========================================= T H E P E R F E C T E X P E R I M E N T ========================================= ----------------------- |Metroid Prime: Hunters | |Kanden FAQ v2.0 | |September 25, 2007 | |Written by NFantasy | |FAQ'er from Belgium | ----------------------- ------------------------- Part 1. Table of Contents ------------------------- (Use Ctrl+F and enter the code in brackets to find a certain section easily; For example, entering in the search bar, "[KVHG]" will send you directly to theKanden vs. Hunter guide.) A. Character Profile [CPKA] B. Pros/Cons with Kanden [PCWK] C. Affinity Combat Guide [ACG] D. Arena Guide [AGK] E. Kanden vs. Hunter Guide [KVHG] F. Tips and Tactics [TANDT] G. Final Word [FWNF] -------------------- A. Character Profile [QFTE] -------------------- An experiment that has gone horrible wrong, the Enoema Kanden is a hunter of supreme strength. A try at making the first Super-Soldier, Kanden’s mind was only a mere mortal’s. It was not enough to handle all the combat encoding sequences. This warped Kanden’s mind, for now he only knew violence, and became extremely powerful. He then killed the Scientist, who had the only chance at controlling Kanden. A hunter who kills at his own unpredictable will, Kanden set off into space to prove he is the best Bounty Hunter of them all. Affinity: Volt Driver Normal Shot - 14 dmg (extremely fast) Headshot (normal) - 21 dmg (extremely fast) Charged Shot (Impact) - 56 dmg (slow) Charged Shot (Blast Radius) - 1 to 56 dmg Stinglarva (alt.form): 20 dmg / segment Maximum UA: 119 UA/shot: 1 UA/charge: 5 ------------------------ B. Pros/Cons with Kanden [PCWK] ------------------------ When Kanden is in his biped form, he has some pros and cons. When you charge your Volt Driver and then release it, your Volt Driver (VD/Volts) kind of homes in on your target. You’re probably wondering now why I said “kind of”, but I said that because your opponent can dodge it by strafing it. So, only shoot charged VD’s when you’re in a close combat fight, when you are walking towards your opponent or when you are running backwards and your opponent is running straight. The ordinary Volts (not charged) are extremely fast, there is no need to shoot next to your enemy at all, unless you’re experiencing bad lag. Kanden’s alternate form is the Stinglarva and it looks like a worm. It’s easy to control, as there’s no boost, lunge, or something like that. The Stinglarva’s segments home in on the target if the target is close, that’s a good thing when you’re experiencing lag; just hop into alt, drop a couple of segments close to your enemy and you killed him. You have to wait a few seconds after you released a segment, so think wisely before dropping one. But, the Stinglarva is pretty slow, one of the slowest alternate forms in the game; it’s not easy to run in alt.form, please keep that in mind when playing as Kanden. The alt is not very tall either, so it’s harder for weapons like the Imperialist to hit you when you’re in Stinglarva-form. As said before, Kanden’s affinity weapon is the amazing Volt Driver. It has a home-in function when charged and is extremely fast. You don’t need to fire it as fast as you can, as there’s a maximum of Volts that you can fire per second. A lot of great Volters say you need to find a certain “rhythm” and there’s only 1 rhythm that’s the fastest. Some choose to shoot slower, yet more accurate. It just depends on your playing style, I suppose. ------------------------ C. Affinity Combat Guide [ACG] ------------------------ Volt Driver - If you use the VD well, you will be very pwnsome. Yes, I think the VD is one of the best weapons in this game and I’m sure a lot of people agree with me. But, how do you use this weapon so you make kills with it, that’s the question! Well, I prefer to use the VD when you and your opponent are very close to each other, as it’s a lot easier to aim and hit then. Before you start your “little fight”, charge your VD and jump around. When your rival is close enough so the charged VD has almost no chance at missing, jump and release the charged VD straight at your opponent. Make sure you don’t get hit yourself by the blast radius as well, it will blurry up your screen as well then. Yes, you read that right: a charged VD distorts your enemy’s screen, so it will be harder for him/her to actually hit you. The fuzzy screen only remains for a couple of seconds, so try to get your opponent’s health down in these precious seconds. After you released that charged VD, it’s time to use your single shots to finish your foe. Keep jumping, it may be harder for you to hit your enemy then, but it’s