Metroid Prime 3: Corruption Walkthrough :
This walkthrough for Metroid Prime 3: Corruption [WII] has been posted at 23 Mar 2010 by Tomarctus and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Tomarctus and share this with your freinds. And most important we have 15 other walkthroughs for Metroid Prime 3: Corruption, read them all!
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Walkthrough - FAQ/Walkthrough__________________ ___ ________ ___________ _____ ___________ _.-''.|.''-._ | \/ | ___|_ _| ___ \ _ |_ _| _ \ _.' .' | '. '._ | . . | |__ | | | |_/ / | | | | | | | | | .' .' | '. '. | |\/| | __| | | | /| | | | | | | | | | +| \ | / |+ | | | | |___ | | | |\ \\ \_/ /_| |_| |/ / /Ż \ | / Ż\ \_| |_|____/ \_/ \_| \_|\___/ \___/|___/ / _ \_/o\_/ _ \ ____________ ________ ________ _____ | \o.' '.o/ | | ___ \ ___ \_ _| \/ | ___| |____ | | | | | | |_/ / |_/ / | | | . . | |__ / / | _.| |._ | | __/| / | | | |\/| | __| \ \ | .' | | '. | | | | |\ \ _| |_| | | | |___ .___/ / | + /o'. .'o\ + | \_| \_| \_|\___/\_| |_|____/ \____/ \ / .' Ż /Ż\o/Ż\ Ż '. \ / ___ ___ ___ ___ _ _ _______ _ ___ _ _ \/ .' _.-' Ż '-._ '. \/ )) )) ) ))_) ))_) ))`) ))_))) )) )) ) )\`) +'.-' '-.'+ ((__((_( ((`\ ((`\ ((_( (( (( (( ((_( ((`( '. .' Ż'. .'Ż FAQ/Walkthrough by Paltheos (Brian Lundin) Ż'-../Ż\..-'Ż Version 2.1, 3/21/10 İ 2007-2010 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . [0100] 2. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0200] 3. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0300] New Prime, New Feel..............................................[0301] Dashing Back to the Gunship......................................[0302] Restoring the Generators.........................................[0303] The Return of Samus' Archnemesis.................................[0304] Corruption and the Mission to Bryyo..............................[0305] Rundas and the Eastern Energy Signature..........................[0306] In Search of More Firepower......................................[0307] Destroying the Generators........................................[0308] Bryyo's Leviathan Seed...........................................[0309] The Mission to Elysia............................................[0310] The Traitor and Reconnecting the AU to the Network...............[0311] Chozo Technology on Bryyo........................................[0312] In Search of More Carrying Power.................................[0313] Building a Nuclear Bomb..........................................[0314] Dropping the Bomb and Elysia's Leviathan Seed....................[0315] The Mission to the Pirate Homeworld..............................[0316] Meeting up with the GF Trooper...................................[0317] Chozo Technology on Elysia.......................................[0318] Acquiring Protection from the Acid Rain..........................[0319] Getting Past the Acid Rain and the Trip to the Mines.............[0320] The Investigation of the G.F.S. Valhalla.........................[0321] Disabling the Defense System and the Race to the Seed............[0322] The Pirate Homeworld's Leviathan Seed............................[0323] Opening the Wormhole and Last Stops..............................[0324] The Final Mission, Phaaze........................................[0325] 4. BOSSES** . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0400] Docking Bay 5....................................................[0401] Generator Shaft..................................................[0402] Temple of Bryyo..................................................[0403] Jousting Field...................................................[0404] Bryyo Leviathan Core.............................................[0405] Steambot Barracks................................................[0406] Ballista Storage.................................................[0407] Main Docking Bay.................................................[0408] Elysian Leviathan Core...........................................[0409] Proving Grounds..................................................[0410] Metroid Creche...................................................[0411] Transit Station Leviathan........................................[0412] Pirate Homeworld Leviathan Core..................................[0413] Sanctum..........................................................[0414] Sanctum..........................................................[0415] Sanctum..........................................................[0416] 5. CLEAN VALHALLA RUN . . . . . . . . . . . . . . . . . . . . . . . . [0500] 6. SCAN DESCRIPTIONS . . . . . . . . . . . . . . . . . . . . . . . . . [0600] 7. EXPANSION LOCATIONS . . . . . . . . . . . . . . . . . . . . . . . . [0700] Energy Tanks.....................................................[0701] Missile Expansions...............................................[0702] Ship Missile Expansions..........................................[0703] Energy Cells.....................................................[0704] 8. CREDIT COLLECTION . . . . . . . . . . . . . . . . . . . . . . . . . [0800] Red Credits......................................................[0801] Blue Credits.....................................................[0802] Gold Credits.....................................................[0803] Friend Vouchers..................................................[0804] 9. CHECKLISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . [0900] Mini-Walkthrough.................................................[0901] Expansions.......................................................[0902] 10. EXTRAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [1000] 11. ABILITY MECHANICS . . . . . . . . . . . . . . . . . . . . . . . . . [1100] 12. BREAKING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . [1200] Techniques.......................................................