Watery Hall

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Connecting Rooms
Dynamo Access
Watery Hall Access

This room has a dedicated Secret World page. For more information, see Watery Hall SW.

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. There is also a Secret World.

General Information

Room Layer Information
Normal Water
Poison Water

Defeating Flaahgra in Sunchamber disables layer "Poison Water" in this room, and enables layer "Normal Water".

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.

Dynamo Access Without Bombs

For use in Randomizers. Use the Secret World as described above to get out of bounds, then go near the door to Dynamo Access, then morph, and proceed to Infinite Boost into the area. If done correctly, Samus will be repositioned in-bounds once unmorphed.