also harder for them to hit you while you’re jumping around. Try not to jump in a pattern, as that makes it easier for your enemy as well, he knows where you are jumping to so he can shoot there and does not have to guess. Try to hit as much as possible - seriously? – and don’t let your combater get away! Walk towards him/her when he/she tries to run, but beware you don’t get hit by any charged VD’s. On a side note, you can use the charged VD’s when you’re in a close combat fight as well, when you want to do a lot of damage quickly, like when you’re low on health and want to hurt your rival as much as possible, or when the fuzziness of your opponent’s screen might help you killing him. I will now try to explain how to combine the Volt Driver with all weapons available in the game. Here we go…! Powerbeam / Missiles - You will always have the PB, even when you run out of ammo. It’s always there and it’s also very underestimated. If you can wield the VD good, then your PB should be at least OK too. Use the PB when you run out of ammo, or when your foe is too far to shoot non-charged VD’s effectively . The PB can also be very handy in close range fights in small places, like the middle area of Processor Core. Missiles do a lot of damage and they can fire relatively quick, so use them. Not every arena has a missile-pickup, but you’ll always have 10 missiles when spawning. Use them when your opponent is running or when you’re having a close range fight, but mind the splash damage. Just predict where your foe will be in the next couple of seconds (like when he/she is running towards the health, aim next to the health) and release your missile. It will be hard when you start using missiles, but your missiles will kill or at least hurt of lot of people after using them a while. Magmaul - Both weapons are great and even better when you combine them. Use the VD as stated before and use the Magmaul (MM) whenever it’s not possible to hit someone with the Volt Driver (like when the other player is hiding behind a wall, shoot MM’s and he/she will eventually come out). The MM can help you when you want to hit someone before they see you, as the MM will bounce on the walls. This can help you to get a better start than your enemy, because you will have more health when the actual fight starts. Judicator - Since you’re not a Noxus-user, you can’t freeze your enemy, but you will be able to shoot 3 Judicators (Jud), so don’t complain. Jud can cause a lot of damage, especially when combined with the double damage (DD). Using the Jud in a straight battle is not really the smartest thing to do, as it’s harder to hit your enemy with it then the VD - in my opinion -, but it can be very useful when your foe is running or hiding behind a wall. Just shoot the Jud, try to aim, but it’s not “really” necessary, as the Jud will bounce off the walls. Very useful combo, I’m sure this combo is as good as the combo VD and MM. Battlehammer - The Battlehammer (BH) is a weapon that is very handy when fighting several persons at the same moment. Let’s say they’re having a close range fight and you see that, switch to the BH and just try to hit as much as possible. The BH causes some splash damage as well, really handy when you want to hit all of your foes at the same time. When one runs, he/she will probably be low on health, then switch to VD and kill him/her with your VD and then you go back to the remaining (group of) person(s) and repeat what you did before. Imperialist - Here’s where the distorting of someone’s screen comes in handy, if you like using the Imperialist (IMP). Fuzzy your foe’s screen with a charged VD, so their chances on killing you in those seconds are almost nihil. You can also use the charged VD to force your foe to one side, so you can kill him there with the IMP’s headshot. (Note: I do not use the IMP on Wi-Fi, I think most honourable Kandens do not use it. I’m not saying you’re not honourable when you use the IMP (as Kanden) on Wi-Fi, but it's some kind of secret law that Kandens don't use the IMP!) Shock Coil - Sylux’s can drain health out of their enemy with the Shock Coil (SC), but Kandens can’t. You can start with a charged VD and several single shots to get your foe’s health below 100 and then switch to SC to kill your opponent. Or blurry their screen, then switch to SC, it’s very hard to escape from a SC if you can’t see from where it’s coming. -------------- D. Arena Guide [AGK] -------------- I will know try to explain how to do good in all arenas, except for Oubliette. I can not guarantee that you win of you play like described, but it works for me, hope it works for you as well. You’ll