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	<updated>2026-05-06T02:02:00Z</updated>
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		<id>https://wiki.metroidprime.run/w/index.php?title=Scan_Visor&amp;diff=3347</id>
		<title>Scan Visor</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Scan_Visor&amp;diff=3347"/>
		<updated>2023-01-14T04:20:39Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Out of Range Scans (&amp;quot;Odd&amp;quot; Scans) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Scan Visor&#039;&#039;&#039; is one of the two visors that Samus will normally have equipped by default in the Prime games. It allows for Samus to scan specific points of interest, including switches which are activated by scanning them, such as the scan post the activates the second set of targets in [[Exterior Docking Hangar]]. Most rooms in the Prime games will have at least a couple scan points. Pressing A or D-pad Up will change back to the Combat Visor.&lt;br /&gt;
&lt;br /&gt;
While the Scan Visor is normally not considered a collectable item, certain randomizers have the ability to make it into an item. This will make it so that Samus will not have the Scan Visor by default.&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime==&lt;br /&gt;
In Prime 1, the Scan Visor works by locking on to preset points on the map. Enemies will have these points affixed to them so that Samus can scan them as they are moving. The scans are color coded: red scan points are typically more important for the lore, while orange scan points are not as important. The scan points will become translucent when fully scanned.&lt;br /&gt;
&lt;br /&gt;
===Scan Visor Crash===&lt;br /&gt;
If you bring up the Scan Visor at the exact wrong time while transitioning through rooms, this can crash the game. The reason this happens is because the Scan Visor checks to see which scan points are loaded when it is brought up, and it crashes if it looks for these points before they are properly loaded. Scan points are only fully loaded once the room is transitioned. The video below demonstrates one example of this crash when transitioning into [[Reflecting Pool]], though this can happen in any room.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=UjxtV49m4es}}&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime 2: Echoes==&lt;br /&gt;
The way the Scan Visor works was changed in Echoes. Instead of locking on to preset points, every object that is scannable will be highlighted in the Scan Visor. The color coding was also changed from Prime 1, with red objects being important scans and blue scans being not as important. Once something is scanned, it turns green.&lt;br /&gt;
&lt;br /&gt;
Since the Scan Visor was changed, a number of unintentional quirks were added as a result.&lt;br /&gt;
&lt;br /&gt;
===Out of Range Scans (&amp;quot;Odd&amp;quot; Scans)===&lt;br /&gt;
The game calculates if a scan is in range by calculating it based on Samus&#039; line of sight. However, this line of sight doesn&#039;t always match with what the Scan Visor is focused on, depending on the type of scan it is. This is because of a change in the way scanning works in Echoes. There are two types of scannable objects: &amp;quot;fixed&amp;quot; scans, which automatically direct Samus&#039; facing angle to a predetermined point; and &amp;quot;odd&amp;quot; scans, which do not, and therefore must calculate how far away the scan is from Samus. For these &amp;quot;odd&amp;quot; scan points specifically, if an obstacle is obstructing Samus&#039; view relative to the exact point being scanned, the game will incorrectly calculate how far away the scan is, allowing for the scan point to be scannable outside of its normal range. The video below demonstrates this oddity in the room [[Watch Station]] using the [[Spider Ball]] track as an example.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=DKYZPPgmzRE}}&lt;br /&gt;
&lt;br /&gt;
Using a Translator gate and Grapple Points in [[Sanctuary Temple]]&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Ojgfy4WvoaA}}&lt;br /&gt;
&lt;br /&gt;
===Sudden Angle Change (Dolphin Only)===&lt;br /&gt;
This is a bug that is only known to happen on Dolphin as a result of emulation inaccuracies. In certain cases, such as if a scan is attempted where the scannable point meets with an obstacle that blocks Samus&#039; scan, Samus&#039; facing angle will harshly change to a completely different direction. Sometimes this results in Samus scanning an entirely different scan point. This effect does not happen if the internal resolution is set to Native and there are no anti-aliasing effects.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rsGxYKZL7hE}}&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime 3: Corruption==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Scan Dash]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3320</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3320"/>
		<updated>2022-05-31T03:15:12Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* 100% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
&lt;br /&gt;
====4%====&lt;br /&gt;
When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MzoG_ggl-_Y}}&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3319</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3319"/>
		<updated>2022-05-31T03:15:04Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* 6% */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
&lt;br /&gt;
====4%====&lt;br /&gt;
When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MzoG_ggl-_Y}}&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3318</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3318"/>
		<updated>2022-05-31T03:14:37Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Without Space Jump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
&lt;br /&gt;
====4%====&lt;br /&gt;
When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MzoG_ggl-_Y}}&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3317</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3317"/>
		<updated>2022-05-31T03:14:10Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* If he doesn&amp;#039;t jump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
&lt;br /&gt;
====4%====&lt;br /&gt;
When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MzoG_ggl-_Y}}&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3316</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=3316"/>
		<updated>2022-05-31T03:11:30Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: Added tutorial video on Phase 2 without Spider Ball&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
&lt;br /&gt;
====4%====&lt;br /&gt;
When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=MzoG_ggl-_Y}}&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3046</id>
		<title>Incinerator Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3046"/>
		<updated>2021-10-19T02:59:58Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: Changed some wordings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Incinerator Drone&#039;&#039;&#039; (&#039;&#039;&#039;I-Drone&#039;&#039;&#039;) is a miniboss in the [[Burn Dome]] in Chozo Ruins. It guards the [[Morph Ball Bomb]].&lt;br /&gt;
&lt;br /&gt;
The Incinerator Drone must be damaged sufficiently 4 times before it is destroyed. It can only be damaged when its weak point is exposed. Where the weak point appears is not random. The weak spot is exposed either facing North to South or East to West room and alternates every other round starting with facing the East to West. There is a standable ledge around Incinerator Drone right in front of its top. In standing here, you can&#039;t get hit by the flames and can spawn kill the [[War Wasp|War Wasps]]. This lets you quickly shoot the weak spot, making the fight trivial. There are 4 rounds to the fight. The amount of time it takes to expose its weak point is random each time, but there are limits. After defeating Incinerator Drone you will fall into [[Morph Ball Bomb]].&lt;br /&gt;
&lt;br /&gt;
==During the Fight==&lt;br /&gt;
&lt;br /&gt;
* Incinerator Drone is vulnerable to [[Ice Beam]], which can be obtained before the fight using [[Out of Bounds]]. (&amp;lt;small&amp;gt;&#039;&#039;see also: [[Early Ice Beam]]&#039;&#039;&amp;lt;/small&amp;gt;)&lt;br /&gt;
* The [[Morph Ball]] tunnel blockage is damageable with [[Power Bomb|Power Bombs]] which can be obtained before the fight using [[Out of Bounds]]. This allows you to get the [[Missile Expansion]] in this room during the fight. (&amp;lt;small&amp;gt;&#039;&#039;see also: [[Power Bombs Before Bombs]]&#039;&#039;&amp;lt;/small&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==How the RNG Works==&lt;br /&gt;
&lt;br /&gt;
The round time it takes between 8 and 13 seconds (480-780 frames), and the remaining times it takes between 15 and 25 seconds (900-1500 frames). Since it is assumed that 1 frame passes between each of the rounds, the overall amount of time it takes is between 53.05 and 88.067 seconds (3183-5284 frames).&lt;br /&gt;
&lt;br /&gt;
This is how the Random Number Generation works for this fight:&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer (between 0 and 65535) is generated.&lt;br /&gt;
2. That number is divided by 65535, and the result is stored as a single-precision (32-bit) float. This number is always between 0 and 1.&lt;br /&gt;
3. A 32-bit floating point timer is initialized with an initial value of (5 * x) + 8 for the first round and (10 * x) + 15 for the rest, where x is the result from step 2.&lt;br /&gt;
4. Every frame, 1/60 is subtracted from the timer.&lt;br /&gt;
5. When the timer hits zero, the weak point becomes exposed.&lt;br /&gt;
6. The process is repeated until the I-Drone has no more hitpoints.&lt;br /&gt;
&lt;br /&gt;
There are 301 possible durations (numbers of frames) for the first round and 601 possible durations for the rest. Since there are 65536 possible random numbers, each duration for the first round should correspond to about 218 different random numbers, and each duration for the rest should correspond to about 109 different random numbers.&lt;br /&gt;
&lt;br /&gt;
===Best possible RNG===&lt;br /&gt;
&lt;br /&gt;
