Metroid Prime: Hunters Walkthrough :
This walkthrough for Metroid Prime: Hunters [Nintendo DS] has been posted at 17 Jul 2010 by scriver7000 and is called "Affinity Weapon FAQ". If walkthrough is usable don't forgot thumbs up scriver7000 and share this with your freinds. And most important we have 21 other walkthroughs for Metroid Prime: Hunters, read them all!
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Walkthrough - Affinity Weapon FAQMetroid Prime Hunters Weaponary FAQ: © to Oceanic Sun of http://www.neoseeker.com/ Navigation: Affinity Weapons: judicator magmaul volt driver battle hammer shock coil imperialist missiles Alternative Forms: morph ball vhoscythe stinglarva dialanche lockjaw triskelion half-turret Other Weapons: power beam missiles Affinity Weapons: What will be included in this section: what is an affinity weapon? what affinity weapons are there? which hunter and affinity weapon go together What is an Affinity Weapon?: An affinity weapon is a specific weapon in the game of Metroid Prime Hunters that do different effects depending on the hunter you choose. Some can freeze, some are a charged volt of electricity that home on, and others are as simple as a weapon of hot magma that continually burns you. In Metroid Prime Hunters, there are 7 affinity weapons in total, but only one character can use the special properties. What Affinity Weapons are There?: As stated before, there are an exact amount of 7 affinity weapons. Their names are the Judicator, Magmaul, Volt Driver, Battle Hammer, Shock Coil, Imperialist, and Missiles. Each character has one that only they can harness the special effects of. Which Hunter and Affinity Weapon go Together?: As soon as you walk through a black and white blob, you will get your affinity weapon. However, Samus always has her affinity weapon, and walking through the symbol will only increase the amount of ammunition for her weapon. Judicator: Noxus and the Judicator go together. Once Noxus has his affinity weapon, the Judicator, if he has enough UA ( Universal Ammo ), he can perform a freeze attack on his foes. If you charge up the Judicator by holding the fire button, and you are close enough to your opponent, this will freeze them. You can then flee or kill your opponent. There is a strategy that guarantees a kill, however. That is switching to the Imperialist and getting a head shot. If your foe has more than 100 health, you will need to perform a zoomed in head shot for your foe to suffer an instant death. You can also use your standard weapon to kill your opponent. This weapon is called the Power Beam. Magmaul: Spire and the Magmaul go together. If you have enough UA ( I recommend having at least 6-59 ), and you are close enough to your foe, charge your weapon. Once you release it, and if it is a hit, this will light your opponent ablaze. A lot of times your opponent will then rush for health, this is your chance; switch to missiles. Missiles do about 30 or so damage per shot, and combined with the Magmaul burn, this can do a large amount of damage fast. You can also switch to your alternative form, the Dialanche, and chase down your opponent and kill them this way. If your opponent gets wedged into a corner due to your fast speed, you can almost instantly kill them with the Dialanche. Seeing as your opponent has been burned using the Magmaul, if they weren't able to run for health, they will be dead in a matter of seconds after cornering them. Volt Driver: Kanden and the Volt Driver go together. If you have enough Universal Ammo, you can charge your Volt Driver. What this produces is a large, slow moving volt of homing electricity. This can be used very effectively in small levels such as Combat Hall. There are very few ways to avoid this weapon, and it can be used quite quickly. If you are to charge and release a shot, your opponent is almost forced to move, seeing as this weapon does a great deal of damage. Multiple shots of the Volt Driver is almost impossible to dodge, and it will make your opponent panic. In the heat of it all, there are multiple things you can do; switch to missiles and lead a full-on assault, or if you want, you can even try and score a head-shot with the Imperialist. You can also rush up close and use your Power Beam, or if you want, get up close and switch to Stinglarva, your alternative form. I recommend switching to missile reserve and releasing them, however. Your opponent will be most likely dead after being shot by a sole missile after unleashing your barrage of Volt Driver, making this a very effective strategy, especially on small levels such as Combat Hall. However, keep