Metroid Prime/Early Items

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Space Jump

before everything

Discovered by DEVILBIT, z0idi

Space Jump First Video

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

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

Artifact of World

before ice beam

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