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Bosses/Hunters

Note: These are taken straight from the walkthrough, if you need a bit more help on how to find the bosses/where to go when they are dead, check the walkthrough.

Celestial Archives part 1

Hunter Duel: Kanden
You should already have a scan of Kanden, but not of Stinglarva, so scanning Stinglarva should be a high priority. When he enters Stinglarva form, change to morph ball mode and run away, as his explosive stings can deal some good damage if you’re not careful. Leave bombs in your wake because he’ll follow you, still, and then you can damage him instead. Missiles are a good bet to use on him, but they certainly won’t last you the battle, so once you’re out, just pile on the damage with the power beam. Charge shots and especially headshots whenever he stands still. If he fires a charge shot at you, run away from it, weave about a bit, head through the gaps between the pillars and stuff, just lose it, ‘cause it’ll follow you and if it hits, it’ll screw up your visor for a couple of seconds, which is really annoying.

Boss: Cretaphid v1
The Biodefence Chamber A scan is in here, too but it’ll still be there when you’ve done the boss, so give scanning the boss priority, after all this is your only chance to get it. The scan is a point right at the very top of the tower.

The strategy to this is straightforward. Shoot all the blue things on its side a couple of times to knock them out of action. Just make sure to dodge the lasers while you’re doing it. When they’re all down, the lasers will stop and a shining silver thing will emerge from the top of the tower. This is the heart of the Cretaphid, and the bit you need to shoot to damage it. It will shoot silver projectiles at you, so keep moving and shooting. A few missiles will destroy it sufficiently to reach the next stage. You’ll know when you’ve been successful, as it will appear to explode in a white ring. You haven’t actually killed it, yet, though. You have to repeat the process three times, and the lasers are at different heights at each stage. Each stage also comprises a third of the Cretaphid’s health. You should also note that the heart doesn’t appear for very long, and if you don’t remove a third of its health before it disappears again, you’ll have to shoot all the blue things again to make it reappear. Once you’ve defeated all three stages, you’ll get another short cutscene and be rewarded with an Octolith and several health orbs. Scan and collect the Octolith to get a gunship transmission. Your ship thinks that Octoliths might the key to the “ultimate power”. Smart ship. Get the Biodefence Chamber A scan if you didn’t already. It’s in another blue thing you can only see with the scan visor. Now leave.

Alinos part 1

Hunter Duel: Spire

By climbing up a little, you can get him scanned, but be careful as he can hit you easier from here. There is a Blastcap in the area too, which is actually in a safe area, if you want to scan that, too. Hit Spire with a few missiles and he’ll run into a room. The door you need to take will be shown to you, so take it. Once inside head right and spire will trap you in a room with two generators. The two generators aren’t scannable, but the Voldrums they spawn are. Get a scan and clear the area of Voldrums and generators as quickly as possible because the Voldrum attacks don’t often miss. Clearing the room will remove the shields locking you in and allow Spire to start shooting at you from above. Hit him with a few more missiles and he’ll drop down to attack in his Dialanche form. Make sure to scan this while you can. Once he’s taken enough punishment in this form, hell run off again. Scan the orange device on the wall to get the shield key for the nearby Attameter Artifact which in turn unlocks the door back outside. Time to finish it with Spire. He’s already taken a lot of damage. Shoot him from the doorway for a while since he can’t hit you easily there. After that, just shoot him whenever you can get a shot. Dialanche is also best countered in morph ball form. Most alt. forms work better at close range, so hunters will often chase you down in their alt. forms. They will get you easily unless you use the morph ball, which gives you equal speed and, by leaving bombs behind you, you can hit them as they follow you. Spire shouldn’t take long to defeat. He’ll drop the last shield key getting you the Binary Subscripture Artifact.

Boss: Slench 1

Slenches can catch you out on the scanning if you’re not careful. They have three parts. Slench 1a can be scanned when it is attached to the wall, Slench 1b is when it has detached from the wall and is vulnerable. The Energy Blasters are the three guns it has on the wall around it.

On the wall, the Slench is invulnerable. All shots are merely absorbed by its shield. It fires green homing blobs from the centre of the eye which, though slow moving, home in pretty dang well. They can be shot down for health and supplies, should you need them. The energy blasters are fuelled by the synapses connected to the main eye. Shoot the synapses a few times and they become temporarily disconnected. Break all three synapses and the Slench will detach from the wall and float around the room. It becomes vulnerable now and you should hit the exposed eye with missiles as quickly as possible. It will continue to fire energy balls at you, so keep moving. After you deplete a third of its health, you’ll get the silvery ring shaped explosion (as with the Cretaphid) and it will return to the wall. Repeat the process a further twice and it will die. The Slench will move more rapidly in the floating phase with each round. If you find it hard to hit the eye with missiles on the third round, switch to the power beam and hit it with that.

