Metroid Prime Trilogy Walkthrough :
This walkthrough for Metroid Prime Trilogy [WII] has been posted at 14 Feb 2010 by Dark Syther XD and is called "Metroid Prime 3 FAQ and Walkthrough". If walkthrough is usable don't forgot thumbs up Dark Syther XD and share this with your freinds. And most important we have 7 other walkthroughs for Metroid Prime Trilogy, read them all!
|
Dark Syther XD |
Walkthrough - Metroid Prime 3 FAQ and Walkthrough
Metroid Prime 3: Corruption FAQ and Walkthrough
Copyright 2007 lopp3, all rights reserved.
endiment@gmail.com
Current version: 0.58
Copyright {0000}
This guide is legal property of lopp3, a.k.a Jed Estep. It may not be hosted
at any location except for GameFAQs (www.gamefaqs.com) without my written
consent. Any attempts at such are illegal, and I am authorized to take legal
action if you attempt it. In other words, it�s just better for everyone if you
don�t try it.
Version history {0001}
V0.02 � Began work. Very excited about writing another guide.
V0.11 � Reached partway through Planet Bryyo.
V0.16 � More Bryyo.
V0.22 � Bryyo completed.
V0.31 � Large portion of Elysia complete.
V0.33 � Better, more helpful logbook.
V0.41 � Elysia completed.
V0.53 � Pirate Homeworld completed. More logbook updates.
V0.58 � Updates.
Table of Contents {0002}
Section 0
Copyright info {0000}
Version history {0001}
Table of Contents {0002}
Section 1
Introduction to MP3 {1000}
Introduction to this guide {1001}
Walkthrough {1002}
Section 2
Notes and Miscellaneous Information {2000}
Sidequests and collectibles {2001}
Section 3
Credits and References {3000}
Special Thanks {3001}
Introduction to Metroid Prime 3: Corruption {1000}
Metroid Prime 3: Corruption is the third and final entry in the trilogy of
games known as the Metroid Prime series. This series was the first to bring
Samus Aran into the third dimension, and the first two entries were tremendous
hits. So this game has been eagerly awaited by fans of the series, everyone
wanting to see the conclusion of the story.
Notes:
-The G.F.S. Valhalla requires five or six Energy Cells to complete. You must
complete this area to achieve 100%.
-The Logbook does not count toward your percentage total.
Introduction to this guide {1001}
This guide is not only a walkthrough, but also contains helpful information
such as log book entries and information on all of Samus� weapons, armors, and
upgrades. It will provide detailed strategies for all the game�s bosses, as
well as help you progress through the main content of the game: the actual
levels.
Notes:
-I will often refer to rooms by their given names. I will try to avoid this
until after you find a Map Station.
-It might be wise to see the Glossary before you use this guide, especially if
you�re new to Metroid Prime. I did once receive a complaint regarding
terminology (I�ll leave that anonymous).
Walkthrough {1002}
(Cue opening scene)
---Galactic Federation Starship Olympus---
Objective: Meet Admiral Dane
Welcome aboard, Samus Aran. This starts out simple and with a distinct lack of
combat; finish the calibration test (make sure to do it right, for your own
sake), and just trudge on through this nicely functional and suspiciously
friendly starship. And make sure you scan. Scanning everything you see is
always good, especially in the beginning of the game since there are often
one-time only scans right at the beginning. Scan every person, every terminal,
and, well, everything else. It�s really worth it to find something you may
have otherwise missed. Anyway, there�s not much to say about the G.F.S.
Olympus. Once you get to the bridge, you�ll notice a soldier blocking your way
to the ready room. This guy wants you to save first, so comply with orders and
head into the ready room. Just as your briefing is finished, the G.F.S.
Olympus comes under attack.
