الوسم: Mech

  • Where To Find Tokabi and All 6 Mech Parts in Metroid Prime 4: Beyond

    Where To Find Tokabi and All 6 Mech Parts in Metroid Prime 4: Beyond

    Metroid Prime 4: Beyond has been released, and now there’s a new dangerous planet for you to explore. While most of your time will be spent solving puzzles or defeating bosses, occasionally you’ll need to complete tasks in a central hub called Sol Valley.

    One of the main quests here begins after you find all five Teleporter Keys. Once you have them, you’ll discover that parts of a G.F. Mech are scattered around, and it’s your job to find each piece. This quest activates right after the fight with Varmis, when you’ll be told to visit Tokabi first and then gather the six hidden Mech Parts.

    Here’s where to find Tokabi, the six Mech Parts, and how to handle the mini-boss called the Behemoth at the end of this quest.


    Where to Find Tokabi in Sol Valley

    After defeating Varmis, MacKenzie will call to say you can’t move the Mech Part because a sand-crab swallowed it. He’ll suggest you find Tokabi, who is camping somewhere in the desert, but won’t give you a specific location.

    Luckily, Tokabi isn’t far and is easy to find if you know what to look for. Leave the sandpit where you fought Varmis and head south toward the Flare Pool. As you go, watch for a column of black smoke rising from rocks—that’s where Tokabi’s camp is. Once there, get off Vi-o-la and talk to Tokabi to start a cutscene, which ends with him giving you a Teleporter Chip.

    Return to MacKenzie afterward and speak with him to get six Teleporter Pods. These let you move the Mech Parts back to MacKenzie in Valley Green.

    Note: Tokabi appears three more times in Sol Valley. Visiting him is optional, but it will give you a Missile, a Shot, and a Power Bomb expansion. To see these, you’ll need to leave Sol Valley entirely between visits to reset his location.


    Tokabi Alternate Location 1 – Missile Expansion

    After delivering the Teleporter Chip, go south along the wall to the Volt Forge. You’ll see another black smoke column from rocks near this area. Approach Tokabi there to trigger a cutscene and receive a Missile Expansion.


    Tokabi Alternate Location 2 – Shot Expansion

    Once again, after returning the Teleporter Chip, head near the Volt Forge and approach the black smoke. Tokabi will move north near the Great Mines. Approach the debris nearby in G.F. Debris among the rubble to trigger another cutscene and earn a Shot Expansion.


    Tokabi Alternate Location 3 – Power Bomb Expansion

    The final Tokabi spot is just north of Fury Green. Make sure to leave Sol Valley and re-enter another area to reset his position. When you get close to Tokabi here, a cutscene will play, granting you the Power Bomb Expansion.


    Where to Find All 6 Mech Parts

    1. Mech Part 1

    Located southeast of the Fury Green entrance in a ruined facility with a crash truck. Defeat enemies nearby, then use the Psychic Lasso to pull the truck free from the wall. Interact with the remains to place the first Teleporter Pod.

    2. Mech Part 2

    Found at the northern edge of the Ice Belt. Jump on psychic platforms on the right, go inside, and walk past a large elevator. Use Psychic Grapple to ascend stairs, then back outside by a ledge—here you’ll find this mech part.

    3. Mech Part 3

    Located northeast of the Rings of Stone Shrine. Nearby debris features a big hole, Shren nests, and a mech arm. Use the Thunder Shot to electrify the arm and cause it to fall, then interact with it to retrieve the Mech Part.

    4. Mech Part 4

    In the G.F. Debris south of Chrono Tower, climb onto crates forming a staircase. On the roof, you’ll find this piece sitting there. Use a super missile on the boulders blocking your way, then go inside the nearby door, switch to Morph Ball, bomb rocks, and proceed through the lava-filled course to find this part.

    5. Mech Part 5

    Easiest to find near where you defeated Varmis. Approach the crate there to warp this piece away.

    6. Mech Part 6

    At the Lava Lake Bridge area, inside the Flare Pool. Cross the hill, then go back toward the entrance. Destroy the large rocks blocking your way with a Super Missile, then enter and roll through the Morph Ball tunnel while avoiding lava. Use grapple points at the end to disable the lava via a Boost Ball hologram, then proceed to the top of the rocks to scan the Mech Part.


    Final Mech Part in the Flare Pool

    This last piece is located in the Flare Pool, not Sol Valley. Head to the Lava Lake Bridge room, go down the hill on either side, then return. Fire a Super Missile at the boulders blocking the entrance to gain access, then bomb the rocks in Morph Ball mode to reveal a hole. Roll through the course, avoiding lava, and reach the ridge above your scan point.

    Once you see the Mech Part, destroy the surrounding enemies, then switch to Ice Shot. When the Behemoth mini-boss appears, it will launch fireballs from its mouth. Freeze its mouth with Ice Shot, then shoot the glowing eyes around its mouths. Repeat this to destroy all four eyes.

    After two eyes are destroyed, the Behemoth becomes more aggressive, charging with flaming shockwaves—look for it turning around and raising its backside before attacking. Focus on freezing its mouths when possible to avoid damage from the fireballs and keep shooting the eyes until all are down.

