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	<id>https://wiki.metroidprime.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Whiskers</id>
	<title>Metroid Prime Speedrunning Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.metroidprime.run/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Whiskers"/>
	<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/wiki/Special:Contributions/Whiskers"/>
	<updated>2026-04-09T17:50:54Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=File:GM8E01-1.png&amp;diff=3346</id>
		<title>File:GM8E01-1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=File:GM8E01-1.png&amp;diff=3346"/>
		<updated>2022-12-05T05:22:48Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World Map of Metroid Prime 1&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3345</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3345"/>
		<updated>2022-11-23T03:37:11Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* 3rd Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. Individual Piece Heal timer begins counting when Total Heal time &amp;gt; 2.5 seconds. After 1 second, the Individual Piece Heal Timer will regenerate a piece of armor. At the end of each damage phase Omega Pirate will automatically regenerate 1 amor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. Omega Pirate automatically regenerates 1 amor at the end of the pool so in spawning in the next pool Omega Pirate will be appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge [[Plasma Beam]] and lock onto Omega Pirate as soon as he appears and shoot. Release the lock on and look away to charge another Plasma shot. Shoot a 2nd fully charged Plasma shot to end the first pool. Repeat for 2nd pool and/or 3rd pool to one-cycle Omega Pirate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It is important to look away and avoid hitting Omega Pirate with a normal Plasma shot, otherwise it will end the pool without enough damage.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as Omega Pirate appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool, wait with fully charged Power Beam and fire a Super Missile as soon as Omega Pirate appears to end the 2nd pool. Repeat for any remaining pools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool, or if you pre-shoot Omega Pirate too quickly as he spawns in. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots, and avoid pre-shooting Omega Pirate before he spawns in.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
&lt;br /&gt;
==== Alternate 3rd Pool ==== &lt;br /&gt;
For the 3rd pool it is faster to do the Power Bomb strat where you have a Power Bomb to spare. This has the most potential to deal damage to Omega Pirate and can save a one-cycle in some clutch scenarios. If Omega Pirate is close to regenerating all armor or if you did not deal sufficient damage during the first 2 pools, a Power Bomb will be the only way to still save a one-cycle fight. Typically though, if it wasn&#039;t good enough to fully kill Omega Pirate, a few Plasma Beam shots will be all thats required. This can get sketchy however if it pushes Omega Pirate into a 4th pool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3344</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3344"/>
		<updated>2022-11-23T03:31:39Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. Individual Piece Heal timer begins counting when Total Heal time &amp;gt; 2.5 seconds. After 1 second, the Individual Piece Heal Timer will regenerate a piece of armor. At the end of each damage phase Omega Pirate will automatically regenerate 1 amor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. Omega Pirate automatically regenerates 1 amor at the end of the pool so in spawning in the next pool Omega Pirate will be appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge [[Plasma Beam]] and lock onto Omega Pirate as soon as he appears and shoot. Release the lock on and look away to charge another Plasma shot. Shoot a 2nd fully charged Plasma shot to end the first pool. Repeat for 2nd pool and/or 3rd pool to one-cycle Omega Pirate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It is important to look away and avoid hitting Omega Pirate with a normal Plasma shot, otherwise it will end the pool without enough damage.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as Omega Pirate appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool, wait with fully charged Power Beam and fire a Super Missile as soon as Omega Pirate appears to end the 2nd pool. Repeat for any remaining pools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool, or if you pre-shoot Omega Pirate too quickly as he spawns in. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots, and avoid pre-shooting Omega Pirate before he spawns in.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
&lt;br /&gt;
==== 3rd Pool ==== &lt;br /&gt;
For the 3rd pool it is faster to do the Power Bomb strat where you have a Power Bomb to spare. This has the most potential to deal damage to Omega Pirate and can save a one-cycle in some clutch scenarios. If Omega Pirate is close to regenerating all armor or if you did not deal sufficient damage during the first 2 pools, a Power Bomb will be the only way to still save a one-cycle fight. Typically though, if it wasn&#039;t good enough to fully kill Omega Pirate, a few Plasma Beam shots will be all thats required. This can get sketchy however if it pushes Omega Pirate into a 4th pool.&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3343</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3343"/>
		<updated>2022-11-23T03:24:32Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. Individual Piece Heal timer begins counting when Total Heal time &amp;gt; 2.5 seconds. After 1 second, the Individual Piece Heal Timer will regenerate a piece of armor. At the end of each damage phase Omega Pirate will automatically regenerate 1 amor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. Omega Pirate automatically regenerates 1 amor at the end of the pool so in spawning in the next pool Omega Pirate will be appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge [[Plasma Beam]] and lock onto Omega Pirate as soon as he appears and shoot. Release the lock on and look away to charge another Plasma shot. Shoot a 2nd fully charged Plasma shot to end the first pool. Repeat for 2nd pool and/or 3rd pool to one-cycle Omega Pirate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It is important to look away and avoid hitting Omega Pirate with a normal Plasma shot, otherwise it will end the pool without enough damage.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
It is faster to lay a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost or roll to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will one-cycle Omega Pirate in three pools. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as Omega Pirate appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool, wait with fully charged Power Beam and fire a Super Missile as soon as Omega Pirate appears to end the 2nd pool. Repeat for any remaining pools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool, or if you pre-shoot Omega Pirate too quickly as he spawns in. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots, and avoid pre-shooting Omega Pirate before he spawns in.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3342</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3342"/>
		<updated>2022-11-23T03:09:56Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Plasma Beam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. Individual Piece Heal timer begins counting when Total Heal time &amp;gt; 2.5 seconds. After 1 second, the Individual Piece Heal Timer will regenerate a piece of armor. At the end of each damage phase Omega Pirate will automatically regenerate 1 amor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. Omega Pirate automatically regenerates 1 amor at the end of the pool so in spawning in the next pool Omega Pirate will be appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge [[Plasma Beam]] and lock onto Omega Pirate as soon as he appears and shoot. Release the lock on and look away to charge another Plasma shot. Shoot a 2nd fully charged Plasma shot to end the first pool. Repeat for 2nd pool and/or 3rd pool to one-cycle Omega Pirate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: It is important to look away and avoid hitting Omega Pirate with a normal Plasma shot, otherwise it will end the pool without enough damage.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
It is faster to lay a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost or roll to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3341</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3341"/>
		<updated>2022-11-23T03:01:58Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. Individual Piece Heal timer begins counting when Total Heal time &amp;gt; 2.5 seconds. After 1 second, the Individual Piece Heal Timer will regenerate a piece of armor. At the end of each damage phase Omega Pirate will automatically regenerate 1 amor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. Omega Pirate automatically regenerates 1 amor at the end of the pool so in spawning in the next pool Omega Pirate will be appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3340</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3340"/>
		<updated>2022-11-23T02:53:51Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Determining Pools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in one of the three pools to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.&lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. After 1 second, the Individual Piece Heal Timer will regenerate his first piece of armor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. This will cause Omega Pirate to spawn and appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3339</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3339"/>
		<updated>2022-11-23T02:52:20Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Trooper Skip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb, and still have to fight off the troopers.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in a different pool to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.  &lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. After 1 second, the Individual Piece Heal Timer will regenerate his first piece of armor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. This will cause Omega Pirate to spawn and appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3338</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3338"/>
		<updated>2022-11-23T02:48:50Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Failing Trooper Skip */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Managing Troopers ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in a different pool to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.  &lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. After 1 second, the Individual Piece Heal Timer will regenerate his first piece of armor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. This will cause Omega Pirate to spawn and appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3337</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3337"/>
		<updated>2022-11-23T00:33:54Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Knocking off Armor ===&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Doing this will start the fight with Samus slightly out of line of sight with Omega Pirate. Similar to the [[Elite Pirate| Elite Pirates]], Omega Pirate will not start to attack you until he makes eye contact or until you break his first plate of armor. You can use this opportunity to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. Each piece of armor takes either 5 missiles or 13 plasma beam shots. A good strategy is to get each plate within one or two hits before breaking the first plate of armor. This will keep Omega Pirate from aggro/attacking you until all armor is ready to break. After breaking the third piece of armor, it can also be helpful to let Omega Pirate walk towards you and out from inside the Phazon Pool. This helps with the next part of his first Phase.&lt;br /&gt;
&lt;br /&gt;
=== Trooper Skip === &lt;br /&gt;
&lt;br /&gt;
After knocking off all 4 plates of armor, Omega Pirate will fall down to the ground and appear to catch his breath. From here Omega Pirate will shake his fist at the sky and call down 2 random troopers from the upper parts of the room. A [[Power Bomb]] can be laid directly under Omega Pirate to skip this animation or if laid slightly differently, it can skip the troopers spawning entirely. To skip the troopers, roll under Omega Pirates head while he is on the ground. After Omega Pirate raises his head lay the Power Bomb and depending on your timing and positioning, you will either skip the animation, the troopers, or both. If you lay the Power Bomb incorrectly however, Omega Pirate will not skip the animation or the troopers and you will have wasted both time and a Power Bomb.&lt;br /&gt;
&lt;br /&gt;
=== Failing Trooper Skip ===&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color for the first cycle fight. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb. Not all trooper AI is made equal either. Sometimes a trooper has a preference for long distance vs short distance combat. If there is a choice between killing either you should kill the long distance pirate who will shoot you constantly and simply avoid/dodge the melee heavy trooper. &lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in a different pool to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.  &lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. At the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and both timers begin to count up. After 1 second, the Individual Piece Heal Timer will regenerate his first piece of armor. When a piece of armor is regenerated, the Total Heal timer will be reset to 0 if &amp;gt; 2.5, otherwise it is not reset. As Omega Pirate spawns into his next pool, the Total Heal timer will resume during this animation. If at the end of the animation of him spawning in the Total Heal time is &amp;gt; 2.5 the Individual Piece Heal timer will begin to count up.  This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer or the Total Heal Timer. This will cause Omega Pirate to spawn and appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool 3 and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== Dealing Damage ===&lt;br /&gt;
Typically Omega Pirate is fought with charged [[Plasma Beam]], [[Super Missile| Super Missiles]], or [[Power Bomb| Power Bombs]]. A good fight will kill Omega Pirate in one cycle before he regenerates his armor completely. While the fight can be saved if his armor fully replenishes, it quickly becomes uncontrollable. This is because after regaining his complete armor, two more troopers drop down immediately and you have to completely knock off his amor again to deal damage. This means 2 more troopers again when his armor is fully knocked off. Typically two-cycle fights result in death or not even be possible due to a lack of power bombs. He can only be damaged during his armor regeneration and only while the [[X-Ray Visor]] is equipped. What strategy you use to damage Omega Pirate is dependent on what category you&#039;re running and how many Power Bombs you have to spare. &lt;br /&gt;
&lt;br /&gt;
==== Plasma Beam ====&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
==== Super Missiles ====&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
==== Power Bombs ====&lt;br /&gt;
In 21% Omega Pirate is fought with only power bombs. This requires 3 power bombs minimum but 4 is better, as you will want to use one power bomb for trooper skip. After Omega Pirate disappears, morph and wait around the pool you want him to spawn in. When you hear a specific audio cue of him laughing, power bomb the pool and roll to the other side of the room to force him into the pool you Power Bomb&#039;d. Quickly equip [[X-Ray Visor]] and Omega Pirate will take damage depending on how well you timed your power bomb. Rinse and Repeat for three pools to kill Omega Pirate in one cycle. Typically you wait outside of the pool for the audio cue however in&lt;br /&gt;
&amp;quot;The Strat That Takes 60-Damage&amp;quot;, pioneered by TomLube, you simply wait inside the phazon pool taking massive amounts of damage for some reason, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3336</id>