For the rounds other than the first, the there are 109 initial random numbers (0-65535) that result in the minimum number of frames (900), which are 0-128. For the first round, however, it turns out that there is only 1 initial random number that results in the minimum number of frames (480), which is 0. This is due to the nature of floating-point arithmetic. The probability of getting a perfect round is thus 1/65536 for the first round and 109/65536 for the other three rounds, for an overall probability of (1)*(109)^3 / (65536)^4, or (109^3) / (2^64), or about 7.02e-14, or about 1 in 14 billion.&lt;br /&gt;
&lt;br /&gt;
===Worst possible RNG===&lt;br /&gt;
&lt;br /&gt;
For the rounds other than the first, there are only 2 initial random numbers (0-65535) that result in the maximum number of frames (1500), which are 65534-65535. For the first round, there is again only 1 initial random number that results in the maximum number of frames (780), which is 65535. The probability of getting the worst possible round is thus 1/65536 for the first round and 2/65536 for the other three rounds, for an overall probability of (1)*(2)^3 / (65536)^4, or 1 / (2^61), or about 4.34e-19, or about 1 in 2.3 quintillion.&lt;br /&gt;
&lt;br /&gt;
===Everything in between===&lt;br /&gt;
&lt;br /&gt;
This [https://github.com/Skull64/metroid-rocks/tree/master/i_drone code] calculates the probability of I-Drone taking every possible number of frames. It also displays the cumulative probability of it taking all numbers of frames less than or greater than every possible number of frames.&lt;br /&gt;
&lt;br /&gt;
For example, one of the slowest I-Drone fights was timed to have taken 85.933 seconds (5156 frames) after subtracting the time it took to shoot the weak points after they became visible. The code calculated that the probability of I-Drone taking 5156 or more frames is 1/6064. Thus it could be said that only 1/6000 or so I-Drone fights could be expected to have worse RNG than the RNG in that fight.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Floaty_Jump&amp;diff=3027</id>
		<title>Floaty Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Floaty_Jump&amp;diff=3027"/>
		<updated>2021-10-18T20:03:48Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Metroid Prime 2: Echoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Floaty Jump&#039;&#039;&#039; (&amp;lt;small&amp;gt;&#039;&#039;see also&#039;&#039;: [[Jumping]]&amp;lt;/small&amp;gt;) or simply Floaty is the state that Samus is in when the game applies water physics to her while she is outside of water. As a result, Samus will jump much higher in the air than would otherwise be possible under normal circumstances. This is possible because you can force the game to think that Samus is deeper inside the water than she actually is. There are multiple methods of getting Floaty Jump in the Prime games, and these differ by the room.&lt;br /&gt;
&lt;br /&gt;
While Floaty Jump doesn&#039;t have a major use in the three major speedrunning categories (formerly used in 21%), there are still applications for it. For example, there are some [[Secret World|Secret Worlds]], such as the one in [[Shorelines Entrance]], that cannot be done without Floaty Jump. It is possible to get Floaty Jump in the PAL and [[Metroid Prime Trilogy|Trilogy]] versions of Prime 1, but the effect will disappear once the room&#039;s water box is unloaded. This is because the behavior was changed such that Samus&#039; water physics are tied to the specific water box in this version of the game. This change was first introduced in PAL and then carried over to the Trilogy version of the game.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview==&lt;br /&gt;
In the Metroid Prime series, water is made up of triggers that are placed in the individual rooms. This includes the lava in [[Magmoor Caverns]] and the dark water in the Dark Aether regions of Echoes. When Samus interacts with these triggers, multiple values in memory are changed to account for this. Two of these values are relevant:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fluid Counter&#039;&#039;&#039;: Value that tracks whether or not Samus is currently interacting with a water box. This value can range from 0-3, corresponding with the number of water boxes Samus is interacting with. If this value goes over 3, it will instead go back to 0 and water physics will therefore be disabled. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[Floaty Jump#Psuedo Gravity Suit|Abusing the Fluid Counter]])&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Fluid Depth&#039;&#039;&#039;: Value for registering how far inside the water Samus is relative to the surface of the waterbox that you are entering from. Once this value is &amp;gt;1.25, the game applies water physics to Samus. Game does not check where you left a water box from only that your fluid depth is &amp;gt;1.25 when you leave. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[Floaty Jump#Psuedo Gravity Suit|Abusing the Fluid Depth]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pre-Floaty==&lt;br /&gt;
Pre-floaty is the requisite state for getting Floaty in Prime 1. Pre-Floaty describes a fluid counter &amp;gt; 0 while having a fluid depth of &amp;lt;1.25. While is in pre-floaty, it is possible to touch the edges of a water box and get Floaty Jump as a result. You can increase your fluid counter and get pre-floaty only by unloading a water box while Samus is inside. There are multiple methods of unloading water boxes:&lt;br /&gt;
&lt;br /&gt;
* Being inside a water box at the same time the room naturally unloads it. &lt;br /&gt;
* Being inside a water box and then unloading the box while inside of it using [[Infinite Speed]]. &lt;br /&gt;
* Being inside a water box out of bounds of an adjacent room and touching an unload trigger for that room while inside of it. &lt;br /&gt;
(&amp;lt;small&amp;gt;&#039;&#039;see also&#039;&#039;: [[Floaty Jump#List of Rooms That Can Give Pre-Floaty|List of Rooms That Can Give Pre-Floaty]]&amp;lt;/small&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
==Floaty==&lt;br /&gt;
Floaty is when Samus has underwater physics while not being in the water. Specifically it is a fluid counter &amp;gt;0 and a fluid depth of &amp;gt;1.25 while Samus is out of water. Getting floaty from pre-floaty is as simple as updating Samus fluid depth value to be &amp;gt;1.25 Touching water typically will lose floaty as it resets your fluid depth to &amp;lt;1.25. There are two methods for acquiring floaty from pre-floaty state:{{#ev:youtube|https://www.youtube.com/watch?v=YScpSa5mcjA||right|Out of Bounds Method}}&lt;br /&gt;
&lt;br /&gt;
===Out of Bounds Method===&lt;br /&gt;
This is the most common method of obtaining Floaty. Once in pre-floaty, go [[Out of Bounds]] and touch the water box. While Samus is in the water her&amp;lt;br/&amp;gt;fluid depth is checked relative to the surface only, so leaving the same water box from the side or bottom Samus can maintain a high fluid depth &amp;gt;1.25.&amp;lt;br/&amp;gt;This will give Samus Floaty Jump in the air after interacting with the box.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overlapping Water Box Method===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2d-CmTzN7Hc||right|Overlapping Water Boxes Method}}&lt;br /&gt;
Once in pre-floaty, go to a room that has a connecting room with another water box. The other water box has to be such that its fluid depth is higher &amp;lt;br/&amp;gt;than the one you are entering. In the video below, this is done in the room [[Frozen Pike]]. It is possible to carry this increased fluid depth into the box with &amp;lt;br/&amp;gt;the lower fluid depth level. This means that when exiting the water box, Samus&#039; fluid depth level will be greater than 1.25, giving Floaty.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Once Samus has Floaty Jump, simply entering a water box like normal is enough to cancel the effects. Once Samus enters the water box, the fluid depth value will update like normal, removing the effects of Floaty. However, the fluid counter value will still be above 0 in the air, meaning that even when entering a water box, Samus will still maintain the pre-floaty state. Despite this, if the route being done requires carrying Floaty through multiple rooms, then it is important to never touch these boxes until it is desired to get rid of Floaty. Floaty will also be lost through any Elevator, Death, or reload from a Save Station. This is because Samus is unloaded losing her fluid count and fluid depth and then reloaded after.&lt;br /&gt;
==Psuedo Gravity Suit==&lt;br /&gt;
Psuedo Gravity Suit is when Samus has normal physics underwater. This is similar to [[Underwater Movement#Air Underwater|Air Underwater]] in [[Metroid Prime 2: Echoes]] however behaves differently in Prime. Psuedo Gravity will give Samus completely unrestricted underwater movement, an skill usually obtained through acquiring the [[Gravity Suit]]. Applications of Psuedo Gravity Suit are extremely limited one application one of the only known applications is acquiring the [[Energy Tank]] in [[Hydro Access Tunnel]] without the real [[Gravity Suit]]. Because underwater physics are calculated by both fluid depth and fluid counter separately, there are two separate methods of obtaining Psuedo Gravity Suit:&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
===Abusing the Fluid Counter===&lt;br /&gt;
Inbounds the most water boxes Samus can be in is 3 at any given time. Because of this, if Samus&#039; fluid count were to ever increase from here, it would go back down to 0 instead. By unloading any water box while inside it, you prevent the game from subtracting the water boxes you&#039;re currently in. This can allow you to have a fluid counter &amp;gt;0 or as its called, pre-floaty. By stacking pre-floaty multiple times we can keep adding to the fluid counter until it resets back to 0. This can allow samus to have a fluid counter of 0 while she&#039;s underwater. This gives Samus normal physics while underwater. &lt;br /&gt;
===Abusing the Fluid Depth===&lt;br /&gt;
