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.
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