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LB's "Metroid Prime 3: Corruption"
Walkthrough and Strategy Guide

7. SkyTown Elysia (third visit)


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7. SkyTown Elysia (third visit)


1. G.F.S. Olympus and Norion
2. Bryyo
3. SkyTown, Elysia
4. Bryyo (second visit)
5. SkyTown Elysia (second visit)
6. Pirate Homeworld
7. SkyTown Elysia (third visit)
8. Pirate Homeworld (second visit)
9. Energy Cell Hunting
10. G.F.S. Valhalla
11. Phaaze and Final Boss

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Elysia - Landing Site A


Investigate Artifacts on SkyTown


Head to Junction. Go through the south door and you'll find a gate that you previously could not get through. Now that you have the Grapple Voltage, however, you can. Grapple it and add power to it. This will lower the gates and give you access to a zipline, technically, Zipline Station Charlie.

Zip away. Near the end of your ride the Zipline will fail and you'll be dropped onto a floating platform. Finish out your journey using the Screw Attack. Enter Powerworks Access. Grapple Voltage the door to suck power and then ride through the Morph Ball path. Go through the door to Powerworks.


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Target the four nodes with your Seeker Missiles and destroy them to open a Morph Ball path. Follow it and you'll drop down into the lower section of this room. Here you'll find a fallen gear. Scan the fallen gear to reveal a Grapple Point. Attempt to grapple it.

You don't have enough leverage to move it. You need to be farther away. Jump up to the alcove in the wall and Grapple it again. This time the gear will go flying into the air but nothing will happen and it'll land back on the ground. Try it again, except this time, charge a Beam shot while it's in the air and shoot it to make it go flying back into place.

Nice work! This will cause the chamber to open revealing the SPIDER BALL.

Spider Ball: The Spider Ball allows you to ride Magnetic Rails (Mag Rails). To do this, press and hold "Z" while in Morph Ball mode. You can drop down to a lower section of track by releasing "Z" and then pressing it again to grab back on. You can also jump by setting a Bomb under you. Also, you can cross gaps by Boosting.


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After you grab the Spider Ball, the floor will open. Drop down and then drop down again. You'll see a Morph Ball path. Enter it and follow the Magnetic Rail until it ends. Watch out for fire spouts and remember to drop down, just release "Z" and then press it again to reattach. Although there is another Mag Rail going up, locate the Mag Rail on the wall. Follow it to a MISSILE EXPANSION (25 of 50). Return and continue up the Mag Rail.

Continue to make your way out and head to your Ship. It's time to go back to the Pirate Homeworld. Remember the room called Craneyard in Research Facility? That's where you're heading. First, however, you have to make it back to your Ship.


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On the way back, to cross over the gap of Zipline Station Charlie you'll need to use your Screw Attack and then your Spider Ball and the Boost to navigate the Magnetic Rail. Note that there is an ENERGY TANK (10 of 14) along the way, in a small circular path above your main path, exactly halfway across (you'll have to Ball Jump Bomb to get up there and then drop down through the Energy Tank).



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