Difference between revisions of "Metroid Prime/Skipping Items"
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==Cargo Freight Lift to Deck Gamma== | ==Cargo Freight Lift to Deck Gamma== | ||
+ | ''Discovered by'' '''kip''' | ||
+ | |||
+ | [http://www.metroid2002.com/without_gravity_cargo_freight_lift_to_deck_gamma.mp4 ''Cargo Freight Lift to Deck Gamma (Video)''] | ||
+ | |||
+ | Notes: | ||
+ | |||
+ | *Use a Ghetto Jump to reach the top of the lift, then Infinite Bomb Jump to the top. | ||
+ | *Don't forget to activate the Conduits if this is your first time through the Frigate. | ||
+ | |||
==Hydro Access Tunnel== | ==Hydro Access Tunnel== | ||
==Skipping the Frigate== | ==Skipping the Frigate== |
Revision as of 13:42, 12 July 2010
Contents
Thermal Visor
Ruined Courtyard
Skipping Thermal Visor - Ruined Courtyard (Video)
Notes:
- This conduit does not exist until you pick up the Thermal Visor in the Japanese, European, Australian and North American Player's Choice versions of the game.
- To get to Thardus in a 28% game, go through Magmoor (through Twin Fires Tunnel without the Spider Ball) to the elevator beyond Magmoor Workstation that puts you right behind Thardus's Quarantine Cave.
Main Ventilation Shaft Section B
Main Ventilation Shaft Section B (Video)
Reactor Core
Reactor Access
Cargo Freight Lift to Deck Gamma
- Cargo Freight Lift to Deck Gamma (Video 1)
- Cargo Freight Lift to Deck Gamma (Video 2)
- Cargo Freight Lift to Deck Gamma (Video 3)
Biohazard Containment
Biotech Research Area 1
- Biotech Research Area 1 (Video 1)
- Biotech Research Area 1 (Video 2)
- Biotech Research Area 1 (Video 3)
Main Quarry
Grapple Beam
Artifact of Spirit
Discovered by DEVILBIT
Notes:
- If you do not wish to L-Lock Spring Space Jump to the other side of Phendrana's Edge, use the Snowy Ledges shown in the video below.
Artifact of Spirit (Alternate Video)
Fungal Hall A
Discovered by DEVILBIT, Banks
Notes:
- L-Lock Spring Space Jump to the far mushroom.
Fungal Hall B
Discovered by Banks, DEVILBIT
Notes:
- Ghetto Jump off the right wall to the final mushroom.
Geothermal Core
Discovered by Amasawa, kip]
Notes:
- First of all, if you own the North American Player's Choice version of the game, you will not be able to get the Plasma Beam without first collecting the Grapple Beam, due to a lock placed on the door to Plasma Processing by Retro Studios in that version of the game.
- To begin, get near the wall and hop on top of the rock so you balance atop it. Once on the rock, look for a metal box next to the door and space jump to the part that's sticking out. From here, Space Jump to the thin spire of rock next to the box.
- When you are standing on the metal crate, lock your view all the way down. That way, you can see where you land. Use your first jump to aim for the spire, and with your second jump you have more than enough time to align yourself.
- Using an L-Lock Spring Space Jump helps you to reach the first platform.
- Use a Ghetto Jump to bypass the third platform's Spider Ball Track. This jump may look tight at first, but here's a trick to make it easier. When you're on the bump, get your back against the Spider Ball track and hold back on the Control Stick. Jump, just before the peak of your first jump, Space Jump and press forward. With this method, it's a lot easier to make the jump.
- Once you've raised the ceiling, look at the white door. Run or Space Jump off to the door and stay near the wall. You won't make it to the door, but that's not the point of it; you'll end up landing on a thin metal line going around the room. Go over to the last few pieces of the Spider Ball track while staying near the wall. When you get next to the lowest piece (a square with some kind of light sticking out), you'll want to jump on top of it. Stand to the right of the piece and lock your view to your lower-left (so you can see the ledge where you want to land). Use your first jump going right (away from the block, you'll get more height) and at the peak, space jump towards the spider ball track but away from the wall for a split second, then push forward to get on the square. Your second jump should look like a "V". This is also known as a Ghetto Jump.
- Once you land on it, Space Jump to the next highest track piece, then keep doing this until you're on the last piece. Space Jump to the white door that goes to the Plasma Beam.
- Now you can go get the Power Bomb Expansion in Ice Ruins West or Ice Spreader / Flamethrower and use those on Thardus, or fight Thardus with the Plasma Beam (which, incidentally, is the best weapon you could use on him; the designers apparently bothered to make him weak to a weapon you should technically never have in the battle) and Varia Suit instead of Gravity Suit, or you could just skip him entirely if you feel like a Low Percent game. You have plenty of options after getting the Plasma Beam.