The fluid depth can be abused at the transitions between water boxes. By transitioning back and forth between two adjacent water boxes, it is possible to carry Samus&#039; fluid depth from one water box to the next. This is only possible for one water box at a time and cannot be used to carry a fluid depth through multiple water boxes. This is because transitioning back and forth into the next water box will reset fluid depth you have carried to those respective water box depths. In carrying a high water box value into a low enough water box, Samus can leave the lower water box at a depth value &amp;gt;1.25 giving her floaty jump. By carrying a low water box value into a high enough water box, Samus can have negative water depth value while being underwater. This will give Samus normal physics but only as long as her fluid depth &amp;gt;1.25 or Samus gets a fluid depth &amp;gt;5. If samus gets too high a negative fluid depth the game considers this to be the same as being outside of the water and will set the fluid depth to 0. This will also give Samus normal physics. Both of these versions of Pseudo Gravity Suit will only last as long as Samus is inside that particular water box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime==&lt;br /&gt;
===List of Rooms That Can Give Pre-Floaty===&lt;br /&gt;
Theoretically any water box taller than 1.25 units can be used to acquire Pre-Floaty through the [[Infinite Speed]] method. These rooms will be listed with an asterisk (*) . Floaty is not possible in [[Phazon Mines]] because there are no water boxes. [[Waste Disposal]] appears to have water, however this water is not real and cannot be used for Floaty.&lt;br /&gt;
* [[Magmoor Workstation]]&lt;br /&gt;
* [[Phendrana Shorelines]]*&lt;br /&gt;
* [[Sunchamber]]&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime 2: Echoes==&lt;br /&gt;
With current knowledge, there is only one spot to get Floaty Jump in [[Metroid Prime 2: Echoes]]. This can happen in the room [[Dark Torvus Temple]], just before the [[Chykka]] fight starts, if Samus does not have [[Light Suit]] and is standing on the Dark Water when the Chykka fight activates. By doing this, she will have all of the effects of Floaty Jump including the ability to jump higher than normal, but unlike Prime, Morph Ball is not affected by Floaty at all. Because the requirements for getting Floaty are so specific, it is only typically used in a couple of niche cases, such as being able to defeat [[Power Bomb Guardian]] without the [[Spider Ball]].&lt;br /&gt;
&lt;br /&gt;
==Metroid Prime 3: Corruption==&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3011</id>
		<title>Metroid Prime Trilogy/TODO</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3011"/>
		<updated>2021-10-18T18:55:35Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Corruption */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prime=&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add missing videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP1)|List of Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Echoes=&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP2)|List of Secret Worlds]]&lt;br /&gt;
*Add list of Tricks&lt;br /&gt;
&lt;br /&gt;
=Corruption=&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3010</id>
		<title>Metroid Prime Trilogy/TODO</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3010"/>
		<updated>2021-10-18T18:55:17Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prime=&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add missing videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP1)|List of Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Echoes=&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP2)|List of Secret Worlds]]&lt;br /&gt;
*Add list of Tricks&lt;br /&gt;
&lt;br /&gt;
=Corruption=&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3009</id>
		<title>Metroid Prime Trilogy/TODO</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3009"/>
		<updated>2021-10-18T18:54:20Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Echoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prime=&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add missing videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP1)|List of Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Echoes=&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP2)|List of Secret Worlds]]&lt;br /&gt;
*Add list of Tricks&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3008</id>
		<title>Metroid Prime Trilogy/TODO</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_Trilogy/TODO&amp;diff=3008"/>
		<updated>2021-10-18T18:53:11Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Prime 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Prime=&lt;br /&gt;
&lt;br /&gt;
==Secret Worlds==&lt;br /&gt;
*Add missing videos&lt;br /&gt;
*Create dedicated SW pages as per [[Metroid Prime Trilogy/List of Secret Worlds (MP1)|List of Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
=Echoes=&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=1751</id>
		<title>Emperor Ing</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Emperor_Ing&amp;diff=1751"/>
		<updated>2021-02-08T04:14:26Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Multi-Round Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Emperor Ing&#039;&#039;&#039; is the main Final Boss in Metroid Prime 2, found in [[Sanctum (Sky Temple)|Sanctum]] in [[List of Rooms (Echoes)#Great Temple (Sky Temple|Sky Temple]]. It precedes the Escape Sequence.&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
*Health: 700 (40 per Tentacle)&lt;br /&gt;
*1 Light Shot kills a Tentacle.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
*Health: 330 (30 Per Tentacle)&lt;br /&gt;
*Can only be Damaged by Bombs/Power Bombs&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
*Health: 1000 (Stun: 100, Beam Phase: 250)&lt;br /&gt;
*Hitbox Underneath his Body Vulernable to SA&lt;br /&gt;
&lt;br /&gt;
= Strategies =&lt;br /&gt;
&lt;br /&gt;
== Phase 1 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* His eye shield will always move in the same pattern to start off the fight. As such, you want to start moving to the right during the first two lasers he fires from his eye, and then start moving back to the left afterwards.&lt;br /&gt;
* If you are close enough to him, his own body will block the laser he fires from his eye. This can be very helpful in one-rounding him. Be careful not to get too close though, since you can run into him and get damaged, along with losing your charge beam.&lt;br /&gt;
* If you don&#039;t one-round him, he will come back with 8 tentacles instead of 4. The best thing to do if you miss the one-round is to immediately morph, do a [[Triple Bomb Jump]], and lay a [[Power Bomb]] at the top of your Bomb Jump. This should kill most or all of the tentacles and you can quickly start to damage his eye again.&lt;br /&gt;
=== One-round strategies ===&lt;br /&gt;
The only strategy that is universal across categories is that you want to immediately look up and fire an uncharged Light Beam shot at the first 4 tentacles. What happens afterwards is where the categories diverge. However, in all categories you are capable of one-rounding this phase. Here are the best methods for each category:&lt;br /&gt;
==== Any% ====&lt;br /&gt;
Fire 4 Super Missiles. You can Scan Visor Cancel as many shots as you wish. Obviously, the more you cancel, the faster you can do the fight at the cost of increased difficulty (since it can be somewhat awkward to re-lock on to his eye).&lt;br /&gt;
==== 100% ====&lt;br /&gt;
After killing the last tentacle with Light Beam, immediately start charging your beam and fire [[Sunburst]]. Then, switch to [[Annihilator Beam]] and spam uncharged shots the remainder of the fight.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rjx_4Aoy-oE}}&lt;br /&gt;
==== 6% ====&lt;br /&gt;
Start the fight with a charged Light Beam shot, and fire an uncharged shot right afterwards as you begin charging your beam again. Keep repeating the process of doing charge shots followed by an immediate uncharged shot for the remainder of the fight. This is by far the most difficult method.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2MdSdgDf_Xo}}&lt;br /&gt;
&lt;br /&gt;
=== Multi-Round Strategy ===&lt;br /&gt;
* 4%: When the second round of tentacles appear, remember the Position where the shields weren&#039;t in the way, because when it becomes vulnerable, the last registered position will resume.&lt;br /&gt;
&lt;br /&gt;
For this moment you want to keep shooting at the tentacles and avoid as much damage as possible with Cannonball, if you still have Annihilator Beam equipped, lock onto a specific tentacle and keep shooting at it, don&#039;t alternate in between tentacles as it will last longer and the more tentacles there are to harm you.&lt;br /&gt;
&lt;br /&gt;
If you have Power Beam equipped, wait until the tentacles are moving slowly to shoot, one fully charged shot will take it down. It is possible to snipe them as they&#039;re moving but it&#039;s not recommended as you waste time by charging your shots again when you could have found a viable window to shoot a tentacle.&lt;br /&gt;
&lt;br /&gt;
Once all the tentacles are out, quickly return to the last vulnerable position and shoot down it&#039;s weak spot until it goes to phase 2.&lt;br /&gt;
&lt;br /&gt;
== Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
* There are 11 pores, and an ideal fight will kill them with exactly 3 Power Bombs, killing in the order of 4-4-3.&lt;br /&gt;
* If you miss pores with your Power Bombs, go back and just lay 3 normal bombs to kill the stragglers.&lt;br /&gt;
* Except for 100%, be very conscious of trying to get Missile drops from the Inglets during this fight, as you will want them for [[Dark Samus 3/4|Dark Samus]].&lt;br /&gt;
* In Any% and 6%, you should have [[Cannon Ball]] which makes this fight significantly easier. If you don&#039;t, you might get knocked down by the randomly spawning [[Inglet|Inglets]]. If so, you will just have to improvise.&lt;br /&gt;
&lt;br /&gt;
=== 4-4-3 Strategy ===&lt;br /&gt;
Note that the method described below is only one way to get the 4-4-3 kill, and there are other ways to make it work.&lt;br /&gt;
&lt;br /&gt;
* To start, there is a section of 4 pores. Go straight up along the first two pores, then turn to the top-right pore and lay your first Power Bomb right as you get to this pore. Then, immediately go down to the bottom-right pore until you have fully covered it with Morph Ball. Finally, go back up to the top-right one and start wiggling around it. If done swiftly, this will eliminate all 4.&lt;br /&gt;
