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| You will, of course, have to use the double jump to escape from this room. Do so and since you're so close to the ship you might as well save there. | | You will, of course, have to use the double jump to escape from this room. Do so and since you're so close to the ship you might as well save there. |
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| ==Expansions (Chozo Ruins)==
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| Though the double jump is useful, there is only one expansion it allows you to get now. It's a bit out of your way so you may want to postpone getting it until you're in the area anyway, when you're on the way to get the Ice Beam for example.
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| ===Gathering Hall===
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| {{sidebar
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| |float=right
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| |width=150px
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| |title=Upgrade
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| |contents=Missile Expansion #15
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| }}
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| Get to the Gathering Hall as before. Note that between having the double jump and the fact that the water is no longer toxic, you can now get around the Chozo Ruins fairly quickly. Get to the top of the room; again the double jump allows you to skip most of the ledges you needed before. Hop onto one of the two small red cylinders on either side of the door. Double jump from there onto a ledge over the door. Switch to Morph Ball and drop a bomb to clear the wall there, then grab the Missile Expansion behind it.
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| ==Other exploration==
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| There are two other places where the double jump opens some new exploration, but neither of them result in anything useful now so we'll just mention them now.
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| The first is in the Magmoor Caverns Monitor Station. You may notice that next to the bridge leading to Transport Tunnel A is a small platform. You can double jump to it and from there to another bridge above the one you were just on.
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| The second is in Phendrana Drifts, in Ice Ruins West. You can use the double jump to get to rooftop level, but you'll need the Wave Beam to go on from there. The Wave Beam is the next upgrade so you'll be returning to Ice Ruins West soon enough.
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| {{Footer Nav|game=Metroid Prime|prevpage=Boost Ball|nextpage=Wave Beam}} | | {{Footer Nav|game=Metroid Prime|prevpage=Boost Ball|nextpage=Wave Beam}} |