Objective: Reach Norion surface to aid ground troops
You�ll now be thrust into your first encounter with Space Pirates. Beware of
them; their bullets are big and quick. Fortunately, they aren�t very strong,
so you should have no trouble at all dispatching the lot of them. You may come
upon a battle between some soldiers and some Pirates. The soldiers have the
upper hand, but a Pirate dropship crashes through the window, exposing you all
to the vacuum of space. This calls for quick thinking; shoot the button above
the door to seal off the area. Now, head back the way you had originally come
when first going to the ready room. Some Pirates will courteously blow the
crap out of a wall for you. This allows you to access a new door, as well as a
new area. Take advantage of this. Go through and you�ll come to a room with a
power core at the bottom. Some Pirate Militia and some Armored Militia have
just come in to take that nice pretty power core. Naturally, you ought to stop
them. Once you dispatch all of them, pick up the power core and return it to
its rightful place. But unfortunately, you just cued in a massive horde of
little crawlers to swoop from the ceiling. You�ll have to fend them and some
Crawltanks off for a while, but eventually they�ll start bursting through the
floor. This should be your cue to hop into Morph Ball and make a miraculous
escape. Once you�ve managed that, use the waste disposal in this new location
to flush yourself into space. You�ll grab on to a little valve and pull
yourself back in. Here, you�ll have to fight off a few pirates and make your
way to the top of the room to acquire your Missile Launcher. With this, you
can blow up the debris blocking the catwalk. Sneak through the catwalk and to
your ship. But, surprise for you, you�re not getting away that easily. A big
baddy known as a Berserker Lord is here to stop you.
0------------Berserker Lord-------------0
He looks tough, eh? Well, he really isn�t. I hope I don�t need to
point out
the large, glowing, red spots on his shoulders. Those are quite obviously weak
points. Thus, you should shoot them while avoiding his sweep laser. Be careful
to jump and not strafe; strafing won�t help in the least in terms of dodging.
Once his shoulder pads are off, he�ll start spitting large purple wads at you.
Thus begins Metroid Prime 3�s first attempt at one of the strangest and most
comedic boss tactics ever contrived: projectile ping-pong. You need to whack
those big purple wads right back at him. They themselves cause minor damage,
but that�s not the point. After two successful rounds of smacking him with a
purple thing, his large, blue head cover will shatter, leaving his very
vulnerable head completely exposed. Thus, you may smash the Berserker Lord to
tiny pieces. The death he suffers is a fitting one: falling into space and
being smashed by a Pirate dropship. I mourn not for the Berserker Lord.
0---------------------------------------0
---Norion---
Objective: Activate Generator C
Though you managed to make a nice dent in the forces up on the G.F.S Olympus,
the planet Norion isn�t in such good shape. You find out from one of the
soldiers there that they�ve been relying on a massive cannon to keep them
safe, but the whole cannon is offline. You�ll need to activate three different
generators in order to do this. So let�s start by marching on ahead, shall we?
There�s only one way you can go, so follow it. In a particular room,
you�ll
need to yank away some debris revealing a Morph Ball tunnel. Once through the
tunnel, you�ll see four red panels. Keep this area in mind as it is the cannon
control room. The top three panels each represent a generator, and the bottom
will light up when all three generators are turned back on. Anyway, continuing
down the path we were on. After a little bit of trekking, you�ll come to the
generator room. That nice circular platform in the middle should tell you
exactly where you need to head next. Once you step into the circular area, a
cadre of Jolly Roger sentries will pop up to attack you. These things are
tough to hit and even tougher to scan, but don�t worry; they periodically stop
to fire at you and are extremely weak to attacks. It shouldn�t take more than
two or three well placed shots for a kill. In total, there are six Jolly
Rogers. Once you�ve dispatched them all, jump over to the other side and use
the panel there. Then, jump back and use the panel to the left of the door.
This will activate Generator C. Objective completed.
Objective: Activate Generator A
So now it�s time to head on back. Trudge back to the control room area, and
things are looking relatively uneventful (at least, for a meteor emergency).
Completely without warning, two massive creatures burst out of a blast door.
They completely ignore you and battle each other to the death. In case you
thought you�d have to fight the victor yourself, think again: it�s
Ghor. He
not only blocks your old path, but he cleared you a new one. So head down this
new path to Generator A. It�s a relatively uneventful walk down to the second
generator as well. This time, we don�t even have to fight monsters when we get
there, as Gandrayda is kind enough to take care of that for us. Instead, we
need to do some Morph Ball work. You�ll notice the little purple gas vents in
the track; those launch you into the air if you jump while on them. They not
only help you scale the track, but they�ll launch you into the switches you
need to hit as well. Oh, did I forget to mention? Before you can leave this
track, you need to hit three Morph Ball switches. This will raise a nice sized
track for you to wind along, making your way to the top of the generator.
