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Metriod Prime 3: Corruption
The story begins with Samus waking up in her ship. You can look around the ship and fiddle with the buttons, but otherwise, point yourself towards the large blinking panel in front and touch it to hear the call from the G.F.S. Olympus. Then, as the voice on the other end of the radio says, input the docking password. Look up at the big green button above the dash and press it to bring down the entry panel. Copy the password pattern shown to send it to the Olympus. Then, start up the thrusters by looking to your left, pushing the big round button to open the thruster panel and pushing the Wii remote as instructed.
As you approach, the troopers will ask you calibrate your aiming by shooting the targets. Do so, and then one of the troopers will tell you where to find Admiral Dane. Continue up the ramp to the right into the Docking Bay Access room. Listen, talk to and scan the crew around if you wish. Talk to the crewman to the right of the entrance, who will give you a thinly veiled hint that he'd like the gears unjammed. The game will then teach you to use the Charge Shot -- simply fire at the red indicators above to fix the mechanism and raise two ramps. Continue up to the next level, then enter the blue door to the right.
Once up top and through the next blue door, you'll find a station with the Missile Launcher. That's the stuff. Go back out to the Bay and down to the floor. Fire a missile at the clump of metal posts by the big bay door to reveal the access panel. Once the door opens, you'll have to shoot some more red indicators above the door at the other side to open it and extend the bridge. And then another enemy menace, a group of Aeromines appear. They'll periodically lower their shields to fire, which is when you fire at them. Get rid of them before they get close and explode, then cross the bridge into the next section.
This thing has all manner of crap to throw at you. Luckily its weak points are right up front: the red bulbs at its shoulder joints, which you should fire at until they're blown off. Avoid the blue spray it shoots and continue to fire at the bulbs until they're gone. The Berserker Lord will then shoot out some purple orbs which, when shot, will be sent back to the boss to knock him senseless for a moment. And then for the second round, the Lord will resort to a blue laser that sweeps across the room. Jump when you can see the Lord reel back to prepare to fire it. The blue stuff from earlier will also be used when he gets up close. After knocking out the red bulbs this time, the boss will shoot a large fiery blast at you, which can take quite a bit of energy off. Just keep side-dashing (a helpful maneuver the game tells you about at the start of the fight) so you're not in front of its path. For the final part, a big red bulb should be on its head now, which is when you can unload the missiles and Charge Shots into it for real. It won't have much to hit you with at this point other than an arm slam which creates a wave easily jumped over. Keep it up and you should finish it off in no time, and Samus will finally get back to the ship. Back in the ship, press the center panel again and select Docking Hub Alpha on planet Norion.
Docking Hub Alpha The trooper meeting you at the hub will tell you your next objective: get the station's generators back online. He'll then upload their locations on the map. Following that, enter the big door into the hub by shooting the red lock sensors. Inside is another locked door -- shoot it open to find a hologram that will give you the Grapple Lasso. Continue out and down the hall, open the door to the elevator and take it upstairs. Through the blue door at the top is a Crawltank on the ceiling, so don't rush through. Shoot it down and continue. At the end is a room with a pirate and a couple more Crawltanks. They're easily wiped out, so kill them and continue up the door at the end. Another hall gives you a chance to try out the Grapple Lasso by pulling out the shell on the door. The door takes you into the Cargo Hub. Cargo Hub Immediately to your right as you step in is a small plate on the wall that you can grab and pull out. It reveals a small panel that, when scanned, will tell you to get rid of the enemies to restore the power. Circle the hall of the hub and you'll come upon a few groups of Aeromines. They're a little speedier than your first encounter with them, so start backing away as soon as you see them and fire like mad. Destroying them won't get the job done, though. Continue to the end of the hall and pull away the panels in the debris. A hole just big enough for the Morph Ball is revealed, so roll through to the other side.