* Now you are dealing with a new section of 4 pores. Go right so that you are on the top-left pore in this new section, then go down to the bottom-left one until you are covering it. Then, go back up to the top-left pore and start wiggling around it, then lay a Power Bomb in the middle of the section. Finally, after laying the Power Bomb in the middle, go to the top-right pore and then down to the bottom-right pore until you&#039;re covering it, then back up to wiggling around the top-right one. If done well, you should eliminate all 4. &lt;br /&gt;
* The last section is the only one with 3 pores. It continues the pattern seen in the last two, since you want to start by going from the top-left pore in the section down to the bottom-left pore until you&#039;re covering it, then back up to wiggling around the top-left. Finally, lay a Power Bomb in the middle, and wiggle around the one remaining pore on the right. Hopefully, this will end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Without Spider Ball ===&lt;br /&gt;
*You will need to jump from each lower tentacle to the top of Emperor Ing, then morph and as you fall passed the upper tentacles, lay Bombs or a Power Bomb. Repeat this strategy until all the top tentacles are gone.&lt;br /&gt;
*At this point, it is safe to jump off each lower tentacle and lay Bombs or a PB as you fall down to destroy them.&lt;br /&gt;
*Refill PBs/Energy as necessary&lt;br /&gt;
&lt;br /&gt;
&amp;lt;video&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Phase 3 ==&lt;br /&gt;
=== If he doesn&#039;t jump ===&lt;br /&gt;
* Start the fight by locking onto his mouth, strafing once to the left, then waiting two seconds. Waiting is absolutely critical since going too early (killing him while he&#039;s in the middle of his light beam attack) can crash the game. Also, the strafe to the left is optional but seems to make it a bit easier to execute the following Screw Attack. &lt;br /&gt;
* After you have waited two full seconds, jump once straight up, Space Jump straight up slightly before you land, then hold forward and press B to initiate Screw Attack. &lt;br /&gt;
* From here, do Screw Attacks that dip low to the ground since lower Screw Attacks deal higher damage. Keep in mind that you are walking a fine line since you don&#039;t want to wait so long on pressing B that you actually land from the Screw Attack. &lt;br /&gt;
* If done well, you can kill him in one Screw Attack. If you don&#039;t, just get away from him, line up again, and do more Screw Attacks under his body.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ht_H7dnytJw}}&lt;br /&gt;
&lt;br /&gt;
=== If he jumps ===&lt;br /&gt;
* It is important to note that, rarely, Emperor Ing will start the fight by jumping at you instead of waiting. If this happens, immediately Screw Attack under his general vicinity during his jump and it should do good damage. In fact, if you&#039;re lucky, it can sometimes instantly kill him which results in the optimal fight. &lt;br /&gt;
* If you don&#039;t get the optimal instant kill, just do further improvised Screw Attacks under his body.&lt;br /&gt;
&lt;br /&gt;
=== Without Space Jump ===&lt;br /&gt;
Unfortunately, if you do not have [[Space Jump Boots]], you must fight this phase as intended, as Screw Attack won&#039;t damage him. The simplest strategy is to fire a Super Missile when his mouth is red to stun it. This will change his mouth to Dark or Light. The opposite beam is required to damage this phase. If you have Annihilator Beam, that is your best option here. Fire ~50 shots to end each phase (because the hitbox is bad). This will take off 25% of his health. Repeat the process until he is dead. If you run out of ammo, you can farm the [[Nightbarb|Nightbarbs]] and [[Lightswarm]] he spawns for ammo.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vj9_qbr5mhk}}&lt;br /&gt;
&lt;br /&gt;
=== 4% ===&lt;br /&gt;
&lt;br /&gt;
TODO&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1750</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1750"/>
		<updated>2021-02-08T04:01:54Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Scan Dash (Echoes)|Scan Dashing]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Dash_Jump_(Echoes)&amp;diff=1749</id>
		<title>Dash Jump (Echoes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Dash_Jump_(Echoes)&amp;diff=1749"/>
		<updated>2021-02-08T04:01:21Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: MrMiguel moved page Dash Jump (Echoes) to Scan Dash (Echoes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Scan Dash (Echoes)]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Scan_Dash_(Echoes)&amp;diff=1748</id>
		<title>Scan Dash (Echoes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Scan_Dash_(Echoes)&amp;diff=1748"/>
		<updated>2021-02-08T04:01:21Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: MrMiguel moved page Dash Jump (Echoes) to Scan Dash (Echoes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like its predecessor, Prime 2 allows for the player to cover extra long horizontal distances using techniques that abuse the dashing mechanic. However, in Echoes there are two ways to gain extra horizontal distance through dashing instead of just one, both varying in difficulty. The standard method of dash jumping is easier, but way slower and less useful than that of Prime 1. The other method, known as extended dashing, allows you to get dash speeds that are similar to that of Prime 1, and is more versatile at the cost of being harder to execute, requiring more extensive training to do properly and consistently. Nonetheless, Dash Jumping is still an essential form of movement in Echoes speedrunning that has applications in numerous different areas of the game.&lt;br /&gt;
&lt;br /&gt;
==Scan Dash==&lt;br /&gt;
To perform a Scan Dash:&lt;br /&gt;
* Lock on to a target with either Scan Visor or Combat Visor&lt;br /&gt;
* Strafe off of that target while holding down R almost immediately afterwards&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, it is necessary to keep holding both L and R throughout the scan dash. If either button is released, then you will instantly slow down. Also, it is possible to bend or curve the scan dash by rolling the control stick up or down before the R button has been pressed. Once R is pressed, then your angle and speed is locked until you let go of either L or R again.&lt;br /&gt;
&lt;br /&gt;
* To get the best height and distance from a scan dash, you want press R roughly 1/4 of a second after beginning the dash&lt;br /&gt;
* You can look where you are going during a Scan Dash by pressing A to drop the Scan Visor. As long as you are still holding L and R, this will not affect your speed or direction whatsoever and you can look around freely.&lt;br /&gt;
* If you did a dash in Combat Visor, or use a scan target that is close enough that you begin actually scanning it, then it&#039;s still possible to look around during the dash, but at a slight cost of speed. Just briefly let go of L to stop locking onto your target, and then immediately begin holding L again to minimize the speed loss.&lt;br /&gt;
* Assuming you are still holding L and R, you can peform a &amp;quot;bunnyhop&amp;quot; after a Scan Dash by jumping immediately after touching the ground again. This lets you continue jumping while maintaining most of the speed from your original scan dash. The most significant application of bunnyhopping can be seen in [[Vault (Sanctuary Fortress)|Vault]].&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video of dashing&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extended Dash ==&lt;br /&gt;
To perform an extended dash:&lt;br /&gt;
* Lock on to a target with either Scan Visor or Combat Visor&lt;br /&gt;
* Press and hold B for about 1/4 of a second, making sure you get about enough height, then let go of B to dash in either direction&lt;br /&gt;
* Immediately when landing on the ground, hold R and press B again. How much speed you will retain will depend on how precisely you do these inputs&lt;br /&gt;
* Keep holding L and R for the rest of the dash&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Scan_Dash_(Echoes)&amp;diff=1747</id>
		<title>Scan Dash (Echoes)</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Scan_Dash_(Echoes)&amp;diff=1747"/>
		<updated>2021-02-08T03:58:26Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Like its predecessor, Prime 2 allows for the player to cover extra long horizontal distances using techniques that abuse the dashing mechanic. However, in Echoes there are two ways to gain extra horizontal distance through dashing instead of just one, both varying in difficulty. The standard method of dash jumping is easier, but way slower and less useful than that of Prime 1. The other method, known as extended dashing, allows you to get dash speeds that are similar to that of Prime 1, and is more versatile at the cost of being harder to execute, requiring more extensive training to do properly and consistently. Nonetheless, Dash Jumping is still an essential form of movement in Echoes speedrunning that has applications in numerous different areas of the game.&lt;br /&gt;
&lt;br /&gt;
==Scan Dash==&lt;br /&gt;
To perform a Scan Dash:&lt;br /&gt;
* Lock on to a target with either Scan Visor or Combat Visor&lt;br /&gt;
* Strafe off of that target while holding down R almost immediately afterwards&lt;br /&gt;
&lt;br /&gt;
Unlike the first game, it is necessary to keep holding both L and R throughout the scan dash. If either button is released, then you will instantly slow down. Also, it is possible to bend or curve the scan dash by rolling the control stick up or down before the R button has been pressed. Once R is pressed, then your angle and speed is locked until you let go of either L or R again.&lt;br /&gt;
&lt;br /&gt;
* To get the best height and distance from a scan dash, you want press R roughly 1/4 of a second after beginning the dash&lt;br /&gt;
* You can look where you are going during a Scan Dash by pressing A to drop the Scan Visor. As long as you are still holding L and R, this will not affect your speed or direction whatsoever and you can look around freely.&lt;br /&gt;
* If you did a dash in Combat Visor, or use a scan target that is close enough that you begin actually scanning it, then it&#039;s still possible to look around during the dash, but at a slight cost of speed. Just briefly let go of L to stop locking onto your target, and then immediately begin holding L again to minimize the speed loss.&lt;br /&gt;
