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	<id>https://wiki.metroidprime.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HeadshotTAS</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=HeadshotTAS"/>
	<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/wiki/Special:Contributions/HeadshotTAS"/>
	<updated>2026-04-27T02:41:45Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Shrine_Access&amp;diff=3313</id>
		<title>Shrine Access</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Shrine_Access&amp;diff=3313"/>
		<updated>2021-12-13T18:57:55Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Defiled Shrine]]&amp;lt;/br&amp;gt;[[Gateway Access]]&amp;lt;/br&amp;gt;[[War Ritual Grounds]]}}&#039;&#039;&#039;Shrine Access&#039;&#039;&#039; is a room located in the [[Sky Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains a [[Secret World]] that requires [[Screw Attack]] and a Seeker Door that can be opened without the [[Seeker Missiles]].&lt;br /&gt;
&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
Using at least one missile along with a well-placed Screw Attack, it is possible to break the seeker door without seekers.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ydsbCmiHR-c}}&lt;br /&gt;
&lt;br /&gt;
==No Bombs==&lt;br /&gt;
By performing two [[Boost Ball#Wall Boosting|Wall Boosts]] within the morph ball tunnel, it is possible to get the height required to pass the tunnel without the [[Morph Ball Bomb|Morph Ball Bombs]].&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
==Secret World==&lt;br /&gt;
By performing a Screw Attack into either end of the morph ball tunnel, it is possible to get out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YfNKD_hyZtw}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Forgotten_Bridge&amp;diff=3312</id>
		<title>Dark Forgotten Bridge</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Forgotten_Bridge&amp;diff=3312"/>
		<updated>2021-12-13T18:55:32Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Brooding Ground]]&amp;lt;/br&amp;gt;[[Dark Arena Tunnel]]&amp;lt;/br&amp;gt;[[Dark Falls]]&amp;lt;/br&amp;gt;[[Forgotten Bridge]]&amp;lt;/br&amp;gt;[[Putrid Alcove]]}}&#039;&#039;&#039;Dark Forgotten Bridge&#039;&#039;&#039; is a room located in [[Dark Torvus Bog]] in [[Metroid Prime 2: Echoes]]. It has a [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==Brooding Ground Door==&lt;br /&gt;
It is possible to get to the door to [[Brooding Ground]] without rotating the bridge. There are a few ways of doing this.&lt;br /&gt;
&lt;br /&gt;
===Dash Jump Method===&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Roll Jump Method===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=9A8JgTL3Uzo}}&lt;br /&gt;
&lt;br /&gt;
==Boost Jump Strat from Dark Arena Tunnel==&lt;br /&gt;
This Boost Jump quickly gets Samus from [[Dark Arena Tunnel]] to [[Brooding Ground]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=JBLmDDCKMS0}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
This secret world is exactly the same as in the room&#039;s light world counterpart. There is a gap in the collision that allows Samus to stand on the fence. This entails performing a [[Bomb Space Jump]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ln9uK4UWw5c}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Torvus_Bog)&amp;diff=3311</id>
		<title>Transport to Agon Wastes (Torvus Bog)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Transport_to_Agon_Wastes_(Torvus_Bog)&amp;diff=3311"/>
		<updated>2021-12-13T18:43:26Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]&amp;lt;/br&amp;gt;[[Torvus Temple]]}}&#039;&#039;&#039;Transport to Agon Wastes&#039;&#039;&#039; is an elevator room located in the [[Torvus Bog]] region of [[Metroid Prime 2: Echoes]]. It has a seeker door and a [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
Using two missiles along with a well-placed [[Screw Attack]], it is possible to break the seeker door without seekers. &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fup9-vStwKI}}&lt;br /&gt;
&lt;br /&gt;
===Alternate Setup===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=D6nlpmAMoUA}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
It&#039;s possible to go out of bounds by doing a [[Bomb Space Jump]] and standing on the top of the rails. The collision of the rails ends sooner than expected, allowing you to stand on it. Additionally, it&#039;s possible to do a [[Jumping#Ledge_Clips|Ledge Clip]] off of the scan post to stand on the rails.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tTOqF6_8I5M}}&lt;br /&gt;
&lt;br /&gt;
===Ledge Clip Method===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=K3Dmnu2okdc}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3310</id>
		<title>Sandcanyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3310"/>
		<updated>2021-12-13T18:24:51Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Temple]]&amp;lt;/br&amp;gt;[[Ventilation Area A]]}}&#039;&#039;&#039;Sandcanyon&#039;&#039;&#039; is a room in [[Metroid Prime 2: Echoes]]. It contains a [[Power Bomb]] expansion and a [[Secret World]] at both ends of the room. It consists of a very large gap bridged by a single platform carrying a structure in the center. The two Kinetic Orb cannons are normally used to cross the room, while getting to the center platform normally requires [[Screw Attack]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=BEFORE&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;Destructible Spire}}&lt;br /&gt;
&lt;br /&gt;
==Terminal Fall Abuse==&lt;br /&gt;
During the [[Dark Beam]] wallcrawl, the [[Terminal Fall]] triggers in the room are used to get to the side connecting to [[Ventilation Area A]] instantly.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=EGVs_-bg_Ts}}&lt;br /&gt;
&lt;br /&gt;
==Item Without Screw Attack==&lt;br /&gt;
Normally Samus is meant to have [[Screw Attack]] in order to reach the platform containing the item in this room. However, using a [[Boost Jump]], it is possible to reach the item without Screw Attack. This can be done on both sides of the room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=KFsv-zg_w50}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
On both ends of the room, there is a hole under the platform that can be used to go out of bounds. It consists of doing a well-timed jump under the platform in order to stand on an invisible wall that lies under the platform. You may either be able to stand on the wall instantly, or get stuck in a constant state of rising. If rising, you may either wait patiently for the game to deliver you on top of the wall or trick it to reposition you quickly.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
1. Stand at the edge of the platform as shown here.&lt;br /&gt;
[[File:Sandcanyon1.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
2. Aim at the very bottom of the black circle as indicated.&lt;br /&gt;
[[File:Sandcanyon2.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
3. Jump back, and then once you are starting to fall beneath the structure, hold forward as much as possible so that you are pressing up against it.&lt;br /&gt;
&lt;br /&gt;
4. Wait until you have noticed the bottom part of the structure (circled below) has disappeared from your screen (This assumes zero helmet opacity). DON&#039;T try to anticipate this. The human reaction time of actually &amp;quot;noticing&amp;quot; that it has disappeared is part of the setup.&lt;br /&gt;
[[File:Sandcanyon3.png|none|320px]]&lt;br /&gt;
 &lt;br /&gt;
5. At the timing just described in step 4, space jump and hold up-right on the control stick.&lt;br /&gt;
&lt;br /&gt;
6. With absolutely perfect timing, you&#039;ll land right on the standable spot. However, 95% of the time you will just get stuck (keep holding up-right). From this, quickly slam right+left on the control stick and that should reposition you to the standable spot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;:&lt;br /&gt;
* If you space jump too late, then you either won&#039;t get stuck at all (if you&#039;re super super late) or you&#039;ll get stuck but you&#039;re too low for the reposition strat to work.&lt;br /&gt;
* If you&#039;re too early, you won&#039;t get &amp;quot;under&amp;quot; the cannon structure at all, and will just bump into the structure and fall down.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=BJYtXQ_yc0M}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Double_Path&amp;diff=3309</id>
		<title>Double Path</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Double_Path&amp;diff=3309"/>
		<updated>2021-12-13T18:20:27Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Battleground]]&amp;lt;/br&amp;gt;[[Doomed Entry]]}}&#039;&#039;&#039;Double Path&#039;&#039;&#039; is a room located in the [[Dark Agon Wastes]] region of [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
==Strat Comparison==&lt;br /&gt;
The video below compares two strats of traversing the top row of this room from [[Battleground]], as would be done in an any% speedrun. It finds that boosting through the room is slightly faster than using [[Screw Attack]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=R_Q2-3J42mI}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Item_Loss_Skip&amp;diff=3308</id>
		<title>Item Loss Skip</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Item_Loss_Skip&amp;diff=3308"/>
		<updated>2021-12-13T18:12:16Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wallcrawl Rooms|rooms=[[Hive Chamber A]] (start)&amp;lt;/br&amp;gt;[[Hive Access Tunnel]]&amp;lt;/br&amp;gt;[[Hive Transport Area]]&amp;lt;/br&amp;gt;[[Industrial Site]]&amp;lt;/br&amp;gt;[[Collapsed Tunnel]] (end)}}&#039;&#039;&#039;Item Loss Skip&#039;&#039;&#039; or &#039;&#039;&#039;ILS&#039;&#039;&#039; is a major sequence break in [[Metroid Prime 2: Echoes]] which allows Samus to keep all the items she started the game with, completely breaking open the early game. It involves performing a [[Secret World]] in [[Hive Chamber A]] and wallcrawling past the rest of the Splinter Hive portion of the area. This saves several minutes in any% speedruns and allows Samus to keep the following 5 items, which would be lost without doing it normally.&lt;br /&gt;
* [[Missile Launcher]]&lt;br /&gt;
* [[Morph Ball Bomb]]&lt;br /&gt;
* [[Space Jump Boots]]&lt;br /&gt;
* [[Boost Ball]]&lt;br /&gt;
* [[Spider Ball]]&lt;br /&gt;
&lt;br /&gt;
Despite that the Item Loss sequence tells you that you&#039;ve lost your [[Power Bomb]] and [[Grapple Beam]], the game never actually gives you those items at the start of the game to begin with. Additionally, the Item Loss sequence makes no mention of Spider Ball, but the game does give it to you at the beginning, which you retain with ILS.&lt;br /&gt;
&lt;br /&gt;
Due to the fact that this requires a SW in Hive Chamber A, and there is no other known way to get out of bounds in the Splinter Hive before the sequence in [[Hive Chamber B]], this means that Item Loss Skip is currently impossible under 100% conditions with current knowledge. This is because the missile expansion in Hive Chamber B does not exist until after the sequence is completed. There may be a way to get this missile expansion if there is some way to get out of bounds in Hive Chamber B, or otherwise reload the room. &lt;br /&gt;
&lt;br /&gt;
ILS can be performed on any version of the game, including the [[Metroid Prime Trilogy|Trilogy]] version of the game.&lt;br /&gt;
&lt;br /&gt;
==Room by Room Guide==&lt;br /&gt;
It is worth noting that there are two different variants of this wallcrawl, and they are both identical until they reach the room [[Collapsed Tunnel]]. The main difference between the two variants is that one of them ends the wallcrawl inside Collapsed Tunnel by having the room load around Samus, while the other variant continues to stay out of bounds in Collapsed Tunnel and moves more directly to the [[Power Bomb]] expansion. Additionally, it is possible to go directly to [[Transport to Agon Wastes (Temple Grounds)|Transport to Agon Wastes]] once out of bounds. However, this isn&#039;t currently done in speedruns because the expansion in [[Dynamo Chamber]] is considered to be the fastest one for humans with current knowledge.&lt;br /&gt;
&lt;br /&gt;
The current method to get out of bounds before item loss was found in 2016 by [https://www.twitch.tv/edgragon_gx EDragon]. On top of being hilariously simple, its is 50 seconds faster and has no risk of crashing the game, making it extremely convenient for Any% and Low% speedruns. You literally just jump through a hole in the ceiling in Hive Chamber A. From here, you can [[Dash Jump (Echoes)|Scan Dash]] out into the Aether, get to the skywalk, then touch the top of the tunnel and immediately move back to transition to Hive Access Tunnel. You can also try a one-time Aether Jump while walking towards the tunnel, as shown in the video. While being slightly faster, this is significantly riskier.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ATmh7mYAnnU}}&lt;br /&gt;
&lt;br /&gt;
===Hive Chamber A===&lt;br /&gt;
===Hive Access Tunnel===&lt;br /&gt;
===Hive Transport Area===&lt;br /&gt;
===Industrial Site===&lt;br /&gt;
===Collapsed Tunnel===&lt;br /&gt;
&lt;br /&gt;
==Energy Tank Comparison==&lt;br /&gt;
The video below compares the two different variations of the wallcrawl from the point where they diverge. Skipping the energy tank in [[Storage Cavern B]] saves roughly 18 seconds.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2URRL66tak4}}&lt;br /&gt;
&lt;br /&gt;
==Old Method==&lt;br /&gt;
The first method to skip item loss was found in 2010 and used a trick called [[Infinite Speed]]. Essentially, you used Infinite Speed in [[Hive Chamber A]] to hit the cutscene trigger where you fall down the tunnel in [[Hive Access Tunnel]]. However, since you weren&#039;t actually in Hive Access Tunnel while hitting this trigger, the game just warped you [[Out of Bounds]] in Hive Access Tunnel at the point of the trigger, and you were then free to wallcrawl and skip item loss. This method is 50 seconds slower than the new method and also has a 50% chance of crashing the game.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=JB1_ejJc0As}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Feeding_Pit&amp;diff=3307</id>
		<title>Feeding Pit</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Feeding_Pit&amp;diff=3307"/>
		<updated>2021-12-13T17:35:47Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Feeding Pit Access]]&amp;lt;/br&amp;gt;[[Ing Cache 1]]&amp;lt;/br&amp;gt;[[Watering Hole]]}}&#039;&#039;&#039;Feeding Pit&#039;&#039;&#039; is a room located in the [[Dark Agon Wastes]] region of [[Metroid Prime 2: Echoes]]. It contains a [[Power Bomb]] expansion and a [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==Slope Jump==&lt;br /&gt;
Without activating either of the beam-activated columns, it is possible to use a [[Slope Jump]] to make it onto the platform to Ing Cache 1. The nightbarbs are able to kill your jump, so some players will choose to activate the column to try and more easily avoid them.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=g9-GvwLdsCg}}&lt;br /&gt;
&lt;br /&gt;
==Strat Comparison==&lt;br /&gt;
The video below compares two different strats of getting to Ing Cache 1. On the left is a demonstration of the ceiling strat, which involves a [[Scan Dash (Echoes)|Scan Dash]], while the right shows the Slope Jump strategy. The video finds that the Slope Jump strategy is slightly faster if done first try.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=TdCpcIo14Ps}}&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
A [[Double Bomb Jump]] to the column will be able to carry Samus to [[Light Beam]] without needing the [[Space Jump Boots]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=-T5Xhs6p9zQ}}&lt;br /&gt;
&lt;br /&gt;
==Early Power Bombs==&lt;br /&gt;
It is possible to grab the power bombs without [[Light Suit]] by unloading and reloading the room while out of bounds. [[Pause Delay]] is used to delay the loading of the room. Since Samus is taking damage from Dark Aether&#039;s atmosphere and will also be taking damage from the dark water once the room is loaded, at least two energy tanks are required.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=bDfDY2w0Ziw}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
The large hole in the ceiling can be used to go [[Out of Bounds]]. You can use either the top of the destroyed Metroid tank or the taller beam-activated column while it is raised to do so.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=OKt2G5-Kfxo}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Plaza_SW&amp;diff=3303</id>
		<title>Main Plaza SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Plaza_SW&amp;diff=3303"/>
		<updated>2021-11-26T01:35:36Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Main Plaza]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the rooms in [[Metroid Prime]], &#039;&#039;&#039;Main Plaza&#039;&#039;&#039; has more ways of getting out of bounds than most other rooms in the game. The room technically doesn&#039;t require items in order to get out of bounds, but most methods of this SW require at least the [[Space Jump Boots]]. The reason there are so many SWs in this room is because there are multiple places within the room that allow for getting out of bounds to be possible. For example, some variations of the SW are near the end of the room closest to [[Piston Tunnel]], which is required for [[Power Bombs Before Bombs]], while other methods are closer to [[Plaza Access (Chozo Ruins)|Plaza Access]]. Depending on exactly where in the room you wish to leave the intended playing area, as well as the items currently in possession, different methods will be appropriate for different situations.&lt;br /&gt;
==Space Jump Variation 1==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Df_F2QcDKWc||right|Main Plaza SW - Space Jump Method 1.}}&lt;br /&gt;
Secret World discovered by: Destroyer F&lt;br /&gt;
&lt;br /&gt;
This variation takes place near the door connected to [[Plaza Access (Chozo Ruins)|Plaza Access]].&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Space Jump Variation 2==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tEgBXy5dxdw||right|Main Plaza SW - Space Jump Method 2.}}&lt;br /&gt;
&lt;br /&gt;
This variation takes place near the door connected to [[Ruined Shrine Access]].&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Jump Variation 3==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ZUtKkbO5zpg||right|Main Plaza SW - Space Jump Method 3.}}&lt;br /&gt;
&lt;br /&gt;
This variation takes place near the door connected to [[Ruins Entrance]]. This is the variation that is most widely used in speedruns, and is a part of performing [[Power Bombs Before Bombs]].&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Jump Variation 4==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=xuLUbaFKtpU||right|Main Plaza SW - Space Jump Method 4.}}&lt;br /&gt;
&lt;br /&gt;
This variation starts near the door connected to [[Ruined Fountain Access]], but ends near the door connected to [[Nursery Access]].&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Space Jump Variation 5==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=89O68xZtDww||right|Main Plaza SW - Space Jump Method 5.}}&lt;br /&gt;
&lt;br /&gt;
This variation takes place near the door connected to [[Nursery Access]].&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==HBJ Method (NSJ)==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Q2ri_SnLjfU||right|Main Plaza SW - HBJ Method (NSJ).}}&lt;br /&gt;
Secret World discovered by: gdVertigo (17th October 2021)&lt;br /&gt;
&amp;lt;br&amp;gt;TODO&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb|Morph Ball Bombs]]}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grapple/HBJ Method (NSJ)==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=4kSFUt4SV-E||right|Main Plaza SW - Grapple/HBJ Method (NSJ).}}&lt;br /&gt;
