Lost Planet 3 Walkthrough
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Stay warm with the Lost Planet 3 campaign walkthrough, showing you how to avoid a chilly demise. The frigid atmosphere is just one danger — the giant bug-like aliens that have infested the colony are probably a bigger problem. Like previous entries into the Lost Planet series, you’ll be gunning for monsters on foot or in a combat mech.
Distancing itself from the cooperative-heavy second entry, Lost Planet 3 is a more focused singleplayer experience. Join us as we provide instructions for every level, and tips for defeating every boss in the story walkthrough below.
Find activities and challenges to complete in singleplayer or multiplayer with the Lost Planet 3 achievements or trophies. For more guides delving into the secrets or collectibles of this third-person shooter, check out the list of Lost Planet 3 cheats.
Crash Landing
What better way to land on a planet, than to crash land on it in dramatic fashion. Your first task on this icy planet? Find the transponder that was lost in the crash. As Jim Peyton push forward through the sometimes blinding snow through the fiery debris.
Head toward the waypoint in the distance using W, S, A, and D, while using the mouse to look around. You’ll be walking along a huge crack on the ground. If you get lost and need to know where to go press “N” to ping the navpoint. Head to another piece of fiery wreckage ahead. Duck underneath.
Move through the icy cave. The ice will break and you’ll slide down. Jim will turn on the light. Carefully move through the now dark cave as you begin to hear noises.
When you see a bright light ahead, a creature will emerge. Jim will whip out his pistol. Shoot the bulbous crawler using the “Left Mouse Button”, then reload by pressing “R”. Continue moving through the cave as the light begins to shine brighter inside.
Exit the cave and head toward the fire ahead. Before you reach it, however, the ground will collapse revealing a huge number of creatures inside an underground cave. Back up and shoot them all! Press the “Right Mouse Button” for more precise shooting.
After clearing the cave, pick up the orange energy residue left behind, then take the small path past the roaring fire. The path will ramp up. When you reach the top, the transponder will be right in front of you. Press “E” to grab it.
A horde of creatures will come rumbling down the snowy hill ahead, gallimimus style from Jurassic Park. You’ll take cover here. Press the “Right Mouse Button” to look down the sight to shoot from cover, taking out as many as you can.
Eventually, bigger creatures will appear and one will tackle you. Quickly tap “F” to get out its death grip. After pushing it off, you’ll be saved by a Rig. After you’ve been saved, you’ll see a green navpoint through the heavy fog. Head there. You’ll meet some of the folks you’ll be working with.
You’ll now be on a vehicle that will be digging through the caves. There will be a collapse and you’ll be forced off. If you stay within the Rig’s umbilical range, you’ll be able to read it’s tactical readouts, like having a radar letting you know where the creatures are.
Shoot the creatures that emerge from the holes, and don’t forget to grab the orange energy blobs they leave behind. Cut a swath through them, while keeping an eye on the vehicle on your right. It will move up as you move up.
The snow cat then damages itself trying to tear through stalagmites. Move to the broken part, then hold “V” to repair the damage. After it’s been fixed, get ready your pistol to fend off more Akrid. Hop back onto the vehicle when the threat has been neutralized.
Find Gale
After meeting your bosses, you’ll be given two tasks. The most important one is to meet the lead tech, Gale. Down the line, you’ll need to meet with the quartermaster to grab a hunting knife. Leave the control room. From here, you can explore the base, which looks strikingly similar to the planet Hoth.
Leaving the command center, you can collect a text log on the right side of the corridor, where the pipe and yellow panels on the wall are. The first left on the corridor leads to the barracks. You can pick up an audio log directly in front of you where the candles are, as well as a text log on the back wall, on a table, and another audio log near the towels, next to the hot tub. And in that hot tub, you’ll be able to talk to an eccentric individual named Crazy Neil.
When you reach the end of the hallway, you’ll find an elevator. Take it down to the basement level to meet up with Gale. He’ll show you the ropes of the rig. Again, if you get lost, use the navpoint marker to guide your way through.
Exploring the station, you’ll be able to meet some interesting individuals. We’ve already met Crazy Neil, but you’ll also be able to meet Crewmen Fish on the basement level.
After you’ve met with Gale, you’ll be directed to the quartermaster via intercom. Press “E” to talk to him to purchase a hunting knife. And also, if you have enough cash, give the good old shotgun a buy too. When you’ve finished your business at the quartermaster, look behind you to access the weapons locker. From here you can change which weapon goes into what slot.
Now head back to the elevator and head to floor 2, the main deck, where the rig bays are situated. Talk to Gale and soon enough you’ll be in your Rig once again. Press the “Left Mouse Button” to use the claw arm. Press “T” to swing the drill arm. Press and hold the “Right Mouse Button” to use the drill. Finally, hold “Q” to block.
When the safety clamps have released, move your Rig around and head right to the garage doors. On the way, you’ll see and find out what’s going on with Laroche, since he hasn’t responded back for a little while. Continue forward until you make your way out of Coronis.
Keep moving forward up the ramp. Another door will open revealing the icy planet once again. Follow the path as it turns right. You’ll get a message from your wife as you control the mech.
Move through the next cave as you enter the fuel depot. Follow the path laid out for you as you crash through stalactites. You’ll see Laroche’s Rig and eventually reach a dead end for your Rig. Exit the Rig by pressing “E”. Head down the metal staircase to the open area down below.
Laroche as well as the Akrid will make their presence known. Talk to Laroche by the tunnel entrance. After speaking with him two crab creatures emerge. You’ll now need to learn how to dodge. Move in any direction and press “Space” to dodge. Get around the crabs, then shoot their orange rears.