- In the Japanese version of the game, the stalagmite used in the above method is missing. Therefore you will probably need to use a Dash Jump off of a Puddle Spore as shown in the video below left to reach the spinners.
- In the Japanese, European and Australian versions of the game, you will need to L-Lock Spring Space Jump all the way out to the metal line immediately to the right of the first Spider Block as shown in the video below right. If you try to land on the metal under the Ice Door you will fall into the lava. Don't despair, though: the Spider Block is much easier to mount in the Japanese, European and Australian versions than in the North American version. Also note the Bendezium in front of the Plasma Processing door; you will need a Power Bomb to break through it.
Magma Pool
Discovered by Banks
Notes:
- What this room entails is swinging across the large lava pool. With quite a bit of experimentation, you can leap into the lava and find a small structure sticking out from the bottom. Fortunately for you, this is quite near the wall you need to bypass. Please note that this works best with the Gravity Suit, but if you don't have it, you'll have to make do with being sluggish in the lava. Get to this piece as quickly as you can, and then morph once atop it. You need to quickly execute a Triple Bomb Jump Morph move to get out of the lava, using the Morph at the end to give yourself some extra height, as well as push you forward onto the ledge. From there, you can just head through the purple door, or if you have a Power Bomb, and are just dying for the one behind it, you can collect it.
- If you have the Gravity Suit, just Space Jump from the piece of debris shown below.
Charge Beam & Super Missiles
Artifact of Elder
Notes:
- The Plasma Beam is required to break the ice on the window. However, only a regular Missile is required to bring down the tower.
Artifact of Nature
Notes:
- Two Missiles on Normal or four Missiles on Hard will break the pillar in Lava Lake. No Super Missile is necessary.
Artifact of Wild
Discovered by Sesshoumaru
Notes:
- This is the best method to get up from the bottom of Sun Tower without the Charge Beam/Super Missiles. To skip the Spider Ball along with those two, see Skipping the Spider Ball: Artifact of Wild.
- Okay, first off, this is tough to do. It takes practice, and you must practice it in steps as I had to. Unless you're more skilled than I, but what are the odds :P Practice each step until you are REALLY good at it, because to do the next thing at all, you have to be really good at the step before it. Here goes.
- Needless to say, explode the war wasp hives first. You don't need them bugging you. Throughout all of this (after step 1) keep holding R as well as UP on the control stick. Don't let go unless you've got this down pat and are trying to tweak it to see if letting go helps with height.
- Bomb 1: Burning out: Okay, going up the runic gate takes 5 bombs all at once. The problem is you only have 3. Ah but aren't you clever, you can turn a 3 into a 5 as easily as an Enron accountant. In the suntower, with the spiderball, latch onto the spiderball track using R. Now push Down. Hold Down. When you're as far down as you can go (you shouldn't even be touching the track, just close to it stuck by magnetics) you are in proper position
- Press A AND HIT UP at the SAME TIME. From this point on do not stop pressing UP on the control stick. You'll lay a bomb and go up the track. I worked it out so this exact location makes you waste enough time to make the bombs refil riiight after you place 2 and 3. So when you get near the top of the track, you place them as I describe below:
- Bombs 2 and 3: Going Up: These two are the first REAL bombs you place. Get good at placing them like so: Going UP the spiderball track, look at your speed. As soon as you slow down from going over the "corner" near the top, place bomb 2. Then place bomb 3 right afterwards. They should not be EXACTLY in the same spot, but pretty darn close. You placed bomb 2 right as you were going up the corner, and bomb 3 as you were just about as high as you could go. Keep holding up. Bomb 2 should propel you horizontally a little ways and bomb 3 should propel you up. I'm not sure why it works this way, but it does. It'll make you go up the runic gate.
- If you did this correctly, you should go up about as high as the lower runic symbols. If you draw a line through the center of the two bottom runic symbols, the center of YOU, should go AS HIGH OR HIGHER than that. If it doesn't go this high, don't go to the next step, you need to get good at doing this one right first. If your timing was good, you not only went as high as I said you should, but you placed them both before your bombs refilled, but not too long before. Your bombs refilled JUST after placing bomb 3. Once you've got it, continue as follows
- Bomb 4: The Jump-Start: The timing for this one is difficult, and I can't really give you many tips. In a double bomb jump, you place your second bomb just before the first explodes. This bomb acts like that one, but don't place it so late, place it way earlier than you think you should. It is placed right at the same spot as bomb number 3 was placed.