Secret World discovered by:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb|Morph Ball Bombs]]&amp;lt;br&amp;gt;[[Grapple Beam]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wave/HBJ Method (NSJ)==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=xRdzSJ8TVG0||right|Main Plaza SW - Wave/HBJ Method (NSJ).}}&lt;br /&gt;
Secret World discovered by:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb|Morph Ball Bombs]]&amp;lt;br&amp;gt;[[Wave Beam]]}}&lt;br /&gt;
&lt;br /&gt;
==No Items Method==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=KKLPGoPb204||right|Main Plaza SW - No Items.}}&lt;br /&gt;
Secret World discovered by:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{SW Items|items=None}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Gully_SW&amp;diff=3302</id>
		<title>Gully SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Gully_SW&amp;diff=3302"/>
		<updated>2021-11-26T01:15:34Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Gully]].&#039;&#039;&lt;br /&gt;
==Space Jump Method==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=89NU_IzynvI||right|Gully SW - Space Jump.}}&lt;br /&gt;
Secret World discovered by: Freecube&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&lt;br /&gt;
==Without Space Jump==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=EbHG9_lWr5k||right|Gully SW - No Space Jump.}}&lt;br /&gt;
Secret World discovered by: mr_whiskers&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Morph Ball Bomb|Morph Ball Bombs]]}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Gully_SW&amp;diff=3301</id>
		<title>Gully SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Gully_SW&amp;diff=3301"/>
		<updated>2021-11-26T01:08:02Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Gully]].&#039;&#039;&lt;br /&gt;
==Space Jump Method==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=89NU_IzynvI||right|Gully SW - Space Jump.}}&lt;br /&gt;
Secret World discovered by: Freecube&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&lt;br /&gt;
==Without Space Jump==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=EbHG9_lWr5k||right|Gully SW - No Items.}}&lt;br /&gt;
Secret World discovered by: mr_whiskers&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=None}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Observatory&amp;diff=3300</id>
		<title>Observatory</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Observatory&amp;diff=3300"/>
		<updated>2021-11-26T01:02:25Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Observatory Access]]&amp;lt;/br&amp;gt;[[Save Station D]]&amp;lt;/br&amp;gt;[[West Tower Entrance]]}}&#039;&#039;&#039;Observatory&#039;&#039;&#039; is a room located in the Pirate Labs portion of the [[Phendrana Drifts]] region of [[Metroid Prime]]. It contains the [[Super Missiles]] and a [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==Without Boost Ball==&lt;br /&gt;
Normally, the game expects you to use the spinner in the center of the room using [[Boost Ball]] in order to move the platforms. However, it is possible to avoid this by performing a [[Scan Dash]]. This is the strategy that runners use for this room. The video below also shows how to get the Super Missiles: by performing a [[Slope Jump]] onto the pipe, it&#039;s possible to get to the item from there. If you get the item while the platform is raised, the cutscene will position you below the platform, forcing you to fall to the bottom of the room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ETft8oPFDAY}}&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
It is possible to climb this room without the [[Space Jump Boots]] using the [[Sheeglitch]]. It is not known whether it is humanly viable.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=KgXtNw1-1KE}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
Do a series of [[Slope Jump|Slope Jumps]] or a [[High Bomb Jump|HBJ]] to reach an &amp;quot;arm&amp;quot; of the laser in Observatory, then jump towards the rim of the room. Morph and boost into the rim. Keep boosting until and soon enough, you boost clean through the room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=0NwzZchL4lc}}&lt;br /&gt;
&lt;br /&gt;
==Fastest Room Times==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=SGVSRA-1GDo}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Rooms with Secret Worlds]]&lt;br /&gt;
[[Category:Phendrana Drifts]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3299</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3299"/>
		<updated>2021-11-26T00:57:42Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&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;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Reactor Core SW (Crashed Frigate)|Reactor Core]]&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&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;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
* [[Ruined Shrine SW (Chozo Ruins)|Ruined Shrine]]&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&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;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&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;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&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;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Plain_of_Dark_Worship&amp;diff=3298</id>
		<title>Plain of Dark Worship</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Plain_of_Dark_Worship&amp;diff=3298"/>
		<updated>2021-11-26T00:44:42Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Lake Access]]&amp;lt;/br&amp;gt;[[Temple Assembly Site]]}}&#039;&#039;&#039;Plain of Dark Worship&#039;&#039;&#039; is a room in the Sky Temple Grounds in [[Metroid Prime 2: Echoes]]. It contains a missile expansion and a seeker door. The area outside is contaminated by toxic dark mist, making it dangerous to retrieve the missile expansion without having [[Dark Suit]].&lt;br /&gt;
&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
Using two missiles along with a well-placed [[Screw Attack]], it is possible to break the seeker door without seekers.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WAsXBiKRFNQ}}&lt;br /&gt;
&lt;br /&gt;
Below is a different strategy using an input display:&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NwjWmGwDklQ}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
It is possible to get a [[Secret World]] in the morph ball tunnel by unmorphing at a specific point in the tunnel and performing a Screw Attack.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=H7joB1havsg}}&lt;br /&gt;
&lt;br /&gt;
==Suitless Missile Expansion==&lt;br /&gt;
If you have Screw Attack or [[Cannon Ball]], it may be possible to safely get the missile expansion with only a few [[Energy Tank|Energy Tanks]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=oog7X0PKYh0}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Transport_Center&amp;diff=3297</id>
		<title>Transport Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Transport_Center&amp;diff=3297"/>
		<updated>2021-11-26T00:42:34Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Crossroads]]&amp;lt;/br&amp;gt;[[Portal Terminal]]&amp;lt;/br&amp;gt;[[Save Station A (Agon Wastes)|Save Station A]]&amp;lt;/br&amp;gt;[[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]}}&#039;&#039;&#039;Transport Center&#039;&#039;&#039; is a room located in the [[Agon Wastes]] in [[Metroid Prime 2: Echoes]]. It contains a missile expansion.&lt;br /&gt;
&lt;br /&gt;
==Without Boost==&lt;br /&gt;
It is possible to get to the second level of the room without [[Boost Ball]]. There are two methods of doing this.&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
By going up the half-pipe, using the [[Space Jump Boots]] and performing a Screw Attack, it&#039;s possible to land on the second level.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Qe95_15v8C4}}&lt;br /&gt;
===Half-Pipe Climb Method===&lt;br /&gt;
This recently discovered method involves tricking the game into thinking that Samus is standing on a particular point in the collision. If done successfully, Samus will appear to spontaneously rise, and will be able to stand far higher than is normally intended. This allows for Samus to simply jump to this part of the room.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
Using a missile along with a well-placed [[Screw Attack]], it is possible to break the seeker door without seekers.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=yZIy4aLaKNU}}&lt;br /&gt;
&lt;br /&gt;
===Any% Comparison===&lt;br /&gt;
The video below compares the Seeker Skip in this room with that of [[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]], and finds that it is roughly two seconds slower in the context of an any% speedrun.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=S1y0W5o6dbI}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
Similar to the [[Secret World]] in [[Crossroads]], it is possible to land on a tiny standable spot that allows you to go out of bounds. The only difference is needing to travel slightly longer horizontally because of there being no additional platform on the top level of the room. Due to the small length of the standable spot, it is considered TAS-only.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=1x5n2xUFZaU}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Controller_Access_(Dark_Torvus_Bog)&amp;diff=3296</id>
		<title>Dark Controller Access (Dark Torvus Bog)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Controller_Access_(Dark_Torvus_Bog)&amp;diff=3296"/>
		<updated>2021-11-20T18:48:46Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dark Torvus Energy Controller]]&amp;lt;/br&amp;gt;[[Dark Torvus Temple]]}}&#039;&#039;&#039;Dark Controller Access&#039;&#039;&#039; is a room located in [[Dark Torvus Bog]] in [[Metroid Prime 2: Echoes]]. It contains a [[Secret World]] which can be done with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Speedrun Strat==&lt;br /&gt;
Normally, the game tries to force you to grab the energy in [[Dark Torvus Energy Controller]]. However, this isn&#039;t actually required for anything, as the elevator that allows for access to the rest of Dark Torvus is accessible after [[Dark Torvus Temple]] is reloaded. Therefore, in every major category, this room is strictly used to reload Dark Torvus Temple, which leads into the rest of the run.&lt;br /&gt;
&lt;br /&gt;
==No Bombs==&lt;br /&gt;
Using [[Darkburst]] or [[Sonic Boom]], it is possible to activate the bomb slot without the [[Morph Ball Bomb|Morph Ball Bombs]].&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
The top of the room has various holes in the geometry which can be abused if the player has picked up [[Floaty Jump]] before the Chykka fight. By jumping through one of these holes, it&#039;s possible to go out of bounds.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Z1u-T07LaJY}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Temple_Access_(Sanctuary_Fortress)&amp;diff=3295</id>
		<title>Temple Access (Sanctuary Fortress)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Temple_Access_(Sanctuary_Fortress)&amp;diff=3295"/>
		<updated>2021-11-20T18:45:13Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Main Gyro Chamber]]&amp;lt;/br&amp;gt;[[Sanctuary Temple]]}}&#039;&#039;&#039;Temple Access&#039;&#039;&#039; is a room located in the [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It contains a missile expansion as well as a Kinetic Orb cannon. On the first layer, the player is forced to fight a Quad to open the door to [[Sanctuary Temple]].&lt;br /&gt;
&lt;br /&gt;
==Getting the Missile Early==&lt;br /&gt;
By performing a [[Bomb Space Jump]] on the top level of the room, it is possible to then perform a [[Screw Attack]] into the hole leading to the missile.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VylB3gwLZHo}}&lt;br /&gt;
&lt;br /&gt;
==Going Backwards==&lt;br /&gt;
Normally, the Kinetic Orb cannon is used to go through this room backwards. However, there are multiple ways of going through this room backwards that don&#039;t involve the cannon.&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Methods===&lt;br /&gt;
There are two methods of going backwards that make use of Screw Attack. The first involves performing a [[Slope Jump]] on the slopes nearby the door.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=K36ezV4FJUU}}&lt;br /&gt;
Alternately, a similar method exists that makes use of a Bomb Space Jump.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=LVY7mXV6Rj0}}&lt;br /&gt;
&lt;br /&gt;
===BSJ Method===&lt;br /&gt;
This method does not make use of Screw Attack, but does make use of a Bomb Space Jump on the bottom level.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MMaAKHDlY1k}}&lt;br /&gt;
&lt;br /&gt;
===Rezbit Method===&lt;br /&gt;
TODO: Description and video&lt;br /&gt;
&lt;br /&gt;
==Skipping the Quad Fight==&lt;br /&gt;
It is possible to skip the fight with the Quad by performing a [[Door Lock Cancel]]. This is frame perfect.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=oROh9Tk751M}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cannon_Ball&amp;diff=3294</id>
		<title>Cannon Ball</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cannon_Ball&amp;diff=3294"/>
		<updated>2021-11-20T18:43:03Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cannon Ball&#039;&#039;&#039; (sometimes informally referred to as &#039;&#039;&#039;Morph Ball Invulnerability&#039;&#039;&#039;) is a special item in [[Metroid Prime 2: Echoes]] and [[Metroid Prime 3: Corruption]] that is temporarily given to Samus when she enters a designated morph ball cannon. It has three distinct properties:&lt;br /&gt;
&lt;br /&gt;
* Total invulnerability while in [[Morph Ball]]&lt;br /&gt;
* An aura around the Morph Ball that deals 500,000 damage per frame&lt;br /&gt;
** This aura is capable of activating certain doors that were previously locked (though it cannot unlock currently locked doors) without needing to use a weapon against them&lt;br /&gt;
* Allows Samus to boost, even if she doesn&#039;t already have [[Boost Ball]]&lt;br /&gt;
&lt;br /&gt;
Ordinarily, these effects are only given for a very short amount of time, as they are removed once Samus lands on standable ground, unmorphs, or touches the other side of the Morph Ball cannon. However, in a small amount of rooms, namely [[Workers Path]] and [[Sandcanyon]], it is possible to keep these effects until the player resets the game or uses another morph ball cannon. This is possible under two conditions:&lt;br /&gt;
&lt;br /&gt;
* The ability to use a morph ball cannon in a room while the game thinks you&#039;re in another room (&amp;quot;wrong room&amp;quot;)&lt;br /&gt;
* The ability to unload the room that contains the cannon while using it&lt;br /&gt;
&lt;br /&gt;
The reason this works is because if the game unloads the room while Samus has cannon ball, the game will not be able to remove cannon ball from her inventory, enabling her to keep it indefinitely. Getting cannon ball has applications in speedruns, mostly in any% during the adult phase of the [[Chykka]] boss fight in order to skip it in its entirety.&lt;br /&gt;
&lt;br /&gt;
==Rooms That Give Samus Cannon Ball==&lt;br /&gt;
* [[Central Area Transport West]]&lt;br /&gt;
* [[Gathering Hall (Torvus Bog)|Gathering Hall]]&lt;br /&gt;
* [[GFMC Compound]]&lt;br /&gt;
* [[Great Bridge]]&lt;br /&gt;
* [[Main Gyro Chamber]]&lt;br /&gt;
* [[Mining Station A]]&lt;br /&gt;
* [[Mining Station Access]]&lt;br /&gt;
* [[Mining Station B]]&lt;br /&gt;
* [[Portal Access A]]&lt;br /&gt;
* [[Reactor Core (Sanctuary Fortress)|Reactor Core]]&lt;br /&gt;
* [[Sacred Bridge]]&lt;br /&gt;
* [[Sacred Path]]&lt;br /&gt;
* [[Sanctuary Entrance]]&lt;br /&gt;
* [[Sandcanyon]]&lt;br /&gt;
* [[Temple Access (Sanctuary Fortress)]]&lt;br /&gt;
* [[Torvus Plaza]]&lt;br /&gt;
* [[Watch Station]]&lt;br /&gt;
* [[Windchamber Gateway]]&lt;br /&gt;
* [[Workers Path]]&lt;br /&gt;
&lt;br /&gt;
===Cannons That Don&#039;t Give Samus Cannon Ball===&lt;br /&gt;
Additionally, there are a small amount of rooms in the game that have Morph Ball cannons, but don&#039;t give Samus Cannon Ball.&lt;br /&gt;
* [[Hydrodynamo Station]]&lt;br /&gt;
* [[Transit Tunnel East]]&lt;br /&gt;
* [[Transit Tunnel South]]&lt;br /&gt;
* [[Transit Tunnel West]]&lt;br /&gt;
* [[Undertemple Shaft]]&lt;br /&gt;
* [[Undertransit One]]&lt;br /&gt;
* [[Undertransit Two]]&lt;br /&gt;
&lt;br /&gt;
==Workers Path Cannon Ball==&lt;br /&gt;
This is the method most commonly used in speedruns, done after returning the Sanctuary energy. It starts by doing the [[Secret World]] in [[Sanctuary Energy Controller]] and wallcrawling to Worker&#039;s Path. Once transitioned, the scan point that activates the morph ball cannon must be scanned. Once scanned, climb back up and transition back into [[Sanctuary Temple]]. Now, ceiling warp into Worker&#039;s Path and use the Morph Ball cannon. Once the room unloads, you&#039;ll have successfully gotten cannon ball.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2GSHxFuESow}}&lt;br /&gt;
&lt;br /&gt;
==Sandcanyon Cannon Ball==&lt;br /&gt;
This method takes advantage of the Bomb Guardian boss fight in [[Agon Temple]]. It works by activating the boss fight, performing the Agon Temple SW to get on top of the room, and using a charged Dark Beam shot to stun Bomb Guardian while vulnerable. The boss will cycle between being vulnerable and invulnerable while in this state, so as long as you keep freezing it, then you can continue to shoot Bomb Guardian from here. After the final shot is taken, you need to immediately ceiling warp back into Sandcanyon and take the morph ball cannon, making sure to hold down-right so that you fall below the room and unload Sandcanyon.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=4t4S-kHfCl0}}&lt;br /&gt;
&lt;br /&gt;
==Watch Station Cannon Ball==&lt;br /&gt;
This method takes advantage of [[Watch Station]]&#039;s connection with the room [[Central Area Transport West]], which uses a proximity load. It is also the most difficult of the existing methods with current knowledge, but also the fastest in a [[Tool-Assisted Speedruns|TAS]] setting.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NcZjXg-xydE}}&lt;br /&gt;
&lt;br /&gt;
==GFMC Compound Cannon Ball==&lt;br /&gt;
TODO: Description and video&lt;br /&gt;
&lt;br /&gt;
==General Tutorial for Cannon Ball==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=UAd_CZNQMz8&amp;amp;ab_channel=RoboJack}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Mining_Plaza&amp;diff=3293</id>
		<title>Mining Plaza</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Mining_Plaza&amp;diff=3293"/>
		<updated>2021-11-20T18:41:39Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Map Station]]&amp;lt;/br&amp;gt;[[Duelling Range]]&amp;lt;/br&amp;gt;[[Mining Station Access]]&amp;lt;/br&amp;gt;[[Plaza Access (Agon Wastes)|Plaza Access]]&amp;lt;/br&amp;gt;[[Save Station A_(Agon Wastes)|Save Station A]]}}&#039;&#039;&#039;Mining Plaza&#039;&#039;&#039; is a room in the [[Agon Wastes]] in [[Metroid Prime 2: Echoes]]. It contains an [[Energy Tank]] hidden behind a set of Echo Locks, as well as a set of [[Secret World|Secret Worlds]] that take advantage of the Sandigger enemies in the room.&lt;br /&gt;
&lt;br /&gt;
==Fast Strats==&lt;br /&gt;
===Any%===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=OPkOPXDVNJY}}&lt;br /&gt;
&lt;br /&gt;
===100%===&lt;br /&gt;
Due to the fact that Samus will not have [[Space Jump Boots|Space Jump]] by this point, she must take a less obvious path through the room. There are multiple routes that can be chosen for this purpose.&lt;br /&gt;
====Normal Route====&lt;br /&gt;
&lt;br /&gt;
====Alternate Strat====&lt;br /&gt;
&lt;br /&gt;
====Extended Dash Strat====&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Ev0PLksuNiM}}&lt;br /&gt;
&lt;br /&gt;
==Sandigger Secret World==&lt;br /&gt;
There are two Sandiggers on the bottom level of the room, and both can be used to go [[Out of Bounds]], with differing setups for each of them. The secret world takes advantage of what happens when the Sandigger grabs Samus while she&#039;s in the [[Morph Ball]]. For a period of a few frames when they let go of Samus, Samus will have no collision, making it possible to go through the nearby walls.&lt;br /&gt;