When they’re dead, you’ll be given a new task, to find a thermal post. Follow the path down past where Laroche is. It’s next to the bridge. Open the chest by the lamp post. Since you need to cover a lot of ground, you can press “Left Shift” to sprint. Continue following the icy road to the green navpoint to “Diaz Cavern”.
Continue your way through the cave without a flashlight. More Akrid will appear in a flash of light. Take them out as you continue pushing through the cave. Eventually, you’ll find an Akrid spawner. Press “G” to throw your grenade into it to disable it.
Head toward the brighter-than-the-rest-of-the-cave open area as you fight more Akrid as well as another spawner. Notice the giant rock in the middle. There’s some ammo and t-canisters behind it.
By killing the second spawner, it will open a new cave area. Head inside and you’ll come upon exploding spores. But they’ll only explode if you get close. Shortly after, you’ll reach a cave full of spores. Shoot them all just in case, to make you way through a bit easier.
In the next cave, you’ll see more spores, but will also have to contend with more Akrid. Use the spores to your advantage here, by using them to blow up the Akrid. Up ahead, you’ll also see the thermal post. When everything inside this cave is clear, access the post by holding “T”. Grab the chest behind the post as well.
It’s now time to back track all the way to where Laroche is so you can get back into your Rig. You’ll fight a few Akrid along the way, but nothing too significant. When you reach the fuel depot, a storm begins to make its way through. Head back up the metal staircase toward your Rig as you fend off more Akrid.
Once you get inside your Rig, head back to base. When you reach Coronis, you’ll find out that you need to grab and tighten three moorings. Quickly head to the first one, then grab it with your claw arm using the left mouse button. Once you’ve got it grabbed, press “F” to turn it.
The third mooring will break, so you’ll need to leave your Rig for a quick second to repair it, by holding “V”. Get back into your Rig to continue fixing the mooring by turning the gear.
The final mooring is fixed just like the first mooring. When everything is stabilized, head inside the base. From here, head back up to the command center using the elevator, then talk to Braddock for a new mission.
The Drink Will Have to Wait
As soon as you make it to the command center, there’s already another emergency brewing. Just as you’re getting ready to settle, you’ll need to head back down to the Rig bays and get in on your mech once more.
When you get on your Rig, you’ll notice that you now have a playlist playing that you can cycle through. To control the music player, use the buttons F2, F3, and F4. Once you’re situated, enter Coronis. Apparently the blast doors have been frozen solid. From here you’ll need to force open the pistons to get the door open.
Move toward each piston, then grab it with the claw. Hold “W” to move it up, to de-ice the pistons. The blast doors will now open. Head outside and follow the path right once again, past the moorings you fixed earlier.
Head toward the green navpoint next to the cliff, then exit your Rig. There’s a grapple point on the edge. When it turns green, press “F” to grapple down. You’ll land on the crashed pod with survivors inside. Head down to the snow to repair the exhaust by holding “V”.
Once they’ve been saved, a new kind of Akrid makes an appearance on an adjacent cliffside. When you see the green icon on the cliff, press “F” once again to use the grappling hook.
Make your way around the cliff into a cave. You’ll press your back against some crates taking cover in the process. Shoot the Akrid and when they’re gone push forward with “W”, then press “Space” to vault over. Press “Space” to take cover once again. The crate in the middle has a specialized component iced next to it. Break the ice, then pick it up. Don’t forget to also pick up the orange blood.
Continue fighting the Akrid as you leave the cave. You’ll reach more grapple points as you keep ascending the cliffside. There’s a crate on the right side, near where the path narrows. An assault rifle is leaning against it. Grab it, then use the new weapon. From here, grab the audio log by the stalagmites, grapple up to the next platform, then break the ice next to another crate, to find another specialized component .
From here, there are some T-canisters in small icy alcove to grab. Keep fighting and grappling up, until you reach your Rig to hear that relaxing music. Continue down the tunnel as you enter a new zone, Hanneman’s Basin.
Climb the snowy incline toward the bright sunlight ahead. You’ll see some Akrid that have two tails. When you reach the stalagmites, press “T” to swing the drill arm so you can get through. Exit the cave by using the drill this time around. You’ll be out in an open area with herds of Akrid roaming about. Move toward the light as you hear on the radio that an emperor class storm is on the horizon.
The snow will sweep through, icing up your Rig. Press “E” to get out. You’ll be attacked. Repeatedly tap “F” to get an advantage, then in a little twist on quick time events, aim the mouse over the orange fleshy part of the creature, then tap the “LMB” when the reticule turns red. Do this two more times.
At this point, you’ll get attacked by more of the same creature. At the same time, you need to shoot off all the ice on your rig. Remember, you can press “Space” to dodge. When you get all the ice off the Rig, hop in and for good measure grab one of the little buggers with the claw arm, then drill it until it turns to orange mush.
Follow the navpoint until you have to get out of your Rig. Grapple up to the wall, then when you reach the end of the path, grapple down to the bottom level until you can’t go down any further.
It’s boss fight time! The fight is pretty straight forward. Dodge when it lunges, watch out for the tail, and continually keep shooting. You’ll see signs that it’s getting weaker, when you see its armor begin to crack. There will also be minions that you’ll have to deal with.
When it’s dead, head to the navpoint, then hold “T” to deploy the thermal post. After the cutscene, you’ll take a new job that Laroche is on the fence about.
The Six Relays
After taking Laroche’s quest, take a look at your mission overview screen by pressing “Backspace”. You’ll notice that you have a sidequest to “empty the post” at Diaz Cavern. As you proceed forward to the Rig bay, you’ll also get a notification from Doctor Kovac saying he wants to talk to you.