- If your timing was right, you will go as high as the bottom runic symbols from bomb 3 propelling you up. When you fall back down, this bomb, bomb 4, should explode and propel you up AGAIN. If it exploded too late or early to propel you up again, adjust your timing and try again. This one is tough to master, so keep at it. If you did it correctly, you go HIGHER for some reason than bomb 3 propelled you. You should go about halfway up the runic gate. HALFWAY. Any less and you need to keep trying. Every inch counts in this. Once you can go that high about 4 out of 5 tries, give the next one a shot. It gets worse, you have been warned.
- Bomb 5: the Booster: This one is worse than bomb 4, believe it or not. After you have placed bomb 4 and after bomb 3 explodes and propels you, you want to place this bomb, bomb 5 about halfway to the peak of your jump. Why only halfway? I'm not sure, but any higher and it will not explode soon enough for it to hit you and make you go up.
- If you placed this correctly, approximately 1/4 of the way up the runic gate, maybe a bit higher, then this is what will happen: Bomb 3 explodes, you go up, place bomb 5 as you are going up halfway to the peak of your jump, you go down, bomb 4 explodes and propels you up into bomb 5 which explodes and propels you even higher. You should be about 2/3 of the way up the runic gate from this bomb. Not quite as high as the top runic symbols, but reasonably close. This one takes lots of practice, if you aren't about 2/3 of the way up, or you feel you could have gone higher, keep trying. You need this one DOWN before placing the last one
- Bomb 6: The Final Stretch: This one isn't so bad, bomb 5 was the worst one. If you have that down, this one should be okay. Place this bomb at the peak of your FIRST ascent after being blown up by bomb 3. In other words, right after bomb 5. This one is placed about half way up the runic gate. Timing is everything. If you placed it right, after bomb 5 propels you up, bomb 6 explodes and propels you higher still.
- How high should you go? You should make red leaves fall off the read leaf vines. If you go can reliably go that high, then you've mastered it. Only one thing remains: The Morph. As with most bomb jump techniques, you morph at or maybe a little before the peak of this jump, and you "pop" up. It gives you the height you need to make it over the gate, and stand on top of it. Yes, you can stand on the gate.
- The Hazard: The last thing to overcome is something which surprised me. As the first person up the gate, I had no idea this was coming. The stretch of spider ball track that is RIGHT ABOVE the gate is not real. You can't magno-latch onto it. But the "cube" of track above is real. You must double bomb jump onto it. After what you've gone through, a dbj should be the easiest thing in the world.
- Don't hit the oculuses or you will fall and be very sad. Double bomb jump up holding R and you latch on. Now make your way up. Congrats, you've skipped the Charge Beam and Super Missles with this little ditty :)
- The Result: Here is a crude drawing to give you an understanding of the process:
-
- ------- runic gate top
- F
- E
- D
- C
- ------- runic gate bottom
- B
- A
- You burned a bomb as mentioned in the first step, when you get between point A and B, place bomb 2 at point B place bomb 3, very quickly after 2. Wait a little bit, place bomb 4 at point B still.
- Still holding UP and R for all of this, Bomb 2 and 3 explode propelling you upward to point D. On your way up to point D, You place bomb 5 at point C and you place bomb 6 right after at point D.
- You fall down into bomb 4 at point B, it explodes and sends you into bomb 5 at point C which explodes and sends you higher. As you rise and pass point D, bomb 6 explodes adding massive upward momentum. The combined upward thrust of bombs 4, 5, and 6, as you went through points B C and D send you up so hard that you pass point F and the top of the gate.
- If you did it correctly you got red leaves to fall off of the red leaf plant because you went so high. If you go that high, morph and stand on the gate. DBJ up to the track "cube" and you're home free. My only piece of advice after making it is don't lose to the chozo ghosts :P
- That's it. Go nuts. And believe me, if you do this, you will go nuts.
-
- Thanks to Kip for inspiring placement of bombs 2 and 3.
- Thanks to Solr_Flare for inspiring placement of bomb 5 and goading me to morph at the peak of my last jump.
- Thanks to me for spending 7 damned hours in one day to perfect this technique.
Gravity Suit
Artifact of Lifegiver
Discovered by Paratroopa1
Notes:
- Use a Ghetto Jump to reach the Artifact without needing the Gravity Suit.
Cargo Freight Lift to Deck Gamma
Discovered by kip
Cargo Freight Lift to Deck Gamma (Video)
Notes:
- Use a Ghetto Jump to reach the top of the lift, then Infinite Bomb Jump to the top.
- Don't forget to activate the Conduits if this is your first time through the Frigate.