Metroid Prime 3: Corruption Walkthrough :
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Walkthrough - FAQ/WalkthroughMetroid Prime 3: Corruption This guide was written, contributed and copyrighted by me, known here as lighterfluid6. Don't plagiarize, or use this guide giving yourself credit. This guide is not to be posted in any website other than gamefaqs.com, ign.com and associated websites. To contact me, email me at redshift71388@aol.com or IM me at redshift71388 (do not contact my previous addresses, ChaosUnit22). If you do contact me, do it only to ask for help that you feel isn't covered in my guide, or for any constructive criticism and appraisal. Do not, under any circumstance, contact me asking me to join your special forum, be part of some special group, or make small talk. If you ask a question about the game, make sure the guide doesn't cover that. That is all. ----------------------------------------------------------------------- Introduction. The galaxy is at war. Forces of iniquity have united to spread chaos across the stars. The avaricious Space Pirates, an alien race that seeks domination in the universe, have inexplicably joined forces with Dark Samus, the vengeful rival of bounty hunter Samus Aran. They have begun to overtake planetary systems using mighty dreadnaught vessels known as Leviathan Seeds, used to distribute corruptive Phazon wherever they land. One by one, each system will fall under their might unless they can be stopped. To this end, the Galactic Federation has summoned the most seasoned bounty hunters in the galaxy and given them the task to defend and reclaim the fallen worlds. Samus will join forces with these bounty hunters and the Galactic Federation's wondrous Aurora Units to accomplish her objectives. However, they face danger from not only their enemies, but from themselves as well.... ----------------------------------------------------------------------- Walkthrough. This section of the guide provides a full and detailed game walkthrough. CAPITALIZED words indicate important objects, such as power-ups, new Logbook entries and Energy Cells. There are twelve chapters to the walkthrough: 1. The G.F.S. Olympus. 2. Light Corrupted. 3. Land of Lizards. 4. The Leviathan Seed. 5. Eye of the Storm. 6. New Discoveries. 7. Building the Ultimate. 8. The Pirate Homeworld. 9. The Nova Beam. 10. Resurrected Nemesis. 11. Dark Origins. 12. Twilight. ============= Chapter 1: The G.F.S. Olympus. ============= The game Metroid Prime 3: Corruption takes place after the events of Metroid Prime 2: Echoes. The war between the Galactic Federation and the Space Pirates is already well underway. Samus Aran is flying towards the Galactic Federation fleet above the planet Norion. You begin your game at the seat of her gunship, controls at the ready. Look down and press the orange panel flashing in front of you. This will direct the ship towards the Galactic Federation fleet. In moments, you will receive a transmission from them. You must input a security code in order to dock safely with the vessel. Look upwards towards the round, green panel above you, and press it. A small screen will appear in front of you. There are four green symbols within the screen, as well as several more orange ones around the edge of it. Locate the orange symbols that match the green ones and input them in their correct order. Once you've been cleared, you'll be told to dock with the G.F.S. Olympus. To activate your ship's thrusters, look to your left and hit the button that is now flashing. A lever will extend in front of you now. Grab it and push the Wii Remote forwards to activate the lever. The ship will finally begin heading towards the Olympus, escorted by a few GF fighters. Samus will emerge from her gunship within the Olympus's Docking Bay 5. You will be asked to calibrate your weapon as soon as you set foot on it. All you have to do is shoot the four targets ahead of you. It's as simple as pointing and shooting, but you can also lock on to the targets in order to hit them easier. Once that's done, one of the Federation Marines at the end of the walkway will welcome you to the flagship, and tell you that an Admiral Dane is waiting for you in the briefing room. The marine will then upload the room's location to your map. Now that you have full control over Samus, familiarize yourself with the basic controls. Make sure you know how to use the Morph Ball and the Scan Visor. Speaking of which, you can use the Scan Visor now to collect plenty of data for your Logbook. Turn around and scan Samus's HUNTER-CLASS GUNSHIP. You can save and restore energy and ammo by reentering it. Next, scan the four flashing LANDING BEACONS beneath it on the landing platform, which indicate places where the gunship can land. Now make your way across the walkway, but scan one of the two FEDERATION MARINES as you go for additional data. Turn left and scan the GALACTIC FEDERATION CRATES, HEAVY GALACTIC FEDERATION CRATE (these can be shot and destroyed to uncover health pickups) and the FLEET MECHANIC working on the nearby cargo truck. The marines, mechanics and anyone else you meet can be talked to for information or pleasant conversation in addition to being scanned. Afterwards, turn and start heading back towards the north end of Docking Bay 5. You may notice a large cargo-bay door on the west wall, but there's no way to open it right now. You can, however, scan the inactive HALBERD-CLASS TURRET just above it. This turret will only attack you if you open fire on any nearby ally. While easy enough to evade and destroy, there's no reason to provoke the turret's attack. Also, stand on the glowing yellow pad next to the landing walkway to make two TRAINING DRONES appear. They are also good for a scan, and you can play a sort of training mini-game with them by juggling them with your Power Beam. Continue up the ramp at the north end of the room to reach a glowing GALACTIC FEDERATION BLUE DOOR. Blue doors can be opened with any sort of weapon, so shoot it and step through to the next room. The next room is the