First up, take the elevator to the first level to visit the quartermaster. Grab any new purchases you want here. Now head back to the elevator and hit up floor 3. Go to the barracks. There’s now a corridor where a wall of ice used to be. Follow the path to reach Dr. Kovac. You also talk to a couple of people inside the lab. He’ll give you a side mission to kill 20 Akrid. Sounds easy enough. Once you’re done, head back to the Rig bay and hop into you rig.
Before going to the main quest, we’ll finish off grabbing the energy from the t-post first in Diaz’s Cavern. Head out, get a new spray job, and go to the fuel depot. Remember this place? It’s where you found Laroche’s disabled rig. Head to the bridge, then enter the cave. You’ll kill more than your fair share of Akrid here. Enough to finish Kovac’s side mission.
Move through the cave and remember to watch out for the exploding spores once again. When you reach the rocky ramp and cleared the cave, head back to the T-post to gather the energy. Back track to your rig to continue the main mission. You’ll be heading into Bailey’s Crossing.
When you reach another fuel depot, you’ll be tasked to fix a pump jack. The area is infested with Akrid, the lovely kind that like to shoot spores at you. You might want to get out of your Rig, shoot as many as you can, then hop back on your Rig to clear the ice from the pump. From there, you can fix it, though the pump will malfunction.
Get out of your Rig, then fix the panel behind the pump. The pump should be ready to go now. You’ll be attacked by the tailed Akrid. Pick them up with your Rig to easily take them out. Once the pump has finally been fixed, press “N” to navigate your way into the cave to Bishop’s Wake.
Move through the shiny, iced up cave. You’ll get a message from your wife. Break through the walls using the drill arm sweep. When you reach the end of the cave, you’ll be hit by the rolling Akrid. Follow the navpoints through the open field.
To counter these rolling boulders, quickly tap “Q” to block their attacks. From here, they’ll be stunned and you can pick them up to make them spray orange goo. Once that’s over, head to Shackleton’s Peak.
Follow the snowy path up as you pass by the soft glow of the lamp lights. When you reach the tram system, use your claw arm to open the gate. Unfortunately, once you dock there’s trouble with the tram system. You now need to manually boot up each substation, of which there are six. Head up the staircase to continue this pain in the ass mission. Salvietti’s words, not mine.
When you reach the control panel, activate it. It will also open a previously unlocked door once the docking procedure is finished. Head into the cave behind the control panel outpost. Grapple down the edge, then fight the Akrid with the twin tails. After the fight, repair the generator, then grapple up the cliff. Restore the 2nd station.
Head out the door, then grapple onto the walkway. It will collapse. Quickly tap “F” to not fall, then continue moving across the cliff’s edge. Pick up some ammo before grappling up another wall. Heading up, you’ll see two Akrid spawners. One of the spawners will reveal another cavern.
Move through another spore infested cave as you continue shooting Akrid in the face. Pick up the ammo by the seemingly, saliva webbed log, then take out another duo of spawners. Push through the one that contains another opening. Fight off the twin tailed Akrid, then shimmy your way through the gap in the ice.
Open the chest before the station to gather more ammo, then head inside to activate it. Exit the substation, then shimmy along the rock wall as the dual tailed Akrid seemingly follows your scent above you. Continue to grapple up until you reach another cave. Only this time, you’ll be facing flying Akrid. Yay! Kill the spawner, then head inside.
There are tons of spawners in the next room. If you run out of grenades to blow them up, shoot the flying Akrid and cut a swath through them toward the small cave opening. Man, those things are annoying. The fourth substation is up ahead. Grapple up to the station, then use the panel.
Grapple up the walkway, open the chest, then use the lever to align the track. Pick up the text log near the lever as well. Now grapple up to the wall where the red light is. Ready for another cave? I knew you were. More flying Akrid await. Take out the spawner, then head inside the newly deceased spawner.
As you pass under some rings, you’ll be attacked by a horde of Akrid. Make every shot count. When they’re gone, grapple up to the cave above. Remove the spawner from the equation, then continue through the cave to Shackleton’s Peak Summit.
Follow the path as you hear the wind howl. Grapple up to the fifth substation, then resupply all your ammo at the locker. Use the panel once you’re finished. Leave the substation to make your trek to the final substation. Head up the stairs, then press “E” to “reboot the system”. When the door opens you’ll see the satellite and a mysterious figure.
Move to the satellite, then repair the relay. As you walk toward the relay station, a giant crab Akrid attacks. Boss fight! To take it out, dodge it’s dashes and claw strikes. The claw will get caught in the snow giving you the opportunity to shoot the orange bits that connect them.
After both arms are severed, shoot its spiky back until the orange goo isn’t so orange anymore. Head to the relay station once it’s dead, to activate the com dish. When it malfunctions, head to the junction box to repair it. Now head back inside to call up the Rig.
Get to your Rig, then enter it. Home sweet home. Now head to the com tower to align it, but get this, another crab will appear, but this time, you have your Rig! When it punches, block it, grab the arm, pull it up, then drill the orange parts.
When both arms are severed, get the steamer ready, this crab is going down. Block the crab’s attacks and punch the spikes up top. If you need to, you can get out of the Rig and fight it on foot if your Rig is taking too much damage.
Keep blocking the crab’s attacks. When it gets weak, grab it’s shoulders, then drill into the gooey orange part on the back. Now you align the relay tower. Once you’re finished, you have a little task. To find Roman. Open the gate
Walk across the walkway, then move down the stairs. Enter your Rig, then continue your march down the snowy path following the navpoint. Get out of your Rig and you’ll see Roman. She’ll give you a task.
Rig Upgrade
That task? To scan Akrid eggs with your pistol. Roman will give you an attachment to do so. Head down the slope, ride in your Rig for a bit, until you see the pipe on the right. Destroy the Akrid by the pipe, then zipline into the cave.