&lt;br /&gt;
The movement of the Sandiggers is entirely determined by Samus&#039; position, meaning that as long as you make the same movements every time, you will get the same result. &lt;br /&gt;
&lt;br /&gt;
===Back Sandigger (Near Save Station A)===&lt;br /&gt;
This one is more commonly used, and has known backups if you fail. There are multiple different ways of doing this method.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=u4V-_P6It-I}}&lt;br /&gt;
&lt;br /&gt;
TODO: Make backup setup video&lt;br /&gt;
&lt;br /&gt;
===Front Sandigger (Near Plaza Access)===&lt;br /&gt;
This one is faster to do than the other one, but has no known backups if you fail.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=QdE3sAdODJE}}&lt;br /&gt;
&lt;br /&gt;
===Trilogy===&lt;br /&gt;
A similar setup to the front Sandigger SW can be used on [[Metroid Prime Trilogy|Trilogy]].&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=h0c-9pnzfJE}}&lt;br /&gt;
&lt;br /&gt;
===Sandigger Tutorial by erinexplosives===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=raOQQR3kFPo}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Mining_Station_A&amp;diff=3292</id>
		<title>Mining Station A</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Mining_Station_A&amp;diff=3292"/>
		<updated>2021-11-20T18:39:19Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Central Station Access]]&amp;lt;/br&amp;gt;[[Mining Station Access]]&amp;lt;/br&amp;gt;[[Portal Access A]]&amp;lt;/br&amp;gt;[[Sand Cache]]&amp;lt;/br&amp;gt;[[Temple Access (Agon Wastes)|Temple Access]]}}&#039;&#039;&#039;Mining Station A&#039;&#039;&#039; is a room located in the [[Agon Wastes]] region of [[Metroid Prime 2: Echoes]]. It contains a Missile Expansion and a Kinetic Orb Cannon.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Dont Load&amp;lt;/br&amp;gt;1st Pass&amp;lt;/br&amp;gt;2nd Pass&amp;lt;/br&amp;gt;3rd pass&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;BEFORE&amp;lt;/br&amp;gt;4th Pass&amp;lt;/br&amp;gt;Platformers&amp;lt;/br&amp;gt;Sand Gates Closed}}&lt;br /&gt;
&lt;br /&gt;
==100% Fast Strats==&lt;br /&gt;
In 100%, the optimal strategy for this room involves performing an [[Scan Dash (Echoes)#Extended Dash|Extended Dash]] from the middle platform to [[Temple Access (Agon Wastes)|Agon Temple Access]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=uZg1YpGsJ_o}}&lt;br /&gt;
&lt;br /&gt;
==Early Missiles==&lt;br /&gt;
By doing a [[Bomb Space Jump]] onto a nearby standable rock, you can get the Missile Expansion without [[Power Bomb|Power Bombs]] and [[Spider Ball]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YihKFT12FmY}}&lt;br /&gt;
&lt;br /&gt;
==Skip Opening the Gate==&lt;br /&gt;
===Backward Gate Skip===&lt;br /&gt;
If entering the room from [[Central Station Access]], you can do a Bomb Space Jump to bypass the gate without having opened it previously.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=aqyWUg1eiVI}}&lt;br /&gt;
===Forward Gate Skip===&lt;br /&gt;
Similarly, a BSJ can be done to skip the gate from the front. This can be useful in randomizers if the player doesn&#039;t have Scan Visor.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=r6ZKB0tf_9U}}&lt;br /&gt;
&lt;br /&gt;
==No Space Jump==&lt;br /&gt;
Simply by performing some laddered bomb jumps, it is possible to open the gate leading to Central Station Access without the [[Space Jump Boots]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vJ_MaFqBo0E}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3291</id>
		<title>Sandcanyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3291"/>
		<updated>2021-11-20T17:53:34Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Temple]]&amp;lt;/br&amp;gt;[[Ventilation Area A]]}}&#039;&#039;&#039;Sandcanyon&#039;&#039;&#039; is a room in [[Metroid Prime 2: Echoes]]. It contains a [[Power Bomb]] expansion and a [[Secret World]] at both ends of the room. It consists of a very large gap bridged by a single platform carrying a structure in the center. The two Kinetic Orb cannons are normally used to cross the room, while getting to the center platform normally requires [[Screw Attack]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=BEFORE&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;Destructible Spire}}&lt;br /&gt;
&lt;br /&gt;
==Terminal Fall Abuse==&lt;br /&gt;
In the [[Dark Beam]] wallcrawl, the [[Terminal Fall]] triggers in the room are used to get to the side connecting to [[Ventilation Area A]] instantly.&lt;br /&gt;
&lt;br /&gt;
TODO: Add video&lt;br /&gt;
&lt;br /&gt;
==Item Without Screw Attack==&lt;br /&gt;
Normally Samus is meant to have [[Screw Attack]] in order to reach the platform containing the item in this room. However, using a [[Boost Jump]], it is possible to reach the item without Screw Attack. This can be done on both sides of the room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=KFsv-zg_w50}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
On both ends of the room, there is a hole under the platform that can be used to go out of bounds. It consists of doing a well-timed jump under the platform in order to stand on an invisible wall that lies under the platform. You may either be able to stand on the wall instantly, or get stuck in a constant state of rising. If rising, you may either wait patiently for the game to deliver you on top of the wall or trick it to reposition you quickly.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
1. Stand at the edge of the platform as shown here.&lt;br /&gt;
[[File:Sandcanyon1.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
2. Aim at the very bottom of the black circle as indicated.&lt;br /&gt;
[[File:Sandcanyon2.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
3. Jump back, and then once you are starting to fall beneath the structure, hold forward as much as possible so that you are pressing up against it.&lt;br /&gt;
&lt;br /&gt;
4. Wait until you have noticed the bottom part of the structure (circled below) has disappeared from your screen (This assumes zero helmet opacity). DON&#039;T try to anticipate this. The human reaction time of actually &amp;quot;noticing&amp;quot; that it has disappeared is part of the setup.&lt;br /&gt;
[[File:Sandcanyon3.png|none|320px]]&lt;br /&gt;
 &lt;br /&gt;
5. At the timing just described in step 4, space jump and hold up-right on the control stick.&lt;br /&gt;
&lt;br /&gt;
6. With absolutely perfect timing, you&#039;ll land right on the standable spot. However, 95% of the time you will just get stuck (keep holding up-right). From this, quickly slam right+left on the control stick and that should reposition you to the standable spot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;:&lt;br /&gt;
* If you space jump too late, then you either won&#039;t get stuck at all (if you&#039;re super super late) or you&#039;ll get stuck but you&#039;re too low for the reposition strat to work.&lt;br /&gt;
* If you&#039;re too early, you won&#039;t get &amp;quot;under&amp;quot; the cannon structure at all, and will just bump into the structure and fall down.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=BJYtXQ_yc0M}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3290</id>
		<title>Sandcanyon</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sandcanyon&amp;diff=3290"/>
		<updated>2021-11-20T17:51:10Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Agon Temple]]&amp;lt;/br&amp;gt;[[Ventilation Area A]]}}&#039;&#039;&#039;Sandcanyon&#039;&#039;&#039; is a room in [[Metroid Prime 2: Echoes]]. It contains a [[Power Bomb]] expansion and a [[Secret World]] at both ends of the room. It consists of a very large gap bridged by a single platform carrying a structure in the center. The two Kinetic Orb cannons are normally used to cross the room, while getting to the center platform normally requires [[Screw Attack]].&lt;br /&gt;
&lt;br /&gt;
==Terminal Fall Abuse==&lt;br /&gt;
In the [[Dark Beam]] wallcrawl, the [[Terminal Fall]] triggers in the room are used to get to the side connecting to [[Ventilation Area A]] instantly.&lt;br /&gt;
&lt;br /&gt;
TODO: Add video&lt;br /&gt;
&lt;br /&gt;
==Item Without Screw Attack==&lt;br /&gt;
Normally Samus is meant to have [[Screw Attack]] in order to reach the platform containing the item in this room. However, using a [[Boost Jump]], it is possible to reach the item without Screw Attack. This can be done on both sides of the room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=KFsv-zg_w50}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
On both ends of the room, there is a hole under the platform that can be used to go out of bounds. It consists of doing a well-timed jump under the platform in order to stand on an invisible wall that lies under the platform. You may either be able to stand on the wall instantly, or get stuck in a constant state of rising. If rising, you may either wait patiently for the game to deliver you on top of the wall or trick it to reposition you quickly.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
&lt;br /&gt;
1. Stand at the edge of the platform as shown here.&lt;br /&gt;
[[File:Sandcanyon1.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
2. Aim at the very bottom of the black circle as indicated.&lt;br /&gt;
[[File:Sandcanyon2.png|none|320px]]&lt;br /&gt;
&lt;br /&gt;
3. Jump back, and then once you are starting to fall beneath the structure, hold forward as much as possible so that you are pressing up against it.&lt;br /&gt;
&lt;br /&gt;
4. Wait until you have noticed the bottom part of the structure (circled below) has disappeared from your screen (This assumes zero helmet opacity). DON&#039;T try to anticipate this. The human reaction time of actually &amp;quot;noticing&amp;quot; that it has disappeared is part of the setup.&lt;br /&gt;
[[File:Sandcanyon3.png|none|320px]]&lt;br /&gt;
 &lt;br /&gt;
5. At the timing just described in step 4, space jump and hold up-right on the control stick.&lt;br /&gt;
&lt;br /&gt;
6. With absolutely perfect timing, you&#039;ll land right on the standable spot. However, 95% of the time you will just get stuck (keep holding up-right). From this, quickly slam right+left on the control stick and that should reposition you to the standable spot. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;:&lt;br /&gt;
* If you space jump too late, then you either won&#039;t get stuck at all (if you&#039;re super super late) or you&#039;ll get stuck but you&#039;re too low for the reposition strat to work.&lt;br /&gt;
* If you&#039;re too early, you won&#039;t get &amp;quot;under&amp;quot; the cannon structure at all, and will just bump into the structure and fall down.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=BJYtXQ_yc0M}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hydrodynamo_Station&amp;diff=3289</id>
		<title>Hydrodynamo Station</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hydrodynamo_Station&amp;diff=3289"/>
		<updated>2021-11-20T17:48:08Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Catacombs Access]]&amp;lt;/br&amp;gt;[[Gathering Access]]&amp;lt;/br&amp;gt;[[Hydrodynamo Shaft]]&amp;lt;/br&amp;gt;[[Save Station B (Torvus Bog)|Save Station B]]&amp;lt;/br&amp;gt;[[Training Access]]&amp;lt;/br&amp;gt;[[Underground Transport]]&amp;lt;/br&amp;gt;[[Undertemple Shaft]]}}&#039;&#039;&#039;Hydrodynamo Station&#039;&#039;&#039; is a room located in the lower level of the [[Torvus Bog]] region of [[Metroid Prime 2: Echoes]]. It is a large, vertical room with three scan posts that need to be scanned in order to open the large lock that blocks access to [[Hydrodynamo Shaft]]. There is also a missile expansion, a seeker door that can be opened without the [[Seeker Missiles]], and a Morph [[Secret World]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=1st Pass&amp;lt;/br&amp;gt;2nd Pass&amp;lt;/br&amp;gt;Seeker 2 Cleared&amp;lt;/br&amp;gt;2nd Pass (Pre-Puzzle Solved)}}&lt;br /&gt;
&lt;br /&gt;
==Activating the Scan Posts Early==&lt;br /&gt;
While you can scan one of the three scan posts right away under normal conditions, the other two normally require a very large detour that wastes a lot of time. There are multiple methods of avoiding this, saving several minutes.&lt;br /&gt;
&lt;br /&gt;
===Underwater Dash Methods===&lt;br /&gt;
Some methods exist that take advantage of [[Underwater Movement#Underwater Dashing|Underwater Dashing]]. The ways in which this is carried out vary amongst runners.&lt;br /&gt;
&lt;br /&gt;
====Method #1====&lt;br /&gt;
The first method involves lining up with a specific spot while on the top platform. This method requires a feel for where Samus will end up going, as it&#039;s easy to bonk on the platform and fail the jump. With enough practice, however, this can be made consistent.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=IUcPDkHKd0I}}&lt;br /&gt;
&lt;br /&gt;
====Method #2====&lt;br /&gt;
This method is less popular, but still viable. Jump off of the platform, facing in the direction of the scan post you want to scan, then perform an underwater dash using the Space Jump.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=nY4U_0Uyn0M}}&lt;br /&gt;
&lt;br /&gt;
===Air Underwater Method===&lt;br /&gt;
If Samus has [[Screw Attack]], then [[Underwater Movement#Air Underwater|Air Underwater]] can be utilized in order to Screw Attack to the scan posts.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=g7DeBeDMpeU}}&lt;br /&gt;
&lt;br /&gt;
===Underwater Boost Jump===&lt;br /&gt;
It is possible to get an [[Instant Morph/Unmorph|Instant Unmorph]] on the scan posts, which skips having to take the morph ball cannon in the center of the room to get back up. This requires a good [[Boost Jump]] into an Underwater Dash.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=7I2Jl824CMI}}&lt;br /&gt;
&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
If the player has Air Underwater, they can open the seeker door leading to [[Training Access]] without the Seeker Missiles.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ALjnm411Ldk}}&lt;br /&gt;
&lt;br /&gt;
==Bloggs Getting Stuck In the Geometry==&lt;br /&gt;
After activating the three scan posts, it is possible for one of the [[Blogg|Bloggs]] to get stuck inside the lock that blocks access to Hydrodynamo Shaft, potentially creating a situation where Samus is unable to progress until the Blogg is killed.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fqu-UNblQP0}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
The secret world in this room is precise, and requires a very specific visual setup to perform. First open the door to [[Save Station B (Torvus Bog)|Save Station B]] and carefully enter the room without transitioning, sliding across the wall near the door. Next, look at a very precise point and morph. If successful, Samus will be [[Reposition|repositioned]] out of bounds.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=XJgGMzWXjeQ}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hive_Summit&amp;diff=3288</id>
		<title>Hive Summit</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hive_Summit&amp;diff=3288"/>
		<updated>2021-11-20T17:45:38Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Aerie]]}}&#039;&#039;&#039;Hive Summit&#039;&#039;&#039; is a room located in the [[Ing Hive]] region of [[Metroid Prime 2: Echoes]]. It contains a [[Secret World]] that requires [[Space Jump Boots]] and [[Boost Ball]].&lt;br /&gt;
==Fast Strats==&lt;br /&gt;
Once on the first [[Spider Ball]] track, do a sticky boost on the edge of the track, which will land you directly on the next Spider Ball track below. Then, lay a single [[Morph Ball Bomb]] to get on the side of the track, and then boost. Unmorph, and proceed through the light portal. This is the fastest strategy for this room in 100% speedruns.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=JjAKM6UXvtA}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
Near the start of the room, a [[Boost Jump]] can be done to exit the room&#039;s box.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=4bPTa8JvBBA}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Underground_Tunnel&amp;diff=3287</id>
		<title>Underground Tunnel</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Underground_Tunnel&amp;diff=3287"/>
		<updated>2021-11-20T17:39:53Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: Created page with &amp;quot;{{Connecting Rooms|rooms=Torvus Grove&amp;lt;/br&amp;gt;Torvus Temple}}&amp;#039;&amp;#039;&amp;#039;Underground Tunnel&amp;#039;&amp;#039;&amp;#039; is a room located in the Torvus Bog region of Metroid Prime 2: Echoes. It con...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Torvus Grove]]&amp;lt;/br&amp;gt;[[Torvus Temple]]}}&#039;&#039;&#039;Underground Tunnel&#039;&#039;&#039; is a room located in the [[Torvus Bog]] region of [[Metroid Prime 2: Echoes]]. It contains a missile expansion.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=1st Pass&amp;lt;/br&amp;gt;2nd Pass}}&lt;br /&gt;
&lt;br /&gt;
==Instant Morph Into Morph Ball Tunnel==&lt;br /&gt;
If entering from [[Torvus Grove]], it is possible to enter the [[Morph Ball]] tunnel by performing an [[Instant Morph/Unmorph|Instant Morph]]. This is useful if Samus doesn&#039;t have [[Morph Ball Bomb|Morph Ball Bombs]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=IHkf9X3T9CQ}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Gyro_Chamber&amp;diff=3286</id>
		<title>Main Gyro Chamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Gyro_Chamber&amp;diff=3286"/>
		<updated>2021-11-20T17:25:15Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Checkpoint Station]]&amp;lt;/br&amp;gt;[[Dynamo Access]]&amp;lt;/br&amp;gt;[[Save Station B (Sanctuary Fortress)|Save Station B]]&amp;lt;/br&amp;gt;[[Temple Access (Sanctuary Fortress)|Temple Access]]&amp;lt;/br&amp;gt;[[Watch Station Access]]}}&#039;&#039;&#039;Main Gyro Chamber&#039;&#039;&#039; is a room located in the [[Sanctuary Fortress]] region of [[Metroid Prime 2: Echoes]]. The room is composed of two ends surrounding a gyro system in the center, which contains a [[Spider Ball]] track that leads to [[Checkpoint Station]]. The ball of energy in the center contains a [[Power Bomb]] expansion, which requires [[Cannon Ball]] to break. [[Echo Visor]] is used to lower a door that blocks access to the room&#039;s Kinetic Orb cannon that reveals the expansion. Additionally, the room has multiple [[Secret World|Secret Worlds]].&lt;br /&gt;
&lt;br /&gt;
==General Overview==&lt;br /&gt;
{{Layer Info|layers=Cannon&amp;lt;/br&amp;gt;Rubik&#039;s - Base Objects&amp;lt;/br&amp;gt;Rubik&#039;s - Puzzle 1&amp;lt;/br&amp;gt;Rubik&#039;s - Puzzle 2&amp;lt;/br&amp;gt;Echo Door&amp;lt;/br&amp;gt;Echo Door - Gate}}Unless going for the wallcrawl from [[Dynamo Works]] to get to the other side early, the only way to get from one side to the other is to deactivate the first gyro, which costs about 20 seconds in an any% run. Deactivating the second gyro will allow the spider ball track to be usable. Both gyros require a simple puzzle to be completed in order to deactivate them, and the solution for both puzzles will be the same every time.&lt;br /&gt;
&lt;br /&gt;
==Second Gyro Without Power Bombs==&lt;br /&gt;
By doing a [[Screw Attack]] onto the rubble, the game will allow the second gyro to be deactivated without having acquired the power bombs.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=w_QFdIUD2vE}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Item With Cannon Ball==&lt;br /&gt;
While the Kinetic Orb cannon that is revealed after unlocking the Echo Gate already entails having [[Cannon Ball]], the video below shows a way that allows Samus to keep Cannon Ball if desired, provided she already has it beforehand. The Echo Gate must be unlocked before morphing into the orb, otherwise you will not be able to get the item as normal.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=0s2EhtqBJ24}}&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
There are two ways to get out of bounds in this room. One of them requires [[Screw Attack]], but the other doesn&#039;t.&lt;br /&gt;