* Assuming you are still holding L and R, you can peform a &amp;quot;bunnyhop&amp;quot; after a Scan Dash by jumping immediately after touching the ground again. This lets you continue jumping while maintaining most of the speed from your original scan dash. The most significant application of bunnyhopping can be seen in [[Vault (Sanctuary Fortress)|Vault]].&lt;br /&gt;
&lt;br /&gt;
TODO: &amp;lt;video of dashing&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Extended Dash ==&lt;br /&gt;
To perform an extended dash:&lt;br /&gt;
* Lock on to a target with either Scan Visor or Combat Visor&lt;br /&gt;
* Press and hold B for about 1/4 of a second, making sure you get about enough height, then let go of B to dash in either direction&lt;br /&gt;
* Immediately when landing on the ground, hold R and press B again. How much speed you will retain will depend on how precisely you do these inputs&lt;br /&gt;
* Keep holding L and R for the rest of the dash&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1746</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1746"/>
		<updated>2021-02-08T03:56:20Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Dash Jump (Echoes)|Scan Dashing]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1745</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1745"/>
		<updated>2021-02-08T03:56:08Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Dash Jump (Echoes)|Dash Jump]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1744</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1744"/>
		<updated>2021-02-08T03:55:36Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Dash Jumping (Echoes)|Dash Jumping]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1743</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1743"/>
		<updated>2021-02-08T03:55:08Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Dash Jumping (Echoes)|Scan Dashing]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1742</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1742"/>
		<updated>2021-02-08T03:54:37Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Movement Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Scan Dashing (Echoes)|Dash Jump]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1741</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1741"/>
		<updated>2021-02-08T03:52:11Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Welcome to the Metroid Prime Speedrunning Wiki! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
===== &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Welcome to the Metroid Prime Speedrunning Wiki!&amp;lt;big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
This website was made by runners for runners to help you gather information and get started into speedrunning any of the Metroid Prime games, in the hope that it will become useful for beginners as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
If you are an experienced runner/router and have knowledge about a game, feel free to create an account and contribute by creating a page or expanding existing ones.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
*[https://discord.me/metroidprime Metroid Prime Community Discord Server]&lt;br /&gt;
*[https://discord.gg/tjSDqV2Y8s Metroid Prime 2: Echoes Community Discord Server]&lt;br /&gt;
*[http://discord.gg/WWGcay6 Randomizer Discord Server]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1dPk8w2-Bm7BMrz0XEX2_y0u9wLKXLPQK9dsBGnkF3S4/edit#gid=1537761029 Damage Values]&lt;br /&gt;
*[[Downloads + Useful Links]]&lt;br /&gt;
*[[Randomizers]]&lt;br /&gt;
*[[Version Differences]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Want to help? ==&lt;br /&gt;
Check out the TODO page for each game to see what content needs to be written or recorded for the wiki!&lt;br /&gt;
&lt;br /&gt;
Please check the [[Video Guide]] for info on how to properly make videos.&lt;br /&gt;
&lt;br /&gt;
If you want to add a page of your own, or edit an existing page, please keep the [[Page Formula]] in mind!&lt;br /&gt;
* [[Metroid Prime/TODO|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/TODO|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/TODO|Metroid Prime 3: Corruption]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Click on a game below to view its respective pages.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:16403-metroid-prime-gamecube-front-cover.jpg|348px|border|link=[[Metroid Prime]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroidprime2echoes.jpg|348px|border|link=[[Metroid Prime 2: Echoes]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroid Prime 3 Packaging.jpg|350px|border|link=[[Metroid Prime 3: Corruption]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroid Prime Trilogy.jpg|350px|border|link=[[Metroid Prime Trilogy]]]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1740</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1740"/>
		<updated>2021-02-08T03:51:16Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
===== &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Welcome to the Metroid Prime Speedrunning Wiki!&amp;lt;big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
This website was made by runners for runners to help you gather information and get started into speedrunning any of the Metroid Prime games in the hope that it will become useful for beginners as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
If you are an experienced runner/router and have a knowledge about a game, feel free to create an account and contribute by creating a page or expanding existing ones.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
*[https://discord.me/metroidprime Metroid Prime Community Discord Server]&lt;br /&gt;
*[https://discord.gg/tjSDqV2Y8s Metroid Prime 2: Echoes Community Discord Server]&lt;br /&gt;
*[http://discord.gg/WWGcay6 Randomizer Discord Server]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1dPk8w2-Bm7BMrz0XEX2_y0u9wLKXLPQK9dsBGnkF3S4/edit#gid=1537761029 Damage Values]&lt;br /&gt;
*[[Downloads + Useful Links]]&lt;br /&gt;
*[[Randomizers]]&lt;br /&gt;
*[[Version Differences]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Want to help? ==&lt;br /&gt;
Check out the TODO page for each game to see what content needs to be written or recorded for the wiki!&lt;br /&gt;
&lt;br /&gt;
Please check the [[Video Guide]] for info on how to properly make videos.&lt;br /&gt;
&lt;br /&gt;
If you want to add a page of your own, or edit an existing page, please keep the [[Page Formula]] in mind!&lt;br /&gt;
* [[Metroid Prime/TODO|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/TODO|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/TODO|Metroid Prime 3: Corruption]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Click on a game below to view its respective pages.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:16403-metroid-prime-gamecube-front-cover.jpg|348px|border|link=[[Metroid Prime]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroidprime2echoes.jpg|348px|border|link=[[Metroid Prime 2: Echoes]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroid Prime 3 Packaging.jpg|350px|border|link=[[Metroid Prime 3: Corruption]]]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
[[File:Metroid Prime Trilogy.jpg|350px|border|link=[[Metroid Prime Trilogy]]]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1739</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1739"/>
		<updated>2021-02-08T03:48:05Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Welcome to the Metroid Prime Speedrunning Wiki! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
===== &amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;Welcome to the Metroid Prime Speedrunning Wiki!&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
This website was made by runners for runners to help you gather information and get started into speedrunning any of the Metroid Prime games in the hope that it will become useful for beginners as well as experienced players.&lt;br /&gt;
&lt;br /&gt;
If you are an experienced runner/router and have a knowledge about a game, feel free to create an account and contribute by creating a page or expanding existing ones.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
*[https://discord.me/metroidprime Metroid Prime Community Discord Server]&lt;br /&gt;
*[https://discord.gg/tjSDqV2Y8s Metroid Prime 2: Echoes Community Discord Server]&lt;br /&gt;
*[http://discord.gg/WWGcay6 Randomizer Discord Server]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1dPk8w2-Bm7BMrz0XEX2_y0u9wLKXLPQK9dsBGnkF3S4/edit#gid=1537761029 Damage Values]&lt;br /&gt;
*[[Downloads + Useful Links]]&lt;br /&gt;
*[[Randomizers]]&lt;br /&gt;
*[[Version Differences]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;35%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Want to help? ==&lt;br /&gt;
Check out the TODO page for each game to see what content needs to be written or recorded for the wiki!&lt;br /&gt;
&lt;br /&gt;
Please check the [[Video Guide]] for info on how to properly make videos.&lt;br /&gt;
&lt;br /&gt;
If you want to add a page of your own, or edit an existing page, please keep the [[Page Formula]] in mind!&lt;br /&gt;
* [[Metroid Prime/TODO|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/TODO|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/TODO|Metroid Prime 3: Corruption]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Click on a game below to view its respective pages.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&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;
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[[File:Metroid Prime Trilogy.jpg|350px|border|link=[[Metroid Prime Trilogy]]]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1738</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Main_Page&amp;diff=1738"/>
		<updated>2021-02-08T03:31:57Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
==Welcome to the Metroid Prime Speedrunning Wiki!==&lt;br /&gt;
This wiki is meant to help Metroid Prime speedrunners of all skill levels.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== General Information ==&lt;br /&gt;
*[https://discord.me/metroidprime Metroid Prime Community Discord Server]&lt;br /&gt;
*[https://discord.gg/tjSDqV2Y8s Metroid Prime 2: Echoes Community Discord Server]&lt;br /&gt;