Also, be careful to keep moving, as a Jolly Roger is trying to pick you off
and you can do nothing about it. Anyway, once you�ve hit the top of the
generator, it seems like there�s no problem. Until...
0--------------Meta Ridley--------------0
Samus Aran sat on a generator. Samus Aran had a great, great fall. And she
wasn�t the only one to have a great fall. Meta Ridley decided to have a great
fall with you. This boss fight is more about mechanics than about real
strategy. Your objective is quite obvious: kill Ridley before completing the
16000 meter fall to your certain death. Ridley, however, is only vulnerable in
the mouth. That leaves for a lack of options, yes? No. This fight cycles in
between various stages: top, middle, and bottom. You�ll generally switch in
the order of top, middle, bottom, middle, top. So let�s start with top. In
this stage, Ridley is in front of you. You can basically just keep firing, as
he�ll open his mouth quite often to attack you. Do as much damage as you can
in this stage, because it won�t last long. Now we move into the middle stage.
You�re on equal footing with Ridley now. He has three attacks here. One is a
breath attack. Obviously, hit his mouth before he does this. Then he�s got a
hand-based attack that looks like he might backhand you. Hit his hand when he
does this one. The final attack is a slap attack. He�ll draw his hand pretty
far back, making it a tough target. If you manage to damage his hand enough
during this attack, you�ll stun him and be able to damage him by hitting him
in the mouth. Now, the bottom stage. The bottom stage isn�t unlike top; just
shoot a lot and go for the mouth. The 16000 meter distance limit shouldn�t be
very restraining, although it gets a bit shaky around 6000 meters. Once you�ve
finished Ridley, Rundas will come to save you from your great, great fall.
0---------------------------------------0
Ahem. Now then, let�s activate that generator. Head over to the panel to the
left of the door and activate this generator too.
Objective: Activate cannon
Now it�s time to make a beeline for the control room. Rundas has already
activated Generator B for you, so don�t bother looking for it. Once you get to
the control room, activate the bottom panel. This opens up a new door, one
that leads to the control room. Gandrayda, Ghor, and Rundas are all here
waiting for you, and just as you�re about to activate the cannon, your old
nemesis Dark Samus shows up to ruin the fun. After your whole team gets
blasted into near oblivion with a burst of concentrated Phazon, Dark Samus
flies away. Fortunately for Norion, Samus managed to muster just enough energy
activate the cannon before passing out. Phew.
+++One month later+++
---G.F.S. Olympus---
You�re back home, but not for very long. The nurse here will tell you all
about your awesome new PED suit, and I needn�t tell you how cool you now look.
Anyway, head back into the bridge from where you are, definitely save, and go
to the AU room (the upper middle door in the bridge). The Aurora Unit itself
will brief you for your mission today. It instructs you that two planets,
Bryyo and Elysia, have come under similar attack as Norion. This time,
however, the meteors managed to land and are infecting the worlds with Phazon.
And, lucky for you, Ghor, Gandrayda, and Rundas are all missing. Thus, it�s
your job to go investigate. Let�s start with Bryyo, shall we?
---Bryyo Cliffside---
Objective: Locate Map Station
Ahh, this place reminds me of Tallon IV. Anyway. You can do nothing but head
straight until you reach a large, open room. You�ll see a strange lock on a
door on the far side of said room. First off, head to that door. From there,
turn right, onto the platforms there, then right again. Once here, Morph Ball
up and head down the slot. Let yourself slide into place at the bottom of the
track. This is a switch, so activate it to unlock part of the locked door.
Once you activate this, you�ll not only unlock half of the door, but
you�ll
both create a new platform and summon some enemies too. The enemies you summon
are quite strange. They live in groups of five, and are normally invulnerable.
Eventually, they�ll start to make a circle and a large blob will appear in the
center of them. Shoot the blob to kill all five. Simple as that. Anyway, get
up onto the new platforms here, ignoring the door, and make your way to a new
Morph Ball slot. This will fully unlock the door for ya. Head down this new
path. Eventually you�ll come to a room with one of those nice, massive golems
on the floor. Don�t worry, it won�t hurt you. So jump down to
investigate it,
only to be ambushed by two Reptilicus Hunters. They�re not that hard, so just
shoot until they fall. This will open up a little nook. Inside this nook are a
door and a stone lock you can use to uncover some Bryyonian Lore. Anyway, head
through the door into a seemingly empty and useless room. But wait. Look on
the side of the lowermost step you just went down. �Tis a covered Morph Ball
opening. Before you go in though, make sure to scan Snatcher and Korba. Once
you�ve done that, head through the track You can acquire that Missile
Expansion by using the Snatchers to float up a ways, dropping yourself
literally atop the pickup. Once you come out the other side, yank the cover
off the door and use a missile to open it. Inside is...the Grapple Swing! Now
you can use those nice yellow diamonds to swing across pits and such. So head
back to the large room and swing across (dispatch the Gel Puffers first).
