Lost Planet 3 takes Capcom's franchise back into the cold, set long before the events of the first game. Take on the native Akrid threat and explore the planet of EDN III with this walkthrough! Lost Planet 3 Written by Dalton "HorrorSpooky" Cooper and Trade Copyright 2013 The *ONLY* sites that have permission to use this guide are CheatMasters.com and GameFAQs.com. IF YOU SEE THIS GUIDE ON ANY OTHER SITE, PLEASE INFORM ME, AS IT DOES NOT HAVE PERMISSION TO BE THERE!!! Contact Information E-mail: horror_spooky@hotmail.com Legal Information _ _ _ _ _ _ _ _ _ This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. It is only allowed on CheatMasters.com and Gamefaqs.com. Use of this guide on any other website or as part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------- TABLE OF CONTENTS ------------------- 01. Introduction and Controls 02. Walkthrough Part 1 Part 2 Part 3 Part 4 Part 5 03. Conclusion - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 01. Introduction and Controls - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Jim is the new guy at his job on the planet EDN III. Working for the NEVEC corporation, Jim is tasked with using his mech to complete various tasks and harvest T-Energy, but a more sinister plot lingers in the shadows. LT - Aim LB - Grappling Hook RB - Grenades RT - Fire LS - Move RS - Camera/Melee D-pad (up) - Objective Marker Y - Switch Weapon Y (hold) - Switch to Pistol X - Reload B - Action A - Dodge BACK - Jobs Log START - Pause !NOTE! For the sake of simplicity, I separated this guide out into three different "parts" in order to make it easier to follow. These segments of the game are separated out in arbitrarily, for the most part. Whenever I indicate that it is a new "part" of the game, that means that something significant has happened in the story. !NOTE! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 02. Walkthrough - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ------------------- PART 1 ------------------- ==================== FIND THE TRANSPONDER ==================== Go through the tutorial stuff that pops up on the screen. It's just the basic stuff of teaching you how to move and bring up the mission screen (done by pressing "BACK" by the way, "SELECT" if you are playing the PS3 version of the game). For now, the path is extremely linear. Just keep moving forward until you come across a strange creature. Then kill it by pulling RT. Kill the other creature here as well and then continue down the linear path. A short scene will play, and you will find youself surrounded by a bunch more of these creatures inside of a cavern. Back up and with your back against the wall, shoot all of them as they rush you. When they're dead, gather up all the T-Energy that they drop and exit the cavern. Outside, the transponder will be found. Approach it to initiate a short scene, and when the scene is over, a bunch of those creepy looking enemies from earlier will begin stampeding over your head. Aim over the cover by pulling LT and blast the creatures as they rush your position. Take a few out if you wish, but you can otherwise just hang tight and wait for them to pass. I just tell you to pull LT and peak over the cover to get the tutorial text out of the way. Larger creatures will then show up. Take some shots at them if you'd like, but eventually one will tackle you to the ground. Mash on the A button to complete this QTE segment, and then Laroche will save you anyway with his giant mech hand. Ah, giant mech hands. So handy. Get up and then head toward this next objective marker, following Laroche. The snow will cover the screen to the point that you can't see anything else and that will mark the end of the first mission. ============== ESCORT THE POD ============== Once the drilling begins, the Akrid come out to play. It's just the same creatures you've been dealing with since the very start of the game, the weaker variety. Kill all of them and completely clear the area of their presence, being sure to grab the T-Energy that they drop while doing it. The drill will need some repairs at this point, so go over to its position. Hold X to initiate the repair process. Use the left and right analog sticks to repair the drill, which is done by finding the "frequencies", which you can ascertain when the markers become bright blue in color. Hold them in position here and the drill will be successfully repaired. At that point, it's just a matter of returning to the transport. There are more Akrid that show up, but killing them is optional. I recommend doing it anyway for the T-Energy, but it's up to you in the long run. Return to the transport when ready to leave. ================ RETRIEVE THE RIG ================ After the cut-scene, head down the hall, following the objective markers. Remember, you can bring up smaller objective markers using the d-pad that will basically lead you directly to your objectives. Sort of a "bread crumb" situation. Anyway, bring up the Job Log when it asks by pressing BACK, which is something we already covered earlier in the guide. Proceed to the elevator. Your Job Log is what would've let you know which floor to go to because it makes mention that Gale is located in the basement. Ride the elevator to the basement level to speak with Gale. Then it's time to head to the armory. Go there now and speak with the Quartermaster. Don't worry about the elevator right now because the armory is located on the basement level. Purchase a hunting knife from him. If you have the left-over T-Energy, then purchase a shotgun as well, and then anything else you may want to buy. Now go to the elevator. Select the Main Deck, because that is where your rig is located. Before actually using the rig, Gale insists on a few tests to make sure it is in tip-top shape. Oblige him. Press LT to use the claw. Press X to swing the rig's right arm. Hold RT to use the drill, and take a defensive stance by pressing RB. ============== RESCUE LAROCHE ============== Leave the Coronis in the rig. Follow the objective markers inside of your mech and you will eventually reach a Fuel Depot. Inside of this depot will be the destroyed rig of Laroche. Follow the pieces of the destroyed rig until you come across a small set of stairs. Exit the rig by pressing B. Then move down the stairs. Kill the Akrid that attack. If you purchased the shotgun, the game will now tell you to switch weapons by pressing Y. To switch back from the shotgun to the pistol, you may actually need to hold Y instead of pressing it. Anyway, approach Laroche and speak with him. Doing so will summon two large Akrid with weak points on their tail, as well as the smaller Akrid that we have mainly been dealing with up to this point in the game. In case you didn't notice, the rig actually gave you grenades when you got out of it earlier. Hit one of the larger Akrid with a grenade head on. This will cause it to flip onto its back. Equip the shotgun if you have it, then rush behind it and start firing at its weakpoint. It may take a while with the pistol, but with the shotgun, the thing will die after just a couple of blasts. Obviously, repeat this process with the other Akrid. Then take out the smaller ones and receive your new orders. ===================== EMPTY A T-ENERGY POST ===================== From Laroche, follow the Akrid into the cave. This cave will introduce a few new hazards to be aware of, with the first being exploding sacs that the Akrid produce. Getting too close to these causes them to detonate, so shoot them from a safe distance, or roll through rooms with them by pushing toward the exit with the left analog stick and mashing the A button to keep yourself rolling, hopefully avoiding the blasts in the process. The smaller Akrid will be in this cave a lot as you move through it, and they will constantly spawn because of the large creatures on the walls that keep spitting them out. There are a couple of ways to deal with these things. One, if you have the shotgun purchased, just run up to them and blast them three or four times