    Destroying all four eyes triggers a cutscene where the Behemoth collapses and knocks down the final Mech Part. Afterward, head back to Fury Green to continue the story.

  • Ultimate Mech Tier List: Completing the Mecha Break Challenge

    Ultimate Mech Tier List: Completing the Mecha Break Challenge

    Mecha Break Overview

    Mecha Break brings an intriguing twist to the hero shooter genre, reminiscent of rock-paper-scissors dynamics, through its unique mechs known as Strikers. Players can pilot a selection of 12 Strikers for free, with an additional three available for purchase using Mission Tokens.

    Each mech boasts distinct abilities categorized into Attacker, Support, Brawler, and Defender. However, some balancing issues remain, highlighting disparities in effectiveness among different mechs. Let’s explore the standout mechs in the game.

    S-Tier Mechs

    Alysnes – Medium Attack

    Alysnes is your starting mech that requires some skill to master. The balance of ranged and melee attacks, combined with a shield mechanic, can be challenging. However, what sets Alysnes apart is its instant regeneration upon defeat, which can be frustrating for opponents. Players often find themselves overwhelmed when trying to take down a skilled Alysnes pilot, as they quickly return to full health before launching a counterattack.

    Tricera – Heavy Defender

    Tricera is a formidable defender that’s equally annoying to face. Its unique drones can heal it, and it possesses a massive shield that effectively turns it into a stationary powerhouse. While it sacrifices mobility, Tricera compensates with exceptional HP regeneration and firepower, featuring dual Gatling guns and a massive Howitzer for staggering damage. Coordination and teamwork are essential for teams attempting to take down this mech.

    Stego – Ultra-Heavy Attacker

    While classified as an Ultra-Heavy Attacker, Stego could easily fit into the Defender category due to its large shield. From a distance, it excels with its heavy firepower, firing missiles from Rocket Pods and launching barrages with its Micro Missile. The strategy here is to dish out significant damage while safeguarding yourself. If enemies close in, Stego can use its Jamming Haze Diffuser to escape, even replenishing its armor in the process.

    Welkin – Heavy Brawler

    Welkin thrives through melee combat and is highly entertaining to pilot. This heavy brawler excels at closing the gap between enemies, delivering significant damage with its Heavy Battleaxe. Additionally, it utilizes distortive abilities that can disrupt opponents’ movements. However, managing energy is crucial, as running out can leave Welkin vulnerable.

    A-Tier Mechs

    Aquila – Heavy Sniper

    Aquila, with its ability to hover while sniping, inflicts devastating damage at range. It offers better defensive options than the squishier Narukami, making it a solid choice as players become accustomed to positioning and accuracy. The Multilock Radar feature takes time to master, but when executed perfectly, it can significantly amplify damage.

    Pinaka – Heavy Support

    Pinaka serves as an excellent mix of support and damage, allowing for healing of teammates while utilizing them as vehicles for additional attacks. This mech relies heavily on timing and staying alive to maximize its effectiveness. The Emergency Support Drone adds intriguing gameplay, making it a unique option among the mechs.

    Narukami – Light Sniper

    Narukami embodies stealth, utilizing decoy drones and a grappling hook for evasive maneuvers. This mech’s playstyle leans towards agility, although it is less durable compared to Aquila. Narukami’s opportunities for clever outplays raise its skill ceiling, making it a rewarding challenge for skilled players.

    B-Tier Mechs

    Luminae – Light Support

    While functional, Luminae doesn’t quite reach the survivability of Pinaka. It focuses on drone management for healing allies and dealing damage. Unfortunately, its simplicity might not deliver an engaging gameplay experience compared to other support characters.

    Panther – Medium Brawler

    Panther is a resilient brawler thanks to its diverse shields, although it struggles with no ranged capabilities. Effective at close range, this mech requires precise play to avoid getting easily overwhelmed by ranged opponents. Users often face challenges while trying to secure kills due to their energy limitations.

    C-Tier Mechs

    Hurricane – Heavy Defender

    Hurricane appears promising on paper but falls short in practice. It features mobility and versatility with its drones; however, it often fails when stacked against competitors like Tricera, which outshine it in most scenarios. Hurricane can quickly drain energy, leaving it vulnerable against more agile foes.

    Skyraider – Medium Attacker

    Skyraider was a strong contender during beta phases but faced heavy nerfs leading up to the full launch. The mech’s reliance on energy to maneuver hinders its effectiveness against sturdier foes like Tricera or Stego. While it can annoy opponents with aerial bombardments, it ultimately lacks the power to secure victories.

    Falcon – Light Attacker

    Falcon’s fun and agile mechanics suffered due to significant nerfs to its energy capabilities. While it still offers a dynamic playstyle meant for mobility, the recent changes restrict its ability to avoid attacks or effectively engage in battles, diminishing its overall charm.

    In summary, Mecha Break offers a variety of mechs that cater to different playstyles. Despite some balancing issues, players have a lot to explore and experiment with, making it an exciting addition to the hero shooter landscape.