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(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.)
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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.


==Weapons==
==Grapple Beam==
Unlike ''[[Super Metroid]]'', ''Metroid Prime'' does not allow the player to combine separate beams into one, due to the fact that each of the four main beams has a unique use. Also, each beam has a Charge Combo that can be acquired that utilizes Missiles to perform a more powerful attack.
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.  


{| {{prettytable}}
==Missile Launcher==
!Name!!Description
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.
|-
 
|Charge Beam||The charge beam is an add-on for all of Samus' primary beams; holding down the A 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.  
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).
|-
 
|Power Beam||This is the default beam that Samus begins the game with. It has the highest rate of fire of all the beams. While notably weaker than any other weapon, it is the only beam which can damage certain enemies.  Its Charge Combo, Super Missile, fires more powerful Missiles.
==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.
|Wave Beam||This beam fires three blasts of electricity that can home in on enemies to a certain extent. Its charged shot usually stuns stronger enemies for a short period of time. It can also re-energize power conduits (required to open many doors) and open purple doors. Its Charge Combo, Wave Buster, automatically locks on to enemies but requires the largest number of Missiles to activate and continue using.
 
|-
An important secondary function is to draw in pickups (energy and ammo refills) which would be out of reach otherwise.
|Ice Beam||This beam fires slow-moving blasts of ice that can freeze enemies. Its individual blasts are notably more powerful than the Wave Beam's, but its slow rate of fire makes it somewhat unwieldy.  Frozen enemies can be shattered with a single Missile. It also opens white doors. The Ice Beam's Charge Combo, the Ice Spreader, spreads ice over a wide area where it hits and is somewhat limited against aerial and fast targets.  
|-
|Plasma Beam||This is the most powerful beam in terms of raw offensive power. It fires blasts of intense heat, which either kill instantly or set enemies aflame until they die. It cannot home in on targets and it has a short range.  It can also open red doors and melt thick ice. Its Charge Combo, Flamethrower, shoots a stream of flame, but uses Missiles quickly.
|-
|Phazon Beam||This beam can only be used during the final boss battle. When standing in pools of liquid Phazon, Samus can fire a powerful Phazon-based stream at Metroid Prime. Its color is blue and black out-line, it acts a little like wave buster but just the main part of it. Samus receives this item along with the Phazon Suit.  
|-
|Missiles||A ''Metroid'' series mainstay, Missiles fire homing concussive blasts that cause more damage than most beam attacks. Missiles can break certain door locks and other obstacles. Each Missile expansion increases Samus' carrying capacity by five.
|}


==Morph Ball==
==Morph Ball==
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{| {{prettytable}}
{| {{prettytable}}
!Name!!Description
!Name!!Description
|-
|Grapple Beam||Allows Samus to latch on to certain objects and swing on them as if the beam were a rope.
|-
|-
|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

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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.