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Chapter 3: Psychic Spider Ball

Ice Chip

Use the boost ball to activate the shrine. Then stare at the statue to get the next Master Teleporter Key. Use the halfpipe to leave the room. Proceed forward and use the boost ball to take the elevator up. After the cutscene, return to the Loading Crane. Go up the ramp to the right and head through the first door. The next door is jammed. Break the window to the left with a missile. Then shoot a control beam through it and hit the other side of the jammed door to open it. Use the spinner to activate the console, giving you the Ice Chip.

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Ice Shot

Head all the way out to Sol Valley. Return to Base Camp in Fury Green and speak with MacKenzie to get the Ice Shot.

Shot Expansion #10

Go east 2 rooms and take the door on the right. Then take the door with the ice lock. In this room there are 2 platforms with mote slots. Freeze the water on the left platform and then move the mote to the right platform. Jump up the platforms to get Shot Expansion #10.

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Vi-O-La Boost Tank #1

Return to the cargo launcher and head out to Sol Valley. Drive south until you find a set of small ramps. Use a boost to jump onto a cliff. Then shoot the platform there with a fire shot to get Vi-O-La Boost Tank #1.

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Vi-O-La IC Suit

Continue to the south and enter Volt Forge. Drive south until you reach the showroom. Then drive east to the next tower. Use the spinner to activate the console and get the Vi-O-La IC Suit.

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Scans

Marauder
Aeronaut

Return to Sol Valley (you'll need to defeat another Flight Drone MCU along the way). Drive to the northeast and scan the Marauder and Aeronaut you encounter.

Missile Expansion #15

Continue to the northeast to find some debris in the sand. Use the lasso to uncover a crate. Shoot it open to find Missile Expansion #15.

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Energy Tank #6

Scans

Sand Griever

Drive east to encounter Sand Grievers near a Lamorn statue. After defeating them, lower the door on the back of the statue to reveal Energy Tank #6.

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Vi-O-La Boost Tank #2

Continue to the east to find another cliff you can jump onto using a ramp. Shoot the platform with an ice shot to get Vi-O-La Boost Tank #2.

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Missile Expansion #16

Drive due south to find a Lamorn statue with white light on its head. Use the psychic glove to take the elevator down. Proceed to the next room. Destroy all the green energy crystals. Then go through the small space in the left wall to find Missile Expansion #16.

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Charged Ice Shot

Return through the small space. Freeze the left and right waterfalls to proceed to the next room. Here you'll get the Charged Ice Shot. Then return to the surface.

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Shot Expansion #11

Drive south and enter the path leading to Flare Pool. Use the spinner to be launched across the area. Then drop down to get Shot Expansion #11.

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Missile Expansion #17

Scan the nearby Lamorn statue to start a cutscene. Then enter Flare Pool. Proceed forward. Shoot the lava with an ice shot and a missile to continue. Use the spinner to turn off the lava for good. When you see lava to the left, shoot it with an ice shot and missile to find Missile Expansion #17. Then head to the next room.

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Shot Expansion #12

Drive across the lava and create a psychic boost rail along the south side of the room. Use this rail to grab Shot Expansion #12. Head through the door at the end of the rail.

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Shot Expansion #13

Take the elevator up and continue to the next room. Use a fire shot to enter the small space in the right wall. Use the spinner to go through the opening. Then scan the security shutter switch to unlock the door. Use a missile to go through the nearby glass window and use the boost ball to go through the south door. Go up the elevator and use the lasso to open the gate. Head through the east door. Use a fire shot to enter the small space in the right wall, which leads to Shot Expansion #13.

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Scans

Heavy Maintenance Tank
Delivery Status

Go east 1 room to encounter a Heavy Maintenance Tank. After defeating it, scan the diary in the southwest corner for the Delivery Status entry. Then take the north door.

Scans

Ezra Duke

Continue to the next room and go through the small space in the left wall. Then go through the next small space to the left. After the cutscene, scan the console to activate it. Then interact with the console to power a spinner. Don't forget to scan Ezra Duke as well. Return through the small space and use the spinner. Then shoot the central pillar with ice shots to cool it. Then go through the south door.

Scans

Extraction Process

Proceed south 1 more room to start a cutscene. Then walk east and interact with the lock to go to the next room. Do the same thing to go east 1 more room. Scan the diary to the left to get the Extraction Process entry. Take the elevator up. Scan and interact with the console up here. Use a missile to break the gate. Then use a control beam to hit the newly opened target. Head through the newly opened door.

Scans

Injection Process

Take the left door and scan the console to get the area map. Return to the previous room and take the east door to start a cutscene. Use the ramps to cross the room. Scan the diary to get the Injection Process entry. Then head up the nearby elevator to start another cutscene. After defeating the wave of bots, go up the next elevator. Defeat the rest of the bots and take the next door.

Missile Expansion #18

Use the lasso to remove the seal at the top of the room. Then use a psychic bomb in the bomb slot. Hit all 3 sparks using a control beam to get Missile Expansion #18.

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Energy Tank #7

Scans

Facility Shutdown

Go north 1 room. Scan the diary for the Facility Shutdown entry. Then use the psychic glove to find Energy Tank #7.

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Scans

Psy-bot Gunner

Return to the previous room and take the east door. Here you'll encounter a Psy-bot Gunner. After defeating all the bots, continue to the next room.

Scans

Lamorn Heavy Turret

Scan the Lamorn Heavy Turret. After defeating all the enemies, scan the console to start a cutscene and get the area map. Then take the south door.