to kill them. Two, if you have grenades, wait for it to spit out an Akrid and then chuck a grenade into its maw to kill it. The end of this cavern will have the T-Energy Post. First shoot all the explosive sacs that are surrounding it. If you're lucky, a couple of Akrid will be taken out by the explosions as well. Then turn your attention to the Akrid spawner on the wall and kill it. Once the coast is clear, loot the chest behind the T-Energy Post for some ammo and then hold B at the post to harvest the T-Energy. Now return to the rig. Just backtrack out of this cavern the way that you came through it and keep moving toward the rig until you get a surprising radio message... ====================== TIGHTEN STORM MOORINGS ====================== Return to the rig. Kill or ignore the Akrid on the way and then get inside of it and backtrack to the Coronis. Go to the first storm mooring and then press LT to use your claw arm to grab onto it. Rotate the left analog stick clockwise to twist it into place. Then head to the second moorning. Attempt to repeat the process. Something will go wrong, requiring you to hop out of the mech and fix the problem. Press B to get out of the mech and then approach the device on foot. Press X to start the repair process, identical to how the drill was handled earlier. After it's fixed, get back into the rig and put the storm mooring in place as it is supposed to be. Then go to the third one and you'll have no troubles putting that one in place. Get back inside the Coronis. Dock the rig. ================ TALK TO BRADDOCK ================ Use the elevator and go to the upper floor. Return to the control room and talk with Braddock. ======================== FIND THE OBSERVATION POD ======================== Return to the rig and then go back outside. You won't have to walk long until you reach the designated cliffside. Get out of the rig by pressing B, and then approach the side of the cliff. Just roll over the side and Jim will automatically use the grappling hook to hang off the side of it. Descend. The pod is right there. Talk with the scientists inside it. When they're done talking, approach the life support module and repair it. Jim will notice a new Akrid skitter off on the nearby cliff. Aim yourself toward the cliff and then press LB to use the grappling hook to reach it. Move against the cover here by tapping A. The new Akrid will type will then spit explosives at you. Aim over the cover by pulling LT and start plugging away at the Akrid. It will take more shots than the more common Akrid type we have been dealing with so far, so it may be prudent to start using the shotgun to kill them quicker. After killing three or four of them, vault over the cover by pushing the left analog stick forward and then holding the A button. More will come into the room, so kill them as they come. Roll to avoid their explosives. Frozen in ice on the cover in the center of the room is a "special component", so blast it with the pistol until the ice is broken and then gather the component by pressing B. Exit this small cavern and kill the Akrid on the outside. Then use the hook to get up to the higher cliff and kill the Akrid here. Now it's just a matter of keep moving along the cliffsides, killing the Akrid, and using the hook to reach the higher areas. Keep an eye for more frozen goodies lying about, such as T-Energy canisters. At the end of this cliffside exploration, you'll find an audio log. Pick up the log and then a new mission will be presented to you. ====================== MY FIRST T-ENERGY POST ====================== Return to the rig and then take it to the designated location. Keep walking until an Emperor level storm freezes it. Then hop out of the mech. Some larger Akrid will attack. Equip your most powerful gun, preferrably the SHOTGUN (if you don't have it yet, buy it the next time you get the chance), and keep the enemies at bay. When you're not busy shooting Akrid, turn your attention to all the chunks of ice covering the rig. Shoot the ice blocks to free the rig. Be aware of the Akrid that will keep attacking, however, as you shoot all of the ice off of the rig. Get back inside the rig and walk it to the cavern. Then jump out of it and start descending to the bottom. At the bottom, approach the site that is designated for your first T-Energy post. A new type of Akrid will attack, however, so first you need to deal with that. This Akrid is the largest one encountered so far. It has two small tails and a large mouth. It protects itself by keeping its mouth shut for the most part, except when it rushes you, which is the opportunity to blast it or throw grenades into its mouth. A couple more will replace the current one. Defeat them in the same manner. There is an ammo supply box on the ground here, plus you can retreat using the grappling hook to find even more ammo to replenish your supply. When the coast is clear, hold B to place the post. ------------------- PART 2 ------------------- ====================== INVESTIGATE COMM-RELAY ====================== Head to your rig and then head out into the snow like always. A damaged station will be come across. There will be Akrid on the cliff that will attack. Kill them first by smashing them with the drill arm, and then use the drill to break the ice off the station. Twist the handle, and then move into the nearby cave to enter Bailey's Crossing. A bunch of Akrid will attack here. Just keep moving toward the exact. Whenever RB flashes on the screen, quickly press it to counter the attacks of the Akrid when they jump at the mech. On the other side of this, you will get the suit attached to the tram. ===================== RESTORE THE COM-RELAY ===================== Unfortunately, the tram station is not working. That is because the generator is in need of repair. Before doing that, kill the Akrid in the area. Then repair the generator as you usually have done. Now go up the stairs and use the console to flip the tram station online. This will only activate one of them, as can be told by looking at the maps on the walls. Go through the nearest cave after communicating back to HQ. Move through the tunnel and then on the other side fight the Akrid. Use the hook on the ledges and then at the top you will be able to leave the cave and then be right in front of the second control station. Go inside and flip the switch. Now shimmy along the cliffside. Ignore the Akrid. It can't get to you, so just keep moving along the side of the cliff to the third control station and then flip the switch there. The way to the fourth station is much more dangerous. Move through the cave as indicated by the objective markers and then Jim will be attacked by new flying enemies. There is a trick to fighting them, and as you could probably have guessed, it involves the shotgun. Take out the initial ones that are being spawned. Wait for them to fly in close and then blast them with the shotgun. They will blow up into a bunch of little bug guts. Then use a grenade to blow up the spawner (or alternatively shoot it with your shotgun) and move deeper into the cave. This entire cave system is basically a series of fights against the flying Akrid. If they manage to knock Jim down, you're going to have to complete a QTE not unlike the one that happened earlier in the first part of the game. Mash on the A button and then aim the reticule on the screen to the center of the flying Akrid creature. Then pull RT. This will need to be done multiple times, and missing a swipe with the knife will reset the entire process. In addition, you will need to occasionally tilt the left analog stick either left or right depending on what direction the Akrid tries to swing its stinger at you. Hopefully you'll never have to deal with that, though. Keep your shotgun reloaded constantly and just blast them whenever they get close and you should be golden. Whenever you reach a dead end with a spawner on the wall, that just means the spawner needs killed for you to proceed deeper into the cave. When the cave finally opens