		<title>Omega Pirate</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Omega_Pirate&amp;diff=3336"/>
		<updated>2022-11-22T22:21:22Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Omega Pirate&#039;&#039;&#039; is a boss located in the [[Elite Quarters]] in Phazon Mines. It guards the [[Phazon Suit]].&lt;br /&gt;
&lt;br /&gt;
== First Phase ==&lt;br /&gt;
Start the fight by boosting either to the left or right side of him and skip the cutscene (only possible on a save file where you have already watched it once). Then Omega Pirate should not be able to see you and turn around slowly until he gets eye contact. Use this time to [[Rapid-Fire Missiles|rapid-fire missile]] all of his 4 armor parts and make sure he doesn&#039;t gain eye contact. 5 missiles are enough for each piece. If you run out of missiles or are doing [[Low%]], use [[Plasma Beam]].&lt;br /&gt;
&lt;br /&gt;
Now Omega Pirate will fall down to the ground call 2 Pirates and vanish. This animation can be skipped by placing a [[Power Bomb]] correctly and Omega Pirate will vanish a few seconds earlier than usually. It is also possible to skip the 2 pirates coming from above with this power bomb if timed correctly. To do that one should lay the power bomb about when he raises his head, but it also depends on positioning of course.&lt;br /&gt;
&lt;br /&gt;
The color of the 2 pirates is random, but they will both have the same color. If they are Ice or Plasma pirates you should have enough time to kill them before the next phase begins. If they are Wave and Power you may want to leave one alive to focus on the 2nd phase. Know that you will have less time to fight the pirates if you went for the power bomb.&lt;br /&gt;
&lt;br /&gt;
== Second Phase ==&lt;br /&gt;
&lt;br /&gt;
=== Determining Pools ===&lt;br /&gt;
&lt;br /&gt;
After vanishing, Omega Pirate will reappear in a different pool to regenerate armor. Omega Pirate is only vulnerable when he is regenerating armor and only with [[X-Ray Visor]] equipped. To determine which pool he will spawn in, Omega pirate checks the distance between samus and each pool and spawns in the farthest pool. Omega Pirate will not spawn in the same pool twice however which makes it easy know which pool he will spawn in. To always get Omega Pirate to spawn in the pool in front of you, simply stand between two pools such that the third pool is farthest away. After he spawns in the first pool and vanishes again, you can simply walk towards one of the two pools he didn&#039;t spawn in and watch him to spawn in the pool farthest away from you again.  &lt;br /&gt;
&lt;br /&gt;
=== Regenerating Armor ===&lt;br /&gt;
Omega Pirate regenerates armor by keeping track of two separate timers, Total Heal timer and Individual Piece Heal timer. The Total Heal Timer goes from 0 - 5 seconds and begins the Individual Piece Heal timer after 2.5 seconds excluding Omega Pirates first phase. When Individual Piece Heal timer reaches 1 second, a piece of armor is regenerated and both timers are reset to 0. At the end of any Damage phase, Omega pirate will automatically heal a piece regardless of either timer and the timers are not reset at the end of each damage phase. Only at the start of his first vulnerable phase, Omega Pirate starts with 2.5 Total Heal timer and beings to count up. At 3.5, the Individual Piece Heal Timer begins to count and Omega Pirate begins to regenerate his first piece of armor. This leaves a very small window where you can damage Omega Pirate and end his phase with barely any time left on the Individual Piece Heal timer. This will cause Omega Pirate to spawn and appear to instantly heal two pieces of armor. To avoid this happening during your fight, do not do damage too quickly during pool 2 or you may accidentally start pool and Omega Pirate will heal all 4 pieces of armor instantly. &lt;br /&gt;
&lt;br /&gt;
=== With Plasma Beam ===&lt;br /&gt;
Charge your Plasma Beam and lock onto Omega Pirate as soon as he appears and shoot. Now you want to release the lock on and look away to charge another Plasma shot. This is important because if you keep the lock on you will hit Omega Pirate with a normal Plasma shot and end the first pool. Shoot your 2nd fully charged Plasma shot to end the first pool.&lt;br /&gt;
&lt;br /&gt;
Now go close to one of the first 2 pools and aim at the other pool where he will spawn with Plasma fully charged up. Proceed to hit him with 2 more fully charged Plasma Beam shots just like the first time.&lt;br /&gt;
&lt;br /&gt;
For the 3rd pool there are 2 different strats.&lt;br /&gt;
&lt;br /&gt;
The faster strat involves laying a power bomb on the edge of one of the pools about when Omega Pirate makes the loud noise. Then quickly boost to the other pool where he didn&#039;t appear before unmorph and pull up X-Ray visor. Now Omega Pirate will appear in the pool where the Power Bomb explodes. If timed and placed well it will finish off Omega Pirate quickly. If it wasn&#039;t enough then finish him off with charged Plasma Beam shots in this or the 4th pool.&lt;br /&gt;
&lt;br /&gt;
The slower strat finishes him off with 2 fully charged Plasma Beam shots instead. To successfully finish him in the 3rd pool with this strat all your Plasma shots have to be fully charged.&lt;br /&gt;
{{#ev:youtube|https://youtu.be/kUx5WA1LGXY}}&lt;br /&gt;
&lt;br /&gt;
=== With Super Missiles ===&lt;br /&gt;
Aim for the 3rd pool with power beam. As soon as he appears lock on and fire 2 missiles rapidly followed by a [[Super Missile]] to end the first pool.&lt;br /&gt;
&lt;br /&gt;
For the 2nd pool just wait with a Power Beam fully charged in one of the first pools and fire the super as soon as he appears to end the 2nd pool.&lt;br /&gt;
&lt;br /&gt;
Repeat this again on the other 2 pools and he should be finished.&lt;br /&gt;
&lt;br /&gt;
It might happen that Omega Pirate replenishes his armor in the 3rd or 4th pool already. This happens if you were too slow in one of the pools so he could replenish 2 armor pieces in one pool. To avoid this from happening you should move towards Omega Pirate while shooting at him to reduce travel time for your shots.&lt;br /&gt;
&lt;br /&gt;
=== Without Charge Beam (Low%) ===&lt;br /&gt;
&lt;br /&gt;
==== Good strat ====&lt;br /&gt;
&lt;br /&gt;
==== Strat where you take 60 damage ====&lt;br /&gt;
The 60-damage strat, pioneered by TomLube, involves taking 60 damage after damaging OP with the first two power bombs, as demonstrated in the video.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=N99hDOLnQ0Q}}&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3335</id>
		<title>Infinite Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3335"/>
		<updated>2022-11-13T17:55:05Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infinite speed (IS)&#039;&#039;&#039;, is a misnomer. The effects of this glitch are not due to the number infinity or speed. It is a glitch in which Samus&#039; angular velocity overflows. It causes Samus&#039; morphed shell to disappear, and allows you to &amp;quot;framedrag&amp;quot; - effectively collide with most objects in a room simultaneously, causing strange effects, and allowing you to collect certain items. &#039;&#039;&#039;The exact mechanics by which this occurs are still under investigation&#039;&#039;&#039;. Upon unmorphing, the camera data is corrupted, putting you in &amp;quot;Lightshow.&amp;quot; While in lightshow, beams and missiles will not fire correctly, and the screen will be covered with seemingly random triangles. You can still move, and open blue doors using bombs. Lightshow is fixed by any cutscene that reloads Samus&#039; Camera. This is accomplished through most cutscenes, as well as any elevators or save station.&lt;br /&gt;
&lt;br /&gt;
== Name Origin ==&lt;br /&gt;
The name was originally coined by Master_ZED, who discovered the trick after some suggestion from Doninss who had originally noted that Samus could get stuck in walls while morphing in rooms she was not correctly transitioned into. It is also referred to some as &#039;Flickerball&#039; and was the preferred name for a period of time, initially.&lt;br /&gt;
&lt;br /&gt;
== Obtaining Infinite Speed ==&lt;br /&gt;
To obtain IS, one must be &amp;quot;stuck&amp;quot; in collision while in morph ball with low enough friction to rotate freely, and then hold the control stick at a very specific angle. The morph ball will then begin to spin rapidly, eventually flickering between two different visual frames of rotation. Here Samus is building angular velocity in [[Morph Ball]] exponentially until it overflows to NaN. This takes roughly 45 seconds, and can be confirmed visually when the [[Morph Ball]] shell dissappears. This means you now have Infinite Speed. &lt;br /&gt;
&lt;br /&gt;
The places which you can obtain IS usually contain most of the following characteristics:&lt;br /&gt;
# You will be able to fit as Samus, but not quite fit as morph ball&lt;br /&gt;
# Tilting the control stick will cause morph ball to rotate very quickly, or not at all, depending on the angle&lt;br /&gt;
# Two different pieces of vertical collision near each other&lt;br /&gt;
In [[Metroid Prime]] you can get IS between a box and a wall (for example, in Magma Pool, as demonstrated in the examples below). In all newer versions of the game, the only way to get IS is through [[Out of Bounds]] methods.&lt;br /&gt;
&lt;br /&gt;
==Using NaN==&lt;br /&gt;
NaN (Not a Number) is a numeric value used in computing. It is undefined and unrepresentable similar to infinity. However, they behave differently and are not interchangeable. Any effects of Infinite Speed are a result of NaN carrying over to other memory addresses. The two primary effects of Infinite Speed are &#039;&#039;&#039;Framedrag&#039;&#039;&#039; and &#039;&#039;&#039;Lightshow&#039;&#039;&#039;. There are a number of other effects, mostly stemming from one of these two primary effects.&lt;br /&gt;
&lt;br /&gt;
===Framedrag===&lt;br /&gt;
Framedragging is the most useful effect of and primary reason for using Infinite Speed. When Framedragging, Samus&#039; transform&#039;s position is set to NaN, which causes the collision algorithms to break down as it proceeds down the calculations for the Collision Tree. This usually leads to Samus &amp;quot;colliding&amp;quot; with most active objects in the game simultaneously. How Samus is stuck and where, will change how Samus proceeds through the Collision Tree and can result in different outcomes. Typically Samus will &amp;quot;collide&amp;quot; with every enemy, trigger, and pickup loaded when achieving frame drag. This is most notably useful to pick up certain items that are otherwise unobtainable or to touch multiple triggers simultaneously. It also has several other uses in a TAS setting - triggering elevators and save stations remotely, killing enemies and picking up health drops from a distance, etc.&lt;br /&gt;
&lt;br /&gt;
Framedrag can be triggered in one of the following ways:&lt;br /&gt;
# Boosting with Boost Ball and running into something&lt;br /&gt;
# Toggling Spider Ball a few times on a track&lt;br /&gt;
# Spring Ball (Wii games only)&lt;br /&gt;
# Bombs (Wii games only)&lt;br /&gt;
There are also a few ways of triggering framedrag using cheats:&lt;br /&gt;
# Obtaining IS while moving&lt;br /&gt;
# Obtaining IS while unmorphed&lt;br /&gt;
# Moonjump, under certain circumstances&lt;br /&gt;
&lt;br /&gt;
===NaN Bomb===&lt;br /&gt;
On the frame Samus has Nan position from Framedrag, Samus can lay a [[Morph Ball Bomb]] or [[Power Bomb]]. This will cause the respective bomb to be laid at NaN Position. This essentially will allow the bomb to framedrag as well, resulting in it damaging everything at the same time. This can be used to bomb multiple bomb slots simultaneously, for example. The easiest way to lay a NaN Bomb is to use Framedrag inside a door to have it close on you. Being stuck inside the door gives you permament NaN Position.&lt;br /&gt;
&lt;br /&gt;
===Lightshow===&lt;br /&gt;
&#039;&#039;See also: [[Lightshow]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lightshow is the visual effect caused by unmorphing after obtaining Infinite Speed. During lightshow, the camera&#039;s transform&#039;s position is set to NaN. This forces the game to try to render from NaN perspective, resulting in seemingly random flashing colorful triangles to be drawn across the screen. This makes it impossible to see the game, despite that Samus can still move around normally. Beams and missiles do not work properly. This is because Samus&#039; Arm Cannon is tied to the Camera&#039;s position and therefore the Arm Cannon position is also set to NaN. If morphed, bombs and power bombs work normally, and can open the doors they would normally be able to open.&lt;br /&gt;
&lt;br /&gt;
===Fixing Lightshow===&lt;br /&gt;
It is possible to disable both IS and Lightshow while morphed if you unmorph and re-morph in an area with a fixed camera. This can be done with [[Spider Ball]] tracks or [[Morph Ball]] tunnels or fixed camera perspectives like in [[Ruined Fountain]]. Upon unmorphing, the camera will be drawn at NaN again, giving Samus lightshow.&lt;br /&gt;
&lt;br /&gt;
To permanently fix lightshow, you must use a [[Cutscene]]. Any cutscene works, however not all cutscenes are made equal. Cutscenes with scripted camera like [[Phendrana Shorelines]] or a Save Station will automatically fix lightshow when the cutscene ends. This also applies to cutscenes where the player is completely reloaded like an Elevator or Death. To fix lightshow on a cutscene that does not have a scripted camera, Samus must unmorph within 2 frames of that cutscene ending. &lt;br /&gt;
&lt;br /&gt;
===NaN Cannon===&lt;br /&gt;
By giving yourself Lightshow, the Camera&#039;s position is written to the Arm Cannon&#039;s position. This causes projectiles to be fired from NaN which results in most weapons not working. In [[Metroid Prime]], Samus can use [[Flamethrower]] with Lightshow to interact with triggers and damage enemies. In [[Metroid Prime 3: Corruption]], [[Missile Launcher|Missiles]] can sometimes open doors, and have some other strange effects. &lt;br /&gt;
&lt;br /&gt;
====Interesting Effects====&lt;br /&gt;
* The Map and Visor can be seen with Lightshow by disabling the Hud Lag in the options menu.&lt;br /&gt;
* In [[Metroid Prime 2: Echoes]], Morphing and Unmorphing with Light Show can make the map unload. Attempting to open and then close the map more than once will crash the game.&lt;br /&gt;
* In [[Metroid Prime 3: Corruption]] It is also possible to get Nan &#039;&#039;&#039;linear velocity&#039;&#039; which behaves differently with collision than traditional Framedrag. This can be done after Spring Ball jumping into a specific elevator without the use of Infinite Speed. More research is needed in this game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video showing off lightshow, including unmorphing with fixed camera]&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=bxsYV7V-Rp4}}&lt;br /&gt;
[Videos are still needed for these]&lt;br /&gt;
* [MP] Chapel of the Elders (wavesun)&lt;br /&gt;
{{#ev:youtube|https://youtu.be/yIH76tIwlDo}}&lt;br /&gt;
&lt;br /&gt;
==Detailed Mechanics==&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitch]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Jumping&amp;diff=3306</id>
		<title>Jumping</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Jumping&amp;diff=3306"/>
		<updated>2021-12-11T00:03:49Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Jumping&#039;&#039;&#039; is a basic mechanic in the Metroid Prime games that allows for Samus to gain an increased amount of height when the B button is pressed. In addition to this basic functionality, jumping is also the basis for which Samus is allowed to perform Combat Dashes or [[Scan Dash|Scan Dashes]]. By default, Samus is only allowed to jump once after leaving the ground, but this can be increased to 2 by acquiring the [[Space Jump Boots]]. The way jumping functions across the three games is largely the same.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview==&lt;br /&gt;
The significance of jumping in speedruns is not just due to its basic functionality, but for the way that it interacts with other mechanics.&lt;br /&gt;
===Jumpstates===&lt;br /&gt;
[[File:dash_angles.jpg|thumb|Strafe range]]Jumpstates are a variable that the Prime games use to track whether or not Samus should be allowed to jump at any given moment, as well as dictate whether or not she can use her Dash or Space Jump. Jumpstates are the most important concept to understand when talking about the inner mechanics of how jumping works. Due to the complexity of this game&#039;s movement, there are 5 states in total:&lt;br /&gt;