[1201] Secret Worlds....................................................[1202] Sequence Breaks..................................................[1203] 13. VERSION DIFFERENCES: ORIGINAL CORRUPTION VS. TRILOGY CORRUPTION . . [1300] 14. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . [1400] 15. VERSION HISTORY . . . . . . . . . . . . . . . . . . . . . . . . . . [1500] 16. LEGAL INFORMATION . . . . . . . . . . . . . . . . . . . . . . . . . [1600] 17. CLOSING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [1700] ** - To avoid spoilers as much as possible, rather than list boss names, I've listed the room names in which the bosses are fought instead. Check the room you're in when fighting a boss and cross reference it with this list to find the strategy you're looking for. ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 1. INTRODUCTION [0100] ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ __________ This Guide ŻŻŻŻŻŻŻŻŻŻ This walkthrough is generally arranged in order of earliest possible acquisition. Items that enhance your combat ability are collected as soon as possible. All other collectibles are obtained whenever it's most convenient. I choose to make specific note of this because many other walkthroughs implicitly balance early acquisition and shorter routes for *all* pickups and collectibles while mine only does it for non-combat collectibles, and I think it fair that you know this before deciding whether or not to use my FAQ. If you're in the middle of gameplay, haven't really used a walkthrough, and would like to know how many of possible x items you can have up to that point you have right now, this walkthrough may be particularly useful for you. If you'd like to follow a walkthrough from start to finish, being as strong as possible for every upcoming threat in the game, you may prefer this FAQ. If, on the other hand, you'd like not to detour as much for more upgrades and play as you are, just aiming to finish the game or putting off item collection until later, you may prefer another FAQ. I do take particular pride in the detail I've put into boss strategies though, so if you like exhaustive analyses, those parts of the walkthrough are worth a look at. _______ Metroid ŻŻŻŻŻŻŻ If you're unfamiliar with the Metroid series and are interested in learning a little about it before you begin, here's a quick run-down on what you should know. Here's the chronology of Metroid canon material (slashes indicate remakes or retellings of the same material): Official Metroid e-manga (2003-2004) Metroid / Metroid: Zero Mission (NES - 1986 / GBA - 2004) Metroid Prime / Metroid Prime Pinball (GCN - 2002 / DS - 2005) Metroid Prime: Hunters (DS - 2006) Metroid Prime 2: Echoes (GCN - 2004) Metroid Prime 3: Corruption (Wii - 2007) Metroid II: Return of Samus (GB - 1991) Super Metroid (SNES - 1994) Metroid: Other M (Wii - 2010) Metroid Fusion (GBA - 2002) To get a basic grasp on the story up to Corruption, I'll give you a quick run-down of important events prior to the first game, the original Metroid, and the first two Metroid Prime games. Hunters is a side story that doesn't have a big influence over the greater storyline, so I'll leave it out. Samus Aran is a small girl when Space Pirates, an alien species of raiders, led by Ridley, one of their generals, pillage and destroy her home colony 2-KL, killing all its inhabitants, including her parents. Samus, the only survivor, is discovered amidst the wreckage by the Chozo, an ancient, benevolent race of birdlike people, who decide to raise her as a warrior of their people. Many years pass. The Space Pirates have occupied the planet Zebes and under the watchful eye of "Mother Brain" are cultivating energy-sucking creatures called Metroids as biological weapons. Samus is conscripted for a mission to destroy the Metroids there and eliminate Mother Brain. She encounters resistances from high-ranking Space Pirates Kraid and Ridley but is able to successfully kill the Metroid and put a stop to the breeding program and defeat Mother Brain. A time bomb triggered by Mother Brain's defeat, intended to destroy Aran, fails as she is able to escape the planet in time, and the bomb succeeds only in destroying any traces of the Pirate facilities on Zebes. Two years pass. Samus receives a distress signal from what is, as she discovers when she arrives, a destroyed frigate from the Pirate fleet that had been stationed on Zebes. The frigate Orpheon had been stationed in orbit of Tallon IV, and the pirates had been conducting experiments of some kind. More importantly, deeper inside the frigate, she finds Ridley, who has been cybernetically reconstructed since his defeat on Zebes. Ridley flees to the planet surface, and Samus chases in pursuit. There, Samus learns that a Chozo civilization had once thrived on the planet, but a meteor had crashed some time ago, spreading a horrible poison that either killed or horribly mutated anything it came into contact with. Those that retained their sanity sealed up the meteor to limit the scope of contamination, but it was still only a matter of time before the whole planet was endangered. Samus travels deeper into the planet to find that Space Pirates have set up research and mining facilities. They too had discovered the poison, which they dubbed "phazon", and were attempting to harness its mutagenic properties in order to biological enhance their soldiers. Aran destroys all the pirate facilities, defeats Ridley again, successfully unseals the meteor impact crater, and ventures inside, where she comes face to face with the source of the phazon, a creature the pirates had dubbed "Metroid Prime". Samus successfully defeats Metroid Prime... or so she believes, and leaves the planet. More time passes. Samus receives a distress signal from a Galactic Federation vessel that had been in pursuit of a Space Pirate vessel around the planet Aether and makes planetfall to investigate. She discovers all the Federation soldiers dead and possessed by some strange force, what appears to be a "dark" version of the planet Aether with phazon on the other side of a dimensional rift, and a dark doppelganger of herself with a love for the mutagenic material. Samus then encounters the last remaining guardian of the now dormant inhabitants of Aether, U-Mos, who explains what has happened. 