Docking Bay Access. Keep updating your Logbook by scanning the MALE FLEET TROOPERS and the FEMALE FLEET TROOPER standing in front of the west-side windows. There's another trooper on the other side of the room, and he's got important information for you. He says that the mechanisms controlling the walkway to the upper level are jammed, so you'll have to clear them up. Just above this trooper is a pair of red switches. A strong blast will get them working again. Target each of them and charge your Power Beam to deliver a stronger hit. Once both of them have been loosened, the ramps on either side will reposition themselves. Use them to get to the upper level, and then use the north blue door. The Docking Bay 4 walkway has a lovely view of a federation craft docked outside. Walk forward to where the troopers are and turn left to face a door. This door, unlike the previous ones, is blocked by a BLAST SHIELD (scan it). The Blast Shield cannot be destroyed by any of your weapons, but it can be removed if you input the correct access code into the terminal to the left of it. To find the access code, turn around. There's another terminal directly across from the door that will tell you the code. Scan and approach the terminal. When you get close enough to interact with the screen, press the button to make the numerical code flash up. Now return to the input terminal to punch in the code. Once you have removed the Blast Shield, go through the door. The Security Station, which is next, is where you have to be cleared before proceeding. HUNTER GHOR is already being cleared as you enter. Immediately scan him now, because opportunities for his Logbook entry won't come around very often. After he's finished, your turn will come. You'll be told first to enter the containment area by pulling a lever to the left of the door. Walk up to the lever and follow the instructions on how to activate it properly. You'll need to pull it outwards, rotate it, and then push it back in. When you enter the containment area, let the troopers do what they have to do. All you're required to do for the biohazard scan is approach the terminal when asked. After you've been cleared, exit the containment area by rotating a lever similar to the one you used to enter, located next to the opposite entryway. Before exiting through the blue door, scan the computer screen along the wall for Logbook data on the OLYMPUS-CLASS BATTLESHIP. There's nothing to do in the Security Access except have a friendly chat with the patrolling marine. You'll need to jump in order to get past the ledge halfway through. When you enter Command Lift A on the other side, press the nearby blue panel to activate the lift. The lift will take you upwards once you step in the blue hologram that appears. When you get to the top, enter the Flag Bridge Access. This room is also devoid of anything interesting, so use the door to the west. The Flag Bridge offers a splendid view of the Galactic Federation fleet. There are a few Fleet Troopers working diligently inside, but nothing else too important. Turn and walk to either side of the room and use the ramps to get to the balcony above. There are three doors up here: the one on the left is guarded by a marine, the one ahead is sealed off by a gate, and the one on the right is unblocked. Head towards the right-hand door first. The passage beyond this door has another door at the end sealed by a Blast Shield. However, there's a second door along the right wall blocked by some crates. Use a charged Power Beam shot to destroy the crates, and go through the door. Inside is a SAVE STATION. Step into its light to save your game and heal damage. Don't forget to scan it either. Now return to the Flag Bridge and talk to that marine in front of the left-hand door. He'll step aside and tell you that Admiral Dane is waiting just ahead. Walk down another passage similar to the one you were just in, and use the blue door at the very end. Samus enters the Ready Room, where Admiral Dane and three other bounty hunters are already waiting. One is Ghor, the cybernetic hunter you saw earlier in the Security Station. Another is Rundas, a hunter who can manipulate ice in various ways. And the third is...another Samus!? Admiral Dane spots Gandrayda's tricks and tells her to knock it off. Gandrayda, who is a shape-shifter, switches back to her normal self. Now that everyone is here, Admiral Dane introduces Aurora Unit 242 through a holographic projector. 242 is the ship's AU, which is a biological supercomputer. The Federation's core network is comprised of these technological wonders. They serve as the network's master control; however, the network is currently down because of a mysterious virus that incapacitated all of the other Aurora Units. Unit 242 is the only one that has been purged of the virus. The virus, which is believed to be of Space Pirate origin, is still infecting the other units. Admiral Dane explains that the pirates boarded a GF training vessel known as the G.F.S. Valhalla. They eliminated the crew and took control of the onboard AU, Unit 313. Admiral Dane believes they used this unit to hack into the network and upload the virus to the other Aurora Units. Because the network is still down, the Galactic Federation is still vulnerable. The admiral wants the four bounty hunters to travel to each of the systems where Aurora Units are located and deliver the vaccine to them. Suddenly though, a boom rocks the ship. Unit 242 announces that the Olympus is under attack! Space Pirates have arrived, and are headed towards the planetary defense base, Sector Zero. Admiral Dane orders Samus, Ghor, Rundas and Gandrayda to get down to the planet and prevent the pirates from disabling the defense system. Exit the Ready Room and return to the Flag Bridge. Admiral Dane, who is waiting there, tells Samus to get to her ship immediately. Just then, one of the other flagships visible from the bridge window is decimated. You'd better hurry. As soon as you can, scan FLEET ADMIRAL DANE for a rare Logbook entry. If you want to save now, head towards