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Mass Effect 3 SuperGuide
Metroid Prime 3: Corruption
for Wii.
Publisher: Nintendo
Genre: Shooter
Release Date: Aug 27, 2007
ESRB Rating: Teen

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Metroid Prime 3: Corruption Walkthrough and Strategy Wiki SuperGuide

Nov 17, 2009

Part 3A: Elysia SkyTown West

Dec 29, 2008
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Elysia SkyTown

Main Docking Bay - Zipline Station Alpha

When you arrive, a radio message will soon come in and give you the location of SkyTown's Aurora Unit. Make your way in the docking station until you come upon a large Chozo statue trapped by Phozon vines. Roll into a ball and hop up in the little hole in front of the statue, then go into Hypermode and use the Hyper Ball attack to get rid of the vines and release the statue. Get off and watch the statue lower into the ground so you can continue.

You'll have to grapple-swing through the hall in front, but first you should blast the glass barriers in the hall with Charge Shots.

Zipline Station Alpha is where SkyTown really opens up. Grapple onto the hook at the start of the zipline and hold the Z button as you slide down the rail. Keep your gun aimed and firing, because you'll have to shoot down bots and glass doors in your way. You'll land at the door to the Arrival Station.

Arrival Station - Transit Hub

In the Arrival Station you'll meet the Tinbots -- standard guard robots that clomp around. They're like the low-class space pirates, so they're easily destroyed with Charge Shots or the Hyper Beam. Follow the path outside, then turn left to find more Tinbots coming up the side.

Continue through the hall, into the next room and back outside, where you'll see a hologram platform at the end of the ledge. Roll onto it as a ball to activate the cannon, which shoots over to the other side of the Transit Hub.

When you land, you'll have to roll through a tube on the side of the wall. A Missile Expansion is right at the start of the tube; use a combination of bombs and regular jumping to reach it. Follow the tube out, then turn left and jump over to the next platform on that side.

Grapple onto another zipline at the Transit Hub and take another ride. This zipline has new obstacles: mines placed by a flying enemy. They take more shots than the doors, so keep your eyes forward and shoot as soon as you see one of the mines pop up, otherwise you'll be knocked off and will have to start over.

Barracks Access - Steambot Barracks

Inside, you'll see a Steamlord, but it's harmless now. Continue up to the moving rows of security lasers and roll into a ball to get under them (directly behind you, under the ledge you roll off of, is another Missile Expansion). Head to the end of the hall to find a door to an elevator leading down.

Once you're down in the Barracks, turn right to find a Morph Ball passage. Hop in and roll through there, bombing the obstacles in your way, and you'll be dropped down into the barracks. When you try to exit through the door on the side, you'll be locked in and ambushed by the Steamlord and a throng of Tinbots!

The Steamlord disappears periodically, leaving you to deal with the Tinbots. Roll into a ball and wipe them out easily with the Hyper Ball attack -- then, when the Steamlord reappears, continue to zap it with the ball attack until it's down. For defeating them all, you get an Energy Tank.

Along with that, the barrack chambers will open up, some with release valves inside. Walk up to the valves and pull them apart by grappling, and the gate blocking the door will release. Follow it into the Barracks Lift.

Barracks Lift - Zipline Station Bravo - Aurora Lift

In the middle of the Lift room is another hand panel for you to touch, which activates an elevator right below it. Take the elevator up and exit the upper room to be brought outside to another zipline. This one's worse than the last, featuring tiny bots that zip along right in front of you, and will eventually smash into you if you don't shoot them all down in time.

You'll land at the door to the Aurora Lift. At the end of the room is a white-shell door, so break it with a missile and head inside to find a Save Station. Save, then head back out to the center, activate the lift and take it down to the entrance to the Aurora Chamber.

Aurora Chamber - Spire Dock

The chamber gate can't be opened yet, so the objective isn't quite cleared yet. Head to the other end of the Chamber and through the door there.