20 years prior, [like on Tallon IV] a meteor had crashed into Aether that caused great climactic and environmental mayhem to the planet. Only in addition to the environmental catastrophe and phazon, a dimensional rift was created on the planet, creating a dark version of Aether on the other side and splitting the planetary energy (which is necessary to maintain the planet's form) between them. Out of that rift came the Ing, a hostile, merciless race of demonic creatures capable of possessing other beings. The Ing came in hordes, possessing anything they could use to become stronger and killing everything else. After decades of conflict, the Ing had all but defeated the inhabitants of Aether and stolen all its planetary energy for Dark Aether. However, Samus had arrived right in the nick of time (so to speak). Right before speaking with U-Mos, she had unwittingly destroyed the Ing bearer of the Energy Controller, the only device which can transfer planetary energy from one side to the other. U-Mos beseeches Samus to save them from this crisis, and Samus acquiesces. One by one, Samus visits the Energy Controllers scattered about both Aethers and restores it to the original Aether. Along the way, she encounters and fights numerous times with her dark doppelganger, who she discerns is the result of a fusion between the dying core of Metroid Prime and a piece of her Power Suit that it had stolen from her while it was flailing before what would have been its demise. Eventually, Samus defeats the Ing leader and reclaims the last of Aether's planetary energy, completely destabilizing Dark Aether. As she is escaping the collapsing dimension, she battles Dark Samus one more time and, believing she has defeated her dark copy, leaves the dark dimension and completely restores Aether. But Dark Samus isn't dead, and she's about to put her plot into motion... ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 2. CONTROLS [0200] ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____ Samus ŻŻŻŻŻ Note: Explanations are comprehensive. Not all abilities discussed are initially available. _ . _ ` |. /|\ .| ` Moves crosshairs around the screen and enables Samus to '.|.' ` turn. Certain motions permit Samus to operate specific ` consoles and devices. In Morph Ball mode, an upward jerk .'|'. ` triggers a spring jump. |' \|/ '| ` Ż ' Ż ` Motion sensitivity can be adjusted in Options. For the Wiimote Motion ` best experience, Advanced is highly recommended. ` .'Ż'. ` Moves Samus in bipedal and Morph Ball modes. Left and / /Ż\ \ ` right turn Samus during Grapple Swing. Up and Down insert | | | | ` and syphon energy during Grapple Voltage. \ \_/ / ` '._.' ` ` Analog Stick ` (Nunchuk) ` ` /Ż\ ` Fires beam weapon. Holding A charges the beam. Also lets | A | ` Samus interact with certain field objects. In Morph Ball \_/ ` mode, lays bombs. In Hypermode and Morph Ball mode, ` releases Hyper Ball. A Button ` (Wiimote) ` ` |ŻŻŻ| ` Jumps. Pressing B a second time jumps again. Pressing B | | ` a third time activates the Screw Attack. Press B up to | | ` four more times to continue somersaulting. In Morph Ball | B | ` mode, holding B charges the Boost Ball. ŻŻŻ ` B Trigger ` The functions of A and B can be swapped in Options. (Wiimote) ` _ ` _|||_ ` Down fires missile weapon. Holding Down brings up Seeker |- -| ` Missile mode - Move the crosshairs to lock onto target(s) Ż|||Ż ` Up takes a screenshot and sends it to your Wii Message Ż ` Board. D-Pad ` (Wiimote) ` ` .'Ż'. ` Changes to and back from Morph Ball mode. : C : ` '._.' ` ` C Trigger ` (Nunchuk) ` ` |ŻŻŻŻŻŻŻ| ` Locks onto targets. Calls forth Grapple Beam when locking | Z | ` onto viable Grapple Swing points. Initiates functions of |_______| ` Scan and Command Visors. In Morph Ball mode, attaches ` Samus to magnetic rails. Z Trigger ` (Nunchuk) ` Lock-on types can be changed in Options. Lock-on/Free Aim ` is recommended. . ` /|\ ` Forward thrusts forth the Grapple Beam onto Grapple Lasso | ` targets. Back removes or opens the target. \|/ ` ' ` Nunchuk Motion ` _ _ ` (-) (+) ` Holding Minus brings up Visor Select. Move the crosshairs Ż Ż ` over the image of the visor you wish to use and let go of - & + Buttons ` Minus to change visors. Holding Plus activates Hypermode. (Wiimote) ` Holding Plus again deactivates it. _ _ ` (1) (2) ` 1 pauses the game and brings up menus. See Pause Menu Ż Ż ` below for more details. 2 gives you a hint for what to 1 & 2 Buttons ` do next. (Wiimote) ` ________________ Gunship Interior ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The bottom-center panel brings up map select and allows you to travel to different landing sites. In practice, this function of your gunship is the only one you're bound to regularly use. The top-center panel lets you transmit data and communicate via radio. The green panel on the left lets you manually activate thrusters. Of the two orange buttons on the left, the left one offers miscellaneous game data, such as number of enemies killed, numbers of shots fired, amount of damage received, numbers of saves used, percentage of rooms visited, and number of hypermode uses. Of the two buttons on the right, the left one extends a blast shield around the cockpit, and the right one brings up a tool to measure Samus' level of corruption. Aligning the two icons that appear for several seconds triggers a bioscan and feeds you your percent level of corruption.