the Save Station you used earlier. The door at the end of that hallway is still sealed however, so your only option is to go back through the Flag Bridge Access. The door is located at floor level in the Flag Bridge. Federation Marines and PIRATE MILITIAS are already battling within the Flag Bridge Access. They will shatter a part of the window across from the door, allowing you to use the southeast one. First though, scan and defeat the Pirate Militias. Militias are the weakest of the pirate forces, and are lightly-armored. The room's Halberd-Class Turret will also help you take them down. After they have been eliminated, gather up any health pickups they may have left behind. Keep in mind that you can use your charged beam weapon to draw in nearby pickups. Now use the southeast exit. The next passage, the Port Observation Deck, is a new one. Walk until you see a group of marines fending off a pair of militias that just crashed in through a SPACE PIRATE BOARDING POD. Defeat the pirates before any friendly forces get killed, and continue towards the other end of the room. There's nothing valuable inside the boarding pod, but you should scan it before exiting. In the Xenoresearch Lab, turn left along the passage to find a few CRAWLTANKS firing upon a marine. Try to defeat these machines before they kill the marine. Like the pirates, they can shoot energy pulses at you from a distance, but don't take long to destroy. Now go to the end of the passage and enter the Lab Access. Here, more Galactic Federation and Space Pirate forces are in conflict. Before you can get too far in though, a Galactic Federation fighter smashes into the hull of the ship, leaving a gaping hole into space. The marines and pirates are killed, but the emergency doors shut before you are sucked out. Unfortunately, that also means you can no longer use the blue door at the end of the passage. Return to the Xenoresearch Lab. As you reenter this room, a small band of Pirate Militias and ARMORED PIRATE MILITIAS break into the lower part of the room. They remove an Energy Cell from the device in the middle of the room and try to make off with it. Access ramps will now allow you into the lower part of the room, where the pirates will try to play keep-away with the Energy Cell. Find the one carrying the cell and take him down. The Armored Pirate Militias take longer to kill, since you have to shoot their armor off before they become regular militias. After you defeat the pirate carrying the Energy Cell, another one will use a tractor beam to draw it in before you can reclaim it. That just means you'll have to defeat them all before you can restore the room's power. They often like to move between the lower and upper parts of the room, so try to kill them quickly so that you aren't chasing them all over the place. After the last pirate is defeated, pick up the dropped Energy Cell. Return it downstairs and place it in its designated socket. You must push it in and then twist it to lock it into place. Doing so will bring back the power to this room. That means that the access ramps can no longer be used, and you're stuck down here. What's worse, an angry horde of CRAWLMINES will enter through vents in the walls and ceiling. Crawlmines aren't as aggressive as Crawltanks, but they explode on contact. Their sheer numbers make them just as dangerous as their larger counterparts. After a few seconds, three Crawltanks will join the attack. Concentrate on them. After they are all destroyed, another pair will enter through grating panels on the floor. This is your way out. Head over to an exposed hole and roll into your Morph Ball. Now drop into the channel beneath the floor and exit through the north side. As you roll through the rest of the Morph Ball tunnel, you'll get to see Rundas making short work of a few pirates in a hallway above. Your tunnel is blocked by a small turbine, but it can easily be removed by a Morph Ball Bomb. Continue rolling down until you get to another obstacle barring your path. This time, it's a capsule containing an ENERGY TANK. Bomb it open and collect this power-up. Energy Tanks fully restore your energy, but more importantly, increase your maximum energy capacity by 100. Roll past and let the orb cannon shoot you through the rest of the tunnel. The tunnel will deposit you in the Disposal Chamber, a dingy room full of a foul-looking green liquid. A security lock prevents you from moving on, but this can be removed if you scan the terminal at the other end of the chamber. The lock will fall off the exit door, exposing a BOMB SLOT. Bomb Slots are round devices that power certain mechanisms when a Morph Ball Bomb is set inside them. To do this, roll into the Morph Ball and use a bomb to propel yourself into the slot (this is called a bomb-jump). Set another bomb once you are secured within the slot. This Bomb Slot will cause the Disposal Chamber door to open. Unfortunately, it leads into open space! You'll get sucked out, along with the other contents of the chamber. Samus tumbles through space along the underside of the flagship, but fortunately manages to grab a hold of an access hatch before she is doomed. She reenters the Olympus through this hatch, emerging in a room called the Repair Bay A. Go through the blue door ahead. The Repair Bay is within sight of Docking Bay 5. You can see several pirates and marines doing battle in front of your ship. Before you can get through this room though, the gates close and a trio of Pirate Militias enters. Dispose of them and the Crawltanks that follow. Now head to the south end of the room and climb onto the walkway ramp there. Thanks to your Space Jump Boots, you can use a space jump (a jump followed by another in midair) to reach the upper walkway. Keep making your way around the room, using space jumps when necessary. When you reach the east walkway, turn towards the Galactic Federation fighter hanging in the middle of the room. You can leap over to that, and then to another ledge on the other side. It's likely you'll have to deal with more Pirate Militias and