&lt;br /&gt;
===Morph SW===&lt;br /&gt;
By morphing in a specific spot while the game thinks Samus is in [[Save Station B (Sanctuary Fortress)|Save Station B]], the game will reposition Samus out of bounds. The SW is precise, but it can even be done on the [[Metroid Prime Trilogy|Trilogy]] version of the game.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=EBPgA2pD3cw}}&lt;br /&gt;
===Screw Attack SW===&lt;br /&gt;
By performing a Screw Attack to get inside the openings of the morph ball tunnels, then doing a Screw Attack again to force Samus in the tunnels, it is possible to get out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=9msxg0nt3sI}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sacrificial_Chamber&amp;diff=3285</id>
		<title>Sacrificial Chamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sacrificial_Chamber&amp;diff=3285"/>
		<updated>2021-11-20T16:54:03Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Sacrificial Chamber Tunnel]]&amp;lt;/br&amp;gt;[[Undertransit One]]&amp;lt;/br&amp;gt;[[Undertransit Two]]}}&#039;&#039;&#039;Sacrificial Chamber&#039;&#039;&#039; is a room located in the lower level of [[Dark Torvus Bog]] in [[Metroid Prime 2: Echoes]]. It is the room in which the [[Grapple Guardian]] boss fight takes place, which rewards the [[Grapple Beam]]. Fighting this boss will result in a random chance for unskippable Dark Trooper fights to spawn in [[Great Bridge]], [[Torvus Grove]] and [[Dark Forgotten Bridge]], adding random elements to certain 100% routes.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=2nd Pass cage lowered&amp;lt;/br&amp;gt;1st Pass&amp;lt;/br&amp;gt;Grapple Attainment&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;BEFORE}}The trigger that activates the Grapple Guardian fight is a thin rectangle that covers the entrance to [[Sacrificial Chamber Tunnel]]. However, this trigger is not active until Sacrificial Chamber Tunnel&#039;s door has been opened. In the Delayed Grapple route for 100%, this is important because of needing to activate this trigger from out of bounds. While wallcrawling, shoot the door to Sacrificial Chamber Tunnel and make sure that the door opens. Once it does, slide along the wall until the trigger is activated. If successful, Samus will automatically be pulled in-bounds, and the Grapple Guardian fight will start.&lt;br /&gt;
&lt;br /&gt;
TODO: Video of Grapple Delay Wallcrawl&lt;br /&gt;
&lt;br /&gt;
==Get to Top Level from Bottom==&lt;br /&gt;
Before the Grapple Guardian fight begins, it is possible to transition to the room from the two Undertransit rooms, making it so that Samus is on the bottom level of the room before she is intended to. The video below demonstrates that there are two ways of getting to the top level of the room from the bottom. Note that there exist two grates that block access, which can be destroyed using [[Power Bomb|Power Bombs]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=oGl-dQ_8i_0}}&lt;br /&gt;
&lt;br /&gt;
==Roll Jump to Sacrificial Chamber Tunnel==&lt;br /&gt;
Using a [[Roll Jump]], it is possible to get back to Sacrificial Chamber Tunnel without the Grapple Beam.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=1If9236W2mA}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Reactor_Access_(Sanctuary_Fortress)&amp;diff=3284</id>
		<title>Reactor Access (Sanctuary Fortress)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Reactor_Access_(Sanctuary_Fortress)&amp;diff=3284"/>
		<updated>2021-11-20T16:24:23Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: Created page with &amp;quot;{{Connecting Rooms|rooms=Power Junction&amp;lt;/br&amp;gt;Reactor Core}}&amp;#039;&amp;#039;&amp;#039;Reactor Access&amp;#039;&amp;#039;&amp;#039; is a room located in the Sanctuary Fortress region...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Power Junction]]&amp;lt;/br&amp;gt;[[Reactor Core (Sanctuary Fortress)|Reactor Core]]}}&#039;&#039;&#039;Reactor Access&#039;&#039;&#039; is a room located in the [[Sanctuary Fortress]] region of [[Metroid Prime 2: Echoes]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=1st Pass&amp;lt;/br&amp;gt;2nd Pass&amp;lt;/br&amp;gt;3rd Pass}}&lt;br /&gt;
&lt;br /&gt;
==Without Space Jump==&lt;br /&gt;
It is possible to traverse this room without the [[Space Jump Boots]]. The method for doing so depends on the layer that the room is in.&lt;br /&gt;
&lt;br /&gt;
TODO: Detailed explanation of both methods&lt;br /&gt;
===Ingsmasher Layer===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=VHA04YzG684}}&lt;br /&gt;
&lt;br /&gt;
===Rezbit Layer===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=3gajyISsN9k}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Rooms&amp;diff=3283</id>
		<title>Metroid Prime 2: Echoes/List of Rooms</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Rooms&amp;diff=3283"/>
		<updated>2021-11-20T16:16:05Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Temple Grounds (Sky Temple Grounds) ==&lt;br /&gt;
=== Agon Quadrant ===&lt;br /&gt;
&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 Transport Access (Temple Grounds)|Agon Transport Access]]&lt;br /&gt;
* [[Collapsed Tunnel]]&lt;br /&gt;
* [[Industrial Site]]&lt;br /&gt;
* [[Storage Cavern B]]&lt;br /&gt;
* [[Temple Assembly Site]]&lt;br /&gt;
* [[Temple Transport B (Temple Grounds)|Temple Transport B]]&lt;br /&gt;
* [[Transport to Agon Wastes (Temple Grounds)|Transport to Agon Wastes]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Accursed Lake]]&lt;br /&gt;
* [[Lake Access]]&lt;br /&gt;
* [[Plain of Dark Worship]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torvus Quadrant ===&lt;br /&gt;
&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;
* [[Hall of Eyes]]&lt;br /&gt;
* [[Hall of Honored Dead]]&lt;br /&gt;
* [[Landing Site (Temple Grounds)|Landing Site]]&lt;br /&gt;
* [[Meeting Grounds]]&lt;br /&gt;
* [[Path of Eyes]]&lt;br /&gt;
* [[Path of Honor]]&lt;br /&gt;
* [[Service Access]]&lt;br /&gt;
* [[Torvus Transport Access (Temple Grounds)|Torvus Transport Access]]&lt;br /&gt;
* [[Temple Transport C (Temple Grounds)|Temple Transport C]]&lt;br /&gt;
* [[Transport to Torvus Bog (Temple Grounds)|Transport to Torvus Bog]]&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;
* [[Base Access]]&lt;br /&gt;
* [[Defiled Shrine]]&lt;br /&gt;
* [[Gateway Access]]&lt;br /&gt;
* [[Shrine Access]]&lt;br /&gt;
* [[Sky Temple Gateway]]&lt;br /&gt;
* [[War Ritual Grounds]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary Quadrant ===&lt;br /&gt;
&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;
* [[Communication Area]]&lt;br /&gt;
* [[Dynamo Chamber]]&lt;br /&gt;
* [[Fortress Transport Access (Temple Grounds)|Fortress Transport Access]]&lt;br /&gt;
* [[GFMC Compound]]&lt;br /&gt;
* [[Grand Windchamber]]&lt;br /&gt;
* [[Sacred Bridge]]&lt;br /&gt;
* [[Sacred Path]]&lt;br /&gt;
* [[Storage Cavern A]]&lt;br /&gt;
* [[Temple Transport A (Temple Grounds)|Temple Transport A]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Temple Grounds)|Transport to Sanctuary Fortress]]&lt;br /&gt;
* [[Trooper Security Station]]&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;
* [[Ing Reliquary]]&lt;br /&gt;
* [[Ing Windchamber]]&lt;br /&gt;
* [[Phazon Grounds]]&lt;br /&gt;
* [[Phazon Pit]]&lt;br /&gt;
* [[Profane Path]]&lt;br /&gt;
* [[Reliquary Access]]&lt;br /&gt;
* [[Reliquary Grounds]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Splinter Hive ===&lt;br /&gt;
&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;
* [[Command Chamber]]&lt;br /&gt;
* [[Hive Access Tunnel]]&lt;br /&gt;
* [[Hive Chamber A]]&lt;br /&gt;
* [[Hive Chamber B]]&lt;br /&gt;
* [[Hive Chamber C]]&lt;br /&gt;
* [[Hive Save Station]]&lt;br /&gt;
* [[Hive Storage]]&lt;br /&gt;
* [[Hive Transport Area]]&lt;br /&gt;
* [[Hive 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;
* [[Portal Site (Sky Temple Grounds)|Portal Site]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Temple (Sky Temple) ==&lt;br /&gt;
&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;
* [[Controller Transport]]&lt;br /&gt;
* [[Main Energy Controller]]&lt;br /&gt;
* [[Temple Sanctuary]]&lt;br /&gt;
* [[Temple Transport A (Great Temple)|Temple Transport A]]&lt;br /&gt;
* [[Temple Transport B (Great Temple)|Temple Transport B]]&lt;br /&gt;
* [[Temple Transport C (Great Temple)|Temple Transport C]]&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;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Sanctum (Sky Temple)|Sanctum]]&lt;br /&gt;
* [[Sanctum Access]]&lt;br /&gt;
* [[Sky Temple Energy Controller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes (Dark Agon Wastes) ==&lt;br /&gt;
=== Mining Area ===&lt;br /&gt;
&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 Energy Controller]]&lt;br /&gt;
* [[Agon Map Station]]&lt;br /&gt;
* [[Agon Temple]]&lt;br /&gt;
* [[Central Mining Station]]&lt;br /&gt;
* [[Central Station Access]]&lt;br /&gt;
* [[Controller Access (Agon Wastes)|Controller Access]]&lt;br /&gt;
* [[Mine Shaft]]&lt;br /&gt;
* [[Mining Plaza]]&lt;br /&gt;
* [[Mining Station A]]&lt;br /&gt;
* [[Mining Station B]]&lt;br /&gt;
* [[Mining Station Access]]&lt;br /&gt;
* [[Plaza Access (Agon Wastes)|Plaza Access]]&lt;br /&gt;
* [[Portal Access A]]&lt;br /&gt;
* [[Portal Terminal]]&lt;br /&gt;
* [[Sand Cache]]&lt;br /&gt;
* [[Sandcanyon]]&lt;br /&gt;
* [[Save Station A (Agon Wastes)|Save Station A]]&lt;br /&gt;
* [[Storage A]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Agon Wastes)|Transport to Sanctuary Fortress]]&lt;br /&gt;
* [[Transport to Temple Grounds (Agon Wastes)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Temple Access (Agon Wastes)|Temple Access]]&lt;br /&gt;
* [[Transit Station (Agon Wastes)|Transit Station]]&lt;br /&gt;
* [[Transport Center]]&lt;br /&gt;
* [[Ventilation Area A]]&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;
* [[Crossroads]]&lt;br /&gt;
* [[Dark Agon Energy Controller]]&lt;br /&gt;
* [[Dark Agon Temple]]&lt;br /&gt;
* [[Dark Agon Temple Access]]&lt;br /&gt;
* [[Dark Controller Access (Dark Agon Wastes)|Dark Controller Access]]&lt;br /&gt;
* [[Dark Transit Station]]&lt;br /&gt;
* [[Duelling Range]]&lt;br /&gt;
* [[Ing Cache 4]]&lt;br /&gt;
* [[Judgment Pit]]&lt;br /&gt;
* [[Junction Site]]&lt;br /&gt;
* [[Portal Access]]&lt;br /&gt;
* [[Portal Site (Dark Agon Wastes)|Portal Site]]&lt;br /&gt;
* [[Save Station 1 (Dark Agon Wastes)|Save Station 1]]&lt;br /&gt;
* [[Save Station 2 (Dark Agon Wastes)|Save Station 2]]&lt;br /&gt;
* [[Trial Grounds]]&lt;br /&gt;
* [[Trial Tunnel]]&lt;br /&gt;
* [[Warrior&#039;s Walk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pirate Labs ===&lt;br /&gt;
&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;
* [[Bioenergy Production]]&lt;br /&gt;
* [[Biostorage Access]]&lt;br /&gt;
* [[Biostorage Station]]&lt;br /&gt;
* [[Command Center]]&lt;br /&gt;
* [[Command Center Access]]&lt;br /&gt;
* [[Main Reactor]]&lt;br /&gt;
* [[Sand Processing]]&lt;br /&gt;
* [[Save Station C (Agon Wastes)|Save Station C]]&lt;br /&gt;
* [[Security Station A]]&lt;br /&gt;
* [[Security Station B]]&lt;br /&gt;
* [[Storage B]]&lt;br /&gt;
* [[Storage C]]&lt;br /&gt;
* [[Storage D]]&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;
* [[Bitter Well]]&lt;br /&gt;
* [[Dark Oasis]]&lt;br /&gt;
* [[Doomed Entry]]&lt;br /&gt;
* [[Double Path]]&lt;br /&gt;
* [[Feeding Pit]]&lt;br /&gt;
* [[Feeding Pit Access]]&lt;br /&gt;
* [[Hall of Stairs]]&lt;br /&gt;
* [[Ing Cache 1]]&lt;br /&gt;
* [[Ing Cache 2]]&lt;br /&gt;
* [[Ing Cache 3]]&lt;br /&gt;
* [[Oasis Access]]&lt;br /&gt;
* [[Phazon Site]]&lt;br /&gt;
* [[Save Station 3 (Dark Agon Wastes)|Save Station 3]]&lt;br /&gt;
* [[Watering Hole]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog (Dark Torvus Bog) ==&lt;br /&gt;
=== Upper Level ===&lt;br /&gt;
&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 A (Torvus Bog)|Save Station A]]&lt;br /&gt;
* [[Temple Access (Torvus Bog)|Temple Access]]&lt;br /&gt;
* [[Torvus Energy Controller]]&lt;br /&gt;
* [[Torvus Grove]]&lt;br /&gt;
* [[Torvus Lagoon]]&lt;br /&gt;
* [[Torvus Map Station]]&lt;br /&gt;
* [[Torvus Plaza]]&lt;br /&gt;
* [[Torvus Temple]]&lt;br /&gt;
* [[Temple Transport Access (Torvus Bog)|Temple Transport Access]]&lt;br /&gt;
* [[Transport to Agon Wastes (Torvus Bog)|Transport to Agon Wastes]]&lt;br /&gt;
* [[Transport to Temple Grounds (Torvus Bog)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Underground Transport]]&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;
* [[Ammo Station]]&lt;br /&gt;
* [[Brooding Ground]]&lt;br /&gt;
* [[Cache A]]&lt;br /&gt;
* [[Cache B]]&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 Energy Controller]]&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 1 (Dark Torvus Bog)|Save Station 1]]&lt;br /&gt;
* [[Venomous Pond]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lower Level ===&lt;br /&gt;
&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;
* [[Catacombs]]&lt;br /&gt;
* [[Catacombs Access]]&lt;br /&gt;
* [[Fortress Transport Access (Torvus Bog)|Fortress Transport Access]]&lt;br /&gt;
* [[Gathering Access]]&lt;br /&gt;
* [[Gathering Hall (Torvus Bog)|Gathering Hall]]&lt;br /&gt;
* [[Hydrochamber Storage]]&lt;br /&gt;
* [[Hydrodynamo Shaft]]&lt;br /&gt;
* [[Hydrodynamo Station]]&lt;br /&gt;
* [[Main Hydrochamber]]&lt;br /&gt;
* [[Save Station B (Torvus Bog)|Save Station B]]&lt;br /&gt;
* [[Training Access]]&lt;br /&gt;
* [[Training Chamber (Torvus Bog)|Training Chamber]]&lt;br /&gt;
* [[Transit Tunnel East]]&lt;br /&gt;
* [[Transit Tunnel South]]&lt;br /&gt;
* [[Transit Tunnel West]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Torvus Bog)|Transport to Sanctuary Fortress]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Crypt]]&lt;br /&gt;
* [[Crypt Tunnel]]&lt;br /&gt;
* [[Dungeon]]&lt;br /&gt;
* [[Sacrificial Chamber]]&lt;br /&gt;
* [[Sacrificial Chamber Tunnel]]&lt;br /&gt;
* [[Save Station 2 (Dark Torvus Bog)|Save Station 2]]&lt;br /&gt;
* [[Undertemple]]&lt;br /&gt;
* [[Undertemple Access]]&lt;br /&gt;
* [[Undertemple Shaft]]&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;
=== Lower Level ===&lt;br /&gt;
&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 Transport Access (Sanctuary Fortress)|Agon Transport Access]]&lt;br /&gt;
* [[Central Area Transport East]]&lt;br /&gt;
* [[Central Area Transport West]]&lt;br /&gt;
* [[Hall of Combat Mastery]]&lt;br /&gt;
* [[Main Research]]&lt;br /&gt;
* [[Minigyro Chamber]]&lt;br /&gt;
* [[Power Junction]]&lt;br /&gt;
* [[Reactor Access (Sanctuary Fortress)|Reactor Access]]&lt;br /&gt;
* [[Reactor Core (Sanctuary Fortress)|Reactor Core]]&lt;br /&gt;
* [[Sanctuary Entrance]]&lt;br /&gt;
* [[Sanctuary Map Station]]&lt;br /&gt;
* [[Save Station A (Sanctuary Fortress)|Save Station A]]&lt;br /&gt;
* [[Temple Transport Access (Sanctuary Fortress)|Temple Transport Access]]&lt;br /&gt;
* [[Torvus Transport Access (Sanctuary Fortress)|Torvus Transport Access]]&lt;br /&gt;
* [[Transit Station (Sanctuary Fortress)|Transit Station]]&lt;br /&gt;
* [[Transport to Agon Wastes (Sanctuary Fortress)|Transport to Agon Wastes]]&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;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Central Hive East Transport]]&lt;br /&gt;
* [[Central Hive West Transport]]&lt;br /&gt;
* [[Culling Chamber]]&lt;br /&gt;
* [[Entrance Defense Hall]]&lt;br /&gt;
* [[Hazing Cliff]]&lt;br /&gt;
* [[Hive Cache 1]]&lt;br /&gt;
* [[Hive Entrance]]&lt;br /&gt;
* [[Hive Portal Chamber]]&lt;br /&gt;
* [[Hive Reactor]]&lt;br /&gt;
* [[Hive Reactor Access]]&lt;br /&gt;
* [[Hive Save Station 1]]&lt;br /&gt;
* [[Staging Area]]&lt;br /&gt;
* [[Unseen Way]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upper Level ===&lt;br /&gt;
&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;
* [[Aerie Access]]&lt;br /&gt;
* [[Aerie Transport Station]]&lt;br /&gt;
* [[Checkpoint Station]]&lt;br /&gt;
* [[Controller Access (Sanctuary Fortress)|Controller Access]]&lt;br /&gt;
* [[Dynamo Access (Sanctuary Fortress)|Dynamo Access]]&lt;br /&gt;
* [[Dynamo Storage]]&lt;br /&gt;
* [[Dynamo Works]]&lt;br /&gt;
* [[Grand Abyss]]&lt;br /&gt;
* [[Main Gyro Chamber]]&lt;br /&gt;
* [[Sanctuary Energy Controller]]&lt;br /&gt;
* [[Sanctuary Temple]]&lt;br /&gt;
* [[Save Station B (Sanctuary Fortress)|Save Station B]]&lt;br /&gt;
* [[Sentinel&#039;s Path]]&lt;br /&gt;
* [[Temple Access (Sanctuary Fortress)|Temple Access]]&lt;br /&gt;
* [[Vault (Sanctuary Fortress)|Vault]]&lt;br /&gt;
* [[Watch Station]]&lt;br /&gt;
* [[Watch Station Access]]&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;
* [[Hive Ammo Station]]&lt;br /&gt;
* [[Hive Cache 3]]&lt;br /&gt;
* [[Hive Controller Access]]&lt;br /&gt;
* [[Hive Dynamo Access]]&lt;br /&gt;
* [[Hive Dynamo Works]]&lt;br /&gt;
* [[Hive Energy Controller]]&lt;br /&gt;
* [[Hive Gyro Access]]&lt;br /&gt;
* [[Hive Gyro Chamber]]&lt;br /&gt;
* [[Hive Save Station 2]]&lt;br /&gt;
* [[Hive Summit]]&lt;br /&gt;
* [[Hive Temple]]&lt;br /&gt;
* [[Hive Temple Access]]&lt;br /&gt;
* [[Judgment Drop]]&lt;br /&gt;
* [[Temple Security Access]]&lt;br /&gt;
* [[Vault Attack Portal]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Rooms&amp;diff=3282</id>
		<title>Metroid Prime 2: Echoes/List of Rooms</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Rooms&amp;diff=3282"/>
		<updated>2021-11-20T16:15:38Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Temple Grounds (Sky Temple Grounds) ==&lt;br /&gt;
=== Agon Quadrant ===&lt;br /&gt;
&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 Transport Access (Temple Grounds)|Agon Transport Access]]&lt;br /&gt;
* [[Collapsed Tunnel]]&lt;br /&gt;
* [[Industrial Site]]&lt;br /&gt;
* [[Storage Cavern B]]&lt;br /&gt;
* [[Temple Assembly Site]]&lt;br /&gt;
* [[Temple Transport B (Temple Grounds)|Temple Transport B]]&lt;br /&gt;
* [[Transport to Agon Wastes (Temple Grounds)|Transport to Agon Wastes]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Accursed Lake]]&lt;br /&gt;
* [[Lake Access]]&lt;br /&gt;
* [[Plain of Dark Worship]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Torvus Quadrant ===&lt;br /&gt;
&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;
* [[Hall of Eyes]]&lt;br /&gt;
* [[Hall of Honored Dead]]&lt;br /&gt;
* [[Landing Site (Temple Grounds)|Landing Site]]&lt;br /&gt;
* [[Meeting Grounds]]&lt;br /&gt;
* [[Path of Eyes]]&lt;br /&gt;
* [[Path of Honor]]&lt;br /&gt;
* [[Service Access]]&lt;br /&gt;
* [[Torvus Transport Access (Temple Grounds)|Torvus Transport Access]]&lt;br /&gt;
* [[Temple Transport C (Temple Grounds)|Temple Transport C]]&lt;br /&gt;
* [[Transport to Torvus Bog (Temple Grounds)|Transport to Torvus Bog]]&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;
* [[Base Access]]&lt;br /&gt;
* [[Defiled Shrine]]&lt;br /&gt;
* [[Gateway Access]]&lt;br /&gt;
* [[Shrine Access]]&lt;br /&gt;
* [[Sky Temple Gateway]]&lt;br /&gt;
* [[War Ritual Grounds]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sanctuary Quadrant ===&lt;br /&gt;
&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;
* [[Communication Area]]&lt;br /&gt;
* [[Dynamo Chamber]]&lt;br /&gt;
* [[Fortress Transport Access (Temple Grounds)|Fortress Transport Access]]&lt;br /&gt;
* [[GFMC Compound]]&lt;br /&gt;
* [[Grand Windchamber]]&lt;br /&gt;
* [[Sacred Bridge]]&lt;br /&gt;
* [[Sacred Path]]&lt;br /&gt;
* [[Storage Cavern A]]&lt;br /&gt;
* [[Temple Transport A (Temple Grounds)|Temple Transport A]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Temple Grounds)|Transport to Sanctuary Fortress]]&lt;br /&gt;
* [[Trooper Security Station]]&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;
* [[Ing Reliquary]]&lt;br /&gt;
* [[Ing Windchamber]]&lt;br /&gt;
* [[Phazon Grounds]]&lt;br /&gt;
* [[Phazon Pit]]&lt;br /&gt;
* [[Profane Path]]&lt;br /&gt;
* [[Reliquary Access]]&lt;br /&gt;
* [[Reliquary Grounds]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Splinter Hive ===&lt;br /&gt;
&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;
* [[Command Chamber]]&lt;br /&gt;
* [[Hive Access Tunnel]]&lt;br /&gt;
* [[Hive Chamber A]]&lt;br /&gt;
* [[Hive Chamber B]]&lt;br /&gt;
* [[Hive Chamber C]]&lt;br /&gt;
* [[Hive Save Station]]&lt;br /&gt;