A series of red panels will be on the wall to your left as you come out. They just give out the status of the generators, which are useless right now. Instead, continue right into the next blue door. Substation East - Conduit A The floor in the Substation is burning hot, unsafe to walk on. Instead, look for a recessed pad just ahead of the door and place yourself there as a Morph Ball, then bomb up into the side shaft to find an Energy Tank. And then wait. The rest of the wall has pushers that will shove you off onto the burning floor if you're too slow. Wait for them to retract, then run along the edge to dump yourself out next to the exit. As you enter Conduit A, you'll find some crew members sacked by a pirate in the corridor. Get rid of the pirate, and further down the hall you'll spot a red door off to the right. Shoot a missile at it to break the shell, and enter it to find the first Map Room. Download the map and continue down the conduit. Debris will start falling from the ceiling, so again, don't rush. Blast away big columns with a Charge Shot, and be careful of the Jumpmines that may surprise you shortly after rounding the corner. Another missile door will be at the end. Enter it to access Cargo Dock A. Cargo Dock A Back outside and just in time for an ambush! A few pirates will come out from the other side and hide behind the crates. Dispose of them the usual way -- just be careful they don't push you off the edge. After they're gone, another group will drop in from a ship. One of them has a shield that you can get rid of with the Lasso and then follow up with gunfire. And then, once those are gone, two Aerotroopers will swoop in. They can be killed normally, so don't get stressed -- though jumping may let you shoot them better. Oh, but it won't end there. One of the dropships will come in and try to get rid of you with heavier fire. Only the very front of it is weak, so send your Charge Shots and missiles to that side. After downing the ship, a cut-scene suggests that the fight still isn't over, but fellow hunter Rundas drops in and gets rid of the rest of them. He'll then tell you that you can summon Samus' ship to this area by using the Command Visor and locking onto the Command Icon on the platform. Once the ship lands, save your data and go forward to the next room. Generator A Access - Generator Room The Access hall just has a few Crawltanks to bug you. At the end is a security door; quickly shoot the lights as they appear on the door to loosen the shell, which you can then pull off with the Lasso. As soon as you enter Generator A's room, Aerotroopers fly away, leaving you with a few "Jolly Roger" drones to deal with. They're not easy to lock-on to thanks to their speedy movements, so you'll have to do a bit of turning around yourself to try and get them in your sights. At least they're pretty weak. When they're gone, the camera will focus on the pile of debris straight ahead. Double-jump over there and use a Charge Shot to clear the debris. Then grab the handle of the security panel, twist n' push, and the generator will lower, ready for your activation. Run back over to the door and find the hand panel to activate the generator. Power is restored! Well, one-third of it. Samus gets a radio message right after, so just to fill her in on what's happening. You'll now have to backtrack all the way to the Cargo Hub. Save again at the ship when you reach it, and then continue down the halls. There isn't much to deal with on the way back except for some more Crawltanks and Jumpmines, and a climax to a struggle between the hunter Ghor and another big pirate meanie. Their scuffle busts open the big door leading to Generator C. Shoot the nodes off the small door to enter the Maintenance Station. matenence station Soldiers fight pirates in the hall; go ahead and help them out, then make your way through the Station halls. Conduit C is similar to Conduit A in layout, but you'll have to contend with Crawlmines and Jolly Rogers this time. Oh, and the walkway is collapsed halfway through. Jump over the big gap there and over on the other side is a duct entryway. Go into Morph Ball and roll down to the ground floor, then follow the path to the next door. Cargo Dock C More rolling to start off with after you bomb the weak panel just ahead. Seems like an easy trip until-- RIDLEY!? Samus' old "friend" grabs onto the tube you're rolling in and won't let go. He'll try to shoot a laser beam at you, but it's quite easily dodged as the path is shown as he charges it. The goal is to bomb Ridley's head after he chomps down on the tube in an attempt to trap you (if he does trap you, lay a bomb anyway). A couple of well-placed blasts should jerk Ridley's right hand up, allowing you to escape. Continue through the tubes until Ridley comes back for another round. Same as before, though he'll be a touch more aggressive with his chomps. But it takes only two blasts before you're able to escape again. Make it to the other end and open the next door. Generator C Access - Generator Room Rundas will call in informing you he has Generator B online. That's a relief! Continue through the Access hall, shooting more blasted Crawltanks until you reach the end, with another colored-light security door. And then, enter the Generator room. Another firefight? No! Gandrayda is actually disguised as a pirate and will get rid of them for you. Then all you have to do is hop up to the generator lever. There will be no panel to touch this time: instead you'll have to enter the side tubes. Roll in the open tube next to the exit door and set a bomb on the purple jets to boost yourself vertically. As you roll along, a Jolly Roger will track and start firing at you. Work quickly to avoid its fire. Your goal is to shoot into the holes in between each stretch of tube, and set a bomb off while in the tubes to send out the blue-trimmed platforms above. Keep going to the right so you don't lose track and extend the three platforms. Continue right until you reach the top level where the platforms are and start weaving across them. Rundas will then save your hide and take you back to the generator platform. The generator still needs activating, so go over to the touch panel to turn 'er on. Once that happens, it will be time to get rid of the approaching meteor once and for all. You have less than five minutes to get to the Control Tower to zap it -- start heading back immediately, but listen to the radio messages and bring up the map when prompted to get the location of the tower: behind that three-panel door on the other side of the Cargo Hub. Move it! You'll face a gauntlet of enemies on the way back, naturally. On Cargo Dock C you'll find an extra hole to fit the Morph Ball in and get to the other side. A mess of Crawltanks will be in Conduit C -- try not to run past them, just blow them away and move on. When you reach a dead end, turn around and jump the big gap to get up to the upper walkway. Through the Maintenance Station hall and in Conduit C, a group of Aeromines will greet you around the corner. Great. But here's a helpful hint: blow away the lower row of them, then roll into a ball and set bombs right next to them. They should all blow up and you get a quick, easy, clear path to the other end. You're only about one more hallway away from the big door in the Cargo Hub. Once there, roll under the pile of debris just like before, and open up the big door to the Control Tower.