Crawltanks up here. Now turn along the west walkway and head towards the southwest door. The Munitions Storage chamber is tiny, but it contains your first true upgrade, the MISSILE LAUNCHER. This weapon lets you fire concussive missiles from your Arm Cannon. Missiles are about as powerful as a charged Power Beam shot, but have homing capabilities on locked targets. Be careful though, as you don't have an unlimited number of them. If you find ammo pickups, collect those to restock you supply. Take your prize and go back to Repair Bay A. Now that you have missiles, you can properly exit the room. Walk over to the sealed gate on the east side and locate the pile of debris blocking the control terminal. Shoot a missile at the debris to get it out of the way. Now activate the control terminal and go through the opened gate. The Repair Bay Shaft has a large chasm below. If you fall, you will restart from where you fell with three less energy points. To get across, shoot the four red nodes on the wall ahead of you. This will extend a bridge to the opposite side, but it will also alert a few pirates and a swarm of AEROMINES to your presence. Aeromines are explosive drones that always fly in synchronized groups. They are constantly protected by blue energy shields, and only drop them to launch an attack. Each Aeromine will randomly fire off an energy blast from time to time. When you see one drop its defense shield, shoot it down before it can use its own weapon. You can also destroy the mines by making contact. However, this isn't advisable, as it will cause damage to you as well. After you destroy the Aeromine group, head to the other side of the bridge. The gate ahead can be opened by a control panel next to it, but don't go through until you use the Save Station off to your left. When you're ready, enter Docking Bay 5. As you approach your gunship, a Federation Marine is brutally thrown from a window above you. The culprit is an enormous BERSERKER LORD. The beast leaps from the window ledge and prepares to attack you. The Berserker Lord is the first mini-boss you have to fight. Since you will rarely see one after this encounter, it's important that you scan the beast immediately so that you don't miss its Logbook entry. Scanning it will also reveal ways to defeat this imposing beast. Berserker Lords are severely-mutated creatures that are highly resistant to damage. Their main weak spot is their head, but it is protected by plating made of durable Phazite. This substance can only be destroyed by the Berserker Lord's own projectiles. In the meantime, you can target the Lord's other weak points; its shoulders. Lock on to them and fire away, but make sure you dodge the creature's attacks. It can shoot a concentrated beam of energy from its mouth, which it will sweep over the ground. Jump into the air to avoid getting hit. The Berserker Lord can also spit out a stream of vile liquid that you can dodge by dashing around it. Once the two shoulder pads are destroyed, the Berserker Lord will start firing stronger energy blasts. It will also shoot off purple orbs that can be rebounded to their originator if you shoot them. They will hit the Berserker Lord's Phazite plating and damage it. After some time, the Lord will regenerate its shoulder pads. Repeat the process so that you can continue damaging its Phazite plating. After the plating is destroyed, the Berserker Lord's main weak spot will be exposed and you will no longer have to shoot at its shoulders. Target the new weak spot and start shooting to drain the creature's energy bar. To defend itself, the angered Berserker Lord will unleash new attacks against you. It will sometimes generate a powerful shockwave that will travel along the ground. Jump over this to avoid damage. Also, remember to circle it constantly so that you don't get cornered. Just keep shooting at the Berserker Lord's weak spot and the battle will be over in no time. After you kill the Berserker Lord, it will fall into space and get hit by a passing fighter. Your gunship will reappear, so you can heal and save right away. Enter your gunship and hit the navigation panel in front of the seat to select a new destination. You can now land on Norion, so go there to help defend against the Space Pirate assault. ============= Chapter 2: Light Corrupted. ============= Sector Zero is a Galactic Federation base located on planet Norion, which is where the Olympus is orbiting. The base is set within a deep canyon that runs through the planet's characteristic forests. When you touch down at Docking Hub Alpha, a Federation Marine will meet you. He tells you that the pirate attack has knocked out the base's generators and disabled the defense system, and asks you to restore power to these generators. The marine will upload the locations of these generators to your map. After he gets out of your way, walk south towards the door with four red locks. This door can be opened by destroying all four of the locks. After it opens, walk into the small passage and shoot open the second locked door. This one only has a single lock to destroy. The small chamber it guards has a GRAPPLE LASSO waiting for you. This Grapple attachment can be used to forcibly yank things backwards. These objects will be identified by the Grapple icon that appears on them. Inside the same room that held the Grapple Lasso is a computer terminal that can be scanned for Lore data on HUNTER RUNDAS. Now exit the small room and proceed down the adjacent passage until you reach a sealed door. Scan the terminal nearby to reveal the lever that will open the door. Grab the lever, pull it out, twist it counterclockwise, and then push it back into its socket. The door will open. Take the small lift on the other side up a blue door, leading to the next room. A Crawltank will attack you as soon as you enter the Hub Access. Gun it down and proceed down the passage to the main part of the room. There are two more Crawltanks on the walls, as well as a Pirate Militia up ahead. Shoot them all and go around the bottomless pit to reach the back hallway. Make