* [[Hive Storage]]&lt;br /&gt;
* [[Hive Transport Area]]&lt;br /&gt;
* [[Hive 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;
* [[Portal Site (Sky Temple Grounds)|Portal Site]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Great Temple (Sky Temple) ==&lt;br /&gt;
&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;
* [[Controller Transport]]&lt;br /&gt;
* [[Main Energy Controller]]&lt;br /&gt;
* [[Temple Sanctuary]]&lt;br /&gt;
* [[Temple Transport A (Great Temple)|Temple Transport A]]&lt;br /&gt;
* [[Temple Transport B (Great Temple)|Temple Transport B]]&lt;br /&gt;
* [[Temple Transport C (Great Temple)|Temple Transport C]]&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;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Sanctum (Sky Temple)|Sanctum]]&lt;br /&gt;
* [[Sanctum Access]]&lt;br /&gt;
* [[Sky Temple Energy Controller]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes (Dark Agon Wastes) ==&lt;br /&gt;
=== Mining Area ===&lt;br /&gt;
&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 Energy Controller]]&lt;br /&gt;
* [[Agon Map Station]]&lt;br /&gt;
* [[Agon Temple]]&lt;br /&gt;
* [[Central Mining Station]]&lt;br /&gt;
* [[Central Station Access]]&lt;br /&gt;
* [[Controller Access (Agon Wastes)|Controller Access]]&lt;br /&gt;
* [[Mine Shaft]]&lt;br /&gt;
* [[Mining Plaza]]&lt;br /&gt;
* [[Mining Station A]]&lt;br /&gt;
* [[Mining Station B]]&lt;br /&gt;
* [[Mining Station Access]]&lt;br /&gt;
* [[Plaza Access (Agon Wastes)|Plaza Access]]&lt;br /&gt;
* [[Portal Access A]]&lt;br /&gt;
* [[Portal Terminal]]&lt;br /&gt;
* [[Sand Cache]]&lt;br /&gt;
* [[Sandcanyon]]&lt;br /&gt;
* [[Save Station A (Agon Wastes)|Save Station A]]&lt;br /&gt;
* [[Storage A]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Agon Wastes)|Transport to Sanctuary Fortress]]&lt;br /&gt;
* [[Transport to Temple Grounds (Agon Wastes)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Transport to Torvus Bog (Agon Wastes)|Transport to Torvus Bog]]&lt;br /&gt;
* [[Temple Access (Agon Wastes)|Temple Access]]&lt;br /&gt;
* [[Transit Station (Agon Wastes)|Transit Station]]&lt;br /&gt;
* [[Transport Center]]&lt;br /&gt;
* [[Ventilation Area A]]&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;
* [[Crossroads]]&lt;br /&gt;
* [[Dark Agon Energy Controller]]&lt;br /&gt;
* [[Dark Agon Temple]]&lt;br /&gt;
* [[Dark Agon Temple Access]]&lt;br /&gt;
* [[Dark Controller Access (Dark Agon Wastes)|Dark Controller Access]]&lt;br /&gt;
* [[Dark Transit Station]]&lt;br /&gt;
* [[Duelling Range]]&lt;br /&gt;
* [[Ing Cache 4]]&lt;br /&gt;
* [[Judgment Pit]]&lt;br /&gt;
* [[Junction Site]]&lt;br /&gt;
* [[Portal Access]]&lt;br /&gt;
* [[Portal Site (Dark Agon Wastes)|Portal Site]]&lt;br /&gt;
* [[Save Station 1 (Dark Agon Wastes)|Save Station 1]]&lt;br /&gt;
* [[Save Station 2 (Dark Agon Wastes)|Save Station 2]]&lt;br /&gt;
* [[Trial Grounds]]&lt;br /&gt;
* [[Trial Tunnel]]&lt;br /&gt;
* [[Warrior&#039;s Walk]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pirate Labs ===&lt;br /&gt;
&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;
* [[Bioenergy Production]]&lt;br /&gt;
* [[Biostorage Access]]&lt;br /&gt;
* [[Biostorage Station]]&lt;br /&gt;
* [[Command Center]]&lt;br /&gt;
* [[Command Center Access]]&lt;br /&gt;
* [[Main Reactor]]&lt;br /&gt;
* [[Sand Processing]]&lt;br /&gt;
* [[Save Station C (Agon Wastes)|Save Station C]]&lt;br /&gt;
* [[Security Station A]]&lt;br /&gt;
* [[Security Station B]]&lt;br /&gt;
* [[Storage B]]&lt;br /&gt;
* [[Storage C]]&lt;br /&gt;
* [[Storage D]]&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;
* [[Bitter Well]]&lt;br /&gt;
* [[Dark Oasis]]&lt;br /&gt;
* [[Doomed Entry]]&lt;br /&gt;
* [[Double Path]]&lt;br /&gt;
* [[Feeding Pit]]&lt;br /&gt;
* [[Feeding Pit Access]]&lt;br /&gt;
* [[Hall of Stairs]]&lt;br /&gt;
* [[Ing Cache 1]]&lt;br /&gt;
* [[Ing Cache 2]]&lt;br /&gt;
* [[Ing Cache 3]]&lt;br /&gt;
* [[Oasis Access]]&lt;br /&gt;
* [[Phazon Site]]&lt;br /&gt;
* [[Save Station 3 (Dark Agon Wastes)|Save Station 3]]&lt;br /&gt;
* [[Watering Hole]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog (Dark Torvus Bog) ==&lt;br /&gt;
=== Upper Level ===&lt;br /&gt;
&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 A (Torvus Bog)|Save Station A]]&lt;br /&gt;
* [[Temple Access (Torvus Bog)|Temple Access]]&lt;br /&gt;
* [[Torvus Energy Controller]]&lt;br /&gt;
* [[Torvus Grove]]&lt;br /&gt;
* [[Torvus Lagoon]]&lt;br /&gt;
* [[Torvus Map Station]]&lt;br /&gt;
* [[Torvus Plaza]]&lt;br /&gt;
* [[Torvus Temple]]&lt;br /&gt;
* [[Temple Transport Access (Torvus Bog)|Temple Transport Access]]&lt;br /&gt;
* [[Transport to Agon Wastes (Torvus Bog)|Transport to Agon Wastes]]&lt;br /&gt;
* [[Transport to Temple Grounds (Torvus Bog)|Transport to Temple Grounds]]&lt;br /&gt;
* [[Underground Transport]]&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;
* [[Ammo Station]]&lt;br /&gt;
* [[Brooding Ground]]&lt;br /&gt;
* [[Cache A]]&lt;br /&gt;
* [[Cache B]]&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 Energy Controller]]&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 1 (Dark Torvus Bog)|Save Station 1]]&lt;br /&gt;
* [[Venomous Pond]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lower Level ===&lt;br /&gt;
&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;
* [[Catacombs]]&lt;br /&gt;
* [[Catacombs Access]]&lt;br /&gt;
* [[Fortress Transport Access (Torvus Bog)|Fortress Transport Access]]&lt;br /&gt;
* [[Gathering Access]]&lt;br /&gt;
* [[Gathering Hall (Torvus Bog)|Gathering Hall]]&lt;br /&gt;
* [[Hydrochamber Storage]]&lt;br /&gt;
* [[Hydrodynamo Shaft]]&lt;br /&gt;
* [[Hydrodynamo Station]]&lt;br /&gt;
* [[Main Hydrochamber]]&lt;br /&gt;
* [[Save Station B (Torvus Bog)|Save Station B]]&lt;br /&gt;
* [[Training Access]]&lt;br /&gt;
* [[Training Chamber (Torvus Bog)|Training Chamber]]&lt;br /&gt;
* [[Transit Tunnel East]]&lt;br /&gt;
* [[Transit Tunnel South]]&lt;br /&gt;
* [[Transit Tunnel West]]&lt;br /&gt;
* [[Transport to Sanctuary Fortress (Torvus Bog)|Transport to Sanctuary Fortress]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Crypt]]&lt;br /&gt;
* [[Crypt Tunnel]]&lt;br /&gt;
* [[Dungeon]]&lt;br /&gt;
* [[Sacrificial Chamber]]&lt;br /&gt;
* [[Sacrificial Chamber Tunnel]]&lt;br /&gt;
* [[Save Station 2 (Dark Torvus Bog)|Save Station 2]]&lt;br /&gt;
* [[Undertemple]]&lt;br /&gt;
* [[Undertemple Access]]&lt;br /&gt;
* [[Undertemple Shaft]]&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;
=== Lower Level ===&lt;br /&gt;
&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 Transport Access (Sanctuary Fortress)|Agon Transport Access]]&lt;br /&gt;
* [[Central Area Transport East]]&lt;br /&gt;
* [[Central Area Transport West]]&lt;br /&gt;
* [[Hall of Combat Mastery]]&lt;br /&gt;
* [[Main Research]]&lt;br /&gt;
* [[Minigyro Chamber]]&lt;br /&gt;
* [[Power Junction]]&lt;br /&gt;
* [[Reactor Access (Sanctuary Fortress|Reactor Access]]&lt;br /&gt;
* [[Reactor Core (Sanctuary Fortress)|Reactor Core]]&lt;br /&gt;
* [[Sanctuary Entrance]]&lt;br /&gt;
* [[Sanctuary Map Station]]&lt;br /&gt;
* [[Save Station A (Sanctuary Fortress)|Save Station A]]&lt;br /&gt;
* [[Temple Transport Access (Sanctuary Fortress)|Temple Transport Access]]&lt;br /&gt;
* [[Torvus Transport Access (Sanctuary Fortress)|Torvus Transport Access]]&lt;br /&gt;
* [[Transit Station (Sanctuary Fortress)|Transit Station]]&lt;br /&gt;
* [[Transport to Agon Wastes (Sanctuary Fortress)|Transport to Agon Wastes]]&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;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Central Hive East Transport]]&lt;br /&gt;
* [[Central Hive West Transport]]&lt;br /&gt;
* [[Culling Chamber]]&lt;br /&gt;
* [[Entrance Defense Hall]]&lt;br /&gt;
* [[Hazing Cliff]]&lt;br /&gt;
* [[Hive Cache 1]]&lt;br /&gt;
* [[Hive Entrance]]&lt;br /&gt;
* [[Hive Portal Chamber]]&lt;br /&gt;
* [[Hive Reactor]]&lt;br /&gt;
* [[Hive Reactor Access]]&lt;br /&gt;
* [[Hive Save Station 1]]&lt;br /&gt;
* [[Staging Area]]&lt;br /&gt;
* [[Unseen Way]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Upper Level ===&lt;br /&gt;
&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;
* [[Aerie Access]]&lt;br /&gt;
* [[Aerie Transport Station]]&lt;br /&gt;
* [[Checkpoint Station]]&lt;br /&gt;
* [[Controller Access (Sanctuary Fortress)|Controller Access]]&lt;br /&gt;
* [[Dynamo Access (Sanctuary Fortress)|Dynamo Access]]&lt;br /&gt;
* [[Dynamo Storage]]&lt;br /&gt;
* [[Dynamo Works]]&lt;br /&gt;
* [[Grand Abyss]]&lt;br /&gt;
* [[Main Gyro Chamber]]&lt;br /&gt;
* [[Sanctuary Energy Controller]]&lt;br /&gt;
* [[Sanctuary Temple]]&lt;br /&gt;
* [[Save Station B (Sanctuary Fortress)|Save Station B]]&lt;br /&gt;
* [[Sentinel&#039;s Path]]&lt;br /&gt;
* [[Temple Access (Sanctuary Fortress)|Temple Access]]&lt;br /&gt;
* [[Vault (Sanctuary Fortress)|Vault]]&lt;br /&gt;
* [[Watch Station]]&lt;br /&gt;
* [[Watch Station Access]]&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;
* [[Hive Ammo Station]]&lt;br /&gt;
* [[Hive Cache 3]]&lt;br /&gt;
* [[Hive Controller Access]]&lt;br /&gt;
* [[Hive Dynamo Access]]&lt;br /&gt;
* [[Hive Dynamo Works]]&lt;br /&gt;
* [[Hive Energy Controller]]&lt;br /&gt;
* [[Hive Gyro Access]]&lt;br /&gt;
* [[Hive Gyro Chamber]]&lt;br /&gt;
* [[Hive Save Station 2]]&lt;br /&gt;
* [[Hive Summit]]&lt;br /&gt;
* [[Hive Temple]]&lt;br /&gt;
* [[Hive Temple Access]]&lt;br /&gt;
* [[Judgment Drop]]&lt;br /&gt;
* [[Temple Security Access]]&lt;br /&gt;
* [[Vault Attack Portal]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Reactor_Core_(Sanctuary_Fortress)&amp;diff=3281</id>
		<title>Reactor Core (Sanctuary Fortress)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Reactor_Core_(Sanctuary_Fortress)&amp;diff=3281"/>
		<updated>2021-11-20T16:14:46Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Minigyro Chamber]]&amp;lt;/br&amp;gt;[[Reactor Access (Sanctuary Fortress)|Reactor Access]]&amp;lt;/br&amp;gt;[[Sanctuary Map Station]]&amp;lt;/br&amp;gt;[[Save Station A (Sanctuary Fortress)|Save Station A]]&amp;lt;/br&amp;gt;[[Transit Station]]}}&#039;&#039;&#039;Reactor Core&#039;&#039;&#039; is a room located in [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It contains an energy tank.&lt;br /&gt;
&lt;br /&gt;
==Quad Skip==&lt;br /&gt;
When first entering the room from [[Reactor Access]], the game will lock the door and force you to fight a Quad. However, it&#039;s not too difficult to skip this fight altogether.&lt;br /&gt;
&lt;br /&gt;
===Standing Method===&lt;br /&gt;
By standing on top of the Quad, it&#039;s possible to get over the force field and skip the fight.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ATZ5fzAnZ5c}}&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
[[Screw Attack]] makes this skip trivial to do.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rOFoWKpEdUc}}&lt;br /&gt;
===Bomb Space Jump Method===&lt;br /&gt;
This skip can also be done with a [[Bomb Space Jump]].&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
==Getting the Energy Tank Without Spider Ball==&lt;br /&gt;
There are a couple methods of obtaining the energy tank in this room without having [[Spider Ball]].&lt;br /&gt;
&lt;br /&gt;
===Rezbit Method===&lt;br /&gt;
If Samus has [[Dark Beam]], the Rezbit can be frozen while its shield is up to get on to a standable spot that leads to the top of the capsule. Once there, jump to a tiny standable spot just near the energy tank and morph into the hole to get the item. Screw Attack can also be used to get the item from here, though it is not required.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=-WaYxoVvpPQ}}&lt;br /&gt;
===Bomb Space Jump Method===&lt;br /&gt;
A BSJ can also get Samus onto the standable spot.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tGGwrVIosOs}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Rooms&amp;diff=3280</id>
		<title>Metroid Prime/List of Rooms</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Rooms&amp;diff=3280"/>
		<updated>2021-11-20T16:13:36Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Metroid Prime]]&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
&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;
* [[Air Lock]]&lt;br /&gt;
* [[Biohazard Containment (Space Pirate Frigate)|Biohazard Containment]]&lt;br /&gt;
* [[Biotech Research Area 1 (Space Pirate Frigate)|Biotech Research Area 1]]&lt;br /&gt;
* [[Biotech Research Area 2]]&lt;br /&gt;
* [[Cargo Freight Lift to Deck Gamma (Space Pirate Frigate)|Cargo Freight Lift to Deck Gamma]]&lt;br /&gt;
* [[Connection Elevator to Deck Alpha]]&lt;br /&gt;
* [[Connection Elevator to Deck Beta (Space Pirate Frigate)|Connection Elevator to Deck Beta]]*&lt;br /&gt;
* [[Deck Alpha Access Hall]]&lt;br /&gt;
* [[Deck Alpha Mech Shaft]]&lt;br /&gt;
* [[Deck Alpha Umbilical Hall]]&lt;br /&gt;
* [[Deck Beta Conduit Hall (Space Pirate Frigate)|Deck Beta Conduit Hall]]&lt;br /&gt;
* [[Deck Beta Security Hall (Space Pirate Frigate)|Deck Beta Security Hall]]&lt;br /&gt;
* [[Deck Beta Transit Hall (Space Pirate Frigate)|Deck Beta Transit Hall]]&lt;br /&gt;
* [[Deck Gamma Monitor Hall]]&lt;br /&gt;
* [[Emergency Evacuation Area]]&lt;br /&gt;
* [[Exterior Docking Hangar]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section E]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
* [[Map Facility]]&lt;br /&gt;
* [[Reactor Core (Space Pirate Frigate)|Reactor Core]]&lt;br /&gt;
* [[Reactor Core Entrance]]&lt;br /&gt;
* [[Subventilation Shaft Section A]]&lt;br /&gt;
* [[Subventilation Shaft Section B]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;* Note: There are two rooms with this name.&amp;lt;/small&amp;gt;&lt;br /&gt;
==[[Tallon Overworld]]==&lt;br /&gt;
&lt;br /&gt;
===Starting Area===&lt;br /&gt;
&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;
* [[Alcove]]&lt;br /&gt;
* [[Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple]]&lt;br /&gt;
* [[Canyon Cavern]]&lt;br /&gt;
* [[Gully]]&lt;br /&gt;
* [[Landing Site (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Overgrown Cavern]]&lt;br /&gt;
* [[Root Cave]]&lt;br /&gt;
* [[Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon]]&lt;br /&gt;
* [[Temple Hall]]&lt;br /&gt;
* [[Temple Lobby]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Temple Security Station]]&lt;br /&gt;
* [[Transport to Chozo Ruins West]]&lt;br /&gt;
* [[Transport to Magmoor Caverns East]]&lt;br /&gt;
* [[Transport Tunnel A (Tallon Overworld)|Transport Tunnel A]]&lt;br /&gt;
* [[Transport Tunnel B (Tallon Overworld)|Transport Tunnel B]]&lt;br /&gt;
* [[Transport Tunnel C (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Crashed Frigate===&lt;br /&gt;
&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;
* [[Biohazard Containment (Crashed Frigate)|Biohazard Containment]]&lt;br /&gt;
* [[Biotech Research Area 1 (Crashed Frigate)|Biotech Research Area 1]]&lt;br /&gt;
* [[Cargo Freight Lift to Deck Gamma (Crashed Frigate)|Cargo Freight Lift to Deck Gamma]]&lt;br /&gt;
* [[Connection Elevator to Deck Beta (Crashed Frigate)|Connection Elevator to Deck Beta]]&lt;br /&gt;
* [[Deck Beta Conduit Hall (Crashed Frigate)|Deck Beta Conduit Hall]]&lt;br /&gt;
* [[Deck Beta Security Hall (Crashed Frigate)|Deck Beta Security Hall]]&lt;br /&gt;
* [[Deck Beta Transit Hall (Crashed Frigate)|Deck Beta Transit Hall]]&lt;br /&gt;
* [[Frigate Access Tunnel]]&lt;br /&gt;
* [[Frigate Crash Site]]&lt;br /&gt;
* [[Hydro Access 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;
* [[Main Ventilation Shaft Section A (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Reactor Core (Crashed Frigate)|Reactor Core]]&lt;br /&gt;
* [[Reactor Access (Crashed Frigate)|Reactor Access]]&lt;br /&gt;
* [[Save Station (Crashed Frigate)|Save Station]]&lt;br /&gt;
* [[Transport to Chozo Ruins East]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Far===&lt;br /&gt;
* [[Great Tree Chamber]]&lt;br /&gt;
* [[Great Tree Hall]]&lt;br /&gt;
* [[Life Grove]]&lt;br /&gt;
* [[Life Grove Tunnel]]&lt;br /&gt;
* [[Transport to Chozo Ruins South]]&lt;br /&gt;
* [[Transport to Phazon Mines East]]&lt;br /&gt;
* [[Transport Tunnel D]]&lt;br /&gt;
* [[Transport Tunnel E]]&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
&lt;br /&gt;
===Entrance===&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;
*[[Eyon Tunnel]]&lt;br /&gt;
*[[Hive Totem]]&lt;br /&gt;
*[[Magma Pool]]&lt;br /&gt;
*[[Main Plaza]]&lt;br /&gt;
*[[Map Station (Chozo Ruins)|Map Station]]&lt;br /&gt;
*[[Meditation Fountain]]&lt;br /&gt;
*[[North Atrium]]&lt;br /&gt;
*[[Nursery Access]]&lt;br /&gt;
*[[Piston Tunnel]]&lt;br /&gt;
*[[Plaza Access (Chozo Ruins)|Plaza Access]]&lt;br /&gt;
*[[Ruined Fountain]]&lt;br /&gt;
*[[Ruined Fountain Access]]&lt;br /&gt;
*[[Ruined Gallery]]&lt;br /&gt;
*[[Ruined Nursery]]&lt;br /&gt;
*[[Ruined Shrine (Chozo Ruins)|Ruined Shrine]]&lt;br /&gt;
*[[Ruined Shrine Access]]&lt;br /&gt;
*[[Ruins Entrance]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Save Station 1 (Chozo Ruins)|Save Station 1]]&lt;br /&gt;
*[[Totem Access]]&lt;br /&gt;
*[[Tower Chamber]]&lt;br /&gt;
*[[Tower of Light]]&lt;br /&gt;
*[[Tower of Light Access]]&lt;br /&gt;
*[[Training Chamber (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
*[[Training Chamber Access]]&lt;br /&gt;
*[[Transport Access North]]&lt;br /&gt;
*[[Transport to Magmoor Caverns North]]&lt;br /&gt;
*[[Transport to Tallon Overworld North]]&lt;br /&gt;
*[[Vault (Chozo Ruins)|Vault]]&lt;br /&gt;
*[[Vault Access]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Central===&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;
*[[Arboretum]]&lt;br /&gt;
*[[Arboretum Access]]&lt;br /&gt;
*[[Burn Dome]]&lt;br /&gt;
*[[Burn Dome Access]]&lt;br /&gt;
*[[Dynamo]]&lt;br /&gt;
*[[Dynamo Access (Chozo Ruins)|Dynamo Access]]&lt;br /&gt;
*[[East Atrium]]&lt;br /&gt;
*[[Energy Core]]&lt;br /&gt;
*[[Energy Core Access]]&lt;br /&gt;
*[[Furnace]]&lt;br /&gt;
*[[Gathering Hall (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
*[[Gathering Hall Access]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Save Station 2 (Chozo Ruins)|Save Station 2]]&lt;br /&gt;
*[[Sun Tower]]&lt;br /&gt;
*[[Sun Tower Access]]&lt;br /&gt;
*[[Sunchamber]]&lt;br /&gt;
*[[Sunchamber Access]]&lt;br /&gt;
*[[Sunchamber Lobby]]&lt;br /&gt;
*[[Watery Hall]]&lt;br /&gt;
*[[Watery Hall Access]]&lt;br /&gt;
*[[West Furnace Access]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Far===&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;
*[[Antechamber]]&lt;br /&gt;
*[[Crossway]]&lt;br /&gt;
*[[Crossway Access South]]&lt;br /&gt;
*[[Crossway Access West]]&lt;br /&gt;
*[[East Furnace Access]]&lt;br /&gt;
*[[Elder Chamber]]&lt;br /&gt;
*[[Elder Hall Access]]&lt;br /&gt;
*[[Hall of the Elders]]&lt;br /&gt;
*[[Reflecting Pool]]&lt;br /&gt;
*[[Reflecting Pool Access]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Save Station 3 (Chozo Ruins)|Save Station 3]]&lt;br /&gt;
*[[Transport Access South]]&lt;br /&gt;
*[[Transport to Tallon Overworld East]]&lt;br /&gt;
*[[Transport to Tallon Overworld South (Chozo Ruins)|Transport to Tallon Overworld South]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
===Front Half===&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;
*[[Burning Trail]]&lt;br /&gt;
*[[Fiery Shores]]&lt;br /&gt;
*[[Lake Tunnel (Magmoor Caverns)|Lake Tunnel]]&lt;br /&gt;
*[[Lava Lake]]&lt;br /&gt;
*[[Monitor Station]]&lt;br /&gt;
*[[Monitor Tunnel]]&lt;br /&gt;
*[[Pit Tunnel]]&lt;br /&gt;
*[[Save Station Magmoor A]]&lt;br /&gt;
*[[Shore Tunnel]]&lt;br /&gt;
*[[Storage Cavern]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Transport to Chozo Ruins North]]&lt;br /&gt;
*[[Transport to Phendrana Drifts North]]&lt;br /&gt;
*[[Transport to Tallon Overworld West]]&lt;br /&gt;
*[[Transport Tunnel A (Magmoor Caverns)|Transport Tunnel A]]&lt;br /&gt;
*[[Transport Tunnel B (Magmoor Caverns)|Transport Tunnel B]]&lt;br /&gt;
*[[Triclops Pit]]&lt;br /&gt;
*[[Warrior Shrine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Back Half===&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;
*[[Geothermal Core]]&lt;br /&gt;
*[[Magmoor Workstation]]&lt;br /&gt;
*[[North Core Tunnel]]&lt;br /&gt;
*[[Plasma Processing]]&lt;br /&gt;
*[[Save Station Magmoor B]]&lt;br /&gt;
