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	<id>https://wiki.metroidprime.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gollop</id>
	<title>Metroid Prime Speedrunning Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.metroidprime.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Gollop"/>
	<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/wiki/Special:Contributions/Gollop"/>
	<updated>2026-05-15T18:04:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sunchamber&amp;diff=3304</id>
		<title>Sunchamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sunchamber&amp;diff=3304"/>
		<updated>2021-11-27T19:16:24Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Sun Tower Access]]&amp;lt;/br&amp;gt;[[Sunchamber Access]]}}&#039;&#039;This room has a dedicated [[Secret World]] page. For more information, see [[Sunchamber SW]] and [[Sunchamber SW (Wii)]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sunchamber&#039;&#039;&#039; is a room located in the [[Chozo Ruins]] region of [[Metroid Prime]]. The boss [[Flaahgra]] lives in this room, after which the toxic water will be purified and won&#039;t damage Samus. Defeating Flaahgra rewards the [[Varia Suit]]. The Artifact of Wild, which is guarded by three [[Chozo Ghosts]], also appears in this room after activating the trigger in [[Sun Tower]]. If this trigger is activated before first starting the Flaahgra fight, it will be permanently overridden, making Varia Suit impossible to obtain. The room also contains a [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Enemies&amp;lt;/br&amp;gt;2nd Pass Enemies&amp;lt;/br&amp;gt;Flaahgrah Defeated&amp;lt;/br&amp;gt;Easy Flaahgrah Killer&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Artifact}}Despite that the boss&#039; name is spelt Flaahgra, the internal layer names spell it as Flaahgrah.&lt;br /&gt;
&lt;br /&gt;
==Artifact of Wild Cutscene Comparison==&lt;br /&gt;
The cutscene that occurs when picking up the Artifact of Wild can be skipped. However, doing so loses a small amount of in-game time (over half a second), as the comparison video below shows.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vGfX4brD8Nk}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
* Perform a Scan-Dash, Combat-Dash or UBJ to reach the bottom part of Flaahgra&#039;s mirror. Then, preform a Slope Jump or an impressive-looking DBJ to make it onto the top of the mirror. Turn towards the outside of the map and walk out through the convenient hole.&lt;br /&gt;
* This was secret world #32 in the original numbering scheme.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=xwlLCLbudgc}}&lt;br /&gt;
&lt;br /&gt;
===Wii===&lt;br /&gt;
This SW can also be done on the [[Metroid Prime Trilogy|Trilogy]] version of the game.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=lom8psoeDSA}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;br /&gt;
&lt;br /&gt;
===With Power Bombs===&lt;br /&gt;
TODO: Description, use cases&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rmOswaY2Hdw}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Landing_Site_(Temple_Grounds)&amp;diff=3253</id>
		<title>Landing Site (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Landing_Site_(Temple_Grounds)&amp;diff=3253"/>
		<updated>2021-10-23T22:37:20Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Service Access]]}}&#039;&#039;&#039;Landing Site&#039;&#039;&#039; is the first room in [[Metroid Prime 2: Echoes]]. It is located in [[Temple Grounds]] and contains three targets that the player must shoot to progress.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;DON&#039;T LOAD&amp;lt;/br&amp;gt;1st Pass - Intro Cinematic&amp;lt;/br&amp;gt;1st Pass - Webbing&amp;lt;/br&amp;gt;Save Station Load&amp;lt;/br&amp;gt;Ship Repair&amp;lt;/br&amp;gt;Luminoth Key Bearer&amp;lt;/br&amp;gt;WAR CHEST&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;br /&gt;
&lt;br /&gt;
==General Overview==&lt;br /&gt;
The in-game timer starts when Samus is in control. Directly behind Samus is her ship, which can be used to save, and can refill ammunition as well as energy. The three targets in front block access to [[Hive Access Tunnel]].&lt;br /&gt;
&lt;br /&gt;
There is standable terrain that can be used to get to [[Service Access]] early, but because all the paths from there are locked, doing so is not immediately useful.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=lMkan3NBteY}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Access_Tunnel&amp;diff=3252</id>
		<title>Hive Access Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Access_Tunnel&amp;diff=3252"/>
		<updated>2021-10-23T22:34:36Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Chamber A]]&amp;lt;/br&amp;gt;[[Hive Transport Area]]&amp;lt;/br&amp;gt;[[Landing Site (Temple Grounds)|Landing Site]]}}&#039;&#039;&#039;Hive Access Tunnel&#039;&#039;&#039; is a room located in the Splinter Hive portion of [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It has a Violet Translator door.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;1st Pass Scripting&amp;lt;/br&amp;gt;2nd Pass Scripting&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Chamber_A&amp;diff=3251</id>
		<title>Hive Chamber A</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Chamber_A&amp;diff=3251"/>
		<updated>2021-10-23T22:33:07Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Hive Tunnel]]}}&#039;&#039;&#039;Hive Chamber A&#039;&#039;&#039; is a room located in the Splinter Hive portion of the [[Temple Grounds]] region of [[Metroid Prime 2: Echoes]]. It is the room in which [[Item Loss Skip]] is performed. It also contains the [[Dark Missile Trooper]] mini-boss, which guards a missile expansion. This fight spawns after defeating the [[Bomb Guardian]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=1st Pass&amp;lt;/br&amp;gt;Map Station Cinematic&amp;lt;/br&amp;gt;Post Dark Trooper&amp;lt;/br&amp;gt;Pre Dark Trooper&amp;lt;/br&amp;gt;Missile Trooper&amp;lt;/br&amp;gt;Missile Trooper gate}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* [[Missile Expansion]]&lt;br /&gt;
&lt;br /&gt;
==Boost Jump Strat==&lt;br /&gt;
After opening the gate, it is possible to perform a [[Boost Jump]] in order to get to the next scan point even faster. This is currently only done in [[Tool-Assisted Speedruns|TAS]] due to the difficulty involved in pulling it off.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=r2lscnT6QF0}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
There are two methods to performing the [[Secret World]] in this room. One involves [[Space Jump Boots]], while the other uses [[Boost Ball]] and [[Infinite Speed]]. Both methods can be found in Item Loss Skip found below.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Dark Missile Trooper]]&lt;br /&gt;
* [[Item Loss Skip]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Tunnel&amp;diff=3250</id>
		<title>Hive Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Tunnel&amp;diff=3250"/>
		<updated>2021-10-23T22:32:16Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Command Chamber]]&amp;lt;/br&amp;gt;[[Hive Chamber A]]}}&#039;&#039;&#039;Hive Tunnel&#039;&#039;&#039; is a room in the splinter hive portion of Temple Grounds in [[Metroid Prime 2: Echoes]]. In the center of the room is a large web that can only be broken from one side of the room.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;Webbing&amp;lt;/br&amp;gt;1st pass&amp;lt;/br&amp;gt;2nd pass&amp;lt;/br&amp;gt;don&#039;t load&amp;lt;/br&amp;gt;Post Dark Trooper&amp;lt;/br&amp;gt;Pre Dark Trooper}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Command_Chamber&amp;diff=3249</id>
		<title>Command Chamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Command_Chamber&amp;diff=3249"/>
		<updated>2021-10-23T22:30:26Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Storage]]&amp;lt;/br&amp;gt;[[Hive Tunnel]]}}&#039;&#039;&#039;Command Chamber&#039;&#039;&#039; is a room located in the Splinter Hive portion of [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. Due to the [[Secret World]] in [[Hive Chamber A]], going through this room normally is not required under any circumstances, with the exception of categories that prohibit out of bounds such as glitchless runs.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;1st Pass&amp;lt;/br&amp;gt;2nd pass&amp;lt;/br&amp;gt;Splinters&amp;lt;/br&amp;gt;Gate Parts}}&lt;br /&gt;
&lt;br /&gt;
==Early Scan==&lt;br /&gt;
It is possible to activate the scan point that grants access to [[Hive Storage]] a bit faster by scanning it through the electronic panel. This is only used in glitchless runs. See 1:24 in the video below for the trick.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=X_BYvNwg7Sw}}&lt;br /&gt;
TODO: Replace with shorter video&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Storage&amp;diff=3248</id>
		<title>Hive Storage</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Storage&amp;diff=3248"/>
		<updated>2021-10-23T22:29:15Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Command Chamber]]&amp;lt;/br&amp;gt;[[Hive Chamber B]]&amp;lt;/br&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Hive Storage&#039;&#039;&#039; is a room located in the Splinter Hive portion of [[Metroid Prime 2: Echoes/List of Rooms#Temple Grounds (Sky Temple Grounds)|Temple Grounds]] in [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Portal_Site_(Sky_Temple_Grounds)&amp;diff=3247</id>
		<title>Portal Site (Sky Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Portal_Site_(Sky_Temple_Grounds)&amp;diff=3247"/>
		<updated>2021-10-23T22:28:28Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Chamber B]]}}&lt;br /&gt;
&#039;&#039;&#039;Portal Site&#039;&#039;&#039; is a room located in the Splinter Hive portion of [[Metroid Prime 2: Echoes/List of Rooms#Temple Grounds (Sky Temple Grounds)|Sky Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It is only accessible through the Item Loss Portal, and is not traversable by normal means. It is a room that removes all your items from the unavoidable cutscene that plays when the room is loaded.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;DS Appears Part 2&amp;lt;/br&amp;gt;ParticleKillerCut15&amp;lt;/br&amp;gt;ParticleKillerCut12&amp;lt;/br&amp;gt;ParticleKillerCut11&amp;lt;/br&amp;gt;BEFORE&amp;lt;/br&amp;gt;ParticleKillerCut14}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Save_Station&amp;diff=3246</id>
		<title>Hive Save Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Save_Station&amp;diff=3246"/>
		<updated>2021-10-23T22:26:51Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Chamber C]]}}&lt;br /&gt;
&#039;&#039;&#039;Hive Save Station&#039;&#039;&#039; is a room located in [[List of Rooms (Echoes)#Temple Grounds (Sky Temple Grounds)|Temple Grounds]] in [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
It contains the only Save Station in Temple Grounds, apart from the Ship in [[Landing Site (Temple Grounds)|Landing Site]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Chamber_C&amp;diff=3245</id>
		<title>Hive Chamber C</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Chamber_C&amp;diff=3245"/>
		<updated>2021-10-23T22:26:27Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Chamber B]]&amp;lt;/br&amp;gt;[[Hive Save Station]]&amp;lt;/br&amp;gt;[[Hive Transport Area]]}}&lt;br /&gt;
&#039;&#039;&#039;Hive Chamber C&#039;&#039;&#039; is a room located in the Splinter Hive portion of [[Metroid Prime 2: Echoes/List of Rooms#Temple Grounds (Sky Temple Grounds)|Temple Grounds]] in [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;1st Pass&amp;lt;/br&amp;gt;2nd pass}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
By using a cancelled [[Screw Attack]] it is possible to clip [[Out of Bounds]] in the tunnel.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Transport_Area&amp;diff=3244</id>
		<title>Hive Transport Area</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Transport_Area&amp;diff=3244"/>
		<updated>2021-10-23T22:24:37Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Hive Chamber C]]&amp;lt;/br&amp;gt;[[Industrial Site]]}}&#039;&#039;&#039;Hive Transport Area&#039;&#039;&#039; is a room located in the splinter hive portion of [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It has a Violet Translator door and an elevator. Scanning the scan post on the bottom portion of the room will activate a cutscene that repositions Samus. If out of bounds, this can place Samus inbounds.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3243</id>
		<title>Transport to Agon Wastes (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3243"/>
		<updated>2021-10-23T22:21:42Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Transport Access (Temple Grounds)|Agon Transport Access]]&amp;lt;/br&amp;gt;[[Transport to Temple Grounds (Agon Wastes)|Transport to Temple Grounds]]}}&#039;&#039;&#039;Transport to Agon Wastes&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the front of [[Agon Wastes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;FALLING CAM&amp;lt;/br&amp;gt;Black Fade&amp;lt;/br&amp;gt;ORIGINAL FADE&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* [[Missile Expansion]]&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
This secret world is TAS-only.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ktxR7_nDKik}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dynamo_Chamber&amp;diff=3242</id>
		<title>Dynamo Chamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dynamo_Chamber&amp;diff=3242"/>
		<updated>2021-10-23T16:46:47Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Communication Area]]&amp;lt;/br&amp;gt;[[Temple Assembly Site]]}}&#039;&#039;&#039;Dynamo Chamber&#039;&#039;&#039; is a room located in the [[Temple Grounds]] region of [[Metroid Prime 2: Echoes]]. It contains a [[Power Bomb]] expansion.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;1st Pass Scripting&amp;lt;/br&amp;gt;2nd Pass Scripting&amp;lt;/br&amp;gt;DONT LOAD&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;br /&gt;