Mow down the Akrid infesting the cave until you reach the green navpoint. When the fighting has died down, hold “R” to switch to scan mode on the pistol, then scan an egg. Afterward, head back to Roman. She says thanks and lets you keep the zipline attachment.
Soon you’ll get a ring from Braddock telling you to go Gale for a Rig upgrade. Gale then radios in telling you he needs a winch component before he can upgrade your Rig. Follow the navpoints to Bishop’s Wake. Take care of the rollers that attack you, then continue on to Bailey’s Crossing.
You’ll immediately get attacked by Akrid on the right side. Leave the Rig, then grapple up to the cliffside, then fight your way as you move under the jutting rock formations above you. When you reach the dead end, grab the servo-controller component, then break the ice on the right side of the wall to grab a specialized component. Now head back to Gale at home base.
Purchase the winch in Gale’s inventory. Oh and those specialized components you’ve been gathering? You can use them here to upgrade the Rig. I’d definitely recommended getting the hardened hull and the forearm combos. Once you’ve grabbed the winch, for free, take a little detour to Dr. Kovac’s lab to turn in the Akrid side mission. After turning it in, head back to your Rig.
Time to install that T-energy outpost. As you walk toward the metal gate, you’ll get a notification that you can now fast travel. A notification occurs whenever you’re close to leaving a zone. From here, press “Backspace” to open up the map menu, then select a zone to fast travel to. In this case, the navpoint is closest to Bailey’s Crossing. Head there.
You’ll enter a wicked storm. Follow the navpoints and break any rocks that crash to the ground with your arm swipe or drill. Soon you’ll enter Marshall’s Gorge. Up ahead is a cavern that you can use your winch on. Initially you’ll see an icon above that looks like a battery. To use the winch correctly, position the Rig so that battery turns into a “Z”. Once it does, press “Z” to launch the winch and Jim will zipline across the winch to the cavern.
Grapple down into the hole and keep going down until you fall through. Things will be dark initially, but once Jim uses his light, he’ll be surrounded by Akrid. Shoot them all! If you notice, there are platforms to grapple onto. Once you get a bird’s eye view, you’ll see four spawners. Destroy all four and the non functioning spawner, where the navpoint is pointing to, will open.
Careful of the armored Akrid that shoot spores. They will spawn at the entrance. Head down to the spiked rock formations. Open the chest and you’ll see glimpse of the same woman from the satellite, jump down. Follow the path to a wide open area with spiked stalagmites. As you press “E” to plant the energy outpost, an Akrid will emerge.
Boss fight crab! Do the same thing as with the previous fight. Dodge its attacks so that its claw gets stuck and shoot the gooey orange parts to detach the claws. Careful of a new horizontal attack however. Also, don’t forget to shoot the spiked top to reveal the gooey center. Once it’s dead and frozen, plant the T-energy outpost.
Strangely, once planted, it will melt the ice, but will reveal a man-made outpost from the past. Head inside the structure.
It’s Getting Strange in a Hurry
Time to explore the creepy abandoned outpost by yourself. Follow the dimly lit corridor to the elevator. When you reach the top, make a right past the bodies still sitting in chairs down another hallway. Open the security door with your muscles. You’ll get attacked by a tiny but vicious Akrid. Tap “F” to survive the struggle, then move the cursor on the face to stab it three times.
Continue down the corridor to the flashing light. Make a right into the room to grab some ammo and T-energy canisters. Head down the hall from here to the spinning generator. Circle the room to the next hallway as you fight some of the little buggers. Head to the control panel to shut down the generators.
Head back down and enter the door using the panel on the left to open it. Follow the corridor as you continue to fight off more bugs. As you head up the ramp, you’ll enter Marshall’s Gorge. Follow the corridor. You’ll reach a hangar.
Pull the lever on the panel with the red lights. Head to the room next to the rocks and use the panel. It will open a door in front of you. Enter it, then follow it through to the power plant. Grab the audio log by the dead body and down the hall you’ll see a new type of Akrid. Fight more bugs as you head to the cave. Keep exploring the base and you’ll finally get to see what the new Akrid is like.
You’ll immediately take cover because these creatures shoot needles out at you. They take a good amount of damage so be patient and pop them when they pop out. Kill the two in this room. You also have to be careful because they will bum rush you. Repair the broken panel once the fight is over.
Push through the door and use the panel facing the jittering door. Take out the bugs that appear, then head through the door with a nice ominous red light. You’ll exit and fall down onto a shelf of ice. Balance your way across the beam. It will collapse so stay still, then grapple to the ledge above.
Move through the shaft, following the pipes, then grapple up to the next level when you exit. Move across another beam, then grapple up to another level where the light is shining. Head up the ramp and immediately take cover inside the mess hall. You’ll have to contend with the needlers and the buggers.
Make your way past the mess hall to another icy corridor. When you reach a dead end, grapple up, then use the control panel. As the door opens itself, you’ll have to take care of a few buggers. You’ll then enter a room full of Akrid eggs, that consist of two levels. Head to the metal door with the panel. When you reach the door, fix the turret.
As soon as you use the panel, you’ll need to defend yourself as the door opens. Take cover here. This fight can get rather annoying to say the least because cover eventually ends up being useless and the needlers take a lot of damage and the buggers are quite fast.
Eventually you’ll need to move around, take cover strategicially, and essentially, try not to let them swarm you. When the door opens, head inside as you crawl under crates and squeeze through boxes. Head up to the control panel and use it. The garage lockdown will be lifted and your task is to now to head to your Rig. Take a gander at the cut-scene.
Access the console with the monitors. Jim decides he needs a backup of what he just saw and heads there, but first prepare to defend yourself. Head back up to the main console and by the two stacked crates, there’s a prototype pulse rifle. Take cover, take out the buggers first, then focus on the needlers, unless of course, they bum rush you.
