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

9. Energy Cell Hunting


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9. Energy Cell Hunting


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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Energy Cell Hunting


Before you can take control of the Leviathan Ship you need access to the Pirate Code which can be found on the G.F.S. Valhalla. In order to get it, you'll need a good amount of Energy Cells.

If you've been following the walkthrough to this point you've come across five Energy Cells thus far (Energy Cells 2, 5, 6, 7, and 9). If you are looking for any of those, then simply use the "Find/Search" feature and type in, for example, "Energy Cell 5". It'll take you to the place in the Walkthrough where that Energy Cell is found.

Energy Cell 1 is actually found on the G.F.S. Valhalla, so there is no use in going after that right now. You do, however, want to go after Energy Cells 3, 4, and 8.

Each of these will now be discussed. For your convenience, below these explanations, is a quick run down of where each of the Energy Cells can be found.

Going After Energy Cell 3


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Head to Norion - Docking Hub Alpha. Make your way to Cargo Hub. Repair the Circuit Board on the right to open the path toward Generator B. In Substation West grab the MISSILE EXPANSION (31 of 50). In Conduit B stop in the Data Stoage room for some good Scanning. In Cargo Dock B you'll have to defeat all of the little Metroid Hoppers to make the biomass in front of the Five-Missile door go away.

When you finally do reach Generator B you'll have to take out the Metroid Hatcher. You've already battled one of these, but in case you don't remember: shoot bottoms of tentacles until they retract, shoot mouth when it glows purple, grapple underside to rip tentacle, repeat.


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After you kill the Metroid Hatcher, go back to near where you entered and locate the Morph Ball path opening. Follow the path, exit out, and you'll be in a room with the ENERGY CELL (Energy Cell 3).

Backtrack to Cargo Dock B and call your Ship. Boogey on out of there.

Going After Energy Cell 4


This Energy Cell is a real pain in the rear and is a multi-step processs.

Head to Bryyo - Federation Outpost. Upon landing, the name of this room turns into Hangar Bay.

Go to Hidden Court.

Make your way up to the orange door of Hidden Courty using the platforms and a Screw Attack. Before you go through it, use the Half-Pipe to get a MISSILE EXPANSION (32 of 50) at the top right of the Half-Pipe.

After that, go through the orange door and you'll be in Hidden Court Hall. Continue on to Fuel Gel Pool. Here you'll see the Head of the Golem sitting in a pool of Fuel Gel. Use Ice Missiles on the two Fuel Gel flows to create platform for you to get to the top of the head.

Use the Command Visor to call in your Ship Grapple to move the head. This reveals a third Fuel Gel flow. Again, freeze the flows to get up to this new area and you'll find a MISSILE EXPANSION (33 of 50).

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Okay, with that little bit of preparation work out of the way, head back to Hangar Bay.

Locate the orange door in this room and go through it. Make your way to Hall of the Golems.

There is a lot of stuff in this room: Three Golems (two on ground level, one on a platform), a Mag Rail, Lore, an orange door, and a blue door above the Gel Fuel water fall.

Where to start? I recommend you take out the Fargul Hatcher who is simply annoying particularly when trying to Mag Rail. You can shoot him in the mouth anytime he sends out the Wasps. I recommend Hypermode for this in an effort to kill him quickly.


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Once he's gone, Grapple Voltage the right side Golem to reveal a Bomb Slot. Activate it. This activates a Mag Rail. Follow the Mag Rail to a MISSILE EXPANSION (34 of 50). You'll have to use a 1-2-3 Bomb Jump to get to it. This is where you set a bomb, set another bomb just before the first one goes off, and then set the third bomb when you reach the top of the jump from the first bomb. Doing this causes you to fall back down on the second bomb, have it explode and send you up just as the third bomb blows, thus sending you up again (a sort of Bomb double jump).

Time to move on to more serious business. Use a Charged Beam shot on the left Golem to reveal a Bomb Slot. Activate it and go through the orange door. Continue to Colossus Vista. When you arrive, look above the cage with the Ship Missile Expansion. Equip your Command Visor and call in your Ship. It'll drop off the Golem Head at the top of the Golem Colossus.