&lt;br /&gt;
==Backwards==&lt;br /&gt;
If entering this room backwards, and the back gate has not been raised yet, there are two methods of bypassing it.&lt;br /&gt;
&lt;br /&gt;
===Space Jump Boots===&lt;br /&gt;
It is possible to jump over the gate with the [[Space Jump Boots]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=aKrfPpf4dUU}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Bombs Method===&lt;br /&gt;
It is also possible to jump over the gate with [[Morph Ball Bomb|Morph Ball Bombs]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=cYAk7fu7904}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Collapsed_Tunnel&amp;diff=3241</id>
		<title>Collapsed Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Collapsed_Tunnel&amp;diff=3241"/>
		<updated>2021-10-23T16:44:46Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Industrial Site]]&amp;lt;/br&amp;gt;[[Temple Assembly Site]]}}&#039;&#039;&#039;Collapsed Tunnel&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It has a secret world that requires [[Screw Attack]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;DON&#039;T LOAD&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit&amp;lt;/br&amp;gt;Post Temple Reveal}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
By performing a Screw Attack into the morph ball tunnel, it is possible to get out of bounds.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Agon_Transport_Access_(Temple_Grounds)&amp;diff=3240</id>
		<title>Agon Transport Access (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Agon_Transport_Access_(Temple_Grounds)&amp;diff=3240"/>
		<updated>2021-10-23T16:43:20Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Industrial Site]]&amp;lt;/br&amp;gt;[[Transport to Agon Wastes (Temple Grounds)|Transport to Agon Wastes]]}}&#039;&#039;&#039;Agon Transport Access&#039;&#039;&#039; is a room located in the [[Temple Grounds]] region of [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;No Load&amp;lt;/br&amp;gt;Lock-on tutorial&amp;lt;/br&amp;gt;Pre Umo Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3239</id>
		<title>Transport to Agon Wastes (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3239"/>
		<updated>2021-10-23T16:40:32Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Transport Access (Temple Grounds)|Agon Transport Access]]&amp;lt;/br&amp;gt;[[Transport to Temple Grounds (Agon Wastes)|Transport to Temple Grounds]]}}&#039;&#039;&#039;Transport to Agon Wastes&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the front of [[Agon Wastes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;FALLING CAM&amp;lt;/br&amp;gt;Black Fade&amp;lt;/br&amp;gt;ORIGINAL FADE&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
This secret world is TAS-only.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ktxR7_nDKik}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3238</id>
		<title>Transport to Agon Wastes (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Temple_Grounds)&amp;diff=3238"/>
		<updated>2021-10-23T16:38:25Z</updated>

		<summary type="html">&lt;p&gt;Gollop: Created page with &amp;quot;{{Connecting Rooms|rooms=Agon Transport Access&amp;lt;/br&amp;gt;Transport to Temple Grounds}}&amp;#039;&amp;#039;&amp;#039;Tra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Transport Access (Temple Grounds)|Agon Transport Access]]&amp;lt;/br&amp;gt;[[Transport to Temple Grounds (Agon Wastes)|Transport to Temple Grounds]]}}&#039;&#039;&#039;Transport to Agon Wastes&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the front of [[Agon Wastes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;FALLING CAM&amp;lt;/br&amp;gt;Black Fade&amp;lt;/br&amp;gt;ORIGINAL FADE&amp;lt;/br&amp;gt;Pre Umos Visit&amp;lt;/br&amp;gt;Post Umos Visit}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3237</id>
		<title>Temple Transport A (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3237"/>
		<updated>2021-10-23T16:33:14Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport A (Great Temple)|Temple Transport A]]&amp;lt;/br&amp;gt;[[Sacred Path]]}}&#039;&#039;&#039;Temple Transport A&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the area of Great Temple behind an [[Emerald Translator]] gate.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;Don&#039;t Load}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3236</id>
		<title>Temple Transport A (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3236"/>
		<updated>2021-10-23T16:33:03Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport A (Great Temple)|Temple Transport A]]&amp;lt;/br&amp;gt;[[Sacred Path]]}}&#039;&#039;&#039;Temple Transport A&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the area of Great Temple behind an [[Emerald Translator]] gate.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load&amp;lt;/br&amp;gt;Don&#039;t load}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3235</id>
		<title>Temple Transport A (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_A_(Temple_Grounds)&amp;diff=3235"/>
		<updated>2021-10-23T16:32:42Z</updated>

		<summary type="html">&lt;p&gt;Gollop: Created page with &amp;quot;{{Connecting Rooms|rooms=Temple Transport A&amp;lt;/br&amp;gt;Sacred Path}}&amp;#039;&amp;#039;&amp;#039;Temple Transport A&amp;#039;&amp;#039;&amp;#039; is a room located in the Temple Grounds in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport A (Great Temple)|Temple Transport A]]&amp;lt;/br&amp;gt;[[Sacred Path]]}}&#039;&#039;&#039;Temple Transport A&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the area of Great Temple behind an [[Emerald Translator]] gate.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_C_(Temple_Grounds)&amp;diff=3234</id>
		<title>Temple Transport C (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_C_(Temple_Grounds)&amp;diff=3234"/>
		<updated>2021-10-23T16:31:28Z</updated>

		<summary type="html">&lt;p&gt;Gollop: Created page with &amp;quot;{{Connecting Rooms|rooms=Temple Transport C&amp;lt;/br&amp;gt;Meeting Grounds}}&amp;#039;&amp;#039;&amp;#039;Temple Transport C&amp;#039;&amp;#039;&amp;#039; is a room located in the Temple Grounds...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport C (Great Temple)|Temple Transport C]]&amp;lt;/br&amp;gt;[[Meeting Grounds]]}}&#039;&#039;&#039;Temple Transport C&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the area of Great Temple behind an [[Amber Translator]] gate.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_B_(Temple_Grounds)&amp;diff=3233</id>
		<title>Temple Transport B (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_B_(Temple_Grounds)&amp;diff=3233"/>
		<updated>2021-10-23T16:29:53Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport B (Great Temple)|Temple Transport B]]&amp;lt;/br&amp;gt;[[Temple Assembly Site]]}}&#039;&#039;&#039;Temple Transport B&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains an elevator leading to the area of Great Temple behind a [[Violet Translator]] gate.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;!No Load}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_B_(Temple_Grounds)&amp;diff=3232</id>
		<title>Temple Transport B (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Transport_B_(Temple_Grounds)&amp;diff=3232"/>
		<updated>2021-10-23T16:27:40Z</updated>

		<summary type="html">&lt;p&gt;Gollop: Created page with &amp;quot;{{Connecting Rooms|rooms=Temple Transport B&amp;lt;/br&amp;gt;Temple Assembly Site}}&amp;#039;&amp;#039;&amp;#039;Temple Transport B&amp;#039;&amp;#039;&amp;#039; is a room located in the Temple Grou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Temple Transport B (Great Temple)|Temple Transport B]]&amp;lt;/br&amp;gt;[[Temple Assembly Site]]}}&#039;&#039;&#039;Temple Transport B&#039;&#039;&#039; is a room located in the [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It leads to the area of Great Temple behind a [[Violet Translator]] gate.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3231</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3231"/>
		<updated>2021-10-23T16:21:08Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cutscenes&#039;&#039;&#039; (known internally as &amp;quot;&#039;&#039;&#039;cinematics&#039;&#039;&#039;&amp;quot;) are scripted sequences in which the camera is changed, often to show something of significance (but not always). While a cutscene is active, the player has no control over Samus, and the in-game timer is stopped. Depending on the game and the specific cutscene, it may or may not be possible to skip the cutscene by pressing the Start button.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview==&lt;br /&gt;
Cutscenes are composed of multiple objects operating in sequence:&lt;br /&gt;
* &#039;&#039;&#039;Camera&#039;&#039;&#039;: The most basic of the objects, changes the position of the camera.&lt;br /&gt;
* &#039;&#039;&#039;PlayerActor&#039;&#039;&#039;: Clone of Samus for the purpose of being used in a cutscene.&lt;br /&gt;
* &#039;&#039;&#039;CameraWaypoint&#039;&#039;&#039;: Instructs where the camera should go. Note that these are not exclusively used in cutscenes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFilterKeyframe&#039;&#039;&#039;: Responsible for effects such as fade in or out from back, placing black bars on top/bottom of screen, etc.&lt;br /&gt;
* &#039;&#039;&#039;CameraBlurKeyframe&#039;&#039;&#039;: Responsible for blurring effects.&lt;br /&gt;
* &#039;&#039;&#039;ActorKeyframe&#039;&#039;&#039;: Responsible for all actions involving cutscene actors, including clones of Samus.&lt;br /&gt;
* &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;: Sends messages to other script objects with precise timing. Introduced in Echoes.&lt;br /&gt;
&lt;br /&gt;
Orchestrating these cutscenes are Relays and Timer objects which will be scattered across the room. Every single object composing a cutscene physically exists in the bounds of the room, but is invisible and untouchable.&lt;br /&gt;
&lt;br /&gt;
===Skipping Cutscenes===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vGfX4brD8Nk||right|Comparison showing the timeloss that happens by skipping the Artifact of Wild cutscene.}}In [[Metroid Prime]], whether or not you can skip a cutscene is partially dependent on the cutscene itself. As such, not all cutscenes are skippable. This was changed in [[Metroid Prime 2: Echoes]], where all cutscenes are skippable, including sequences with dialogue, as long as you have seen them before.&lt;br /&gt;
&lt;br /&gt;
There are certain applications for skipping cutscenes in a speedrun setting. For example, in Echoes, when going through one of the Controller Access rooms (such as [[Controller Access (Torvus Bog)|Torvus Controller Access]]), it is faster to skip the cutscene just as it&#039;s about to end. This allows for the room to fully load while still in the cutscene, saving a small amount of in-game time. There are also situations where &#039;&#039;not&#039;&#039; skipping a cutscene is faster. In Prime 1, in the room [[Sunchamber]], when getting the Artifact of Wild, it loses over half a second to skip the cutscene, due to the fact that Samus is not able to move immediately as the cutscene ends. If the cutscene plays out naturally, it saves over half a second because Samus will be able to move immediately when it ends.&lt;br /&gt;
&lt;br /&gt;
===Overlapping Cutscenes===&lt;br /&gt;
There are some situations where it&#039;s possible to get cutscenes to overlap with eachother. This is usually achieved by triggering two separate events at once, such as in Sunchamber by grabbing the artifact at the same time the cutscene that occurs after killing the [[Chozo Ghosts]] plays.&lt;br /&gt;
&lt;br /&gt;
TODO: Go into more detail, info on [[Sanctuary Entrance]] cutscene overlap.&lt;br /&gt;
&lt;br /&gt;
==Actionable Cutscene Bug==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Mot5_rQ-y4Q||right|Example of the Actionable Cutscene Bug on [[Lava Lake]]. Note how Samus&#039; position is updating even while the cutscene is active.}} While Samus cannot normally move during cutscenes, there exists a bug exclusive to Prime 1 that allows for this among other side effects to be achieved. This is known as the &#039;&#039;&#039;Actionable Cutscene Bug&#039;&#039;&#039;, and it allows for certain inputs to be repeated while a cutscene is active. This can happen in the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The player does an input on the frame before a cutscene starts.&lt;br /&gt;
*On the frame directly after, the Start button is pressed to immediately skip the cutscene. Both of these inputs are frame perfect.&lt;br /&gt;
&lt;br /&gt;
Naturally, this can only be done on cutscenes that can be skipped. This can have different effects depending on the action being taken:&lt;br /&gt;
&lt;br /&gt;
* [[Boost Ball]]: Can be held during the cutscene to charge. If B is not held after the cutscene ends, it will immediately Boost.&lt;br /&gt;
* [[Charge Beam]]: Can start charging during a cutscene.&lt;br /&gt;
* [[Morph Ball]]: Morphing or unmorphing will cause Samus to constantly transition to morph/unmorphed state every single frame, creating a &amp;quot;flicker&amp;quot; effect.&lt;br /&gt;
* [[Morph Ball Bomb]]: Can lay a bomb during a cutscene and be hit by it after the cutscene ends.&lt;br /&gt;
* [[Power Bomb]]: Can lay a power bomb during a cutscene.&lt;br /&gt;
* [[Scan Visor]]: Can scan given scan points during a cutscene.&lt;br /&gt;
* Switching Beams: Can switch beams during a cutscene, eliminating the time spent having to wait for it to be ready before it can be used. This saves time when getting the [[Ice Beam]] and [[Plasma Beam]].&lt;br /&gt;
* [[The L Button]]: Pressing L while walking into a cutscene will cause Samus to move while the cutscene is active. Due to the nature of the way this bug works, she won&#039;t be walking at maximum speed. However, you can go in any direction.&lt;br /&gt;