Once they’re gone, head back out into the Akrid egg room. You’ll fall as the bridge collapses. Fend yourself against more buggers, then take cover by the crates to face more needlers. Keep pushing through as you move from cover to cover defending against more needlers up on the walkway.
Drop down to the bottom most floor, then use the red lit panel to open the door. Don’t forget to pick up the text log in the corner next to the door. Head back to Marshall’s Gorge, as you head back to the garage. Use the panel once more to open the garage doors. Your Rig will show up behind the door. Enter it, then head for the navpoint.
You’ll soon be on the elevator to the distribution center. Exit your Rig and enter the weather station. Follow the corridor, then flip the breaker at the end. Use the console, then the weather station will be online. Head into the station, then access the panel with the holographic globe.
As the shutters are about to close a wild Akrid appears. Boss fight! This fight insn’t too bad. Just make sure to dodge its attacks, including its tongue and claws. Aim for the glowing crack on its head and when it spits out eggs, make sure to shoot them right away so you won’t have to deal with the buggers.
Head back outside after you’ve repelled the boss. Head down the other path, then grapple onto the ledge, then drop down into the room. Use the elevator inside, then pull the lever leading into another room with eggs and buggers. Head up the staircase. The floor will collapse, but continue pushing through. Head down the corridor to pull another lever to override the elevator.
Head back up and the boss will attack you once more. Repeat the same tactics you used before and it’ll go down in no time. Run back to the Rig by using the red lit lever. It will lead outside as you walk over metal walkways. You’ll also see the boss. When you’re in peril, quickly tap “F”.
Make a run to the navpoint as you pass by a cluster of buggers and eggs along the way. Keep heading up the staircase following the lamp posts until you make it up to an open area. You’ll fight the boss once more. You know what to do. Once it’s down, repair the panel to open the barred gate. When you reach the end of the walkway use the zipline.
Enter your Rig to finally take down that boss! Press “Q” at the right time to block its attacks, especially the tongue. When the tongue retracts, grab it with the winch. It can get a little finnicky but aim for the mouth and you’ll grab the boss. Quickly tap “F” to reel it in, then use the drill to start making a hole in its head. You just need to do this twice to take it out.
The victory will send Jim crashing down, but he’ll be rescued. After escaping your room, you’ll see an entire colony lost in time. Sneak across the platforms as the camera pans out cinematically. You won’t be in danger here, but once you pass this part, you’ll meet the head of these people and you’ll need to prove yourself.
The Killing Fields
You won’t set out to prove yourself alone. You’ll have a buddy with you called the Valkyrie, an explosive crossbow of sorts. Head to the right, inside this huge cavern, to where the metal walkways are. Grapple up to it.
When the railing collapses, drop down and use the panel. The power is out, so you’ll have to look for the generator. Grapple to the broken walkway on the left with an ammo pack just visible. Head up the walkway and repair the generator at the end of the ramp. You’ll also start to get attacked by Akrid. Test out your new weapon, though you’ll need to reload after every shot.
Head back down to the panel that wasn’t working, then activate it. Use the zipline when it’s nice and taut. Move along the next walkway, then drop down to the ground when you reach the end. Push forward until you see the cave, and consequently, the navpoint, ahead. When you begin to get close, the Akrid will attack, including one roller.
Dodge the roller and attack its weak spot, while taking out the smaller grunts. After you’ve taken them out, crawl under the opening ahead highlighted by a spotlight. At the other end, you’ll see your Rig surrounded by Akrid, plus a spawner above. Get rid of them, then begin your repairs on the Rig. When it’s fixed, you can choose your loadout.
Now, follow the navpoints back out. You’ll have to deal with two rollers first though. Move past the entrance to the lost colony, then break the rock formation ahead using the drill. Continue ahead to Pickett’s Folly.
Proceed forward through the icy cavern. Up ahead, you’ll see some lava? Yup, lava. Over the lake of lava on the left, you’ll see a winch point. Take position, then zipline over to it. Take out the Akrid along the rocky path, then more along the metal tube. Careful of the lava that spews up. Grab the audio on the left right after the tube.
Grapple up to the structure, then grab the specialized component inside. Wrap your way around the structure, then zipline to the cave across the lake. Drop down to the huge cavern. The medicine will be just ahead, but as soon as you see it, a huge scorpion-like Akrid will appear.
It plays just like the crab boss, except of course, you’ll need to watch out for the tail and its acid (or venom?) stream attack. Dodging the tail will cause it to get stuck temporarily. The spot to shoot is the base of the tail. When it disappears, it will reappear again in another spot. When the tail is off, continue shooting the orange weak spot.
When the scorpion is dead, grab the medicine inside the chest, then head back to the Rig. You’ll have to contend with more Akrid on your way back. Now head back to the lost colony’s camp where Mira will be waiting for you.
Follow Mira through the camp as both characters talk to each other. She’ll lead you to a gate, but before you can talk to her father, a perimeter breach comes into affect. Follow her down the stairs. Use the locker, then head through the gate Mira opens. When you make it outside, you’ll see another huge Akrid that kind of looks like a leviathan from Mass Effect.
It’s another boss fight! Shoot the armor plate when it’s glowing orange. It will also spew out flyers. You can use your ammo on them to kill them, or you can simply dodge them when they get close using their kamikaze move. Shoot the bulbs when it’s not throwing out flyers, and dodge its attacks when it gets close. Rinse, lather and repeat.
When it’s gone, head toward the navpoint, then talk to Mira. She’ll take you to her father. After talking with her father, you can explore the camp and talk to various people. If you want to just continue, follow the navpoints to Mira at the gate. After you exit past the staircase, look left into another room. There’s a weapon’s locker inside and a merchant you can purchase upgrades from.
