Metroid Prime 3: Corruption Game Guide/Walkthrough
GFS Valhalla
The GFS Valhalla will require a lot of running around before you can explore it fully. The sections of the ship that you can explore will feature unpowered generators which need to be powered before you can move on; you need to power them by finding Energy Cells that are scattered around the galaxy. Terminals here will give you very vague hints about the locations of the cells if you scan them. (You can find this information in your Inventory section if you press the 1 button.) You don't need all of the energy cells to fully explore the ship, but getting them all is the only way to access all of the pickups in the ship, which is the only way to get the 100% complete ending.
Energy Cell 1: Lying on the ground by the ship that's crashed on the Valhalla's docking bay. Just walk over it to pick it up.
Energy Cell 2: Obtained automatically when you first load up your ship with missiles on Bryyo. Apparently impossible not to obtain.
Energy Cell 3: Generator B, Norion. This one will require you to have progressed at least up to where you've obtained the Seeker Missiles. Use the plasma beam to fuse together the circuit board in the cargo hub, then head down to the Cargo Dock B. Destroy the Hopping Metroids there with cold missiles and your beam fire, then use seeker missiles on the door that's revealed. Head through to defeat the Metroid Hatcher, which you may have already seen on the Pirate Homeworld. If you haven't, then the process involves shooting the ends of the tentacles, then shooting the mouth before it can spit out metroids, then grappling the tentacles and pulling them away from the body. When the Hatcher is dead, roll through the ball tube to nab the energy cell.
Energy Cell 4: Hidden Court, Bryyo. In order to obtain this energy cell, you have to have extended the bridge in the Machineworks Bridge section of the area that connects the Thorn Jungle to the Federation Hangar Bay areas. To do so, first you need to use your Ship Grapple to grab the head of the statue in the Fuel Gel Pool and drop it on the statue in the Colossus Vista area. That'll open one side of the bridge area; use your boost ball in the spinner to extend that side of the bridge.
Next, land your ship at the Thorn Jungle landing side and head to the North Jungle Court, where you can use your Ship Grapple on a large structure in one of the alcoves. Do so, then follow the path that's revealed under it to reach the other side of the bridge. Extend it and walk back across. Head through the Hall of the Golems and get to the Hidden Court. Drop the battery onto the fuel gel pump here to extend the energy cell. Jump to the top of the room and use the halfpipe to access the energy cell.
Energy Cell 5: Connected to research station in Skytown Xenoresearch system. Required to get the Swarm Missiles.
Energy Cell 6: Command Courtyard, Pirate Command. Required to move on.
Energy Cell 7: Metroid Processing, Pirate Homeworld. Optional, but easy to spot under the floor when you charge up the core generator.
Energy Cell 8: Ballista Storage, Elysia. Where you originally found the boost ball. Drop down, defeat the Steamlord, charge the turbines, and remove the Energy Cell. Requires Energy Grapple.
Energy Cell 9: Phazon Quarry, Pirate Homeworld. After obtaining the Nova Beam, unlock the phazite door in the Main Cavern and follow it through to Drill Site 2. Use x-ray vision and blast the drill's interior red ball, then head back to the quarry and find the energy cell.
First Trip
If you want to explore the Valhalla early in the game, we'll tell you roughly what to expect. (You can skip it now and simply come back when you have all of the energy cells that you need.) The door in front of you is out of power. Luckily for you, you should still have an energy cell from when you loaded your ship up with missiles in the docking bay on Bryyo way back when. Insert it into the receptacle and power up the door, then open it and move on. You can also pick up Energy Cell 1 from the ground by the ship that's crashed on the floor of the docking bay.
In the Hangar A Access corridor, scan the terminal on your right to gain access about an energy cell, then swing across the gap to reach the next door. (You'll want to scan any of these terminals that you see, as finding all of the energy cells will be the only way to fully explore the Valhalla.) You'll have to melt the bodies of the troopers here to open it. You'll enter the Repair Bay. There's a door hidden behind a crate here; feel free to head through to the Stairwell, but you won't be able to get far. Instead, jump up atop the crashed vehicle here and avoid the electrical arcs as you jump.
Head through the security station, using charged blasts to fracture the shattered glass. When you reach the far hallway, take a right and enter MedLab Alpha. Missile away the detritus here, destroy the phazon hoppers, then grapple the covering on the ball tube and head in. You'll pick up a Missile Expansion.
You can move a bit further in by using Energy Cell 1, but it's not really necessary to do so now. We'll come back later when we have more tools to use and all the energy cells needed to explore the ship.
Table of Contents
- GFS Olympus
- Norion
- Bryyo Cliffside
- Bryyo Fire
- Bryyo Thorn Jungle
- Bryyo Seed
- Elysia Skytown
- Return To Bryyo
- Elysia Skytown East
- Elysia Seed
- Pirate Homeworld
- Return to Skytown
- Return to Pirate Homeworld
- GFS Valhalla
- Pirate Homeworld Seed
- End Game
- Missile and Energy Tank
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