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


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.
===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.


There is a half pipe below. Try out your technique until you can get to the door.  Now backtrack.
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 Monitor Station in Magmoor Caverns.
===Gully===
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.
There are some Zoomers patrolling this passage. Drop down the ledges to the next door.


== Monitor Station ==
===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?


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.
Hop along the ledges to another door on the left.


Proceed to the the Shore Tunnel.
===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.)


== Shore Tunnel ==
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.
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.
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.


== Fiery Shores ==
==Expansions (Chozo Ruins)==
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.
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.


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.  
===Gathering Hall===
{{sidebar
|float=right
|width=150px
|title=Upgrade
|contents=Missile Expansion #15
}}
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.


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


== Transport Tunnel B ==
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.  
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.
 
== Alcove ==
Here are your Space Jump Boots.  Are you as irritated as I am at how close to home that was?


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.


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

Latest revision as of 11:36, 1 December 2016

Tallon Overworld[edit]

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

Tallon Canyon[edit]

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[edit]

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

Landing Site[edit]

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[edit]

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.

Expansions (Chozo Ruins)[edit]

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.

Gathering Hall[edit]

Upgrade
Missile Expansion #15

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.

Other exploration[edit]

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.

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.

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.