__________ Pause Menu ŻŻŻŻŻŻŻŻŻŻ Pressing 1 in the middle of gameplay brings up an series of menus. The four images on the left tab are primary menus that bring up their own sets of images and sub-menus on the right tab when clicked upon. Clicking on those in turn brings up anything from maps to research data to game settings on the center screen that you can sort through. The game is not explicit on some of the functions of the Controls submenus under Options. Lock On/Free Aim controls the level of freedom you have when locked onto a target. When it is off, both you and the reticle are locked onto your target. When it's on, only you are locked into facing your target. You can freely move the reticle. Sensitivity controls how far to the edge of the screen you need to move the reticle before Samus begins turning. Basic starts you off at having to move the reticle to the very edge before you begin turning; as you go up you don't need to move the reticle as far to get the same effect. Boost Ball Aiming gives you the option to gain further control over Morph Ball movement. When it's off, a released Boost simply sends you in the direction of most momentum. When it's on, you can control the direction of the Boost with the tip of the Wiimote and don't need to worry about your current momentum. Some of the options under the Displays submenus do not explain themselves. Helmet Opacity is a control for the visibility for the edges of Samus' helmet in first person perspective. Values closer to 100 result in well-defined edges; values closer to 0 result in opaque edges. Similarly, visor opacity is a control for the visibility of the data that overlays your field of vision in both first person perspective and Morph Ball mode (specifically, your radar, health gauge, mini-map, missile counter, and bomb counter). Also like Helmet Opacity, values closer to 100 result in a well-defined overlay while those closer to 0 are opaque. The HUD Lag option controls whether or not any lag is present by the edges of your visor and helmet when you move. Turning the option off removes the lag. ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 3. WALKTHROUGH [0300] ______________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Start a new game, select a Mii (your choice has no impact on gameplay), and open a new file. Before you begin playing, I recommend going to the Options menu and changing Sensitivity to Advanced and keeping the Lock-On/Free Aim control scheme. Now start the game and choose your difficulty. The strategies in this walkthrough have been created on Normal; they can, however, be applied to all the difficulty settings. =================== New Prime, New Feel [0301] =================== -------------- Samus' Gunship -------------- As soon as you wake up from cryostasis, you gain control of Samus' gunship. Allot of buttons are presented before you, but don't feel intimidated. The game walks you through what to do (and you can't even use most of them at the moment). For now, simply press the lower display in the center, and your course will be altered so that you rendevous with the Federation fleet. As soon as they prompt you to transmit your identification signal, press the circular display in the upper-center portion of the screen and four blue symbols pop. Starting from left to right, press the identical green symbols around it to match the code. Once you're cleared, spin Samus to the left and press the lower, green display. A stick for thruster control juts out of the cockpit. Interact with it and push the Wiimote forward to ignite your thrusters and fly off to the Olympus. ======= Olympus ======= ------------- Docking Bay 5 ------------- Finally, you have full control of Samus. If you're not already familiar with the controls, you may wish to check out the Controls section. Note that the control listing is cumulative, so you may not have access to everything there just yet. If it's too much trouble to memorize them so quickly, you can take your time too. The game walks you through this stage to familiarize you with the controls, and you can always learn by experimentation too. Just bear in mind that there's a couple things the game doesn't cover and other stuff which isn't so obvious. Another important note: From this point onward, whenever there are new logbook scans (that is, things you can scan with your Scan Visor which add new entries to your logbook, which isn't necessarily true for all scannable objects) in a room, I'll place the name of the scan in brackets and give a brief description of its location and any other tidbits of knowledge you'll need to get the scan. [Research - Hunter-Class Gunship] - Samus' gunship. [Research - Galatic Federation Crate] - Small cubic crates beyond the bridge on the left. [Research - Heavy Galactic Federation Crate] - Large cubic crates beyond the bridge on the left. [Morphology - Federation Marine] - Either soldier at the other end of the bridge. [Morphology - Fleet Mechanic] - Standing by the crates on the left past the bridge. [Mechanoid - Training Droid] - The two small objects jutting out of the ground on the right beyond the bridge. [Device - Landing Beacon] - Beneath and behind Samus' gunship. [Mechanism - Halberd-Class Turret] - Above the door opposite Samus' gunship (and ahead of the bridge you cross over). [Research - Galactic Federation Blue Door] - The door you use to exit the room. When you try to cross the