*[http://discord.gg/WWGcay6 Randomizer Discord Server]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1dPk8w2-Bm7BMrz0XEX2_y0u9wLKXLPQK9dsBGnkF3S4/edit#gid=1537761029 Damage Values]&lt;br /&gt;
*[[Downloads + Useful Links]]&lt;br /&gt;
*[[Randomizers]]&lt;br /&gt;
*[[Version Differences]]&lt;br /&gt;
{| &lt;br /&gt;
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&lt;br /&gt;
== Want to help? ==&lt;br /&gt;
Check out the TODO page for each game to see what content needs to be written or recorded for the wiki!&lt;br /&gt;
&lt;br /&gt;
Please check the [[Video Guide]] for info on how to properly make videos.&lt;br /&gt;
&lt;br /&gt;
If you want to add a page of your own, or edit an existing page, please keep the [[Page Formula]] in mind!&lt;br /&gt;
* [[Metroid Prime/TODO|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/TODO|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/TODO|Metroid Prime 3: Corruption]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Games ==&lt;br /&gt;
Click on a game below to view its respective pages.&lt;br /&gt;
&lt;br /&gt;
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[[File:Metroidprime2echoes.jpg|348px|border|link=[[Metroid Prime 2: Echoes]]]]&lt;br /&gt;
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[[File:Metroid Prime Trilogy.jpg|350px|border|link=[[Metroid Prime Trilogy]]]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Out_of_Bounds&amp;diff=1568</id>
		<title>Out of Bounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Out_of_Bounds&amp;diff=1568"/>
		<updated>2020-12-02T14:48:27Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Echoes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;By using [[Secret World|Secret Worlds]], you can leave the intended boundaries of the game. This allows for various skips and routes. Movement and Physics in &amp;quot;Aether&amp;quot; (key term for Out of Bounds) is a little different that it is for In Bounds.&lt;br /&gt;
&lt;br /&gt;
= Aether =&lt;br /&gt;
Every room is contained inside of an invisible box, which is determined by the collision of the room. Inside of the box everything is just as usual, but the outside of the box is surrounded by Aether. The Aether has following properties:&lt;br /&gt;
* You can not jump while inside of aether&lt;br /&gt;
* You can stand in the aether and you slowly float upwards doing so&lt;br /&gt;
* When morphed, you fall just like inside of the box&lt;br /&gt;
&lt;br /&gt;
For any wallcrawl (movement oob) involving aether it is important to know the boundary of the box. If multiple rooms are loaded at once the boxes will intersect each other and aether will only be in the outside of the union of all boxes.&lt;br /&gt;
&lt;br /&gt;
== Aether Jumping ==&lt;br /&gt;
Whenever leaving ground the game still gives you a 3 frame window to jump. As this also applies when leaving aether, it can also be used to climb up any room oob by aether jumping up on any side of the box. This can also be used to jump out of the bottom of the box as soon as you pop up through slowly floating upwards in the bottom&#039;s aether.&lt;br /&gt;
&lt;br /&gt;
To successfully perform an aether jump on a wall one has to exit the box and immediately jump to hit the 3 frame window. Knowing the rooms box and muscle memory is key to fast and successful aether jumping.&lt;br /&gt;
*In Prime, missing the jump can cause you to fall all the way to the bottom. Because of that it&#039;s often preferred to diagonally aether jump up on the corner of the box so whenever you miss an aether jump you just land back in the aether.&lt;br /&gt;
*In Echoes and Corruption this is not the case, as falling off a ledge doesn&#039;t mean you lose control of Samus. Move back into the aether to prevent falling too far down.&lt;br /&gt;
&lt;br /&gt;
TODO: videos demonstrating aether jumping in all 3 games&lt;br /&gt;
&lt;br /&gt;
== Collision ==&lt;br /&gt;
Each collision in Metroid Prime has an inside and outside. While the inside of each collision behaves just as expected the outside is a lot more sticky. Since you can&#039;t move on sticky surfaces it is prefered to move on &#039;&#039;&#039;standable spots&#039;&#039;&#039;, which are surfaces that behave just like inbounds collision. Those can be found on extended flat surfaces, edges between 2 sticky collisions, or the top of a vertical collision ( for example walls ). Knowing your standable spots is essential for wallcrawling fast.&lt;br /&gt;
&lt;br /&gt;
== Loading Rooms ==&lt;br /&gt;
There are many different ways to get a room loaded. Obviously when a room is not loaded it can not be entered, nor transitioned.&lt;br /&gt;
&lt;br /&gt;
One way is to load the room by hitting an invisible box shaped trigger. There are also a few events, which can influence whether a room is loaded or not. When trying to load a room via load triggers it is key to know it&#039;s boundaries, which can be viewed in PWE.&lt;br /&gt;
&lt;br /&gt;
There are also rooms which will load every connecting room in a set order.&lt;br /&gt;
&lt;br /&gt;
The only way to manually load a room is by shooting the connecting door and getting close to it. To stand close enough it is not sufficient to stand on the door. One has to enter an area next to the door rather than above or below. One should be careful with this method as it will not dump any other rooms, which can occasionally cause a crash if too much stuff is loaded. Sometimes this can be avoided by making previous rooms invisible by opening the door connecting to it and closing it again.&lt;br /&gt;
&lt;br /&gt;
When a room has finished loading it still stays invisible, but it can be tracked by different methods depending on the game:&lt;br /&gt;
* In Prime, shooting against collision where the next room would be, and the shots make contact&lt;br /&gt;
* In Echoes and Corruption, shooting behind the door and the shots unload immediately, then the room has loaded&lt;br /&gt;
&lt;br /&gt;
== Transitioning ==&lt;br /&gt;
The game always tries to keep track on which room you are or you are supposed to be as one can see on the map on the top right. This is done by docks placed on every single door in the game. The game will only load rooms which are directly connected with the room the game thinks you are shown on the map. So for any longer wallcrawl one has to make the game think you are in the right room. This process is called &#039;&#039;&#039;transitioning&#039;&#039;&#039;. Usually this is done by jumping on the according side of the door, but sometimes there are different setups have to be used especially on vertical doors.&lt;br /&gt;
&lt;br /&gt;
It is important to know that rooms can behave differently when not transitioned into. Most notably the game will not reposition you when you morph next to a wall, which can be abused to obtain Infinite Speed, but also cause you to softlock on the sticky side of a wall.&lt;br /&gt;
&lt;br /&gt;
= Getting Back Inbounds =&lt;br /&gt;
While you can do a lot OoB you probably want to get back inbounds some time.&lt;br /&gt;
&lt;br /&gt;
== Fall Through Ceiling ==&lt;br /&gt;
The simplest way to get back inbounds is by just jumping back into the room like from above for any room without a roof.&lt;br /&gt;
&lt;br /&gt;
== Door Warp ==&lt;br /&gt;
Another way is by letting the room load around you, so by being inside the room before it is even loaded. This is usually done by manually loading a room while waiting for it to load in the Aether behind the room. Once the room loads, touch the door to the active room so the room transitions to the loaded room.&lt;br /&gt;
&lt;br /&gt;
== Ceiling Warp ==&lt;br /&gt;
If the room is already loaded, but not transitioned into one can attempt a trick called the &#039;&#039;&#039;Ceiling Warp&#039;&#039;&#039;. Ceiling Warps can not be done everywhere. To perform a Ceiling Warp into a room, one has to have the map transitioned to a different room first. Then, one morphs on the top of some collision and unmorphs. In some cases, boosting can help to successfully ceiling warp into the room.&lt;br /&gt;
&lt;br /&gt;
== Infinite Boosting ==&lt;br /&gt;
=== Prime ===&lt;br /&gt;
To Infinite Boost into a room, one has to stand on some standable spot directly next to a wall and morph against it. Then, keep boosting and eventually unmorph to clip through. This might not work every time and the number of boosts required to clip through may change depending on angle and position. In many cases unmorphing is not required. It is also recommended to Infinite Boost into a room you are not transitioned into as it is significantly harder to Infinite Boost into a room you are transitioned into.&lt;br /&gt;
&lt;br /&gt;
=== Echoes ===&lt;br /&gt;
There is a special case where one can Infinite Boost to get back inbounds in Echoes, even with the map on the correct room.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/vQ8_LTBM9jg?list=PLwpLa1dl-Qwgoqa6zecq3q4vZj20Bmuq3}}&lt;br /&gt;
This is a Boost clip, due to the fact that the Prime games don&#039;t have a sideways speed cap (on very specific conditions/circumstances) you can use this to your advantage to clip into a room with high speeds Boosting Sideways into the desired collision, it only works when the Morph Ball is on ground and when boosting into a flat wall.&lt;br /&gt;
&lt;br /&gt;
== Terminal Fall Abuse ==&lt;br /&gt;
This method is only applicable in Echoes and Corruption, as Prime does not have any [[Terminal Fall]] triggers in any room. Triggering Terminal Fall respawns Samus at the default respawn point of the room. Both games behave differently when it comes to respawning.&lt;br /&gt;
&lt;br /&gt;
=== Echoes ===&lt;br /&gt;
Every room with Terminal Fall has a default respawn point, so as long as one touches the Terminal Fall trigger, Samus will be placed back inbounds at that point.&lt;br /&gt;
&lt;br /&gt;
=== Corruption ===&lt;br /&gt;
Unlike Echoes, rooms with Terminal Fall do not have a default respawn point. Instead, hitting Terminal Fall without touching a respawn trigger causes Samus to take damage from the Terminal Fall, and keep falling to the bottom of the Aether box. The only way to respawn back inbounds is to touch a repspawn trigger BEFORE triggering Terminal Fall. In some cases, the respawn triggers can be skipped, even while inbounds. This is known as [[Fall Respawn Skip]].&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1567</id>