*&#039;&#039;&#039;Jumpstate 0&#039;&#039;&#039;: &amp;quot;On ground&amp;quot; Self-explanatory.&lt;br /&gt;
*&#039;&#039;&#039;Jumpstate 1&#039;&#039;&#039;: &amp;quot;Lift-off&amp;quot; The first 14 frames after Samus jumps, or the first 7 frames after Samus performs a Space Jump. During this jumpstate, Samus is able to perform a Dash by releasing B while holding the analog stick in the strafe range, highlighted in red on the attached image.&lt;br /&gt;
*&#039;&#039;&#039;Jumpstate 2&#039;&#039;&#039;: &amp;quot;Free-fall&amp;quot; Samus is no longer able to Dash in this jumpstate. If Samus has the Space Jump Boots, she will be able to use them to get an extra jump at this point, provided the internal &amp;quot;Space Jump Timer&amp;quot; hasn&#039;t ran out.&lt;br /&gt;
*&#039;&#039;&#039;Jumpstate 3&#039;&#039;&#039;: &amp;quot;Coyote&amp;quot; This state is active for 2 frames when Samus walks off of a ledge, after which Samus goes back into jumpstate 2. This state is helpful mainly during Aether Jumping. (&#039;&#039;see also:&#039;&#039; [[Out of Bounds]])&lt;br /&gt;
*&#039;&#039;&#039;Jumpstate 4&#039;&#039;&#039;: &amp;quot;BSJ State&amp;quot; This special jumpstate is active only when Samus is in [[Morph Ball]]. For 22 frames after the Morph Ball leaves the ground, you have greater movement influence while in the air. You are also able to jump while in this state after an [[Instant Morph/Unmorph#Instant Unmorphing|Instant Unmorph]], which makes [[Bomb Space Jump|Bomb Space Jumps]] possible.&lt;br /&gt;
&lt;br /&gt;
===Vertical Velocity Increase and Decrease===&lt;br /&gt;
[[File:velocitygraph1.png|thumb|Vertical velocity during jumpstate 1]]Assuming a neutral environment without any obstacles, when Samus is in jumpstate 1, her vertical velocity is constantly increased at a rate of 0.833 units per frame. Conversely, in jumpstate 2, her vertical velocity is constantly decreased at a rate of -0.583 units per frame. Note that Samus&#039; vertical speed is capped to 11.667 units without Space Jump and 14.0 units with Space Jump. Note that this increase can be variable based on the room&#039;s geometry and whether or not Samus is moving (which minimally increases her velocity while moving upwards).&lt;br /&gt;
&lt;br /&gt;
[[File:velocitygraph2.png|thumb|Vertical velocity during jumpstate 1, with a Dash performed on frame 6]]Performing a Dash while in jumpstate 1 causes Samus&#039; vertical velocity to sharply decrease for a single frame. How much exactly her velocity decreases depends on when during jumpstate 1 the Dash is performed. However, her velocity will continue to increase afterwards up until the point where jumpstate 1 ends. This is the reason why, when performing Scan Dashes, it is often important that the B button is released as soon as possible. The faster B is released, the less height will be lost as a result. If you release B too late, this can make certain tricks such as [[Space Jump First]] more difficult than they otherwise have to be.&lt;br /&gt;
&lt;br /&gt;
===Slope Jumps===&lt;br /&gt;
&#039;&#039;See also: [[Slope Jump]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slope Jumping is when Samus rubs along sloped collision while jumping. This can allow Samus to increase or decrease her speed while touching the collision. This can result in higher vertical jumps or to fall faster when unmorphed which is known as a Reverse Slope Jump. &lt;br /&gt;
&lt;br /&gt;
===Floaty Jump===&lt;br /&gt;
&#039;&#039;See also: [[Floaty Jump]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Floaty Jump is when the game applies water physics to Samus&#039; jump while she is in the air, allowing for her to jump far higher than is normally possible. This happens because the game thinks Samus is in the water even though she isn&#039;t, resulting in her jumping as if she is in water.&lt;br /&gt;
&lt;br /&gt;
===First Frame Jumps===&lt;br /&gt;
&lt;br /&gt;
When jumping on the first frame possible, Samus will keep her vertical speed going into the jump. The following conditions are required:&lt;br /&gt;
*Samus is grounded with a non-zero vertical speed. Examples include falling, jumping, ledge clipping, repositions or knockback.&lt;br /&gt;
*Samus jumps on the frame she is grounded with non-zero vertical speed. &lt;br /&gt;
*Samus is airborne the next frame after jumping&lt;br /&gt;
While in a perfect standstill, Samus&#039; vertical velocity is 0. However, due to the way jumping was coded, jumping doesn&#039;t reset Samus&#039; vertical velocity on the first frame of jumpstate 1. This means that if Samus&#039; vertical velocity is non-zero then the jump will simply increase the velocity according to the normal jump function. If Samus has a positive vertical velocity, then Samus will be able to gain more height than a normal jump. If Samus has a relatively low negative vertical velocity, jumping will result in very low height jumps. If Samus has a large enough vertical velocity such that jumping does not bring her speed above 0, jumping will only result in slowing her fall. &lt;br /&gt;
&lt;br /&gt;
====Ledge Clips====&lt;br /&gt;
&#039;&#039;See also: [[Ledge-Clip Ghetto Jump|Ledge Clip]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ledge Clips (often referred to as ledge clip ghettos) occur when the following conditions are met:&lt;br /&gt;
*Samus jumps while rubbing up against a ledge&lt;br /&gt;
*Samus snaps onto the ground as a result, abruptly ending the jump&lt;br /&gt;
*Samus jumps on the exact frame the game registers that she is on the ground&lt;br /&gt;
As a result of these three conditions being met, Samus will get extra height from the jump compared to normal. This happens because Samus&#039; vertical velocity does get reset to 0 for a frame. Therefore, when Samus jumps on this exact frame, she can start her jump from a higher vertical speed and achieve a higher jump. &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Slope Jump]]&lt;br /&gt;
*[[L-Jumping]]&lt;br /&gt;
*[[R-Jumping]]&lt;br /&gt;
*[[Floaty Jump]]&lt;br /&gt;
*[[Ledge-Clip Ghetto Jump|Ledge Clip]]&lt;br /&gt;
&lt;br /&gt;
*[[Space Jump Boots]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Floaty_Jump&amp;diff=3305</id>
		<title>Floaty Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Floaty_Jump&amp;diff=3305"/>
		<updated>2021-12-03T08:06:26Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Floaty Jump&#039;&#039;&#039;, or simply &#039;&#039;&#039;Floaty&#039;&#039;&#039;, 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. Applications of Floaty include extremely high Jumps, and [[Slope Jump|Slope Jumps]] as well as the [[Infinite Bomb Jump]] which is Prime 1 only. This is because the morph ball is not affected by physics the same way in later games. &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 unmorphed or &amp;gt;1.4 morphed 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;
* &#039;&#039;&#039;Naturally Unloading Method&#039;&#039;&#039;: Being inside a water box at the same time the room naturally unloads it. &lt;br /&gt;
* &#039;&#039;&#039;Infinite Speed Method&#039;&#039;&#039;: Being inside a water box and then unloading the box while inside of it using [[Infinite Speed]]. This can be done by simply unloading a room while inside of its water box using [[Out of Bounds]] or can be done entirely inbounds by activating [[Infinite Speed|Framedrag]] to get Nan position and essentially &amp;quot;touch&amp;quot; a water box the same frame you would unload that room. To unload the room you can either transition 2 rooms away for an autoload room, or by touch an unload trigger in an adjacent room.  &lt;br /&gt;
* &#039;&#039;&#039;Unload Trigger Method&#039;&#039;&#039;: Being inside a water box out of bounds and touching an unload trigger for that room while inside of its water box.  &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;
==Fast Fall Floaty==&lt;br /&gt;
Unmorphed, Samus must have a fluid depth of &amp;gt;1.25 to have the underwater effects of floaty. Morphed, Samus has to have a greater fluid depth of &amp;gt;1.4 to have the underwater effects of floaty. This allows you to have a fluid depth of between 1.25 to 1.4 and Samus will have floaty physics when unmorphed but have normal physics while morphed. &lt;br /&gt;
==Pseudo Gravity Suit==&lt;br /&gt;
Pseudo 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. Pseudo Gravity will give Samus completely unrestricted underwater movement, an skill usually obtained through acquiring the [[Gravity Suit]]. Applications of Pseudo Gravity Suit are extremely limited. One of the only known applications of Pseudo Gravity 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 Pseudo 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;
==List of Rooms That Can Give Pre-Floaty==&lt;br /&gt;
===Metroid Prime===&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 room Samus can get Floaty Jump in [[Metroid Prime 2: Echoes]]. Unlike in Prime, Floaty does not affect morph ball limiting its scope of applications. As a result it is typically used in only a couple of niche cases, such as being able to defeat [[Power Bomb Guardian]] without the [[Spider Ball]].&lt;br /&gt;
*[[Dark Torvus Temple]]&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;
* [[Jumping]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3278</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3278"/>
		<updated>2021-11-11T02:24:16Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Phendrana Drifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Reactor Core SW (Crashed Frigate)|Reactor Core]]&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
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| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3274</id>
		<title>Metroid Prime/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3274"/>
		<updated>2021-11-10T04:38:31Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* General Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=AFGc8roHnvY||right|&#039;&#039;&#039;Fastest to Slowest&#039;&#039;&#039;: [[Rolling]] (Bottom Right), [[L-Jumping]] (Bottom Left), [[The L Button|Holding L]] (Top Right), Walking (Top Left)|frame}}&lt;br /&gt;
Listed are various movement forms and their speed caps:&lt;br /&gt;
&lt;br /&gt;
*Standard walking (11.84)&lt;br /&gt;
*Walking while holding L (11.8)&lt;br /&gt;
*Dashing (35+)&lt;br /&gt;
*Rolling (20)&lt;br /&gt;
*Boosting (uncapped)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
&lt;br /&gt;
*While you have a faster speed in general without holding L, you accelerate to that speed faster while holding the L button. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[The L Button]])&amp;lt;/small&amp;gt;&lt;br /&gt;
*There is no sideways speedcap, this makes turning or moving sideways optimal.&lt;br /&gt;
*[[Space Jump Boots]] give you a higher vertical speedcap.&lt;br /&gt;
&lt;br /&gt;
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| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
* [[L-Jumping]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[R-Jumping]]&lt;br /&gt;
* [[Bunny Hopping]]&lt;br /&gt;
* [[Scan Dash (Prime)|Scan Dash]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball Techniques ==&lt;br /&gt;
* [[Instant Morph/Unmorph|Instant Unmorph]]&lt;br /&gt;
* [[Boosting]]&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
|}&lt;br /&gt;
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| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== TAS Techniques ==&lt;br /&gt;
* [[Morph Wall]]&lt;br /&gt;
* [[Wall Cling]]&lt;br /&gt;
* [[Actionable Cutscene Bug]]&lt;br /&gt;
* [[Ledge-Clip Ghetto Jump]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Out of Bounds Techniques ==&lt;br /&gt;
* [[Out of Bounds|Wallcrawling]]&lt;br /&gt;
* [[Out of Bounds#Aether|Aether Jumping]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Misc == &lt;br /&gt;
* [[Infinite Speed]]&lt;br /&gt;
* [[Floaty Jump]]&lt;br /&gt;
* [[Damage Boost]]&lt;br /&gt;
* [[Metroid Hop]]&lt;br /&gt;
* [[Knockback Cancel]]&lt;br /&gt;
* [[Sheeglitch]]&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rapid-Fire Missiles]]&lt;br /&gt;
* [[Scan Visor Cancel]]&lt;br /&gt;
* [[Charge Storage]]&lt;br /&gt;
* [[Beam Visor]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3273</id>
		<title>Metroid Prime/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3273"/>
		<updated>2021-11-10T04:38:20Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* General Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=AFGc8roHnvY||right|&#039;&#039;&#039;Fastest to Slowest&#039;&#039;&#039;: [[Rolling]] (Bottom Right), [[L-Jumping]] (Bottom Left), [[The L Button|Holding L]] (Top Right), Walking (Top Left)|frame}}&lt;br /&gt;
Listed are various movement forms and their speed caps:&lt;br /&gt;
&lt;br /&gt;
*Standard walking (11.84)&lt;br /&gt;
*Walking while holding L (11.4)&lt;br /&gt;
*Dashing (35+)&lt;br /&gt;
*Rolling (20)&lt;br /&gt;
*Boosting (uncapped)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
&lt;br /&gt;
*While you have a faster speed in general without holding L, you accelerate to that speed faster while holding the L button. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[The L Button]])&amp;lt;/small&amp;gt;&lt;br /&gt;
*There is no sideways speedcap, this makes turning or moving sideways optimal.&lt;br /&gt;
*[[Space Jump Boots]] give you a higher vertical speedcap.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
* [[L-Jumping]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[R-Jumping]]&lt;br /&gt;
* [[Bunny Hopping]]&lt;br /&gt;
* [[Scan Dash (Prime)|Scan Dash]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball Techniques ==&lt;br /&gt;
* [[Instant Morph/Unmorph|Instant Unmorph]]&lt;br /&gt;
* [[Boosting]]&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== TAS Techniques ==&lt;br /&gt;
* [[Morph Wall]]&lt;br /&gt;
* [[Wall Cling]]&lt;br /&gt;
* [[Actionable Cutscene Bug]]&lt;br /&gt;
* [[Ledge-Clip Ghetto Jump]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Out of Bounds Techniques ==&lt;br /&gt;
* [[Out of Bounds|Wallcrawling]]&lt;br /&gt;
* [[Out of Bounds#Aether|Aether Jumping]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Misc == &lt;br /&gt;
* [[Infinite Speed]]&lt;br /&gt;
* [[Floaty Jump]]&lt;br /&gt;
* [[Damage Boost]]&lt;br /&gt;
* [[Metroid Hop]]&lt;br /&gt;
* [[Knockback Cancel]]&lt;br /&gt;
* [[Sheeglitch]]&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rapid-Fire Missiles]]&lt;br /&gt;
* [[Scan Visor Cancel]]&lt;br /&gt;
* [[Charge Storage]]&lt;br /&gt;
* [[Beam Visor]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/21%25_Route&amp;diff=3272</id>
		<title>Metroid Prime/21% Route</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/21%25_Route&amp;diff=3272"/>
		<updated>2021-11-10T04:34:17Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Traditional 21% route is the main route used for 21% runs of Metroid Prime.&lt;br /&gt;
&lt;br /&gt;
The fastest single-segment time anyone has achieved with this route is Metroid177&#039;s 1:43, which is the current world record.&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Dm5ANHwXX0M}}&lt;br /&gt;
&lt;br /&gt;
The Early X-Ray route has been timed to be faster than the Traditional route, opting for more [[Out of Bounds|secret worlds]] than [[Bomb Jump|bomb jumps]].&lt;br /&gt;
The fastest single-segment time completed so far with this route is JustinDM&#039;s 1:53, currently second place overall. &lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=3iqVcg-hFKQ}}&lt;br /&gt;
&lt;br /&gt;
== Traditional Route ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Item&lt;br /&gt;
!Region&lt;br /&gt;
