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Energy Cell

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Militia Cell

Militia Units steal the Energy Cell powering a room on the G.F.S. Olympus.

Energy Cells are small green cylinders that appear in Metroid Prime 3: Corruption. Energy Cells are a portable source of power similar to batteries. Despite their small size, they have a very large capacity for power, making them useful for a wide range of energy applications.

Energy Cells are often used to power doors and run machinery throughout the Federation. As such, Energy Cells were present on the G.F.S. Valhalla. When the Space Pirates invaded the ship, killed every tripulant and took Aurora Unit 313, they took all Energy Cells so that they could use them as energy sources for other machines. This means that the 9 Cells were carried to several planets, including the Pirate Homeworld.

LocationsEdit

On the G.F.S. Valhalla, Fuse Hint Scanbots can be scanned to download hints to the Inventory as to the locations of the missing Cells. This helps Samus to know where to retrieve them. The Energy Cells are the final key item quest in the game, in the same way the Chozo Artifacts (in Metroid Prime) and the Sky Temple Keys (in Metroid Prime 2: Echoes) were. Samus finds some of them during her travels without knowing yet their usage, but needs them to gain access to multiple areas of the G.F.S. Valhalla, including one containing the vital clue to access Phaaze, the source of all Phazon and the final area of the game. Something that makes the Cells different from the Artifacts and Keys is that, because of their connection to machinery, their removal causes sometimes negative side effects. Additionally, not all of them need to be obtained to access the Leviathan Command Codes. The Cells' locations are (ordered by planet, not according to the data storage):

Official dataEdit

Olympus ScanEdit

"Portable GF Energy Cell. This unit must be returned to restore room power."

Logbook entryEdit

EnergyCellScan
EnergyCellScan

Energy Cell

Metroid Prime 3: Corruption

Temporary scan

Energy Cell
Used as a power source in Federation technology.

Logbook entry

Energy Cells were designed as a portable power source for the Federation. Their high power-to-weight ratio makes them ideal for powering a wide variety of equipment. Throughout the environment you may encounter stations that contain an Energy Cell. Removing the cell will leave these stations permanently offline. You will then be able to place the collected Energy Cell into a new station that is empty. Your collected and used Energy Cells are recorded in your Inventory.


Inventory dataEdit

Energy Cell 1

Metroid Prime 3: Corruption

Inventory entry

Energy Cell ID: VB-3491Q-1
Status: Unknown / Acquired / Used
Coordinates: 01A-DOC, G.F.S. Valhalla
Data indicates Energy Cell has lost connection from docking control mechanism.

Energy Cell 2

Inventory entry

Energy Cell ID: GA-7485W-2
Status: Unknown / Acquired / Used
Coordinates: 05B-LAN, Bryyo
Data indicates Energy Cell is connected to hangar security shield system.

Energy Cell 3

Inventory entry

Energy Cell ID: WI-7823I-3
Status: Unknown / Acquired / Used
Coordinates: 04F-GEN, Norion
Data indicates Energy Cell is connected to manual generator override.

Energy Cell 4

Inventory entry

Energy Cell ID: DS-5310L-4
Status: Unknown / Acquired / Used
Coordinates:04B-GEL, Bryyo
Data indicates Energy Cell is connected to hidden Fuel Gel pumping station.

Energy Cell 5

Inventory entry

Energy Cell ID: GC-9713N-5
Status: Unknown / Acquired / Used
Coordinates: 13S-MET, SkyTown
Data indicates Energy Cell is connected to research sample container system.

Energy Cell 6

Inventory entry

Energy Cell ID: NE-1202S-6
Status: Unknown / Acquired / Used
Coordinates: 02P-CRT, Pirate Homeworld
Data indicates Energy Cell is connected to central command exhaust system.

Energy Cell 7

Inventory entry

Energy Cell ID: SN-3871S-7
Status: Unknown / Acquired / Used
Coordinates: 04P-MET, Pirate Homeworld
Data indicates Energy Cell is connected to processing containment core.

Energy Cell 8

Inventory entry

Energy Cell ID: GB-4913A-8
Status: Unknown / Acquired / Used
Coordinates: 07S-MEC, SkyTown
Data indicates Energy Cell is connected to storage facility cooling system.

Energy Cell 9

Inventory entry

Energy Cell ID: GB-6187C-9
Status: Unknown / Acquired / Used
Coordinates: 08P-MIN, Pirate Homeworld
Data indicates Energy Cell is connected to quarry personnel access station.


TriviaEdit

Metroid v1 11

Afloraltite in what appear to be an early depiction of Energy Cells.

  • A Portable GF Energy Cell is found on the Olympus and is used to keep a certain room functional. However, this Cell always belonged to that ship, not the G.F.S. Valhalla. This means that there are actually 10 Cells in the game.
  • Energy Cells are referred to as Fuses in the game's data.
  • Oddly, in Generator A, B and C on Norion, if Samus looks at the alcoves at the sides of the room, she can see mechanisms to put Energy Cells into, but she is unable to during the course of the game. It is unknown what these mechanisms would do if Samus put an Energy Cell in one. Generator B's Energy Cell was obtained from a similar mechanism, but did not seem to do anything.
  • Interestingly enough, when Samus is looking for Bryyo's second Cell and is carrying through her gunship the head of Colossal War Golem, and she tries to place it on the body of the statue, her Command Visor says that there are no valid targets in the area. However, this is referring to the ship's capability to Bombing Run the (uninhabited) area, and players who don't understand what the visor is talking about may become confused.
  • Bryyo is notably the only planet whose Cells are found in the same major area. The ones located in both Elysia and the Pirate Homeworld are distributed equitably across their main segments.
  • Five Cells are required to clear the game, but there is a glitch (involving the use of the Screw Attack and respawning from a fall onto a distant ledge) that helps the player to do the same with only three.
  • Energy Cells distinctly resemble Afloraltite crystal containers from the Metroid Manga, suggesting that that might be what Energy Cells contain.
  • Based on their large size and the amount of them, it is unknown how Samus is able to carry them all. This fact is made more confusing as they are not seen during cutscenes where Samus is seen.
  • Each Energy Cell's coordinates are a contraction of the corresponding room's name within the game files. For example, the coordinates of Energy Cell ID: GC-9713N-5, 13S-MET, refer to the internal name of Xenoresearch B, which is 13_skytown_metroids.
  • Interestingly, the purely alphabetical characters in the ID of almost every Energy Cell correspond to a Nintendo console:

GalleryEdit

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