sure you jump across the gaps in the walkway. When you reach the next door, you'll find that it has a MOUNTED BLAST SHIELD on it. As indicated by the Grapple icon, this type of shield can only be removed with the Grapple Lasso. Lock on to the door and thrust the lasso outwards to grab it with the beam of energy. Now yank back hard to rip the Mounted Blast Shield off. You can now use the door regularly. Enter the Cargo Hub. This room consists of a long, curved hall with multiple doors. Walk in a little and locate the hatch along the right wall that is concealing a control panel. Yank the hatch off with the Grapple Lasso and then scan the panel. The panel is shut down until the enemy threat in the room is taken care of. This enemy will become apparent as you walk further into the room. Three groups of Aeromines will pop out from around a corner and begin to advance. Destroy them and the panel will be operational again. Walk back to it and press it to raise a vent cover next to it. You can enter the hidden tunnel here using your Morph Ball. When you get behind the wall, roll to the left before the fan on the floor pushes you back out again. Bomb your way past the first obstacle, then use the second fan to reach the next part of the tunnel. Fans that blow horizontally will push you back, so wait for them to shut off before continuing. Bomb-jump up the tunnel steps and destroy any obstacles in your way. As you get further into the tunnel, a hovering battle drone will start attacking you. There's nothing you can do about it except dodge its energy blasts. Continue onwards and let the next vertical air jet push you up to the top of the loop. The next fan, a horizontal one, will push you sideways into the next tunnel if you time your fall correctly. Lastly, use a bomb-jump to receive the yellow MISSILE EXPANSION. This power-up increases your maximum missile capacity by five, and is the first of many. Now you can carry up to ten missiles. Roll back out of the tunnel so that you can continue through the Cargo Hub. At the end of the room is a pile of debris. The loose pieces that are glowing yellow indicate pieces that you can remove with the Grapple Lasso. There are three of them piled on top of one another, blocking another Morph Ball tunnel. Since the other doors in the room are sealed, this is your only way out. Get your lasso going to clear your path, and then go through. You will emerge in front of a door with three red generator symbols. This door will open once the power to the generators has been restored. For now, turn and use the blue door on your right. The floor ahead in Substation East is laden with heated energy coils, making contact with it painful. Luckily, there's a Morph Ball tunnel along the outer wall that lets you pass safely. The entrance is just before the start of the hazardous floor, and is marked by a free ENERGY TANK. Bomb-jump into the tunnel to claim it, but don't go through just yet. The walls of the tunnel have automated pistons that will push you back out into the heated floor if you have bad timing. Wait for them all to retract before going through as fast as you can. The pistons alternate every five seconds. When you make it across, unroll and go through the door. There is a firefight raging in the next hallway. A blast will kill most of the Federation Marines, but the pirates will still have to be killed by Arm Cannon weaponry. Blast the crates if you need health. When you get about halfway through the room, look for an alcove on your right that leads to a red door. This is a door sealed with a RED BLAST SHIELD. These can be destroyed with missiles. When you get inside the Munitions Storage chamber, step into the hologram to download a full map of Sector Zero. Also, don't forget to scan the computers here for Lore data on the VALHALLA INCIDENT, HUNTER GHOR and HUNTER GANDRAYDA. Exit the room and follow the previous passage up to a u-turn. The path will loop back around to the other end of the passage, and then once again back this way. As you walk, beware of falling debris from the ceiling, flame spouts from the sides and JUMPMINES on the floor. Use missiles if you need to blast away any debris in your way. The Jumpmines may take you by surprise; they spring up from the ground and start shooting rapidly before falling and detonating. If you missed their scan entry, there is another group up ahead. You can shoot them before they notice you to prevent getting hurt. Past the Jumpmines is another red door. Spend a missile and go through it. Cargo Dock A is on the other side. This open-air room is filled with spare crates, perfect cover for a pirate ambush. Sure enough, two Pirate Militias and two PIRATE TROOPERS will attack you. Pirate Troopers have Phazon-enhanced armor that makes them tougher to defeat. Nevertheless, they aren't much of an improvement over the militias and should be less than a match for you. The pirate assault won't stop there though. Two SHIELD PIRATE MILITIAS will sneak up from behind, where you came in. These pirates use handheld shields to protect themselves against you. However, their ability to defend themselves with them is only as good as their ability to hang on to them. You can use the Grapple Lasso to easily rip away a pirate's shield, leaving it as vulnerable as ever. Once the shielded militias are done in, a pair of deadly AEROTROOPERS will arrive. These much-feared pirates use jetpacks to fly agilely through the air. They don't use melee weapons like ground-based forces, but they can shoot rockets as well as the usual energy blasts. Aerotroopers can dodge missiles, but not all the time. They take longer to kill, and when they finally do give in, they may try to dive-bomb you before their jetpacks explode. The final pirate wave consists of a single SPACE PIRATE ATC (short for Armored Tactical Carrier). This craft is well-armored and quite dangerous. While formidable, it is not without a weakness. The red heat vent at the front of the ATC is its weak spot, so concentrate your fire there. Dodge its cannon blasts and try to gather