** If Samus is locked onto a target, the only frame perfect input required to perform this bug is the Start press to skip the cutscene.&lt;br /&gt;
* [[X-Ray Visor]]: This takes away the negative filter that is normally applied when selected, resulting in an otherwise normal view with a strong white fog surrounding Samus.&lt;br /&gt;
&lt;br /&gt;
The results are equivalent to if the respective action was done on each frame while the cutscene is active. Because this bug requires that the cutscene be skippable, this makes its usage limited. There are additional restrictions if the cutscene repositions Samus. If a cutscene repositions Samus, her facing angle and morph state will both be fixed.&lt;br /&gt;
&lt;br /&gt;
While not currently RTA viable, this bug allows for small amounts of time to be saved for [[Tool-Assisted Speedruns]] across the entire game, mainly due to being able to move during the cutscenes themselves and the ability to switch immediately to the Ice and Plasma Beams during their pickup cutscenes.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3230</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3230"/>
		<updated>2021-10-23T16:20:44Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cutscenes&#039;&#039;&#039; (known internally as &amp;quot;&#039;&#039;&#039;cinematics&#039;&#039;&#039;&amp;quot;) are scripted sequences in which the camera is changed, often to show something of significance (but not always). While a cutscene is active, the player has no control over Samus, and the in-game timer is stopped. Depending on the game and the specific cutscene, it may or may not be possible to skip the cutscene by pressing the Start button.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview==&lt;br /&gt;
Cutscenes are composed of multiple objects operating in sequence:&lt;br /&gt;
* &#039;&#039;&#039;Camera&#039;&#039;&#039;: The most basic of the objects, changes the position of the camera.&lt;br /&gt;
* &#039;&#039;&#039;PlayerActor&#039;&#039;&#039;: Clone of Samus for the purpose of being used in a cutscene.&lt;br /&gt;
* &#039;&#039;&#039;CameraWaypoint&#039;&#039;&#039;: Instructs where the camera should go. Note that these are not exclusively used in cutscenes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFilterKeyframe&#039;&#039;&#039;: Responsible for effects such as fade in or out from back, placing black bars on top/bottom of screen, etc.&lt;br /&gt;
* &#039;&#039;&#039;CameraBlurKeyframe&#039;&#039;&#039;: Responsible for blurring effects.&lt;br /&gt;
* &#039;&#039;&#039;ActorKeyframe&#039;&#039;&#039;: Responsible for all actions involving cutscene actors, including clones of Samus.&lt;br /&gt;
* &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;: Sends messages to other script objects at precise times. Introduced in Echoes.&lt;br /&gt;
&lt;br /&gt;
Orchestrating these cutscenes are Relays and Timer objects which will be scattered across the room. Every single object composing a cutscene physically exists in the bounds of the room, but is invisible and untouchable.&lt;br /&gt;
&lt;br /&gt;
===Skipping Cutscenes===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vGfX4brD8Nk||right|Comparison showing the timeloss that happens by skipping the Artifact of Wild cutscene.}}In [[Metroid Prime]], whether or not you can skip a cutscene is partially dependent on the cutscene itself. As such, not all cutscenes are skippable. This was changed in [[Metroid Prime 2: Echoes]], where all cutscenes are skippable, including sequences with dialogue, as long as you have seen them before.&lt;br /&gt;
&lt;br /&gt;
There are certain applications for skipping cutscenes in a speedrun setting. For example, in Echoes, when going through one of the Controller Access rooms (such as [[Controller Access (Torvus Bog)|Torvus Controller Access]]), it is faster to skip the cutscene just as it&#039;s about to end. This allows for the room to fully load while still in the cutscene, saving a small amount of in-game time. There are also situations where &#039;&#039;not&#039;&#039; skipping a cutscene is faster. In Prime 1, in the room [[Sunchamber]], when getting the Artifact of Wild, it loses over half a second to skip the cutscene, due to the fact that Samus is not able to move immediately as the cutscene ends. If the cutscene plays out naturally, it saves over half a second because Samus will be able to move immediately when it ends.&lt;br /&gt;
&lt;br /&gt;
===Overlapping Cutscenes===&lt;br /&gt;
There are some situations where it&#039;s possible to get cutscenes to overlap with eachother. This is usually achieved by triggering two separate events at once, such as in Sunchamber by grabbing the artifact at the same time the cutscene that occurs after killing the [[Chozo Ghosts]] plays.&lt;br /&gt;
&lt;br /&gt;
TODO: Go into more detail, info on [[Sanctuary Entrance]] cutscene overlap.&lt;br /&gt;
&lt;br /&gt;
==Actionable Cutscene Bug==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Mot5_rQ-y4Q||right|Example of the Actionable Cutscene Bug on [[Lava Lake]]. Note how Samus&#039; position is updating even while the cutscene is active.}} While Samus cannot normally move during cutscenes, there exists a bug exclusive to Prime 1 that allows for this among other side effects to be achieved. This is known as the &#039;&#039;&#039;Actionable Cutscene Bug&#039;&#039;&#039;, and it allows for certain inputs to be repeated while a cutscene is active. This can happen in the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The player does an input on the frame before a cutscene starts.&lt;br /&gt;
*On the frame directly after, the Start button is pressed to immediately skip the cutscene. Both of these inputs are frame perfect.&lt;br /&gt;
&lt;br /&gt;
Naturally, this can only be done on cutscenes that can be skipped. This can have different effects depending on the action being taken:&lt;br /&gt;
&lt;br /&gt;
* [[Boost Ball]]: Can be held during the cutscene to charge. If B is not held after the cutscene ends, it will immediately Boost.&lt;br /&gt;
* [[Charge Beam]]: Can start charging during a cutscene.&lt;br /&gt;
* [[Morph Ball]]: Morphing or unmorphing will cause Samus to constantly transition to morph/unmorphed state every single frame, creating a &amp;quot;flicker&amp;quot; effect.&lt;br /&gt;
* [[Morph Ball Bomb]]: Can lay a bomb during a cutscene and be hit by it after the cutscene ends.&lt;br /&gt;
* [[Power Bomb]]: Can lay a power bomb during a cutscene.&lt;br /&gt;
* [[Scan Visor]]: Can scan given scan points during a cutscene.&lt;br /&gt;
* Switching Beams: Can switch beams during a cutscene, eliminating the time spent having to wait for it to be ready before it can be used. This saves time when getting the [[Ice Beam]] and [[Plasma Beam]].&lt;br /&gt;
* [[The L Button]]: Pressing L while walking into a cutscene will cause Samus to move while the cutscene is active. Due to the nature of the way this bug works, she won&#039;t be walking at maximum speed. However, you can go in any direction.&lt;br /&gt;
** If Samus is locked onto a target, the only frame perfect input required to perform this bug is the Start press to skip the cutscene.&lt;br /&gt;
* [[X-Ray Visor]]: This takes away the negative filter that is normally applied when selected, resulting in an otherwise normal view with a strong white fog surrounding Samus.&lt;br /&gt;
&lt;br /&gt;
The results are equivalent to if the respective action was done on each frame while the cutscene is active. Because this bug requires that the cutscene be skippable, this makes its usage limited. There are additional restrictions if the cutscene repositions Samus. If a cutscene repositions Samus, her facing angle and morph state will both be fixed.&lt;br /&gt;
&lt;br /&gt;
While not currently RTA viable, this bug allows for small amounts of time to be saved for [[Tool-Assisted Speedruns]] across the entire game, mainly due to being able to move during the cutscenes themselves and the ability to switch immediately to the Ice and Plasma Beams during their pickup cutscenes.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Station_Access&amp;diff=2502</id>
		<title>Central Station Access</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Station_Access&amp;diff=2502"/>
		<updated>2021-10-09T03:25:08Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Central Mining Station]]&amp;lt;/br&amp;gt;[[Mining Station A]]}}&#039;&#039;&#039;Central Station Access&#039;&#039;&#039; is a room located in the [[Agon Wastes]] in [[Metroid Prime 2: Echoes]]. On the default layer, it contains two Space Pirates and three phazon crates.&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
Getting from Central Mining Station to Mining Station A without the [[Space Jump Boots]] is notably hard, and it&#039;s required in certain low% categories. There are two methods of doing this, one of which uses [[Screw Attack]] and the other one uses the [[Morph Ball]].&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
By doing a [[Slope Jump]] into a Screw Attack, it&#039;s possible to get the proper height.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=n6LZzjoQ-Hs}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Method===&lt;br /&gt;
Get into position in the back corner and face to the right of the door. Hold up and morph. Let go of the stick once passed the dark spot on the ground. Hold down-left to bounce up the wall, then perform the inputs for a [[Bomb Space Jump]]. If you get the jump, hold back to climb up the ledge. This trick needs a good bounce otherwise you will not get the height required.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PKwxfrbtP9k}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO: Description and video&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Secret_Worlds&amp;diff=2501</id>
		<title>Metroid Prime 2: Echoes/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Secret_Worlds&amp;diff=2501"/>
		<updated>2021-10-09T03:24:33Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the known [[Secret World|Secret Worlds]] in Metroid Prime 2: Echoes. Secret worlds that require [[Floaty Jump]] are included in this list, as the only known way of activating this glitch is inbounds before the [[Chykka]] fight.&lt;br /&gt;
&lt;br /&gt;
== Temple Grounds (Sky Temple Grounds) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Collapsed Tunnel]]&lt;br /&gt;
* [[GFMC Compound]]&lt;br /&gt;
* [[Hall of Honored Dead]]&lt;br /&gt;
* [[Hive Chamber A]]&lt;br /&gt;
* [[Hive Chamber B]]&lt;br /&gt;
* [[Hive Chamber C]]&lt;br /&gt;
* [[Industrial Site]]&lt;br /&gt;
* [[Meeting Grounds]]&lt;br /&gt;
* [[Sacred Bridge]]&lt;br /&gt;
* [[Sacred Path]]&lt;br /&gt;
* [[Service Access]]&lt;br /&gt;
* [[Temple Assembly Site]]&lt;br /&gt;
* [[Torvus Transport Access (Temple Grounds)|Torvus Transport Access]]&lt;br /&gt;
* [[Temple Transport A (Temple Grounds)|Temple Transport A]]&lt;br /&gt;
* [[Temple Transport B (Temple Grounds)|Temple Transport B]]&lt;br /&gt;
* [[Temple Transport C (Temple Grounds)|Temple Transport C]]&lt;br /&gt;
* [[Windchamber Gateway]]&lt;br /&gt;
* [[Windchamber Tunnel]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Abandoned Base]]&lt;br /&gt;
* [[Accursed Lake]]&lt;br /&gt;
* [[Gateway Access]]&lt;br /&gt;
* [[Ing Reliquary]]&lt;br /&gt;
* [[Phazon Grounds]]&lt;br /&gt;
* [[Plain of Dark Worship]]&lt;br /&gt;
* [[Profane Path]]&lt;br /&gt;
* [[Shrine Access]]&lt;br /&gt;
* [[Sky Temple Gateway]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Temple (Sky Temple) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Main Energy Controller]]&lt;br /&gt;
* [[Transport A Access]]&lt;br /&gt;
* [[Transport B Access]]&lt;br /&gt;
* [[Transport C Access]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes (Dark Agon Wastes) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Agon Map Station]]&lt;br /&gt;
* [[Agon Temple]]&lt;br /&gt;
* [[Bioenergy Production]]&lt;br /&gt;
* [[Biostorage Station]]&lt;br /&gt;
* [[Central Mining Station]]&lt;br /&gt;
* [[Central Station Access]]&lt;br /&gt;
* [[Command Center Access]]&lt;br /&gt;
* [[Main Reactor]]&lt;br /&gt;
* [[Mine Shaft]]&lt;br /&gt;
* [[Mining Plaza]]&lt;br /&gt;
* [[Mining Station B]]&lt;br /&gt;
* [[Plaza Access (Agon Wastes)|Plaza Access]]&lt;br /&gt;
* [[Portal Terminal]]&lt;br /&gt;
* [[Sandcanyon]]&lt;br /&gt;
* [[Sand Processing]]&lt;br /&gt;
* [[Save Station A (Agon Wastes)|Save Station A]]&lt;br /&gt;
* [[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Transit Station (Agon Wastes)|Transit Station]]&lt;br /&gt;
* [[Transport Center]]&lt;br /&gt;
* [[Ventilation Area A]]&lt;br /&gt;
* [[Ventilation Area B]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Battleground]]&lt;br /&gt;
* [[Bitter Well]]&lt;br /&gt;
* [[Crossroads]]&lt;br /&gt;
* [[Dark Agon Temple]]&lt;br /&gt;
* [[Dark Transit Station]]&lt;br /&gt;
* [[Feeding Pit]]&lt;br /&gt;
* [[Ing Cache 4]]&lt;br /&gt;
* [[Portal Site (Dark Agon Wastes)|Portal Site]]&lt;br /&gt;
* [[Trial Grounds]]&lt;br /&gt;
* [[Watering Hole]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog (Dark Torvus Bog) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Abandoned Worksite]]&lt;br /&gt;
* [[Controller Access (Torvus Bog)|Controller Access]]&lt;br /&gt;
* [[Forgotten Bridge]]&lt;br /&gt;
* [[Great Bridge]]&lt;br /&gt;
* [[Grove Access]]&lt;br /&gt;
* [[Meditation Vista]]&lt;br /&gt;
* [[Path of Roots]]&lt;br /&gt;
* [[Plaza Access (Torvus Bog)|Plaza Access]]&lt;br /&gt;
* [[Portal Chamber (Torvus Bog)|Portal Chamber]]&lt;br /&gt;
* [[Ruined Alcove]]&lt;br /&gt;
* [[Save Station B (Torvus Bog)|Save Station B]]&lt;br /&gt;
* [[Temple Access (Torvus Bog)|Temple Access]]&lt;br /&gt;
* [[Torvus Grove]]&lt;br /&gt;
* [[Torvus Lagoon]]&lt;br /&gt;
* [[Torvus Temple]]&lt;br /&gt;
* [[Temple Transport Access (Torvus Bog)|Temple Transport Access]]&lt;br /&gt;
* [[Transit Tunnel East]]&lt;br /&gt;
* [[Transit Tunnel South]]&lt;br /&gt;
* [[Transit Tunnel West]]&lt;br /&gt;
* [[Transport to Agon Wastes (Torvus Bog)|Transport to Agon Wastes]]&lt;br /&gt;
* [[Underground Tunnel]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Brooding Ground]]&lt;br /&gt;