up, the next console will be in clear view. Use it, and then use the grappling hook to ascend the cliffs and each the fifth control station. Press the button here and then pull the lever to realign the tracks. Continue through to the next cave. This cave is much shorter to move through. It will open up to a much wider area with someone tampering with the relay! Run over to the tampered device and repair it in the typical fashion. And then sit tight for... GIANT ENEMY CRAB! There are a couple of caches of ammo lying around here, so grab them if you are out of shotgun shells because you're definitely going to need it for this fight. The crab will try to smash you with its pincers if you get too close, plus it will also back up and then charge at you. When it tries to use its claws to smash you, press A and tilt the left analog stick in either direction to dive out of the way and avoid getting hit. When it gets one of its claws stuck in the snow, go behind the claw and shoot the exposed orange meat of its claw repeatedly. Then retreat when it digs its claw out of the snow and ice. Repeat the process until both of its claws have been shot off. It will now charge you still and use its pincers more often. It will also scream a lot, which is the perfect opportunity to chuck a grenade into its maw. Time a grenade throw so that you can toss one right into the beast's mouth to blow it up from the inside out. This will deal a considerable amount of damage and cause it to collapse. Go behind the crab and start shooting the ice on its back. Even when it gets back up, just keep running behind it and keep shooting its back. Eventually, you will expose the weakpoints on its back, and at that point, just keep up getting behind and shooting it until it dies. Now head into the station and get the station back online. Use the console, grab the text audio log off the table, and then call for the rig. Go out and retrieve the rig, and then head to the console. Grab the switch with LT and then rotate the left analog stick until it is in place. Another GIANT ENEMY CRAB will attack. The game will go into slow motion to teach you how to fight it while inside the rig. Press RB when that button flashes on the screen to counter its attack. Then hold LT to grab one of its arms. Tilt the left analog stick up to raise the claw, and then aim the drill at the orange weak point. Hold RT to use the drill on the crab's arm. This time it won't come off, but it will soon enough. Now just keep repeating the process until one of the arms is off. Then repeat it for the second arm. Now you might as well hop out of the rig and fight it on-foot as that will go faster. Use the same strategy as before, getting behind it and shooting its back, until it is dead. If you need ammo, enter and then exit the rig again to completely replenish your ammo supply. You can also interact with the legs of the rig to access the armory, but that takes longer and leaves you exposed to damage from the crab. Return the rig to the dock. ===================== CHECK IN ON DR. ROMAN ===================== Walk the rig through the snow until the canyon becomes too narrow for it. Hop out and then continue onward. =================== TEST THE DNA TAGGER =================== After the paranoia-filled chat with Dr. Roman, it's time to go test out the new DNA Tagger attachment she upgraded your pistol with as well as the new zipline attachment she added to the grappling hook. Take the mech and go down the hill. Squash the Akrid along the way and hope out of the mech when you reach the destination. Kill any remaining Akrid, and then look up. There is a zipline leading into the cave. Use the grappling hook to get on the platforming directly beneath the zipline. Then use the zipline to get across into the subsequent cave. Wipe out any Akrid in the area and the switch to the Tagger function by first equipping your pistol and then holding X. Aim it at one of the egg sacs and hold RT to scan its DNA. Now return to Dr. Roman. ============ UPGRADE TIME ============ Gale will need you to grab a component that was lost by Laroche out in the snow. So hop back into your rig and head to the designated location. A bunch of Akrid will attack as you move through a cave, but just push forward and avoid fighting all of them. Counter their attacks as they jump on your rig to avoid taking too much damage. Inside the actual cave, kill all of the explosive-spitting Akrid there and continue out of the other side. You'll reach a point where the rig can't continue, so hop out. Use the grappling hook to get to the ledge and then crawl underneath the pipe to find the component. Smash the ice here to find even more components to gather up. If you are wanting to upgrade the rig beyond the winch that Gale is going to add for free, be sure to grab these and keep an eye out for them. After you collect the winch upgrade part, a bunch of Akrid will descend onto your location, all of the explosive-spitting variety. Kill them with the shotgun. If you can, aim under the pipe and shoot them. That way you can engage and take them out without even having to worry about taking any other damage from them really. Return to the rig and walk it all the way back to HQ. Dock it on the Main Deck and go to the elevator. Take it down a floor and speak with Gale. He will apply the Winch upgrade for free, but you can also upgrade the rig in other areas as well. I recommend doing that now. While you're at it, it would probably be a good idea to stop at the Quartermaster's shop to upgrade and purchase new guns. Return to the main deck and get back in your rig when ready to continue. ======================= FIND THE THERMAL POCKET ======================= As you leave the Coronis this time, the option to fast-travel will be made available. Press BACK/SELECT to enter the fast-travel menu. Then choose to go to Bailey's Crossing, as it is located closest to the new area. Upon arriving at Bailey's Crossing, head to the new area, using the objective markers as guidance. Remember to bring up objective markers, press "up" on the d-pad as shown in tutorials at the beginning of the game. The rig will then have to walk through a heavy storm situation, with crystals smashing into the ground. They can be easily maneuvered around, but if there is any directly in your path, smash them with a quick tap of the X button. On the other side of the storm, after smashing through a few ice walls, you'll be able to put that new winch to use. Notice the white symbol on the nearby ledge. It kind of looks like a battery. That is the symbol to indicate that you can use the winch in this situation. Position the mech so that the "battery" symbol becomes LB (L1 on PS3, obviously). Then press LB to fire the wench. Press B to exit the rig and Jim will automatically zipline up the wench to the ledge. Use the grappling hook by going near the ledge and tapping LB to continue further into the cave. Unfortunately for Jim, the hook breaks and he falls into a dark room full of Akrid. There are Akrid spawners all over the place here, but getting rid of all of them is just a waste of time. The objective is directly in front of Jim at the start of this, but you can't go there just yet. Kill the Akrid that are attacking and then go to the right of the objective marker. Destroy the spawner here, and then destroy the spawner across the room from it. This will cause the spawner above, where the objective marker is, to spring to life. Use the grappling hook to get up here and then kill the explosive Akrid as well as the spawner. There will be another spawner on the other side, so kill more Akrid and destroy that as well. As you move through the tunnels, the saboteur will be seen again. Give chase and you'll wind up in the room with the high amounts of T-Energy detected. Approach the supposed site for this to be attacked by an even larger GIANT ENEMY CRAB! Ah. This boss fight is tougher than the last one. This time the crab Akrid is much larger than before, and it has a new attack. It will also swing its claws