blocked near the Imperialist will open. The in-between section is the actual 'Transfer Lock' (much like an airlock) – in here, there are three levels, the obligatory Upper, Middle, and Lower Levels. The middle section is made up of three energy bridges (the doors make a great place to snipe from). The Lower Level contains a couple of Jump Pads that’ll throw you almost halfway up the Control Tower at the speed of sound (well, not quite – very handy in all three modes – especially if you boost into them). The Space Area is pretty sparse of power-ups, but it does have a Double Damage, if you can reach it. The lunar gravity will allow you to leap between the four space platforms with relative ease (ya still need timing). ------------------------------------------------------------------------------- - Sanctorus [MP.06.09] ------------------------------------------------------------------------------- SIZE: Small AVAILABLE IN: Battle, Survival, Defender, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 82% [3] NOXUS: 89% [1] SPIRE: 72% [4] SYLUX: 89% [1] TRACE: 52% [5] WEAVEL: 89% [1] SAMUS: 87% [2] WEAPONS: Affinity [1], Missile [1], Volt Driver [1] PICKUPS: UA Ammo [4], Double Damage [1] OTHER: Medium Energy [4], Nodes [2] MISC: WITTY COMMENTS UNAVAILABLE. WHERE: Arcterra LOCATIONS: AFFINITY: [1] In the middle of the Ground Floor. MISSILE: [1] Near the large opening on the First Floor. VOLT DRIVER: [1] On the First Floor (in Nodes, it gets moved to where you enter the First Floor via the Jump Pad). UA AMMO: [1], [2] & [3] On the Ground Floor (the place is tiny). [4] On the First Floor. DOUBLE DAMAGE: [1] On top of the fallen stalactite on the Ground Floor. ENERGY: [M1] Found behind the pillar opposite the Jump Pad. [M2] On top of one of the fallen stalactites. [M3] Opposite [M3] with two or more players on the map. [M4] On the small step above the Jump Pad. NODES: [1] In the middle of the Ground Floor (also the Defender ring). [2] Where the Volt Driver normally appears. THE BREAKDOWN: You'd be hard pushed to find an arena smaller than Sanctorus - hard pushed to find one more chaotic, too. Because of it's 'inadequacy' in the size department, you won't actually find much in the line of weaponry (of course, the prerequisite Affinity is there, but apart from that, very little), other than some Missiles and a Volt Driver. However, Sanctorus boasts a Double Damage power-up and very little room to run and hide –- you see -– Sanctorus is pretty much two small rooms stuck on top of one another. There is no respite from any assault that anyone wants to lay at your door because the First Floor can quite easily be accessed by climbing up from the centre (meaning no lock-down when you really need it). If you can be the one that lays their hands on the Double Damage AND the Volt Driver, you'll win for sure – the problem is, that due to the very rough nature of the ground, our Morphball is virtually useless on the Ground Floor (sure, you can Bomb Jump, but it'll usually be way too hectic for that kinda thing). If you can't lay your hands on it, all you can do is try and waste some time by firing barrage after barrage of Missiles to keep them at bay. If you're playing multiple opponents, you may be lucky enough to find that you now have some brothers in arms that'll help remove the threats (same goes the other way). It's amazing what looming death will do for camaraderie. ------------------------------------------------------------------------------- - Compression Chamber [MP.06.10] ------------------------------------------------------------------------------- SIZE: Small AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 82% [2] NOXUS: 78% [4] SPIRE: 62% [5] SYLUX: 87% [1] TRACE: 80% [3] WEAVEL: 82% [2] SAMUS: 87% [1] WEAPONS: Affinity [1], Missile [2], Judicator [1] PICKUPS: UA Ammo [4], Double Damage [1] OTHER: Medium Energy [6], Nodes [3] MISC: My lips say, "no" - my eyes say, "read my lips." WHERE: Vesper Defence Outpost LOCATIONS: AFFINITY: [1] On top of the large block in