Looks like you can�t get through to the door? Yank off the panels on the wall
to reveal a Morph Ball track. Head up and out, then backtrack until you reach
the open room. Some regular Reptilici will attack you here, but they�re still
cake. Anyway, head back through the door we ignored last time. Along this path
is the Map Station. Now that we�ve done that, let�s head back to our
ship.
---Bryyo Fire---
Open Objectives:
Destroy East power source
Destroy West power source
Magmoor Caverns, anyone? This part is relatively straightforward. There are
some mechanical issues you should know about, however. The biggest one
involves igniting Fuel Gel, which is abundant in these caves. To ignite Fuel
Gel, hit a spout or other concentration of Fuel Gel with a Charge Shot. Don�t
use Missiles, they don�t work. Possibly the toughest room at this point is a
very tall room where you actually get to see Rundas (though he ignores you
utterly). After defeating some enemies, make your way to the Morph Ball slot.
To activate it, ignite the two spouts on the sides of it. This will raise the
middle platform a bit. As you scale the platform, you�ll have to repeatedly
raise it again. Eventually, you�ll reach the top. Continue on this way, and
eventually you�ll end up in a room called Bryyo Temple. Large rooms should be
cue to you at this point that fighting will ensue. Well, it does. Sure are a
lot of Space Pirates in that crowd. Fend �em off, and just when it looks like
the second wave is headed your way, the Pirates freeze in midair. Has Rundas
made up for blowing you off before? �Fraid not. That�s not what
he�s here for.
0-----------------Rundas----------------0
I know you wanted to fight Rundas. I know you did. This is a very simple,
though still difficult, boss, which is nowhere near as fun to fight as Meta
Ridley was in that big pit. Start off by blasting him until he appears
stunned. Once he�s stunned, run up to him and yank his armor off. At this
point, he�s now completely vulnerable. So you just shoot him; all weapons have
equal effectiveness. You�ll have to repeat this process multiple times. Most
of Rundas� attacks are easy to dodge projectiles. The biggest one to beware is
one he generally only uses while in Hypermode. He�ll create a giant club of
ice, twirl it around his head, and throw it at you. It�s big and hard to
dodge, but strafing to the right may work well, along with destroying his
clubs. There�s really no sure-fire way to dodge that one. Also, he�s
invincible in Hypermode, except to Hypermode. It may be wise (depending on
your energy tanks) to just ride the Hypermode out. Other than that, there�s
really not much strategy.
0---------------------------------------0
I almost feel sorry for poor Rundas. You knew him well. Kinda. Anyway, this
fight earns you the long-awaited ice Missiles. Guess what: you can freeze
stuff now! Anyway, head down the nice new elevator and down to the East power
source control room. Activate the hand terminal like you know what you�re
doing, only to find that you can�t exactly...do anything about the shield. Or
at least not yet. So just head back to your ship; there�s some new shortcuts
you can take as well.
---Bryyo Cliffside---
Open Objectives:
Destroy East power source
Destroy West power source
Now we head back to the Map Station. Why? I�m sure you noticed the room
�Falls
of Fire� directly behind the station. You also probably noticed that it was
totally impassable. Now, though, you can freeze Fuel Gel. That means you can
make some nice pretty platforms for yourself. Once you get to the other side,
you�ll get a transmission about some new intel.
