- "Fuse" redirects here. For the company, see Fuse Games.
Militia Units stealing the Energy Cell powering a room on the G.F.S. Olympus.
Energy Cells are small green cylindrical devices 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 operate machinery throughout the Galactic Federation. As such, Energy Cells were present on the G.F.S. Valhalla. When the Space Pirates invade the ship, kill every tripulant, and steal Aurora Unit 313, they also take all the Energy Cells so that they can use them as energy sources for other machines. This means that the nine Energy Cells are carried to several planets, including the Pirate Homeworld.
Locations[]
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 Energy 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) are. Samus finds some of them during her travels without knowing yet their usage, but requires 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 Energy Cells different from the Chozo Artifacts and Sky Temple Keys is that, because of their connection to machinery, their removal causes occasionally negative side-effects. Additionally, not all of them required to be obtained to access the Leviathan Command Codes. The Energy Cells' locations are (ordered by planet, not according to the data storage):
- Generator B in Norion, the only part of the planet that Samus does not initially explore (this is because Rundas already reactivates the generator during the initial invasion and also because the door leading to this area is damaged and requires welding). The area is protected by a Metroid Hatcher, and removing the Energy Cell from its socket reopens the entrance door (it initially closes after Samus enters the room).
- Hangar Bay in Bryyo, it can be taken when Samus Aran's Gunship is about to receive the Ship Missile upgrade. Removing it from its socket shuts off a Force Field blocking the way to the Hall of the Golems.
- Hidden Court in Bryyo, arguably the most difficult to obtain in the game, because its collection requires the connection of two entire regions of Bryyo and the careful carrying of extremely heavy objects (with the use of the Ship Grapple Beam). No notable side-effects occur from its removal.
- Xenoresearch B in Elysia. Samus is forced to remove it from its socket in order to obtain the Seeker Missile launcher. In the process, she also releases a batch of Phazon Metroids.
- Ballista Storage in Elysia, the same battle arena where the Defense Drone is fought (however, the collection of Grapple Voltage on Pirate Homeworld is required). Removing it just leaves the cooling system offline.
- Command Courtyard in Pirate Homeworld, mandatory to collect (in order to disable the Ventilation fans and access Flux Control).
- Metroid Processing in Pirate Homeworld, it can be taken during the search of a missing soldier. Removing it frees the imprisoned Phazon Metroids, and a Missile Expansion can be collected.
- Phazon Quarry in Pirate Homeworld, it can be taken after collecting the Nova Beam, and doing so removes an energy barrier, which provides Samus a shortcut to exit the area more quickly.
- Docking Bay 5 entrance on the wrecked G.F.S. Valhalla. It is not powering any station and is just lying under a smaller crashed ship.
Official data[]
Scan (Xenoresearch Lab (G.F.S. Olympus))[]
"Portable GF Energy Cell. This unit must be returned to restore room power."
Logbook entry[]
Energy Cell
Energy Cell
Used as a power source in Federation technology.
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 data[]
Energy Cell 1
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
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
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
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
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
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
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
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
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.
Acquisition notifications[]
"Energy Cell acquired.
You are now carrying (*) Energy Cell(s).
Additional data downloaded to Inventory Screen."
(*)Any number from 1 to 9.
"Energy Cell acquired.
Return cell into its socket to restore room power."
Metroid Prime 3: Corruption Premiere Edition[]
- Energy Cell
- "Unlike Energy Tanks, Energy Cells power up certain devices and are not applied to the Varia Suit. They're also easy to distinguish by their relatively large size and green hue. To retrieve an Energy Cell from an Energy Station's socket, approach it and press [A] when prompted to grip the cell's handle. Next, twist the Wii Remote counterclockwise, then pull the Wii Remote away from the screen to disengage the unit from the socket. Reverse the motions to install an Energy Cell into an Energy Station's socket. Most of the nine Energy Cells are in areas heavily traveled during Samus's adventure."
Trivia[]
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 Energy Cell always belongs to that ship, and not the G.F.S. Valhalla. This means that there are actually 10 Energy Cells to collect.
- Energy Cells are referred to as Fuses in the game's data.
- Interestingly, when Samus is searching for Bryyo's second Energy Cell and is carrying via her Gunship the headpiece 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 perform a Bombing Run on the uninhabited area, and players who do not understand what the visor is referring to may become confused.
- Bryyo is notably the only planet whose Energy 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 Energy Cells are required to reach Phaaze, 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 do the same with only three.[1]
- The Energy Cell in Xenoresearch B is the only Energy Cell that Samus must mandatorily collect to progress further in the adventure, as the item guards access to a plot-important item. This only applies to the original Wii version of Corruption, however, as the Energy Cell in the Command Courtyard can be skipped with a Bomb Space Jump.
Green lighted canisters heavily resembling Energy Cells.
- Energy Cells distinctly resemble Afloraltite crystal containers from the Metroid Manga, suggesting that that might be what Energy Cells contain.
- In Metroid: Other M, when Samus is inside the BOTTLE SHIP's Storage room, a cutscene angle shows cylindrical canisters on a shelf radiating green electrical lighting. These cylinders strongly resemble Energy Cells.
- Based on their large size and the amount of the Energy Cells, it is unknown how Samus is able to carry them all. This issue is made more confusing since 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's 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:
- VB-3491Q-1 (possibly Virtual Boy)
- GA-7485W-2 (Game & Watch)
- WI-7823I-3 (Wii)
- DS-5310L-4 (Nintendo DS Lite)
- GC-9713N-5 (Nintendo GameCube)
- NE-1202S-6 (Nintendo Entertainment System)
- SN-3871S-7 (Super Nintendo Entertainment System)
- GB-4913A-8 (Game Boy Advance)
- GB-6187C-9 (Game Boy Color)
It is also worth noting that (with the exception of both the Game & Watch and Virtual Boy consoles) each Nintendo system featured at least one Metroid title released for it.
What appears to be the G.F.S. Valhalla is show on the consoles near the Energy Cell mechanisms for Generators A, B, and C.
- Oddly, in Generator A, Generator B, and Generator C on Norion, if Samus looks at the alcoves at the sides of the room, she can see mechanisms to place Energy Cells into, but she is unable to during the course of the game for various reasons. Samus does not acquire the first non-Olympus Energy Cell until after the Pirate invasion on Norion. At that time, Samus is unable to return to Generator A or Generator C, whereas Generator B's other two mechanisms are blocked off. It is unknown what these mechanisms would do if Samus placed an Energy Cell into one. Generator B's Energy Cell is obtained from a similar mechanism, but does not seem to do anything.
- Very interestingly, however, there appear to be two computer consoles besides each Energy Cell port and all the consoles depict what could be the G.F.S. Valhalla (spelled ALA on the image). Not only that, but there are three Energy Cell ports within each generator on Norion, totaling nine Energy Cell ports (two ports are unseen in Generator B due to blast shield coverings blocking the view, but the ports can be seen using camera manipulation or out-of-bounds cheats). It is highly likely that both the placement of these consoles plus the total number of ports could be somewhat of a hint alluding to the Energy Cell search and placement of the Energy Cells onboard the G.F.S Valhalla.
Gallery[]
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Portable GF Energy Cell | |