eventually develop your own technique in every arena. I don’t use IMP myself, so I did not add any techniques for that weapon. Note: I won’t constantly say to get the health, the VD, the weapons, the UA, etc. I expect everyone does that, so it’s not really necessary to repeat it over and over again. Combat Hall - Combat Hall is one of the best arenas when you use Kanden, I don’t know why, it’s just like that. A good Kanden can even beat a Spamus (alt.spamming Samus) here, so that’s pretty cool. The most important thing to do in this arena is guarding the part of the arena with the MM in it, the part where the jumppad is and the 2 UA ammo’s are. Shoot a combination of both charged VD’s and single Volts at anyone you see and be sure to use the small hallways (tactic 6). If someone enters “your” part of the arena, try to kill them – seriously? – and be sure they cannot access the jumppad. If they do reach the jumppad, they will most likely run for health, so just hit them with a lot of single Volts. If they go to the second health in the alt.tunnel as well, shoot as many Volts as possible, while standing on the first floor’s UA ammo next to the jumppad, you’ll barely miss a Volt and the health they just grabbed makes no difference then. You can use the MM to burn someone out of the hallways as well, if they’re waiting there for the health to respawn. Data Shrine - All weapons are accessible in the Shrine and it’s a very large arena with only 2 health pick-ups (in a 1 versus 1, that is). The Jud is a very important weapon here, as it can be used to kill someone who’s gathering health in the alt.tunnels. Try to kill someone as quick as possible here, it’s very easy for the Hunters with the faster alternate forms to run here, so you should bring down their health with the VD and then use the Jud when they run. The Stinglarva’s segments can also hit other players in the alt. tunnels, can come in handy. Be sure not to go into the alt.tunnels if there’s a Hunter with a strong and fast alt (like Samus’ morphball) close, it will most likely result into you getting killed because you cannot flee fast enough. Processor Core - I prefer using a combination of the VD, MM and Jud here, they’re all useful in certain situations. Use the Jud or MM when someone’s running or hiding behind a wall and use the VD for close combat fights in the middle of the Core. When someone is going to the first floor to grab the health there, simply charge your VD and release it when you have a good lock-on. Control the centre of the arena, a yellow health orb respawns there and it’s also easy to have a good overall view if you stay in the middle. High Ground - The DD might help you pwning here, but High Ground is a great arena for Kanden nonetheless. Control the part of the arena where the two health orbs are and combine the Jud with the VD. Jud them when they are in the underground and VD when they are in the open. You can use MM to smoke them out of the underground, so you can finish them off when they run for health in the open. Ice Hive - Another good arena for Kanden, but be sure you don’t get killed by that DeathAlt (DA). There aren’t much health orbs here, so grab them whenever they respawn and your enemy will have some serious problems in no time… Use the jumppad wisely and use Jud when your opponent is running and victory will be yours for sure. Alinos Perch - This is a very popular arena on random Wi-Fi, but it’s also a very good arena for a good Kanden. Just try to hit your opponent as much as possible when you’re in the open and he/she will probably run to the battle- ring close to the IMP and then it’s your turn to show what you’re made of… Go crazy! Charge your VD and take the jumppad, release it when you’re on the highest point of your jump and slay your enemy. If he/she is that smart to run away, switch to missiles and start shooting them at the closest health. Most players flee towards the closest health, so it shouldn’t be that hard for you to kill your foe with a well-aimed missile. Sic Transit - If you have to choose between the DD and Cloak, pick the DD. A Kanden has an advantage here, because you have the amazing VD and the other Hunters only have the BH and their affinity. Grab the health orbs whenever they respawn, since there are only 2 healths. Combine the VD with the missiles when your opponent is fleeing to a health orb and wield the VD wisely in the open. Transfer Lock - Once you control this arena, your foe will be running almost constantly. The health doesn’t respawn that often and it’s a very open arena, so use the VD a lot. Whenever your rival is running again, collect UA ammo to start a new