Objective: Find Ship Upgrade station
This area is generally pretty linear. At one point, you�ll come to a room with
a war golem being tethered to a wall. The tethers are those nice flammable
vines, so the objective should be clear. Trace each vine to its source and
ignite. Note: you�ll have to kill some Warp Hounds and get in the Morph Ball
slot once before you can eliminate all the tethers. Once you have, the War
Golem will open up a new space. Keep going through here until you reach the
room in question. Note you can�t land your ship just yet. Head to the control
panel, only to trip the security alert. You�ll be hounded by some Warp Hounds
first, then hunted by some Reptilicus Hunters. Once you finish with them,
raise the upgrade equipment. You�ll now have to progress upward toward the new
Morph Ball slot. You can also pull an Energy Cell to open up the red door to
the side, but it�s not really advantageous to you right now. So climb up to
the very top of the room and open up the roof. Go back down to the control
panel, lower the upgrade equipment, and land. At last, it is now truly time to
raise the equipment, as it will upgrade your ship to equip it with missiles.
Now, at certain Command Points, you can call for a missile strike. So let�s
take advantage of this, no?
---Bryyo Fire---
Ugh, what a PAIN. We have to make the long, long trek all the way back to the
East power source. When you get to the Temple, you�ll have to destroy two
jammers by yanking on them, then missile strike the large vessel atop the
elevator. All while under fire from a never ending horde of Aero Pirates. Fun.
Once you�re there, you can call in your fancy new missile strike and blow that
generator to smithereens. Now that we�ve accomplished that, the shield is
weakened. We still can�t penetrate it, however. In order to penetrate it
completely, we�ll need to destroy the West power source as well. The West
power source is in Bryyo Jungle. And by the way, there�s a neat shortcut back
to your ship if you freeze one of those drippy Fuel Gel spouts.
---Bryyo Jungle---
Objective: Destroy West power source
Start off by...going forward. In this next room, kill off the Pirates, and
take note of the energy shield blocking the door. Also take notice of some
areas of the walls with yellow crystals on them. There should be two: one near
the ceiling on the left, one near the floor on the right. You can blow these
walls up with Charge Shots. The one near the floor leads to an energy tank.
The one near the ceiling leads to a little chamber that not only lets you see
into the next room, but also has a switch which turns off the energy shield.
Now we can proceed into the next room. Don�t worry about the APC in here, it
will fly away. Just deal with the Pirates. Then, you�ll notice a solid Mardium
wall and an electronic jammer. Your new missile strike can destroy this wall,
but the jammer is preventing you from using the Command Visor. If you yank on
the jammer, the dish will disappear until the arm of the jammer rocks back
into place. This should give you just enough time to call in an air strike and
blow that wall to tiny bits. A Berserker Knight, some Pirates, and an Assault
Trooper will come flooding out. The least of your worries is actually the
Knight. He works just like a Berserker Lord; play some ping-pong with him and
bash his head. The Assault Trooper is probably the deadliest, so take him out
first. Once you�ve dispatched the enemies, head through your new opening. Head
on out into the Jousting field. Here, we take on two Aero Pirates. Nothing
special, right? Well...um...
0----------------Korakk-----------------0
This one�s pretty big. And he�s very, very ugly. So let�s
put him out of his
disgusting misery, shall we? First of all, make sure to scan the Korakk and
his rider (I missed the rider, unfortunately). Then, kill the rider. Now comes
the actual fighting part of the fight. When his mouth glows blue, shoot at it.
This will stun the Korakk for a few seconds. In this time, get into Morph Ball
and go underneath his belly. Once there, unleash a full load of Morph Ball
Bombs; that�s right, all three of them. This will knock him to the ground.
Now, quickly run around back and grapple onto his tail. This will send him up
onto his hind legs. Now his belly is exposed to shooting. Blast him as much as
you can; assuming you get enough damage in, it should only take two
repetitions of this process to finish off the Korakk.
0----------------------------------------0
Ah, so much better. But do the developers give us a break? Of course not. If
the Korakk didn�t take long enough, they�ll throw you some Shield
Troopers to
make up for it. How kind of them. Anyway, Go into the next room and turn right
for a Save Station. Once you�ve saved, head the other direction. As soon as
you enter this room we have a stone lock with a Missile Expansion and some
lore behind it. This also happens to be the room of the West power source. But
wait; this time they caught on and installed some AA turrets. So now we have
to go deactivate those.
Objective: Destroy AA turrets
But it looks like the blast doors are shut. Try to leave the way you came,
only to be attacked by two Armored Troopers. Dispatch these and the doors
open. I started off by heading south (that�s right coming out of the original
entrance). Immediately in this room, you�ll notice a bridge with some Fuel Gel
on the underside of it. Blow this up to gain access to a green ledge. Dispatch
the Trooper and Armored Trooper you find up here, then continue to the door.
