(Separate section for Space Jump Boots. Rewrite not assuming knowledge of other games in series.) |
(Separate section for Grapple Beam, expand. Same for Missile Launcher, Charge Beam. Rm weapons since now covered elsewhere.) |
||
Line 7: | Line 7: | ||
The Space Jump Boots function is similar to the High Jump Boots present in the 2-D Metroid games. | The Space Jump Boots function is similar to the High Jump Boots present in the 2-D Metroid games. | ||
== | ==Grapple Beam== | ||
Allows Samus to latch on to certain objects and swing on them as if the beam were a rope. Objects which you can grapple onto are marked with a distinctive hook icon; the icon becomes white when the object is in range. While swinging, you can change direction using the analog stick. | |||
==Missile Launcher== | |||
Though classified as a secondary item in-game, this is actually one of your most useful weapons. A Missile causes a concussive blast on impact that cause more damage than most beam attacks. Missiles home in on the target if you're locked on, ensuring accuracy. Unlike the Arm Cannon though, there is a limit to number of Missiles you can carry. You can increase this limit by collecting Missile Expansions which are scattered around Tallon IV. Each Missile expansion increases Samus' carrying capacity by five, with the Missile Launcher itself having an initial capacity of five. | |||
As a secondary function, missiles are used to clear Missile Door Locks and break obstacles containing Radion and Brinstone. Missiles can also be combined with the Charge Beam to produce Beam Combos (see below). | |||
==Charge Beam== | |||
The charge beam is an add-on for all of Samus' primary beams; holding down the attack button causes Samus to build up energy which is fired when the button is released, creating a much more powerful attack than would normally result. It also allows access to the various Charge Combos. A drawback is that length of time you need to wait for the charge to build up. | |||
An important secondary function is to draw in pickups (energy and ammo refills) which would be out of reach otherwise. | |||
==Morph Ball== | ==Morph Ball== | ||
Line 103: | Line 95: | ||
{| {{prettytable}} | {| {{prettytable}} | ||
!Name!!Description | !Name!!Description | ||
|- | |- | ||
|Energy Tank||Increases Samus's shield energy (health) capacity by 100 units. | |Energy Tank||Increases Samus's shield energy (health) capacity by 100 units. |
Revision as of 11:19, 7 December 2016
Space Jump Boots
These allow you to increase both the distance and the height you can jump. Jump, then jump again while in the air to do a double jump. This allows you to reach places that were inaccessible with single jumps.
The Space Jump Boots function is similar to the High Jump Boots present in the 2-D Metroid games.
Grapple Beam
Allows Samus to latch on to certain objects and swing on them as if the beam were a rope. Objects which you can grapple onto are marked with a distinctive hook icon; the icon becomes white when the object is in range. While swinging, you can change direction using the analog stick.
Missile Launcher
Though classified as a secondary item in-game, this is actually one of your most useful weapons. A Missile causes a concussive blast on impact that cause more damage than most beam attacks. Missiles home in on the target if you're locked on, ensuring accuracy. Unlike the Arm Cannon though, there is a limit to number of Missiles you can carry. You can increase this limit by collecting Missile Expansions which are scattered around Tallon IV. Each Missile expansion increases Samus' carrying capacity by five, with the Missile Launcher itself having an initial capacity of five.
As a secondary function, missiles are used to clear Missile Door Locks and break obstacles containing Radion and Brinstone. Missiles can also be combined with the Charge Beam to produce Beam Combos (see below).
Charge Beam
The charge beam is an add-on for all of Samus' primary beams; holding down the attack button causes Samus to build up energy which is fired when the button is released, creating a much more powerful attack than would normally result. It also allows access to the various Charge Combos. A drawback is that length of time you need to wait for the charge to build up.
An important secondary function is to draw in pickups (energy and ammo refills) which would be out of reach otherwise.
Morph Ball
Name | Description |
---|---|
Morph Ball | The Morph Ball is another Metroid trademark. After finding this item Samus can roll into a ball and access narrow passages that she could not otherwise access. There are a number of upgrades Samus finds for the Morph Ball. |
Bomb | Allows Samus to break certain objects, activate some devices, like Morph Ball Sockets, and damage enemies. The force from the bomb can also catapult her up a short distance in Morph Ball form. Samus has an infinite number of these, but can only use three every few seconds. |
Boost Ball | Replacing Super Metroid's Speed Booster to a certain extent, this item allows Samus to build up energy and release it in Morph Ball form, resulting in a burst of speed that can, when applied correctly, allow her to travel up half-pipe structures and activate certain machines, such as Spinner devices. |
Spider Ball | Metroid Prime is the second game to use this item (the first being Metroid II: Return of Samus); however, where Metroid II's spider ball allowed Samus to go up any wall, Prime's spider ball can only travel up designated magnetic rails. |
Power Bomb | These are a more powerful version of Samus' normal Bombs. While she only gets a finite number of these and must replace them as she does with Missiles, Power Bombs have a much greater destructive ability and the ability to destroy bendezium. They are basically a nuke and like a nuke are one hit kills. |
The 12 Artifacts
There are 12 artifacts spread throughout Tallon IV. These artifacts must be collected in order for Samus to gain entry to the final area.
Artifact | Area | Room |
---|---|---|
Artifact of Life | Tallon Overworld | Artifact Temple |
Artifact of Chozo | Tallon Overworld | Life Grove |
Artifact of Wild | Chozo Ruins | Sunchamber |
Artifact of World | Chozo Ruins | Hall of Elders |
Artifact of Lifegiver | Chozo Ruins | Tower Chamber |
Artifact of Strength | Magmoor Caverns | Warrior Shrine |
Artifact of Nature | Magmoor Caverns | Lava Lakes |
Artifact of Sun | Phendrana Drifts | Chozo Ice Temple |
Artifact of Elder | Phendrana Drifts | Control Tower |
Artifact of Spirit | Phendrana Drifts | Phendrana's Edge |
Artifact of Warrior | Phazon Mines | Elite Research |
Artifact of Newborn | Phazon Mines | Phazon Mining Tunnel |
Miscellaneous items
Name | Description |
---|---|
Energy Tank | Increases Samus's shield energy (health) capacity by 100 units. |
Missile Tank | Increases Samus's maximum missile ammo by 5. |
Power Bomb | Increases the number of power bombs Samus can carry by 1. |