horizontally, which means you have to roll backwards to avoid being hit by the damn thing, which can be admittedly tough. It may be better to just keep your distance from this guy, but that will mean less opportunity for attack. Anyway, the same strategy applies, he's just more aggressive and can kill you a lot faster. There are a couple of ammo cases on the ground here in case you run low, as always. When the thing is dead, head over to the new location for the T-Energy post and place it. ===================== EXPLORE THE STRUCTURE ===================== Go through the front doors of the mysteriously revealed structure. Just keep moving through the halls and following the objective markers until you reach some doors that are slightly ajar, but not open enough for Jim to pass through. Press B to start forcing the doors open. This will trigger an attack by a Facehugger-like creature. Mash on the A button and then aim the cursor at the creature using the right analog stick. Press RT to stab at the thing. Do this at least three times to get rid of it, and then you are free to keep moving through the structure. Now these small Akrid will show up much more frequently. Just shoot them as they appear with the pistol. Don't waste any ammo of a more powerful gun on them. Eventually, you will reach the generator room. At this point, you will be lead up to a control switch that will turn off the generator. Afterwards, you are to return to the generator room proper and then pull the security lever and exit through the next couple of doors. ====== ESCAPE ====== Now in a large hangar-like area, approach the huge door at the end of this room. When Jim is done trying to radio in to HQ, use the nearby control panel by approaching it and pressing B. The garage has a lockdown in effect, unfortunately. "There's got to be an override." Sure, buddy. The objective markers will take you to another control panel nearby that will open up a different doorway so that you can go and find that override. Press that button and then go through the freshly opened doorway. Grab the audio log next to the dead bodies after you go through the door. In this next room, there will be plenty of the "Facehuggers" again to deal with, so kill them all with the pistol. Keep following the objective markers and killing these things until a short scene triggers to introduce a new type of enemy. These centipede-like creatures like long-range. They will stick far away and fire needle-like projectiles. If you have a long-ranged weapon with you, then stay behind the cover the cut-scene puts you in and use that to take them out. If you are still toting around the shotgun, then the best bet is to stay behind cover, firing at them with the pistol, or charge them with the shotgun. It will just take a couple close-range shotgun blasts to make them bug guts. When they're dead, you're free to move forward to a broken control panel. Repair it in the typical fashion. Then continue through the structure. The floor will collapse, but Jim is quick on the grappling hook. Then move across the downed support beam now acting as a bridge and use the grappling hook to continue exploring. At the top, you'll find a room that is covered in a blue light. Stay back and kill the Facehugger-style Akrid first, then move into the room and get behind cover as there are those long-range centipede Akrid in here. Kill them using your favorite toys, and then continue through the icy caverns to find another control panel. Use it. While you wait for the door to open, numerous Akrid will swarm Jim's position. Hold the position and kill them as they come. Then go through the door. Notice those explosive sacs? Well now they will hatch the "Facehugger" Akrid. If you destroy the sacs before getting too close, they won't hatch, but this will take more ammo than just killing them as they are born from the egg sacs. Take note of the door that the objective marker leads to. Before pulling the lever next to the door, kill the Akrid in the area and clear out all the egg sacs and such. Gather up any ammo lying around as well. Then approach the downed turret in front of the door. Repair the turret and then pull the lever by the door. The turret will help you out in regards to defeating the Akrid. Defend the position until the power is restored and the door opens behind you. Turn around and then go through the door. Make your way to the control panel and use the lever to open the garage. Then turn around and approach the consoles immediately behind you. ==================== FIND THE DATA BACKUP ==================== Attempt to transfer the data files. It won't work. Bummer. And then the area will be swarmed with Akrid. Get behind cover. There is an assault rifle leaning against some cover, so grab that if you need it. Fight off the Akrid and then fight your way all the back to the garage. Remember that control system that needed to be overridden? Yeah, well go press that button now. You can then access your rig. Get inside of it and then return it back inside of the structure. Use your rig to ride the elevator up and then head to the control system to get the data backup. Approach the control panel in here and attempt to get the data backup. This will cause a huge Akrid to smash through the window. This fight is very tough, but I will guide you through it. Basically, it will slam its tongue on the ground and also slide its tongue across the floor. Avoid its tongue by rolling and Jim will automatically dodge it. In addition, this huge creature will shoot egg sacs that will spawn into the irritating Facehugger dudes. Roll backwards so the sacs are in sight and then shoot them to destroy the sacs before they spawn Akrid. Then get up close to the window and shoot the forehead of the creature repeatedly. Keep repeating this process over and over again. Gather up the ammo off the ground to replenish your supply. Eventually, a small hole will be erupted in its forehead. To speed up the process, toss a grenade into the hole of the Akrid's forehead. When the fight is over, it's time to override the elevator controls. Follow the objective markers into an adjacent building. Use the control panels and switches in here to trigger another encounter with the boss that has the huge tongue. The strategy here is mostly the same, except this fight is actually easier. He will still shoot out the egg sacs, but in much less frequency. The Akrid will also slam its pincers down on the ground repeatedly, but sticking to the middle of the room will help Jim easily avoid this attack. Use the roll ability frequently to also help in avoiding these attacks, and keep shooting its forehead until it is defeated again and retreats. Exit through the designated door, pulling the lever on the wall by the door as you go. ========================= RETURN HOME WITH EVIDENCE ========================= Go outside and then the boss will attack once again. He will smash the walkway. So mash on the A button to pull Jim back up. Then keep walking and the walkway will give way again. Simply move up the small ramp that this creates and then push your way through the Facehugger Akrid that are undeat the platform. There are a bunch of egg sacs down here, so if you have any grenades, use them to make this entire segment go much faster. Slaughter all the Akrid and then find the stairs and take them up. An Akrid will automatically jump on Jim, forcing you into a QTE. Mash on the A button and then aim the reticule at the creature to stab it, just like before. Continuing to the top of this platform to once again fight the boss. This is the hardest of the fights. The Akrid is incredibly aggressive here. Not only that, but he is pulled farther back, making it harder to shoot his forehead. The space is wide open, which seems like it would be a pro, but it is actually more of a detriment. The reason for that is he will slam his pincers down literally anywhere, which makes dodging his attacks that much more difficult. Regardless, the strategy is the same. It's just going to be a lot of tougher. It is