bridge, four targets appear to orient you with locking-on, aiming, and shooting. Destroy the targets and speak with the marines, who will tell you to meet with Admiral Dane. On your right after crossing the bridge is a yellow panel. Step on it and two Training Drones pop up. You can juggle them in the air by shooting them, and get a point in this game each time you bounce it. Score 10 points and you earn a gold credit; score 20 and you get a friend voucher. If you don't care about those extras, just ignore it. Whenever you're ready pass through the blue door on the right. ------------------ Docking Bay Access ------------------ [Morphology - Male Fleet Trooper] - Either two people on the left or the one on the right. [Morphology - Female Fleet Trooper] - The lone, moving NPC on the left. Look at the two consoles on the right, now up. Lock-on and destroy the two red markers. Two ramps drop down. Climb up one and go through the blue door. ------------- Docking Bay 4 ------------- [Research - Blast Shield] - On the locked door near the console (must scan before unlocking the door). Go to the left side of pillar in this room and interact with it. Press the center panel for your access code. Write down/remember the number it gives you. Now go to the console near the door behind you and insert that same number to open the door. ---------------- Security Station ---------------- [Research - Hunter Ghor] - Beyond the containment door (scan ASAP, as he eventually leaves the room). If you miss him now, you can get his scan later in Tower Elevator on Norion. [Research - Olympus-Class Battleship] - After leaving the ID/biohazard check chamber, it's the console on the right wall next to the door. If you miss it here, you can get it later in Data Storage on Norion. Approach the force field in front of you. See the lever on the left? Pull it out, twist it counter-clockwise, and then push it back in to access the containment area. After the ID check, a console will appear on the right side of the room. Interact with it for a biohazard check. Another lever will appear to the left of the exit of the containment area. Push, twist, and pull to get out. --------------- Security Access --------------- Run straight through this room. -------------- Command Lift A -------------- Use the hand scanner on the right to turn on the elevator and then ride it up. ------------------ Flag Bridge Access ------------------ You can't access the left door, so take the right exit instead. ----------- Flag Bridge ----------- Leave the corridor to reach the main foyer of the Olympus' bridge. Then climb up either ramp on the side of the room. The briefing room is actually to the left, but the guard won't let you pass for now. Since the center door is locked, take the right door. ----------- Lift Access ----------- [Research - Save Station] - The glowing blue floor where you save. A blast door prevents entry into the room at the opposite end of the corridor, so you have to go right instead. Use your Charge Shot to destroy the crates blocking the door. Save and then head right back to the Flag Bridge. ----------- Flag Bridge ----------- Talk to the guard and he moves aside so you can pass. -------------- Meeting Access -------------- Pass straight through to Admiral Dane's Ready Room. ---------- Ready Room ---------- As soon as you enter, a cutscene will trigger, during which Admiral Dane briefs you and the other hunters. Mid-way into the meeting however, a a sharp rumble interrupts the meeting. It's a space pirate attack. Admiral Dane orders you and the other hunters to get down to the planet immediately to carry out your mission, so let's get backtracking. =========================== Dashing Back to the Gunship [0302] =========================== -------------- Meeting Access -------------- The lights go out, but you're still safe to pass through. ----------- Flag Bridge ----------- [Morphology - Fleet Admiral Dane] - Standing right in front of you after the cutscene. After the cutscene of a Federation warship getting owned, continue backtracking. ------------------ Flag Bridge Access ------------------ [Morphology - Pirate Militia] - Standing right in front of you after the cutscene. Moments after you enter the room, the walls ahead explode. It's space pirates! These guys are pretty weak though, so you should take them out with minimal trouble. Unfortunately, the door you took to get in is blocked off by a bulkhead, so take that door you couldn't access before. --------------------- Port Observation Deck --------------------- [Vehicle - Space Pirate Boarding Pod] - Jutting out of the ship at the end of the room, although much of it is inside as well. As soon as you enter, you'll see a Federation soldier running out of sight. Pursue him as fast as possible, because a few more pirates burst through the Olympus' hull on a boarding pod. Take them out with a pair of charged shots before they have an opportunity to kill the marines to get a blue credit; then pass through the blue door. ---------------- Xenoresearch Lab ---------------- [Mechanoid - Crawltank] - In your path on the floor. Crawltanks are easy enough to take out. Take cover behind a nearby wall to avoid their weapon fire and attack when they've stopped. If you want a blue credit, you need to save the marines in this room - Don't worry about waiting out the Crawltanks this time and just attack immediately. Once they're gone, take the door at the end of the passage. ---------- Lab Access ---------- After you enter, you get to witness a dogfight between Federation troopers and pirate militia. Unfortunately for the feds, moments after they conquer their foes, a ship crashes into the corridor and pulls them out into the vacuum of space. Ouch. One of them manages to hold on, but