!Room&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Missile Launcher&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Hive Totem]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Morph Ball&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Ruined Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Morph Ball Bomb&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Burn Dome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Varia Suit&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Artifact of Wild (1)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|[[Early Wild]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Artifact of Nature (2)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Lava Lake]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Wave Beam&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chapel of the Elders]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Artifact of Lifegiver (3)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Tower Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Ice Beam&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Antechamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Power Bomb&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Central Dynamo]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Plasma Beam&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Plasma Processing]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Artifact of World (4)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Elder Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|X-Ray Visor&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Artifact of Chozo (5)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Artifact of Warrior (6)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Research]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Phazon Suit&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Quarters]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Artifact of Newborn (7)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Phazon Mining Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Artifact of Elder (8)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Control Tower]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Artifact of Spirit (9)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Storage Cavern]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artifact of Sun (10)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chozo Ice Temple]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Artifact of Strength (11)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Warrior Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Artifact of Truth (12)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Artifact Temple]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Early X-Ray Route ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!#&lt;br /&gt;
!Item&lt;br /&gt;
!Region&lt;br /&gt;
!Room&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Missile Launcher&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Hive Totem]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Morph Ball&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Ruined Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Morph Ball Bomb&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Burn Dome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Ice Beam&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Antechamber]]&lt;br /&gt;
|[[Early Ice Beam]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|X-Ray Visor&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|[[Great Tree Hall|Great Tree Hall Floaty]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Artifact of Chozo (1)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Life Grove]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Varia Suit&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|[[Early Wild]]&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Artifact of Wild (2)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Sunchamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Artifact of Nature (3)&lt;br /&gt;
|Magmoor Caversn&lt;br /&gt;
|[[Lava Lake]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Wave Beam&lt;br /&gt;
|Phendrana Drifts &lt;br /&gt;
|[[Chapel of the Elders]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Artifact of Strength (4)&lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Warrior Shrine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Plasma Beam &lt;br /&gt;
|Magmoor Caverns&lt;br /&gt;
|[[Plasma Processing]]&lt;br /&gt;
|[[Magmoor Workstation SW|Workstation SW]]&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Artifact of Spirit (5)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Storage Cavern]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Artifact of Elder (6)&lt;br /&gt;
|Phendrana Drifts &lt;br /&gt;
|[[Control Tower]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Artifact of Sun (7)&lt;br /&gt;
|Phendrana Drifts&lt;br /&gt;
|[[Chozo Ice Temple]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Power Bombs&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Central Dynamo]]&lt;br /&gt;
|Tallon &amp;gt; Chozo &amp;gt; Mines &lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Phazon Suit&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Quarters]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Artifact of Newborn (8)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Phazon Mining Tunnel]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Artifact of Warrior (9)&lt;br /&gt;
|Phazon Mines&lt;br /&gt;
|[[Elite Research]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artifact of World (10)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Elder Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Artifact of Lifegiver (11)&lt;br /&gt;
|Chozo Ruins&lt;br /&gt;
|[[Tower Chamber]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Artifact of Truth (12)&lt;br /&gt;
|Tallon Overworld&lt;br /&gt;
|[[Artifact Temple]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Categories&amp;diff=3271</id>
		<title>Metroid Prime/Categories</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/Categories&amp;diff=3271"/>
		<updated>2021-11-10T04:01:08Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Routes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are many categories that people speedrun for Metroid Prime. The most popular ones are any%, 100%, and low%, just to name a few. All categories use any and all glitches, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
== Any% ==&lt;br /&gt;
Beat the game using any route and collecting any amount of items.&lt;br /&gt;
*[[Metroid Prime/Double IS Route|Double IS Route]]&lt;br /&gt;
*[[Metroid Prime/IBBF Early Sun Route|IBBF Early Sun Route]]&lt;br /&gt;
&lt;br /&gt;
== 100% ==&lt;br /&gt;
Beat the game while collecting all 100 items. This does not include scans as the final in-game percentage does not include them. This means you should have:&lt;br /&gt;
* 14 Energy Tanks&lt;br /&gt;
* 250 Missiles&lt;br /&gt;
* 8 Power Bombs&lt;br /&gt;
* All Upgrades&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
*[[Metroid Prime/100% IBBF Route|IBBF Route]]&lt;br /&gt;
*[[Metroid Prime/100% Two-Trip Mines Route|Two-Trip Mines Route]]&lt;br /&gt;
&lt;br /&gt;
== 21% ==&lt;br /&gt;
&#039;&#039;See also&#039;&#039;: [[Metroid Prime|Low%]]&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
Beat the game while collecting the fewest number of items possible. The current lowest possible percentages for this category is 21%. This run actually collects 22 items, but is only 21% as [[Phazon Suit]] does not count as a percent. The list of required items to beat the game are as follows:&lt;br /&gt;
* 12 Artifacts&lt;br /&gt;
* Missile Launcher&lt;br /&gt;
* Morph Ball&lt;br /&gt;
* Morph Ball Bomb&lt;br /&gt;
* Varia Suit&lt;br /&gt;
* Wave Beam&lt;br /&gt;
* Ice Beam&lt;br /&gt;
* Plasma Beam&lt;br /&gt;
* Power Bomb&lt;br /&gt;
* X-Ray Visor&lt;br /&gt;
* Phazon Suit&lt;br /&gt;
&lt;br /&gt;
=== Routes ===&lt;br /&gt;
*[[Metroid Prime/21% Route|Traditional 21% Route]]&lt;br /&gt;
*[[Metroid Prime/21% Route|Early X-ray Route]]&lt;br /&gt;
&lt;br /&gt;
== [[Max% No Space Jump]] ==&lt;br /&gt;
Beat the game while collecting as many items as possible, and skipping [[Space Jump Boots]]. This run ends up up with 98% instead of 99%, because [[Phazon Suit]] does not count as a percent.&lt;br /&gt;
&lt;br /&gt;
== [[Max% No Bombs]] ==&lt;br /&gt;
Beat the game while collecting as many items as possible, and skipping [[Morph Ball Bomb|Morph Ball Bombs]]. This run ends up up with 98% instead of 99%, because [[Phazon Suit]] does not count as a percent.&lt;br /&gt;
&lt;br /&gt;
== [[Frigate Escape]] ==&lt;br /&gt;
The Frigate Escape category is timed by looking at the time displayed on the last frame of the escape before the cutscene begins.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
*[[Metroid Prime/Randomizer Low% Route|Randomizer Low% Route]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3270</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3270"/>
		<updated>2021-11-10T01:40:14Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Tallon Overworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Reactor Core SW|Reactor Core]]&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3269</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3269"/>
		<updated>2021-11-10T01:39:57Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Tallon Overworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Reactor Core]]&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3262</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3262"/>
		<updated>2021-11-06T17:12:51Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Chozo Ruins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3261</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3261"/>
		<updated>2021-11-06T17:12:23Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: Undo revision 3260 by Whiskers (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3260</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3260"/>
		<updated>2021-11-06T17:11:45Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Tallon Overworld */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Energy Core SW|Energy Core]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Frigate_Crash_Site_SW&amp;diff=3259</id>
		<title>Frigate Crash Site SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Frigate_Crash_Site_SW&amp;diff=3259"/>
		<updated>2021-11-06T16:57:10Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Frigate Crash Site]].&#039;&#039;&lt;br /&gt;
==Room Scaling Method==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=4rxPAnWHyrQ||right|Frigate Crash Site SW - Space Jump.}}&lt;br /&gt;
Secret World discovered by: FusionVaria &amp;amp; gdVertigo&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb]]&amp;lt;br&amp;gt;[[Space Jump Boots]]}}&lt;br /&gt;
&lt;br /&gt;
==Infinite Boost Method==&lt;br /&gt;
Secret World discovered by:&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
All setups for the Frigate Crash Site Secret World using Infinite Boost are identical once the Ice Beam door has been closed with the Map on Frigate Access Tunnel. The item variation comes from how you go about achieving the &amp;quot;Where&#039;s The Room&amp;quot; state. The easiest method is by Space Jumping. In order to WTR, Samus must leave the [[Door Open Trigger]] while remaining inside the [[Dock Trigger]], this will close the door without transitioning the Map to Frigate Crash Site. Without Space Jump, Samus can either use a bomb jump, or the crates (which only appear once and do not come back once destroyed) to jump above the [[Door Open Trigger]]. &lt;br /&gt;
===Setup Instructions===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Space Jump Infinite Boost Variation==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=yBhGcZxm1Ro||right|Frigate Crash Site SW - Infinite Boost/Space Jump.}}&lt;br /&gt;
Transition the map to [[Frigate Access Tunnel]] and then inch your way back to the other side of the door, making sure you&#039;re outside of the doorway but still inside of the [[Dock Trigger]]. Perform a single jump, followed by a very delayed Space Jump. You want to be moments away from landing when the Space Jump is initiated. If timed correctly, Samus will jump above the [[Door Open Trigger]] while remaining inside the [[Dock Trigger]], closing the door and achieving Where&#039;s The Room state. Follow the Infinite Boost setup instructions from here.&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;/br&amp;gt;[[Boost Ball]]&amp;lt;/br&amp;gt;[[Space Jump Boots]]&amp;lt;br&amp;gt;[[Ice Beam]]}}&lt;br /&gt;
&lt;br /&gt;
==NSJ Infinite Boost Variation==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=STUw7P3_bkc||right|Frigate Crash Site SW - Infinite Boost/NSJ.}}&lt;br /&gt;
To achieve Where&#039;s The Room without [[Space Jump Boots]], you can use a bomb jump instead. Transition the map to [[Frigate Access Tunnel]] and then inch your way back to the other side of the door, making sure you&#039;re outside of the doorway but still inside of the [[Dock Trigger]]. Morph and lay 2 bombs in an &amp;quot;HBJ-Rhythm&amp;quot;, and then Unmorph. If timed and spaced correctly, Samus will land above the Ice Beam door and the Ice Beam door will close without the Map transitioning. Follow the Infinite Boost setup instructions from here.&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb]]&amp;lt;/br&amp;gt;[[Boost Ball]]&amp;lt;br&amp;gt;[[Ice Beam]]}}&lt;br /&gt;
&lt;br /&gt;
==NSJ NMBB Infinite Boost Variation==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=5NpR_w8hoSA||right|Frigate Crash Site SW - Infinite Boost/NSJ NMBB.}}&lt;br /&gt;
It is possible to achieve Where&#039;s The Room state without either [[Space Jump Boots]] or [[Morph Ball Bomb|Morph Ball Bombs]] by using the crates in front of the Ice Beam door leading into the Crashed Frigate. Note that these crates do not respawn if destroyed, making this SW variation only possible on files which haven&#039;t destroyed them yet. You will, however, want to destroy the top create, as it gets in the way otherwise. Shoot and open the Ice Beam door and then approach it by jumping towards it&#039;s left side. Use morph ball to roll past the crates into the doorway. Transition the Map to [[Frigate Access Tunnel]], and make your back to the tiny space on the front left of the door where you can unmorph again. Jump onto the right create without leaving the [[Dock Trigger]], and then face towards the Ice Door and jump above it. Use a well-timed Morph &#039;&#039;&#039;Before&#039;&#039;&#039; the apex of this jump, the Morph will cut off Samus&#039; vertical momentum, which is important. Without this Morph, Samus would jump too high and leave the [[Dock Trigger]], transitioning the map back to [[Frigate Crash Site]]. Follow the Infinite Boost setup instructions from here.&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;/br&amp;gt;[[Boost Ball]]&amp;lt;br&amp;gt;[[Ice Beam]]}}&lt;br /&gt;
&lt;br /&gt;
==Flying Pirate Method (TAS only)==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=6vMQ7DmbZ3A||right|Frigate Crash Site SW - Flaying Pirate}}&lt;br /&gt;
when entering the room there are [[Flying Pirate|Flying Pirates]] that will fly away from the broken phazon boxes and into the sky. If entering the room from any door other than the East door from [[Waterfall Cavern]], the trigger will be right at the edge of the water that alerts the pirates to Samus. After touching this trigger is it possible to quickly jump onto the head and ride a [[Flying Pirate]] to the first branch. Due to the path of the pirate used to get to this first branch, it will be nearly impossible to stay attached. Here, TAS switches to the other pirate using [[Ice Beam]] to freeze it long enough to switch to it&#039;s head. Due to the path of this second pirate, the only viable way of staying ontop is to morph and have the pirate rapidly throw you into the air and unmorph back on top of it. From here due to the path of the pirate it&#039;s relatively easy to stay attached. It is possible to either Ride it completely out or get thrown off early and simply climb standable collision to achieve this Secret World. It might be possible to do this without [[Space Jump Boots]] but has not been confirmed.&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]&amp;lt;/br&amp;gt;[[Morph Ball]]&amp;lt;br&amp;gt;[[Ice Beam]]}}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3258</id>
		<title>Metroid Prime/List of Secret Worlds</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Secret_Worlds&amp;diff=3258"/>
		<updated>2021-11-06T16:38:20Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Phendrana Drifts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists all of the known [[Secret World|Secret Worlds]] in [[Metroid Prime]]. Rooms listed with an asterisk (*) are only known to be possible with [[Floaty Jump]].&lt;br /&gt;
&lt;br /&gt;
==Space Pirate Frigate==&lt;br /&gt;
* [[Biotech Research Area 1 SW|Biotech Research Area 1]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A (Space Pirate Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B (Space Pirate Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C (Space Pirate Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