Climb up to where a bunch of Sky Puffers float over the gap in front of you. Stay back when firing at them, as their explosions rather hurt. Clear a path, then leap across the gap down to the lower level and into the next door in the corner. You'll be back outside, in front of a cannon platform. Roll into a ball and onto the ball-shaped hologram to activate the cannon and be shot over to the Spire Dock.

There are two ziplines leading off from the Dock: at the southwest and southeast corners. Grab onto the southwest one first and take the short ride over to the other side, then enter the door to the Junction.

Junction - Skybridge Hera

From the entrance, turn right. Pass the first door on your right and keep going until you spot a few Tinbots at the end of the hall. They're in front of a white-shell door, so defeat them and blast the door open.

The door leads outside to the Skybridge, where another (so far harmless) Steamlord will be floating in front of you. Continue forward to the large gate and bust it down with a yank of the grapple arm. Continue onto the platform where a few Dragoon drones will hop out and attack. They're defeated instantly by grappling onto them and pulling, but they also love to fire their missiles constantly, so try and keep your distance.

Continue on to another gate that you'll have to pull apart. The bridge in front will shake, and once you step on it, it will lean down a little. It's fine to walk on... until the Steamlord reappears at the end of the bridge along with some more 'bot cronies. They're the missile-firing type, to boot. (Note: to earn the "Stylish Kill" Friend Voucher, don't pay attention to the bots and run up to the gate ahead.  After you pull the gate down, the game will show a clip of the steamlord disapearing and the bridge with the bots falling down to the planet.  Or you could do the following->). Immediately roll into a ball and use the Hyper Ball to destroy them (that, or plain missiles, since the Hyper Ball can almost push you off the bridge). Bust down the next gate after, and the bridge will finally collapse. Just before the door are a few more Dragoons, but they should be a cinch to deal with by now.

Construction Bay - Ballista Lift

The room pertaining to the "Chozo Technology" objective has another bit of gap-hopping, but soon you'll be back outside again at the Construction Bay. Follow the circular platforms up to the long floating structure above. Metal panels hang from under the structure, making it impossible for you to get by when swinging across. Remedy this by firing a charge shot at the left-hand end of the structure, blowing open its bay door.

Jump up onto the ledge created by the door, then roll into a ball and navigate inside of the structure, hopping up and bombing the indentations every few feet to blow the locks off the panels outside. After all three panels are gone, roll back outside, down to the platform and begin swinging on the grapple hooks.

Another set of platforms are at the end -- roll along the minibridge and onto the larger platform. The center column has another passage in it for you to roll and hop through. At the top, more Dragoons will greet you. Get rid of them, then walk over to the other minibridge and touch the hand-panel there to rotate it.

Roll across the bridge to reach the upper Ballista Lift. Take the lift down and exit the room to reach the "Chozo" room, where an upgrade item will be waiting in the center of the room. Run up to it and Samus will be caged and brought down into the center of the chamber, and will be forced to fight the Defense Drone.

BOSS: Defense Drone

The Drone starts with three antennae above its head. Shoot down the antennae quickly (they'll pop back up if you take too long), and then it'll briefly stop. Run up and grapple onto it, then pull. The shell on the Drone's head will open, and then it will jump onto one of the upper ledges. Quickly go into Hypermode and fire at the exposed point on its head until your Phazon's almost gone.

The Drone will probably shoot Sky Puffers at that point, which hone in on you. They're not terribly easy to avoid, but stay against the wall and keep moving in one direction so you have a clear shot of each one. As a last-ditch attempt you can roll into a ball and try to avoid them that way. At any rate, once you have another opening, continue to fire the Hyper Beam into the Drone's head. Eventually the Drone will flip its antennae back up and jump back down to the ground level, which is when you start firing at the antennae again. The pattern continues from here, so keep it up!

