Difference between revisions of "Metroid Prime/Early Items"
From SDA Knowledge Base
Kharay1977 (Talk | contribs) m |
|||
Line 1: | Line 1: | ||
{{contents}} | {{contents}} | ||
− | |||
= Space Jump = | = Space Jump = | ||
== Space Jump First (SJF) == | == Space Jump First (SJF) == | ||
Line 80: | Line 79: | ||
= Artifact of World = | = Artifact of World = | ||
== before ice beam == | == before ice beam == | ||
+ | |||
+ | =Early Missile Expansions= | ||
+ | =Early Energy Tanks= |
Revision as of 06:44, 13 July 2010
Contents
Space Jump
Space Jump First (SJF)
Discovered by DEVILBIT, z0idi
Notes:
- In Landing Site, get on the Gunship and take a look at the ledge right of it, against the wall and in between two doors. This ledge is your destination from the Gunship.
- You have to Dash Jump from the bottom right of the ship to this ledge, but since there are no enemies in Landing Site, you'll have to Dash Jump from a scan point. Switch to the Scan Visor and look for a Glowing Spidervine just above the door past the waterfall, the one that leads to the Artifact Temple. This scan point is conveniently out of your range from the Gunship, yet close enough that you can still lock on to it.
- When ready, move as far back on the Gunship as you can go without falling off, then go to the right edge of the turbine and Dash Jump from the Spidervine. There are two different styles people use here; some wait a bit after locking on to the Spidervine, while others dash jump the instant they lock on. Both work, just make sure you release L as soon as you hit B to dash, or you'll probably have trouble getting on the ledge.
- Since this Dash Jump uses the Scan Visor, an alternate method is needed for the Japanese, European, Australian and North American Player's Choice (included with the Metroid Prime 2 demo disc) versions of the game. If you have one of those versions, use the method shown below.
- Go through the door below the Spidervine and enter Temple Hall, a room on the path to Artifact Temple. Three Seedlings reside here. Lock on to the closest one and head back to the Gunship in Landing Site; even when the door closes as you move away, you'll still be locked on to the Seedling as long as the target doesn't pass over the closed door.
- When you reach the Gunship, jump on it and do the rest like the NA version, the only real difference being you're using a Seedling for your Dash Jump instead of the Glowing Spidervine outside Temple Hall. Be careful not to move farther than you need to when going back to the Gunship. If you go even a bit behind it, the lock-on will break. You're still barely maintaining it when on the Gunship at all, so keep that in mind when positioning Samus for the Dash Jump.
Plasma Beam
before grapple
before spider
before boost ball
before ice beam
before space jump
before wave beam
Ice Beam
before spider
before wave
before boost ball
before space jump
before bombs
Wave Beam
before varia
before space jump
X-Ray Visor
before spider
before space jump
Power Bomb
before power bombs
Morph Ball
before missiles
Artifact of Elder
before plasma beam
Discovered by flamancipator
Artifact of Elder before Plasma Beam Video
- This method is meant to be used when entering Control Tower from the back. It's slightly faster than the normal way of melting the ice if done on the first try, but much harder.
- Space jump on the crates in the video, then space jump toward the tower and fire a missile at the peak of the second jump. You will only be above the forcefield surrounding the room for a second at the most, so there is very little time to aim down and fire. Morph right after firing and move toward the passage created in the cutscene to save more time.
Artifact of Newborn
before phazon suit
Discovered by kip, Amasawa
Artifact of Newborn before Phazon Suit Video
- You will need at least twelve Energy Tanks going in with the Gravity Suit on Normal mode to do this, so it is probably only useful in a 100% run.
- It's actually possible to harvest energy from the Metroids in Fungal Halls A and B, then return to the Phazon Tunnel and continue bombing the blocks. When you go to Fungal Hall A, Fungal Hall B will be refreshed with new Metroids to kill, and vice versa, giving you an unlimited supply of energy if you feel like taking the time to get it.
- With the Japanese, European and Australian versions' slightly altered Environmental Damage it will be easier to perform this trick in the Japanese, European and Australian versions of the game.
Artifact of Sun
before plasma beam
Artifact of Wild
before super missiles
See: Metroid_Prime/Skipping_Items#Artifact_of_Wild
before spider
See: Metroid_Prime/Skipping_Items#Artifact_of_Wild_2