* [[Dark Arena Tunnel]]&lt;br /&gt;
* [[Dark Controller Access (Dark Torvus Bog)|Dark Controller Access]]&lt;br /&gt;
* [[Dark Falls]]&lt;br /&gt;
* [[Dark Forgotten Bridge]]&lt;br /&gt;
* [[Dark Torvus Arena]]&lt;br /&gt;
* [[Dark Torvus Temple]]&lt;br /&gt;
* [[Dark Torvus Temple Access]]&lt;br /&gt;
* [[Gloom Vista]]&lt;br /&gt;
* [[Poisoned Bog]]&lt;br /&gt;
* [[Polluted Mire]]&lt;br /&gt;
* [[Portal Chamber (Dark Torvus Bog)|Portal Chamber]]&lt;br /&gt;
* [[Putrid Alcove]]&lt;br /&gt;
* [[Save Station 2 (Torvus Bog)|Save Station 2]]&lt;br /&gt;
* [[Venomous Pond]]&lt;br /&gt;
* [[Undertransit One]]&lt;br /&gt;
* [[Undertransit Two]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sanctuary Fortress (Ing Hive) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Aerie]]&lt;br /&gt;
* [[Central Area Transport West]]&lt;br /&gt;
* [[Dynamo Access (Sanctuary Fortress)|Dynamo Access]]&lt;br /&gt;
* [[Dynamo Works]]&lt;br /&gt;
* [[Grand Abyss]]&lt;br /&gt;
* [[Hall of Combat Mastery]]&lt;br /&gt;
* [[Main Gyro Chamber]]&lt;br /&gt;
* [[Main Research]]&lt;br /&gt;
* [[Minigyro Chamber]]&lt;br /&gt;
* [[Sanctuary Energy Controller]]&lt;br /&gt;
* [[Sanctuary Entrance]]&lt;br /&gt;
* [[Save Station B (Sanctuary Fortress)|Save Station B]]&lt;br /&gt;
* [[Sanctuary Temple]]&lt;br /&gt;
* [[Sentinel&#039;s Path]]&lt;br /&gt;
* [[Transit Station (Sanctuary Fortress)|Transit Station]]&lt;br /&gt;
* [[Transport to Temple Grounds (Sanctuary Fortress)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Transport to Torvus Bog (Sanctuary Fortress)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Vault (Sanctuary Fortress)|Vault]]&lt;br /&gt;
* [[Watch Station]]&lt;br /&gt;
* [[Workers Path]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Aerial Training Site]]&lt;br /&gt;
* [[Culling Chamber]]&lt;br /&gt;
* [[Hive Dynamo Access]]&lt;br /&gt;
* [[Hive Dynamo Works]]&lt;br /&gt;
* [[Hive Energy Controller]]&lt;br /&gt;
* [[Hive Entrance]]&lt;br /&gt;
* [[Hive Gyro Chamber]]&lt;br /&gt;
* [[Hive Portal Chamber]]&lt;br /&gt;
* [[Hive Save Station 2]]&lt;br /&gt;
* [[Hive Summit]]&lt;br /&gt;
* [[Judgment Drop]]&lt;br /&gt;
* [[Staging Area]]&lt;br /&gt;
* [[Vault Attack Portal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Rooms in this list either require being [[Out of Bounds]] first, thus not a &amp;quot;true&amp;quot; Secret World,&amp;quot; or are in Multiplayer only.&lt;br /&gt;
* [[Central Station Access]]&lt;br /&gt;
* [[Crossfire Chaos]] (Multiplayer)&lt;br /&gt;
* [[Dark Oasis]]&lt;br /&gt;
* [[Dungeon]]&lt;br /&gt;
* [[Ing Cache 1]]&lt;br /&gt;
* [[Sand Cache]]&lt;br /&gt;
* [[Storage A]]&lt;br /&gt;
* [[Storage B]]&lt;br /&gt;
* [[Trial Tunnel]]&lt;br /&gt;
* [[Warrior&#039;s Walk]]&lt;br /&gt;
* [[Watch Station Access]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Secret_Worlds&amp;diff=2500</id>
		<title>Metroid Prime 2: Echoes/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Secret_Worlds&amp;diff=2500"/>
		<updated>2021-10-09T03:01:20Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all the known [[Secret World|Secret Worlds]] in Metroid Prime 2: Echoes. Secret worlds that require [[Floaty Jump]] are included in this list, as the only known way of activating this glitch is inbounds before the [[Chykka]] fight.&lt;br /&gt;
&lt;br /&gt;
== Temple Grounds (Sky Temple Grounds) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Collapsed Tunnel]]&lt;br /&gt;
* [[GFMC Compound]]&lt;br /&gt;
* [[Hall of Honored Dead]]&lt;br /&gt;
* [[Hive Chamber A]]&lt;br /&gt;
* [[Hive Chamber B]]&lt;br /&gt;
* [[Hive Chamber C]]&lt;br /&gt;
* [[Industrial Site]]&lt;br /&gt;
* [[Meeting Grounds]]&lt;br /&gt;
* [[Sacred Bridge]]&lt;br /&gt;
* [[Sacred Path]]&lt;br /&gt;
* [[Service Access]]&lt;br /&gt;
* [[Temple Assembly Site]]&lt;br /&gt;
* [[Torvus Transport Access (Temple Grounds)|Torvus Transport Access]]&lt;br /&gt;
* [[Temple Transport A (Temple Grounds)|Temple Transport A]]&lt;br /&gt;
* [[Temple Transport B (Temple Grounds)|Temple Transport B]]&lt;br /&gt;
* [[Temple Transport C (Temple Grounds)|Temple Transport C]]&lt;br /&gt;
* [[Windchamber Gateway]]&lt;br /&gt;
* [[Windchamber Tunnel]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Abandoned Base]]&lt;br /&gt;
* [[Accursed Lake]]&lt;br /&gt;
* [[Gateway Access]]&lt;br /&gt;
* [[Ing Reliquary]]&lt;br /&gt;
* [[Phazon Grounds]]&lt;br /&gt;
* [[Plain of Dark Worship]]&lt;br /&gt;
* [[Profane Path]]&lt;br /&gt;
* [[Shrine Access]]&lt;br /&gt;
* [[Sky Temple Gateway]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Temple (Sky Temple) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Main Energy Controller]]&lt;br /&gt;
* [[Transport A Access]]&lt;br /&gt;
* [[Transport B Access]]&lt;br /&gt;
* [[Transport C Access]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes (Dark Agon Wastes) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Agon Map Station]]&lt;br /&gt;
* [[Agon Temple]]&lt;br /&gt;
* [[Bioenergy Production]]&lt;br /&gt;
* [[Biostorage Station]]&lt;br /&gt;
* [[Central Mining Station]]&lt;br /&gt;
* [[Central Station Access]]&lt;br /&gt;
* [[Command Center Access]]&lt;br /&gt;
* [[Main Reactor]]&lt;br /&gt;
* [[Mine Shaft]]&lt;br /&gt;
* [[Mining Plaza]]&lt;br /&gt;
* [[Mining Station B]]&lt;br /&gt;
* [[Plaza Access (Agon Wastes)|Plaza Access]]&lt;br /&gt;
* [[Portal Terminal]]&lt;br /&gt;
* [[Sandcanyon]]&lt;br /&gt;
* [[Sand Processing]]&lt;br /&gt;
* [[Save Station A (Agon Wastes)|Save Station A]]&lt;br /&gt;
* [[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Transit Station (Agon Wastes)|Transit Station]]&lt;br /&gt;
* [[Transport Center]]&lt;br /&gt;
* [[Ventilation Area A]]&lt;br /&gt;
* [[Ventilation Area B]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Battleground]]&lt;br /&gt;
* [[Bitter Well]]&lt;br /&gt;
* [[Crossroads]]&lt;br /&gt;
* [[Dark Agon Temple]]&lt;br /&gt;
* [[Dark Transit Station]]&lt;br /&gt;
* [[Feeding Pit]]&lt;br /&gt;
* [[Ing Cache 4]]&lt;br /&gt;
* [[Portal Site (Dark Agon Wastes)|Portal Site]]&lt;br /&gt;
* [[Trial Grounds]]&lt;br /&gt;
* [[Watering Hole]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog (Dark Torvus Bog) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Abandoned Worksite]]&lt;br /&gt;
* [[Controller Access (Torvus Bog)|Controller Access]]&lt;br /&gt;
* [[Forgotten Bridge]]&lt;br /&gt;
* [[Great Bridge]]&lt;br /&gt;
* [[Grove Access]]&lt;br /&gt;
* [[Meditation Vista]]&lt;br /&gt;
* [[Path of Roots]]&lt;br /&gt;
* [[Plaza Access (Torvus Bog)|Plaza Access]]&lt;br /&gt;
* [[Portal Chamber (Torvus Bog)|Portal Chamber]]&lt;br /&gt;
* [[Ruined Alcove]]&lt;br /&gt;
* [[Save Station B (Torvus Bog)|Save Station B]]&lt;br /&gt;
* [[Temple Access (Torvus Bog)|Temple Access]]&lt;br /&gt;
* [[Torvus Grove]]&lt;br /&gt;
* [[Torvus Lagoon]]&lt;br /&gt;
* [[Torvus Temple]]&lt;br /&gt;
* [[Temple Transport Access (Torvus Bog)|Temple Transport Access]]&lt;br /&gt;
* [[Transit Tunnel East]]&lt;br /&gt;
* [[Transit Tunnel South]]&lt;br /&gt;
* [[Transit Tunnel West]]&lt;br /&gt;
* [[Transport to Agon Wastes (Torvus Bog)|Transport to Agon Wastes]]&lt;br /&gt;
* [[Underground Tunnel]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Brooding Ground]]&lt;br /&gt;
* [[Dark Arena Tunnel]]&lt;br /&gt;
* [[Dark Controller Access (Dark Torvus Bog)|Dark Controller Access]]&lt;br /&gt;
* [[Dark Falls]]&lt;br /&gt;
* [[Dark Forgotten Bridge]]&lt;br /&gt;
* [[Dark Torvus Arena]]&lt;br /&gt;
* [[Dark Torvus Temple]]&lt;br /&gt;
* [[Dark Torvus Temple Access]]&lt;br /&gt;
* [[Gloom Vista]]&lt;br /&gt;
* [[Poisoned Bog]]&lt;br /&gt;
* [[Polluted Mire]]&lt;br /&gt;
* [[Portal Chamber (Dark Torvus Bog)|Portal Chamber]]&lt;br /&gt;
* [[Putrid Alcove]]&lt;br /&gt;
* [[Save Station 2 (Torvus Bog)|Save Station 2]]&lt;br /&gt;
* [[Venomous Pond]]&lt;br /&gt;
* [[Undertransit One]]&lt;br /&gt;
* [[Undertransit Two]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sanctuary Fortress (Ing Hive) ==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Aerie]]&lt;br /&gt;
* [[Central Area Transport West]]&lt;br /&gt;
* [[Dynamo Access (Sanctuary Fortress)|Dynamo Access]]&lt;br /&gt;
* [[Dynamo Works]]&lt;br /&gt;
* [[Grand Abyss]]&lt;br /&gt;
* [[Hall of Combat Mastery]]&lt;br /&gt;
* [[Main Gyro Chamber]]&lt;br /&gt;
* [[Main Research]]&lt;br /&gt;
* [[Minigyro Chamber]]&lt;br /&gt;
* [[Sanctuary Energy Controller]]&lt;br /&gt;
* [[Sanctuary Entrance]]&lt;br /&gt;
* [[Save Station B (Sanctuary Fortress)|Save Station B]]&lt;br /&gt;
* [[Sanctuary Temple]]&lt;br /&gt;
* [[Sentinel&#039;s Path]]&lt;br /&gt;
* [[Transit Station (Sanctuary Fortress)|Transit Station]]&lt;br /&gt;
* [[Transport to Temple Grounds (Sanctuary Fortress)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Transport to Torvus Bog (Sanctuary Fortress)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Vault (Sanctuary Fortress)|Vault]]&lt;br /&gt;
* [[Watch Station]]&lt;br /&gt;
* [[Workers Path]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Aerial Training Site]]&lt;br /&gt;
* [[Culling Chamber]]&lt;br /&gt;
* [[Hive Dynamo Access]]&lt;br /&gt;
* [[Hive Dynamo Works]]&lt;br /&gt;
* [[Hive Energy Controller]]&lt;br /&gt;
* [[Hive Entrance]]&lt;br /&gt;
* [[Hive Gyro Chamber]]&lt;br /&gt;
* [[Hive Portal Chamber]]&lt;br /&gt;
* [[Hive Save Station 2]]&lt;br /&gt;
* [[Hive Summit]]&lt;br /&gt;
* [[Judgment Drop]]&lt;br /&gt;
* [[Staging Area]]&lt;br /&gt;
* [[Vault Attack Portal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Rooms in this list either require being [[Out of Bounds]] first, thus not a &amp;quot;true&amp;quot; Secret World,&amp;quot; or are in Multiplayer only.&lt;br /&gt;
* [[Crossfire Chaos]] (Multiplayer)&lt;br /&gt;
* [[Dark Oasis]]&lt;br /&gt;
* [[Dungeon]]&lt;br /&gt;
* [[Ing Cache 1]]&lt;br /&gt;
* [[Sand Cache]]&lt;br /&gt;
* [[Storage A]]&lt;br /&gt;
* [[Storage B]]&lt;br /&gt;
* [[Trial Tunnel]]&lt;br /&gt;
* [[Warrior&#039;s Walk]]&lt;br /&gt;
* [[Watch Station Access]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2499</id>
		<title>Warrior&#039;s Walk</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2499"/>
		<updated>2021-10-09T03:00:30Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Battleground]]&amp;lt;/br&amp;gt;[[Judgment Pit]]}}&#039;&#039;&#039;Warrior&#039;s Walk&#039;&#039;&#039; is a room located in the Dark Agon Wastes in [[Metroid Prime 2: Echoes]]. It contains a missile expansion.&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
===Getting the Missile Without Space Jump===&lt;br /&gt;
After breaking the floor and grabbing the item, a [[Slope Jump]] can be used to get out without the [[Space Jump Boots]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Bj26DSAqOO8}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
Just like in [[Central Station Access]], there are two ways to get over the ledge separating [[Battleground]] from [[Judgment Pit]]. By doing a Slope Jump into a [[Screw Attack]], it&#039;s possible to get the required height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PZDXi0yzDFc}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Method===&lt;br /&gt;
TODO: Description and video&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO: Description&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=IpC0nGa3R_Y}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2498</id>
		<title>Warrior&#039;s Walk</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2498"/>
		<updated>2021-10-09T03:00:02Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Battleground]]&amp;lt;/br&amp;gt;[[Judgment Pit]]}}&#039;&#039;&#039;Warrior&#039;s Walk&#039;&#039;&#039; is a room located in the Dark Agon Wastes in [[Metroid Prime 2: Echoes]]. It contains a missile expansion.&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
===Getting the Missile Without Space Jump===&lt;br /&gt;
After breaking the floor and grabbing the item, a [[Slope Jump]] can be used to get out without the [[Space Jump Boots]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Bj26DSAqOO8}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
Just like in [[Central Station Access]], there are two ways to get over the ledge separating [[Battleground]] from [[Judgment Pit]]. By doing a Slope Jump into a [[Screw Attack]], it&#039;s possible to get the required height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PZDXi0yzDFc}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Method===&lt;br /&gt;
TODO: Description and video&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=IpC0nGa3R_Y}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2497</id>
		<title>Warrior&#039;s Walk</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Warrior%27s_Walk&amp;diff=2497"/>
		<updated>2021-10-09T02:59:46Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Battleground]]&amp;lt;/br&amp;gt;[[Judgment Pit]]}}&#039;&#039;&#039;Warrior&#039;s Walk&#039;&#039;&#039; is a room located in the Dark Agon Wastes in [[Metroid Prime 2: Echoes]]. It contains a missile expansion.&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
===Getting the Missile Without Space Jump===&lt;br /&gt;
After breaking the floor and grabbing the item, a [[Slope Jump]] can be used to get out without the [[Space Jump Boots]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Bj26DSAqOO8}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
Just like in [[Central Station Access]], there are two ways to get over the ledge separating [[Battleground]] from [[Judgment Pit]]. By doing a Slope Jump into a [[Screw Attack]], it&#039;s possible to get the required height.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=PZDXi0yzDFc}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Method===&lt;br /&gt;
TODO: Description and video&lt;br /&gt;
&lt;br /&gt;
===Secret World===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=IpC0nGa3R_Y}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Missile_Trooper&amp;diff=2347</id>
		<title>Dark Missile Trooper</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Missile_Trooper&amp;diff=2347"/>
