ON The Insider: Goodbye, TRL
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Obtaining the Part

When the Berserker is dead, use the spinners in the floor to unlock all of the hatches, then use the device on the wall to open the floor all the way up. Then use the Ship Grapple to grab the turbine, which is the first part of the bomb that you need to obtain.

With that done, drop down through the ball tube that opens up and make your way into the Piston Hall. You need to jump into the rotating chamber across the way, but you'll have to time it so that you don't hit the mesh. If you start your jump while the mesh is facing you, then quickly screw attack across the gap, it should rotate by the time you reach it and let you in. Wait for it to rotate to let you move on.

You'll come out to a long hallway with a busted elevator in the middle. Repair the two circuit panels to restore power to the elevator, which returns you to the Concourse, if you want to go that way. For now, though, continue down the hallway and proceed through the fire door there. Jump up to the grab ledge above you and roll through the pipe to find Zipline Station Delta.

An Old Friend

Screw attack your way across to the first couple of platforms here, then time your jump so that you actually land on the third platform. From there, jump to the far side of the chasm to reach Transit Tube A. If you scan the bodies here, you should get an idea of what you're about to face. Blast the fire door here and save your game.

Head into the Research Pod Lift and travel from there to the Xenoresearch Lift and up into the Xenoresearch area. Find the room with the spinner and use it to lock the doors into place, then move on and find the lift up to Xenoresearch B. You'll need to ball up between the two Metroid containers to move past the locked door here. Smash the hole in the ground beyond there to drop down, then find another balltube that's covered with a smashable panel nearby. Roll through the hole there to find the chamber holding the Seeker Missiles. To grab them, rip the cover off the nearby energy conduit and take Energy Cell 5 from the wall.

Missiles Ho!

With the Seeker Missiles in hand, you can now unlock the multiple-target doors that you've seen throughout the game. Simply hold the down arrow on your D-Pad to launch a missile, but keep holding it until you start locking onto targets. It'll work on targetable door switches as well as enemies.

Use it to escape the room that you're in and return to the Xenoresearch areas, where Phazon Metroids are now roaming about. If one grabs a hold of you, break free by switching into ball form. You can kill them pretty easily in Hypermode, or by repeatedly hitting them with missiles and beam shots. If you don't want to attack them, though, most of them can be avoided by rolling underneath them.

Grab the Energy Tank in the last containment cell before the lift that leads you back down to the Research Pod Lift. Blast the door and make your way upwards to the zipline that'll lead you back to the Concourse.

Second Bomb Component

When you return to the Concourse via the upper zipline and Concourse Access B, roll into the tube to the left of the door and grab the Missile Expansion there. Then look out the window and hit the four targets on the docking clamp that holds the nuclear reactor in place to retract the clamp before rolling back through the tube and unlocking the elevator leading downwards. There are two more clamps that are visible from the main part of the area, so destroy both of them to open the ceiling. With that done, you can call for a pickup by switching to your Command Visor and aiming it at the yellow tendrils that connect the reactor to the floor below it.

Third Bomb Component

Return to Skytown west at this point and make your way to the last bomb component. Hitting the five switches below it can be tricky, even if you're totally locked on to all of them. Try holding down the Z button to remain locked into one of the five buttons after locking onto them.

Anyway, with the bomb completed, head to the Spire Pod (where Ghor's armor was parked way back when) and switch to your command visor to drop the bomb in the cargo bay. Then return to AU 217 and chat him up.

Delivering The Bomb

In order to get the bomb over the Seed, AU 217 will migrate the bulk of Skytown to get it into position, but the Spire Dock will have to be detached from Skytown and navigated manuall over the Seed, then shut down so that it drops directly onto it. Guess who gets the happy assignment of riding a thermonuclear device? No, it's not Slim Pickens, but Samus.

Return to the Spire Dock and it'll automatically be disconnected from Skytown. A serious Pirate attack will commence on the structure, forcing you to defend it while it moves. Numerous Pirates will descend on the platform, along with drone attackers and ATCs. What you really need to worry about, however, are the Skiffs: lightly armored attack vehicles that will attack the platform directly. Everything else will be firing at you, letting you avoid or ignore them as you like, but the Skiffs will attack the platform itself, and if the platform is destroyed, then it's game over.

So, deal with the Pirates and the bots as best you can, but keep an eye out for the Skiffs; if the platform's health starts going down, then you know that one is in the area. Ignore the fire from other attackers when you spot a Skiff. Just switch into Hypermode and fire away at the front panel and cannon to destroy it. You'll have a bit of time between Skiffs, letting you fend off your attackers and grab some health from their bodies.

Three Skiffs will appear in all; when they've all been destroyed, you can power down the engines and begin a five-minute timer for escaping the Spire. Unfortunately, the escape pod is malfunctioning. Roll into the maintenance hatch that opens on the front side of the pod and repair the three circuit boards there to fix the pod, then roll back out and escape.

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