When you reach Mira, there’s one more thing you have to do. You need to visit another installation, a security base to locate supplies and weapons. Follow the navpoints back to Pickett’s Folly. Push through the lake of lava, while swatting those pesky flyers.
Continue following the navpoints until you reach a gear you can turn with your claw arm. Once the door is opened, hop out and enter the security installation.
Security Installation
Welcome back to another creepy abandoned outpost. The red lighting is a plus. Make your way around the crates and head for the panel to take the elevator. Head down the corridor to the flashing light ahead.
You’ll enter a room with a checkered black and white floor. Guess who? Yup, more needlers. Take cover, it’s going to be a shootout. Since the room is medium sized, some of the creatures will tend to rush you. Just be patient and you’ll take them out in no time.
On the right side, are some flashing doors. That’s where you need to go, but before they can be opened, you’ll have to head left to where the flashing red lights are to find the override. Behind the counter is the switch. The door will now be open.
Head down the corridor. You’ll see a needler in a room to your right, try to escape a containment room. Keep moving down and the door with yellow lights on both sides of the frame will open. Shoot the Akrid that swarm. Grapple up to the vent to take out some more Akrid grunts and a spawner.
Across from the spawner is a goodie room. Grab the stuff, then head through the remnants of where the spawner used to be. You’ll enter a cage, which acts as an elevator. Exit the elevator and press the panel to open the door. The door will open slowly. It leads to a panel you need to repair.
You’ll end up ascending, being placed in the center of a room full of crates and needlers. You object as the game states? To stay alive. Shoot the flyers and the spawners in the room. Aim for the spawner with the light above it. It leads to a control room. Pick up the text log, then activate the console. The armory is now open.
Keep trying to stay alive as you fight off a seemingly never ending supply of needlers. This part can get really annoying. An easy way to get past this part, at least for me, was to go back to the control room and shoot at them from the inside, funneling them so they’re easier to take out.
There is also a room that ramps down that has turrets, but the needlers are just too fast for them to take out, which makes them completely useless. You can give it a shot, but it didn’t do me any good. However, there is a prototype pulse rifle inside that does make quick work of them as well as a specialized compoment on the shelf.
After you’ve thinned them out to the point of hopeful extinction, they won’t attack you anymore and you’ll be free to repair the entrance panel. Head back to your Rig and march on over to the camp. You’ll automatically be taken to the camp. Talk to Mira. She’ll give you a magnetic upgrade to your grappling hook and let you know that Soichi wants to speak with you.
Head toward the nursery to have a talk with Soichi. After you’re finished talking, rendezvous with Mira at the gate. She’ll lead you back to Coronis. She’ll also ride in your Rig with you. Head back to the lake of lava and simply follow the waypoints toward the giant green navpoint. Mira will blow up a wall, giving you a path toward Coronis.
Mira will also give you the task of finding a replacement water purifier for her camp when you get back. Move across the bridge to Shackleton’s Peak. Follow the waypoints back to base camp as you listen to messages from your wife.
You’ll plow through Bishop’s Wake. When you reach the cave, you’ll get attacked. Eventually, you’ll get a mayday from Coronis and Jim will respond. Take out the Akrid here and you’ll get transported back to the base.
Swat the flyers in the hangar when you reach it. If you need to be more precise, leave your Rig, then blast the flyers with your guns. After you’ve dispatched the flyers in the hangar, head to Gale’s. You’ll have to contend with Akrid along the way. You’ll pass by the quartermasters.
When you reach Gale’s, you’ll also see LaRoche. After you’ve taken care of the infestation at Gale’s head back to the main deck to defend it from what else? Needlers. Take cover, fight off those pesky creatures and wait for Roman’s call. She tells you to go to Dr. Kovac’s lab. Take the elevator back down and fight your way down to the lab.
Take the elevator down, then enter through the pair of doors. Take cover to fend off more needlers. When they’ve been turned to goo head for the giant metal door. It will open, leading you to a room for decontamination.
You’ll meet up with Roman as you take cover next to her. She tells you need to destroy Dr. Kovac’s machine right in the enter of the lab, behind where the glass is. Make your way around as they’ll provide cover. You’ll see Kovac along the way.
Head through the door, up the small flight of stairs. Stomp on more needlers as you push your way through. Soon you’ll reach the lab area in the center. Head through the tube and shoot the crap out of the machine.
When you head back to the hangar, you’ll have a chat with Roman saying that Coronis is in bad shape. After that talk, continue to the hangar to the main deck. You’ll now watch a cut-scene as Jim talks to Braddock.
Rig Upgrade Part 2
As you walk down the icy path from Braddock’s office, you’ll get a call that you need to head to Gale’s for some upgrades. When you get to his shop, LaRoche will be there too. Gale will now make your Rig, platform compatible, meaning it will be able to dig.
While you’re in the shop, grab some upgrades from Gale, especially the double arm smash, giving you a nice combo, which is useful for a fight later on. Now head back to your Rig at the hangar to test out that drilling platform. Walk to the end of the hangar and fast travel to Bishop’s Wake.
Walk down the cave fit for a Rig. When you head outside you’ll be in an open area. Stand above the navpoint, then press “E” to turn your Rig into a drilling platform. Gale will mention one thing. When it drills, it will attract the Akrid, so you’ll need to defend it as it drills. The yellow bar on top will deplete. It’s pretty much your counter on how long it will take to grab T-energy. As you get attacked you might need to repair the Rig.
Of course if you need more ammo, head to the foot of the Rig to replenish everything. Defend this area as you wait for the top bar to reach zero. Toward the end you’ll have to fight a crab boss, but since we’ve faced this guy numerous times before, it should be a long, but easy fight.