in mind that the shots stop once they hit a wall, so keep your eye on your opponent if they begin to flee into a heavily defended area. Battle Hammer: Weavel and the Battle Hammer go together. It is a weapon that shoots small, green lobbing bullets. Normally when someone shoots it, it will just hit the opponent. If you hit the ground using anyone other than Weavel, it will mostly just plop down. However, if you are using Weavel, if your Battle Hammer shot hits the ground, it will make a small, circular like explosion. You can actually aim this at your feet to gain a higher jump than what you normally would. If you intend to use the Battle Hammer, you will need to have relatively short ground between yourself and your opponent. Being too far makes it hard for your shot to be accurate, and being too close results in damaging yourself. Aiming near your opponents feet almost guarantees a hit, and seeing as this is a relatively fast firing weapon, it is hard to dodge. If your opponent jumps from where your shot would land, quite commonly they will be hit by the aftershock of the Battle Hammer. The Battle Hammer is also very useful for discovering lag-points in Wi-Fi battles, keep that it mind. It can also keep your opponents at bay if they go into their alternative form. Shock Coil: Sylux and the Shock Coil go together. The Shock Coil is a weapon that if you are close enough, it will technically "chase" after your opponent. A line of electricity goes between you and them, but it doesn't do too much damage at once. When Sylux uses the Shock Coil, it restores his health. Now, seeing as the weapon doesn't seem like it does much damage, if does quite a bit of you can keep your aim on the opponent. They will most commonly jump out of the way of your Shock Coil: keep your lock on them when they do this. Shock Coil does more damage as your opponent is in the air, and it also restores your health a lot faster. Seeing as it can only be used short-range, it is recommended that you are also somewhat decent with the Imperialist for long-range, as well as having decent Missile skill for medium range. It can be used against Weavel users for a very sneaky advantage; if they go into Half-turret, take out your Shock Coil. It is relatively easy to use the turret part for free health, then focus on the actual opponent. If they are doing turret-spam, this can be especially easy to make them realize that it is not safe. Imperialist: Trace and the Imperialist are a match. The Imperialist is a usually a long range weapon, seeing as it is technically this games' sniper, but you can use it up close also by jumping side-to-side, and aiming for the head. This has to be one of the most common techniques seen on random Wi-Fi. When Trace stands still holding the Imperialist, it makes him almost completely invisible. He also has a hard to hit head (imperialist to where you see the red circle in his head), which makes him relatively good at hiding. He is quite commonly seen with the Imperialist on the level Alinos Gateway, seeing as there are various places to hide and snipe. Missiles: Missiles are an affinity weapon? Since when? Samus has the capability to use her missiles to home onto opponents, much like a Kanden user has the ability to charge his Volt Driver to home on to his opponents. One good thing about having missiles as an affinity weapon is that it allows you to have homing missiles, power beam, missiles, and another weapon of your choice- all at once. The way you activate your homing missiles is just by charging a standard missile. These homing missiles are relatively difficult to dodge, and deal a fair amount of damage. They can be used lethally on small levels such as Combat Hall, and by the time your opponent is near you, it should take a few Power Beam shots to finish them off. Alternative Forms: What will be include within this section: what is an alternative form? what alternative forms are there? which hunter has which "alt" form? What is an Alternative Form? An alternative form is another form that each hunter has. There are also 7 alternative forms, one for each hunter. There is quite a bit of discussions about alternative form "spam" in forums, so I decided it would be important to add a section about each to my FAQ. Alternative forms can be "cheap" at times, therefore it is necessary to know that they can do; that way you can find ways to counter them. Alt forms tend to have a higher amount of speed than what your biped (normal) form does, so they can pack quite a punch if used correctly. Which Alternative Forms are There? In total, there are 7 alternative forms, same as there are 