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{{Header Nav|game=Metroid Prime}}
{{Header Nav|game=Metroid Prime}}


When you find out where the Space Jump Boots are, you are going to be seriously irritated.  If you hadn't had to get all the other silly equipment first, you could have had them in the first 5 minutes of landing.
At this point, that's pretty much it for Phendrana.  All the other doors are only accessible with the Space Jump Boots, so it's time to get them next.  But when you find out where they are, you are going to be seriously irritated.  If you hadn't had to get all the other silly equipment first, you could have had them in the first 5 minutes of landing.


However, first you've got to get out of this room.  You may have noticed there's no way to 'Jump' pack to that door.  Fortunately, one of the cooler attributes of the Boost Ball is the Half Pipe Jump.  Quite ingenious actually:  The curve converts forward momentum into vertical.  Gravity stores the energy of your jump, so that you go up the other side of the pipe with almost as much energy.  The result is that with each boost, you go a little higher.  Try 'that' with your skateboard:  all you need are rockets.
However, first you've got to get out of this room.  You may have noticed there's no way to 'Jump' pack to that door.  Fortunately, one of the cooler attributes of the Boost Ball is the Half Pipe Jump.  Quite ingenious actually:  The curve converts forward momentum into vertical.  Gravity stores the energy of your jump, so that you go up the other side of the pipe with almost as much energy.  The result is that with each boost, you go a little higher.  Try 'that' with your skateboard:  all you need are rockets.
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== Landing Site ==
== Landing Site ==
Follow the path along the ledge to your left.   
Follow the path along the ledge to your left.   
Proceed to the Alcove.
Proceed to the Alcove via the Gully.


== Alcove ==
== Alcove ==
Here are your Space Jump Boots.  Are you as irritated as I am at how close to home that was?
Here are your Space Jump Boots.  Are you as irritated as I am at how close to home that was? Of course, now you're going to have to go all the way back.
 
Before you move on, complete the trek by stepping back out to the Landing Site and saving at the Gunship.




{{Footer Nav|game=Metroid Prime|prevpage=Boost Ball|nextpage=Wave Beam}}
{{Footer Nav|game=Metroid Prime|prevpage=Boost Ball|nextpage=Wave Beam}}

Revision as of 17:29, 4 June 2007

At this point, that's pretty much it for Phendrana. All the other doors are only accessible with the Space Jump Boots, so it's time to get them next. But when you find out where they are, you are going to be seriously irritated. If you hadn't had to get all the other silly equipment first, you could have had them in the first 5 minutes of landing.

However, first you've got to get out of this room. You may have noticed there's no way to 'Jump' pack to that door. Fortunately, one of the cooler attributes of the Boost Ball is the Half Pipe Jump. Quite ingenious actually: The curve converts forward momentum into vertical. Gravity stores the energy of your jump, so that you go up the other side of the pipe with almost as much energy. The result is that with each boost, you go a little higher. Try 'that' with your skateboard: all you need are rockets.

There is a half pipe below. Try out your technique until you can get to the door. Now backtrack.

Proceed to the Monitor Station in Magmoor Caverns. Path: Canyon Entryway, Ice Ruins West, Ruins Entryway, Phendrana Shorelines, Save Station B, Phendrana Shorelines (Pause for Cinematic), Shoreline Entrance, Transport to Magmoor Caverns West, Transport to Phendrana Drifts North, Transport Tunnel A, Monitor Station.

Monitor Station

That door I said not to go through earlier because it went back to the ship? Guess where you're heading now. Right. Careful of Missile Turrets, the best way really is to jump off the catwalk on to the island in the middle.

Proceed to the the Shore Tunnel.

Shore Tunnel

Nothing particularly interesting here, but note that part of the enclosed bridge isn't lit properly. That'll be important later.

Proceed to the Fiery Shores.

Fiery Shores

Past the flame throwers, is an interesting room with a Magmoor, some Triclopses, and a Missile Expansion. On the Island with the first Triclops is a morph ball tunnel. Take the tunnel to the other side of the room.

As you come out, you'll be facing another sort of tunnel that looks remarkably like a catwalk for morph balls with a protective rail. Treat it as such. Follow the path through the unguarded catwalk to the Missile Expansion. Do try not to get yourself killed.

Proceed to Transport Tunnel B in the Chozo Ruins. Path: Transport Tunnel B, Transport to Chozo Ruins West, Transport To Magmoor Caverns East, Transport Tunnel B.

Transport Tunnel B

There is a missile expansion underneath the bridge here. Proceed to the Root Cave.

Root Cave

Your job is to go up to the nearest accessible door. You can kill the little critters if you like, but do it quickly and move up.

Proceed to Tallon Canyon via the Root Tunnel.

Tallon Canyon

If you'll look down and to your left, you'll see another half-pipe structure. Surely you know what to do. Now follow the path to the only door on this map not yet entered. There will be a few sandstone walls in the way. You can bomb through them.

Proceed to the Landing Site.

Landing Site

Follow the path along the ledge to your left. Proceed to the Alcove via the Gully.

Alcove

Here are your Space Jump Boots. Are you as irritated as I am at how close to home that was? Of course, now you're going to have to go all the way back.

Before you move on, complete the trek by stepping back out to the Landing Site and saving at the Gunship.