Enter the Rig once it has gathered the T-energy. From here Roman gives you a call, and she asks you to meet her. Head to Shackleton’s Peak using fast travel. Up ahead is a pipe on the left side that needs fixing. Take out the Akrid here so you can fix it in peace.
Press “LMB” to focus on the pipe, then use “RMB” to guide the torch along the cracks of the pipe. Once that’s done, march up the path and head to Roman. She says she wants to plant yourself at the center of an upcoming storm at the top of Shack’s Peak.
Jump back into your Rig, then use the Rig elevator to reach the peak by using the gondola. When you reach the top, use the elevator at the end of the walkway to go down. Hop into the Rig and head for the navpoint. That scorpion boss is back, only this time, you have your Rig.
Time your blocks when it uses its tail, then grab it with the LMB. Lift up the tail, so you can drill into the orange base. Do this twice and it will hide. Take out the flyers that appear. When the swarm has been swatted, the boss will appear once more.
You can smack it with your “T” attack for a three-hit combo. From there you can just grab the tail. If you don’t have it, block the tail, then grab it. Once the tail is gone, smack it, then grab it with the claw to keep drilling the orange part at the base.
Once the boss is done, get in position by the cave, then aim the winch at the tower while Roman gathers info. Flyers will begin to attack again, so you’ll need to defend the Rig while they swarm. Roman asks you to tag the flyers like you did the eggs. Remember to hold “R” to switch to tagging mode on the pistol.
Once Roman gathers all her information, return to Roman. Gale will then notify you of the water purifier you wanted to replace. Head back to Gale’s lab and chat him up so he can give it to you. Now head back to your Rig to give the part back to Mira. Fast travel to The Killing Fields from the hangar.
Enter the Forgotten camp and talk to Mira by the bar “Barter Post” ahead. She gives you a drive with some answers in exchange. Jim will then talk to Braddock and show him the drive.
The King Crab Akrid
There’s a bounty, and it’s for the King Crab Akrid. It’s terrorizong the north plains, so hop onto your Rig and fast travel to Bailey’s Crossing. Walk to the outpost, exit the Rig and take the staircase up. The buggers are back! Take them out, then grapple to the post above. The station is out of power.
Circle the around the room that houses the console. There’s a hole in the ice. Drop down as you continue fighting those buggers. Head to the end of the walkway to re-engage the pumpjacks by repairing them, then head back up to the panel and turn it on.
After you turn it on, it will attract the King Crab Boss or Gorevorgg. This one is different, since the weak orange spot is on its underbelly. Quickly get to your Rig to fight it. Block its attacks, then grab the claw with the LMB. Raise up the claw. From here, you’ll do the unthinkable. You need to get out of the Rig and start blasting the underbelly.
Once this happens though, the Rig will be out of commission for a little bit. So wait until it’s ready to go to reveal its underbelly once more. You’ll need to dodge its attacks while on foot. Keep doing this until it goes down. You’ll get to see a cut-scene here between elder Jim and his daughter.
Some time will pass after this scene. You’ll be back at the hangar when the scene is over. Gale will inform you that Nevec is arriving. Speak to Braddock in his office at the hangar. You’ll have a face to face with the main Nevec operator. Afterward, head to Gale’s. He’ll give you an upgrade to your claw, making them into jumper clamps. They’ll be able to charge batteries.
Head back to your Rig, then fast travel to White Canyon Junction, the place where you helped LaRoche the first time at the fuel depot. When you see the objective navpoint, grab the battery with your claw arm, then press “X” to juice it up. The gate will open giving your Rig access to the fuel depot.
It’s time to fight that leviathan that shoots out mini-flyers from its dome. When you round the corner, use the winch to grab its legs, then quickly tap “F” to pull it, then quickly get to it, smack it a bit, then press LMB to grab it. Use the drill to dig into the fleshy spot.
Also if you need to leave the Rig due to the mini flyers attacking, do so, then attack it from the ground. You can also block its incoming attacks, but the point is, you need to knock it down, grab it, then drill it. Once it’s dead, follow the navpoints to the next battery, then juice it.
Grab the gear next to that battery, turn it, then travel to Shack’s Peak at Roman’s request. Have a talk with her and she’ll give you coordinates to the direction of origin of the purest T-energy. She’ll give you resonance samplers to play with. Fast travel to Pickett’s Folly.
Follow the navpoints toward the objective marker, then start drilling. You know what comes next. Defend the platform as the Akrid swarm. Toward the end you’ll fight the dual tailed Akrid. After the battle, a wall will collapse revealing a cavern. Get inside your Rig and explore the cave leading you to “Blind Sector”.
Follow the path to the right inside this gigantic cavern, then start the drilling process. You won’t need to defend it this time because Soichi will arrive telling you turn it off. He’ll explain the whole thing, especially Nushi. Head back to Roman.
When you reach her place, you’ll find out that she’s dead and Jim will retaliate. It’s time for war against Nevec and Jim is the man with the plan. He’ll recruit Gale as well as the Forgotten.
You’ll be at Gale’s before the final parts of Lost Planet 3 conclude.
There’s No Turning Back
As the title of the chapter states, there’s no turning back here. If you still have quests that need finishing, do it right now or else you won’t be able to go back. Once you’re ready, speak to Gale to get the gears moving.
You, a stealthy Mira, and Gale will be on the gondola on the way to Shack’s Peak. When the gondola stops, grapple up to the walkway above, then to the wall ahead. Remember this path? It’s the one you took fixing all the relay stations. Take cover inside the cave, then take out the Nevec soldiers.