*[[South Core 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;
*[[Transport to Phazon Mines West]]&lt;br /&gt;
*[[Transport to Phendrana Drifts South]]&lt;br /&gt;
*[[Transport Tunnel C (Magmoor Caverns)|Transport Tunnel C]]&lt;br /&gt;
*[[Twin Fires]]&lt;br /&gt;
*[[Twin Fires Tunnel]]&lt;br /&gt;
*[[Workstation Tunnel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
===Shorelines===&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;
*[[Canyon Entryway]]&lt;br /&gt;
*[[Chapel of the Elders]]&lt;br /&gt;
*[[Chapel Tunnel]]&lt;br /&gt;
*[[Chozo Ice Temple]]&lt;br /&gt;
*[[Courtyard Entryway]]&lt;br /&gt;
*[[Ice Ruins Access]]&lt;br /&gt;
*[[Ice Ruins East]]&lt;br /&gt;
*[[Ice Ruins West]]&lt;br /&gt;
*[[North Quarantine Tunnel]]&lt;br /&gt;
*[[Phendrana Canyon]]&lt;br /&gt;
*[[Phendrana Shorelines]]&lt;br /&gt;
*[[Plaza Walkway]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Quarantine Access]]&lt;br /&gt;
*[[Quarantine Cave]]&lt;br /&gt;
*[[Quarantine Monitor]]&lt;br /&gt;
*[[Ruined Courtyard]]&lt;br /&gt;
*[[Ruins Entryway]]&lt;br /&gt;
*[[Save Station A (Phendrana Drifts)|Save Station A]]&lt;br /&gt;
*[[Save Station B (Phendrana Drifts)|Save Station B]]&lt;br /&gt;
*[[Shoreline Entrance]]&lt;br /&gt;
*[[South Quarantine Tunnel]]&lt;br /&gt;
*[[Temple Entryway]]&lt;br /&gt;
*[[Transport to Magmoor Caverns West]]&lt;br /&gt;
*[[Transport to Magmoor Caverns South]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pirate Labs===&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;
*[[Aether Lab Entryway]]&lt;br /&gt;
*[[Control Tower]]&lt;br /&gt;
*[[East Tower]]&lt;br /&gt;
*[[Hydra Lab Entryway]]&lt;br /&gt;
*[[Map Station (Phendrana Drifts)|Map Station]]&lt;br /&gt;
*[[Observatory]]&lt;br /&gt;
*[[Observatory Access]]&lt;br /&gt;
*[[Research Core]]&lt;br /&gt;
*[[Research Core Access]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Research Entrance]]&lt;br /&gt;
*[[Research Lab Aether]]&lt;br /&gt;
*[[Research Lab Hydra]]&lt;br /&gt;
*[[Save Station D]]&lt;br /&gt;
*[[Specimen Storage]]&lt;br /&gt;
*[[West Tower]]&lt;br /&gt;
*[[West Tower Entrance]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Far===&lt;br /&gt;
&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;
*[[Chamber Access]]&lt;br /&gt;
*[[Frost Cave]]&lt;br /&gt;
*[[Frost Cave Access]]&lt;br /&gt;
*[[Frozen Pike]]&lt;br /&gt;
*[[Gravity Chamber]]&lt;br /&gt;
*[[Hunter Cave]]&lt;br /&gt;
*[[Hunter Cave Access]]&lt;br /&gt;
*[[Lake Tunnel (Phendrana Drifts)|Lake Tunnel]]&lt;br /&gt;
*[[Lower Edge 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;
*[[Phendrana&#039;s Edge]]&lt;br /&gt;
*[[Pike Access]]&lt;br /&gt;
*[[Save Station C (Phendrana Drifts)|Save Station C]]&lt;br /&gt;
*[[Security Cave]]&lt;br /&gt;
*[[Storage Cave]]&lt;br /&gt;
*[[Temple Entryway]]&lt;br /&gt;
*[[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
*[[Upper Edge Tunnel]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
===Level One===&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;
*[[Elevator A]]&lt;br /&gt;
*[[Elevator Access A]]&lt;br /&gt;
*[[Elite Research]]&lt;br /&gt;
*[[Main Quarry]]&lt;br /&gt;
*[[Mine Security Station]]&lt;br /&gt;
*[[Ore Processing]]&lt;br /&gt;
*[[Quarry Access]]&lt;br /&gt;
*[[Research Access]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Save Station Mines A]]&lt;br /&gt;
*[[Security Access A]]&lt;br /&gt;
*[[Security Access B]]&lt;br /&gt;
*[[Storage Depot A]]&lt;br /&gt;
*[[Storage Depot B]]&lt;br /&gt;
*[[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]]&lt;br /&gt;
*[[Waste Disposal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level Two===&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;
*[[Central Dynamo]]&lt;br /&gt;
*[[Dynamo Access (Phazon Mines)|Dynamo Access]]&lt;br /&gt;
*[[Elevator Access B]]&lt;br /&gt;
*[[Elevator B]]&lt;br /&gt;
*[[Elite Control]]&lt;br /&gt;
*[[Elite Control Access]]&lt;br /&gt;
*[[Maintenance Tunnel]]&lt;br /&gt;
*[[Map Station Mines]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Metroid Quarantine A]]&lt;br /&gt;
*[[Omega Research]]&lt;br /&gt;
*[[Quarantine Access A]]&lt;br /&gt;
*[[Save Station Mines B]]&lt;br /&gt;
*[[Ventilation Shaft (Phazon Mines)|Ventilation Shaft]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Level Three===&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;
*[[Elite Quarters]]&lt;br /&gt;
*[[Elite Quarters Access]]&lt;br /&gt;
*[[Fungal Hall A]]&lt;br /&gt;
*[[Fungal Hall Access]]&lt;br /&gt;
*[[Fungal Hall B]]&lt;br /&gt;
*[[Metroid Quarantine B]]&lt;br /&gt;
*[[Missile Station Mines]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Phazon Mining Tunnel]]&lt;br /&gt;
*[[Phazon Processing Center]]&lt;br /&gt;
*[[Processing Center Access]]&lt;br /&gt;
*[[Quarantine Access B]]&lt;br /&gt;
*[[Save Station Mines C]]&lt;br /&gt;
*[[Transport Access (Phazon Mines)|Transport Access]]&lt;br /&gt;
*[[Transport to Magmoor Caverns South (Phazon Mines)|Transport to Magmoor Caverns South]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&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;
*[[Crater Entry Point]]&lt;br /&gt;
*[[Crater Missile Station]]&lt;br /&gt;
*[[Crater Tunnel A]]&lt;br /&gt;
*[[Crater Tunnel B]]&lt;br /&gt;
*[[Metroid Prime Lair]]&lt;br /&gt;
*[[Phazon Core]]&lt;br /&gt;
*[[Phazon Infusion Chamber]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
*[[Subchamber One]]&lt;br /&gt;
*[[Subchamber Two]]&lt;br /&gt;
*[[Subchamber Three]]&lt;br /&gt;
*[[Subchamber Four]]&lt;br /&gt;
*[[Subchamber Five]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cargo_Freight_Lift_to_Deck_Gamma_(Crashed_Frigate)&amp;diff=3279</id>
		<title>Cargo Freight Lift to Deck Gamma (Crashed Frigate)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cargo_Freight_Lift_to_Deck_Gamma_(Crashed_Frigate)&amp;diff=3279"/>
		<updated>2021-11-20T16:11:19Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Deck Beta Transit Hall (Crashed Frigate)|Deck Beta Transit Hall]]&amp;lt;/br&amp;gt;[[Reactor Access (Crashed Frigate)|Reactor Access]]}}&#039;&#039;&#039;Cargo Freight Lift to Deck Gamma&#039;&#039;&#039; is a room located in the Crashed Frigate area of the [[Tallon Overworld]] region of [[Metroid Prime]]. It contains an energy tank. Activating the door to [[Deck Beta Transit Hall (Crashed Frigate)|Deck Beta Transit Hall]] requires the [[Wave Beam]].&lt;br /&gt;
&lt;br /&gt;
==Getting Across Without Gravity Suit==&lt;br /&gt;
Using two tricks, it&#039;s possible to get past this room without the [[Gravity Suit]].&lt;br /&gt;
===Slope Jump On Top of the Lift===&lt;br /&gt;
In the game&#039;s intended route, you are not supposed to get on top of the broken lift without Gravity Suit. However, with a good [[Slope Jump]], you are able to get the required height, even if you don&#039;t have the [[Space Jump Boots]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=71VvelghlYw}}&lt;br /&gt;
===Morph Ball Across the Conveyor===&lt;br /&gt;
Once on top of the lift, you will want to get into [[Morph Ball]] and start laying bombs across the broken conveyor belt, holding upwards to gain height. This will allow for Samus to eventually reach the top of the room without the Gravity Suit. Don&#039;t forget to activate the generators with Wave Beam, or else you may have to start over.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=UN_zzj_lpyQ}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3277</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3277"/>
		<updated>2021-11-10T22:05:21Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &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.}}&lt;br /&gt;
In [[Metroid Prime]], whether or not you can skip a cutscene is dependent on the cutscene itself. Cutscenes are hand crafted by chaining together relays, timers, etc. This applies to both the cutscenes, and also the cutscene skips. Whatever state the cutscene was in had to be manually cleaned up before gameplay could resume. As such, not all cutscenes are skippable.&lt;br /&gt;
&lt;br /&gt;
This was changed in [[Metroid Prime 2: Echoes]] and onwards, where all cutscenes are skippable. This even includes sequences with dialogue, as long as you have seen them before. This is because of the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, which acts like a central sequential event manager. Because of the ease of development this brings, cutscenes in these games tend to have much more complicated layers or scripting.&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. Some cutscenes like [[Phendrana Shorelines]] in Prime 1 will reposition you, but only if you watch the full cutscene without skipping. &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 each other. In some cases, it is possible to achieve this with [[Infinite Speed]]. 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. In Prime 1, this can let you skip an unskippable cutscene by overlapping a skippable cutscene onto one. Doing so can allow Samus to regain control during a cutscene playing. Most notably, this can be seen in [[Chapel of the Elders]] when overlapping the [[Wave Beam]] cutscene with the fight starting, and skipping immediately. &lt;br /&gt;
TODO: Go into more detail, info on [[Sanctuary Entrance]] cutscene overlap.&lt;br /&gt;
&lt;br /&gt;
===Interrupting Cutscene Scripting===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=pQN2WGxafyI||right|Chykka Larva fight being unloaded with proximity unloading mid-cutscene}}&lt;br /&gt;
By interrupting a cutscene mid-script, it is possible to stop any cutscene during any sequence. This has strange effects such as leaving the &#039;&#039;&#039;PlayerActor&#039;&#039;&#039; visible and still animated as the sequence that would ordinarily hide it is skipped by ending the cutscene early. Ordinarily the method of doing this is by using [[Infinite Speed]] to overlap a skippable cutscene onto a non-skippable cutscene. This lets you skip the normally unskippable cutscene anywhere in its sequence. This is only possible in Prime 1 before the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, which will automatically run through the entire sequence properly before exiting.&lt;br /&gt;
&lt;br /&gt;
To interrupt a cutscene mid-script in Echoes or beyond, only one method is currently known. To interrupt the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, it has to be unloaded. This poses a problem as unloading it ends the cutscene altogether, not allowing any interesting effects within Prime 1. To get around this, it is required to unload a cutscene on the frame you get repositioned elsewhere. Samus cannot move during cutscenes however, and so the only way to accomplish this is through proximity unloading. By being in the [[Out of Bounds|Aether]] out of bounds, Samus will continue to slowly float upwards during a cutscene. By keeping the game on the wrong room and timing the proximity unload to occur the same frame the game repositions you, it is possible to interrupt the cutscene mid script. This has extremely odd effects. The game is stuck trying to reload the room and will place you wherever your repositioned to with the cutscene having stopped on that frame. This can let you access cutscene only layers of bosses and other rooms where cutscenes are much more complicated and interesting. Because this can only be done on the frame you reposition, interrupting cutscenes is very limited in its scope. Applications of this have yet to be explored much as a result.&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 technically RTA viable, this bug allows for small amounts of time mainly to be saved for [[Tool-Assisted Speedruns]] across the entire game. Time save comes from 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>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3276</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3276"/>
		<updated>2021-11-10T06:12:37Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&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;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Reactor Core SW (Crashed Frigate)|Reactor Core]]&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&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;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&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;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&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;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&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;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/21%25_Route&amp;diff=3275</id>
		<title>Metroid Prime/21% Route</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/21%25_Route&amp;diff=3275"/>
		<updated>2021-11-10T06:10:18Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Traditional 21% route is the main route used for 21% runs of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
The fastest single-segment time anyone has achieved with this route is Metroid177&#039;s 1:43, which is the current world record.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Dm5ANHwXX0M}}&lt;br /&gt;
&lt;br /&gt;
The Early X-Ray route has been timed to be faster than the Traditional route, opting for more [[Out of Bounds|secret worlds]] than [[Bomb Jump|bomb jumps]].&lt;br /&gt;
The fastest single-segment time completed so far with this route is JustinDM&#039;s 1:53, currently second place overall. &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=3iqVcg-hFKQ}}&lt;br /&gt;
&lt;br /&gt;
== Traditional Route ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Item&lt;br /&gt;
!Region&lt;br /&gt;
!Room&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Missile Launcher&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Hive Totem]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Morph Ball&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Ruined Shrine (Chozo Ruins)|Ruined Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Morph Ball Bomb&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Burn Dome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Varia Suit&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Artifact of Wild (1)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|[[Early Wild]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Artifact of Nature (2)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Lava Lake]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Wave Beam&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chapel of the Elders]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Artifact of Lifegiver (3)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Tower Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ice Beam&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Antechamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Power Bomb&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Central Dynamo]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Plasma Beam&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Plasma Processing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Artifact of World (4)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Elder Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|X-Ray Visor&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Artifact of Chozo (5)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Artifact of Warrior (6)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Research]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Phazon Suit&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Quarters]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Artifact of Newborn (7)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Phazon Mining Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Artifact of Elder (8)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Control Tower]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Artifact of Spirit (9)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Storage Cavern]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artifact of Sun (10)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chozo Ice Temple]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Artifact of Strength (11)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Warrior Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Artifact of Truth (12)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Artifact Temple]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early X-Ray Route ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Item&lt;br /&gt;
!Region&lt;br /&gt;
!Room&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Missile Launcher&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Hive Totem]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Morph Ball&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Ruined Shrine (Chozo Ruins)|Ruined Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Morph Ball Bomb&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Burn Dome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Ice Beam&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Antechamber]]&lt;br /&gt;
|[[Early Ice Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|X-Ray Visor&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|[[Great Tree Hall|Great Tree Hall Floaty]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Artifact of Chozo (1)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Varia Suit&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|[[Early Wild]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Artifact of Wild (2)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Artifact of Nature (3)&lt;br /&gt;
|Magmoor Caversn&lt;br /&gt;
|[[Lava Lake]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Wave Beam&lt;br /&gt;
|Phendrana Drifts &lt;br /&gt;
|[[Chapel of the Elders]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Artifact of Strength (4)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Warrior Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Plasma Beam &lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Plasma Processing]]&lt;br /&gt;
|[[Magmoor Workstation SW|Workstation SW]]&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artifact of Spirit (5)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Storage Cavern]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Artifact of Elder (6)&lt;br /&gt;
|Phendrana Drifts &lt;br /&gt;
|[[Control Tower]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Artifact of Sun (7)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chozo Ice Temple]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Power Bombs&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Central Dynamo]]&lt;br /&gt;
|Tallon &amp;gt; Chozo &amp;gt; Mines &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Phazon Suit&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Quarters]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Artifact of Newborn (8)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Phazon Mining Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Artifact of Warrior (9)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Research]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artifact of World (10)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Elder Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Artifact of Lifegiver (11)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Tower Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Artifact of Truth (12)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Artifact Temple]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Hall_of_Honored_Dead&amp;diff=3268</id>
		<title>Hall of Honored Dead</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Hall_of_Honored_Dead&amp;diff=3268"/>
		<updated>2021-11-09T21:46:09Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Path of Honor]]}}&#039;&#039;&#039;Hall of Honored Dead&#039;&#039;&#039; is a room located in [[Temple Grounds]] in [[Metroid Prime 2: Echoes]]. It contains the [[Seeker Missiles]], which are used to open seeker doors. There is also a dark portal, but it is purely decoration and doesn&#039;t actually function, nor is the room in any way connected to [[Sky Temple Gateway]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=No Load&amp;lt;/br&amp;gt;Seeker Cinematic&amp;lt;/br&amp;gt;Swamp Generator Restored&amp;lt;/br&amp;gt;Sand Generator Restored&amp;lt;/br&amp;gt;Cliff Generator Restored&amp;lt;/br&amp;gt;BEFORE}}&lt;br /&gt;