Hunter Duel: Weavel

It’s a small room, so he can hit you pretty easily here. Fortunately, you can hit him just as easily. Get him scanned, then land a few headshots on him. He’ll soon change tactics, switching to halfturret. The turret will be in the centre, while his body will chase you around the room. His alt. form is slow, so you don’t need to worry about him catching you. Just circle strafe around the room with him following and shoot the turret in the centre. Shooting the turret damages him as much as the body. After a bit he’ll run off down the hole previously sealed by the force field. You can finish off the turret if you haven’t done so yet, then follow him down the hole. It will bring you out into another small room, where he’ll immediately start shooting at you. Again, the potential for headshots is great in such a small space, so use this to your advantage and he should go down soon.

Vesper Defence Outpost part 1

Hunter Duel: Sylux

The key thing to remember her is not to let Sylux get too close. The Shock Coil, while not extraordinarily powerful, can wear you down with a lot of constant damage. It’s only a short-range weapon, though, so keep your distance and he won’t be able to hit you. His Lockjaw form isn’t the most powerful thing you’ve ever seen. Hit it with a couple of missiles and it’ll back off. He’ll head into the central area after taking a bit of damage. When you follow him in, you’ll get locked in with him, which makes putting the distance between you a bit trickier. Sylux will get a hand from his ship, the Delano 7, shortly, which I think is a little unfair. It’s not a big deal though, so scan it and shoot it a few times to put the autocannon out of operation before continuing with Sylux. The battlehammer does more damage than the power beam, but missiles are still your best bet. The battlehammer is useful for disabling the ship if the autocannon starts up again, but save the missiles for Sylux. It’s a bit tougher than other duels you’ve done, but there are a few crates scattered around, should you need health. When he eventually goes down, grab the shield key he drops, then go get the artefact. There are Gestation Tanks around the corridors which made up the first part of the battle to scan.

Boss: Cretaphid v2

Same as before, really. Shoot the blue things to expose the heart, and then shoot that to damage it. The main difference is its weaponry. Instead of lasers, it will shoot homing green orbs, which are best just avoided. When the blue spots turn red, they are also invulnerable, so wait for them to turn blue again. Essentially, keep moving and shooting and it’ll go down soon enough. I think this is actually easier than the first.

Arcterra part 1

Hunter Duel: Noxus

The interesting thing about this battle is that Trace is actually still around, on the bridge, and you can still shoot him. If you shoot him a lot, he’ll put a few sniper rounds in your head and that can hurt. Once his health drops sufficiently, he’ll get out of there, although you can’t fully defeat him. Noxus should definitely be your priority, though. This is a fairly standard battle-to-the-death type thing. Noxus isn’t the most manoeuvrable of characters, and he’s pretty easy to hit, though his judicator weapon can freeze you, and the vhoscythe alt. form packs a punch. Missiles are still best, for now. Pile a few of those on, especially when he’s in alt. form, and he won’t last too long.

Boss: Slench 2

The only difference between this and the first one is its ammo. This one fires magma at you, so destroy the synapses with the judicator. The exposed eye may take a bit more damage with the judicator than other weapons, but I’m not certain. For best results, just use the judicator all the time. You don’t have absolutely loads of UA at the moment, so if you do run low, switch to the power beam, back off, and just shoot the green homing orbs for a while to stock up on stuff. Don’t forget to keep moving while restocking to avoid the shots of magma. Again, if you have trouble hitting the third stage, use faster moving ammo, the power beam. It’ll take longer to defeat, but you should be able to hit it a lot easier.

Hunter Duel: Trace

Even if you damaged him before, he’ll have full health here. He starts on a ledge, sniping at you. Use some natural cover when he turns invisible, as he’ll be lining up a shot. Shooting him will also break his invisibility. Keep moving, and hit him when you can. Once he’s lost about a quarter of his health he’ll jump down to give you a proper fight. His Triskelion form is his most dangerous. He’s fast, agile, and pretty powerful. He’ll sometimes stop to go invisible, though, so take this chance to get a missile in. Move and jump constantly to avoid triskelion, but if you’re using missiles, be careful as he likes to get up close and you can damage yourself if you’re not wary. Take every chance you get, as his normal form is pretty weak, and he stops to do his invisibility thing from time to time. Don’t overdo the caution, either, though as you’re pressed for time and you’ll want to get out of there soon.

Celestial Archives part 2

Boss: Slench 3

The differences this time are that it fires high-voltage ammunition, so you need to hit the synapses with the battlehammer. Also, the Slench 3b can charge you, inflicting a lot of damage. You’ll know it’s going to do this as it backs off and closes the eye. The best way to avoid the charge attack, as it’s pretty big, is the morph ball. You likely won’t be fast enough, otherwise. Aside from that, same old drill. Remember you can back off and shoot the green orbs for supplies if you’re running low. The Shock Coil is a sure-fire way of hitting it, but it’s a very slow way of actually dealing damage. The battlehammer is probably best for the whole battle. The judicator, while powerful, doesn’t seem to be quite as potent against this as it does against other things.