pickups when you can. After a while (unless you get lucky and manage to hit the ATC with missiles or charged shots a few times), the craft will go down. You can tell it's about to be destroyed if it starts smoking around the sides. In the cut-scene that follows after the destruction of the Space Pirate ATC, several more of the crafts appear and surround the platform. This battle seems lost until Rundas arrives, gliding through the air on a trail of ice. He destroys the ATCs with ice blasts before turning to Samus. He tells her that the Federation has allowed for ship-command devices to be used. You can now use the Command Visor to call your ship to this site. Rundas leaves to take care of Generator B, while Generator A, which is just ahead, is left in Samus's capable hands. Anyway, pull up your Command Visor (the lower right selection in the Visor Select screen). You'll notice that four Landing Beacons have appeared on the platform, and a landing icon can be seen with the Command Visor. Scan the icon to call in your gunship. Use it to heal and save, then continue east. Take the door into Generator Access A, a short, twisting passage crawling with Crawltanks. At the end you'll find a sealed door. The type of blast shield covering this door is new to you, but doesn't have its own proper Logbook entry. To destroy it, you have to shoot the three colored nodes that appear on it in quick succession. After that, the shield turns into an ordinary Mounted Blast Shield. Rip it off with the Grapple Lasso and then go into the generator room. When you enter Generator A, you will take two Aerotroopers by surprise. They set off an explosion to cover their escape. The generator itself retracts into the ceiling, so you must find its manual override controls. As you step onto the round center platform, a group of "JOLLY ROGER" DRONES appears. This is the type of drone you probably saw earlier in the Morph Ball tunnel with the Missile Expansion. Jolly Rogers are weak and easy to destroy, but something of a nuisance when in groups. They circle you at high speeds, trying to confuse you. Instead of falling for their plan and spinning wildly around to try to get a shot at one, stay still and watch your radar. You'll be able to use the radar to see when a Jolly Roger stops circling you. At this time, locate it and shoot it before it shoots you. Repeat this process to destroy all of the drones. Now you can jump to the back platform, where the override controls are located. Find the lever on the back wall. After you pull, twist and push the lever handle, the plasma generator will return to its original position. All that remains to be done here is restore its power. Return to the front of the room where the exit is and find the computer terminal bay nearby. Among the screens is a control panel that can be pushed. Doing so will reactivate the generator. Your work here is done. Just then, in a cut-scene, a wormhole appears in space above Norion, and a strange, Phazonous object emerges from it. Admiral Dane contacts you, saying that the pirates are intending to smash this large object, whatever it is, into the base. That doesn't sound good. You must hurry to get those other generators back online so that the defense system can destroy the object. Retrace your steps to Cargo Dock A. You'll see a few Federation soldiers battling Space Pirates near your ship. One of the soldiers suddenly begins to glow with blue energy. He uses his enhanced powers to eradicate the pirates. Once he gives the all-clear, scan him. This is a FEDERATION PED MARINE. He's using a PED (Phazon Enhancement Device) to boost the powers of his battle armor. It looks as if the Federation has finally begun to take advantage of the useful properties of Phazon. Start walking towards your gunship to save and heal. Suddenly, something big and ferocious swoops by. It looks disturbingly similar to a foe who was supposed to have died on planet Tallon IV.... Continue backtracking through the base. Conduit A, the hallway just before the Cargo Dock, is infested with Crawlmines, along with the usual Jumpmines. You may also run into a SHIELD PIRATE TROOPER, but it's likely that the PED Marine he is battling will kill him before you get a chance to scan him. Don't worry though; there are more to come. Go through Substation East to reach the Cargo Hub. Now use the Morph Ball to slip underneath the debris so that you are in the main part of the room. Here, you will witness Ghor, outfitted with a giant battle suit, sparring with a Berserker Lord. They will crash in through a door at the south end of the bend. After Ghor defeats the Lord, approach him. He tells you to go after Generator C, which is located at the end of the path from which he entered from. Remember to scan Ghor if you didn't before. This is your second-to-last chance for that particular entry. Anyway, the door you must use is covered by another specialized Mounted Blast Shield. This one is held in place by four cables. Shoot the cable attachments to turn the shield back to normal, and use the Grapple Lasso to get in. In the Maintenance Station, Aurora Unit 242 will give you an update about the meteor, as it is being referred to as now, that is approaching Norion. It is filled with Phazon, and Unit 242 believes it may be some kind of bomb. You have little time to spare. Run through to find more Shield Pirate Troopers. Once again, you don't have to do much to fight these guys with the PED Marines here, but you have more time to scan them. Also scan the WHITE BLAST SHIELD covering a door on your left. Although it can't be destroyed now, it's never a bad idea to scan. Conduit C is similar to Conduit A, looping around several times before you actually reach the exit. It too is also patrolled by Crawlmines and Jumpmines, as well as Jolly Rogers. Thankfully, the drones are much easier to kill here because they lack room to maneuver in. Anyway, when you get to the portion of the room with the glass floor, make sure you clear the gap in the middle. Otherwise, you'll have to go all the way around to get back to