&lt;br /&gt;
==Getting Into the Morph Ball Tunnel==&lt;br /&gt;
There are two methods for getting inside the [[Morph Ball]] tunnel. While the game intends for you to open the seeker door and get out from there, using the Morph Ball tunnel is faster if intending to go to [[Meeting Grounds]]. This is what any% speedruns do if not going for seeker skip.&lt;br /&gt;
&lt;br /&gt;
===Screw Attack Method===&lt;br /&gt;
The more common method. Also doubles as a [[Secret World]] if desired.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=q5yXRPjKQjI}}&lt;br /&gt;
&lt;br /&gt;
===Instant Morph Method===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=K509s1yoJGY}}&lt;br /&gt;
&lt;br /&gt;
===Instant Morph Method (No Space Jump)===&lt;br /&gt;
TODO: Add video&lt;br /&gt;
&lt;br /&gt;
==Seeker Skip==&lt;br /&gt;
Using a missile along with a well-placed [[Screw Attack]], it is possible to break the seeker door without seekers. &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Tb0XJ6Y5WH4}}&lt;br /&gt;
&lt;br /&gt;
==No Bombs==&lt;br /&gt;
It is possible to get the Seeker Missiles without bombs by using [[Power Bomb|Power Bombs]] to get out of the Morph Ball spinners.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vhNErIRYcMc}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO: Add video&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Sky_Temple_Gateway&amp;diff=3267</id>
		<title>Sky Temple Gateway</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Sky_Temple_Gateway&amp;diff=3267"/>
		<updated>2021-11-09T21:43:09Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Gateway Access]]&amp;lt;/br&amp;gt;[[Sky Temple Energy Controller]]}}&#039;&#039;&#039;Sky Temple Gateway&#039;&#039;&#039; is the final room of [[Metroid Prime 2: Echoes]], containing the final encounter with [[Dark Samus 3/4|Dark Samus]]. It is the room in which Samus uses all 9 of the Sky Temple Keys to go to [[Sky Temple Energy Controller]]. If Samus arrives to this room without having obtained all of the keys, the game will give Samus hints on where to obtain the remaining keys. Once all three phases of the [[Emperor Ing]] have been defeated, the final boss sequence starts, and Samus will be on a timer to defeat Dark Samus for the final time in the game.&lt;br /&gt;
&lt;br /&gt;
Much like in [[Hall of Honored Dead]], the portal is purely decorative and doesn&#039;t have any function.&lt;br /&gt;
&lt;br /&gt;
There is a [[Secret World]] in this room that requires [[Screw Attack]].&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Teleport Active&amp;lt;/br&amp;gt;Temporary keys&amp;lt;/br&amp;gt;Dark Samus Battle3&amp;lt;/br&amp;gt;All columns lowered&amp;lt;/br&amp;gt;All columns&amp;lt;/br&amp;gt;BEFORE&amp;lt;/br&amp;gt;Dark Sand Generator Active&amp;lt;/br&amp;gt;Dark Swamp Generator Active&amp;lt;/br&amp;gt;Dark Cliff Generator Active&amp;lt;/br&amp;gt;Pre Escape Music&amp;lt;/br&amp;gt;Escape Music&amp;lt;/br&amp;gt;Dark Samus Battle3 Intro&amp;lt;/br&amp;gt;Dark Samus Battle3 Death&amp;lt;/br&amp;gt;Game Ending Part1&amp;lt;/br&amp;gt;Dark Samus Battle3 Proxy Loader}}&lt;br /&gt;
===Lock to Sky Temple===&lt;br /&gt;
This room has a large set of conditional relays that individually check for each Sky Temple Key within Samus&#039; inventory. When the game sees that each key has been acquired, it will then spawn the trigger that allows for Samus to get to the [[Sky Temple]]. With current knowledge, there is no way of circumventing this.&lt;br /&gt;
&lt;br /&gt;
===Dark Samus Fight===&lt;br /&gt;
When the final boss sequence is active, the room&#039;s layer will be changed so that two large walls of phazon block both the (inactive) portal and the way leading to [[Gateway Access]]. Additionally, an energy barrier will spawn at the edge of the arena. While impossible under normal circumstances, if Samus were to head into Gateway Access and reload the room, it would render the game unbeatable.&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
TODO: Video and Description&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Aerie&amp;diff=3266</id>
		<title>Aerie</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Aerie&amp;diff=3266"/>
		<updated>2021-11-09T21:37:33Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Aerie Access]]&amp;lt;/br&amp;gt;[[Hive Summit]]}}&#039;&#039;&#039;Aerie&#039;&#039;&#039; is a room located in [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It contains the [[Echo Visor]] and is the room in which the majority of the [[Dark Samus 2]] boss fight takes place, after having been started in [[Aerie Access]]. After acquiring the Echo Visor, the room&#039;s layer changes to lock the elevator until Samus has shot all of the Echo Locks.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Dark Samus Battle 2&amp;lt;/br&amp;gt;Elevator&amp;lt;/br&amp;gt;Echo Visor Attainment Cinematic&amp;lt;/br&amp;gt;Dark_Commando&amp;lt;/br&amp;gt;Dark Samus Death&amp;lt;/br&amp;gt;Dark Samus Intro&amp;lt;/br&amp;gt;Echo Visor Puzzle&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;BEFORE}}&lt;br /&gt;
&lt;br /&gt;
==Getting to Echo Visor from the Bottom==&lt;br /&gt;
By performing a [[Bomb Space Jump]] into a [[Screw Attack]], it is possible to land on the top platforms. This is very precise. It is worth noting that after defeating Dark Samus 2, there is an invisible wall that prevents the item from being collected until the room has been reloaded. Unless that invisible wall is gone, this trick won&#039;t be useful.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=hmTp7qA0oH4}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Annihilator_Beam&amp;diff=3265</id>
		<title>Annihilator Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Annihilator_Beam&amp;diff=3265"/>
		<updated>2021-11-09T21:24:58Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Annihilator Beam&#039;&#039;&#039; is a weapon found in [[Metroid Prime 2: Echoes]]. It is the final beam weapon you are supposed to get in the game&#039;s intended sequence, and is infused with a mixture of both dark and light energy. It can open Annihilator Beam Doors, and can be used to energize light crystals and beacons with a special type of energy that attracts the Ing while also killing them once in contact with it. It can open both dark and light portals, which is particularly useful in categories that don&#039;t obtain one of the beam weapons such as [[Max% No Light Beam]] or 4%. Depending on the enemy, it can also be the most dangerous weapon, with its uncharged shot being able to deal lots of damage in a short time while automatically homing in on nearby targets. When combined with the [[Echo Visor]], it can also be used to interact with Echo Puzzles. For example, in the room [[Main Gyro Chamber]], the Annihilator Beam is used in order to interface with the Echo Puzzle that is located in the bottom level of the room in order to unlock the [[Power Bomb]] expansion.&lt;br /&gt;
&lt;br /&gt;
By default, the Annihilator Beam can be found in the room [[Hive Temple]] after defeating [[Quadraxis]].&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
*Uncharged: 12 base damage per shot&lt;br /&gt;
*Charged: 80 base damage per shot&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
* [[Power Beam]]&lt;br /&gt;
* [[Dark Beam]]&lt;br /&gt;
* [[Light Beam]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Items&amp;diff=3264</id>
		<title>Metroid Prime 2: Echoes/List of Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/List_of_Items&amp;diff=3264"/>
		<updated>2021-11-09T21:18:04Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Items =&lt;br /&gt;
&lt;br /&gt;
== Beams ==&lt;br /&gt;
* [[Dark Beam]] ([[Darkburst]])&lt;br /&gt;
* [[Light Beam]] ([[Sunburst]])&lt;br /&gt;
* [[Annihilator Beam]] ([[Sonic Boom]])&lt;br /&gt;
&lt;br /&gt;
== Missiles ==&lt;br /&gt;
* [[Missile Launcher]]*&lt;br /&gt;
* [[Super Missile]]&lt;br /&gt;
* [[Seeker Launcher]]&lt;br /&gt;
&lt;br /&gt;
== Morph Ball ==&lt;br /&gt;
* [[Morph Ball Bomb]]*&lt;br /&gt;
* [[Power Bomb]]&lt;br /&gt;
* [[Boost Ball]]*&lt;br /&gt;
* [[Spider Ball]]*&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
* [[Space Jump Boots]]*&lt;br /&gt;
* [[Gravity Boost]]&lt;br /&gt;
* [[Grapple Beam]]&lt;br /&gt;
&lt;br /&gt;
== Suits ==&lt;br /&gt;
* [[Dark Suit]]&lt;br /&gt;
* [[Light Suit]]&lt;br /&gt;
&lt;br /&gt;
== Visors ==&lt;br /&gt;
* [[Dark Visor]]&lt;br /&gt;
* [[Echo Visor]]&lt;br /&gt;
&lt;br /&gt;
== Temple Keys ==&lt;br /&gt;
* [[Dark Agon Keys]]&lt;br /&gt;
* [[Dark Torvus Keys]]&lt;br /&gt;
* [[Ing Hive Keys]]&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;*NOTE:&#039;&#039;&#039; The items marked with a &amp;quot;*&amp;quot; are items that are kept if Item Loss Skip is performed. This isn&#039;t the only method to skip these items, but it is worth noting this is the simplest way to do so.&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Annihilator_Beam&amp;diff=3263</id>
		<title>Annihilator Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Annihilator_Beam&amp;diff=3263"/>
		<updated>2021-11-09T21:16:05Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Annihilator Beam&amp;#039;&amp;#039;&amp;#039; is a weapon found in Metroid Prime 2: Echoes. It is the final beam weapon you are supposed to get in the game&amp;#039;s intended sequence, and is infused wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Annihilator Beam&#039;&#039;&#039; is a weapon found in [[Metroid Prime 2: Echoes]]. It is the final beam weapon you are supposed to get in the game&#039;s intended sequence, and is infused with a mixture of both dark and light energy. It can open Annihilator Beam Doors, and can be used to energize light crystals and beacons with a special type of energy that attracts the Ing while also killing them once in contact with it. It can open both dark and light portals, which is particularly useful in categories that don&#039;t obtain one of the beam weapons such as [[Max% No Light Beam]] or 4%. Depending on the enemy, it can also be the most dangerous weapon, with its uncharged shot being able to deal lots of damage in a short time while automatically homing in on nearby targets. When combined with the [[Echo Visor]], it can also be used to interact with Echo Puzzles. For example, in the room [[Main Gyro Chamber]], the Annihilator Beam is used in order to interface with the Echo Puzzle that is located in the bottom level of the room in order to unlock the [[Power Bomb]] expansion.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
*Uncharged: 12 base damage per shot&lt;br /&gt;
*Charged: 80 base damage per shot&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
* [[Power Beam]]&lt;br /&gt;
* [[Dark Beam]]&lt;br /&gt;
* [[Light Beam]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3256</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3256"/>
		<updated>2021-10-24T17:41:22Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &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.}}&lt;br /&gt;
In [[Metroid Prime]], whether or not you can skip a cutscene is dependent on the cutscene itself. Cutscenes are hand crafted by chaining together relays, timers, etc. This applies to both the cutscenes, and also the cutscene skips. Whatever state the cutscene was in had to be manually cleaned up before gameplay could resume. As such, not all cutscenes are skippable.&lt;br /&gt;
&lt;br /&gt;
This was changed in [[Metroid Prime 2: Echoes]] and onwards, all cutscenes are skippable. This even includes sequences with dialogue, as long as you have seen them before. This is because the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, which acts like a central sequential event manager. Because of the ease of development this brings, cutscenes in these games tend to have much more complicated layers or scripting.&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. Some cutscenes like [[Phendrana Shorelines]] in Prime 1 will reposition you, but only if you watch the full cutscene without skipping. &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 each other. However, it is possible to achieve this with [[Infinite Speed]]. 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. In Prime 1, this can let you skip an unskippable cutscene by overlapping a skippable cutscene onto one. Doing so can allow Samus to regain control during a cutscene playing. Most notably, this can be seen in [[Chapel of the Elders]] when overlapping the [[Wave Beam]] cutscene with the fight starting, and skipping immediately. &lt;br /&gt;
TODO: Go into more detail, info on [[Sanctuary Entrance]] cutscene overlap.&lt;br /&gt;
&lt;br /&gt;
===Interrupting Cutscene Scripting===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=pQN2WGxafyI||right|Chykka Larva fight being unloaded with proximity unloading mid-cutscene}}&lt;br /&gt;
By interrupting a cutscene mid-script, it is possible to stop any cutscene during any sequence. This has strange effects such as leaving the &#039;&#039;&#039;PlayerActor&#039;&#039;&#039; visible and still animated as the sequence that would ordinarily hide it is skipped by ending the cutscene early. Ordinarily the method of doing this is by using [[Infinite Speed]] to overlap a skippable cutscene onto a non-skippable cutscene. This lets you skip the normally unskippable cutscene anywhere in its sequence. This is only possible in Prime 1 before the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, which will automatically run through the entire sequence properly before exiting.&lt;br /&gt;
&lt;br /&gt;
To interrupt a cutscene mid script in Echoes or beyond, only one method is currently known. To interrupt the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, it has to be unloaded. This poses a problem as unloading it ends the cutscene altogether, not allowing any interesting effects within Prime 1. To get around this, it is required to unload a cutscene on the frame you get repositioned elsewhere. Samus cannot move during cutscenes however, and so the only way to accomplish this is through proximity unloading. By being in the [[Out of Bounds|Aether]] out of bounds, Samus will continue to slowly float upwards during a cutscene. By keeping the game on the wrong room and timing the proximity unload to occur the same frame the game repositions you, it is possible to interrupt the cutscene mid script. This has extremely odd effects. The game is stuck trying to reload the room and will place you wherever your repositioned to with the cutscene having stopped on that frame. This can let you access cutscene only layers of bosses and other rooms where cutscenes are much more complicated and interesting. Because this can only be done on the frame you reposition, interrupting cutscenes is very limited in its scope. Applications of this have yet to be explored much as a result.&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 technically RTA viable, this bug allows for small amounts of time mainly to be saved for [[Tool-Assisted Speedruns]] across the entire game. Time save comes from 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>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Wave_Beam&amp;diff=3255</id>
		<title>Wave Beam</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Wave_Beam&amp;diff=3255"/>
		<updated>2021-10-24T17:33:17Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wave Beam&#039;&#039;&#039; is a weapon found in [[Metroid Prime]]. It has the ability to electrically charge power circuits, such as the ones found on [[Magmoor Workstation]], and it can open Wave Beam doors. Its uncharged shot consists of three small electric rays that move in a pulsing motion, with each individual ray dealing 2 damage. Its charged shot has the ability to temporarily paralyze certain enemies with its electric shock. This beam can also be combined with the [[Wavebuster]] beam combo.&lt;br /&gt;
&lt;br /&gt;
By default, Wave Beam is found in the room [[Chapel of the Elders]] in the [[Phendrana Drifts]] region.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
* Uncharged: 6 damage per shot (2 per ray)&lt;br /&gt;
* Charged: 40 damage per shot&lt;br /&gt;
** Has the added effect of being able to temporarily paralyze enemies&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Charge Beam]]&lt;br /&gt;
* [[Power Beam]]&lt;br /&gt;
* [[Ice Beam]]&lt;br /&gt;
* [[Plasma Beam]]&lt;br /&gt;
&lt;br /&gt;
* [[Wave/Sun]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3229</id>
		<title>Metroid Prime/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3229"/>
		<updated>2021-10-22T21:43:32Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=AFGc8roHnvY||right|&#039;&#039;&#039;Fastest to Slowest&#039;&#039;&#039;: [[Rolling]] (Bottom Right), [[L-Jumping]] (Bottom Left), [[The L Button|Holding L]] (Top Right), Walking (Top Left)|frame}}&lt;br /&gt;
Listed are various movement forms and their speed caps:&lt;br /&gt;
&lt;br /&gt;
*Standard walking (10.8)&lt;br /&gt;
*Walking while holding L (10.4)&lt;br /&gt;
*Dashing (35+)&lt;br /&gt;
*Rolling (20)&lt;br /&gt;
*Boosting (uncapped)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
&lt;br /&gt;
*While you have a faster speed in general without holding L, you accelerate to that speed faster while holding the L button. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[The L Button]])&amp;lt;/small&amp;gt;&lt;br /&gt;
*There is no sideways speedcap, this makes turning or moving sideways optimal.&lt;br /&gt;
*[[Space Jump Boots]] give you a higher vertical speedcap.&lt;br /&gt;
&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;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
* [[L-Jumping]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[R-Jumping]]&lt;br /&gt;
* [[Bunny Hopping]]&lt;br /&gt;
* [[Scan Dash (Prime)|Scan Dash]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball Techniques ==&lt;br /&gt;
* [[Instant Morph/Unmorph|Instant Unmorph]]&lt;br /&gt;
* [[Boosting]]&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
|}&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;
== TAS Techniques ==&lt;br /&gt;
* [[Morph Wall]]&lt;br /&gt;
* [[Wall Cling]]&lt;br /&gt;
* [[Actionable Cutscene Bug]]&lt;br /&gt;
* [[Ledge-Clip Ghetto Jump]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Out of Bounds Techniques ==&lt;br /&gt;
* [[Out of Bounds|Wallcrawling]]&lt;br /&gt;
* [[Out of Bounds#Aether|Aether Jumping]]&lt;br /&gt;
|}&lt;br /&gt;
&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;
== Misc == &lt;br /&gt;
* [[Infinite Speed]]&lt;br /&gt;
* [[Floaty Jump]]&lt;br /&gt;
* [[Damage Boost]]&lt;br /&gt;
* [[Metroid Hop]]&lt;br /&gt;
* [[Knockback Cancel]]&lt;br /&gt;
* [[Sheeglitch]]&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rapid-Fire Missiles]]&lt;br /&gt;
* [[Scan Visor Cancel]]&lt;br /&gt;
* [[Charge Storage]]&lt;br /&gt;
* [[Beam Visor]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3228</id>
		<title>Infinite Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3228"/>
		<updated>2021-10-22T21:43:02Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infinite speed (IS)&#039;&#039;&#039;, is a misnomer. The effects of this glitch are not due to the number infinity or speed. It is a glitch in which Samus&#039; angular velocity overflows. It causes Samus&#039; morphed shell to disappear, and allows you to &amp;quot;framedrag&amp;quot; - effectively collide with most objects in a room simultaneously, causing strange effects, and allowing you to collect certain items. &#039;&#039;&#039;The exact mechanics by which this occurs are still under investigation&#039;&#039;&#039;. Upon unmorphing, the camera data is corrupted, putting you in &amp;quot;Lightshow.&amp;quot; While in lightshow, beams and missiles will not fire correctly, and the screen will be covered with seemingly random triangles. You can still move, and open blue doors using bombs. Lightshow is fixed by any cutscene that reloads Samus&#039; Camera. This is accomplished through most cutscenes, as well as any elevators or save station.&lt;br /&gt;
