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Metroid Prime 3 - video walkthrough

After landing, blast all the yellow rocks to reveal a hidden hallway in the Overgrown Ruins. It leads to Vault, which contains another Energy Tank. From here, head through the Morph hole in the Ruins hallway to deactivate the energy barrier. Head into the next room, disable the jamming dish and call in another air strike. After the waves of newly scannable enemies are gone, keep moving forward until the miniboss Korakk Beast. First blast its rider away, then focus on its open mouth and tongue. If you daze it, its belly becomes susceptible to bomb blasts - after a few of those its antennae can be pulled with the Lasso, exposing its soft belly. One round of the Hyper Beam will put it down for good. Head to the nearby save and then on to Field Access.

The next room, for now called "Destroy Western Energy Signature," has a logbook right away, plus another missile expansion. The load times are also terrible on these doors (at least in the two versions we've played). If you try calling in an air strike, two turrets will defend the generator. So, your new goal is to demolish the two turrets. Try to leave this room and two new doors will reveal themselves - head to the right door, which leads to Generator Hall South. The generator, in South Jungle Court, is destroyed by using the Lasso on the bottom to expose its fuel stores. Shoot them one by one (each requires a new Lasso pull) and this gun's history. Take the new door to South Jungle Hall and proceed. There's a fungus scan that's easily missed here, so look along the walls with your scan visor for sure.

The Auxiliary Dynamo room looks pretty straightforward, but there's an extra ship missile here too. Just Lasso the metal on the side of the room to remove the Morph path's obstruction and you'll see it. Now, onto the next turret:

Just pull the arms back before they can push them back into place. That's all there is to it! Once this is done, continue on through the hallway to Generator Hall North. Near the end of the path, you'll see a drawbridge that's pulled up, though scans reveal that a large blast might knock it loose. Wait for the Fuel Gel to pass by and shoot it - the bridge will fall, revealing a pump station that moves a nearby grate. Now you can grab the missile expansion and come full circle back into the Destroy room. Call in the air strike and you're about to take on the big boss of Bryyo. Get back to the ship and fly to the only drop site left on the planet.

So... giant red balls for weak points again. Whee. After you damage one enough, it'll crack, and that's when you pour on the Hyper Beam. Repeat as necessary, though you'll have to use bombs on its feet from time to time. As long as you avoid the area attacks along the ground, you'll be fine. Just be sure to pick up any energy lying around, or from the glowing hands he throws at you. Victory gives you the Hyper Ball, which blasts Phazon bolts in all directions while in Hyper Mode. Expunge your mass of built-up Phazon energy at the core and this planet's safe.

On to Elysia and Skytown!

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3 comments

  • mario64 - October 18, 2009 9:48 p.m.

    where are the energy cells located?? i cant finde non im at where u are in a ship an need lots of energy cells
  • bloodstainedwolf - September 3, 2008 4:46 a.m.

    Yo i just wanted to say that this is bloodstainedwolf from the GR forum. This is a great walk through for Metroid and it's helped me in so many ways.
  • jeffrey3133 - September 3, 2009 12:39 p.m.

    this is dumb other than i LOVE metroid games

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