where you just were, through a passage below. When you get to the other side of the gap, roll into the Morph Ball tunnel on your right and take that to the exit. Enter Cargo Dock C. Stay in Morph Ball form and roll towards the closed hatch in the structure ahead. A Morph Ball Bomb can destroy it, letting you into the tunnel. The winged form of Ridley will swoop by, much closer than before, but don't worry about him just yet. Bomb-jump up to a new piece of tunnel and start following that. At this point, Ridley will decide to drop by and deal with you. He lands on the tunnel, trapping you within a small space between his feet. He'll try to shoot beams of plasma at you, or else bite you, but both attacks can be avoided. When Ridley bites, he might get his jaws stuck on the sides of the tunnel. Bomb his head when this happens to stun him. If you do this enough, Ridley might lift his leg up in pain. Take that opportunity to wiz by him before he recovers. Now continue traveling through the tunnel. Ridley will trap you one more time before you reach the end of it, so do the same thing again to free yourself. After you leave the tunnel, unroll and go through the door. Rundas will get in touch with you now and inform you that he was able to get Generator B back online. That means you only have to do C before your objective is complete. Walk through Generator Access C and shoot the Crawltanks inside. The door on the left side leads to a Save Station. Use it before going through the end door. This one is sealed by a blast shield similar to the one that blocked Generator A. Shoot the five colored nodes as they appear on the shield before yanking it off with the lasso. Enter Generator C now. Pirate Troopers are here to defend the generator, but you don't have to fight any of them. As they advance, one of them suddenly turns on his bewildered fellows and kills them all. This rogue trooper turns out to be Gandrayda in disguise. She claims to be inept when working with machines, so she'll leave you to get the generator back online. Cross the room and approach the manual override lever. Pull, twist and push it onto place so that a Morph Ball tunnel reveals itself along the generator's walls. There are Bomb Slots throughout the tunnel, so you must use them to repower panel that will in turn recharge the plasma generator. Head back to the other end of the room and enter the Morph Ball tunnel near the computer terminal bay. The tunnel contains jets of energy that will push you upwards when needed. The jets activate periodically, but can be forced with a bomb. Such a jet will allow you to reach the first Bomb Slot, located a short ways into the tunnel. A catwalk will extend above you when you activate it. Jolly Rogers will show up as well, having waited to appear until after you made yourself vulnerable. Dodge their shots as best you can. Soon you'll get to an electrical hazard. You can stay safe from it by rolling across the jet streams that blow from it. Otherwise, you'll fall and get hurt. Afterwards, go up, over and then down, but then try to go back up into a passage on your left; another Bomb Slot is hidden there. Use it to extend another portion of the catwalk up above. Eventually, after crossing another electrical hazard and bombing another slot just after, you'll be pushed up into the catwalk you extended. If you didn't miss any Bomb Slots, the catwalk will let you reach the next portion of the tunnel. Be careful as you cross, as there are parts with no sides to them. At last, the tunnel will put you into another Bomb Slot located on the plasma generator itself. Bomb it to lower the generator. Suddenly, as Samus unrolls from the tunnel, Ridley swoops down from above and grabs her! Together, they tumble down the enormous shaft below. A boss fight like no other will commence as you and Ridley continue to plummet down the seemingly endless shaft. The dragon-like Ridley is the military leader of the Space Pirates. He was first encountered by Samus during her operation on the planet Zebes, and was then met again on Tallon IV. Both times, Ridley was seemingly destroyed, but revived through Space Pirate technology. Ridley still has the cybernetic enhancements that made him into Meta Ridley before, as well as new Phazon-based infusions. You'll be able to scan META RIDLEY as soon as the battle begins. The shaft is about 17,000 meters deep, and you must defeat Meta Ridley before you reach the bottom. As you fall, you can move around so that you don't hit the sides of the shaft. Ridley will be below you, so start shooting at his only weak spot, his mouth. In return, Ridley will fire off jets of plasma and small explosives up at you. Don't stop shooting at his mouth for anything. You should see a decent drop in his health before long. The next phase of the battle will being when Ridley swoops up to grab you in his claws. You'll be face-to-face with him now, and it will be easier to hit his mouth when he opens it. First, Ridley may try to take swipe at you with his free hand. It will glow when he's about to do this. Shoot at his hand to stop him from attacking. When Ridley opens his jaws, fire away to deal damage. If you're too slow, Ridley will shoot his plasma beam at you. Repeat until Ridley lets go of you. Next, Ridley will be above you, and you'll be looking up at him. The advantage to this is that you'll be traveling as fast and in the same direction as the plasma blasts he shoots at you, so they'll seem slower and thus be easier to dodge or shoot down. Keep hitting his mouth as you did during the initial phase. Ridley will grab you again before long and the close-up battle will start anew. Keep your eye on the distance you have left before you hit bottom. If Ridley's health isn't past the halfway point at around 8,500 meters, you're in trouble. The final phase will be identical to the first; you falling above Ridley. Keep shooting until the last of his health is gone. In the cut-scene that follows, Samus shoots Ridley in the mouth at point-blank range. As the pair tumbles into the depths of Norion, Rundas shows