		<title>Metroid Prime 2: Echoes/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime_2:_Echoes/General_Speed_Tricks&amp;diff=1567"/>
		<updated>2020-12-02T14:40:42Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* General Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
Listed are various movement forms and their speeds:&lt;br /&gt;
* Standard walking (10.8)&lt;br /&gt;
* Walking while holding L (11.8)&lt;br /&gt;
* Rolling (20)&lt;br /&gt;
* Boosting (up to 40, depends on how flat of a surface you boost on)&lt;br /&gt;
* Screw attacking (20 but begins decelerating eventually)&lt;br /&gt;
* [[Roll Jump|Roll Jumping]] (16-17)&lt;br /&gt;
* Extended Dashing (32+)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
* Holding L also improves jumping height/speed the same way it is better for walking&lt;br /&gt;
* Grappling is faster than screw attack, so in rare situations where you have both items and can use either, then you should grapple&lt;br /&gt;
* Screw attacking starts at 20 speed but decelerates as you start to fall during the screw attack. So, if you don&#039;t need to go a particularly far distance, then try to minimize the time between screw attacks&lt;br /&gt;
* You can cancel any of your first 4 screw attacks by spamming B. This can help you land sooner if you have already screw attacked far enough&lt;br /&gt;
* You can cancel the Super Missile cool down by bringing up Scan Visor after firing it, saving around a second in some situations&lt;br /&gt;
* If you have cannonball, you can open doors that previously had a blast shield on them by simply touching the door&lt;br /&gt;
&lt;br /&gt;
== Movement Tricks ==&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
* [[Boost Jump]]&lt;br /&gt;
* [[Dash Jump (Echoes)|Dash Jump]]&lt;br /&gt;
* [[Roll Jump]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[Out of Bounds]]&lt;br /&gt;
* [[Wall Boost]]&lt;br /&gt;
&lt;br /&gt;
== Underwater Movement ==&lt;br /&gt;
* [[Underwater Movement#Underwater Dash|Underwater Dash]]&lt;br /&gt;
* [[Underwater Movement#Air Underwater|Air Underwater]]&lt;br /&gt;
* [[Underwater Movement#Reverse Air Underwater|Reverse Air Underwater]]&lt;br /&gt;
&lt;br /&gt;
== Optimizations ==&lt;br /&gt;
* [[Instant Morph/Unmorph]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
* [[Spider Ball|Spider Ball Optimizations]]&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1265</id>
		<title>Grand Abyss</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1265"/>
		<updated>2020-10-13T12:45:34Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Vault Skip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Judgment Drop]]&amp;lt;/br&amp;gt;[[Vault_(Sanctuary_Fortress)|Vault]]&amp;lt;/br&amp;gt;[[Watch Station]]}}&#039;&#039;&#039;Grand Abyss&#039;&#039;&#039; is a room located on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is significant because it&#039;s the only way to access [[Vault_(Sanctuary_Fortress)|Vault]], which contains [[Screw Attack]], an essential item for completing the game. The room consists of a large open space that separates both sides, bridged only by two maintenance drones that appear in the middle when the room is first loaded. While the only intended way to cross this room normally is with Screw Attack, there are multiple methods to do so that don&#039;t require Screw Attack. Additionally, this is the room in which Vault Skip can be performed, which is the fastest method of getting Screw Attack.&lt;br /&gt;
&lt;br /&gt;
==Crossing Grand Abyss Without Screw Attack==&lt;br /&gt;
===Boost Jump method===&lt;br /&gt;
The fastest and best method of crossing Grand Abyss involves using a Boost Jump. Once outside, you can use the walls on both sides to perform the Boost Jump. (Right Wall side is better as it doesn&#039;t make you move while in Morph Ball) The window for getting the [[Instant Morph/Unmorph|Instant Unmorph]] is fairly lenient in this area, so it&#039;s mostly a matter of timing your inputs correctly.&lt;br /&gt;
&lt;br /&gt;
It it worth noting that it is possible to fail the jump, but still make it to the other side after touching the [[Terminal Fall]] trigger. This happens if you touch an invisible trigger that updates where the game will place you before touching the terminal fall trigger. Due to the long loading time of Vault, this doesn&#039;t lose any time, so there is no penalty for touching the terminal fall trigger as long as it places you on the other side afterwards and you&#039;re fast enough to reach the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YDQaMZbLQBI}}&lt;br /&gt;
&lt;br /&gt;
===Extended Dash method===&lt;br /&gt;
This is inferior to the Boost Jump method due to needing to scan lock on one of the distant maintenance drones, but it still allows for multiple attempts. By performing an Extended Dash off of one of the drones, you will get enough speed to cross the gap. Again, it&#039;s possible to fail the jump and still make it as long as you make it far enough to touch the fall respawn trigger.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;br /&gt;
&lt;br /&gt;
===Scan Dash method===&lt;br /&gt;
This is the oldest method of crossing Grand Abyss, reliant upon the maintenance drones in the middle of the room as well as one used in the distance as a scan point. This is the most precise and most difficult method of crossing Grand Abyss as well as being one of the traditional run killers in the past as this was the only way to cross the room. This method can also be done only once per playthrough, as once you activate the trigger that causes the drones to start moving, the room&#039;s layer will change permanently and the drones will never be in their original positions ever again.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WKosvPLlMTo}}&lt;br /&gt;
&lt;br /&gt;
==Vault Skip==&lt;br /&gt;
&lt;br /&gt;
TODO: Complete explanation and Add Details&lt;br /&gt;
&lt;br /&gt;
Vault Skip is the absolute fastest way to get into Vault. Like the name suggests, you can completely skip the Vault puzzle and get Screw Attack immediately by letting the room load around you when you&#039;re inside the chamber where it is, to do this you have to position yourself on the second Maintenance Drone in Grand Abyss with either a Boost Jump or with a Scan Dash and wait for the perfect moment to Dash to another Maintentance Drone in the air (specifically one of the distant ones) These Maintenance Drones have a special property, which is once they reach a certain point in the room, they teleport to their &amp;quot;initial spawn point&amp;quot; and by being on top of it, it teleport with you as well.&lt;br /&gt;
Once you&#039;re about to get teleported, you&#039;re required to look in a specific angle where Vault&#039;s door scan lock will be, so you can Dash into the Aether at the perfect moment.&lt;br /&gt;
After that, there is a specific part of the world background where you need to line your crosshair with and walk forwards to get to Screw Attack.&lt;br /&gt;
Because the room loads faster than you can get into it, it is required to perform several Pause Delay Buffers to make the room load slower, they range between 6 to 11.&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1264</id>
		<title>Grand Abyss</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1264"/>
		<updated>2020-10-13T12:29:22Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Scan dash method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Judgment Drop]]&amp;lt;/br&amp;gt;[[Vault_(Sanctuary_Fortress)|Vault]]&amp;lt;/br&amp;gt;[[Watch Station]]}}&#039;&#039;&#039;Grand Abyss&#039;&#039;&#039; is a room located on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is significant because it&#039;s the only way to access [[Vault_(Sanctuary_Fortress)|Vault]], which contains [[Screw Attack]], an essential item for completing the game. The room consists of a large open space that separates both sides, bridged only by two maintenance drones that appear in the middle when the room is first loaded. While the only intended way to cross this room normally is with Screw Attack, there are multiple methods to do so that don&#039;t require Screw Attack. Additionally, this is the room in which Vault Skip can be performed, which is the fastest method of getting Screw Attack.&lt;br /&gt;
&lt;br /&gt;
==Crossing Grand Abyss Without Screw Attack==&lt;br /&gt;
===Boost Jump method===&lt;br /&gt;
The fastest and best method of crossing Grand Abyss involves using a Boost Jump. Once outside, you can use the walls on both sides to perform the Boost Jump. (Right Wall side is better as it doesn&#039;t make you move while in Morph Ball) The window for getting the [[Instant Morph/Unmorph|Instant Unmorph]] is fairly lenient in this area, so it&#039;s mostly a matter of timing your inputs correctly.&lt;br /&gt;
&lt;br /&gt;
It it worth noting that it is possible to fail the jump, but still make it to the other side after touching the [[Terminal Fall]] trigger. This happens if you touch an invisible trigger that updates where the game will place you before touching the terminal fall trigger. Due to the long loading time of Vault, this doesn&#039;t lose any time, so there is no penalty for touching the terminal fall trigger as long as it places you on the other side afterwards and you&#039;re fast enough to reach the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YDQaMZbLQBI}}&lt;br /&gt;
&lt;br /&gt;
===Extended Dash method===&lt;br /&gt;
This is inferior to the Boost Jump method due to needing to scan lock on one of the distant maintenance drones, but it still allows for multiple attempts. By performing an Extended Dash off of one of the drones, you will get enough speed to cross the gap. Again, it&#039;s possible to fail the jump and still make it as long as you make it far enough to touch the fall respawn trigger.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;br /&gt;
&lt;br /&gt;
===Scan Dash method===&lt;br /&gt;
This is the oldest method of crossing Grand Abyss, reliant upon the maintenance drones in the middle of the room as well as one used in the distance as a scan point. This is the most precise and most difficult method of crossing Grand Abyss as well as being one of the traditional run killers in the past as this was the only way to cross the room. This method can also be done only once per playthrough, as once you activate the trigger that causes the drones to start moving, the room&#039;s layer will change permanently and the drones will never be in their original positions ever again.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WKosvPLlMTo}}&lt;br /&gt;