The other hunters will be there, and then a nasty cut-scene involving another old enemy will play out, and then time jumps a bit...
G.F.S. Olympus
Docking Bay 5As you approach, the troopers will ask you calibrate your aiming by shooting the targets. Do so, and then one of the troopers will tell you where to find Admiral Dane. Continue up the ramp to the right into the Docking Bay Access room. Listen, talk to and scan the crew around if you wish. Talk to the crewman to the right of the entrance, who will give you a thinly veiled hint that he'd like the gears unjammed. The game will then teach you to use the Charge Shot -- simply fire at the red indicators above to fix the mechanism and raise two ramps. Continue up to the next level, then enter the blue door to the right.
Docking Bay 4 - Security Station
Check the door in the corner. It's locked, and you'll have to scan the panel to reveal an access code input. But we don't have the code. Turn a 180 and scan the T-shaped panel on the column in the center of the room to activate it. Touch the panel to get Samus' access code: 13576. Then open the door into the Security Station. Once in the Station, wait for the hunter ahead to finish being scanned, then enter the chamber as instructed by the trooper and the game (a bit of twisting and pulling of the remote). Follow the rest of the crew's instructions (using the panel by the window for a biohazard scan), then exit the chamber. Scan the T-shaped console to your right to get your first bit of Lore, then continue through the next door.Security Access - Flag Bridge
Walk through the hall and you'll learn to jump. Through the door at the end is Command Lift A, which will take you upstairs to the Flag Bridge. Once on the Flag Bridge, head up the rear ramps to the next level. A trooper near the door to Dane's war room won't let you in until Samus does some maintenance and backup -- in other words, saving the game. Head down the opposite wing (southeast) to find the Save Station behind some crates in the Lift Access hall. Head back over to the trooper and talk to him and he'll let you through. At the end of the long hallway is the room with Admiral Dane and Samus' fellow hunters. Watch and learn from the resulting cut-scene. Of course, just as Admiral Dane finishes talking, news of a Space Pirate attack comes up. The hunters leave to deal with the menace. Scan whatever's left in the room, then exit where you came in. When you make it back to the Flag Bridge, the poop really starts to hit the fan. Hop down and head back down the hall into the Flag Bridge Access room, where a couple of pirates break in. Take them out with Charge Shots, then head right into the only door you can.Port Observation Deck - Xenoresearch Lab - Lab Access hall
Make your way down the Deck hall and zap two more pirates at the end. Defeat them before they get to the crewman in the hall and you'll get a little achievement for it. Continue into the Xenoresearch Lab. Crawltanks will be on the walls. Again, Charge Shots work best against them. At the end and in the Lab Access hall, a ship will crash into the wall causing a space vacuum. Quickly target the small red button above the doorway in the middle to shut the airlock and save the trooper hanging on for dear life. No way through there now, so backtrack to the Lab. A trio of pirates will break into the Xenoresearch Lab and take an energy cell from the center column. You'll then have to gun them down as they run and jump around the room. You don't have to concentrate on the pirate holding the cell, necessarily, as when that one falls, another will pick up the cell. Just carefully keep them targeted and fire Charge Shots when you're close -- otherwise, pelt them with normal fire until their armor is gone and they collapse. If you are a beginner, this will take some time, so don't get too frustrated. Shoot the crates against the back wall for extra energy capsules if you need them. When they're gone and the energy cell is retrieved, hop back down to the column and reinsert it. The power comes back on, but then a swarm of Crawlmines descends from above! Crawltanks will appear in the corners, too -- concentrate on them. After a couple of them are defeated, a couple more come out from the floor, revealing holes just big enough for the Morph Ball. Hit the C button to roll up and drop down into one of the holes. Go around the path in the floor until you see a straight path jutting out, then follow it out.Ventilation Shaft - Disposal Chamber
Comb the fan that blocks the way, then tumble down into the lower shaft. Bomb the walls surrounding the glowing blue thing -- ah yes, an Energy Tank! Not bad for this early on. Continue through the duct until you're shot into the Disposal Chamber. Trapped in the chamber? Just look behind you and scan the security access panel to activate the big door at the other end. Bomb-jump into the hole in the door and bomb again to cycle the airlock. Samus floats her way over to the other side of the Olympus.Repair Bay A
A cut-scene shows that you're so close to Samus' ship, yet so far. And once you enter the Bay, more pirates drop down to attack. Take care of the ones on the floor, then the one above, and continue up the ramp and along the upper walkways. Crawltanks and more pirates will meet you as you climb up, so don't let your guard down.Once up top and through the next blue door, you'll find a station with the Missile Launcher. That's the stuff. Go back out to the Bay and down to the floor. Fire a missile at the clump of metal posts by the big bay door to reveal the access panel. Once the door opens, you'll have to shoot some more red indicators above the door at the other side to open it and extend the bridge. And then another enemy menace, a group of Aeromines appear. They'll periodically lower their shields to fire, which is when you fire at them. Get rid of them before they get close and explode, then cross the bridge into the next section.