IMPERATIVE that you destroy the eggs before the hatch, however, or else you are pretty much guaranteed a death. There is plenty of ammo lying around as well, so running out of supplies honestly shouldn't much of an issue in this fight. You can also try throwing grenades, but don't waste too much time with them. In my experience, I was able to get the grenade to actually explode in the proper area one out of five times. Also be sure not to throw the grenades at such an angle that they will bounce back and deal damage to you. However, if you can get a grenade to land right, then you will do a much better job in this fight. It will retreat again once you've done enough damage, so repair the control panel to the nearby door and continue to the rig. Get inside the rig and now enter the final phase of this very long boss fight. It will attack again, and what you need to do is aim the left arm of the mech right at its center. Pull LT to launch the winch, and then proceed with the rest of the mech-based QTEs to kill it. ------------------- PART 3 ------------------- ================== THE KILLING FIELDS ================== Jim will bust out of the room by breaking down the fan. The path through this area is very linear. Just follow the pipes and such. When you reach the elevator, press B to use the elevator. Keep going until Jim winds up on a pair of pipes that break and he falls to the ground. A scene will play and after it, Jim will be equipped with a crossbow called the Valkyrie. Anyway, zipline up to the next area. Then hop down and use the control panel to discover the power is out. Time to hunt down another generator. In the distance is another ledge. Use the grappling hook to reach it. Akrid will begin to attack, so use your new weapon against them. Then head up to the generator and repair it. Make your way back to the control panel and then zipline across to the other side of the cavern. Now move deeper into the "Killing Fields". You remember those Akrid that roll into a ball and spin around all over the place? It's been a while, but you defend Laroche from them and they've been encountered numerous times since then while walking around in your rig. Well, it's time to face thema gain. The new Valkyrie weapon makes fighting them even easier. Just use the same strategy as before. Dodge their rolling attacks and shoot their tails. They'll just die a lot faster. Other Akrid will help them out, so kill those as well and then continue to reach the rig. The poor thing, all broken and such, and with Akrid all over it. Obviously, the first order of business is to make the area have suitable working conditions, so rid the place of Akrid and then go about repairing the rig and getting inside of it. ===================== RETRIEVE THE MEDICINE ===================== Now back inside the rig, kill some Akrid as you head to your next objective by, yet again, following those spiffy and super useful objective markers that you can make spawn all over the place. Listen to Jim's conversation as you enter a new area to find a lake of lava. As if giant enemy crabs weren't bad enough... While around the lava in this game, there will be a meter that pops up on the left side of the screen. In the first Lost Planet game, Extreme Condition, one of the game mechanics required players to manage the temperature of their character by constantly collecting T-Energy to keep from freezing to death. This is similar to that idea, except the goal here is to keep the main character from dying from heat. Staying in the rig will help you avoid the heat. Just keep an eye on the orange meter to gauge how much longer Jim can stand being out by the lava. This area has a few Akrid that will give you trouble, but there is also the additional threat of the lava. Do not touch the lava. Though that should really go without saying. Check the rocks for a Winch point. Then get in the correct position to use the winch. Zipline across and start killing the explosive- spitting Akrid that is across the lava lake. Follow the path through the metal, killing Akrid as you go. You'll then have to descend into yet another cavern, where a brand new Akrid will greet you for a battle. This Akrid is a large scorpion, fitting for the hotter environment you're in I suppose. He will have the obvious attacks of attempting to impale you with his stinger as well as hit you with his claws. He will shoot needles out of the tip of his stinger like those centipede-like Akrid do as well. Dodging his stinger is imperative to success in this fight because his stinger will get stuck in the ground and then you can attack the orange weak point that is near the base of his stinger. When his stinger is disconnected from his body, the scorpion will collapse to the ground. Run around behind him and continue blasting the bright orange spot on what is left of his stinger to finish him off. Collect the T-Energy goop and then open the nearby chest for the medicine. Backtrack to the rig. Then get in the rig and continue backtracking until you return to the base. Speak with Mira to give her the medicine. ==================== DEFEND THE FORGOTTEN ==================== Follow Mira through the base and chat with her. Then continue to the outer gate where a large Akrid is trying to break into the place. This huge thing will walk around the large arena-like area while simultaneously deploying small, flying, exploding Akrid that will dive directly at Jim. Move out of the way of them as quickly as possible while shooting the various orange bulbs on the body of this Akrid. When it opens its shell, it will reveal even more of an inner orange body that is ripe for target practice, so shoot that as much as possible when given the opportunity to continue dealing damage to the creature. Otherwise, its attacks are verye as to dodge, and you will have help fighting the thing, which is nice. However, just because you have help in this fight, it doesn't mean that they will actually attract the attention of the boss. Instead, the boss will just keep pursuing Jim rather relentlessly during the entire ordeal. When the beast is finally dead, gather up the goop as usual. Then the objective marker will lead you right to Mira's father to speak with him about the entire situation. ================= ACCESS THE ARMORY ================= At this point, you are free to explore the encampment. When ready to continue the main mission, head to your rig, where you will find Mira. Speak with her about your final task to repay the debt, and then get inside the rig and start marching to the next objective. As you move through the lava fields again, there will be flying Akrid to contend with. Usually I recommend staying inside the rig and just pushing through, but these flying Akrid are actually extremely dangerous when you are inside the rig, even moreso than when you are just moving around as Jim on foot. So, get out of the rig and kill all of them. Then get back in the rig and continue your journey to the armory. There is a switch outside that needs to be turned with the rig's claw arm. Do that, then hop out of the rig and go inside the elevator to access the security base that houses the armory that you are in search of. Explore the armory just a little bit, and you will be ambushed by Akrid in the first room. Kill them, though keep in mind that there will be a lot. When they're dealt with, you are free to continue through another room that is full of the damn things. Kill them all and then find the lever on the wall. Pull the lever and then fight your way to the elevator. While exploring these rooms, keep your eyes on the patches of ice all over the place as they house some valuable items that can be useful. After the elevator ride, you will be facing an ice tunnel. Go down this ice tunnel to find a platform in need of repairing. Repair it and then ride it. You will reach a room with some flying Akrid, so kill them. Then go over to the armory doors. Unfortunately, they are sealed shut. The objective markers will lead you through a hall full of Akrid egg sacs. Destroy