only for a few seconds. Above where the ship crashed is a red marker. Shoot it, and a bulkhead will shut and save the trooper. If you manage to save him, you're awarded a friend voucher. If you don't, the bulkhead still shuts. Either way, your path forward is blocked, so turn back. ---------------- Xenoresearch Lab ---------------- [Morphology - Armored Pirate Militia] - The bulkiest of the three initial pirates that attack; be sure to scan before destroying his armor. [Morphology - Crawlmine] - Numerous approach you after you restore power. Disaster strikes again! The opposite wall on the lower level explodes, and two armored pirate militia and one pirate militia burst through only to steal the power cell charging the room (and by extension locking the doors) and attack. Simply trying to retrieve the energy cell from the first pirate won't work (plus, why wouldn't you kill them all?). The one holding the cell will run will the other(s) take potshots at you, and even if you do destroy the holder, the space pirates use the Force to yank the cell over to them. Therefore, you need to kill all the pirates. Take out the weaker trooper however you like, but use charged shots to destroy the armor on the armored troopers. After you've taken out the pirates, pick up the energy cell they drop and approach the pillar in the center of the room. Interact, push, and clockwise twist does the job. Right after you restore power, there's another ambush, by a giant horde of Crawlmines. They infinite spawn too, but there's no way out at the moment, so transform into Morph Ball and start laying bombs near their frontlines to keep them at bay. As soon as you hear the sound of metal grating forcefully coming off, search for red lights shining from open floor squares. Roll to either one and down the pit into a circular shaft. Go in either direction until you see a break in the circle, and head straight down the narrow path into a ventilation shaft. ----------------- Ventilation Shaft ----------------- Continue rolling through until you hit a fan. Lay a Morph Ball Bomb to clear the way and continue rolling downwards until you reach a glass wall, beyond which is an Energy Tank. Energy Tanks increase Samus' total life points by 100, so blow that wall up and claim your prize. --- Energy Tank acquired! --- (max health to 1 extra tank) Lay a bomb to jump up to the next ledge at the end of the shaft and continue on into a booster. ---------------- Disposal Chamber ---------------- [Device - Bomb Slot] - the slot you enter in Morph Ball. The Morph Ball device is locked, so revert to humanoid form and scan the console at the opposite end of the room to unlock it. This device is a Bomb Slot, and, as the scan implies, using it is as simple as transforming into a Morph Ball, bomb jumping up and into the slot, and laying another bomb to activate the device. Do so, and the air lock opens, propelling Samus into space, but Samus finds a maintenance door outside and re-enters the Olympus. ------------ Repair Bay A ------------ Open the door to Repair Bay A's main chamber to witness another set of dogfights. This one locks you in (again) but now the console is blocked by debris, and neither charged shot nor Morph Ball Bombs destroy them. Looks like we'll need to find another way. Start out by eliminating the Pirate Militia on the ground floor. Then approach the obstructed console and turn around to see a ramp. Climb up the ramp and jump across the platforms along the wall, all the while killing the crawltanks and Pirate Militia that get in your way. Turn towards the suspended space figher on the top platform and take out the two pirate militia that appear. Then use the fighter as a platform to reach the opposite end of the room. Kill the crawltank that spawns and enter the blue door. ----------------- Munitions Storage ----------------- Oh? What's that sparkling!? === Missile Launcher acquired! === (max missiles to 5) Samus can now fire off missiles. Time to clear away that debris. ------------ Repair Bay A ------------ Drop back down to the ground floor and shoot a missile at the debris. Now approach the hand-scanner and interact with it to open the cargo bay door. ---------------- Repair Bay Shaft ---------------- [Mechanoid - Aeromine] - A colony of them jumps out at you as you begin to cross the bridge. Pass through the newly opened doorway to find... a giant chasm. No worries though. Simply shoot the four red glowing markers to extend a bridge across the gap. However, before you can cross, new foes appear: Aeromines. These little guys aren't that bad though. All of them have an impenetrable shield up at all times, except one (who is also the only one attacking at this time). Aim at whichever one has its shield down, destroy it, and then rinse/repeat until they're all gone. Finally, destroy the pirate militia standing on an outcropping at the opposite side of the bridge before crossing. If you can do all this quickly enough, you can save the marine who was struggling here earlier, and he rewards you with a blue credit. Before passing through the next cargo door, access the save room on the left. -------------- Save Station B -------------- Save. ---------------- Repair Bay Shaft ---------------- Approach the hand scanner, open the cargo door, and go on through. ------------- Docking Bay 5 ------------- [Morphology - Berserker Lord] Finally, after somewhat of a detour, you're back to your gunship, but as you approach it, the glass above you shatters and the battered corpse of a marine comes flying out. Behind him, a gargantuan pirate trooper. **************************** Boss Battle - Berserker Lord **************************** Despite his intimidating design, the Berserker Lord's a cinch. Most of his attacks are slow, have