attack. If you’re low on health, use the teleport-devices to teleport to the other side of the arena. Sanctorus - Great arena for Kanden. It’s small and the health orbs aren’t that close to each other. Combine the VD with the missiles and try to kill your enemy before he/she runs to get some health. Hog the health when it’s there and don’t stop volting and you’ll win in no time. Compression Chamber - This arena is great for Kanden aswell, it’s really small so shoot non-charged Volts instead of charged. Don’t forget to grab the Double Damage, it respawns when the former Double Damage is worked out. There’s also a Judicator, you can use that to shoot at enemies in the other room. Only 3 health respawns, so try to finish your enemy as fast as possible. Incubation Vault - This arena is very small and is perfect for spawnkilling, the health is rare and very important here, so guard the 2 health orbs. Control the arena by shooting single Volts almost constantly and don’t let your foe run away. Stand on the platform with the health on it next to the jumppad, so you have a good overview of the arena and you can hit almost anyone from that position. Subterranean - A very large arena, though it’s a nice arena as Kanden. There are 2 big parts in this arena and both of them are very open so your opponent will almost always be visible, unless he or she is in the underground part of the Subterranean. Anyway, control both health orbs and don’t let your opponent run. If your foe runs, just follow him. It’s not that easy to run in Subterranean, there aren’t many escape-routes, so it shouldn’t be hard to destroy your rival here. Outer Reach - Very open arena, but also great for charged VD’s. Try to shoot them whenever you see someone from a distance and shoot single Volts when you’re close or when your opponent is running. You can use the Jud when your foe is running as well, but the Volt should work fine. Harvester - The faster alts really have an advantage here, as they can get the health very fast and you… can’t. But on the other hand: the arena is really open, so your Volt can hit lots of people. If they fly to the health, start shooting Volts at the health orb so they’ll be hit when they grab the health orb or fall down. You can also follow them to the platform, so you can have a really close combat fight. Weapons Complex - Low gravity here, so use the charged VD’s to hit someone when they are in the air, as it’s hard to avoid a charged VD when you’re floating due to low gravity. You can use a Stinglarva-segment to bump yourself to the top of the arena, can be handy when you need health. Very large arena, could take a while before you find your enemy, but just hang around in the middle of the arena and your enemy will pop up somewhere. Try to come close and slay him or her before he or she flees to health. Council Chamber - Most people have close combat fights in the large ring, so just wait there until your enemy shows up. Before you start the real “fight” shoot a charged VD at him or her so you will have head start. Try to stay in the middle of the arena, so you can grab the health orb when it respawns. If your enemy runs, he or she will probably run to the closest health, which is in the room with the Jud. If he or she flees, just switch the Jud if you can’t see them anymore. Elder Passage - An extended version of High Ground, a very good arena for Kanden-users. Very open in the middle and it has some nice hallways which you can use to surprise your enemy with your VD. The large jumppad can also be very handy to shoot a charged VD at your enemy’s head when he or she uses it and the Jud is very useful in the underground. If your opponent is running in one of the hallways, you can also use the Jud to strike the final blow. Fuel Stack - Oow, dangerous arena, since you can kill yourself very easily. Use the Jud to hit your enemy while he’s wandering around in the twisted hallways and switch to VD when your opponent is close enough to kill him or her. You’ll most likely have close combat fights near the VD and the 2 health orbs, guard those health orbs so you’ll get them whenever they respawn. Remind the hidden DD all the way down! Fault Line - An extended version of Subterranean and the extended part is a great part for Kanden, since you can have close combat fights in that specific part. Use the Jud when your opponent is running and read “Subterranean” for other techniques you can use here, as they’re almost identical. Stasis Bunker - One of my favorite arenas and great for Kanden. Doesn’t have a lot of health orbs, but I always stay near the large jumppad close to the VD and BH, as there are 2 health orbs