7 affinity weapons. Each hunter only has one, much like they can only harness the special effects of a sole affinity weapon. The names of the alternative forms are the Morph Ball, Stinglarva, Dialanche, Triskelion, Vhoscythe, Lockjaw, and the Half-turret. These can all be used for a various amount of things, and the majority of them are lethal. Which Hunter has Which "Alt" Form? Morph Ball: Samus has the alternative form called the Morph Ball. As it's name implies, yes, it is a ball. It is relatively small, making it difficult to hit. It is also fairly fast, adding to how lethal it is. Clicking the button that fires will result in dropping a small bomb. You can use this to gain a small jump, or you can use it as an offensive weapon. Dropping one bomb, one as soon as you leave ground, and one once after you hit the maximum height it can go will result in a large jump that will go higher than what your biped form is capable of. Using this on a level with a small amount of gravity (such as Headshot, or Weapons Complex) will result in an extremely high jump, you only need to lay one bomb down and watch how high you will go. Stinglarva: The alternative form of the bounty hunter Kanden is called the Stinglarva. It looks much like a leach, and isn't very large. It has a tail that it can shoot of which homes onto nearby opponents. It also regenerates fairly fast. Similar to Samus and the Morph Ball, you can use the Stinglarva's disposable tail for a small jump. However, this boost is not as high as that of Samus's, and you can't do it in succession. The Stinglarva is a very fast moving alt form, and it is hard to counter. Spamming the Stinglarva can be relatively effective, but like most alternative forms, it is countered by Magmaul. Pulling ambushes using the Stinglarva can be very useful at times, especially on levels where there are multiple places to hide. Dialanche: Spire can transform into the slow moving, heavy hitting Dialanche. Seeing as it is relatively slow and bulky, the game designers added a very useful addition to this alt form: it can climb walls. In levels such as High Ground, or Elder Passage, it can be very useful to getting to the high area where the Imperialist rests. If your opponent is trapped in a corner, this almost spells certain doom if you are using the Dialanche, you can do about 70 damage in a matter of seconds. The Dialanche isn't too commonly used offensively, it is very commonly used to cover Spire's tracks, however. But, if you can master forcing your opponent into a corner, the Dialanche will be your best weapon in that case. Triskelion: The bounty hunter Trace has got to have the most difficult alternative form to counter, the Triskelion. It is relatively small, and by far, the second fastest moving alternative form, if not the fastest. To perform attacks, it lunges at it's opponents, and it covers a far amount of ground while doing so. Each of these attacks will do 50 damage per hit, which means you can be killed within a maximum of 4 hits (maximum health is 199), and you can be killed within two hits after spawning (you spawn with 99 health). Using the Triskelion on a small level such as Combat Hall is not only intelligent, it is lethal. To top it all off, the game designers gave the Triskelion the ability to turn invisible while sitting still. On online play, many people will choose a large level such as Alinos Perch, get a kill, and hide for the rest of the match. Try to get more kills against a Triskelion spammer as you can, then flee. Unless you are using a weapon such as the Magmaul, or Weavel with the Battle Hammer, you will have a fair amount of trouble finding and killing a Triskelion after it flees. Vhoscythe: The Vhoscythe is as it applies, a scythe. It's name is a mix of "vhozon" and "scythe". Noxus is of the vhozon species, and his origins are from Vho, so it is relatively simple to tell that this is his alternative form. This can be used both offensively, and defensively. I'd classify it as a medium for speed, but it can be very useful. A large blade circles around the Vhoscythe, and you ram into your opponents to deal damage. It actually has knockback also, your opponent will fly a short bit after being hit by this weapon. If an opponent is stuck in a corner, the Vhoscythe is also very useful. Seeing as Noxus has a relatively large head, using the Vhoscythe can be useful while avoiding Imperialist shots. Unfortunately, it is rather easily countered by Magmaul, Weavel with Battle Hammer, and Shock Coil. After you go forward, it takes a while to turn backwards, so Shock Coil can abuse this (especially with Sylux, free