The Golem Colossus will come to life and smash the cage with the SHIP MISSILE EXPANSION (4 of 8) and the debris blocking the next door. Grab the Expansion and then go through the door.

You'll be on Machineworks Bridge. Use the Spinner slot to make half of a bridge. Go onto the half-bridge and use the Wall Jump Surfaces when they are close together to go up and grab an ENERGY TANK (12 of 14).

That's all you can do in this room for now, but note that the other half of the bridge is accessed via North Jungle Court.

You need to go there.

Head back to Hangar Bay. Call your Ship to you and then board it. Head to Thorn Jungle Airdock.

Upon landing you'll want to make your way to North Jungle Court. Along the way, use the Half-Pipe in Ancient Courtyard for a MISSILE EXPANSION (35 of 50). When you arrive in North Jungle Court, Scan the perimeter for the Energy Generator. Call in your Ship Grapple to pick it up and move it.

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This will reveal a Morph Ball path for you to enter. Do so and you'll emerge at the door leading to...dun, dun, duuuun...Machineworks Bridge. Yes! You are finally on the other side of the half-bridge and you almost have access to the Energy Cell.

Enter Machineworks Bridge and rotate the bridge using the Boost ball. Cross the now completed bridge and make your way back to Hall of the Golems.

Use the platforms to get to the Golem on top of the central column. Use an Ice Missile to reveal a Bomb Slot and activate it. He will freeze the Fuel Gel Flows for you. Use them as platforms to get to the blue door (you'll have to go behind the waterfall). Go through the blue door.

You'll have entered Burrow a Fuel Cyrstal-laden Morph Ball path. Explore the path knowing that there is a MISSILE EXPANSION (36 of 50) in upper left of the area. To get out of this room, roll towards the bottom right and roll until you exit out.

Go through the blue door and shoot the two red dots on the raised walkway in front of you. It will lower and you'll be back in Hidden Court (*plays Elton John's The Circle of Life*). You'll also note that a Grapple Point has lowered.

Drop down to the ground floor of this room and look at the Grapple Point with your Command Visor. Just to the left of it you'll see the Ship Grapple Drop Icon. Drop that Generator that you picked up earlier and you'll see the Energy Cell rotate in the Generator Tower.

Work you way back to the Half-Pipe, use it to get to the left and then follow the path to the ENERGY CELL (Energy Cell 4). Phew.

Time to get out of here!

Going After Energy Cell 8


Head to Elysia - Landing Site A. Exit your ship and head to Ballista Storage. On your way there, you may want to take a quick detour to Hoverplat Docking Site. Use the Mag Rails to grab a SHIP MISSILE EXPANSION (5 of 8).

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When you arrive at Construction Bay, not too far from Ballista Storage, look immediately to your right to find a terminal in need of some power. Use your Grapple Voltage to send power to it. This results in a Morph Ball elevator appearing in the nearby shaft. You've used this shaft before, to get back down after all of those platform jumps up. This just saves you the trouble of having to make all those jumps again.

Also note that when you exit the Morph Ball slot at the top, you can face the floating structure with the Grapple Points under it, and you can Screw Attack to a MISSILE EXPANSION (37 of 50) on the top of it.


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When you enter Ballista Storage step into the hologram. A cage will close around you and will drop.

At the bottom take out the Steamlord and then send power via Grapple Voltage to the two Grapple Points (fans along the wall). The door between them will open thus revealing the ENERGY CELL (Energy Cell 8).

Quick Reference of Energy Cell Locations


Energy Cell 1 - G.F.S. Valhalla, Docking Bay 5.

Energy Cell 2 - Bryyo, Hangar Bay.

Energy Cell 3 - Norion, Generator B.

Energy Cell 4 - Bryyo, Hidden Court.

Energy Cell 5 - SkyTown, Xenoresearch B.

Energy Cell 6 - Pirate Homeworld, Command Courtyard.

Energy Cell 7 - Pirate Homeworld, Metroid Processing.

Energy Cell 8 - Elysia, Ballista Storage.

Energy Cell 9 - Pirate Homeworld, Phazon Quarry.



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