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The Jump Guardian is a Sub-Guardian in Metroid Prime 2: Echoes, found in the Judgment Pit of the Dark Agon Wastes. It is one of the Warrior Ing that originally attacked Samus Aran. This particular Ing stole her Space Jump Boots, which subsequently mutated it. Killing the Ing is the only way to recover her stolen ability.

Description[]

Visually, this Warrior Ing is slightly more bulky compared to normal, as if armored from the power-up it siphons. Its legs appear more muscular and sharp tipped, slightly appearing like Samus's Space Jump Boots. Its center horn is larger with a small indented curve near the center, and it possesses "hair"-like antennae or tentacles sprouting along its backside. It has a slightly altered face as well. This appearance is shared with the Boost Guardian, another Warrior Ing sub-guardian.

Battle[]

Jump Guardian Battle

Samus battles the Jump Guardian.

The Jump Guardian does not appear until Samus touches the Safe Zone in the center of the room. The battle itself is fairly straightforward if Samus stays in the protective bubble created by the Light Crystal, where she will slowly regain energy, while continuously firing throughout the fight.

Compared to regular Warrior Ing, the Jump Guardian has significantly more health and greater defense against certain weaponry (it does not flinch from charged shots). The creature still attacks by shooting lasers of transdimensional energy, but can also generate a dark force-field which deflects all weapons fire. Upon doing so, it will jump around the room, possibly onto a platform from above to continue shooting lasers at Samus. Whenever it lands, it will unleash a slow-moving shockwave that can be dodged by jumping. Samus can avoid its laser attacks by Strafing/Dashing or hiding behind the Light Crystal. At times, the creature may release a roar into the sky, much like a Warrior Ing.

The creature's shockwaves do not affect the nearby Bladepods in the room, so Samus can shoot them to replenish extra energy and missiles if necessary. When near death, the Jump Guardian will increase its overall movement and attack speed in an attempt to survive the battle and defeat the Bounty Hunter. The finishing blow will always be dealt when the creature is on the surface of ground level, it cannot be defeated while it is on a ledge as it retains 1HP this way from all attacks. When about to die, it frantically runs and jump all around the ground floor, avoiding the higher ledges.

Logbook entry[]

Jump Guardian

Metroid Prime 2: Echoes

Temporary scan

Morphology: Jump Guardian
Space Jump powered Warrior Ing. Powerful metamorph with enhanced jump abilities. Able to generate energy shock waves and force fields.

Logbook entry

This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. Target can generate powerful shock waves of dark energy, and will sheath itself in a potent force field to protect itself. It cannot maintain the shield indefinitely: concentrate weapon fire on it when the shield is down.

Alejandro Roura animation[]


Development data[]

In the data of Metroid Prime 2: Echoes Bonus Disc, the Jump Guardian was named the Jump Warrior Ing.

Trivia[]

  • When the Jump Guardian appears, all Light Beacons mysteriously vanish. These beacons reappear once the boss is defeated.
  • On very rare occasions, the Jump Guardian will sometimes walk through the single light barrier that shelters Samus. Surprisingly, it takes no damage from the Safe Zones however.
    • If the Dark Beam is obtained via Sequence Breaking, a glitch can occur where if Samus nullifies the center Light Beacon, the Jump Guardian has a chance to run directly into it, similar to how Warrior Ing tend to stay inside nullified Safe Zones. Upon doing this, the Jump Guardian will appear stuck in an infinite running cycle, unable to pass through the center nullified Crystal. If the Light Crystal reactivates, the Jump Guardian will immediately jump to escape. Samus can take advantage of this glitch by continuously firing the Crystal with Dark energy as the Jump Guardian will be unable to attack or become invincible.
  • When jumping, if the Jump Guardian fails to land a jump properly, it may become stuck as it attempts to walk to where it would initially jump to. This causes Samus to become stuck as the Jump Guardian cannot be defeated under this state (the boss is programmed to receive the finishing blow on the ground level. This does not occur because the creature is still tied to the above ground area while glitched).
  • Very rarely can another glitch occur. It is possible for the Jump Guardian to instantly vanish from the battle. Because the health bar is still displayed, it is believed that the Jump Guardian may have accidentally fallen out of bounds. Should this occur, Samus has no choice but to either quit the game (as it will become impossible to damage the creature) or use either out of bounds or the debug beam to escape the room (both via hacking).
  • The Jump Guardian and Boost Guardian are the only Sub-Guardian bosses that fought Samus in their pure Ing forms, without possessing another creature.
  • When the Jump Guardian's health drops to the point where the Power Beam can defeat it with a single shot, the creature dramatically increases its overall speed. However, in the Wii versions of the game this empowerment becomes apparent around the stage in which the Jump Guardian has 1/4 left.
  • In the NTSC version of Echoes, there is a glitch that lets Samus damage the Guardian before the battle starts. The Guardian will be invisible, but technically, still loaded at the place where it jumps down from. Samus is able to damage it to the point of only a few health-points remaining. This is easily achieved by Sequence Breaking in the original version of Metroid Prime 2: Echoes, where Samus can take an alternative route from Portal Site. It is also possible to damage the beast without this alternate route so long as Samus circles around the central Safe Zone.
  • If the Light Beam is obtained at this point, the creature will not only take twice as much damage, but can actually be burned to death with the Lightblast. If the Jump Guardian is defeated by the Darkburst (via Sequence Breaking), its body immediately vanishes upon the finishing blow. In both instances, the Space Jump Boots will still be obtainable after these animations have occurred.
  • The Jump Guardian appears completely invisible when viewing the creature through the Echo Visor (via Sequence Breaking).
  • Curiously, the Jump Guardian cannot be damaged from shots aimed at its tall center horn, shots simply pass through it instead.
  • Using Sequence Breaking, it is possible to load two Warrior Ing during the battle with the Jump Guardian. If this is done, sometimes the Jump Guardian will become blocked by a solid Warrior Ing as it attempts to run past it. Other times, the Jump Guardian's large size may push the Warrior Ing into the large central Safe Zone.

Gallery[]

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