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Metroid Prime: Hunters Wi-Fi Strategy Guide
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This is a guide to Metroid Prime: Hunters Wi-Fi Connection. I hope this guide can help you. This is a guide to Battle mode only. A general tip is to always aim for the head regardless of whatever weapon you're using. Being a Legendary Hunter myself I tested all of the Hunters in all of the areas and selected the best ones in 7 Minute, 7 Kill Matches against LV. 3 BOTs.
 
SAMUS ARAN
Samus is most likely the best Hunter to choose because she has no weaknesses against a certain weapon like the other Hunters have. Her Missiles have a charging and Homing ability and curve towards enemies. She also has the speediest Alternate form if you use Boost (R) which does damage on its own. If an enemy follows you into a small tunnel you can lay three powerful Bombs and ram the enemy with Boost Ball. Samus is best in areas with high perches so its harder to dodge Missiles. Combat Hall is the best choice because of the Small tunnels and high perches.
 
KANDEN
Kandens weapon is called the Volt Driver. A normal Volt Driver shot is Lightning quick but not very powerful. A charged shot is very powerful, has homing, has a wide blast radius, and scrambles the Visor of any other Hunters the shot comes in contact with making Kanden a good choice. Kandens alternate form is the Stinglarva. It can fire small projectiles from its tail which does 20 damage every time. Kandens alternate form is one of the slowest but strongest. Kanden is best in small areas where Stinglarva and Volt Driver are hard to avoid. The ideal area is Incubation Vault. Kanden suffers more damage when attacked with the Battlehammer.
 
SPIRE
Spires weapon is called the Magmaul and it's a lobbing weapon and also will bounce off a flat surface. When charged the Magmaul will have a wider blast radius and when used by Spire will set enemies on fire and their Energy will slowly deteriorate. Spire can withstand the temperature of Lava being mostly composed of Quartz. His alternate form is the Dialanche and has spinning blades as an attack. In close range combat, when the Magmaul would backfire, the Dialanche becomes necessary. In areas where navagation would be required to access higher ground the Dialanche can scale walls. Spire is good at close and medium ranged Combat so small areas or areas with Lava and Vertical heights are ideal. The best area for Spire is Alinos Gateway.  Spire suffers extra damage when attacked with the Judicater.
 
WEAVEL
Weavel has a strong weapon known as the Battlehammer. The Battlehammer has a huge amount of power and a large blast radius. Its only drawback is its inability to charge the lobbing rounds making it a hard weapon to control. In his alternate form Weavel is divided in half. One half is a stationary Turret that fires the Battlehammer. The other half is the main body which uses a Sword to attack opponents. Weavel is better suited for long range combat in both forms and should be used in large areas with no hiding places. The ideal area for Weavel is Sanctouros. Weavel is dealt more damage by the Volt Driver.
 
NOXUS
Noxus is a Vhozon with a weapon called the Judicater. This weapon is deadly and can richocet off walls multiple times. When charged by Noxus it fires a short range wall of ice that harms and imprisons foes. While frozen they can be attcked by any means but will soon break out. Noxus' alternate form the Vhosycthe is short ranged but always deals 43 damage to targets. It is in constant motions but when it comes in contact with a creature it immediately retracts. With mostly short ranged powerful attacks Noxus is best suited for small, wide open areas. The ideal area is Ice Hive. Noxus is dealt more damage by the Magmaul.
 
TRACE
Trace the Kriken is the most powerful Hunter (Samus is the most well rounded) His weapon is the hard hitting Imperialist. The Imperialist can Zoom in on targets. (R) If a Headshot is acquired with this wepon the Hunter hit is instantly killed. If its a body shot massive damage will still occur. Trace is a sniper so his ability with the Imperialist is cloaking. If Trace stands perfectly still in either his Alternate form or if hes equipped with the Imperialist he will turn invisible to all other Hunters. Traces Alternate form attack deals 50 Damage making four consecutive hits a kill. Trace is more suited for large, open areas with plenty of sniping spots. The ideal area is High Ground. Trace gets more damage dealt by the Shock Coil.
 
SYLUX
Sylux's weapon is the Shock Coil. The Shock Coil is only effective if its kept concentrated on the same target for a long period of time. Alternate forms are hard to hit with the Shock Coil and so is jumping targets. The Shock Coil has a very short range though. Sylux's Alternate form the Lockjaw is fast and powerful. The Tripwires laid do a ceratin amount of damage. A single bomb does 10 damage, a tripwire of 2 does 50 damage , and if someone is caught in the middle of a Triangle of all 3 a huge 181 damage is dealt making it the third most powerful attack in Hunters Wi-Fi although this is hard to accomplish. Sylux is a close quarters Hunter makind small areas his specialty. The ideal area is Compression Chamber. Sylux is dealt extra damage by the Imperialist.
 
AREAS
 
COMBAT HALL
Combat Hall is small and basic with only the Magmaul and the Affinity weapons available. Health and Ammo is scattered throughout the arena. Its a small area with little places to hide. The best Hunter here is Spire.
 
DATA SHRINE
Data Shrine is a circular area with one main ring. All the Affinity weapons are located here with Helath and ammo scattered about. This is a large area with the domiant Hunter being Samus.
 