&lt;br /&gt;
== Name Origin ==&lt;br /&gt;
The name was originally coined by Master_ZED, who discovered the trick after some suggestion from Doninss who had originally noted that Samus could get stuck in walls while morphing in rooms she was not correctly transitioned into. It is also referred to some as &#039;Flickerball&#039; and was the preferred name for a period of time, initially.&lt;br /&gt;
&lt;br /&gt;
== Obtaining Infinite Speed ==&lt;br /&gt;
To obtain IS, one must be &amp;quot;stuck&amp;quot; in collision while in morph ball with low enough friction to rotate freely, and then hold the control stick at a very specific angle. The morph ball will then begin to spin rapidly, eventually flickering between two different visual frames of rotation. Here Samus is building angular velocity in [[Morph Ball]] exponentially until it overflows to NaN. This takes roughly 45 seconds, and can be confirmed visually when the [[Morph Ball]] shell dissappears. This means you now have Infinite Speed. &lt;br /&gt;
&lt;br /&gt;
The places which you can obtain IS usually contain most of the following characteristics:&lt;br /&gt;
# You will be able to fit as Samus, but not quite fit as morph ball&lt;br /&gt;
# Tilting the control stick will cause morph ball to rotate very quickly, or not at all, depending on the angle&lt;br /&gt;
# Two different pieces of vertical collision near each other&lt;br /&gt;
In [[Metroid Prime]] you can get IS between a box and a wall (for example, in Magma Pool, as demonstrated in the examples below). In all newer versions of the game, the only way to get IS is through [[Out of Bounds]] methods.&lt;br /&gt;
&lt;br /&gt;
==Using NaN==&lt;br /&gt;
NaN (Not a Number) is a numeric value used in computing. It is undefined and unrepresentable similar to infinity. However, they behave differently and are not interchangeable. Any effects of Infinite Speed are a result of NaN carrying over to other memory addresses. The two primary effects of Infinite Speed are &#039;&#039;&#039;Framedrag&#039;&#039;&#039; and &#039;&#039;&#039;Lightshow&#039;&#039;&#039;. There are a number of other effects, mostly stemming from one of these two primary effects.&lt;br /&gt;
&lt;br /&gt;
===Framedrag===&lt;br /&gt;
Framedragging is the most useful effect of and primary reason for using Infinite Speed. When Framedragging, Samus&#039; transform&#039;s position is set to NaN, which causes the collision algorithms to break down as it proceeds down the calculations for the Collision Tree. This usually leads to Samus &amp;quot;colliding&amp;quot; with most active objects in the game simultaneously. How Samus is stuck and where, will change how Samus proceeds through the Collision Tree and can result in different outcomes. Typically Samus will &amp;quot;collide&amp;quot; with every enemy, trigger, and pickup loaded when achieving frame drag. This is most notably useful to pick up certain items that are otherwise unobtainable or to touch multiple triggers simultaneously. It also has several other uses in a TAS setting - triggering elevators and save stations remotely, killing enemies and picking up health drops from a distance, etc.&lt;br /&gt;
&lt;br /&gt;
Framedrag can be triggered in one of the following ways:&lt;br /&gt;
# Boosting with Boost Ball and running into something&lt;br /&gt;
# Toggling Spider Ball a few times on a track&lt;br /&gt;
# Spring Ball (Wii games only)&lt;br /&gt;
# Bombs (Wii games only)&lt;br /&gt;
There are also a few ways of triggering framedrag using cheats:&lt;br /&gt;
# Obtaining IS while moving&lt;br /&gt;
# Obtaining IS while unmorphed&lt;br /&gt;
# Moonjump, under certain circumstances&lt;br /&gt;
&lt;br /&gt;
===NaN Bomb===&lt;br /&gt;
On the frame Samus has Nan position from Framedrag, Samus can lay a [[Morph Ball Bomb]] or [[Power Bomb]]. This will cause the respective bomb to be laid at NaN Position. This essentially will allow the bomb to framedrag as well, resulting in it damaging everything at the same time. This can be used to bomb multiple bomb slots simultaneously, for example. The easiest way to lay a NaN Bomb is to use Framedrag inside a door to have it close on you. Being stuck inside the door gives you permament NaN Position.&lt;br /&gt;
&lt;br /&gt;
===Lightshow===&lt;br /&gt;
&#039;&#039;See also: [[Lightshow]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lightshow is the visual effect caused by unmorphing after obtaining Infinite Speed. During lightshow, the camera&#039;s transform&#039;s position is set to NaN. This forces the game to try to render from NaN perspective, resulting in seemingly random flashing colorful triangles to be drawn across the screen. This makes it impossible to see the game, despite that Samus can still move around normally. Beams and missiles do not work properly. This is because Samus&#039; Arm Cannon is tied to the Camera&#039;s position and therefore the Arm Cannon position is also set to NaN. If morphed, bombs and power bombs work normally, and can open the doors they would normally be able to open.&lt;br /&gt;
&lt;br /&gt;
===Fixing Lightshow===&lt;br /&gt;
It is possible to disable both IS and Lightshow while morphed if you unmorph and re-morph in an area with a fixed camera. This can be done with [[Spider Ball]] tracks or [[Morph Ball]] tunnels or fixed camera perspectives like in [[Ruined Fountain]]. Upon unmorphing, the camera will be drawn at NaN again, giving Samus lightshow. To permanently fix lightshow, the Camera must be reloaded. This is accomplished through any [[Cutscene]] that has a scripted camera or by reloading Samus entirely with a death or elevator.&lt;br /&gt;
&lt;br /&gt;
===NaN Cannon===&lt;br /&gt;
By giving yourself Lightshow, the Camera&#039;s position is written to the Arm Cannon&#039;s position. This causes projectiles to be fired from NaN which results in most weapons not working. In [[Metroid Prime]], Samus can use [[Flamethrower]] with Lightshow to interact with triggers and damage enemies. In [[Metroid Prime 3: Corruption]], [[Missile Launcher|Missiles]] can sometimes open doors, and have some other strange effects. &lt;br /&gt;
&lt;br /&gt;
====Interesting Effects====&lt;br /&gt;
* The Map and Visor can be seen with Lightshow by disabling the Hud Lag in the options menu.&lt;br /&gt;
* In [[Metroid Prime 2: Echoes]], Morphing and Unmorphing with Light Show can make the map unload. Attempting to open and then close the map more than once will crash the game.&lt;br /&gt;
* In [[Metroid Prime 3: Corruption]] It is also possible to get Nan &#039;&#039;&#039;linear velocity&#039;&#039; which behaves differently with collision than traditional Framedrag. This can be done after Spring Ball jumping into a specific elevator without the use of Infinite Speed. More research is needed in this game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video showing off lightshow, including unmorphing with fixed camera]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=bxsYV7V-Rp4}}&lt;br /&gt;
[Videos are still needed for these]&lt;br /&gt;
* [MP] Chapel of the Elders (wavesun)&lt;br /&gt;
{{#ev:youtube|https://youtu.be/yIH76tIwlDo}}&lt;br /&gt;
&lt;br /&gt;
==Detailed Mechanics==&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitch]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Actionable_Cutscene_Bug&amp;diff=3227</id>
		<title>Actionable Cutscene Bug</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Actionable_Cutscene_Bug&amp;diff=3227"/>
		<updated>2021-10-22T21:41:53Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: Redirected page to Cutscene#Actionable Cutscene Bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cutscene#Actionable Cutscene Bug]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3226</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3226"/>
		<updated>2021-10-22T21:37:30Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cutscenes&amp;#039;&amp;#039;&amp;#039; (known internally as &amp;quot;&amp;#039;&amp;#039;&amp;#039;cinematics&amp;#039;&amp;#039;&amp;#039;&amp;quot;) are scripted sequences in which the camera is changed, often to show something of significance (but not always). While...&amp;quot;&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;Actor&#039;&#039;&#039;: Any object specifically placed in the map for the purpose of being used in a cutscene.&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;
&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>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3225</id>
		<title>Infinite Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3225"/>
		<updated>2021-10-21T18:29:54Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infinite speed (IS)&#039;&#039;&#039;, is a misnomer. The effects of this glitch are not due to the number infinity or speed. It is a glitch in which Samus&#039; angular velocity overflows. It causes Samus&#039; morphed shell to disappear, and allows you to &amp;quot;framedrag&amp;quot; - effectively collide with most objects in a room simultaneously, causing strange effects, and allowing you to collect certain items. &#039;&#039;&#039;The exact mechanics by which this occurs are still under investigation&#039;&#039;&#039;. Upon unmorphing, the camera data is corrupted, putting you in &amp;quot;Lightshow.&amp;quot; While in lightshow, beams and missiles will not fire correctly, and the screen will be covered with seemingly random triangles. You can still move, and open blue doors using bombs. Lightshow is fixed by any cutscene that reloads Samus&#039; Camera. This is accomplished through most cutscenes, as well as any elevators or save station.&lt;br /&gt;
&lt;br /&gt;
== Name Origin ==&lt;br /&gt;
The name was originally coined by Master_ZED, who discovered the trick after some suggestion from Doninss who had originally noted that Samus could get stuck in walls while morphing in rooms she was not correctly transitioned into. It is also referred to some as &#039;Flickerball&#039; and was the preferred name for a period of time, initially.&lt;br /&gt;
&lt;br /&gt;
== Obtaining Infinite Speed ==&lt;br /&gt;
To obtain IS, one must be &amp;quot;stuck&amp;quot; in collision while in morph ball with low enough friction to rotate freely, and then hold the control stick at a very specific angle. The morph ball will then begin to spin rapidly, eventually flickering between two different visual frames of rotation. Here Samus is building angular velocity in [[Morph Ball]] exponentially until it overflows to [[Nan]]. This takes roughly 45 seconds, and can be confirmed visually when the [[Morph Ball]] shell dissappears. This means you now have Infinite Speed. &lt;br /&gt;
&lt;br /&gt;
The places which you can obtain IS usually contain most of the following characteristics:&lt;br /&gt;
# You will be able to fit as Samus, but not quite fit as morph ball&lt;br /&gt;
# Tilting the control stick will cause morph ball to rotate very quickly, or not at all, depending on the angle&lt;br /&gt;
# Two different pieces of vertical collision near each other&lt;br /&gt;
In [[Metroid Prime]] you can get IS between a box and a wall (for example, in Magma Pool, as demonstrated in the examples below). In all newer versions of the game, the only way to get IS is through [[Out of Bounds]] methods.&lt;br /&gt;
&lt;br /&gt;
==Using NaN==&lt;br /&gt;
NaN (Not a Number) is a numeric value used in computing. It is undefined and unrepresentable similar to infinity. However, they behave differently and are not interchangeable. Any effects of Infinite Speed are a result of NaN carrying over to other memory addresses. The two primary effects of Infinite Speed are &#039;&#039;&#039;Framedrag&#039;&#039;&#039; and &#039;&#039;&#039;Lightshow&#039;&#039;&#039;. There are a number of other effects, mostly stemming from one of these two primary effects.&lt;br /&gt;
&lt;br /&gt;
===Framedrag===&lt;br /&gt;
Framedragging is the most useful effect of and primary reason for using Infinite Speed. When Framedragging, Samus&#039; transform&#039;s position is set to NaN, which causes the collision algorithms to break down as it proceeds down the calculations for the Collision Tree. This usually leads to Samus &amp;quot;colliding&amp;quot; with most active objects in the game simultaneously. How Samus is stuck and where, will change how Samus proceeds through the Collision Tree and can result in different outcomes. Typically Samus will &amp;quot;collide&amp;quot; with every enemy, trigger, and pickup loaded when achieving frame drag. This is most notably useful to pick up certain items that are otherwise unobtainable or to touch multiple triggers simultaneously. It also has several other uses in a TAS setting - triggering elevators and save stations remotely, killing enemies and picking up health drops from a distance, etc.&lt;br /&gt;
&lt;br /&gt;
Framedrag can be triggered in one of the following ways:&lt;br /&gt;
# Boosting with Boost Ball and running into something&lt;br /&gt;
# Toggling Spider Ball a few times on a track&lt;br /&gt;
# Spring Ball (Wii games only)&lt;br /&gt;
# Bombs (Wii games only)&lt;br /&gt;
There are also a few ways of triggering framedrag using cheats:&lt;br /&gt;
# Obtaining IS while moving&lt;br /&gt;
# Obtaining IS while unmorphed&lt;br /&gt;
# Moonjump, under certain circumstances&lt;br /&gt;
&lt;br /&gt;
===NaN Bomb===&lt;br /&gt;
On the frame Samus has Nan position from Framedrag, Samus can lay a [[Morph Ball Bomb]] or [[Power Bomb]]. This will cause the respective bomb to be laid at NaN Position. This essentially will allow the bomb to framedrag as well, resulting in it damaging everything at the same time. This can be used to bomb multiple bomb slots simultaneously, for example. The easiest way to lay a NaN Bomb is to use Framedrag inside a door to have it close on you. Being stuck inside the door gives you permament NaN Position.&lt;br /&gt;
&lt;br /&gt;
===Lightshow===&lt;br /&gt;
&#039;&#039;See also: [[Lightshow]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lightshow is the visual effect caused by unmorphing after obtaining Infinite Speed. During lightshow, the camera&#039;s transform&#039;s position is set to NaN. This forces the game to try to render from NaN perspective, resulting in seemingly random flashing colorful triangles to be drawn across the screen. This makes it impossible to see the game, despite that Samus can still move around normally. Beams and missiles do not work properly. This is because Samus&#039; Arm Cannon is tied to the Camera&#039;s position and therefore the Arm Cannon position is also set to NaN. If morphed, bombs and power bombs work normally, and can open the doors they would normally be able to open.&lt;br /&gt;
&lt;br /&gt;
===Fixing Lightshow===&lt;br /&gt;
It is possible to disable both IS and Lightshow while morphed if you unmorph and re-morph in an area with a fixed camera. This can be done with [[Spider Ball]] tracks or [[Morph Ball]] tunnels or fixed camera perspectives like in [[Ruined Fountain]]. Upon unmorphing, the camera will be drawn at NaN again, giving Samus lightshow. To permanently fix lightshow, the Camera must be reloaded. This is accomplished through any [[Actionable Cutscene Gltich|cutscene]] that has a scripted camera or by reloading Samus entirely with a death or elevator.&lt;br /&gt;
&lt;br /&gt;
===NaN Cannon===&lt;br /&gt;
By giving yourself Lightshow, the Camera&#039;s position is written to the Arm Cannon&#039;s position. This causes projectiles to be fired from NaN which results in most weapons not working. In [[Metroid Prime]], Samus can use [[Flamethrower]] with Lightshow to interact with triggers and damage enemies. In [[Metroid Prime 3: Corruption]], [[Missile Launcher|Missiles]] can sometimes open doors, and have some other strange effects. &lt;br /&gt;
&lt;br /&gt;
====Interesting Effects====&lt;br /&gt;
* The Map and Visor can be seen with Lightshow by disabling the Hud Lag in the options menu.&lt;br /&gt;
* In [[Metroid Prime 2: Echoes]], Morphing and Unmorphing with Light Show can make the map unload. Attempting to open and then close the map more than once will crash the game.&lt;br /&gt;
* In [[Metroid Prime 3: Corruption]] It is also possible to get Nan &#039;&#039;&#039;linear velocity&#039;&#039; which behaves differently with collision than traditional Framedrag. This can be done after Spring Ball jumping into a specific elevator without the use of Infinite Speed. More research is needed in this game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video showing off lightshow, including unmorphing with fixed camera]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=bxsYV7V-Rp4}}&lt;br /&gt;
[Videos are still needed for these]&lt;br /&gt;
* [MP] Chapel of the Elders (wavesun)&lt;br /&gt;
{{#ev:youtube|https://youtu.be/yIH76tIwlDo}}&lt;br /&gt;
&lt;br /&gt;
==Detailed Mechanics==&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitch]]&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Oasis&amp;diff=3223</id>
		<title>Dark Oasis</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Oasis&amp;diff=3223"/>
		<updated>2021-10-21T18:07:52Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Hall of Stairs]]&amp;lt;/br&amp;gt;[[Ing Cache 3]]&amp;lt;/br&amp;gt;[[Main Reactor]]&amp;lt;/br&amp;gt;[[Oasis Access]]}}&#039;&#039;&#039;Dark Oasis&#039;&#039;&#039; is a room located in the [[Dark Agon Wastes]] region of [[Metroid Prime 2: Echoes]]. It contains one of the nine Sky Temple Keys, which is submerged in Dark Water and hidden behind a wall that requires a [[Power Bomb]] to destroy.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=AFTER&amp;lt;/br&amp;gt;BEFORE&amp;lt;/br&amp;gt;1st Pass&amp;lt;/br&amp;gt;2nd pass}}The STK in this room does not spawn until the [[Power Bomb Guardian]] is killed.&lt;br /&gt;
&lt;br /&gt;
==Without Space Jump==&lt;br /&gt;
It is possible to get out of the pit housing the STK without the [[Space Jump Boots]]. It requires having [[Screw Attack]].&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=TJNbIv-HuY4}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dark_Agon_Temple&amp;diff=3221</id>
		<title>Dark Agon Temple</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dark_Agon_Temple&amp;diff=3221"/>
		<updated>2021-10-21T18:00:09Z</updated>

		<summary type="html">&lt;p&gt;HeadshotTAS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dark Agon Temple Access]]&amp;lt;/br&amp;gt;[[Dark Controller Access (Dark Agon Wastes)|Dark Controller Access]]&amp;lt;/br&amp;gt;[[Trial Tunnel]]}}&#039;&#039;&#039;Dark Agon Temple&#039;&#039;&#039; is a room located in the [[Dark Agon Wastes]] region of [[Metroid Prime 2: Echoes]]. It contains the [[Amorbis]] boss fight, which guards the [[Dark Suit]]. Three Dark Agon keys can be used to unlock the door to the fight.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Cheats&amp;lt;/br&amp;gt;Don&#039;t load&amp;lt;/br&amp;gt;Key Gate&amp;lt;/br&amp;gt;Amorbis Boss&amp;lt;/br&amp;gt;Boss Level Safe Zones&amp;lt;/br&amp;gt;Upper Level Safe Zones&amp;lt;/br&amp;gt;Boss Intro Cinema&amp;lt;/br&amp;gt;Boss Death Cinema&amp;lt;/br&amp;gt;Dark Suit Cinema&amp;lt;/br&amp;gt;Key Gate (Open)&amp;lt;/br&amp;gt;Raise exit platform&amp;lt;/br&amp;gt;BEFORE&amp;lt;/br&amp;gt;AFTER&amp;lt;/br&amp;gt;Boss Intro Controller&amp;lt;/br&amp;gt;Boss Pre Intro Cinema&amp;lt;/br&amp;gt;Gamer&#039;s Summit}}&lt;br /&gt;
&lt;br /&gt;
==Amorbis Skip==&lt;br /&gt;
The trigger to start the Amorbis fight doesn&#039;t cover the entire area, meaning that Samus can move around it to avoid the fight entirely.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=spBMSGyl9Vk}}&lt;br /&gt;
&lt;br /&gt;
==Secret World==&lt;br /&gt;
It is possible to get out of bounds in this room. The process for getting out of bounds is largely the same as it is in [[Agon Temple]], but here a [[Bomb Space Jump]] is used to make it on the support beam.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Dx4naZBRt-w}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
</feed>