When the Drone's energy meter gets down to about a quarter, it adds a wrinkle to the fight: cloudy steam that lowers your visibility! It will then hop back up onto a ledge and start shooting Puffers again. If you're low on energy for Hypermode, try shooting the Puffers as they come in to get extra energy orbs. When you have a tank ready and you have a clear enough shot at the Drone, go into Hypermode and finish it off. Eventually it will collapse, the steam will be cleared and you'll finally be able to get the Boost Ball!

When the Boost Ball is collected, another ball hologram will appear in the center platform. Roll onto it to drop down inside the platform, then use the Boost technique to build up kinetic energy. Keep it up until the hole you fell in is lined up with the arrow on the rim, and you'll pop back up to the floor, and the platform will take you back up to where you started.

Make your way back out to the
Construction Bay. Rather than taking the long way back, turn left once you step outside and continue along the rim of the platform until you reach a tube that you can roll down and reaccess the Chozo Room.

Once back at the Skybridge, roll onto another platform, where you start and realign the arrows with kinetic energy again. This activates the cannon, so roll onto the platform a second time to be shot across the bridge (activate the platform where you land for an easy way back when you need it).

Make it back to the Junction, then walk down the hall until you run into more Tinbots, then take the zipline back to the Spire Dock. Walk to the end of the platform that leads back to the Aurora Chamber. You'll have to activate another cannon before getting there, though, so do that and shoot yourself back to the Chamber.

Aurora Chamber - Back to Samus' ship

Weave your way back to the main chamber, where you couldn't open the gate before. But since you have the Boost Ball, you can now -- hop into the center of the gate as a ball, then boost around the inside of the gate, hamster-wheel style, until everything's powered up and the gate opens.

Go up to the Aurora Unit and touch the panel in front. It's still corrupted, but the maintenance hatch is opened for you. The game shows you where, so roll into a ball and drop down into the maintenance room. Return to norrmal and browse the room until more Tinbots appear from the walls! And they seem to keep coming, too! Keep hitting them with charge shots and the Hyper Ball to get rid of them easily.

When they're gone, find a bright green spot in one of the capsules they came from. Press the A button on it to turn it and upload the corruption vaccine to the AU.  Then, a short cut-scene with Ghor will occur. He'll seal himself behind the locked door at the edge of the room. There's nothing else to be done here, so return to the AU. Roll into a ball and go back to the tube you dropped in from. Wait for the elevator, then take it back up.

Touch the panel in front of the AU again to hear more on the situation. It's time to find Ghor again, so for now, make your way back to the Steambot Barracks by going back up the Aurora Lift (don't forget to save!) and back outside to Zipline Station Bravo, leading west. Those flying bots will still be on the zipline, even nastier in their placements. But on the other side is the door back to the Barracks Lift. By now you'll probably get radio messages about Samus' ship taking damage -- we're already headed there, so don't worry about a time limit.

Take the lift up into the Barracks. Here, you'll probably notice a gate similar to the one at the AU Chamber. Hop into it as a ball and do the same hamster-wheel technique with the Boost Ball to send up... a half-pipe? Yes, indeed. You'll have to boost up and down the half-pipe to get back up to the Transit Hub. The trick is not to push on the analog stick much, as you'll inevitably veer yourself right off the edge of the pipe. Instead, position yourself in the center, then nudge in a direction and boost that way. Let off the stick and try to gain momentum just by boosting. Get high enough until you pass the lip of the right-hand ledge, then push that way and go back to normal.

At the top you'll have to solve a little puzzle by twisting the colored rings until their latches fall in the empty spaces. It's easier than we make it sound; honest! Open it up and take the elevator back up to the Barracks Access. Get through the Access hall and back outside to another cannon that you'll have to power up. Shoot yourself across the Transit Hub and into the Arrival Station. Dragoons will greet you inside, so work that grapple arm! On the other side are more Tinbots, too.