* [[Main Ventilation Shaft Section D]]&lt;br /&gt;
* [[Main Ventilation Shaft Section F]]&lt;br /&gt;
&lt;br /&gt;
==Tallon Overworld==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arbor Chamber SW|Arbor Chamber]]&lt;br /&gt;
* [[Artifact Temple SW|Artifact Temple]]&lt;br /&gt;
* [[Frigate Crash Site SW|Frigate Crash Site]]&lt;br /&gt;
* [[Great Tree Chamber SW|Great Tree Chamber]]&lt;br /&gt;
* [[Gully SW|Gully]]&lt;br /&gt;
* [[Landing Site SW (Tallon Overworld)|Landing Site]]&lt;br /&gt;
* [[Life Grove SW|Life Grove]]&lt;br /&gt;
* [[Main Ventilation Shaft Section A SW (Crashed Frigate)|Main Ventilation Shaft Section A]]&lt;br /&gt;
* [[Main Ventilation Shaft Section B SW (Crashed Frigate)|Main Ventilation Shaft Section B]]&lt;br /&gt;
* [[Main Ventilation Shaft Section C SW (Crashed Frigate)|Main Ventilation Shaft Section C]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Root Cave SW|Root Cave]]&lt;br /&gt;
* [[Root Tunnel SW|Root Tunnel]]&lt;br /&gt;
* [[Tallon Canyon SW|Tallon Canyon]]&lt;br /&gt;
* [[Transport Tunnel C SW (Tallon Overworld)|Transport Tunnel C]]&lt;br /&gt;
* [[Waterfall Cavern SW|Waterfall Cavern]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Chozo Ruins==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Arboretum SW|Arboretum]]&lt;br /&gt;
* [[Gathering Hall SW (Chozo Ruins)|Gathering Hall]]&lt;br /&gt;
* [[Hall of the Elders SW|Hall of the Elders]]&lt;br /&gt;
* [[Magma Pool SW|Magma Pool]]&lt;br /&gt;
* [[Main Plaza SW|Main Plaza]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ruins Entrance SW|Ruins Entrance]]&lt;br /&gt;
* [[Sunchamber SW|Sunchamber]]&lt;br /&gt;
* [[Training Chamber SW (Chozo Ruins)|Training Chamber]]&lt;br /&gt;
* [[Transport to Tallon Overworld East SW|Transport to Tallon Overworld East]]&lt;br /&gt;
* [[Watery Hall SW|Watery Hall]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magmoor Caverns==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Burning Trail SW|Burning Trail]]&lt;br /&gt;
* [[Fiery Shores SW|Fiery Shores]]&lt;br /&gt;
* [[Geothermal Core SW|Geothermal Core]]&lt;br /&gt;
* [[Magmoor Workstation SW|Magmoor Workstation]]&lt;br /&gt;
* [[Monitor Station SW|Monitor Station]]*&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Pit Tunnel SW|Pit Tunnel]]&lt;br /&gt;
* [[Transport to Phendrana Drifts North]] &amp;lt;sup&amp;gt;TAS-only without Floaty Jump&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Triclops Pit SW|Triclops Pit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phendrana Drifts==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Chapel of the Elders SW|Chapel of the Elders]]&lt;br /&gt;
* [[Chozo Ice Temple SW|Chozo Ice Temple]]&lt;br /&gt;
* [[Control Tower SW|Control Tower]]&lt;br /&gt;
* [[Frost Cave SW|Frost Cave]]&lt;br /&gt;
* [[Frost Cave Access]]&lt;br /&gt;
* [[Frozen Pike SW|Frozen Pike]]&lt;br /&gt;
* [[Gravity Chamber SW|Gravity Chamber]]&lt;br /&gt;
* [[Hunter Cave SW|Hunter Cave]]&lt;br /&gt;
* [[Ice Ruins East SW|Ice Ruins East]]&lt;br /&gt;
* [[Ice Ruins West SW|Ice Ruins West]]&lt;br /&gt;
* [[North Quarantine Tunnel]]&lt;br /&gt;
* [[Observatory SW|Observatory]]&lt;br /&gt;
* [[Phendrana Canyon SW|Phendrana Canyon]]&lt;br /&gt;
* [[Phendrana Shorelines SW|Phendrana Shorelines]]&lt;br /&gt;
* [[Phendrana&#039;s Edge SW|Phendrana&#039;s Edge]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Quarantine Cave SW|Quarantine Cave]]*&lt;br /&gt;
* [[Ruined Courtyard SW|Ruined Courtyard]]&lt;br /&gt;
* [[Ruins Entryway SW|Ruins Entryway]]&lt;br /&gt;
* [[Shoreline Entrance]]*&lt;br /&gt;
* [[Storage Cave]]&lt;br /&gt;
* [[Transport Access (Phendrana Drifts)|Transport Access]]&lt;br /&gt;
* [[Transport to Magmoor Caverns South SW (Phendrana Drifts)|Transport to Magmoor Caverns South]]*&lt;br /&gt;
* [[Transport to Magmoor Caverns West]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Phazon Mines==&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Elite Research SW|Elite Research]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
* [[Fungal Hall A]]&lt;br /&gt;
* [[Main Quarry SW|Main Quarry]]&lt;br /&gt;
* [[Metroid Quarantine B SW|Metroid Quarantine B]]&lt;br /&gt;
* [[Omega Research SW|Omega Research]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
* [[Ore Processing SW|Ore Processing]]&lt;br /&gt;
* [[Security Access A]]&lt;br /&gt;
* [[Security Access B]]&lt;br /&gt;
* [[Transport to Tallon Overworld South (Phazon Mines)|Transport to Tallon Overworld South]] &amp;lt;sup&amp;gt;TAS-only&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Impact Crater==&lt;br /&gt;
* [[Crater Tunnel B]]&lt;br /&gt;
[[Category:Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Life_Grove_SW&amp;diff=3257</id>
		<title>Life Grove SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Life_Grove_SW&amp;diff=3257"/>
		<updated>2021-10-28T17:22:04Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Life Grove]].&#039;&#039;&lt;br /&gt;
==Space Jump Method 1==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=u_b7e2l9E88||right|Life Grove SW - Space Jump Method 1.}}&lt;br /&gt;
Secret World discovered by: CtrlAltDestroy&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
==Space Jump Method 2==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=xfC7JJsbv78||right|Life Grove SW - Space Jump Method 2.}}&lt;br /&gt;
===Overview===&lt;br /&gt;
TODO&lt;br /&gt;
{{SW Items|items=[[Space Jump Boots]]}}&lt;br /&gt;
&lt;br /&gt;
==NSJ Method==&lt;br /&gt;
{{#ev:youtube|https://youtube.com/watch?v=G5bC9f7Nbr4||right|Life Grove SW - NSJ Method}}&lt;br /&gt;
Secret World discovered by: Whiskers&lt;br /&gt;
===Overview=== &lt;br /&gt;
[[Scan Dash]] off the ghost as it moves between these two coverpoints. Bounce up and land on the same spot as the ubj method. Possible RTA but not yet done.&lt;br /&gt;
{{SW Items|items=None}}&lt;br /&gt;
==NSJ UBJ Method (TAS-Only)==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=XbraXOTmjy4||right|Life Grove SW - NSJ UBJ Method (TAS-Only).}}&lt;br /&gt;
Secret World discovered by: FusionVaria&lt;br /&gt;
===Overview===&lt;br /&gt;
This variant of the Secret World is currently considered TAS-Only.&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;br&amp;gt;[[Morph Ball Bomb]]}}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3254</id>
		<title>Cutscene</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Cutscene&amp;diff=3254"/>
		<updated>2021-10-24T16:36:57Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cutscenes&#039;&#039;&#039; (known internally as &amp;quot;&#039;&#039;&#039;cinematics&#039;&#039;&#039;&amp;quot;) are scripted sequences in which the camera is changed, often to show something of significance (but not always). While a cutscene is active, the player has no control over Samus, and the in-game timer is stopped. Depending on the game and the specific cutscene, it may or may not be possible to skip the cutscene by pressing the Start button.&lt;br /&gt;
&lt;br /&gt;
==Technical Overview==&lt;br /&gt;
Cutscenes are composed of multiple objects operating in sequence:&lt;br /&gt;
* &#039;&#039;&#039;Camera&#039;&#039;&#039;: The most basic of the objects, changes the position of the camera.&lt;br /&gt;
* &#039;&#039;&#039;PlayerActor&#039;&#039;&#039;: Clone of Samus for the purpose of being used in a cutscene.&lt;br /&gt;
* &#039;&#039;&#039;CameraWaypoint&#039;&#039;&#039;: Instructs where the camera should go. Note that these are not exclusively used in cutscenes.&lt;br /&gt;
* &#039;&#039;&#039;CameraFilterKeyframe&#039;&#039;&#039;: Responsible for effects such as fade in or out from back, placing black bars on top/bottom of screen, etc.&lt;br /&gt;
* &#039;&#039;&#039;CameraBlurKeyframe&#039;&#039;&#039;: Responsible for blurring effects.&lt;br /&gt;
* &#039;&#039;&#039;ActorKeyframe&#039;&#039;&#039;: Responsible for all actions involving cutscene actors, including clones of Samus.&lt;br /&gt;
* &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;: Sends messages to other script objects with precise timing. Introduced in Echoes.&lt;br /&gt;
&lt;br /&gt;
Orchestrating these cutscenes are Relays and Timer objects which will be scattered across the room. Every single object composing a cutscene physically exists in the bounds of the room, but is invisible and untouchable.&lt;br /&gt;
&lt;br /&gt;
===Skipping Cutscenes===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=vGfX4brD8Nk||right|Comparison showing the timeloss that happens by skipping the Artifact of Wild cutscene.}}&amp;lt;br&amp;gt;&lt;br /&gt;
In [[Metroid Prime]], whether or not you can skip a cutscene is dependent on the cutscene itself. Cutscenes are hand crafted by chaining together relays, timers, etc. This applies to both the cutscenes, and also the cutscene skips. Whatever state the cutscene was in had to be manually cleaned up before gameplay could resume. As such, not all cutscenes are skippable.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was changed in [[Metroid Prime 2: Echoes]] and onwards, all cutscenes are skippable. This even includes sequences with dialogue, as long as you have seen them before. This is because the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039;, which acts like a central sequential event manager. Because of the ease of development this brings, cutscenes in these games tend to have much more complicated layers or scripting.&lt;br /&gt;
&lt;br /&gt;
There are certain applications for skipping cutscenes in a speedrun setting. For example, in Echoes, when going through one of the Controller Access rooms (such as [[Controller Access (Torvus Bog)|Torvus Controller Access]]), it is faster to skip the cutscene just as it&#039;s about to end. This allows for the room to fully load while still in the cutscene, saving a small amount of in-game time. There are also situations where &#039;&#039;not&#039;&#039; skipping a cutscene is faster. In Prime 1, in the room [[Sunchamber]], when getting the Artifact of Wild, it loses over half a second to skip the cutscene, due to the fact that Samus is not able to move immediately as the cutscene ends. If the cutscene plays out naturally, it saves over half a second because Samus will be able to move immediately when it ends. Some cutscenes like [[Phendrana&#039;s Shoreline]] in Prime 1 will reposition you, but only if you watch the full cutscene without skipping. &lt;br /&gt;
&lt;br /&gt;
===Overlapping Cutscenes===&lt;br /&gt;
There are some situations where it&#039;s possible to get cutscenes to overlap with each other. It is possible to achieve this with [[Infinite Speed]] however, this is usually achieved by triggering two separate events at once, such as in [[Sunchamber]] by grabbing the artifact at the same time the cutscene that occurs after killing the [[Chozo Ghosts]] plays. In Prime 1, this can let you skip a non-skippables cutscene by overlapping a skippable cutscene onto one. Doing so can allow Samus to regain control during a cutscene playing. Most notably this can be seen in [[Chapel of the Elders]] when overlapping [[Wave Beam]] cutscene with the fight starting and skipping immediately. &lt;br /&gt;
TODO: Go into more detail, info on [[Sanctuary Entrance]] cutscene overlap.&lt;br /&gt;
&lt;br /&gt;
===Interrupting Cutscene Scripting===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=pQN2WGxafyI||right|Chykka Larva fight being unloaded with proximity unloading mid-cutscene}}&lt;br /&gt;
By interrupting a cutscene mid script, it is possible to stop any cutscene during any sequence. This has strange effects such as leaving the &#039;&#039;&#039;PlayerActor&#039;&#039;&#039; visible and still animated as the sequence that would ordinarily hide it is skipped by ending the cutscene early. Ordinarily the method of doing this is by using [[Infinite Speed]] to overlap a skippable cutscene onto a non-skippable cutscene. This lets you skip the normally un-skippable cutscene anywhere in its sequence. This is only possible in Prime 1 before the introduction of the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039; which will automatically run through the entire sequence properly before exiting.&lt;br /&gt;
&lt;br /&gt;
To interrupt a cutscene mid script in Echoes or beyond, only one method is currently known. To interrupt the &#039;&#039;&#039;SequenceTimer&#039;&#039;&#039; you have to unload it. This poses a problem as unloading it ends the cutscene altogether not allowing any interesting effects of Prime 1. To get around this, it is required to unload a cutscene on the frame you get repositioned elsewhere. Samus cannot move during cutscenes however and so the only way to accomplish this is through proximity unloading. By being in the [[Out of Bounds|Aether]] out of bounds, Samus will continue to slowly float upwards during a cutscene. By keeping the game on the wrong room and timing the proximity unload to occur the same frame the game repositions you, it is possible to interrupt the cutscene mid script. This has extremely odd effects. The game is stuck trying to reload the room and will place you wherever your repositioned to with the cutscene having stopped on that frame. This can let you access cutscene only layers of bosses and other rooms where cutscenes are much more complicated and interesting. Because this can only be done on the frame you reposition, interrupting cutscenes is very limited in its scope. Applications of this have yet to be explored much as a result.&lt;br /&gt;
&lt;br /&gt;
==Actionable Cutscene Bug==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Mot5_rQ-y4Q||right|Example of the Actionable Cutscene Bug on [[Lava Lake]]. Note how Samus&#039; position is updating even while the cutscene is active.}} While Samus cannot normally move during cutscenes, there exists a bug exclusive to Prime 1 that allows for this among other side effects to be achieved. This is known as the &#039;&#039;&#039;Actionable Cutscene Bug&#039;&#039;&#039;, and it allows for certain inputs to be repeated while a cutscene is active. This can happen in the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The player does an input on the frame before a cutscene starts.&lt;br /&gt;
*On the frame directly after, the Start button is pressed to immediately skip the cutscene. Both of these inputs are frame perfect.&lt;br /&gt;
&lt;br /&gt;
Naturally, this can only be done on cutscenes that can be skipped. This can have different effects depending on the action being taken:&lt;br /&gt;
&lt;br /&gt;
* [[Boost Ball]]: Can be held during the cutscene to charge. If B is not held after the cutscene ends, it will immediately Boost.&lt;br /&gt;
* [[Charge Beam]]: Can start charging during a cutscene.&lt;br /&gt;
* [[Morph Ball]]: Morphing or unmorphing will cause Samus to constantly transition to morph/unmorphed state every single frame, creating a &amp;quot;flicker&amp;quot; effect.&lt;br /&gt;
* [[Morph Ball Bomb]]: Can lay a bomb during a cutscene and be hit by it after the cutscene ends.&lt;br /&gt;
* [[Power Bomb]]: Can lay a power bomb during a cutscene.&lt;br /&gt;
* [[Scan Visor]]: Can scan given scan points during a cutscene.&lt;br /&gt;
* Switching Beams: Can switch beams during a cutscene, eliminating the time spent having to wait for it to be ready before it can be used. This saves time when getting the [[Ice Beam]] and [[Plasma Beam]].&lt;br /&gt;
* [[The L Button]]: Pressing L while walking into a cutscene will cause Samus to move while the cutscene is active. Due to the nature of the way this bug works, she won&#039;t be walking at maximum speed. However, you can go in any direction.&lt;br /&gt;
** If Samus is locked onto a target, the only frame perfect input required to perform this bug is the Start press to skip the cutscene.&lt;br /&gt;
* [[X-Ray Visor]]: This takes away the negative filter that is normally applied when selected, resulting in an otherwise normal view with a strong white fog surrounding Samus.&lt;br /&gt;
&lt;br /&gt;
The results are equivalent to if the respective action was done on each frame while the cutscene is active. Because this bug requires that the cutscene be skippable, this makes its usage limited. There are additional restrictions if the cutscene repositions Samus. If a cutscene repositions Samus, her facing angle and morph state will both be fixed.&lt;br /&gt;
&lt;br /&gt;
While technically RTA viable, this bug allows for small amounts of time mainly to be saved for [[Tool-Assisted Speedruns]] across the entire game. Time save comes from being able to move during the cutscenes themselves and the ability to switch immediately to the Ice and Plasma Beams during their pickup cutscenes.&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3224</id>