the eggs from a safe distance to keep them from hatching and causing any headaches. Then get to the control panel and press the button. Go back out into the center room to trigger another "defense" sequence. This sequence will mainly feature the new type of Akrid introduced in this mission. They are the fast-moving variety that like to charge Jim head-on. Obviously, the best weapon for them is, yet again, the shotgun. Getting behind cover and just having them run right at you is the easiest way to deal with them as you don't even need to aim with the shotgun to blow them up into little pieces, just blind fire with it and obliterate them. The objective here is to "stay alive". Stay behind cover, kill them as they come, and you will be fine, honestly. If you have a shotgun on you (you should, and in fact you should always have the shotgun on you when playing this game), then it should be a relative piece of cake. You'll then be tasked with repairing the entrance to the place, which means fixing the turrets there. Fix them up and then you'll be told to return to the Forgotten. The large doors will open up, allowing you to move through and return to the camp. ------------------- PART 4 ------------------- ================= RETURN TO CORONIS ================= Speak with Mira, and then speak with her father at the nursery. Return to your rig and then speak with Mira again and she will join you in the rig. She is here to help you find the Coronis again so that you can regroup with your people there. Just listen to Mira's instructions as you walk through the areas. When she leaves you, continue back to the base on your own, through familiar territory at least. When in radio range of the base, they will be issuing a mayday alert as the Akrid have actually gotten inside the base to attack. First, clear out the Main Deck from any Akrid threats. Then go to the basement and go through all the rooms, killing all the Akrid possible. Then return to the main deck and defend that area again. While on the Main Deck, remember that you can use your rig to replenish your ammo, and hell, you can also use your rig to fight the Akrid here if you so wish. Then fight your way to Korvac's Lab. Clear his lab of any Akrid and then get to Dr. Roman. There is a decontamination chamber you have to move through on your way to Roman, and it can be tricky here. The reason for that is the scanner will reset every time it catches an Akrid in it. You have to quickly kill the Facehugger Akrid that show up before the scanner catches them so that you can continue to Roman. Help Roman fight off the Akrid. Then head deeper into the lab when prompted. Dr. Korvac himself will have a little chat with you about his device through glass. Once at the machine, shoot the hell out of it until it blows up so that the Akrid will no longer be attracted to this area. Now return to the hangar, talking with all the main characters along the way. =================== ACQUIRE RIG UPGRADE =================== After all that, it's time to go talk to Gale about some rig upgrades. Go to the basement level again and head to Gale's quarters. He has added a torch to your rig which CM Pun--I mean, Laroche, has plenty to mock about. Don't worry, he's just jealous. Do whatever else you need to do in the Coronis, then go back to the rig. Head outside and fast-travel to Bailey's Wake. ======================== DEFEND DRILLING PLATFORM ======================== March the rig to the designated location and then put it into drill mode. Gale will explain the gist of this entire thing while the drill is working, but basically you have to defend the rig while it drills for T-Energy from the attacking Akrid in order to obtain the maximum amount of T-Energy, so do just that. This sequence is rather ridiculous. Over the course of these battles, you will have to fight off your typical Akrid, plus MULTIPLE crab Akrid. Remember you can use your rig to replenish ammo. Just use the strategies for fighting these guys as detailed in earlier sections of this guide until they're all dead and the drill is done doing its thing. And once the drill is done, head back to the rig and get inside for it to turn back into a normal mech-like rig. ====================== MEET UP WITH DR. ROMAN ====================== Dr. Roman will request your assistance, so get back in the rig and head to her position at Shackleton's Peak. Of course, if you head to the area right before moving into a new section you can use the fast-travel ability to head there immediately. ============== STORM READINGS ============== Speak with Dr. Roman. She basically wants you to collect data on storms for her. Get back into her rig and head to the nearby large door. Using the claw arm, open the door by twisting the "handle", or whatever you would like to call it. In this next area, dock the rig on the tracks. Then go up and press the switch in the main control room. Then go on the gondola and press the button on that to ride it to the next area. Ride the lift down and then get inside of your rig. Start heading out into the snow and you will be attacked by yet another scorpion Akrid, which you will have to fight in your rig. Deal enough damage to the scorpion and it will retreat into its cave. Flying Akrid will then replace it and start swarming the suit. Then the scorpion will come out after you've dealt with them, so continue fighting him. This should probably go without saying, but the fight with the scorpion is pretty much identical to the fight with the crab. You need to counter its attacks, then drill it on its tail until the tail is eventually completely severed from its body. After the scorpion is dead, turn your attention to the tower. Fire the Winch at the tower. Then get out of the suit and protect the rig from the flying Akrid while it collects data. Once the data has been collected, return to the rig and exit the area. ============== WATER PURIFIER ============== After returning to the Coronis, you can obtain a water purifier that is requested by the people of the Forgotten camp. Return it to Mira for more information regarding the captain's father and his previous misson on E.D.N. III. Return these materials to the captain to trigger a revealing cut-scene. =================== HUNT DOWN KING CRAB =================== Go to your rig and head to the designated area. Descend into the caves here and kill any flying Akrid that pose a threat. Repair the control system here to get the pumpjacks moving again, and then go back up to the control room. Use the controls here and then return to the rig. The fight with King Crab combines the on-foot battles with the crabs and the rig battles with the crabs. While in the rig, counter the attack of the crab Akrid. Then hop out of the rig while it is grabbed by the rig claw. This gives you the opportunity to shoot its exposed stomach. Repeat this process over and over again until the thing dies. The King Crab has a lot of health, but otherwise it's not all that threatening. It does all the same attacks as the other crabs, except, you know, it's bigger. ------------------- PART 5 ------------------- ===================== GET UPGRADE FROM GALE ===================== After all those cut-scenes, go to the basement and talk with Gale about the new upgrade provided by NEVEC. ===================== RESTORE FUELING DEPOT ===================== The Fueling Depot from the beginning of the game strikes again! Head there with your rig. Use your rig to power the depot up. Now it's time to restore power to all of the pumps. Take your rig and start twisting the dials on the pumps to power it up. You'll be attacked by the same Akrid that you fought at the camp of the Forgotten, specifically the one that shot those flying Akrid at you. Don't bother trying to fight it while inside of your rig. This just makes the fight longer and annoying as this thing doesn't have any appendages to grab onto like the scorpion and the crab, and not only that, but it will cover the front of
the mech with leeches, greatly obscuring your vision in the process.