Now we�re in the room with the first AA. This is a never ending horde of
enemies, so be careful. In order to destroy the AA, go directly to the
underside and yank the plug there. Then, find the Fuel Gel canisters that
popped out and destroy them. There should be four total. Once you�ve destroyed
all of them, the gun will explode. One down, one to go. From here, the
progression to the next AA should be quite straightforward. But we�re playing
a new game this time. Instead of yanking the plug at the bottom, we need to
pull levers now. There are three large levers in this room. When all three are
pulled, the Fuel Gel canisters will pop out. Simple? Well, some Aero Troopers
are here to pull the levers back. So here�s how to do it. When all the levers
are in a position where you can pull them, lure both Pirates over to you. Kill
one, but leave one alive. Immediately pull the lever and dash for the next.
Pull that one and dash for the final one. If you do it quickly enough, you�ll
pull all the levers. Now, just head back to the floor and destroy the
canisters. Now to get rid of that power source. There�s a missile expansion in
the hallway leading back to the power source room, but I don�t think
it�s
acquirable yet. Once we destroy the generator, head back to your ship to make
your final flight for Bryyo.
---Bryyo Seed---
Objective: Destroy the Seed
It�s only a little creepy in here, right? Well there�s only one way
you can
go, and no enemies except for some Scorchbugs on the floor of the first room.
Progress a ways in and we�ll soon meet someone who�s
very...hospitable.
0-----------------Mogenar---------------0
He�s a biggun. And he�s almost definitely the toughest enemy
you�ll battle for
a long time. You�ll see he�s got four orbs. One is on his back. So
what you
need to do is blow them up. It�s tougher than it looks, though. Start by
picking an orb and shooting at it. He�ll cover it when he�s
attacking, and he
may move it to a different slot. Once it looks like it exploded, go into
Hypermode and destroy it with Phazon. Then he�ll coat his body in Phazon. When
he does this, go into Morph ball and hit each foot with 3 Bombs. This will
destroy his Phazon coating. Keep the process up for all four orbs. He�s a
pretty simple boss, but very difficult nonetheless.
0---------------------------------------0
So that was the final boss of Bryyo. Looks like beating this guy really put
some stress on poor ol� Samus. But now we get a neat little device called the
Hyper Ball. While in Hypermode and Morph Ball, hold A to turn yourself into a
rolling wad of electric tendrils. Pretty destructive, to say the least.
Anyway, just press A when you�re prompted to destroy the core of the
Leviathan, officially saving Bryyo.
---Elysia---
Objective: Repair AU 217
Well, for now anyway, Elysia Skytown seems like a nice place to be. There�s a
calm atmosphere reminiscent of Sanctuary Temple, but with almost no enemies.
Head forward (make sure to scan everything you see, there�s a lot of stuff
around). Make sure to scan Databots after you shoot them. Soon you�ll come to
a room with a grab ledge. Don�t go up it just yet; instead, take the low road
and dispatch the Tinbots you see there. Continue on that path, ignoring
anything you might see in the piston room. Once you come to a Morph Ball
cannon, get in. It�ll take you to a Morph Ball area, with a Missile Expansion
you can get by double Ball jumping. Anyway, keep going along the platforms
until you reach an elevator room. Go down the elevator and into the Morph Ball
track you see. There�s a missile expansion here that we can�t
acquire now, but
that�s not all. Keep moving along and take the lower path when the road
splits. This will deposit you in an odd room. Try to leave, and you�ll be
assaulted by A. Some Steambots and B. that Steamlord that�s been stalking you.
0---------------Steamlord---------------0
This hardly counts as a fight. Simply, you�re attacked by four Steambots,
which are more durable Tinbots. When you�ve killed off three or four of them,
the Steamlord will appear to revive one. This is your chance to hit him. It�s
so simple, I don�t think it even merits an explanation.
0---------------------------------------0
Anyway, the kind Steamlord gives you an Energy Tank for your troubles. The
doors are still locked, so yank on the new targets to open them. Head outside
to a new zipline location. Across here is your target. Walk in, go to the ice
door for a Save Station, then activate the lift and go down to find the Aurora
Unit. But it�s been locked out by a kinetic lock, which we can�t
open. So head
out the other side. Head into the room �spire dock�, then head to
�security
station�. In Security Station, |