Go outside to Zipline Station Alpha. The zipline ride will now feature all of the obstacles you faced on the previous lines! No doubt, you've had enough practice now, so hopefully the ride will go smoothly. Head inside the

Docking Bay, swinging through the hall and shooting down bots until you reach the dock and see Ghor smashing away at Samus' ship. Get down there and prepare for a fight!

BOSS: Ghor


Ghor isn't quite as challenging as Rundas was. He starts off with a red shield protecting him, and then attempts to dash into you. Target him as soon as the fight starts so you can side-dash out of his way, then start firing at the vent on his back, which is his main weak point. And like most of the other bosses, he loves to jump from on high and create a shockwave upon landing, so be prepared to jump (or stay far away).
After shooting him in the back enough times, Ghor kneels down and takes a breather. Switch to Hypermode at this point and start pelting his exposed head with the Hyper Beam. Release Hypermode at the right moment and start moving back to avoid Ghor's homing missiles. Hide behind a column if you can.

Ghor's dashing and jumping pattern will continue, so continue to find a way to fire at his back (while avoiding the gel spillage in the middle of the arena!). He'll also use a sweeping orange laser and "machinegun" beams to compliment the missiles, but the laser is fairly easy to dodge.

When Ghor's energy is down to about half, a second round will begin where he'll be fully corrupted. He's without a shield, but he's also more mobile, and that sweeping laser has a longer range! When he stops to shoot the laser, roll into a ball and use Hyper Ball to zap his blinking red-and-blue undercarriage. He'll be staggered soon after, so go back to normal and either pelt him with normal shots or use Hypermode again.

At a third of the energy, more of Ghor's armor breaks off and uses an extra-nasty laser. But now you don't have to be too careful; just abuse the Hyper Beam as much as possible. Energy orbs will likely be scattered around the ground, so don't forget to pick those up as you dodge Ghor's attacks. It shouldn't be much longer before he's finally destroyed.

Your reward is the Plasma Beam, the super-hot weapon that you can use to open up the rest of SkyTown. And of course, Samus' ship returns, so a save and a recharge should be good right about now.

On the
Docking Bay, charge up the Plasma and fire it at the debris left behind by Ghor to melt it and clear the path. Inside the Bay, another chunk of rock is wedged in the window. Blast it away to reveal a Missile Expansion.

Your first order of business is to return to the Hub Access platform. Once there, circle the outside and find a cannon covered in sheets of rock. Melt the rock with the Plasma Beam, then hop into the cannon as the Morph Ball. You'll be shot over to the platform on Zipline Station Bravo and the Aurora Lift. Take the lift back down the AU maintenance room.

In the maintenance room there are several electrical panels slashed by Ghor. You'll have to go up to each one and weld them back together with the Plasma Beam. After fixing three panels, the AU network will be back online.

Return to the AU and speak to it. You'll be given the entire map of the area, and the location of a new Fed landing site to the east. But to cut to the chase: you can't get there yet. You'll need another suit upgrade that can only be had by going back to Bryyo.

  • If you want an easy way to get where you need to be when you return to SkyTown, first go back to the Spire Dock and take the southeast zipline to the Security Station. Explore the Station to reach Landing Site A, which you can use to land Samus' ship and easily return to the Station later, where you'll be using your next upgrade anyway.

Bryyo Fire

If it hasn't yet been pointed out to you by a radio message, your next destination here is Warp Site Alpha, the blue/unvisited area just across from the Airdock on the map. To get there, go forward into the Gel Refinery room, up the platform in the rear there and through the door to the Main Lift area. Roll through the small hole, up the ledge via the Snatchers, and on the other side you'll find that creepy-looking stone head encased in ice. You know what to do: blast it with a charged Plasma shot, then roll through the hole in the mouth.

You'll come out in front of another Plasma-only door. Open it and enter a strange looking circular chamber. A lone statue sits on the side -- look up and blast the big chunk of ice above you to release a column that acts as a battering ram. And of course, the statue has a bomb slot in it. So roll into a ball and bomb the statue. The statue will wake up and slam the column against the wall, doing nothing but popping up another slot on the floor. Go into the slot and start boosting. You can start turning the wall this way. Turn the wall until a gap lines up with the crack in the wall ahead of you.