a slim hit box, and inflict pitifully small damage. His ground sweeping beam is slow and, if you're on the move, he probably won't even fire it wherever you are. Simply jump over it. The blue sludge he fires is a bit more annoying as he actually pursues with it when firing, but slowness tones this attack down as well. Just dash jump around and it won't hit you. Berserker Lord also pounds the ground to generate an omnidirectional wavequake, but this attack is easily jumpable and, like the others, inflicts very little damage (plus, I've only seen it at the very beginning of the battle). His most damaging attack is orange energy balls he shoots out of his mouth. These usually take off a sizable 20 units of health or so. Fortunately, after you get hit by one once or twice, it's easy enough to spot and dodge because his shoulders and back glow orange and he's leaning back before he fires. Your targets are the two shining red spheres on his shoulder. Fire off charge shots to quickly take those out, receive some health and ammo back from them, and he'll switch another attack into his movepool. At a moderate pace, he'll begin shooting purple energy balls out from his mouth. Hitting these with any Power Beam shot from any angle deflects the purple balls right back at him and slowly destroys the armor on his back. He fires up to three at a time before he regenerates the shiny red spheres but doesn't fire a third one if you hit him with the first two before he has a chance to fire it. It doesn't matter much anyway. You need to hit his armor with four purple energy balls before it shatters anyway, so you'll need to repeat this process at least once. If there are any leftover purple energy balls still in mid-air when his back armor breaks, repelling those back towards him will still count as hits and reduce his health. Once his back armor does shatter, his attack pattern completely changes. He'll begin pounding the ground continually, sending omnidirectional shockwaves about the field. Fortunately, you have plenty of time to see his arm begin the motion of the groundpound though, and the shockwave itself can simply be jumped over. Whenever you jump to dodge the shockwaves (or jump period), target his now exposed back. He takes damage remarkably fast, so it shouldn't be long before you defeat him. ********* The defeated Berserker falls back into the electrical field around the arena until it gives out, he falls into space, and is obliterated in a collision with a stray fighter. After Samus calls back the gunship, enter and save. -------------- Samus' Gunship -------------- Interact with the lower panel to bring up a map select screen. Point to and choose Docking Hub Alpha. ======================== Restoring the Generators [0303] ======================== ====== Norion ====== ----------------- Docking Hub Alpha ----------------- [Lore - Galactic Federation Datafile RU-902 (Hunter Rundas)] - Right next to the Grapple Lasso upgrade. Upon arriving, a marine informs you of the situation. The pirate attack has knocked out the generators and rendered the main cannon unusable. If you don't reactivate all three generators, everyone on Norion is as good as dead. Approach the locked door and shoot the four, glowing red locks to open it. Beyond that there's a room with, lo and behold, another suit upgrade! Go into the corner and shoot another glowing red lock to open the door and retrieve it. === Grapple Lasso acquired! === The Grapple Lasso is used to pull devices off or into certain positions. Its use resides solely in the Nunchuk. Whenever you see a a circle with a hook-like symbol on the inside, that point is grapple-compatible. If it's yellow, you're in range and can use it. If it's blue, then you're out of range. Press the Z button to lock-on, shove the Nunchuk toward the screen to latch on with the Grapple Lasso, and pull back to yank at whatever you latched onto. Now go to the other door in this room and scan the console to its left to trigger a lever. Pull, counter-clockwise twist, and push it back in to open the door to the elevator. After you enter the elevator, charge your power beam. ---------- Hub Access ---------- [Research - Mounted Blast Shield] - Covering the door at the end of the room. You can only get the scan before you yank it off the door. Why? 'cuz there's a crawltank smack dab in front of you on the ceiling as soon as the door opens, so fire at it immediately to destroy it before you take any damage. Continue down the corridor until you see an open room. Stop before entering and kill the Pirate Militia at the end of the room before proceeding any further. Now enter the open foyer and take out the two crawltanks on each end of the room. Go on up either set of steps into another corridor. At the end, your first Mounted Blast Shield. Also note the symbol on it. Whenever you encounter any symbol like this, it means that point can be grappled onto. Remove the blast shield with the Grapple Lasso and go through the door. --------- Cargo Hub --------- Ouch. Dead marines, and lots of 'em. Oh well. Before you go off exploring this room, look to the right to see a grapple point on a door. Pulling it off reveals a hand scanner, but scanning reveals you can't use it until you "eliminate the enemy presence" in the room. Momentarily continue on as you would until you encounter an aeromine colony. Retreat and take cover behind the circular wall to the left while taking them out one by one. Resume walking forward to encounter two more groups of aeromines. Rinse and repeat. Now the hand scanner should be active, so interact with it to open a hatch. Transform into Morph Ball and go on in. This puzzle's pretty straightforward. All the air vents in here have enough strength to propel Samus to wherever she