Docking Bay 5
A Save Station is in the room off to the side. But to get back to the ship, touch the access panel hidden in the corner to open the last bay door. Oh, but nothing's ever as it seems, is it? Before freedom's yours, a gunmen flies out the window, and supprisingly a big nasty pirate monster drops in to ruin the party.BOSS: Berserker Lord
Docking Hub Alpha The trooper meeting you at the hub will tell you your next objective: get the station's generators back online. He'll then upload their locations on the map. Following that, enter the big door into the hub by shooting the red lock sensors. Inside is another locked door -- shoot it open to find a hologram that will give you the Grapple Lasso. Continue out and down the hall, open the door to the elevator and take it upstairs. Through the blue door at the top is a Crawltank on the ceiling, so don't rush through. Shoot it down and continue. At the end is a room with a pirate and a couple more Crawltanks. They're easily wiped out, so kill them and continue up the door at the end. Another hall gives you a chance to try out the Grapple Lasso by pulling out the shell on the door. The door takes you into the Cargo Hub. Cargo Hub Immediately to your right as you step in is a small plate on the wall that you can grab and pull out. It reveals a small panel that, when scanned, will tell you to get rid of the enemies to restore the power. Circle the hall of the hub and you'll come upon a few groups of Aeromines. They're a little speedier than your first encounter with them, so start backing away as soon as you see them and fire like mad. Destroying them won't get the job done, though. Continue to the end of the hall and pull away the panels in the debris. A hole just big enough for the Morph Ball is revealed, so roll through to the other side.
A series of red panels will be on the wall to your left as you come out. They just give out the status of the generators, which are useless right now. Instead, continue right into the next blue door. Substation East - Conduit A The floor in the Substation is burning hot, unsafe to walk on. Instead, look for a recessed pad just ahead of the door and place yourself there as a Morph Ball, then bomb up into the side shaft to find an Energy Tank. And then wait. The rest of the wall has pushers that will shove you off onto the burning floor if you're too slow. Wait for them to retract, then run along the edge to dump yourself out next to the exit. As you enter Conduit A, you'll find some crew members sacked by a pirate in the corridor. Get rid of the pirate, and further down the hall you'll spot a red door off to the right. Shoot a missile at it to break the shell, and enter it to find the first Map Room. Download the map and continue down the conduit. Debris will start falling from the ceiling, so again, don't rush. Blast away big columns with a Charge Shot, and be careful of the Jumpmines that may surprise you shortly after rounding the corner. Another missile door will be at the end. Enter it to access Cargo Dock A. Cargo Dock A Back outside and just in time for an ambush! A few pirates will come out from the other side and hide behind the crates. Dispose of them the usual way -- just be careful they don't push you off the edge. After they're gone, another group will drop in from a ship. One of them has a shield that you can get rid of with the Lasso and then follow up with gunfire. And then, once those are gone, two Aerotroopers will swoop in. They can be killed normally, so don't get stressed -- though jumping may let you shoot them better. Oh, but it won't end there. One of the dropships will come in and try to get rid of you with heavier fire. Only the very front of it is weak, so send your Charge Shots and missiles to that side. After downing the ship, a cut-scene suggests that the fight still isn't over, but fellow hunter Rundas drops in and gets rid of the rest of them. He'll then tell you that you can summon Samus' ship to this area by using the Command Visor and locking onto the Command Icon on the platform. Once the ship lands, save your data and go forward to the next room. Generator A Access - Generator Room The Access hall just has a few Crawltanks to bug you. At the end is a security door; quickly shoot the lights as they appear on the door to loosen the shell, which you can then pull off with the Lasso. As soon as you enter Generator A's room, Aerotroopers fly away, leaving you with a few "Jolly Roger" drones to deal with. They're not easy to lock-on to thanks to their speedy movements, so you'll have to do a bit of turning around yourself to try and get them in your sights. At least they're pretty weak. When they're gone, the camera will focus on the pile