So yeah, hop out of the rig and fight this thing. Once it's dead, continue to 
power up the rest of the Fuel Depot until it is all juiced up once again.

========================
INVESTIGATE MYSTERY CAVE
========================
Speak with Dr. Roman. Then take the rig back into the lava field. This part is 
really tricky. You have to drill with the rig, but Jim can only be out in the 
lava for so long. So what you need to do is stay CLOSE to the rig while 
fighting off all the Akrid.

Get in the rig immediately after the Akrid threat has been dealt with. Then go 
inside the nearby cave and repeat the process a bit. A scene will play and 
then after that, we are nearing the end-game.

Do what you need to do before you want to tackle the final missions. Clean up 
any side missions, purchase guns and upgrades, and do whatever else that you 
feel is necessary.

=====================
ACTIVATE PEAK STATION
=====================
When you're finally read, go to Gale and tell him that you are. Then watch the 
rather long scene and enjoy the elevator ride. When that's over, you need to 
move through the cave system. There will be Akrid to deal with in the caves, 
but nothing you shouldn't be able to easily handle.

Outside of the cave, there will be NEVEC guys to fight with. Use cover a lot 
as they will consistently fire at you and cause a lot of damage. When they are 
dead, continue through the next cave.

Back outside, you can work your way up the station using the grappling hook. 
Check the small control rooms along the way for chests to loot and stuff. At 
the top of the mountain, there will be a control panel, so press the button 
on it and it will reboot the system and open the door that is right next to 
it.