the South Area. MISSILE: [1] Near the divider between the North Area and the South Area (on the Upper Level). [2] They can be reached by taking the Jump Pad in the South Area and jumping towards them. JUDICATOR: [1] Behind the partition in the North Area. UA AMMO: [1] & [2] In the South Area (either side of the Upper Level). [3] & [4] Near the Judicator. DOUBLE DAMAGE: [1] Inside the large block that the Affinity sits on. ENERGY: [M1] & [M2] Near either side of the Jump Pad in the South Area. [M3] Up on the high beam in the North Area. [M4] In-between the ground supports in the North Area. [M5] & [M6] Either side of the Upper Level in the North Area (only when playing Nodes). NODES: [1] Where the Affinity normally appears. [2] Where [M4] appears. [3] Up on the rim behind Node [2] with three or more players. THE BREAKDOWN: You've gotta take the highs with the lows, apparently. The Compression Chamber is a map that fails to become predictable, even with it's small size. What we have are two areas, a North Area and a South Area – accessed from either the Upper Level, via a walkway or from the Lower level via alt. form. The secret to success, is to vary the way you do things – always taking one way into each area, or always sticking to one level will make you predictable The Jump Pads aren't just for show ya know – use them often to create ambushes from the high beams (two guys fighting never stop to look up), or to simply escape the trials and tribulations of being shot in the face. The only thing that we need to stand a chance is the Morphball and the Missiles – other than that, always try and keep tabs on the Double Damage. With the map being so small, it will often spell victory or defeat. Incidentally, where you find it can make quite a nice little hiding place, while you're waiting for it's return. ------------------------------------------------------------------------------- - Incubation Vault [MP.06.11] ------------------------------------------------------------------------------- SIZE: Small AVAILABLE IN: Battle, Survival, Prime Hunter, Nodes BEST SUITED TO: KANDEN: 89% [1] NOXUS: 82% [3] SPIRE: 70% [5] SYLUX: 73% [4] TRACE: 69% [6] WEAVEL: 84% [2] SAMUS: 89% [1] WEAPONS: Affinity [2], Missile [1], Battlehammer [1], Shock Coil [1] PICKUPS: UA Ammo [3] OTHER: Medium Energy [4], Nodes [3] MISC: It's little and hot - just like Kylie. WHERE: Celestial Archives LOCATIONS: AFFINITY: [1] Inside the Upper Floor of the 'Shelter.' [2] On the step down (behind the partition wall). MISSILE: [1] On the walkway, where it branches off. BATTLEHAMMER: [1] On the upper rim near the 'Incubation Tank.' SHOCK COIL: [1] Near the lower 'Shelter' door. UA AMMO: [1] & [2] Near the Shock Coil. [3] Near the Battlehammer. ENERGY: [M1] Inside the Lower Level of the 'Shelter.' [M2] Near the first Jump Pad in the 'Tank Room'. [M3] & [M4] Between the wall and the 'Incubation Tank' with more than two players on the map. NODES: [1] Where [M1] normally appears. [2] Near to the west-side of the 'Incubation Tank.' [3] Up on the rim, where the second Jump Pad lands you. THE BREAKDOWN: The Incubation Vault is divided into two sections, an indoor area (which I'll refer to as the 'Shelter,' just because I can) and an open area containing the 'Incubation Tank' (so, I'll call it the 'Tank Room'). The Shelter is pretty straightforward, there's an Upper Level and a Lower Level – the Upper Level can be reached via Jump Pad (or by climbing the large step just inside the left-side of the lower entrance). In the Upper Level, there's a ruddy great hole that can be used to get back to the ground (or get the drop on people). The larger of the two areas can definitely be classed as' interesting.' Down the centre of the room runs an energy rod (the Incubation Tank, if you're slow) – stepping foot on the Incubation Tank will result in your arse being quick- roasted (the metal banding is safe, though – well, as safe as you can get). Running down the north-side of the Incubation Tank is the walkway that makes up a la