		<updated>2021-08-27T20:28:17Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dark Missile Trooper&#039;&#039;&#039; is a mini-boss found in [[Hive Chamber A]] in [[List of Rooms (Echoes)#Temple Grounds (Sky Temple Grounds)|Temple Grounds]]. It guards a Missile Expansion.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
*Health: 600&lt;br /&gt;
*Spawns after killing [[Bomb Guardian]]&lt;br /&gt;
*Can be Frozen and Killed Immediately&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
== Dark Beam ==&lt;br /&gt;
* Shoot a fully charged [[Dark Beam]] shot and then a Missile at him&lt;br /&gt;
&lt;br /&gt;
== Power Bomb ==&lt;br /&gt;
* Lay a Power Bomb and he dies instantly&lt;br /&gt;
&lt;br /&gt;
== Light Beam ==&lt;br /&gt;
* Fire uncharged or charged [[Light Beam]] shots until he dies&lt;br /&gt;
&lt;br /&gt;
== Screw Attack ==&lt;br /&gt;
* Two Screw Attacks can kill him.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Shoreline_Entrance&amp;diff=2346</id>
		<title>Shoreline Entrance</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Shoreline_Entrance&amp;diff=2346"/>
		<updated>2021-08-27T20:25:20Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Phendrana Shorelines]]&amp;lt;/br&amp;gt;[[Transport to Magmoor Caverns West]]}}&#039;&#039;&#039;Shoreline Entrance&#039;&#039;&#039; is a room located in the [[Phendrana Drifts]] region of [[Metroid Prime]]. It contains a [[Secret World]]. On first pass, there are three ice sheets blocking Samus. They require either missiles, or a charged [[Power Beam]] shot to break.&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
It is possible to get out of bounds in this room with [[Floaty Jump]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Qb_ZcU-E4BU}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Out_of_Bounds&amp;diff=2345</id>
		<title>Out of Bounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Out_of_Bounds&amp;diff=2345"/>
		<updated>2021-08-27T19:18:04Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By using [[Secret World|Secret Worlds]], you can leave the intended boundaries of the game. This allows for various skips and routes. Movement and Physics in &amp;quot;Aether&amp;quot; (key term for Out of Bounds) is a little different that it is for In Bounds.&lt;br /&gt;
&lt;br /&gt;
= Aether =&lt;br /&gt;
Every room is contained inside of an invisible box, which is determined by the collision of the room. Inside of the box everything is just as usual, but the outside of the box is surrounded by Aether. The Aether has following properties:&lt;br /&gt;
* You can not jump while inside of aether&lt;br /&gt;
* You can stand in the aether and you slowly float upwards doing so&lt;br /&gt;
* When morphed, you fall just like inside of the box&lt;br /&gt;
&lt;br /&gt;
For any wallcrawl (movement oob) involving aether it is important to know the boundary of the box. If multiple rooms are loaded at once the boxes will intersect each other and aether will only be in the outside of the union of all boxes.&lt;br /&gt;
&lt;br /&gt;
== Aether Jumping ==&lt;br /&gt;
Whenever leaving ground the game still gives you a 3 frame window to jump. As this also applies when leaving aether, it can also be used to climb up any room oob by aether jumping up on any side of the box. This can also be used to jump out of the bottom of the box as soon as you pop up through slowly floating upwards in the bottom&#039;s aether.&lt;br /&gt;
&lt;br /&gt;
To successfully perform an aether jump on a wall one has to exit the box and immediately jump to hit the 3 frame window. Knowing the rooms box and muscle memory is key to fast and successful aether jumping.&lt;br /&gt;
*In Prime, missing the jump can cause you to fall all the way to the bottom. Because of that it&#039;s often preferred to diagonally aether jump up on the corner of the box so whenever you miss an aether jump you just land back in the aether.&lt;br /&gt;
*In Echoes and Corruption this is not the case, as falling off a ledge doesn&#039;t mean you lose control of Samus. Move back into the aether to prevent falling too far down.&lt;br /&gt;
&lt;br /&gt;
TODO: videos demonstrating aether jumping in all 3 games&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
Each collision in Metroid Prime has an inside and outside. While the inside of each collision behaves just as expected the outside is a lot more sticky. Since you can&#039;t move on sticky surfaces it is prefered to move on &#039;&#039;&#039;standable spots&#039;&#039;&#039;, which are surfaces that behave just like inbounds collision. Those can be found on extended flat surfaces, edges between 2 sticky collisions, or the top of a vertical collision ( for example walls ). Knowing your standable spots is essential for wallcrawling fast.&lt;br /&gt;
&lt;br /&gt;
== Loading Rooms ==&lt;br /&gt;
There are many different ways to get a room loaded. Obviously when a room is not loaded it can not be entered, nor transitioned.&lt;br /&gt;
&lt;br /&gt;
*Hitting an invisible box shaped trigger&lt;br /&gt;
*Getting close to the room you want to load (applicable in Echoes and Corruption)&lt;br /&gt;
*Manually loading a room (can crash the game in certain situations)&lt;br /&gt;
&lt;br /&gt;
There are also a few events, which can influence whether a room is loaded or not. When trying to load a room via load triggers it is key to know it&#039;s boundaries, which can be viewed in PWE.&lt;br /&gt;
&lt;br /&gt;
There are also rooms which will load every connecting room in a set order.&lt;br /&gt;
&lt;br /&gt;
The only way to manually load a room is by shooting the connecting door and getting close to it. To stand close enough it is not sufficient to stand on the door. One has to enter an area next to the door rather than above or below. One should be careful with this method as it will not dump any other rooms, which can occasionally cause a crash if too much stuff is loaded. Sometimes this can be avoided by making previous rooms invisible by opening the door connecting to it and closing it again.&lt;br /&gt;
&lt;br /&gt;
When a room has finished loading it still stays invisible, but it can be tracked by different methods depending on the game:&lt;br /&gt;
* In Prime, shooting against collision where the next room would be, and the shots make contact&lt;br /&gt;
* In Echoes and Corruption, shooting behind the door and the shots unload immediately, then the room has loaded&lt;br /&gt;
&lt;br /&gt;
== Transitioning ==&lt;br /&gt;
The game always tries to keep track on which room you are or you are supposed to be as one can see on the map on the top right. This is done by docks placed on every single door in the game. The game will only load rooms which are directly connected with the room the game thinks you are shown on the map. So for any longer wallcrawl one has to make the game think you are in the right room. This process is called &#039;&#039;&#039;transitioning&#039;&#039;&#039;. Usually this is done by jumping on the according side of the door, but sometimes there are different setups have to be used especially on vertical doors.&lt;br /&gt;
&lt;br /&gt;
It is important to know that rooms can behave differently when not transitioned into. Most notably the game will not reposition you when you morph next to a wall, which can be abused to obtain Infinite Speed, but also cause you to softlock on the sticky side of a wall.&lt;br /&gt;
&lt;br /&gt;
= Getting Back Inbounds =&lt;br /&gt;
While you can do a lot OoB you probably want to get back inbounds some time.&lt;br /&gt;
&lt;br /&gt;
== Fall Through Ceiling ==&lt;br /&gt;
The simplest way to get back inbounds is by just jumping back into the room like from above for any room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Door Warp ==&lt;br /&gt;
Another way is by letting the room load around you, so by being inside the room before it is even loaded. This is usually done by manually loading a room while waiting for it to load in the Aether behind the room. Once the room loads, touch the door to the active room so the room transitions to the loaded room.&lt;br /&gt;
&lt;br /&gt;
== Ceiling Warp ==&lt;br /&gt;
If the room is already loaded, but not transitioned into one can attempt a trick called the &#039;&#039;&#039;Ceiling Warp&#039;&#039;&#039;. Ceiling Warps can not be done everywhere. To perform a Ceiling Warp into a room, one has to have the map transitioned to a different room first. Then, one morphs on the top of some collision and unmorphs. In some cases, boosting can help to successfully ceiling warp into the room.&lt;br /&gt;
&lt;br /&gt;
== Cutscene Warp ==&lt;br /&gt;
Some cutscenes will reposition you inbounds.&lt;br /&gt;
&lt;br /&gt;
== Infinite Boosting ==&lt;br /&gt;
=== Prime ===&lt;br /&gt;
To Infinite Boost into a room, one has to stand on some standable spot directly next to a wall and morph against it. Then, keep boosting and eventually unmorph to clip through. This might not work every time and the number of boosts required to clip through may change depending on angle and position. In many cases unmorphing is not required. It is also recommended to Infinite Boost into a room you are not transitioned into as it is significantly harder to Infinite Boost into a room you are transitioned into.&lt;br /&gt;
&lt;br /&gt;
=== Echoes ===&lt;br /&gt;
There is a special case where one can Infinite Boost to get back inbounds in Echoes, even with the map on the correct room.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/vQ8_LTBM9jg?list=PLwpLa1dl-Qwgoqa6zecq3q4vZj20Bmuq3}}&lt;br /&gt;
This is a Boost clip, due to the fact that the Prime games don&#039;t have a sideways speed cap (on very specific conditions/circumstances) you can use this to your advantage to clip into a room with high speeds Boosting Sideways into the desired collision, it only works when the Morph Ball is on ground and when boosting into a flat wall.&lt;br /&gt;
&lt;br /&gt;
== Terminal Fall Abuse ==&lt;br /&gt;
This method is only applicable in Echoes and Corruption, as Prime does not have any [[Terminal Fall]] triggers in any room. Triggering Terminal Fall respawns Samus at the default respawn point of the room. Both games behave differently when it comes to respawning.&lt;br /&gt;
&lt;br /&gt;
=== Echoes ===&lt;br /&gt;
Every room with Terminal Fall has a default respawn point, so as long as one touches the Terminal Fall trigger, Samus will be placed back inbounds at that point.&lt;br /&gt;
&lt;br /&gt;
=== Corruption ===&lt;br /&gt;
Unlike Echoes, rooms with Terminal Fall do not have a default respawn point. Instead, hitting Terminal Fall without touching a respawn trigger causes Samus to take damage from the Terminal Fall and keep falling to the bottom of the Aether box. The only way to respawn back inbounds is to touch a respawn trigger BEFORE triggering Terminal Fall. In some cases, the respawn triggers can be skipped, even while inbounds. This is known as [[Fall Respawn Skip]].&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dynamo_Works&amp;diff=2344</id>
		<title>Dynamo Works</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dynamo_Works&amp;diff=2344"/>
		<updated>2021-08-27T19:03:09Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Central Area Transport East]]&amp;lt;/br&amp;gt;[[Dynamo Access]]&amp;lt;/br&amp;gt;[[Dynamo Storage]]&amp;lt;/br&amp;gt;[[Hive Dynamo Works]]&amp;lt;/br&amp;gt;[[Workers Path]]}}&#039;&#039;&#039;Dynamo Works&#039;&#039;&#039; is a room in [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is where the [[Spider Guardian]] boss fight takes place, which guards the [[Spider Ball]]. It also contains a missile expansion and a few [[Secret World|Secret Worlds]].&lt;br /&gt;
&lt;br /&gt;
==Getting Over the Spider Track==&lt;br /&gt;
The spider track on the other side of the room is actually broken until Spider Guardian is defeated, meaning you can&#039;t climb it even with Spider Ball. Luckily, a [[Slope Jump]] can be used to get past it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=wZJUCpF9JXo}}&lt;br /&gt;
&lt;br /&gt;
==Early Missile Expansion==&lt;br /&gt;
===Instant Morph Method===&lt;br /&gt;
Using an [[Instant Morph/Unmorph|Instant Morph]], it is possible to grab the missile expansion in this room early.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=A4zT5-iGQPo}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
&lt;br /&gt;
===Roll Jump Method===&lt;br /&gt;
&lt;br /&gt;
===Out of Bounds Method===&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
There are a few different secret worlds that can be utilized, three of them requiring [[Screw Attack]], but one of them not requiring it.&lt;br /&gt;
&lt;br /&gt;
===Morph SW===&lt;br /&gt;
This SW is used primarily to quickly access the opposite side of [[Main Gyro Chamber]] in order to use the morph ball spinner without having to do the puzzle.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2ynHmh4JEkk}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack SW===&lt;br /&gt;
In older routes that do older versions of [[Quadraxis Skip/Early Sanctuary Energy|Quad Skip]], this was used to go to [[Dynamo Storage]]. The SW relies on the presence of the luminoth corpse, which prevents Samus from getting repositioned, and as such cannot be replicated in [[Hive Dynamo Works]].&lt;br /&gt;
&lt;br /&gt;
The aether box for Central Area Transport East extends about halfway through the door to Dynamo Storage. Performing a ceiling warp on the left side of the door will prevent you from falling.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=dC93zkgMLKA}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Tunnel SWs===&lt;br /&gt;
Also using Screw Attack, the two ends of the Spider Guardian morph ball tunnel can also be used to go out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=sZWKDyeFRN4}}&lt;br /&gt;
&lt;br /&gt;
This video shows a slightly different setup:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ZYISNJWaqbQ}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dynamo_Works&amp;diff=2343</id>