Then roll out, bomb the statue again and it will smash the wall this time, allowing you to keep going... right to a warp portal. Step inside to be taken somewhere new.

Bryyo Ice: Warp Site Bravo - Imperial Caverns - Imperial Crypt

You won't have to worry about enemy ambushes here, so just concentrate on getting in and out fast. When you arrive, blast the ice in front of you with charge shots and continue forward through the door at the end. A green wall-jump wall is in front, and a sheet of ice on the floor. Charge-shot the floor to blow it away, and do the same thing on the next floor.

Once at the bottom, scan the panel on your left for some Lore, then turn right and enter another door to the Imperial Crypt. Another weak ice floor is here, so blast that one too. It's a long way down, so consider going into a ball first to cushion the impact. At the bottom is another door, plus a cannon platform. Go through the door first.

Bryyo Ice: Hall of Remembrance

Finally, real progress! Leap forward into the center to grab the Screw Attack upgrade. Then it's time to try 'er out: from the center platform, use the Screw Attack to leap to the door at the far end ahead.

Through the door is a wall-jump wall; more practice time! Perform the jumping as instructed to get to the top, which will take you back outside. Now you'll be looking at one of the huge monuments' hands, which has a glowing point in its palm. Shoot the palm with a charge shot and the hand will twist, creating a platform for you. Quickly space jump over there, pause to situate Samus, turn to the left, space jump onto the other statue's head for a Ship Missle Expansion, jump back onto the hand, then space jump again to the other side and grapple-yank the lever to open the door.

Back to the Crypt. Space jump across, or use the cannon at the bottom if you don't make it. Go back to the Imperial Caverns, and jump to the wall up ahead, and do some more wall-jumping until you find another warp portal leading back to Fire.

As you come back to Fire, you'll receive a radio message telling you about the attacked vessel, the GFS Valhalla. The

Valhalla can be explored now, but it's basically a side quest, so for the purposes of the guide, we'll cover it towards the end of the game. At any rate, get through Fire and back to Samus' ship.

Warp back to SkyTown -- if you opened up Landing Site A before leaving Elysia earlier, go ahead and land there to get an easy way to the Security Station.

Security Station - Security Tube

If you're coming from Site A, enter the station and make it back to the other end of the hall. Staring you in the face is a door you can open with the Plasma Beam. Pop it open and there's a wall-jump wall! At the top is a small hallway that weaves around into the Security Tube. There you'll find more Phazon vines and a ball slot on the floor. Put yourself in the slot, then use the Hyper Ball attack to get rid of the vines.

Roll through the tube ahead and exit. Outside, there's nothing but a cannon platform. Actually, when you hop in and boost-charge it, it's a skytram platform. Step onto it to be taken over to the eastern part of SkyTown.


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Metroid Prime 3: Corruption SUPERGUIDE CONTENTS
Add New Section Re-order Sections
Introduction Edit
Page 1 Part 1A: Prologue: GFS Olympus Edit
Page 2 Part 1B: Prologue: Norion Edit
Page 3 Part 2A: Bryyo Cliffside Edit
Page 4 Part 2B: Bryyo Fire Edit
Page 5 Part 2C: Bryyo Jungle / Seed Edit
Page 6 Part 3A: Elysia SkyTown West Edit
Page 7 Part 3B: SkyTown East / Elysia Seed Edit
Page 8 Part 4A: Pirate Homeworld Edit
Page 9 Part 4B: Pirate Research Facility / Landing Site Edit
Page 10 Part 4C: Energy Cell Quest / GFS Valhalla Edit
Page 11 Part 5A: Pirate Homeworld Seed / Phaaze Edit
Page 12 Part 5B: The Final Bosses Edit
Page 13 Bonus Endings Edit

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