&lt;br /&gt;
==Vault Skip==&lt;br /&gt;
TODO: Document Vault Skip&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1263</id>
		<title>Grand Abyss</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1263"/>
		<updated>2020-10-13T12:26:09Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Extended dash method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Judgment Drop]]&amp;lt;/br&amp;gt;[[Vault_(Sanctuary_Fortress)|Vault]]&amp;lt;/br&amp;gt;[[Watch Station]]}}&#039;&#039;&#039;Grand Abyss&#039;&#039;&#039; is a room located on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is significant because it&#039;s the only way to access [[Vault_(Sanctuary_Fortress)|Vault]], which contains [[Screw Attack]], an essential item for completing the game. The room consists of a large open space that separates both sides, bridged only by two maintenance drones that appear in the middle when the room is first loaded. While the only intended way to cross this room normally is with Screw Attack, there are multiple methods to do so that don&#039;t require Screw Attack. Additionally, this is the room in which Vault Skip can be performed, which is the fastest method of getting Screw Attack.&lt;br /&gt;
&lt;br /&gt;
==Crossing Grand Abyss Without Screw Attack==&lt;br /&gt;
===Boost Jump method===&lt;br /&gt;
The fastest and best method of crossing Grand Abyss involves using a Boost Jump. Once outside, you can use the walls on both sides to perform the Boost Jump. (Right Wall side is better as it doesn&#039;t make you move while in Morph Ball) The window for getting the [[Instant Morph/Unmorph|Instant Unmorph]] is fairly lenient in this area, so it&#039;s mostly a matter of timing your inputs correctly.&lt;br /&gt;
&lt;br /&gt;
It it worth noting that it is possible to fail the jump, but still make it to the other side after touching the [[Terminal Fall]] trigger. This happens if you touch an invisible trigger that updates where the game will place you before touching the terminal fall trigger. Due to the long loading time of Vault, this doesn&#039;t lose any time, so there is no penalty for touching the terminal fall trigger as long as it places you on the other side afterwards and you&#039;re fast enough to reach the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YDQaMZbLQBI}}&lt;br /&gt;
&lt;br /&gt;
===Extended Dash method===&lt;br /&gt;
This is inferior to the Boost Jump method due to needing to scan lock on one of the distant maintenance drones, but it still allows for multiple attempts. By performing an Extended Dash off of one of the drones, you will get enough speed to cross the gap. Again, it&#039;s possible to fail the jump and still make it as long as you make it far enough to touch the fall respawn trigger.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;br /&gt;
&lt;br /&gt;
===Scan dash method===&lt;br /&gt;
This is the oldest method of crossing Grand Abyss, reliant upon the caretaker drones in the middle of the room as well as one used in the distance as a scan point. This is the most precise and most difficult method of crossing Grand Abyss. This method can also be done only once per playthrough, as once you activate the trigger that causes the drones to start moving, the room&#039;s layer will change permanently and the drones will never be in their original positions ever again.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WKosvPLlMTo}}&lt;br /&gt;
==Vault Skip==&lt;br /&gt;
TODO: Document Vault Skip&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1262</id>
		<title>Grand Abyss</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1262"/>
		<updated>2020-10-13T12:24:41Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: /* Boost jump method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Judgment Drop]]&amp;lt;/br&amp;gt;[[Vault_(Sanctuary_Fortress)|Vault]]&amp;lt;/br&amp;gt;[[Watch Station]]}}&#039;&#039;&#039;Grand Abyss&#039;&#039;&#039; is a room located on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is significant because it&#039;s the only way to access [[Vault_(Sanctuary_Fortress)|Vault]], which contains [[Screw Attack]], an essential item for completing the game. The room consists of a large open space that separates both sides, bridged only by two maintenance drones that appear in the middle when the room is first loaded. While the only intended way to cross this room normally is with Screw Attack, there are multiple methods to do so that don&#039;t require Screw Attack. Additionally, this is the room in which Vault Skip can be performed, which is the fastest method of getting Screw Attack.&lt;br /&gt;
&lt;br /&gt;
==Crossing Grand Abyss Without Screw Attack==&lt;br /&gt;
===Boost Jump method===&lt;br /&gt;
The fastest and best method of crossing Grand Abyss involves using a Boost Jump. Once outside, you can use the walls on both sides to perform the Boost Jump. (Right Wall side is better as it doesn&#039;t make you move while in Morph Ball) The window for getting the [[Instant Morph/Unmorph|Instant Unmorph]] is fairly lenient in this area, so it&#039;s mostly a matter of timing your inputs correctly.&lt;br /&gt;
&lt;br /&gt;
It it worth noting that it is possible to fail the jump, but still make it to the other side after touching the [[Terminal Fall]] trigger. This happens if you touch an invisible trigger that updates where the game will place you before touching the terminal fall trigger. Due to the long loading time of Vault, this doesn&#039;t lose any time, so there is no penalty for touching the terminal fall trigger as long as it places you on the other side afterwards and you&#039;re fast enough to reach the door.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YDQaMZbLQBI}}&lt;br /&gt;
&lt;br /&gt;
===Extended dash method===&lt;br /&gt;
This is inferior to the boost jump method due to needing to scan lock on one of the caretaker drones, but it still allows for multiple attempts. By performing an extended dash off of one of the drones, you will get enough speed to cross the gap. Again, it&#039;s possible to fail the jump and still make it as long as you make it far enough.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;br /&gt;
===Scan dash method===&lt;br /&gt;
This is the oldest method of crossing Grand Abyss, reliant upon the caretaker drones in the middle of the room as well as one used in the distance as a scan point. This is the most precise and most difficult method of crossing Grand Abyss. This method can also be done only once per playthrough, as once you activate the trigger that causes the drones to start moving, the room&#039;s layer will change permanently and the drones will never be in their original positions ever again.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WKosvPLlMTo}}&lt;br /&gt;
==Vault Skip==&lt;br /&gt;
TODO: Document Vault Skip&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1261</id>
		<title>Grand Abyss</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Grand_Abyss&amp;diff=1261"/>
		<updated>2020-10-13T12:21:24Z</updated>

		<summary type="html">&lt;p&gt;MrMiguel: Changed Caretaker drones to Maintenance Drones&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Judgment Drop]]&amp;lt;/br&amp;gt;[[Vault_(Sanctuary_Fortress)|Vault]]&amp;lt;/br&amp;gt;[[Watch Station]]}}&#039;&#039;&#039;Grand Abyss&#039;&#039;&#039; is a room located on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It is significant because it&#039;s the only way to access [[Vault_(Sanctuary_Fortress)|Vault]], which contains [[Screw Attack]], an essential item for completing the game. The room consists of a large open space that separates both sides, bridged only by two maintenance drones that appear in the middle when the room is first loaded. While the only intended way to cross this room normally is with Screw Attack, there are multiple methods to do so that don&#039;t require Screw Attack. Additionally, this is the room in which Vault Skip can be performed, which is the fastest method of getting Screw Attack.&lt;br /&gt;
&lt;br /&gt;
==Crossing Grand Abyss Without Screw Attack==&lt;br /&gt;
===Boost jump method===&lt;br /&gt;
The fastest and best method of crossing Grand Abyss involves using a boost jump. Once outside, you can use the walls on both sides to perform the boost jump. The window for getting the [[Instant Morph/Unmorph|Instant Unmorph]] is fairly lenient in this area, so it&#039;s mostly a matter of timing your inputs correctly.&lt;br /&gt;
&lt;br /&gt;
It it worth noting that it is possible to fail the jump, but still make it to the other side after touching the [[Terminal Fall]] trigger. This happens if you touch an invisible trigger that updates where the game will place you before touching the terminal fall trigger. Due to the long loading time of Vault, this doesn&#039;t save time, so there is no penalty for touching the terminal fall trigger as long as it places you on the other side afterwards.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=YDQaMZbLQBI}}&lt;br /&gt;
===Extended dash method===&lt;br /&gt;
This is inferior to the boost jump method due to needing to scan lock on one of the caretaker drones, but it still allows for multiple attempts. By performing an extended dash off of one of the drones, you will get enough speed to cross the gap. Again, it&#039;s possible to fail the jump and still make it as long as you make it far enough.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=NBiOUJITkC0}}&lt;br /&gt;
===Scan dash method===&lt;br /&gt;
This is the oldest method of crossing Grand Abyss, reliant upon the caretaker drones in the middle of the room as well as one used in the distance as a scan point. This is the most precise and most difficult method of crossing Grand Abyss. This method can also be done only once per playthrough, as once you activate the trigger that causes the drones to start moving, the room&#039;s layer will change permanently and the drones will never be in their original positions ever again.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=WKosvPLlMTo}}&lt;br /&gt;
==Vault Skip==&lt;br /&gt;
TODO: Document Vault Skip&lt;/div&gt;</summary>
		<author><name>MrMiguel</name></author>
	</entry>
</feed>