there. If your enemy runs and he or she flees trough the hallway with the IMP (downstairs), just take the jumppad, charge the VD and wait until he or she appears at the other end of that hallway. It’s basically just your task to figure out what your enemy will run to here and you’ll have to be waiting there then, so you can blow the final strike. Take the jumppad if your enemy is on the first floor, shoot a charged VD, some single Volts and then jump on them and go crazy, they’ll be dead in just seconds. Head Shot - There’s a trick to gain the DeathAlt here for Kandens, even faster than the Sylux- or Trace-users. Take the jumppad and jump again, while being in the center of the first hallway. If you do this correct, you’ll fall straight on the DeahtAlt, before the Sylux or Trace. If you are not fast enough to beat the fast alts, then don’t go into the hole, just stay there on one of the pillars, so it will be hard for the DA’ers to make an instant kill on you. You can have close combat matches in the middle of the arena and when your opponent flees, he or she will probably go trough the hole. Follow him or her and then blow the final strike outside, while they’re trying to grab the health or Volt them down when they’re running, it’s very open there. Celestial Gateway - Very open arena and there aren’t many health orbs here, only 1 downstairs and 2 upstairs. Volt whenever you see your enemy and try to kill them as quick as possible, as it’s pretty easy to run downstairs. If they do get the chance to flee, follow them and try to blow the final strike upstairs. You should be able to do that, it’s very open there. Alinos Gateway - If you’re playing on Alinos Gateway, then you’re probably playing a player who likes to IMP, as it’s a very open arena and you can almost see anyone from everywhere. There isn’t a lot of UA-ammo here, so you’ll have to use your PB as well here. Anyway, the best thing to do here is using the jumppads a lot until your close enough to your opponent. Then it’s time to show what you’re made of! If your enemy runs, you can easily kill him or her with the VD, as the arena is very open. You can also try some charged VD’s, they will follow your opponent trough the whole arena and you might even kill someone with a charged VD! VDO Gateway – Another (…) really open arena, you can really show what you’re made of here. Most people will use the IMP here, but a good Kanden shouldn’t have too much problems beating that IMPer. Volt constantly and do not give your enemy any chance to get a headshot on you. Try to come closer, but be sure you don’t develop a certain pattern when getting closer, as that will result into you getting killed. Arcterra Gateway – Only 2 health orbs here, with the yellow health at the bottom of the arena being the most important one. Anyway, try to kill your enemy near that health and grab it whenever it respawns, so your opponent can’t. If he or she runs, follow and slay him or her. It’s just a matter of being fast enough to grab the health orbs and then just kill – seriously? – your enemy. -------------------------- E. Kanden vs. Hunter Guide [KVHG] -------------------------- Samus - Waah, the horror! Seriously, a Samus is probably the hardest for a Kanden to beat, as they can just keep the distance and shoot tons of Homing Missiles (HM) at you. If you are playing a Samus, try to come close, but don’t walk straight to them, you’ll be dead in no time if you do this. Dodging missiles isn’t easy, so use the walls to let them catch the HM for you, so you won’t be hit. On your way to her you can shoot several single Volts to lower her health, but be sure you don’t get hit when trying this. When you finally are close to her, try to get even closer, you have to touch the Samus, otherwise a good Samus can still hit you with the HM’s. If you’re that close, it’s time to go crazy with the VD. A smart Samus will switch to another weapon, otherwise she’ll hurt herself with the splash damage of the HM’s. If you’re playing a Samus that loves using the Morph Ball (MB), you don’t have to come close, but you have to keep the distance. There’s one thing you should not do at all when your enemy is in her MB: using your own alt., the Stinglarva. The MB will most likely crush your Stinglarva, so don’t even think about that. If a Samus runs, she’ll probably lay some bombs on her way, so don’t walk on them please... Anyway, Sami are really hard when you are using Kanden, so you’ll have to give it your best shot! A good arena versus a Samus is Processor Core, as the missiles aren’t very useful there due to the walls. Kanden – Kanden on Kanden-games are great, you can see how your