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'''Watery Hall''' is a room in the Chozo Ruins region of Metroid Prime. | {{Connecting Rooms|rooms=[[Dynamo Access]]</br>[[Watery Hall Access]]}}'''Watery Hall''' is a room located in the [[Chozo Ruins]] region of [[Metroid Prime]]. It contains [[Charge Beam]] and a missile expansion. When the Charge Beam is picked up, a cutscene will play that activates the Eyons, which makes speedily getting out somewhat trickier. Additionally, there is a morph ball tunnel leading to [[Dynamo Access]] which requires either the standard [[Morph Ball Bomb|Morph Ball Bombs]] or [[Power Bomb|Power Bombs]] to enter. | ||
==Without Space Jump== | |||
== Without Space Jump == | |||
It is possible to obtain the Missile Expansion in this room without [[Space Jump Boots]] by doing an Underwater [[Slope Jump]] against the wall directly in front of it. Having [[Gravity Suit]] makes this impossible, so a [[Double Bomb Jump]] is required. | It is possible to obtain the Missile Expansion in this room without [[Space Jump Boots]] by doing an Underwater [[Slope Jump]] against the wall directly in front of it. Having [[Gravity Suit]] makes this impossible, so a [[Double Bomb Jump]] is required. | ||
{{#ev:youtube|https://www.youtube.com/watch?v=zdt0w2jfCss}} | |||
== Secret World == | ==Secret World== | ||
* This can only be done on the original NTSC version of the game | * This can only be done on the original 0-00 NTSC version of the game. | ||
* Saunter your way over to where [[Charge Beam]] is picked up. If you look slightly to your right you will see a vine. You can jump behind this vine. Now if you jump up again (and avoid hitting your head off the multitude of things to hit) you can land on the next ledge you see, just hold to your left when you have enough altitude. The next part is tricky. You have to almost follow the vine up the wall (i.e. hug it as tight as you can) to make it through the small hole in the invisible ceiling. Then land on the ledge to your left when you do clear it. Then turn around and look at any of the poles. Jump on one, then jump out of the level to your freedom. | * Saunter your way over to where [[Charge Beam]] is picked up. If you look slightly to your right you will see a vine. You can jump behind this vine. Now if you jump up again (and avoid hitting your head off the multitude of things to hit) you can land on the next ledge you see, just hold to your left when you have enough altitude. The next part is tricky. You have to almost follow the vine up the wall (i.e. hug it as tight as you can) to make it through the small hole in the invisible ceiling. Then land on the ledge to your left when you do clear it. Then turn around and look at any of the poles. Jump on one, then jump out of the level to your freedom. | ||
* This was secret world #7 in the original numbering scheme. | * This was secret world #7 in the original numbering scheme. |
Revision as of 00:31, 22 March 2021
Connecting Rooms | ||
Dynamo Access Watery Hall Access |
Watery Hall is a room located in the Chozo Ruins region of Metroid Prime. It contains Charge Beam and a missile expansion. When the Charge Beam is picked up, a cutscene will play that activates the Eyons, which makes speedily getting out somewhat trickier. Additionally, there is a morph ball tunnel leading to Dynamo Access which requires either the standard Morph Ball Bombs or Power Bombs to enter.
Without Space Jump
It is possible to obtain the Missile Expansion in this room without Space Jump Boots by doing an Underwater Slope Jump against the wall directly in front of it. Having Gravity Suit makes this impossible, so a Double Bomb Jump is required.
Secret World
- This can only be done on the original 0-00 NTSC version of the game.
- Saunter your way over to where Charge Beam is picked up. If you look slightly to your right you will see a vine. You can jump behind this vine. Now if you jump up again (and avoid hitting your head off the multitude of things to hit) you can land on the next ledge you see, just hold to your left when you have enough altitude. The next part is tricky. You have to almost follow the vine up the wall (i.e. hug it as tight as you can) to make it through the small hole in the invisible ceiling. Then land on the ledge to your left when you do clear it. Then turn around and look at any of the poles. Jump on one, then jump out of the level to your freedom.
- This was secret world #7 in the original numbering scheme.