needs to go, but they have timed intervals during which they're either on and off. That said, roll left until you hit an obstacle. Bomb it and then let the adjacent fan take you up to the next level. Roll up, around, and back down into a small pit. Jump out and keep moving left until you can jump up again (and hurry so that the fan doesn't blow you backwards). Continue scaling upwards until you reach another tunnel. Bomb the obstacle and roll into a halfpipe which takes you to another fan that blows you up and around into another path. Unfortunately, now a sentry drone has appeared and is now out for your blood. Fortunately, her attacks are pretty easy to avoid. Her targeting system shines and aims a red light at your current location before firing at that position. The light doesn't follow you either, so it's simply a matter of not being there. That said, in this portion of the puzzle, simply time your jumps over the blocks with the periods of time the fans aren't blowing and the drone won't disrupt your platforming. After clearing the first two blocks, you encounter a fan beneath you. Bide time dodging the drone's attacks until it starts up, then take it upwards up to another obstacle. Bomb it, but before you fall down the shaft, wait for a fan in the middle of the shaft to start blowing. Then drop down and ride the wind into the next path (If you miss the fan and fall back down, simply roll left and jump to the floor fan from earlier. It blows you right back up). Jump and grab the Missile Expansion. --- Missile Expansion acquired! --- (max missiles to 10) Roll right and bomb to obstacle. Jump up and roll down the tunnel to take you back to the beginning of the puzzle. Now ride the wind of the fan to the right to take you out of the puzzle and revert to human form. Now that you're back to the main portion of this room, proceed forward until you reach a pile of debris and use the Grapple Lasso to remove them one by one, revealing a hole fit for Morph Ball. Roll on through and go through the blue door. --------------- Substation East --------------- The first thing you'll notice here is the shiny new energy tank to the right. The second thing you'll notice is that the floor is made of lava. Well... more like heated energy coils, but it's still *effectively* lava as you will indeed feel the hurt for stepping on it. Instead, change into Morph Ball and hop into the tunnel holding that Energy Tank. --- Energy Tank acquired! --- (max health to 2 extra tanks) Don't meander down this tunnel just yet though. Wait for the pistons ahead to jut out, then roll up against them. The *instant* they withdraw, roll as fast as you can to the end of the path and out. If you don't move as fast as possible, the pistons will shove you onto the heated coils and you'll have to scramble back to the beginning before taking massive damage and start all over again. --------- Conduit A --------- [Research - Red Blast Shield] - There are two in this room, one of which you have to pass through to leave. Be sure to scan it *before* firing a missile at it; as afterwards it will become a normal blue door. There are three marines in this room, but you can't save any of them. A pirate militia blows up the crates nearby all of them killing them instantly. Take out that pirate and head for the red door on the righthand side. Red doors can be destroyed by Missile fire, so shoot a Missle at it and head on through. ----------------- Munitions Storage ----------------- [Lore - Galactic Federation Datafile GH-673 (Hunter Ghor)] - Next to the map station. [Lore - Galactic Federation Datafile GD-202 (Hunter Gandrayda)] - Next to the map station. [Lore - Galactic Federation Datafile VH-357 (Valhalla Incident)] - Next to the map station. A map station. Stepping into the hologram will allow you to download the map information for this region. Once you've downloaded the data, return to Conduit A. --------- Conduit A --------- [Mechanoid - Jumpmine] - After destroying the second set of debris that blocks your path, two of them lay silent in front of you. Be sure to scan them from afar, as getting too close will activate them and risk detonation. Along the way to the other red door, debris falls from the ceiling. Whenever this happens, simply fire a Missile to clear the way. Also, white steam is harmless, but don't get caught in flames. That said, after you pass the second set of falling debris, two Jumpmines lie dormant. A single shot destroys each of them. If possible, always take out jumpmines from afar, as they begin attacking and inevitably detonate based off of proximity. Two more are ahead further down the path. Take them out similarly and then go through the red door. ------------ Cargo Dock A ------------ [Morphology - Pirate Trooper] - Among the initial four space pirates, the center two are pirate troopers. Try to get the scan before fighting them. Get a lock-on one of them and scan while hiding behind some of the crates in the back. [Morphology - Shield Pirate Militia] - The space pirate gunship drops them off eventually and if that doesn't give them away, the fact that their shields repel all your attacks will. [Morphology - Aerotrooper] - After eliminating the intial pirates (and any aid they should receive), two of these troopers fly up from under underneath the bridge [Vehicle - Space Pirate ATC] - After you defeat the Aerotroopers, one of these comes in to try to finish you off. It's actually scannable even earlier (when it comes to drop off the Shield Pirate Militia), but it quickly leaves scan range at the time and even if it didn't, you have bigger fish to fry at |
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Another Metroid Prime 3: Corruption Walkthrough :
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