Kanden does against others and this will train your Volt, as the other Kanden will probably Volt as well. The person who comes out of these matches with a victory, isn’t necessarily the one with the best VD, could be the one with the best tactics as well. The both of you can’t really get the health in Stinglarva quick, so there won’t be a lot of running, which is actually very fun. I have never disliked a Kanden-game, I enjoyed every single one of them. When you face another Kanden, you can also learn new techniques and tactics, so it doesn’t really matter if you lose, you’ll eventually get better. All arenas are great for Kanden-games, as you’re both equal and the both of you will probably prefer close combat fights, so that’s all good. Spire – Spire is also a great Hunter, but this is the paragraph in which I’m going to give you some hints to beat him. The MM can be very nasty and the MM Burn (MMB) can be even nastier, as it can kill you while you’re getting health. Expect close combat battles, as Spire’s MM is a short-range weapon (mostly) as well. If you are playing a good Spire, every battle will be tough and it will end in a close kill most of the times. If you get burned, your death can follow very quick, so grab the health whenever it’s there. A Spire has the advantage that he can use the walls, as his MM’s will bounce off when they are not charged, so please keep that in mind as well. A MM can easily burn and hit a Stinglarva, so going into your alt.form wouldn’t be very smart as well. On the other hand, Spire is huge, so a lot of VD’s will hit. You can try to keep a certain distance, since it’s easier to Volt from a distance than to MM from that same distance, a good advantage for you. If the Spire is one of those burning-types, you can come very close to him, so he will put himself on fire as well. The Dialanche can be nasty, but it’s also very big so easy to hit. And the Dialianche doesn’t always hit, as the Stinglarva is not very high. Doesn’t really matter which arena you play versus a Spire, all arenas work. Trace - A Trace means most of the time that this player will use the IMP a lot, so beware you don’t get headshotted (HS’d) in the first place. Most Trace prefer to give you a headshot from a safe, long distance, so it’s your task to get close to them without getting HS’d. Don’t develop a jumping pattern, a good Trace can see that and he or she will definitely kill you before you reach him or her. While getting closer, shoot several charged VD’s and some single Volts, so you can already bring their health down a bit, though it’s not much, and you will also make it harder for them to kill you. If they go into the Triskeleton (Trisk), they can run pretty quick, so don’t give the Trace the time to run and get health. A lot of Traces do something like this when you’re close to them: go into alt, lunge one or two times, get out of alt, turn around and IMP. Don’t fall into their trick now you are warned! Traces have big problems when they are in small arenas, so arenas such as Sanctorus and Processor Core work fine. If you want a real challenge, then play a Legendary Trace in Combat Hall. It’s hard, but not impossible! Noxus – I don’t play ShadowFreezing (SF) Noxi, so I won’t say much about them. Just keep either distance or come very close, that’s all. I’m not going to discuss the fact either the SF is a glitch or not, but I just don’t play SF Noxi and I’m not the only one. Anyway, how to beat a “real” Noxus as Kanden… Not easy at all. Most Kandens prefer short range combat, but that gives the Noxus the opportunity to freeze you and then you will most likely be dead. Beating a good Noxus as Kanden is an art, it’s a mind-game. There is not really a technique to beat a Noxus, it requires lots of training and even after hundreds of games with a Noxus it still can turn out different. You need to kill the Noxus as quick as possible, so he doesn’t have the chance to freeze and kill you. Try to be on a different heights in the arena, so the Noxus cannot freeze you unless he comes to that height as well. When he comes closer, go higher or lower again, and so on. If he comes close and when you guys are on the same height, run backwards while shooting single Volts and/or charged VD’s. You can use the charged VD to mess up their screen so they will have a harder time freezing you. Do not take a jumppad right after a Noxus took that same jumppad, it will result into you getting frozen for sure. When you are frozen, just hope that the Noxus isn’t quick enough to switch to IMP or that his Volt isn’t fast enough to kill you and immediately run when you’re un-frozen. The Vhoscythe (Vho) won’t