Immediately outside of this door, a NEVEC soldier will run across to cover. 
More soldiers will be dropped off by a ship. Get behind cover and fire at them 
from afar. When they are dead, go into the station. Fight off the rest of the 
NEVEC inside the station, and then use the controls to complete this objective.

==================
MEET GALE AND MIRA
==================
Walk outside.

==============
DEFEAT LAROCHE
==============
Get inside the rig and then use the claw arm to fix the dish like before. Then 
Laroche will show up for a good old fashioned mech battle. The mech battle 
plays out like all the other battles inside the rig have before, pretty much. 
Use RB to counter Laroche's attacks, and press X to attack him by swinging 
the drill arm.

Do this enough time and Laroche's shoulder will be exposed. Grab it with LT 
and then yank him down to expose the generator on his back. Keep pulling the 
left analog stick down to accomplish this, and then fire up the drill with RT 
and drive it into the generator to deal damage to Laroche.

Keep doing this until his shield is gone. Then keep attacking him until you are
given a chance to rip off the front of the rig. Mash on the A button to do this
and then watch the scene.

===========
LOCATE MIRA
===========
Following that scene, you will be back at the camp. Use the cover to kill the 
NEVEC soldiers and then make your way to the survivor behidn cover. Speak 
with him and then the rubble will move out of the way to allow you to enter 
the village proper.

Kill the couple of NEVEC soldiders here, preferrably before they are able to 
get behind cover. Fight your way to the next couple of survivors and chat 
with them for a second to get a new objective. Then fight your way to Mira's 
fathers quarters for another scene.

===============
ESCAPE THE CELL
===============
Grab the communicator off the table inside the cell. Then approach the fan and 
knock it out to escape. Make your way into the open room and a "Facehugger" 
Akrid will jump on Jim. Kill it and get it off of him in the usual QTE way 
that you have been doing the entire game so far.

As you move around the lab, more of the Akrids will try jumping on you. You 
can avoid them if you move quick enough, but it is better to just let them jump
on Jim so you can kill them with the QTE. Right now you have no guns, so trying
to kill them without the use of the QTE is pretty much suicidal.

Look for a narrow ice tunnel and move through it. Then go up the slope and the 
door will open automatically. Take a right to find all your weapons. Just 
approach them and Jim will take care of the rest.

Now fully equipped and ready to go, blast your way through the NEVEC soldiers. 
If you want to watch them fight with the Akrid for a bit, do so and see who 
wins. It may thin out the enemies a bit for you. Just get rid of them and 
then go up the ice hill. Kill the two enemies at the top, then get behind 
cover as you round the next hallway.

More NEVEC guys will be in this hall, so kill them before continuing. Kill all 
of them in the room and then go down to the next gate that opens automatically.
Get behind cover and kill the NEVEC soldiers as they enter. Fight your way to 
the lift, and then use the elevator.

===========
RESCUE MIRA
===========
In the next room, you will reunite with Gale. After that, fight your way 
through the rest of the soldiers and go to the Main Deck. Get behind cover and 
clear the Main Deck of NEVEC soldiers as well. Then go to the room as 
designated by the objective markers.

===========
ENTER NUSHI
===========
Get inside the rig and head outside. Then hop out of the rig and go to all of 
the different supports. Plant the C4 at the base of all the supports.

Following the cut-scenes, get back inside the rig and head to Nushi's cave, 
and then enter Nushi. There are yellow objects that you have to charge with 
electricity. Approach them and press LT to charge them. They do things such as 
open "doors" inside of Nushi.

You'll reach a dead-end of sorts. Create a grappling line with your Winch and 
then ride up to the higher area. Now explore Nushi deeper using the grappling 
hook to aid you. Fight off the Akrid and then open Nushi up for the rig to 
move freely through it.

At the end of Nushi, you will be thrust into the final boss fight.

========
ISENBERG
========
Are we in the money business, or the T-Energy business?!

The meter for heat will pop up on the left side of the screen, so keep that in 
mind as you do this fight. Isenberg has a lot of weapons in his mech, including
missiles that he likes to fire at you in bulk, as well as standard mech 
smashing attacks. He will fire a blue pulse on the ground that does minimal 
damage, but is very annoying.

Use the strange structures inside of Nushi to dodge the attacks to the best of 
your ability. Also roll a lot. Get behind him and shoot at the orange spots on 
the back of his mech. Then as he continues to recycle his attacks, shoot all 
of the other orange spots.

Mainly, you'll want to focus on his rockets first. The weapon he uses to fire 
the rockets will glow orange, so that is how you know it needs shot. Keep 
firing at it until it blows up, which will in turn electrocute Isenberg, 
leaving him open for direct shots to the front of his mech.

Repeat this process until the rocket launchers are destroyed, and now your 
focus is on his shoulders. He will shoot laser beams at you as well as 
creating electrical fields using his shoulders that will also cause quite a 
bit of damage.

The flying Akrid will help you during this part of the fight. They will provide
very helpful distractions against Isenberg, leaving his shoulders open for a 
lot of attacks. Damaging the shoulders will in turn create opportunities to 
directly attack Isenberg, as he will be electrocuted.

To avoid being hit by his electrical attacks, use cover. Once his shoulders 
have been destroyed, he will just charge at Jim in an attempt to smash him 
with the mech. Run away, but keep firing at the front of the mech. Focus on the
orange sports that make up the left and right parts of the front. Keep shooting
there until his mech is destroyed.

The fight isn't over there, though. Isenberg will attack and then you have to 
do a series of QTEs to survive. This will incude the usual stabbing QTE with 
the right analog stick as well as the A button mashing schtick that you will 
also be doing.

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03. Conclusion
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I hope this guide helped you beat Lost Planet 3 on PS3, Xbox 360, and PC!

Please feel free to check out all my other content on CheatMasters and 
GameFAQs!