of debris straight ahead. Double-jump over there and use a Charge Shot to clear the debris. Then grab the handle of the security panel, twist n' push, and the generator will lower, ready for your activation. Run back over to the door and find the hand panel to activate the generator. Power is restored! Well, one-third of it. Samus gets a radio message right after, so just to fill her in on what's happening. You'll now have to backtrack all the way to the Cargo Hub. Save again at the ship when you reach it, and then continue down the halls. There isn't much to deal with on the way back except for some more Crawltanks and Jumpmines, and a climax to a struggle between the hunter Ghor and another big pirate meanie. Their scuffle busts open the big door leading to Generator C. Shoot the nodes off the small door to enter the Maintenance Station. matenence station Soldiers fight pirates in the hall; go ahead and help them out, then make your way through the Station halls. Conduit C is similar to Conduit A in layout, but you'll have to contend with Crawlmines and Jolly Rogers this time. Oh, and the walkway is collapsed halfway through. Jump over the big gap there and over on the other side is a duct entryway. Go into Morph Ball and roll down to the ground floor, then follow the path to the next door. Cargo Dock C More rolling to start off with after you bomb the weak panel just ahead. Seems like an easy trip until-- RIDLEY!? Samus' old "friend" grabs onto the tube you're rolling in and won't let go. He'll try to shoot a laser beam at you, but it's quite easily dodged as the path is shown as he charges it. The goal is to bomb Ridley's head after he chomps down on the tube in an attempt to trap you (if he does trap you, lay a bomb anyway). A couple of well-placed blasts should jerk Ridley's right hand up, allowing you to escape. Continue through the tubes until Ridley comes back for another round. Same as before, though he'll be a touch more aggressive with his chomps. But it takes only two blasts before you're able to escape again. Make it to the other end and open the next door. Generator C Access - Generator Room Rundas will call in informing you he has Generator B online. That's a relief! Continue through the Access hall, shooting more blasted Crawltanks until you reach the end, with another colored-light security door. And then, enter the Generator room. Another firefight? No! Gandrayda is actually disguised as a pirate and will get rid of them for you. Then all you have to do is hop up to the generator lever. There will be no panel to touch this time: instead you'll have to enter the side tubes. Roll in the open tube next to the exit door and set a bomb on the purple jets to boost yourself vertically. As you roll along, a Jolly Roger will track and start firing at you. Work quickly to avoid its fire. Your goal is to shoot into the holes in between each stretch of tube, and set a bomb off while in the tubes to send out the blue-trimmed platforms above. Keep going to the right so you don't lose track and extend the three platforms. Continue right until you reach the top level where the platforms are and start weaving across them. Rundas will then save your hide and take you back to the generator platform. The generator still needs activating, so go over to the touch panel to turn 'er on. Once that happens, it will be time to get rid of the approaching meteor once and for all. You have less than five minutes to get to the Control Tower to zap it -- start heading back immediately, but listen to the radio messages and bring up the map when prompted to get the location of the tower: behind that three-panel door on the other side of the Cargo Hub. Move it! You'll face a gauntlet of enemies on the way back, naturally. On Cargo Dock C you'll find an extra hole to fit the Morph Ball in and get to the other side. A mess of Crawltanks will be in Conduit C -- try not to run past them, just blow them away and move on. When you reach a dead end, turn around and jump the big gap to get up to the upper walkway. Through the Maintenance Station hall and in Conduit C, a group of Aeromines will greet you around the corner. Great. But here's a helpful hint: blow away the lower row of them, then roll into a ball and set bombs right next to them. They should all blow up and you get a quick, easy, clear path to the other end. You're only about one more hallway away from the big door in the Cargo Hub. Once there, roll under the pile of debris just like before, and open up the big door to the Control Tower.
The other hunters will be there, and then a nasty cut-scene involving another old enemy will play out, and then time jumps a bit...
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