bring a lot of problems, but it can cause a lot of damage with only 1 slash, so don’t get close to it if you’re low on health. If you want to beat a good Noxus, then you should go to very large and open arenas with a lot of health and in which you can run easily. Sylux - A Sylux has the advantage that their SC drains life when locked-on, so the SC is probably the most annoying thing about a Sylux. If you know how to dodge this weapon, you shouldn’t have a lot of problems with beating a Sylux. There are two things you can do: you can either come very close so the SC will not get the lock-on, but this is not very successful most of the times because of lag, or you can use the other technique, which is walking backwards while Volting, so the Sylux will SC the air instead of you and he or she will not replenish their health and you’ll get a kill on him or her. If you don’t have the space to walk backwards, you can also hide behind a wall. When the Sylux comes close, appear with your charged VD, shoot it and finish him or her or go back behind the wall. Sylux’ alt.form is the Lockjaw (LJ), which can do 180 damage with 1 triangle, so be sure not to step or slide into one of those Bermuda triangles, it will result into you getting killed, probably. Doesn’t really matter which arenas you choose to play a Sylux, but an arena with a lot of walls might give you an advantage. Weavel - A good Weavel can cause a lot of damage in a short time and the Turret can be very nasty, so do not underestimate a Weavel. A smart Weavel combines biped and alt.form and this combination is very effective. Weavels prefer close combat fights, so expect them to come close to you and hammer you with the BH. When a Weavel jumps into alt.form, he leaves his Half- Turret (H-Turret) behind, a little “robot” that shoots at you. The disadvantage the Space Pirate gets when he jumps into alt.form is that his health will be split as well. You can either destroy the H-Turret and then focus on the Turret, but I prefer concentrating on the Turret, as you kill the Weavel if you kill the Turret. When a Weavel comes very close and combines the alt.-slice with the H-Turret, it will be harder for you to hit the Weavel, as it flips and turns all over you and it will be everywhere and very hard to hit. If that occurs, try to walk away from the scene, so you will have a clear view again and you’re able to hit and kill the Weavel. All arenas fit when playing a Weavel. ------------------- F. Tips and Tactics [TANDT] ------------------- - Grab the UA-Ammo whenever you can, the Volt Driver uses a lot of UA-Ammo. - Use charged Volt Driver in Low Gravity, biped opponents can’t avoid it then. - Always grab the Double Damage when it’s there. Always. - Try to stand higher than your enemy when it’s possible, as it’s easier to Volt downwards than upwards. Double Damage - This is just the awesomeness, very easy yet very deadly. Grab the DD, charge the VD and hit your foe with the charged shot. The double damage doubles the damage – seriously? -, so the total damage inflicted will be 112 damage. Even if the actual shot misses, you might still do some damage with the blast radius. It’s also very effective when trying to kill someone that just spawned – yes, I do spawnkill -, as they only have 99 health. Even if your enemy is not dead after a charged VD, finish him/her off with several single Volts. Do not get killed, but kill an IMPer - The IMP is a very annoying weapon when someone uses it against you, so you need a tactic to dodge it, but kill the IMPer as well. I always do it like this: jump around, move from the left to the right and be sure not to jump in any pattern, as good IMPers are very good in discovering patterns and will easily headshot you once they discovered it; in other words: make it very hard to headshot you. While jumping around, move closer and close, while shooting single Volts, or charging your VD. This is your own decision, you can either try to distract them with the charged VD’s and maybe hit them or you can shoot single Volts to kill them, both work fine and a combination is even better. Just be sure to keep jumping around and keep getting closer and closer and finally, kill them with a well-aimed Volt. Switch weapons safely - The VD may be very amazing, it’s not the best weapon in every situation. If you want to switch to another weapon safely, distort their screen with a charged VD, so they can barely aim and your chances on getting not killed are higher. This is mine! - If you and your rival are both waiting for a certain weapon or health orb to respawn, you can use this tactic. Simple hop into your Stinglarva, drop a