Alinos part 2

Sub-Boss: Fire Spawn

This thing will almost constantly hurl magma at you, which burns. Fortunately there is a partly broken pillar you can hide behind when it’s throwing it. Only use the judicator here, as if I needed to point that out. When it throws magma hide behind the pillar and charge up a shot. It will dive back into the magma after throwing a few magma balls, and re-emerge a few seconds later. When it opens its mouth, shoot it in its mouth with your charged shot, then get back behind the pillar. Sometimes the pillar seems to stop protecting you, so if magma starts going through it, keep moving to avoid its attacks. If you head up to the really big pillar near the inactive jump pad, it seems to just dive back into the magma anyway and won’t re-emerge until you get closer again. You can also use this for a tactical advantage. Defeating it will get you the Magmaul. You can use this to remove the orange force fields in this area, but not before you’ve scanned one.

Boss: Cretaphid v3

This Cretaphid is an amalgamation of its two predecessors. One layer of spots will fire lasers, while the rest fire homing green blobs. All the spots need to be deactivated to get at the heart, even the laser spots. The lasers will switch off temporarily, at certain intervals, which is when you can hit them.

Arcterra part 2

Sub-Boss: Arctic Spawn

This is pretty much the same as the last one, except that it obviously throws ice, not magma. The ice freezes as well, to try not to get hit. There is a huge chunk of rock you can hide behind for cover, again, so just use the same hit-and-run tactics. Defeating it will get you the Imperialist. 

Boss: Cretaphid v4
This one is quite nasty. It’s attack methods are identical to the v3. The only difference between the two? This one can move. It glides back and forth somewhat randomly around the arena. The only difference this makes to combat is that when its heart is exposed, if it moves near to you it can be quite difficult to hit, meaning the battle tends to get a lot more drawn out and you’ll take much more damage overall.

Vesper Defence Outpost part 2

Boss: Slench 4

Samus looks a little confused when she enters, but all is revealed why. This Slench has decided to take up residence on the roof of the chamber, instead of the more traditional far wall. This Slench fires icy projectiles, so you’ll want the Magmaul handy. Retaining that damned charge attack, the 4b also has another manoeuvre. Before it does the floaty stage, it rolls around the arena in a figure-of-eight pattern. It’s still invulnerable at this stage, so don’t bother shooting it. Stand by the door and it won’t even touch you. It’s all a bit pointless, it can’t get you, you can’t get it. As always, there is plenty of ammo and health available, just by standing back and shooting the green orbs for a while. Slenches really aren’t that much trouble.

Oubliette

Final Boss: Gorea

Yay! Everyone’s here! It’s a party! Or not. The hunters will release Gorea for you, only to have their powers consumed by it, leaving you to fight Gorea alone. The first thing you want to do here involves the prophecies. See the coloured triangles on the walls? Shoot them in the order established, earlier with their respective weapons (e.g. yellow needs the Volt Driver). If you do it right, you’ll get a Gunship transmission letting you know you did. The yellow flooring is electrified and can be a potentially huge source of damage if you don’t pay attention. Don’t step on it. Now we can begin the fight. Gorea’s body and shoulders can be scanned, as well as the blue things at the edge of the arena. The blue things will explode on contact, so don’t touch them. If you shoot them open, though, you’ll get supplies. You will need to begin by shooting both Gorea’s shoulders off. He changes alignment frequently and you’ll need to shoot the shoulders with the weapon he’s weak to. His colour DOES NOT indicate his alignment, it’s the alignment he’s weak to, so colour co-ordinate Gorea’s body and your gun. If you destroy one shoulder and take too long over the other, the first will regenerate and you’ll be back to square one. The Imperialist is best as one shot destroys a shoulder instantly. The Shock Coil is also good. Once you’ve taken off both his arms, he’ll change form. You then need to scan his body again, and the Seal Sphere floating above him. He’ll produce the tendrils he originally got the hunters with from the Seal Sphere and pick up the blue things and hurl them at you. He’ll also try to pick up you from time to time. Keep circle-strafing around him and he’ll never hit you once. You need to shoot his Seal Sphere with the weapon you destroyed his shoulders with or the power beam. Once you’ve depleted a third of his health, he’ll go back to his original form. Repeat a further twice. The triangles you shot at the start will regenerate him (why did you do that?) and transport you after him.

Final Boss: Gorea 2

I guess the last fight technically wasn’t the final boss, because this is. Scan him to find out that you can’t hurt him at all with what weapons you have. Head downstairs for a treat. Shortly, you’ll get a Gunship transmission reiterating the point that you can’t hurt him but also that there’s something on the bottom floor. There is what appears to be an Arifact Shield at the bottom. As you approach, it will open up. What’s inside, though, is not an Artifact, but the Omega Cannon. In a similar style to MP1, you need the most über gun in all existence to beat the boss, and it just so happens that the Alimbics built one. The rest of this is straightforward. Hammer Gorea 2 with the Omega Cannon until he dies. You can use the jump pads to get about easier, and there are a couple of yellow energy orbs. Gorea 2’s main attack is to hurl flaming boulder things that pas through all obstacles at you. They’re slow, so just shoot them down with the Omega Cannon. Right, like you had any choice of weapon. He’s also got a big laser, but that’s easy enough to avoid.