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


Proceed to the Monitor Station in Magmoor Caverns.
==Tallon Overworld==
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.
The next half-pipe is in Tallon Overworld so head there. The hint system will probably be pointing to it already.


== Monitor Station ==
===Tallon Canyon===
Go to Tallon Canyon and locate the half-pipe near the door to Transport Tunnel A. Do a half-pipe jump to reach the ledge on one side. The ledge is higher than the other ones you've encountered so far, so this will be a real test of your half-pipe skills.


That door I [[Metroid Prime/Boost Ball#Monitor Station|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.
Cross the bridge to a sandstone wall, bomb it open and follow the tunnel, bombing more walls as you come to them. Drop off a ledge to find a door at the end of the passage.


Proceed to the the Shore Tunnel.
===Gully===
There are some Zoomers patrolling this passage. Drop down the ledges to the next door.


== Shore Tunnel ==
===Landing Site===
Nothing particularly interesting here, but note that part of the enclosed bridge isn't lit properly. That'll be important later.
If you're having Déjà vu now it's because this is the second time you've had to take a roundabout route to get to an inaccessible part of a room where you've already been. Is this going to be the last time the game pulls this trick?


Proceed to the Fiery Shores.
Hop along the ledges to another door on the left.


== Fiery Shores ==
===Alcove===
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.
Drop down the ledge and find the Space Jump Boots inside a golden beam of light. (This isn't Mario so looking into the light doesn't magically transport you anywhere.)


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.  
The boots allow you to do a double jump; jump and jump again in mid-air to get additional height or distance. This makes getting around in the areas you've explored so far much easier. On the other hand getting around in future areas will often require this move so your platforming skills will still be in demand.
 
For best results for going along the catwalk, don't hold the Control Stick the whole time, as that you're most likely to fall down and get killed. Instead, tap or flick it lightly to move Samus around the catwalk. Doing this will make you pay attention more to the catwalk than trying to stop in time before falling.
 
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 the 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.


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.


{{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 02:56, 1 December 2016

Tallon Overworld

The next half-pipe is in Tallon Overworld so head there. The hint system will probably be pointing to it already.

Tallon Canyon

Go to Tallon Canyon and locate the half-pipe near the door to Transport Tunnel A. Do a half-pipe jump to reach the ledge on one side. The ledge is higher than the other ones you've encountered so far, so this will be a real test of your half-pipe skills.

Cross the bridge to a sandstone wall, bomb it open and follow the tunnel, bombing more walls as you come to them. Drop off a ledge to find a door at the end of the passage.

Gully

There are some Zoomers patrolling this passage. Drop down the ledges to the next door.

Landing Site

If you're having Déjà vu now it's because this is the second time you've had to take a roundabout route to get to an inaccessible part of a room where you've already been. Is this going to be the last time the game pulls this trick?

Hop along the ledges to another door on the left.

Alcove

Drop down the ledge and find the Space Jump Boots inside a golden beam of light. (This isn't Mario so looking into the light doesn't magically transport you anywhere.)

The boots allow you to do a double jump; jump and jump again in mid-air to get additional height or distance. This makes getting around in the areas you've explored so far much easier. On the other hand getting around in future areas will often require this move so your platforming skills will still be in demand.

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.