segment (or several) and your foe will probably run, as the Stinglarva does 20 dmg per segment, and the weapon or health orb is yours! Jumppad kills - Jumppads are very useful for Kanden-users, so use them. Vertical jumppads, like the one in Combat Hall, give you a good opportunity to kill your rival, with a charged VD or several single Volts in their head. On diagonal jumppads, like the one in Alinos Perch, you can also use a nice tactic to quickly kill your enemy if he/she follows you: just shoot on them. They will most likely follow the same route as yours, so it’s almost impossible to miss your enemy if they’re close enough. Small hallways - Small hallways, like the one in Combat Hall, are great for Kandens. It’s very hard not to get killed if you meet a good Kanden in such a hallway, almost impossible if you don’t run fast enough. In these hallways, I prefer shooting as many Volts as possible while jumping and walking towards my opponent and it leads into success almost every time I use this tactic. You can also hide behind a wall, then jump “into” the hallway and release a charged VD, almost 100% chance it hits (and kills). If your rival is still alive, fire some extra single Volts to finish him/her off. ------------- G. Final Word [FWNF] ------------- Well, that was it. You just read the reviewed version of my guide to Kanden, The Perfect Experiment. I put a lot of time, thinking, typing and hard work into this, so I can share my wisdom with all other Hunters on our planet. I hope you learned at least 1 thing by reading this guide, then I would be a very happy man. A little something about me… Well, I’m NFantasy on these boards, but everyone calls me Perfect, as that’s my WiFi-name. No, I am not perfect, but no one is. The name “Perfect” comes from “Perfecti0n”, in which the 0 (zero) stands for “not at all”. I just play the game, I try to have fun and that’s it. I am also a member of Armada, formerly known as Royal Kingdom of Valour (RK). I’m not the best Kanden. I may be a good Kanden, but I’m not going to say I am the best Kanden, the #1 Kanden. I don’t know who that #1 is and I even doubt we need someone with that title. There aren’t many honorable pwnsome Kandens left. The only good Kandens I can think of are Peppington and IngSmasha, that’s it. Both great Kandens, all others are mediocre, but can become a great Kanden as well, maybe this guide helps them with becoming a great Kanden. A lot of people wonder what sensitivity is the best for a Kanden and I have to say, I have no clue. Some say high sensitivities are better for close range, but it’s a disadvantage when playing long range. Others say low sensitivities are better, because you can keep hitting your enemy when you get the lock-on, but it’s harder to get the lock-on. In the end, it doesn’t really matter what sensitivity you use, just use what fits you the best. Others wonder what the best is: shooting fast, but less accurate or shooting not that fast, but very accurate. Well, I don’t know (again…). Most players shoot very fast, but not very accurate and others shoot slower, but very accurate and I think both styles work fine. I personally think the first style works better when you’re having a very laggy game, as eventually some of your shots will actually hit the other player. When the arena does not have a lot of UA ammo’s, it’s probably better not to shoot a lot of Volts in a short amount of time. As you can see, this depends on the situation most of the times, so just play by the style that fits you the best. I bet a lot of you are also wondering why I use Kanden. I could answer that question with 1 word: challenge. If a game does not give me a certain challenge, I will most likely put it aside very quickly. Kanden is a low tier, that means you have to put a lot of time and efforts in mastering Kanden and that’s what I need. If you have any suggestions, a good idea, a nice tactic or just something you would like to see added to this guide, please let me know. Just post it on the Metroid Prime: Hunters Board in a "Attn: NFantasy" topic or e-mail me on jarrivdh[at]hotmail[dot]com. Thanks in advance. I’d also like to thank a couple of people. First of all, thank you Nintendo for creating this awesome game. It’s the first game ever I have been playing this long already (since day 1) and I still love it. It may not be perfect, but no game is perfect. I would also like to thank the Scientist, for creating this evil Hunter. I would also like to thank the NSider and GameFAQs Community, for supporting me, giving me the ability to post my guide, etc. I love you guys! ============ T H E E N D ============ Copyright 2007 NFantasy