		<title>Dynamo Works</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dynamo_Works&amp;diff=2343"/>
		<updated>2021-08-27T18:50:47Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Central Area Transport East]]&amp;lt;/br&amp;gt;[[Dynamo Access]]&amp;lt;/br&amp;gt;[[Dynamo Storage]]&amp;lt;/br&amp;gt;[[Hive Dynamo Works]]&amp;lt;/br&amp;gt;[[Workers Path]]}}&#039;&#039;&#039;Dynamo Works&#039;&#039;&#039; is a room in [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is where the [[Spider Guardian]] boss fight takes place, which guards the [[Spider Ball]]. It also contains a missile expansion and a few [[Secret World|Secret Worlds]].&lt;br /&gt;
&lt;br /&gt;
==Getting Over the Spider Track==&lt;br /&gt;
The spider track on the other side of the room is actually broken until Spider Guardian is defeated, meaning you can&#039;t climb it even with Spider Ball. Luckily, a [[Slope Jump]] can be used to get past it.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=wZJUCpF9JXo}}&lt;br /&gt;
&lt;br /&gt;
==Early Missile Expansion==&lt;br /&gt;
===Instant Morph Method===&lt;br /&gt;
Using an [[Instant Morph/Unmorph|Instant Morph]], it is possible to grab the missile expansion in this room early.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=A4zT5-iGQPo}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
&lt;br /&gt;
===Roll Jump Method===&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
There are a few different secret worlds that can be utilized, three of them requiring [[Screw Attack]], but one of them not requiring it.&lt;br /&gt;
&lt;br /&gt;
===Morph SW===&lt;br /&gt;
This SW is used primarily to quickly access the opposite side of [[Main Gyro Chamber]] in order to use the morph ball spinner without having to do the puzzle.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2ynHmh4JEkk}}&lt;br /&gt;
&lt;br /&gt;
===Screw Attack SW===&lt;br /&gt;
In older routes that do older versions of [[Quadraxis Skip/Early Sanctuary Energy|Quad Skip]], this was used to go to [[Dynamo Storage]]. The SW relies on the presence of the luminoth corpse, which prevents Samus from getting repositioned, and as such cannot be replicated in [[Hive Dynamo Works]].&lt;br /&gt;
&lt;br /&gt;
The aether box for Central Area Transport East extends about halfway through the door to Dynamo Storage. Performing a ceiling warp on the left side of the door will prevent you from falling.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=dC93zkgMLKA}}&lt;br /&gt;
&lt;br /&gt;
===Morph Ball Tunnel SWs===&lt;br /&gt;
Also using Screw Attack, the two ends of the Spider Guardian morph ball tunnel can also be used to go out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=sZWKDyeFRN4}}&lt;br /&gt;
&lt;br /&gt;
This video shows a slightly different setup:&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ZYISNJWaqbQ}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Randomizer_Dead_Ends&amp;diff=1831</id>
		<title>Metroid Prime/Randomizer Dead Ends</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Randomizer_Dead_Ends&amp;diff=1831"/>
		<updated>2021-02-24T04:54:29Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of rooms where you can get stuck if you don&#039;t have the item requirements or know tricks when entering them.&lt;br /&gt;
&lt;br /&gt;
==Escapable Dead-Ends==&lt;br /&gt;
&lt;br /&gt;
===Ruined Shrine (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* No Space Jump;&lt;br /&gt;
* No Morph Ball.&lt;br /&gt;
&lt;br /&gt;
You would normally get stuck in this room since you can&#039;t jump to the half-pipe, or use the Morph Ball tunnel.&lt;br /&gt;
&lt;br /&gt;
It is possible to use scan dash jump from roots on the side of the room to escape however.&lt;br /&gt;
&lt;br /&gt;
===Burn Dome (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* No Morph Ball Bombs.&lt;br /&gt;
&lt;br /&gt;
Normally, you need Morph Ball Bomb to return to Energy Core after visiting Burn Dome. However with some Wall Boosts, you can get back.&lt;br /&gt;
&lt;br /&gt;
===Phendrana Canyon (Phendrana Drifts)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* No Boost Ball;&lt;br /&gt;
* No Space Jump.&lt;br /&gt;
&lt;br /&gt;
After collecting the item in this room, there&#039;s no way to get back to entrance without the Boost Ball or the Space Jump.&lt;br /&gt;
&lt;br /&gt;
A method to escape is to dash jump from an enemy to the other side of the room.&lt;br /&gt;
&lt;br /&gt;
===Chapel of the Elders (Phendrana Drifts)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* No Wave Beam.&lt;br /&gt;
&lt;br /&gt;
You normally need the Wave Beam to exit this room due to the Purple Door. However, if you lay a Power Bomb next to the outside blue door, it can allow you to reopen the door after going inside without Wave Beam.&lt;br /&gt;
&lt;br /&gt;
===Antechamber (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* No Ice Beam.&lt;br /&gt;
&lt;br /&gt;
Almost identical to Chapel of the Elders, but with Ice Beam instead of Wave Beam. By laying a Power Bomb next to the outside blue door, you can reopen the door after going inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Dead Ends==&lt;br /&gt;
&lt;br /&gt;
===Shore Tunnel (Magmoor Caverns)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Power Bomb;&lt;br /&gt;
* No Morph Ball Bomb;&lt;br /&gt;
* No Space Jump.&lt;br /&gt;
&lt;br /&gt;
As soon as you go down the bridge to collect the item, you&#039;re stuck.&lt;br /&gt;
&lt;br /&gt;
===Plasma Processing (Magmoor Caverns)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bombs;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* Space Jump;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* Ice Beam;&lt;br /&gt;
* No Plasma Beam.&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
* Grapple Beam;&lt;br /&gt;
* Boost Ball;&lt;br /&gt;
* Spider Ball.&lt;br /&gt;
&lt;br /&gt;
If the Plasma Beam is not located in this room, don&#039;t enter it because you won&#039;t be able to open the Red Door that shuts down behind you. Due to the outside door being a white door instead of a blue door, a similar strategy to Chapel of the Elders and Antechamber will not allow you to escape.&lt;br /&gt;
&lt;br /&gt;
===Sunchamber (Chozo Ruins)===&lt;br /&gt;
If you trigger the Chozo Ghost fight trigger in [[Sun Tower]] before defeating [[Flaahgra]], Flaahgra will not spawn anymore (even if you leave and return via [[Arboretum]]) and you will lose access to the item forever.&lt;br /&gt;
&lt;br /&gt;
At the same time, you will lose access to the item in [[Ruined Fountain]] unless you use tricks, because the tainted water will never be cleansed and you won&#039;t be able to use the fountain to access the Spider Ball track.&lt;br /&gt;
&lt;br /&gt;
===Hydro Access Tunnel===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bombs;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* Ice Beam;&lt;br /&gt;
* No Gravity Suit.&lt;br /&gt;
If you don&#039;t have Gravity Suit, the physics in this room are weird. You will be pushed up by the air streams in the Morph Ball maze. The only way out is by knowing a very difficult trick that involves pressing up and down on the controller and releasing a Boost Ball charge with correct timing to be propelled downwards and it needs to be done in succession.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Randomizer_Dead_Ends&amp;diff=1830</id>
		<title>Metroid Prime/Randomizer Dead Ends</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Randomizer_Dead_Ends&amp;diff=1830"/>
		<updated>2021-02-24T04:53:50Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of rooms where you can get stuck if you don&#039;t have the item requirements or know tricks when entering them.&lt;br /&gt;
&lt;br /&gt;
==Escapable Dead-Ends==&lt;br /&gt;
&lt;br /&gt;
===Ruined Shrine (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* No Space Jump;&lt;br /&gt;
* No Morph Ball.&lt;br /&gt;
&lt;br /&gt;
You would normally get stuck in this room since you can&#039;t jump to the half-pipe, or use the Morph Ball tunnel.&lt;br /&gt;
&lt;br /&gt;
It is possible to use scan dash jump from roots on the side of the room to escape however.&lt;br /&gt;
&lt;br /&gt;
===Burn Dome (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* No Morph Ball Bombs.&lt;br /&gt;
&lt;br /&gt;
Normally, you need Morph Ball Bomb to return to Energy Core after visiting Burn Dome. However with some Wall Boosts, you can get back.&lt;br /&gt;
&lt;br /&gt;
===Phendrana Canyon (Phendrana Drifts)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* No Boost Ball;&lt;br /&gt;
* No Space Jump.&lt;br /&gt;
&lt;br /&gt;
After collecting the item in this room, there&#039;s no way to get back to entrance without the Boost Ball or the Space Jump.&lt;br /&gt;
&lt;br /&gt;
A method to escape is to dash jump from an enemy to the other side of the room.&lt;br /&gt;
&lt;br /&gt;
===Chapel of the Elders (Phendrana Drifts)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* No Wave Beam.&lt;br /&gt;
&lt;br /&gt;
You normally need the Wave Beam to exit this room due to the Purple Door. However, if you lay a Power Bomb next to the outside blue door, it can allow you to reopen the door after going outside without Wave Beam.&lt;br /&gt;
&lt;br /&gt;
===Antechamber (Chozo Ruins)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bomb;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* No Ice Beam.&lt;br /&gt;
&lt;br /&gt;
Almost identical to Chapel of the Elders, but with Ice Beam instead of Wave Beam. By laying a Power Bomb next to the outside blue door, you can reopen the door after going inside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Normal Dead Ends==&lt;br /&gt;
&lt;br /&gt;
===Shore Tunnel (Magmoor Caverns)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Power Bomb;&lt;br /&gt;
* No Morph Ball Bomb;&lt;br /&gt;
* No Space Jump.&lt;br /&gt;
&lt;br /&gt;
As soon as you go down the bridge to collect the item, you&#039;re stuck.&lt;br /&gt;
&lt;br /&gt;
===Plasma Processing (Magmoor Caverns)===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bombs;&lt;br /&gt;
* Varia/Gravity/Phazon Suit;&lt;br /&gt;
* Space Jump;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* Ice Beam;&lt;br /&gt;
* No Plasma Beam.&lt;br /&gt;
&lt;br /&gt;
Optional:&lt;br /&gt;
* Grapple Beam;&lt;br /&gt;
* Boost Ball;&lt;br /&gt;
* Spider Ball.&lt;br /&gt;
&lt;br /&gt;
If the Plasma Beam is not located in this room, don&#039;t enter it because you won&#039;t be able to open the Red Door that shuts down behind you. Due to the outside door being a white door instead of a blue door, a similar strategy to Chapel of the Elders and Antechamber will not allow you to escape.&lt;br /&gt;
&lt;br /&gt;
===Sunchamber (Chozo Ruins)===&lt;br /&gt;
If you trigger the Chozo Ghost fight trigger in [[Sun Tower]] before defeating [[Flaahgra]], Flaahgra will not spawn anymore (even if you leave and return via [[Arboretum]]) and you will lose access to the item forever.&lt;br /&gt;
&lt;br /&gt;
At the same time, you will lose access to the item in [[Ruined Fountain]] unless you use tricks, because the tainted water will never be cleansed and you won&#039;t be able to use the fountain to access the Spider Ball track.&lt;br /&gt;
&lt;br /&gt;
===Hydro Access Tunnel===&lt;br /&gt;
Requirements:&lt;br /&gt;
* Missiles;&lt;br /&gt;
* Morph Ball;&lt;br /&gt;
* Morph Ball Bombs;&lt;br /&gt;
* Wave Beam;&lt;br /&gt;
* Ice Beam;&lt;br /&gt;
* No Gravity Suit.&lt;br /&gt;
If you don&#039;t have Gravity Suit, the physics in this room are weird. You will be pushed up by the air streams in the Morph Ball maze. The only way out is by knowing a very difficult trick that involves pressing up and down on the controller and releasing a Boost Ball charge with correct timing to be propelled downwards and it needs to be done in succession.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1731</id>
		<title>Main Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1731"/>
		<updated>2021-02-07T22:49:56Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Main Plaza&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* 3 Missile Expansions&lt;br /&gt;
* Energy Tank&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Grapple Beam ==&lt;br /&gt;
It is possible to get the Missile Expansion on the ledge without Grapple Beam using a dash or a jump.&lt;br /&gt;
&lt;br /&gt;
For the dash method, you want to stand ontop of the tree where you would normally use a Super Missile to break open. Next, lock onto the orange highlight down by the Missile door, and do a dash while bending it slightly upright.&lt;br /&gt;
&lt;br /&gt;
For the jump method, simply climb to the top ledge where the Missile door lies. Simply do an R-Jump to get over. An L-Jump works as well.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=zE9H-y5Ayes}}&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Space Jump ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=QAJWFsYcwCw}}&lt;br /&gt;
&lt;br /&gt;
== Half Pipe Missile ==&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
You can easily get the halfpipe Missile Expansion without [[Boost Ball]]. Simply walk up the halfpipe and use Space Jump to collect it.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=80Ps3XKsnok}}&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump or Boost Ball ===&lt;br /&gt;
The Missile Expansion can be collected with an [[Half Pipe Bomb Jump|HPBJ]].&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scan Dash ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=l_yB56YvN9Q}}&lt;br /&gt;
&lt;br /&gt;
== Early Energy Tank ==&lt;br /&gt;