		<title>Metroid Prime/General Speed Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/General_Speed_Tricks&amp;diff=3224"/>
		<updated>2021-10-21T18:08:20Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* General Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Movement ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=AFGc8roHnvY||right|&#039;&#039;&#039;Fastest to Slowest&#039;&#039;&#039;: [[Rolling]] (Bottom Right), [[L-Jumping]] (Bottom Left), [[The L Button|Holding L]] (Top Right), Walking (Top Left)|frame}}&lt;br /&gt;
Listed are various movement forms and their speed caps:&lt;br /&gt;
&lt;br /&gt;
*Standard walking (10.8)&lt;br /&gt;
*Walking while holding L (10.4)&lt;br /&gt;
*Dashing (35+)&lt;br /&gt;
*Rolling (20)&lt;br /&gt;
*Boosting (uncapped)&lt;br /&gt;
&lt;br /&gt;
Some other notes:&lt;br /&gt;
&lt;br /&gt;
*While you have a faster speed in general without holding L, you accelerate to that speed faster while holding the L button. &amp;lt;small&amp;gt;(&#039;&#039;see also&#039;&#039;: [[The L Button]])&amp;lt;/small&amp;gt;&lt;br /&gt;
*There is no sideways speedcap, this makes turning or moving sideways optimal.&lt;br /&gt;
*[[Space Jump Boots]] give you a higher vertical speedcap.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
* [[L-Jumping]]&lt;br /&gt;
* [[Slope Jump]]&lt;br /&gt;
* [[R-Jumping]]&lt;br /&gt;
* [[Bunny Hopping]]&lt;br /&gt;
* [[Scan Dash (Prime)|Scan Dash]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball Techniques ==&lt;br /&gt;
* [[Instant Morph/Unmorph|Instant Unmorph]]&lt;br /&gt;
* [[Boosting]]&lt;br /&gt;
* [[Bomb Jump]]&lt;br /&gt;
* [[Bomb Space Jump]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== TAS Techniques ==&lt;br /&gt;
* [[Morph Wall]]&lt;br /&gt;
* [[Wall Cling]]&lt;br /&gt;
* [[Actionable Cutscene Skip]]&lt;br /&gt;
* [[Ledge-Clip Ghetto Jump]]&lt;br /&gt;
{| &lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Out of Bounds Techniques ==&lt;br /&gt;
* [[Out of Bounds|Wallcrawling]]&lt;br /&gt;
* [[Out of Bounds#Aether|Aether Jumping]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Misc == &lt;br /&gt;
* [[Infinite Speed]]&lt;br /&gt;
* [[Floaty Jump]]&lt;br /&gt;
* [[Damage Boost]]&lt;br /&gt;
* [[Metroid Hop]]&lt;br /&gt;
* [[Knockback Cancel]]&lt;br /&gt;
* [[Sheeglitch]]&lt;br /&gt;
{|&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rapid-Fire Missiles]]&lt;br /&gt;
* [[Scan Visor Cancel]]&lt;br /&gt;
* [[Charge Storage]]&lt;br /&gt;
* [[Beam Visor]]&lt;br /&gt;
* [[Roll Shot]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3222</id>
		<title>Infinite Speed</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Infinite_Speed&amp;diff=3222"/>
		<updated>2021-10-21T18:06:48Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Nan Bomb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Infinite speed (IS)&#039;&#039;&#039;, is a misnomer. The effects of this glitch are not due to the number infinity or speed. It is a glitch in which Samus&#039; angular velocity overflows. It causes Samus&#039; morphed shell to disappear, and allows you to &amp;quot;framedrag&amp;quot; - effectively collide with most objects in a room simultaneously, causing strange effects, and allowing you to collect certain items. &#039;&#039;&#039;The exact mechanics by which this occurs are still under investigation&#039;&#039;&#039;. Upon unmorphing, the camera data is corrupted, putting you in &amp;quot;Lightshow.&amp;quot; While in lightshow, beams and missiles will not fire correctly, and the screen will be covered with seemingly random triangles. You can still move, and open blue doors using bombs. Lightshow is fixed by any cutscene that reloads Samus&#039; Camera. This is accomplished through most cutscenes, as well as any elevators or save station.&lt;br /&gt;
&lt;br /&gt;
== Name Origin ==&lt;br /&gt;
The name was originally coined by Master_ZED, who discovered the trick after some suggestion from Doninss who had originally noted that Samus could get stuck in walls while morphing in rooms she was not correctly transitioned into. It is also referred to some as &#039;Flickerball&#039; and was the preferred name for a period of time, initially.&lt;br /&gt;
&lt;br /&gt;
== Obtaining Infinite Speed ==&lt;br /&gt;
To obtain IS, one must be &amp;quot;stuck&amp;quot; in collision while in morph ball with low enough friction to rotate freely, and then hold the control stick at a very specific angle. The morph ball will then begin to spin rapidly, eventually flickering between two different visual frames of rotation. Here Samus is building angular velocity in [[Morph Ball]] exponentially until it overflows to [[Nan]]. This takes roughly 45 seconds, and can be confirmed visually when the [[Morph Ball]] shell dissappears. This means you now have Infinite Speed. &lt;br /&gt;
&lt;br /&gt;
The places which you can obtain IS usually contain most of the following characteristics:&lt;br /&gt;
# You will be able to fit as Samus, but not quite fit as morph ball&lt;br /&gt;
# Tilting the control stick will cause morph ball to rotate very quickly, or not at all, depending on the angle&lt;br /&gt;
# Two different pieces of vertical collision near each other&lt;br /&gt;
In [[Metroid Prime]] you can get IS between a box and a wall (for example, in Magma Pool, as demonstrated in the examples below). In all newer versions of the game, the only way to get IS is through [[Out of Bounds]] methods.&lt;br /&gt;
&lt;br /&gt;
== Using NaN ==&lt;br /&gt;
Nan is a numeric value used in computing. It is undefined and unrepresentable similar to Infinity however they behave differently and are not Interchangeable. Any effects of Infinite Speed are a result of Nan carrying over to other memory addresses. The two primary effects of Infinite Speed are &#039;&#039;&#039;Framedrag&#039;&#039;&#039; and &#039;&#039;&#039;Lightshow&#039;&#039;&#039;. There are a number of other effects, mostly stemming from one of these two primary effects.&lt;br /&gt;
&lt;br /&gt;
=== Framedrag ===&lt;br /&gt;
Framedragging is the most useful effect of and primary reason for using Infinite Speed. When Framedragging, Samus&#039; transform&#039;s position is set to NaN, which causes the collision algorithms to break down as it proceeds down the calculations for the Collision Tree. This usually leads to Samus &amp;quot;colliding&amp;quot; with most active objects in the game simultaneously. How Samus is stuck and where, will change how Samus proceeds through the Collision Tree and can result in different outcomes. Typically Samus will &amp;quot;collide&amp;quot; with every enemies, trigger, and pickup loaded when achieving frame drag. This is most notably useful to pick up certain items that are otherwise unobtainable or to touch multiple triggers simultaneously. It also has several other uses in a TAS setting - triggering elevators and save stations remotely, killing enemies and picking up health drops from a distance, etc.&lt;br /&gt;
&lt;br /&gt;
Framedrag can be triggered in one of the following ways:&lt;br /&gt;
# Boosting with Boost Ball and running into something&lt;br /&gt;
# Toggling Spider Ball a few times on a track&lt;br /&gt;
# Spring Ball (Wii games only)&lt;br /&gt;
# Bombs (Wii games only)&lt;br /&gt;
There are also a few ways of triggering framedrag using cheats:&lt;br /&gt;
# Obtaining IS while moving&lt;br /&gt;
# Obtaining IS while unmorphed&lt;br /&gt;
# Moonjump, under certain circumstances&lt;br /&gt;
&lt;br /&gt;
=== Nan Bomb ===&lt;br /&gt;
&lt;br /&gt;
On the frame Samus has Nan position from Framedrag, Samus can lay a [[Morph Ball Bomb]] or [[Power Bomb|Power bombs]]. This will cause the respective bomb to be laid at Nan Position. This essentially will allow the bomb to framedrag as well. This results in it damaging everything at the same time. This can be used to bomb multiple bomb slots simultaneously for example. The easiest way to lay a Nan Bomb is to use Framedrag inside a door to have it close on you. Being stuck inside the door gives you permament Nan Position.&lt;br /&gt;
&lt;br /&gt;
=== Lightshow ===&lt;br /&gt;
Lightshow is the visual effect caused by unmorphing after obtaining Infinite Speed. During lightshow, the camera&#039;s transform&#039;s position is set to Nan. This forces the game to try to render from Nan perspective resulting in seemingly random flashing colorful triangles to be drawn across the screen. This makes it impossible to see the game, however Samus can still move around normally. Beams and missiles do not work properly. This is because Samus Arm Cannon is tied to the Cameras position and therefore the Arm Cannon position is also set to Nan. If morphed, bombs and power bombs work normally, and can open the doors they would normally be able to open.&lt;br /&gt;
&lt;br /&gt;
=== Fixing Lightshow ===&lt;br /&gt;
It is possible to disable both IS and Lightshow while morphed if you unmorph and re-morph in an area with a fixed camera. This can be done with [[Spider Ball]] tracks or [[Morph Ball]] tunnels or fixed camera perspectives like in [[Ruined Fountain]]. Upon unmorphing, the camera will be drawn at Nan again, giving Samus lightshow. To permanently fix lightshow, the Camera must be reloaded. This is accomplished through any [[Actionable Cutscene Gltich|cutscene]] that has a scripted camera or by reloading Samus entirely with a death or elevator.&lt;br /&gt;
&lt;br /&gt;
=== Nan Cannon ===&lt;br /&gt;
By giving yourself Lightshow, the Cameras position is written to the Arm Cannon&#039;s position. This causes projectiles to be fired from Nan which results in most weapons not working. In [[Metroid Prime]], Samus can use [[Flamethrower]] with Lightshow to interact with triggers and damage enemies. In [[Metroid Prime 3: Corruption]], [[Missile Launcher|Missiles]] can sometimes open doors, and have some other strange effects. &lt;br /&gt;
&lt;br /&gt;
==== Interesting Effects ====&lt;br /&gt;
* The Map and Visor can be seen with Lightshow, by disabling the Hud Lag in the options menu.&lt;br /&gt;
* In [[Metroid Prime 2: Echoes]], Morphing and Unmorphing with Light Show can make the map unload. Attempting to open then close the map more than once will crash the game.&lt;br /&gt;
* In [[Metroid Prime 3: Corruption]] It is also possible to get Nan &#039;&#039;&#039;linear velocity&#039;&#039; which behaves differently with collision than traditional Framedrag. This can be done after Spring Ball jumping into a specific elevator without the use of Infinite Speed. More research is needed in this game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Video showing off lightshow, including unmorphing with fixed camera]&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=bxsYV7V-Rp4}}&lt;br /&gt;
[Videos are still needed for these]&lt;br /&gt;
* [MP] Chapel of the Elders (wavesun)&lt;br /&gt;
{{#ev:youtube|https://youtu.be/yIH76tIwlDo}}&lt;br /&gt;
&lt;br /&gt;
== Detailed Mechanics ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitch]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3220</id>
		<title>Metroid Prime/List of Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3220"/>
		<updated>2021-10-21T17:52:10Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Arm Cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Items = &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Arm Cannon == &lt;br /&gt;
*[[Power Beam]]&lt;br /&gt;
*[[Missile Launcher]] ([[Missile Expansion]])&lt;br /&gt;
*[[Charge Beam]] ([[Super Missile]])&lt;br /&gt;
*[[Wave Beam]] ([[Wavebuster]])&lt;br /&gt;
*[[Ice Beam]] ([[Ice Spreader]])&lt;br /&gt;
*[[Plasma Beam]] ([[Flamethrower]])&lt;br /&gt;
*[[Phazon Suit|Phazon Beam]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Morph Ball ==&lt;br /&gt;
*[[Morph Ball]]&lt;br /&gt;
*[[Morph Ball Bomb]]&lt;br /&gt;
*[[Power Bomb]] ([[Power Bomb| Power Bomb Expansion]])&lt;br /&gt;
*[[Boost Ball]]&lt;br /&gt;
*[[Spider Ball]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Suits == &lt;br /&gt;
*[[Varia Suit]]&lt;br /&gt;
*[[Gravity Suit]]&lt;br /&gt;
*[[Phazon Suit]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Visors ==&lt;br /&gt;
*[[Thermal Visor]]&lt;br /&gt;
*[[X-Ray Visor]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
*[[Artifact of Truth]]&lt;br /&gt;
*[[Artifact of Chozo]]&lt;br /&gt;
*[[Artifact of Wild]]&lt;br /&gt;
*[[Artifact of World]]&lt;br /&gt;
*[[Artifact of Lifegiver]]&lt;br /&gt;
*[[Artifact of Strength]]&lt;br /&gt;
*[[Artifact of Nature]]&lt;br /&gt;
*[[Artifact of Sun]]&lt;br /&gt;
*[[Artifact of Elder]]&lt;br /&gt;
*[[Artifact of Spirit]]&lt;br /&gt;
*[[Artifact of Warrior]]&lt;br /&gt;
*[[Artifact of Newborn]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Movement == &lt;br /&gt;
*[[Space Jump Boots]]&lt;br /&gt;
*[[Grapple Beam]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Secret_World&amp;diff=3189</id>
		<title>Secret World</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Secret_World&amp;diff=3189"/>
		<updated>2021-10-21T08:00:41Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;secret world&#039;&#039;&#039; (&#039;&#039;&#039;SW&#039;&#039;&#039;) is any location in a Metroid Prime game where it&#039;s possible to get out of bounds. Some of the more well-known secret worlds which are useful in Metroid Prime speedruns are the one in [[Gathering Hall (Chozo Ruins)|Gathering Hall]], which is used in the [[Ice Beam Before Flaahgra]] (IBBF) [[Out of Bounds|wallcrawl]], and the one in [[Phendrana Shorelines]], which is used in the [[Wave/Sun]] wallcrawl.&lt;br /&gt;
&lt;br /&gt;
For a complete list of secret worlds, click the respective links below:&lt;br /&gt;
* [[Metroid Prime/List of Secret Worlds|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/List of Secret Worlds|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/List of Secret Worlds|Metroid Prime 3: Corruption]]&lt;br /&gt;
&lt;br /&gt;
==Types of Secret Worlds==&lt;br /&gt;
How you get out of bounds in any given room is a matter of what options the room gives you. As such, each room that has a SW may have a different way of getting out of bounds. This section will detail some of the most common ways that secret worlds are utilized in the Prime games.&lt;br /&gt;
===Open Ceiling===&lt;br /&gt;
&amp;lt;hr \&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=W09DJIL4AH4||left}}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | In some rooms, the developers didn&#039;t think there would be any way to get to the ceiling, so they sometimes would leave the ceiling open. In Prime 1, for example, the room [[Gathering Hall (Chozo Ruins)|Gathering Hall]] has an open ceiling which is frequently used to get out of bounds in multiple speedrun categories.&lt;br /&gt;
|}&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;
===Hole in Collision=== &lt;br /&gt;
&amp;lt;hr \&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=ATmh7mYAnnU||left}}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | Even in rooms without an open ceiling, there may still be holes in the collision which can be passed through. The best example of this is in Echoes, in the room [[Hive Chamber A]], which is the basis for [[Item Loss Skip]].&lt;br /&gt;
|}&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;
&lt;br /&gt;
===Reposition by Morphing===&lt;br /&gt;
&amp;lt;hr \&amp;gt;&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=g6FKOp6-urg||left}}&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; | It is possible to abuse the [[Reposition]] mechanic in such a way where it places Samus outside the normal boundaries of the room. One of the best examples of this is the room [[Biotech Research Area 1 (Space Pirate Frigate)|Biotech Research Area 1]], which is the basis for the [[Frigate Wallcrawl]].&lt;br /&gt;
|}&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;
&lt;br /&gt;
===With Screw Attack===&lt;br /&gt;
&amp;lt;hr \&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
In the original release of [[Metroid Prime 2: Echoes]], the collision model used for [[Screw Attack]] is the same as the [[Morph Ball]]. Due to the way SA works, this means that there are some areas where Samus can be forced to &amp;quot;unmorph&amp;quot; into areas that would otherwise not be possible, opening up many secret world possibilities. Most [[Morph Ball]] tunnels are vulnerable to this, such as this one in [[Dynamo Works]] and [[Hive Dynamo Works]]. It can also be used in certain small spaces to get repositioned out of bounds, such as this spot in [[Hive Energy Controller]].&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