Scans

Nora Armstrong

Enter the tram and interact with the console to start a cutscene. Continue through the next door for another cutscene. Afterwards, scan Nora Armstrong. Pull open the hatch in the middle of the room and then use the spinner. Then return to the previous room.

Scans

Hover Shuttle Transport

Take the tram out of the area. Head south 1 room. Then scan the elevator hatch. Enter the hologram to take the lift down. Use both of the bomb slots in the central apparatus to restore power. Then return up the lift and use the spinner. After the cutscene, return to the tram and take it to the next area. Take the south door, and then the door on the right. Scan the Hover Shuttle Transport to the left. Then destroy it, along with the bots it spawns. Go through the new small space to enter the next room.

Shot Expansion #14

Scans

Psy-bot Shocker

Scan the Psy-bot Shocker. After defeating it, go west 2 rooms. Take the elevator down. Shoot the metal covering with a missile to get Shot Expansion #14.

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Scans

Leaping Spitter

Scan the shutter switch and go through the door. Continue through the west door. Return to the lava of Lava Lake Bridge to encounter a Leaping Spitter. You can just ignore it by going through the east door.

Psychic Grapple

Scans

Phenoros (SCAN NOW)
Blow Hopper
Psychic Grapple Node

Here you'll encounter Phenoros, who needs to be scanned now. Also scan one of the Blow Hoppers in the lava. In the first phase, shoot the lumps on its underbelly. In the next phase, shoot the lumps on its face. When it roars, shoot its mouth to deal damage. Continue this in the third phase. Once Phenoros is unconscious, shoot a control beam into its mouth to hit the final weak point. You'll be rewarded with the Psychic Grapple. Scan the Psychic Grapple Node.

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Scans

Grapple Point

Use the nodes to go up to the statue and get the next Master Teleporter Key. A countdown will begin. Use the grapple node to go up. Shoot a missile to break the rubble. Scan the Grapple Point up ahead. Then go through the small space.

Missile Expansion #19

Use the lasso to remove the cover on the ceiling. Then swing across and go through the small space. Swing across the grapple points and go through the next small space. Proceed down the grapple nodes. Use a missile to enter the small space in the wall. Continue along this path until you reach Duke and Armstrong. After the cutscene, interact with the console. Then head out to Sol Valley. Enter Volt Forge. Go south 1 room. Use the spinner to make one of the containers drop to the floor. Inside you'll find Missile Expansion #19.

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Shot Expansion #15

Go south 1 more room. Then go through the door leading to the elevator. Use the lasso on the south wall. Enter the hologram to go down. Break the crates here to find Shot Expansion #15.

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Thunder Chip

Swing across the grapple points and go through the small space to the right. Head south 2 rooms. Take the elevator down and go through the next door. There's a malfunctioning power cell. Use the lasso to remove the Thunder Chip from the back of it.

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Energy Tank #8

Another battle against Sylux will begin. The strategy is mostly the same. The main difference is that when Sylux powers the whole floor, you need to use the grapple points to avoid damage. Defeating him will give you Energy Tank #8.

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Shot Expansion #16

Head back up the elevator and go through the next door. Open the shaft in the east wall with the lasso. Go through the small space to get Shot Expansion #16.

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Scans

Sand Shren

Go north 1 more room and head through the small space on the other side of the room. Swing across the grapple points to the left. Then enter the hologram to go up. Leave Volt Forge. Head to the entrance of Fury Green. Scan the Sand Shrens here. Then enter Fury Green.

Thunder Shot

Enter the cargo launcher. Return to Base Camp and speak with MacKenzie to get the Thunder Shot.

Shot Expansion #17

Go east 1 room. Shoot each end of the apparatus with a thunder shot to find Shot Expansion #17.

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Shot Expansion #18

Head east 1 more room and take the door on the right. Go through the door with the thunder lock. Use the psychic glove to move the 3 structures on the ceiling. Then quickly shoot each point with a thunder shot to reveal Shot Expansion #18.

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Energy Tank #9

Return to the previous room to get Energy Tank #9.

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Missile Expansion #20

Leave Fury Green and enter the Ice Belt. After getting off the tram, go west 3 rooms. Shoot the scout bot in the snow with a thunder shot. Then scan it to get items marked on the map. Head west 2 more rooms and take the elevator down. Shoot the thunder lock to the right to find Missile Expansion #20.

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Scans

VUE-995

Take the elevator back up. Jump to the upper level and go through the door with the thunder lock. Take the east door. Follow the right path and use a bomb to go through the small space. Shoot VUE-995 with a thunder shot to start a cutscene. Then scan him. Scan the new gate to have him break it. Then proceed to the next room.

Scans

Sacred Testament

Head up the corridor and scan the sealed door to go through. Proceed to the next room. Scan the glass to the right to break it with a missile. Swing across the psychic grapple points. Then use fire shots to go through the next door. Go through the small space and scan the statue to start a cutscene. Continue to the next room. Use fire shots to fall down. Scan the slab for the Sacred Testament entry. Proceed to the next room.

Missile Expansion #21

Drop down. Underneath the platform is Missile Expansion #21.

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Psychic Spider Ball

Scans

Psychic Ball Track

Use fire shots to thaw the statues in the wall. Scan two of them to find motes. Move these motes to the central statue for the Psychic Spider Ball. Scan the Psychic Ball track. Climb up the tracks to leave the room.

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