With Space Jump, it is possible to obtain the Energy Tank in this room without having to go through Vault. Stand on the highest step by the ledge, then perform an L-Jump to get over there. It is important to note that you should re-hold L when entering the alcove.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stand on the rock that&#039;s in front of the step and hold L for the entirety of the jump. It&#039;s a little bit easier, too.&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Get up to the platform where your first missile expansion should have been grabbed. Turn around to face the grapple beam point. Look slightly to your right and you will see a red plant. Carefully jump on it. Turn around roughly 170 degrees and there should be a rather blocky part of a pillar that looks like you can jump on it. You can, so jump on it. Jump straight up and push into the wall that&#039;s to your left. You should land on another platform. Take one last jump over the wall into the secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
Alternatively you can do two things. Get up to the same platform the first missile on it. This time, look towards the door where the morph ball was acquired. There should be another ubiquitous &amp;quot;red plant&amp;quot; that you can hop on. You&#039;ll need to do a ghetto jump off of the sand pile. If you make it on the plant, turn 180 and jump onto the wooden pole sticking out of the wall. Turn to your right and jump to your freedom. Otherwise, you can jump up to where the early Energy Tank is, do a crazy long L-Jump to the tree twisting out of the ground then do a [[scan dash]] out of the level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
This was secret world #9 in the original numbering scheme.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Ruined_Fountain&amp;diff=1730</id>
		<title>Ruined Fountain</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Ruined_Fountain&amp;diff=1730"/>
		<updated>2021-02-07T22:46:19Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ruined Fountain&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* Missile Expansion&lt;br /&gt;
&lt;br /&gt;
== Speed Tech ==&lt;br /&gt;
Entering Ruined Fountain from [[Ruined Fountain Access]] loads [[Arboretum Access]], then [[Meditation Fountain]] in that order. Because of this, and the nature of how the room auto-loads its adjacent rooms, the room can be forced to open the door to Arboretum Access before it finishes loading all rooms.&lt;br /&gt;
&lt;br /&gt;
To do this, open the map or pause when the [[Shriekbat|Shriekbats]] in Arboretum Access appear on the Minimap. Alternatively, open the map and ensure that some connected rooms are absent, then appear after a second or so. Afterwards, wait for Arboretum Access to open. This can be done before or after the door is shot.&lt;br /&gt;
&lt;br /&gt;
It is considered optimal to pause as soon as room is finished loading using aforementioned cues, as the sooner the door is told to open, the sooner it opens and more time it saves. This strategy cannot be used to load Meditation Fountain sooner, however it can be used [[Gathering Hall (Chozo Ruins)|elsewhere]].&lt;br /&gt;
&lt;br /&gt;
== Before Flaahgra ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=kMOXgyIUTJY}}&lt;br /&gt;
== Without Spider Ball ==&lt;br /&gt;
Allows you to get the item in Ruined Fountain without spider ball.  Useful in randomizers&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
*Morph Ball&lt;br /&gt;
*Bombs&lt;br /&gt;
*[[Floaty Jump]]&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=pchO1nrf8uk}}&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Elite_Research&amp;diff=1729</id>
		<title>Elite Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Elite_Research&amp;diff=1729"/>
		<updated>2021-02-07T22:43:53Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Elite Research&#039;&#039;&#039; is a room in the Phazon Mines region of Metroid Prime. It contains the [[Phazon Elite]].&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* [[Artifact of Warrior]]&lt;br /&gt;
&lt;br /&gt;
== Speed Tricks ==&lt;br /&gt;
&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
By repeating entering the Spinner, the Pulse Beam will slowly rotate, allowing you to blow up all the walls without Boost Ball.&lt;br /&gt;
&lt;br /&gt;
== Softlock Glitch ==&lt;br /&gt;
In the original NTSC version, if the player killed the Phazon Elite and left the room without collecting the Artifact of Warrior, the artifact would disappear permanently and the player would be unable to beat the game. This glitch was fixed in all subsequent releases of the game.&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
This room contains a TAS-only secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=8DZoxBwJCf8}}&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Frigate_Crash_Site&amp;diff=1728</id>
		<title>Frigate Crash Site</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Frigate_Crash_Site&amp;diff=1728"/>
		<updated>2021-02-07T22:40:54Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Frigate Crash Site&#039;&#039;&#039; is a room in the Tallon Overworld region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Item ==&lt;br /&gt;
Missile Expansion&lt;br /&gt;
&lt;br /&gt;
== Item without Space Jump or Gravity Suit ==&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
*Missiles (to enter room)&lt;br /&gt;
*Morph Ball (to enter room)&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=uODwYrIMUy4}}&lt;br /&gt;
*Stand on the shore and dash off of the Sap Sac&lt;br /&gt;
*Curve the dash forward&lt;br /&gt;
*Can be easier with Space Jump&lt;br /&gt;
&lt;br /&gt;
== Underwater Climb without Space Jump/Gravity Suit/Grapple Beam ==&lt;br /&gt;
Get to the other side of the area without Space Jump, Gravity Suit, or Grapple Beam&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
*Missiles (to enter room)&lt;br /&gt;
*Morph Ball (to enter room)&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=CSN7vHMJTZM}}&lt;br /&gt;
*Perform a series of underwater ghetto jumps to climb up.&lt;br /&gt;
&lt;br /&gt;
== Climb to Overgrown Cavern without Space Jump ==&lt;br /&gt;
Get to Overgrown Cavern and the elevator to the back of Chozo Ruins. Used in randomizers and some any% routes.&lt;br /&gt;
&lt;br /&gt;
Requires:&lt;br /&gt;
*Missiles (to enter room)&lt;br /&gt;
*Morph Ball&lt;br /&gt;
*Morph Ball Bombs&lt;br /&gt;
*Ice Beam (to enter white door)&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=akM_839HDKI}}&lt;br /&gt;
*Jump on the boxes, then onto the rock wall&lt;br /&gt;
*Dash off of the grapple point and curve back&lt;br /&gt;
*Climb up to the flat part of the cliff&lt;br /&gt;
*Use a double bomb jump along the slanted rock wall and unmorph at the peak of your jump. Alternatively, use a slope jump with Space Jump&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=xTjC8GQmVCo}}&lt;br /&gt;
* It&#039;s possible to get out of bounds in this room in a TAS setting. It&#039;s unknown whether it is possible on console.&lt;br /&gt;
* This was secret world #50 in the original numbering scheme.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Samus_3/4&amp;diff=1689</id>
		<title>Dark Samus 3/4</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Samus_3/4&amp;diff=1689"/>
		<updated>2021-01-25T08:34:28Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dark Samus 3/4&#039;&#039;&#039; is the true final boss in Metroid Prime 2, and found in [[Sky Temple Gateway]] in [[List of Rooms (Echoes)#Temple Grounds (Sky Temple Grounds)|Sky Temple Grounds]]. It is also the worst run killer ever.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
*Health: 1380&lt;br /&gt;
*2x Weak to [[Dark Beam]]&lt;br /&gt;
*DS4 can be completely skipped, but it is random&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Dark Samus 3 ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=lzEuQn8MhBk||right|Multiple examples of Dark Samus 4 skip. Uses slightly different (and more difficult) Screw Attack methods than described here, but is still a useful demonstration.}}&lt;br /&gt;
=== The Start ===&lt;br /&gt;
The beginning of this fight is extremely easy for each category; you just do the maximum possible damage (or really close to it) that you can do without triggering Dark Samus 4. By category, here are the easiest ways to do that:&lt;br /&gt;
* Any%: A [[Super Missile]] plus 4 Dark Beam shots&lt;br /&gt;
* 100%: 25 [[Annihilator Beam]] shots, 1 Power Beam Shot&lt;br /&gt;
* 6%: 10 Dark Beam shots &lt;br /&gt;
Afterwards, she we will do her beam attack either 2 or 3 times. Whether she does it 2 or 3 times is random, and obviously it&#039;s a few seconds faster for her to do it 2 times since she comes down sooner.&lt;br /&gt;
&lt;br /&gt;
=== Initial Screw Attack ===&lt;br /&gt;
Now for the critical part. Try to stay aligned wither her during the beam attacks and a little bit in front of her, to the extent that the top of the screen cuts off around her torso area. Then, as soon as you see her do the animation where she waves her arm cannon down and signals she is going to fall to the ground, do a single jump a little bit to the right (or left) of her, let go of L when you land, and hold forward while pressing B three times to do a falling [[Screw Attack]] beside her. This is one of many ways to setup this Screw Attack, and if you want then you should find your own method that you&#039;re comfortable with. Whatever your method, a really good first Screw Attack will bring her health bar down to the &amp;quot;a&amp;quot; in &amp;quot;Dark&amp;quot;. Anything around the &amp;quot;r&amp;quot; or &amp;quot;k&amp;quot; is still pretty good.&lt;br /&gt;
&lt;br /&gt;
=== Additional Screw Attacks ===&lt;br /&gt;
As soon as you gain control after your initial screw attack, fire a missile and pull up dark visor to see her. Unfortunately, it is random whether or not she will respond to your missiles and go into Dark Samus 4. This section assumes she cooperates. When she blocks your Missile, purposely run into her shield and let yourself get hit. This will put you in hitstun which very temporarily means you can&#039;t take more damage/get hit. This is crucial because it means that you are able to go right through her shield in that temporary time frame, since normally it can be very annoying to try and avoid her shield if you don&#039;t do this. So, with that said, after you let yourself get hit, you can now freely Screw Attack right through her shield and pile on damage. Just do a falling Screw Attack to the side of Dark Samus as you did on the initial Screw Attack. Ideally, you will kill her on your first additional Screw Attack (so 2 total when counting the initial guaranteed one). If not, just keep firing Missiles, running into her shield, and immediately Screw Attacking beside her after getting hit. With favorable luck, you will eventually skip Dark Samus 4 and have a good end to your run. &lt;br /&gt;
&lt;br /&gt;
== Dark Samus 4 ==&lt;br /&gt;
This fight is universal across categories, in that it sucks. It is totally random whether she shoots her &amp;quot;rain&amp;quot; attack or Missile attack. Just look up while having your beam charged and wait for the rain. Taking damage from her regular attacks will cause you to not stagger for a while if the rain hits you, allowing you to still absorb some rain, rather than none. Move a bit forward to dodge her Missiles when necessary. When she comes down, the possible damage is capped at a small amount, so a charged Dark Beam shot or Super Missile are easy ways to reach that cap quickly. Have fun waiting.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Landing_Site_(Temple_Grounds)&amp;diff=1524</id>
		<title>Landing Site (Temple Grounds)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Landing_Site_(Temple_Grounds)&amp;diff=1524"/>
		<updated>2020-11-19T21:03:14Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Service Access]]}}&#039;&#039;&#039;Landing Site&#039;&#039;&#039; is the first room in [[Metroid Prime 2: Echoes]]. It is located in [[Temple Grounds]] and contains three targets that the player must shoot to progress.&lt;br /&gt;
&lt;br /&gt;
==General Overview==&lt;br /&gt;
The in-game timer starts when Samus is in control. Directly behind Samus is her ship, which can be used to save, and can refill ammunition as well as energy. The three targets in front block access to [[Hive Access Tunnel]].&lt;br /&gt;
&lt;br /&gt;
There is standable terrain that can be done to get to [[Service Access]] early, but because all the paths from there are locked, doing so is not immediately useful.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=lMkan3NBteY}}&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1523</id>
		<title>Main Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1523"/>
		<updated>2020-11-19T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Main Plaza&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* 3 Missile Expansions&lt;br /&gt;
* Energy Tank&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Grapple Beam ==&lt;br /&gt;
It is possible to get the Missile Expansion on the ledge without Grapple Beam using a dash or a jump.&lt;br /&gt;
&lt;br /&gt;
For the dash method, you want to stand ontop of the tree where you would normally use a Super Missile to break open. Next, lock onto the orange highlight down by the Missile door, and do a dash while bending it slightly upright.&lt;br /&gt;
&lt;br /&gt;
For the jump method, simply climb to the top ledge where the Missile door lies. Simply do an R-Jump to get over. An L-Jump works as well.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=zE9H-y5Ayes}}&lt;br /&gt;
&lt;br /&gt;
== Half Pipe Missile ==&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
You can easily get the halfpipe Missile Expansion without [[Boost Ball]]. Simply walk up the halfpipe and use Space Jump to collect it.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=80Ps3XKsnok}}&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump or Boost Ball ===&lt;br /&gt;
The Missile Expansion can be collected with an [[Half Pipe Bomb Jump|HPBJ]].&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Scan Dash ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=l_yB56YvN9Q}}&lt;br /&gt;
&lt;br /&gt;
== Early Energy Tank ==&lt;br /&gt;