|{{#ev:youtube|https://www.youtube.com/watch?v=ZYISNJWaqbQ}}&lt;br /&gt;
|{{#ev:youtube|https://www.youtube.com/watch?v=UGdf3PdibW0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The term &amp;quot;secret world&amp;quot; was originally coined by players of Metroid II when they found ways to get out of bounds, leaving rooms jumbled and leading them to believe they had discovered &amp;quot;secret worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Legality==&lt;br /&gt;
Secret worlds are currently allowed in every category unless explicitly banned. This was not always the case, however, as secret worlds were banned on SpeedDemosArchive for years before eventually being legalized. &lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
* [[Out of Bounds]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Secret_World&amp;diff=3188</id>
		<title>Secret World</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Secret_World&amp;diff=3188"/>
		<updated>2021-10-21T07:19:10Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;secret world&#039;&#039;&#039; (&#039;&#039;&#039;SW&#039;&#039;&#039;) is any location in a Metroid Prime game where it&#039;s possible to get out of bounds. Some of the more well-known secret worlds which are useful in Metroid Prime speedruns are the one in [[Gathering Hall (Chozo Ruins)|Gathering Hall]], which is used in the [[Ice Beam Before Flaahgra]] (IBBF) [[Out of Bounds|wallcrawl]], and the one in [[Phendrana Shorelines]], which is used in the [[Wave/Sun]] wallcrawl.&lt;br /&gt;
&lt;br /&gt;
For a complete list of secret worlds, click the respective links below:&lt;br /&gt;
* [[Metroid Prime/List of Secret Worlds|Metroid Prime]]&lt;br /&gt;
* [[Metroid Prime 2: Echoes/List of Secret Worlds|Metroid Prime 2: Echoes]]&lt;br /&gt;
* [[Metroid Prime 3: Corruption/List of Secret Worlds|Metroid Prime 3: Corruption]]&lt;br /&gt;
&lt;br /&gt;
==Types of Secret Worlds==&lt;br /&gt;
How you get out of bounds in any given room is a matter of what options the room gives you. As such, each room that has a SW may have a different way of getting out of bounds. This section will detail some of the most common ways that secret worlds are utilized in the Prime games.&lt;br /&gt;
===Open Ceiling===&lt;br /&gt;
&amp;lt;hr \&amp;gt;{{#ev:youtube|https://www.youtube.com/watch?v=W09DJIL4AH4||right}}&lt;br /&gt;
In some rooms, the developers didn&#039;t think there would be any way to get to the ceiling, so they sometimes would leave the ceiling open. In Prime 1, for example, the room [[Gathering Hall (Chozo Ruins)|Gathering Hall]] has an open ceiling which is frequently used to get out of bounds in multiple speedrun categories.&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;
===Hole in Collision=== &lt;br /&gt;
&amp;lt;hr \&amp;gt;{{#ev:youtube|https://www.youtube.com/watch?v=ATmh7mYAnnU||right}}&lt;br /&gt;
Even in rooms without an open ceiling, there may still be holes in the collision which can be passed through. The best example of this is in Echoes, in the room [[Hive Chamber A]], which is the basis for [[Item Loss Skip]].&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;
===Reposition by Morphing===&lt;br /&gt;
&amp;lt;hr \&amp;gt;{{#ev:youtube|https://www.youtube.com/watch?v=g6FKOp6-urg||right}}&lt;br /&gt;
It is possible to abuse the [[Reposition]] mechanic in such a way where it places Samus outside the normal boundaries of the room. One of the best examples of this is the room [[Biotech Research Area 1 (Space Pirate Frigate)|Biotech Research Area 1]], which is the basis for the [[Frigate Wallcrawl]].&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;
===With Screw Attack===&lt;br /&gt;
&amp;lt;hr \&amp;gt;&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
In the original release of [[Metroid Prime 2: Echoes]], the collision model used for [[Screw Attack]] is the same as the [[Morph Ball]]. Due to the way SA works, this means that there are some areas where Samus can be forced to &amp;quot;unmorph&amp;quot; into areas that would otherwise not be possible, opening up many secret world possibilities. Most [[Morph Ball]] tunnels are vulnerable to this, such as this one in [[Dynamo Works]] and [[Hive Dynamo Works]]. It can also be used in certain small spaces to get repositioned out of bounds, such as this spot in [[Hive Energy Controller]].&lt;br /&gt;
{|&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
|{{#ev:youtube|https://www.youtube.com/watch?v=ZYISNJWaqbQ}}&lt;br /&gt;
|{{#ev:youtube|https://www.youtube.com/watch?v=UGdf3PdibW0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Name Origin==&lt;br /&gt;
The term &amp;quot;secret world&amp;quot; was originally coined by players of Metroid II when they found ways to get out of bounds, leaving rooms jumbled and leading them to believe they had discovered &amp;quot;secret worlds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Legality==&lt;br /&gt;
Secret worlds are currently allowed in every category unless explicitly banned. This was not always the case, however, as secret worlds were banned on SpeedDemosArchive for years before eventually being legalized. &lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
* [[Out of Bounds]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Magma_Pool_SW&amp;diff=3187</id>
		<title>Magma Pool SW</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Magma_Pool_SW&amp;diff=3187"/>
		<updated>2021-10-21T06:37:27Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the page of the room this is referring to, see [[Magma Pool]]. For the Wii version of this SW, see [[Magma Pool SW (Wii)]].&#039;&#039;&lt;br /&gt;
==Infinite Boost Method==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=OUuvp8Mnk7s||right|Magma Pool SW - Infinite Boost.}}&lt;br /&gt;
Secret World discovered by: gdVertigo (Oct 7, 2021)&lt;br /&gt;
===Overview===&lt;br /&gt;
The [[Secret World]] in Magma Pool utilizes [[Infinite Boost|Infinite Boosting]] to build extremely high speed. The current setup requires approximately 4 minutes of boosting (~2600 speed). Once enough speed is achieved, unmorphing causes Samus to clip down [[Out of Bounds]].&lt;br /&gt;
&lt;br /&gt;
===Setup instructions===&lt;br /&gt;
Enter Magma Pool and approach the North-West corner of the room. Stand in the tight space created between the crates and wall. Aim slightly towards the wall (this is not precise), and morph while tapping an analog stick a direction. The goal here is to finish the morph animation while Samus is airborne; to achieve this, hold up on the stick towards the end of the morphing animation, so that Samus can fall off the small ledge and enter the air before getting stuck. Boost repeatedly once stuck, and continue stacking Boosts about 4 minutes, or longer to be safe. There will be a lot of lag as Samus builds higher and higher speeds. Lastly, unmorph to clip out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{SW Items|items=[[Morph Ball]]&amp;lt;/br&amp;gt;[[Boost Ball]]&amp;lt;/br&amp;gt;[[Varia Suit|Varia]], [[Gravity Suit|Gravity]], or [[Phazon Suit]]}}&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3185</id>
		<title>Metroid Prime/List of Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3185"/>
		<updated>2021-10-20T23:42:17Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Items = &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Arm Cannon == &lt;br /&gt;
*[[Power Beam]]&lt;br /&gt;
*[[Missile Launcher]] ([[Missile Expansion]])&lt;br /&gt;
*[[Charge Beam]] ([[Super Missile]])&lt;br /&gt;
*[[Wave Beam]] ([[Wavebuster]])&lt;br /&gt;
*[[Ice Beam]] ([[Ice Spreader]])&lt;br /&gt;
*[[Plasma Beam]] ([[Flamethrower]])&lt;br /&gt;
*[[Phazon Beam]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball ==&lt;br /&gt;
*[[Morph Ball]]&lt;br /&gt;
*[[Morph Ball Bomb]]&lt;br /&gt;
*[[Power Bomb]] ([[Power Bomb| Power Bomb Expansion]])&lt;br /&gt;
*[[Boost Ball]]&lt;br /&gt;
*[[Spider Ball]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Suits == &lt;br /&gt;
*[[Varia Suit]]&lt;br /&gt;
*[[Gravity Suit]]&lt;br /&gt;
*[[Phazon Suit]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Visors ==&lt;br /&gt;
*[[Thermal Visor]]&lt;br /&gt;
*[[X-Ray Visor]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
*[[Artifact of Truth]]&lt;br /&gt;
*[[Artifact of Chozo]]&lt;br /&gt;
*[[Artifact of Wild]]&lt;br /&gt;
*[[Artifact of World]]&lt;br /&gt;
*[[Artifact of Lifegiver]]&lt;br /&gt;
*[[Artifact of Strength]]&lt;br /&gt;
*[[Artifact of Nature]]&lt;br /&gt;
*[[Artifact of Sun]]&lt;br /&gt;
*[[Artifact of Elder]]&lt;br /&gt;
*[[Artifact of Spirit]]&lt;br /&gt;
*[[Artifact of Warrior]]&lt;br /&gt;
*[[Artifact of Newborn]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Movement == &lt;br /&gt;
*[[Space Jump Boots]]&lt;br /&gt;
*[[Grapple Beam]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3184</id>
		<title>Metroid Prime/List of Items</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Metroid_Prime/List_of_Items&amp;diff=3184"/>
		<updated>2021-10-20T23:40:44Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Items = &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Arm Cannon == &lt;br /&gt;
*[[Power Beam]]&lt;br /&gt;
*[[Missile Launcher]] ([[Missile Expansion]])&lt;br /&gt;
*[[Charge Beam]] ([[Super Missile]])&lt;br /&gt;
*[[Wave Beam]] ([[Wavebuster]])&lt;br /&gt;
*[[Ice Beam]] ([[Ice Spreader]])&lt;br /&gt;
*[[Plasma Beam]] ([[Flamethrower]])&lt;br /&gt;
*[[Phazon Beam]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Morph Ball ==&lt;br /&gt;
*[[Morph Ball]]&lt;br /&gt;
*[[Morph Ball Bomb]]&lt;br /&gt;
*[[Power Bomb]] ([[Power Bomb| Power Bomb Expansion]])&lt;br /&gt;
*[[Boost Ball]]&lt;br /&gt;
*[[Spider Ball]]&lt;br /&gt;
|}&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Movement == &lt;br /&gt;
*[[Space Jump Boots]]&lt;br /&gt;
*[[Grapple Beam]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Suits == &lt;br /&gt;
*[[Varia Suit]]&lt;br /&gt;
*[[Gravity Suit]]&lt;br /&gt;
*[[Phazon Suit]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{| width=&amp;quot;50%&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;margin-top:.3em&amp;quot;&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
*[[Artifact of Truth]]&lt;br /&gt;
*[[Artifact of Chozo]]&lt;br /&gt;
*[[Artifact of Wild]]&lt;br /&gt;
*[[Artifact of World]]&lt;br /&gt;
*[[Artifact of Lifegiver]]&lt;br /&gt;
*[[Artifact of Strength]]&lt;br /&gt;
*[[Artifact of Nature]]&lt;br /&gt;
*[[Artifact of Sun]]&lt;br /&gt;
*[[Artifact of Elder]]&lt;br /&gt;
*[[Artifact of Spirit]]&lt;br /&gt;
*[[Artifact of Warrior]]&lt;br /&gt;
*[[Artifact of Newborn]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
== Visors ==&lt;br /&gt;
*[[Thermal Visor]]&lt;br /&gt;
*[[X-Ray Visor]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Metroid Prime]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3183</id>
		<title>Incinerator Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3183"/>
		<updated>2021-10-20T23:09:03Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &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;
[[File:IncineratorDrone.png|thumb|upright=2.0]]&lt;br /&gt;
&lt;br /&gt;
The first round time takes between 8 and 13 seconds (480-780 frames), and the remaining rounds take 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).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is how the Random Number Generation works for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer (between 0 and 65535) is generated.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Every frame, 1/60 is subtracted from the timer.&amp;lt;br&amp;gt;&lt;br /&gt;
5. When the timer hits zero, the weak point becomes exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
6. The process is repeated until the I-Drone has no more hitpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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;
* 90% of all fights fall between 62 and 79 seconds in length.&lt;br /&gt;
* Average fight length ~ 70.55 seconds standard deviation of ~ 10.1 seconds.&lt;br /&gt;
* 1.96% of fights are 60 seconds or faster.&lt;br /&gt;
* 3.41% of fights are 80 seconds or slower. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[RNG|Random Number Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=File:IncineratorDrone.png&amp;diff=3182</id>
		<title>File:IncineratorDrone.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=File:IncineratorDrone.png&amp;diff=3182"/>
		<updated>2021-10-20T22:53:23Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;pdf chart for zoid&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3181</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3181"/>
		<updated>2021-10-20T20:30:15Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This is how the Maze is generated for this fight:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://pwootage.github.io/maze-finder-web/ Maze Finder Web] -- Finds your maze, made by Pwootage.&amp;lt;br&amp;gt;&lt;br /&gt;
[https://github.com/Pwootage/prime-maze-generator Maze Generator] -- An RE&#039;d maze generator simulator, made by Pwootage.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3180</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3180"/>
		<updated>2021-10-20T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* How the RNG works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is how the Maze is generated for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://pwootage.github.io/maze-finder-web/ Maze Finder Web] -- Finds your maze, made by Pwootage.&amp;lt;br&amp;gt;&lt;br /&gt;
[https://github.com/Pwootage/prime-maze-generator Maze Generator] -- An RE&#039;d maze generator simulator, made by Pwootage.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3179</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3179"/>
		<updated>2021-10-20T20:28:13Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is how the Maze is generated for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://pwootage.github.io/maze-finder-web/ Maze Finder Web] -- Finds your maze, made by Pwootage.&amp;lt;br&amp;gt;&lt;br /&gt;
[https://github.com/Pwootage/prime-maze-generator Maze Generator] -- An RE&#039;d maze generator simulator, made by Pwootage.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3178</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3178"/>
		<updated>2021-10-20T20:27:49Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is how the Maze is generated for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://pwootage.github.io/maze-finder-web/ Maze Finder Web] -- Finds your maze, made by Pwootage. &lt;br /&gt;
[https://github.com/Pwootage/prime-maze-generator Maze Generator] -- An RE&#039;d maze generator simulator, made by Pwootage.&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3177</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3177"/>
		<updated>2021-10-20T20:24:15Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is how the Maze is generated for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://pwootage.github.io/maze-finder-web/ Maze Finder Web] -- made by Pwootage. &lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3176</id>
		<title>Central Dynamo</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Central_Dynamo&amp;diff=3176"/>
		<updated>2021-10-20T20:22:03Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: info about maze added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Connecting Rooms|rooms=[[Dynamo Access (Phazon Mines)|Dynamo Access]]&amp;lt;/br&amp;gt;[[Quarantine Access A]]&amp;lt;/br&amp;gt;[[Save Station Mines B]]}}&#039;&#039;&#039;Central Dynamo&#039;&#039;&#039; is a room located in the [[Phazon Mines]] region of [[Metroid Prime]]. It contains the Main [[Power Bomb|Power Bombs]], which are required in order to change the layer in [[Elite Research]] so that the Artifact of Warrior can be obtained. An invisible drone must be defeated in order to gain access to the PBs, at which point one of 300 pre-determined mazes will appear at random.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
{{Layer Info|layers=Default&amp;lt;/br&amp;gt;1st Pass Drones&amp;lt;/br&amp;gt;2nd Pass Troopers&amp;lt;/br&amp;gt;Irving&amp;lt;/br&amp;gt;Don&#039;t Load&amp;lt;/br&amp;gt;Amanda}}&lt;br /&gt;
&lt;br /&gt;
== Power Bomb Maze ==&lt;br /&gt;
&lt;br /&gt;
=== How the RNG works ===&lt;br /&gt;
There are 300 different mazes. While the game could produce mazes using any seed outside of these 300 (4 billion+), the game picks exclusively from this list of 300 only.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This is how the Maze is generated for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer is generated.&amp;lt;br&amp;gt;&lt;br /&gt;