up and rescues Samus once again while Ridley is swallowed up in darkness. Back at the generator room, Rundas drops Samus off and tells her that she owes him one. He'll leave you to get this generator back online, and tells you to meet him in the control room afterwards. All you have to do to get this one working again is press the terminal near the door. After that's settled, leave the room. Now all three generators are up and running, but Unit 242 has bad news. All efforts to stop the meteor have failed, and it is set to crash in four minutes. You have that much time to get to the control room. Race back through Generator Access C. When you step out into Cargo Dock C, the meteor will be clearly visible in the sky. Use the Morph Ball tunnel to the right of the one you used previously to get through the room. Now dash through the other 'C' rooms until you get back to the Cargo Hub. Don't bother fighting anything that gets in your way. In the case of the Aeromines, you can just roll beneath them with the Morph Ball. When you reach the hub, head to the northeast end. Roll through the debris and activate the panel on the door with the three generator symbols. This opens the way to a lift. Ghor, Gandrayda and Rundas will join you inside. This is the only chance you get to scan HUNTER RUNDAS and HUNTER GANDRAYDA as Galactic Federation entries, and the last chance to get Ghor's such entry too if you missed the last two opportunities. Don't miss any of them! When the four hunters reach the top, they begin to ready the controls for the defense cannon. Just then, a ball of Phazon energy smashes through the tower window. The ball reveals itself to be none other than Dark Samus, a creature of pure evil that, like Ridley, has fought Samus countless times in the past. As an entity originally known as Metroid Prime, Dark Samus first tried to use Phazon to devastate the planet Tallon IV. After she stole Samus's Phazon Suit and became Dark Samus, she stalked the planet Aether, searching for Phazon to sustain herself. Now, despite conflict with them in the past, it seems she has joined forces with the Space Pirates (or perhaps is controlling them). Samus, Rundas, Ghor and Gandrayda open fire on Dark Samus, but their attempts seem to do nothing. Dark Samus releases a burst of intense Phazon energy, and all three hunters are incapacitated. Samus retains her wits long enough to finish activating the defense cannon and save the planet from the Phazon meteor, and then loses consciousness.... A month has passed since the assault on Norion. Samus wakes up in the G.F.S. Olympus's MedLab Delta. The female trooper attending Samus tells her that after the battle, the four hunters were found unconscious. After a medical examination, it was found that their bodies had begun producing Phazon energy. Strangely, this corruption seemed to have no negative impacts on their health, so the Federation decided to put that to their advantage. You, along with the other hunters, have been given a PED SUIT. These devices were used by the Federation PED Marines you saw on Norion. While they had to rely on external Phazon reserves, the Phazon you are producing in your body will allow you to use the PED Suit more efficiently. With it, you can enter a state known as Hypermode. To do this, you have to inject a whole Energy Tank into the system. While in Hypermode, you won't take any damage, and you will have access to Hyper weapons. The only one you have at the moment is the HYPER BEAM, but it's much stronger than the ordinary Power Beam. Hypermode lasts as long as you have Phazon energy to spend; a meter will replace your health bars and tell you how much Phazon you have left. Using the Hyper Beam will deplete your Phazon stores. You can enter and exit Hypermode by pressing and holding the Plus Button. Exiting Hypermode will replenish some of the energy from the Energy Tank you injected to initiate it. Hypermode also automatically ends after 25 seconds. You will now be put through a brief tutorial so that you can test the PED Suit. A ball comprised of Phazon plates is assembled in front of you. You have to destroy them using the Hyper Beam. Start by entering Hypermode. Now start shooting at the Phazon ball. You'll have to destroy all of the pieces in order to finish the tutorial, but it's unlikely that you'll do it in one go. After each session, your health will be fully restored so that you aren't wasting any Energy Tanks. Try again until the last pieces of the Phazon ball are destroyed. Once you pass the tutorial, your attendant will tell you that Unit 242 wants to meet with you. The Aurora Chamber is located off the Flag Bridge. Feel free to exit the room now, but don't forget to scan the side panels for Logbook data on PHAZON and the PHAZON ENHANCEMENT DEVICE. As you traverse the Gunnery Station, you can use Hypermode to destroy the Phazon plates that have been set up along the corridor. These will release pickups. Notice that you can no longer find regular Energy Unit pickups. Instead, you'll see Phazon Units, which are essentially the same thing. Use the door along the right wall of the station to get to a small lift. This will take you to the hallway with the Save Station, right next to the Flag Bridge. Save your game before continuing. Go into the Flag Chamber and turn right to find the center door, guarded by a Federation Marine. Talk to him to get clearance into the Aurora Chamber. The door behind him will open. There's a lift on the other side that will take you up. Ride it and let the marines at the top open the next door for you. When you finally enter the Aurora Chamber, walk up to the computer terminals in front of the AU's tank and activate the panel in the middle. Unit 242 will appear from the hazy liquid within her stasis tank. After her welcome, she informs Samus that during the attack on Norion, two other planets nearby, Bryyo and Elysia, also suffered similarly. The meteors, now dubbed Leviathans, impacted the planets and began spreading the Phazon from within |
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