With Space Jump, it is possible to obtain the Energy Tank in this room without having to go through Vault. Stand on the highest step by the ledge, then perform an L-Jump to get over there. It is important to note that you should re-hold L when entering the alcove.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stand on the rock that&#039;s in front of the step and hold L for the entirety of the jump. It&#039;s a little bit easier, too.&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Get up to the platform where your first missile expansion should have been grabbed. Turn around to face the grapple beam point. Look slightly to your right and you will see a red plant. Carefully jump on it. Turn around roughly 170 degrees and there should be a rather blocky part of a pillar that looks like you can jump on it. You can, so jump on it. Jump straight up and push into the wall that&#039;s to your left. You should land on another platform. Take one last jump over the wall into the secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
Alternatively you can do two things. Get up to the same platform the first missile on it. This time, look towards the door where the morph ball was acquired. There should be another ubiquitous &amp;quot;red plant&amp;quot; that you can hop on. You&#039;ll need to do a ghetto jump off of the sand pile. If you make it on the plant, turn 180 and jump onto the wooden pole sticking out of the wall. Turn to your right and jump to your freedom. Otherwise, you can jump up to where the early Energy Tank is, do a crazy long L-Jump to the tree twisting out of the ground then do a [[scan dash]] out of the level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
This was secret world #9 in the original numbering scheme.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1522</id>
		<title>Main Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1522"/>
		<updated>2020-11-19T20:47:00Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Main Plaza&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* 3 Missile Expansions&lt;br /&gt;
* Energy Tank&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Grapple Beam ==&lt;br /&gt;
It is possible to get the Missile Expansion on the ledge without Grapple Beam using a dash or a jump.&lt;br /&gt;
&lt;br /&gt;
For the dash method, you want to stand ontop of the tree where you would normally use a Super Missile to break open. Next, lock onto the orange highlight down by the Missile door, and do a dash while bending it slightly upright.&lt;br /&gt;
&lt;br /&gt;
For the jump method, simply climb to the top ledge where the Missile door lies. Simply do an R-Jump to get over. An L-Jump works as well.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=zE9H-y5Ayes}}&lt;br /&gt;
&lt;br /&gt;
== Half Pipe Missile ==&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
You can easily get the halfpipe Missile Expansion without [[Boost Ball]]. Simply walk up the halfpipe and use Space Jump to collect it.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=80Ps3XKsnok}}&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump or Boost Ball ===&lt;br /&gt;
The Missile Expansion can be collected with an [[Half Pipe Bomb Jump|HPBJ]].&lt;br /&gt;
&lt;br /&gt;
=== Scan Dash ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=l_yB56YvN9Q}}&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Early Energy Tank ==&lt;br /&gt;
With Space Jump, it is possible to obtain the Energy Tank in this room without having to go through Vault. Stand on the highest step by the ledge, then perform an L-Jump to get over there. It is important to note that you should re-hold L when entering the alcove.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stand on the rock that&#039;s in front of the step and hold L for the entirety of the jump. It&#039;s a little bit easier, too.&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Get up to the platform where your first missile expansion should have been grabbed. Turn around to face the grapple beam point. Look slightly to your right and you will see a red plant. Carefully jump on it. Turn around roughly 170 degrees and there should be a rather blocky part of a pillar that looks like you can jump on it. You can, so jump on it. Jump straight up and push into the wall that&#039;s to your left. You should land on another platform. Take one last jump over the wall into the secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
Alternatively you can do two things. Get up to the same platform the first missile on it. This time, look towards the door where the morph ball was acquired. There should be another ubiquitous &amp;quot;red plant&amp;quot; that you can hop on. You&#039;ll need to do a ghetto jump off of the sand pile. If you make it on the plant, turn 180 and jump onto the wooden pole sticking out of the wall. Turn to your right and jump to your freedom. Otherwise, you can jump up to where the early Energy Tank is, do a crazy long L-Jump to the tree twisting out of the ground then do a [[scan dash]] out of the level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
This was secret world #9 in the original numbering scheme.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1521</id>
		<title>Main Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1521"/>
		<updated>2020-11-19T20:46:43Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Main Plaza&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* 3 Missile Expansions&lt;br /&gt;
* Energy Tank&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Grapple Beam ==&lt;br /&gt;
It is possible to get the Missile Expansion on the ledge without Grapple Beam using a dash or a jump.&lt;br /&gt;
&lt;br /&gt;
For the dash method, you want to stand ontop of the tree where you would normally use a Super Missile to break open. Next, lock onto the orange highlight down by the Missile door, and do a dash while bending it slightly upright.&lt;br /&gt;
&lt;br /&gt;
For the jump method, simply climb to the top ledge where the Missile door lies. Simply do an R-Jump to get over. An L-Jump works as well.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=zE9H-y5Ayes}}&lt;br /&gt;
&lt;br /&gt;
== Half Pipe Missile ==&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
You can easily get the halfpipe Missile Expansion without [[Boost Ball]]. Simply walk up the halfpipe and use Space Jump to collect it.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=80Ps3XKsnok}}&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump or Boost Ball ===&lt;br /&gt;
The Missile Expansion can be collected with an [[Half Pipe Bomb Jump|HPBJ]].&lt;br /&gt;
&lt;br /&gt;
== Scan Dash ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=l_yB56YvN9Q}}&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Early Energy Tank ==&lt;br /&gt;
With Space Jump, it is possible to obtain the Energy Tank in this room without having to go through Vault. Stand on the highest step by the ledge, then perform an L-Jump to get over there. It is important to note that you should re-hold L when entering the alcove.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stand on the rock that&#039;s in front of the step and hold L for the entirety of the jump. It&#039;s a little bit easier, too.&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Get up to the platform where your first missile expansion should have been grabbed. Turn around to face the grapple beam point. Look slightly to your right and you will see a red plant. Carefully jump on it. Turn around roughly 170 degrees and there should be a rather blocky part of a pillar that looks like you can jump on it. You can, so jump on it. Jump straight up and push into the wall that&#039;s to your left. You should land on another platform. Take one last jump over the wall into the secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
Alternatively you can do two things. Get up to the same platform the first missile on it. This time, look towards the door where the morph ball was acquired. There should be another ubiquitous &amp;quot;red plant&amp;quot; that you can hop on. You&#039;ll need to do a ghetto jump off of the sand pile. If you make it on the plant, turn 180 and jump onto the wooden pole sticking out of the wall. Turn to your right and jump to your freedom. Otherwise, you can jump up to where the early Energy Tank is, do a crazy long L-Jump to the tree twisting out of the ground then do a [[scan dash]] out of the level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
This was secret world #9 in the original numbering scheme.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1520</id>
		<title>Main Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza&amp;diff=1520"/>
		<updated>2020-11-19T20:46:22Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Main Plaza&#039;&#039;&#039; is a room in the Chozo Ruins region of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
* 3 Missile Expansions&lt;br /&gt;
* Energy Tank&lt;br /&gt;
&lt;br /&gt;
== Ledge Missile Without Grapple Beam ==&lt;br /&gt;
It is possible to get the Missile Expansion on the ledge without Grapple Beam using a dash or a jump.&lt;br /&gt;
&lt;br /&gt;
For the dash method, you want to stand ontop of the tree where you would normally use a Super Missile to break open. Next, lock onto the orange highlight down by the Missile door, and do a dash while bending it slightly upright.&lt;br /&gt;
&lt;br /&gt;
For the jump method, simply climb to the top ledge where the Missile door lies. Simply do an R-Jump to get over. An L-Jump works as well.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=zE9H-y5Ayes}}&lt;br /&gt;
&lt;br /&gt;
== Half Pipe Missile ==&lt;br /&gt;
=== Without Boost Ball ===&lt;br /&gt;
You can easily get the halfpipe Missile Expansion without [[Boost Ball]]. Simply walk up the halfpipe and use Space Jump to collect it.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=80Ps3XKsnok}}&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump or Boost Ball ===&lt;br /&gt;
The Missile Expansion can be collected with an [[Half Pipe Bomb Jump|HPBJ]].&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Early Energy Tank ==&lt;br /&gt;
With Space Jump, it is possible to obtain the Energy Tank in this room without having to go through Vault. Stand on the highest step by the ledge, then perform an L-Jump to get over there. It is important to note that you should re-hold L when entering the alcove.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can stand on the rock that&#039;s in front of the step and hold L for the entirety of the jump. It&#039;s a little bit easier, too.&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Scan Dash ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=l_yB56YvN9Q}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Secret World ==&lt;br /&gt;
=== Method 1 ===&lt;br /&gt;
Get up to the platform where your first missile expansion should have been grabbed. Turn around to face the grapple beam point. Look slightly to your right and you will see a red plant. Carefully jump on it. Turn around roughly 170 degrees and there should be a rather blocky part of a pillar that looks like you can jump on it. You can, so jump on it. Jump straight up and push into the wall that&#039;s to your left. You should land on another platform. Take one last jump over the wall into the secret world.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
&lt;br /&gt;
=== Method 2 ===&lt;br /&gt;
Alternatively you can do two things. Get up to the same platform the first missile on it. This time, look towards the door where the morph ball was acquired. There should be another ubiquitous &amp;quot;red plant&amp;quot; that you can hop on. You&#039;ll need to do a ghetto jump off of the sand pile. If you make it on the plant, turn 180 and jump onto the wooden pole sticking out of the wall. Turn to your right and jump to your freedom. Otherwise, you can jump up to where the early Energy Tank is, do a crazy long L-Jump to the tree twisting out of the ground then do a [[scan dash]] out of the level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hGLaEqEVZlU}}&lt;br /&gt;
This was secret world #9 in the original numbering scheme.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Chozo Ruins]]&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Thardus&amp;diff=1492</id>
		<title>Thardus</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Thardus&amp;diff=1492"/>
		<updated>2020-11-05T13:44:18Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Thardus&#039;&#039;&#039; is a boss located in the [[Quarantine Cave]] in Phendrana Drifts. He guards the [[Spider Ball]].&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
== The Fight ==&lt;br /&gt;
Defeating Thardus consists of destroying each of his 7 rocks that are revealed as weak points. The order of the rocks are as follows:&lt;br /&gt;
# Lower right leg&lt;br /&gt;
# Lower right arm&lt;br /&gt;
# Lower left arm&lt;br /&gt;
# Upper left leg&lt;br /&gt;
# Biggest rock above head&lt;br /&gt;
# Smaller rock above head&lt;br /&gt;
# Center &lt;br /&gt;
&lt;br /&gt;
==Randomizer==&lt;br /&gt;
* Power Bombs can be used during its rolling phase if available.&lt;br /&gt;
* Plasma Beam does increased damage.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Transport_Area&amp;diff=1491</id>
		<title>Hive Transport Area</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Transport_Area&amp;diff=1491"/>
		<updated>2020-10-30T22:00:42Z</updated>

		<summary type="html">&lt;p&gt;Gollop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Hive Chamber C]]&amp;lt;/br&amp;gt;[[Industrial Site]]}}&#039;&#039;&#039;Hive Transport Area&#039;&#039;&#039; is a room located in the splinter hive portion of Temple Grounds in [[Metroid Prime 2: Echoes]]. It has a Violet Translator door and an elevator. Scanning the scan post on the bottom portion of the room will activate a cutscene that repositions Samus. If out of bounds, this can place Samus inbounds.&lt;/div&gt;</summary>
		<author><name>Gollop</name></author>
	</entry>
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