health). I recommend using the Vhoscythe occasionally, not much. It can be very useful in the dome like area of Vesper Defense Outpost Gateway (VDO Gateway). Lockjaw: The mysterious Sylux can transform into the fast traveling Lockjaw. The Lockjaw can set up 3 bombs, and it can form a triangle if connected properly. Sometimes if done correctly, the triangle will chase after your opponents. Mastering Lockjaw is very difficult, but one of the most efficient alternative forms to know how to use. Remember how I mentioned that Samus gets a huge boost from her Morph Ball in levels such as Headshot and Weapons Complex? Sylux does also, but a much larger one. Rapidly clicking the fire button will give him a boost, but you can keep this up for as long as your fingers will hold up. This boost is large, and can be used to flee when needed, and to escape for health. Fast. It's also near-impossible to be hit if you "fly" out far on Headshot, so keep this in mind. When up close, the Lockjaw can be the most effective alt form in the game. It's fast, and packs quite a powerful punch when used correctly. Half-turret: The oddest, and most interesting alternative form, the Half-turret. The Biogenetic Space Pirate Weavel has the ability to split his body in half, one half is stationary, the other half mobile. The stationary part is a turret which shoots somewhat accurate Battle Hammer shots, while the mobile part can do a slashing lunge. A lot of times, people will put the turret in a common place for an opponent to pass through, while the other half sits and regenerates health. You would think that this wouldn't be necessary, correct? Unfortunately, splitting in half splits your health also, so if you had 99 health, the turret would have 49, and the mobile would have 50. Also, the stationary half is Sylux with Shock Coil bait, which makes it relatively easy to sap the turret's health without your opponent noticing. There are many strategies with the Half-turret, such as dropping it in the middle of the hole in Headshot, and their are also Battle Hammer- Half-turret glitches that boost how far you jump. Other Weapons: Power Beam: The Power Beam is the standard weapon in the game of Metroid Prime Hunters. It shoots rapid, weak shots. An uncharged shot to the body will do 6 damage, the smallest amount a weapon can do in this game. However, a fully charged headshot can do 48 damage (approximately) in one shot. This is most commonly used when you run out of ammunition, but it is much more useful from what most believe it is. It is actually the weapon that will teach you the jumping from side-side strategy and aiming. Seeing as this weapon is relatively weak, it is most commonly used in ambushes from the back. It can fire rapidly, allowing to clear enemies fast. Seeing as the weapon itself isn't too powerful, it is somewhat similar to the Battle Hammer, which only does 12 damage per shot. After you get a firm grasp on the Power Beam, try using different strategies such as using the Judicator the same way; they are very similar, the only difference is that the Judicator shoots stronger shots which are capable of bouncing off walls. In a way, the Power Beam is the foundation of success if you can master it. Live it. Love it. Missiles: The Missiles are some of the most important weapons in this game. Generally used from a semi-close range, missiles pack quite the punch. Normally with a weapon, you would shoot where your opponent is, correct? Don't. Shoot to where your opponent is going. Missiles are generally hard to dodge, and can also be used to chase an opponent away. Two charged missiles, followed by a missile will usually kill someone. That's 5 missiles in total. Combined with the Power Beam or Magmaul, missiles are quite a fearsome weapon. The sad thing is, is that most people don't know how to use them to their full potential. It is impossible to score a headshot with a missile, but they do have a bit of range from where they explode. A direct uncharged shot will do about 30+ or so damage, so you might not even need to charge them. Using the jumping from side-to-side strategy, you can quickly kill a foe from a very close range, but you do need to be aware of what is going on at the moment. Being too close can result in damaging yourself, so missiles can also be suicidal if you don't know what you are doing. Once again, this guide is copyrighted, and property of the member Oceanic Sun of neoseeker.com, and the website itself. Copying any portions of this guide without my permission is not allowed, and action will be taken if this is done. |
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