PROCESSOR CORE
The Processor Core is circular and unique. Health and ammo are again scattered throughout the area with a DOUBLE DAMAGE in the Morph Ball tunnel. And since the Judicater is in the arena its a great addition. In the top tunnel there will be a DEATH ALT if there are 4 or more players.
 
HIGH GROUND
High Ground is a large area with a DOUBLE DAMAGE in the center below the Crash Pillar statue. On the top of the area is a Snipers nest complete with Imperialist. With a easy to reach Double Damage and Snipers nest Trace is the best in this area.
 
ICE HIVE
Ice Hive is a large area with some of the most poweful weapons. On the Left side of the arena is a Double Damage above a pit of icicle spikes. On the Right side is a hidden Deathalt. The Imperialist and Judicater are near the Double Damage making this a long and short ranged Combat area. Some of the passages can easily hide the Triskelion plus the Sniping areas make this a great place for Trace.
 
ALINOS PERCH
A area similar to High Ground Alinos Perch is a great sniping area with no extra upgrades but many great sniping areas and an Imperialist to boot. With the Magmaul and so mant walls to scale as well this is a great area for Spire.
 
SIC TRANSIT
Sic Transit has a Double Damage and a Cloaking in the area. With a few sniping spots but plenty of hidden areas this may not be a good place to snipe. This area does have many open halls and ramps making it a perfect place for Noxus to sneak up and freeze foes.
 
TRANSFER LOCK
The Transfer lock has a  central area with a Health upgrade in the center were most of the fighting takes place. Kandens large Blast Radius of the Volt Driver plus homing ability of the Stinglarva make this the perfect place for him.
 
SANCTORUS
Sanctorus is very small and narrow with a Double Damage and not much space making Weavels Halfturret dominant there.
 
COMPRESSION CHAMBER
The Compression Chamber is a very small area with a Double Damage and no space at all. The Small area, Double Damage, and Sylux's strong and Short ranged attacks make Sylux the best for this area.
 
INCUBATION VAULT
The Incubation Vault is most likely the smallest of the areas. With almost no space to fight Kanden dominates with the Stinglarva and the hard hitting Volt Driver.
 
SUBTERRANEAN
Subterranean is a large area with double Damage and Cloaking hidden in the above and below ground areas. Because of all the great sniping positions and hiding places Trace is the Hunter for the job.
 
OUTER REACH
Outer Reach is a area that is surrounded by space making it small and very confined. There are not many good sniping areas but Spires Dialance form can knock foes off platforms into the space below.
 
HARVESTER
The Harvester is an area made just for sniping. The area has plenty of sniping areas, Imperialists, plus two cloaking devices undoubtadly making Trace best for this area.
 
WEAPONS COMPLEX
The Weapons Complex has a Cloaking and twisting, winding hallways where enemies can be easily caught by surprise by Noxus' Freeze attack making him the best for the area.
 
COUNCIL CHAMBER
The Council Chamber is the same area as Alinos Perch except on the interior there's a Lava pit plus a Judicater. Otherwise it's just the same as before and Spire is still the best for the job.
 
ELDER PASSAGE
Again a repeat of the High Ground except there is no Crash Pillar statue. In its place is a hole with four different exits and a health in the center. Weavel is still the Hunter of choice here.
 
FUEL STACK
The Fuel Stack is a constantly ascending area with a lift that takes you to the top. If you jump off into the Snipers nest you can collect the Imperialist but if you ride all the way to the top you will lose a point due to Self-Destruction. Noxus is the Hunter of choice in the twisting corridors here. You can Freeze foes on the way to the top of the stack so they can't avoid Self-Destruction.
 
FAULT LINE
Another repeat area. This time its of the Subterranean. This time the Double Damage and Cloaking are in the added on section of the area and now Samus is the best in this area.
 
STASIS BUNKER
This area i mostly a maze of paths with a well hidden Imperialist. Samus has the advantage with the surprising homing Missile attack.
 
HEAD SHOT
There is a Death Alt in the center of the room. You can easily grab it first with Sylux;s speedy Lockjaw and ability to constantly jump with the Tripwire Bombs.
 
CELESTIAL GATEWAY
This is a small area with a Teleportation center that takes you to the top of the ring. Since Sylux can use the Shock Coil through glass it has an advantage here.
 
ALINOS GATEWAY
Spire isn't harmed by the Lava giving him an immediate advantage. This area is opened to snipers and since the Imperialist is in the area the Dialanches wall climbing abilities can allow Spire to reach these places making him the best choice.
 
VDO GATEWAY
The center of this small area holds a Double Damage and Kandens Stinglarva and Volt Driver makes this sloping area and small area perfect fr Kandens attacks.
 
ARCTERRA GATEWAY
Arcterra Gateway is constantly ascending with no areas to hide making Samus' attacks very deadly in this small space.
 
OUBILETTE
Oubilette is also a constantly ascending area with the Omega Cannon, a 1-hit kill weapon, at the top. If you are anywhere near the detonation of the Omega Cannon you will Self-Destruct but you can easily use the large blast radius to your adavantage. Samus' speedy Morph Ball and great Missile sttackers make her the best Hunter.
 
Feel free to contact me with any questians.  
 
 

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