When they’re gone, head up the wall to where the spawner used to be ages ago. Take cover by the rocks, shoot more soldiers, then hang a left to fight more troopers. Neutralize them as they descend the wall, then hop up to the wall. Keep moving through the cave.
Round the corner past the tube as you get into another firefight. Kill them, then grapple up the next wall to Shack’s Peak. Follow the snowy path up, then grapple to the broken walkway above. Move through the outpost after using the locker, going up the stairs.
When you reach the open area with the satellite up ahead, take cover as troops continue to pour out of the ships. Carve a path to the relay station, then activate the console to reactivate the tram, then talk to Mira and Gale.
Get on your Rig, then re-orient the satellite dish by grabbing the gear, then turn it. As you wait for Gale to hack, the tram is being used. You’ll soon find out that LaRoche arrives with his Rig. It’s boss mech fighting time!
Smack the left shoulder using your drilling arm, then grab it. Tap “F” to turn it, then use the drill to do some damage. Do this twice to break the arm. From here winch LaRoche, then shock him by pressing “X”. When he’s shocked, smack him, then grab his left shoulder and do the same thing you did with the right shoulder. If he hits you with his EMP pulse, quickly tap “F” to get out of it.
If you try to smack him, he’ll counter, so you’ll need to winch him then shock him to get that left shoulder. When he’s shocked, smack him, then take out the left shoulder.
Keep winch shocking him. At this stage with both shoulders temporarily disabled, aim for the crotch when LaRoche is shocked. Afterward, grab the front panel. He’ll counter you, but quickly tap “F” to reveal his hip servos. Then use the drill on it. Keep doing this until LaRoche’s Rig is disabled.
The Forgotten Camp
You’ll be at the entrance to the Forgotten Camp as it’s under attack. Sneak your way through amid the debris and flames. You’ll meet McPadden along the way. As you head out, shoot the Nevec soldiers ahead.
Round the corner to fend off more, as you head for the broken beams on fire ahead. You’ll crawl through a small gap. When you reach the other side, grab some ammo, then head down the stairs. Open the door, and you’ll meet two more survivors. They’ll open the door ahead for you. Your task, to get to Soichi’s chambers. Crawl through the cave.
Take cover by the crate and take out the troopers in the area, especially those pesky ones behind the cargo containers in the distance. Grapple up to the post to reach the other side. Move through the debris. Watch out for the soldiers on top of the wall above. Push through as more troops arrive in the next area.
Take cover, then take them all out. Head toward the fire into Soichi’s Chambers. Watch the actions unfold. Afterward, you’ll be imprisoned, but Braddock has your back. Grab the ear piece on the table. Braddock will get rid of the troops for you and open the door.
Continue through. You’ll pick up your hunting knife. Make right up the stairs. You’ll get attacked by a bugger. Fend it off, then head through the broken wall. Make your way through the cave. When you exit, quickly make a right into the room with your weapons. Now fight your way out!
Shoot the buggers and soldiers alike as you make it out of the lab to the hangar. You’ll meet two familiar faces. Push through the barracks, saving LaRoche’s life. Head to the elevator up to the hangar. Fight off the soldiers and use the crates to make your way to Braddock’s office.
Mira will rescue herself. Head to your Rig, then head outside. Remember those moorings you fixed a long time ago? You’ll now be planting C4 on all three of them. From here, take the elevator up to the fallback Delta station. When you make it to the top, a cut-scene will ensue.
You’ll also see a very familiar face.
Nushi
You’ll be at the cave where Nushi is. Everything inside is going crazy. Follow the navpoints to enter Nushi. The floor below you and the walls will start to get gooey. Push through to the objective marker. You’ll see a gigantic wind tunnel in the distance. Head down, then make your way across to the next one.
Destroy the growth on the line, then grab the bulb to shock it, opening the door. Destroy the growths in this room as well, then shock the next bulb. There’s another bulb to shock in the next room. The door you need to open is ahead you, but you’ll need open the valves to open it.
Aim at the winch spot then zipline to the platform. Shoot the growth on the right wall. Move up the platform a bit, turn around and you’ll see another on the same right wall. Shoot it, then proceed forward. Grapple up to the next platform, then get ready to mow down a lot of Akrid. There’s also another growth in the distance.
When you reach the other side of the platform, kill the spawner that squirts out flyers, then jump down to the bottom platform. Continue dropping down, until you get to the next grapple point. Destroy the duo of spawners here, then shoot the growth on the wall.
The bottom most spawner opens up. Take the path down on the right. It will lead you back to your Rig. Shoot the growth on the door to open it up, then zipline back down to your Rig. Shock the bulb to enter the door. You’ll now be entering the heart of Nushi for the final boss battle.
Mr. Nevec will be in a battle mech. Your mech won’t stand a chance, but for some reason, when you’re on foot, things will be on the level. Jim will start drilling into the heart of Nushi. While you’re on foot, you’ll need to use the tentacles for cover. When they get shot they will retract, so keep moving.
To defeat this boss, keep your distance and shoot at the glowing parts on his mech, mainly the rotating cylinders on the shoulders and the shoulder pack that fires missiles. The back can also be vulnerable. When you do enough damage to these parts, you’ll see the colors turn from yellow to red. Just keep shooting the mech and it will get stunned.
When this happens, the front plate of the mech will turn yellow and that’s when you lay down fire on it. There are times when the mech will get close. Dodge it, but keep your distance because when it gets close, it’s hard to get away. Repeat this procedure to destroy the mech.
However, the fight isn’t over yet. You’ll get shot, but still put up a cinematic fight. To get through this fight, you’ll be prompted several times to quickly tap “F”. Watch the fight unfold until Mr. Nevec eats it.
Watch the ending when the battle is over. Congratulations! You’ve just beaten Lost Planet 3!