2. The modulo 100 of this number is taken.&amp;lt;br&amp;gt;&lt;br /&gt;
2. This determines which set seed is picked from the list.&amp;lt;br&amp;gt;&lt;br /&gt;
3. A Maze is created using the seed.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Three electrical gates and two water bomb pools are generated into the maze. &lt;br /&gt;
&lt;br /&gt;
This results in roughly a 1/300, however because of using a modulous operation to pick the seed, this gives the first 135 seeds a 1/65536 (~.46%) greater chance of happening than the remaining 165 seeds.&lt;br /&gt;
&lt;br /&gt;
=== Possible Mazes ===&lt;br /&gt;
&lt;br /&gt;
Because the game generates the maze first and the water pools/ electrical gates after, some mazes have skips in them and are shorter than the game intends. Mazes can range in length from 15 squares to 55 squares in odd number squares only and excluding maze length 53. To see the reverse engineered code for the maze as well as all 300 mazes, go [https://pwootage.github.io/maze-finder-web/ here].&lt;br /&gt;
&lt;br /&gt;
=== Maze Skip ===&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=Fq7EsFLmezE||right}}&lt;br /&gt;
This trick allows you to skip the entire Power Bomb Maze. Because the maze is picked randomly, the time saved from this trick is also random. RTA this trick roughly breaks even with the shortest maze. When Samus drops into the maze normally, the game disables the object over the maze and makes it translucent, this is to allow the camera to more easily see through or pass through it. To prevent the player from coming back out from the maze, a small door closes above you once you fall in. It is possible to touch only the trigger that disables the collision above Main Power Bombs without touching the trigger that closes the door above Samus. This allows Samus to simply walk over and fall into Main Power Bombs. &lt;br /&gt;
&lt;br /&gt;
This trick can be performed with or without [[Morph Ball Bomb|Morph Ball Bombs]]. With [[Morph Ball Bomb|bombs]] simply place a bomb low enough in the hole and time falling into the trigger and get hit by the [[Morph Ball Bomb|bombs]] and come back out without the door closing. This can be done without [[Morph Ball Bomb|bombs]] using wall friction only to flick Samus back up the hole. &lt;br /&gt;
&lt;br /&gt;
==Strats==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=2w2S3jK3mhA||right}}&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=tv53zjc_3bo||right}}&lt;br /&gt;
===Invisible Drone Strat===&lt;br /&gt;
The fastest way to kill Invisible Drone is with charged [[Plasma Beam]] or 5 quick [[Rapid-Fire Missiles]]. [[Plasma Beam]] can be combined with [[Charge Storage]] to quickly kill this miniboss in two hits.Without [[Charge Beam]] it is easiest to kill this boss by standing directly in his path and getting hit intentionally by his attack. While getting hit simply aim at his eye for free and shoot all 5 of your [[Rapid-Fire Missiles]]. &lt;br /&gt;
&lt;br /&gt;
===NSJ Climb===&lt;br /&gt;
It is possible to climb this room without [[Space Jump Boots]] by getting on top of one of the monitors and doing an [[High Bomb Jump|HBJ]] against the wall.&lt;br /&gt;
&lt;br /&gt;
TODO: Video&lt;br /&gt;
&lt;br /&gt;
===Quarantine Access A Comparison===&lt;br /&gt;
The video below compares two different strats for getting to [[Quarantine Access A]] after getting the Main Power Bombs.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==Misc==&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=rDCTXaNmypI||right}}&lt;br /&gt;
===Leaving the Room Early=== &lt;br /&gt;
The door behind the Power Bomb rubble does not lock therefore allowing you to leave the room at any point if you have Power Bombs.&lt;br /&gt;
===Infinite Speed===&lt;br /&gt;
&lt;br /&gt;
It is possible to get [[Infinite Speed]] in this room by getting stuck in a particular way on the crates. The video below shows a setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[https://www.dropbox.com/s/bliyxkifzmq4bed/Maze_Finder_V2.2.7z?dl=0 Maze Finder Download] -- tool made by Claris that tells you which maze you have.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms in Metroid Prime]]&lt;br /&gt;
[[Category:Phazon Mines]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3158</id>
		<title>Incinerator Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3158"/>
		<updated>2021-10-20T18:09:48Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* How the RNG Works */&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 first round time takes between 8 and 13 seconds (480-780 frames), and the remaining rounds take 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).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is how the Random Number Generation works for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer (between 0 and 65535) is generated.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Every frame, 1/60 is subtracted from the timer.&amp;lt;br&amp;gt;&lt;br /&gt;
5. When the timer hits zero, the weak point becomes exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
6. The process is repeated until the I-Drone has no more hitpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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;
==See Also==&lt;br /&gt;
* [[RNG|Random Number Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3157</id>
		<title>Incinerator Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3157"/>
		<updated>2021-10-20T18:08:06Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* How the RNG Works */&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 first round time 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).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is how the Random Number Generation works for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer (between 0 and 65535) is generated.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Every frame, 1/60 is subtracted from the timer.&amp;lt;br&amp;gt;&lt;br /&gt;
5. When the timer hits zero, the weak point becomes exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
6. The process is repeated until the I-Drone has no more hitpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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;
==See Also==&lt;br /&gt;
* [[RNG|Random Number Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3156</id>
		<title>Incinerator Drone</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Incinerator_Drone&amp;diff=3156"/>
		<updated>2021-10-20T18:07:25Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: &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).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is how the Random Number Generation works for this fight:&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A random unsigned 16-bit integer (between 0 and 65535) is generated.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&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.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Every frame, 1/60 is subtracted from the timer.&amp;lt;br&amp;gt;&lt;br /&gt;
5. When the timer hits zero, the weak point becomes exposed.&amp;lt;br&amp;gt;&lt;br /&gt;
6. The process is repeated until the I-Drone has no more hitpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;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;
==See Also==&lt;br /&gt;
* [[RNG|Random Number Generator]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Boss]]&lt;br /&gt;
[[Category:Creature]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3127</id>
		<title>Bomb Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3127"/>
		<updated>2021-10-19T19:42:56Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Metroid Prime 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Bomb Jump&#039;&#039;&#039; is when Samus gets hit in [[Morph Ball]] with a [[Morph Ball Bomb]]. Their main purpose is to propel Samus vertically while in [[Morph Ball]]. Most variations are rarely used outside of low% runs.&lt;br /&gt;
&lt;br /&gt;
==How Bomb Jumps Work==&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 1===&lt;br /&gt;
[[File:Morph Bomb Radius.png|thumb|Morph Ball Bomb blast radius (Prime 1 and 2).]]&lt;br /&gt;
Bombs have a &#039;&#039;&#039;Bomb Counter&#039;&#039;&#039; whose initial value is 3 as well as a &#039;&#039;&#039;Bomb Refill Timer&#039;&#039;&#039;. When a Bomb is laid the counter decreases by 1 and the timer begins to count down from 3 seconds. The bomb that is laid can then be hit anywhere within this figure shown. Note this is slightly smaller than the full size of the bomb. This means Samus cannot get hit if she is too far below a bomb. The radius of this figure is .7 units, with Samus being unable to hit the bomb if she is located half the radius or .35 units below where the bomb was laid. Hitting a bomb gives samus a fixed vertical propulsion of just over 23.5 units. Underwater samus cannot bomb jump very well without the [[Gravity Suit]]. She is only giving a very tiny vertical propulsion of 8.7 units which is also quickly diminished because of water physics. While near the surface of water, Samus will &amp;quot;cling&amp;quot; to the water upon entering or exiting as the game switches physics suddenly. This can throw off timings of bomb jumps coming out of water. By laying a bomb and starting the Bomb Refill Timer, Samus can time a Bomb Jump so that the bomb counter refills during the bomb jump. This allows for Bomb Jumps of up to 5 bombs. Being able to continuously refill past 5 bombs is known as [[Infinite Bomb Jump|Infinite Bomb Jumping]].&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 2===&lt;br /&gt;
The Bomb Jump system was changed in echoes. The timer now starts from 0 and each bomb adds 0.6 seconds (36 frames), to the bomb refill timer. Each bomb explosion that hits you adds 0.4 seconds (24 frames), to the refill timer. The Bomb Count icons in the upper right corner of the the screen when morphed do not reflect the actual Bomb Count in memory.&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 3===&lt;br /&gt;
The blast radius size was changed in corruption. It is now smaller and harder to hit. Additionally this game introduces [[Morph Ball Bomb|Spring Ball]] and is also restricted by the One Bomb in Air Rule.&lt;br /&gt;
&lt;br /&gt;
===One Bomb In Air Rule===&lt;br /&gt;
Starting from the Wii version of [[Metroid Prime]] and onwards, an additional rule was added that Samus cannot hit more than 1 bomb in the air a time. This was likely to prevent the player from doing mid-air Bomb Jumps using [[Morph Ball Bomb#Spring Ball|Spring Ball]]. One quirk of this is that some rooms such as [[Hydro Access Tunnel]] and [[Waste Disposal]] turn off this rule to allow the player to progress normally through underwater [[Morph Ball]] tunnels.&lt;br /&gt;
&lt;br /&gt;
=== Unmorphing out of Bomb Jumps ===&lt;br /&gt;
By unmorphing out of a bomb jump at the right moment, Samus can gain extra height. Unmorphing instantly places Samus in her &amp;quot;standing&amp;quot; state, which has different physics from &amp;quot;morphed&amp;quot; state, namely, vertical deceleration is much higher while Samus is morphed. There is a trade-off, however, because Samus&#039; Standing state has a vertical speed limit whereas Morph Ball does not. If Samus unmorphs going faster than this speed limit, her vertical speed will be dragged to this limit. This makes unmmorphing early unfavorably cut off the potential height of a bomb jump. Likewise, unmorphing late means Samus spends more time in the rapid deceleration of morph ball, and won&#039;t have much momentum left going into the unmorph. A properly timed unmorph is done the frame before Samus&#039; speed dips below her Standing Vertical Speed-Cap, which is altered by having [[Space Jump Boots]] in your inventory. Having [[Space Jump Boots]] increases Samus&#039; vertical speed-cap to 14.0, whereas not having them has a speed-cap of 11.667. As a result, some Bomb Jumps are only possible with the extra height [[Space Jump Boots]] allows, and mostly all bomb jumps with an unmorph are made easier by having them.&lt;br /&gt;
&lt;br /&gt;
== Types of Bomb Jumps ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Bomb Jump Family ===&lt;br /&gt;
* [[Bomb Jump|Single Bomb Jump]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Two Bomb Jump|Two Bomb Jump (2BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Bomb Jump|Three Bomb Jump (3BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Double Bomb Jump (DBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Triple Bomb Jump|Triple Bomb Jump (TBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Quadruple Bomb Jump|Quadruple Bomb Jump (QBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Frame Bomb Jump|Three Frame Bomb Jump (3FBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== [[5-Bomb Family|5-Bomb Family (Prime Only)]] ===&lt;br /&gt;
* [[Uber Bomb Jump|Uber Bomb Jump (UBJ)]]&lt;br /&gt;
* [[High Bomb Jump|High Bomb Jump (HBJ)]]&lt;br /&gt;
* [[Half Pipe Bomb Jump|Half Pipe Bomb Jump (HPBJ)]]&lt;br /&gt;
* [[Really Good Bomb Jump|Really Good Bomb Jump (RGBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== Spring Ball Bomb Jumps ===&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Spring Bomb Jump]]&lt;br /&gt;
* [[Spring John Bomp]]&lt;br /&gt;
[[Category: Morph Ball Technique]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3126</id>
		<title>Bomb Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3126"/>
		<updated>2021-10-19T19:33:01Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Metroid Prime 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Bomb Jump&#039;&#039;&#039; is when Samus gets hit in [[Morph Ball]] with a [[Morph Ball Bomb]]. Their main purpose is to propel Samus vertically while in [[Morph Ball]]. Most variations are rarely used outside of low% runs.&lt;br /&gt;
&lt;br /&gt;
==How Bomb Jumps Work==&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 1===&lt;br /&gt;
[[File:Morph Bomb Radius.png|thumb|Morph Ball Bomb blast radius (Prime 1 and 2).]]&lt;br /&gt;
Bombs have a &#039;&#039;&#039;Bomb Counter&#039;&#039;&#039; whose initial value is 3 as well as a &#039;&#039;&#039;Bomb Refill Timer&#039;&#039;&#039;. When a Bomb is laid the counter decreases by 1 and the timer begins to count down from 3 seconds. The bomb that is laid can then be hit anywhere within this figure shown. Note this is slightly smaller than the full size of the bomb. This means Samus cannot get hit if she is too far below a bomb. The radius of this figure is .7 units, with Samus being unable to hit the bomb if she is located half the radius or .35 units below where the bomb was laid. Hitting a bomb gives samus a fixed vertical propulsion of just over 23.5 units. Underwater samus cannot bomb jump very well without the [[Gravity Suit]]. She is only giving a very tiny vertical propulsion of 8.7 units which is also quickly diminished because of water physics. While near the surface of water, Samus will &amp;quot;cling&amp;quot; to the water upon entering or exiting as the game switches physics suddenly. This can throw off timings of bomb jumps coming out of water. By laying a bomb and starting the Bomb Refill Timer, Samus can time a Bomb Jump so that the bomb counter refills during the bomb jump. This allows for Bomb Jumps of up to 5 bombs. Being able to continuously refill past 5 bombs is known as [[Infinite Bomb Jump|Infinite Bomb Jumping]].&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 2===&lt;br /&gt;
The Bomb Jump system was changed in echoes. Now each bomb adds 0.6 seconds (36 frames), to the bomb refill timer. Each bomb explosion that hits you adds 0.4 seconds (24 frames), to the refill timer. The Bomb Count icons in the upper right corner of the the screen when morphed do not reflect the actual Bomb Count in memory.&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 3===&lt;br /&gt;
The blast radius size was changed in corruption. It is now smaller and harder to hit. Additionally this game introduces [[Morph Ball Bomb|Spring Ball]] and is also restricted by the One Bomb in Air Rule.&lt;br /&gt;
&lt;br /&gt;
===One Bomb In Air Rule===&lt;br /&gt;
Starting from the Wii version of [[Metroid Prime]] and onwards, an additional rule was added that Samus cannot hit more than 1 bomb in the air a time. This was likely to prevent the player from doing mid-air Bomb Jumps using [[Morph Ball Bomb#Spring Ball|Spring Ball]]. One quirk of this is that some rooms such as [[Hydro Access Tunnel]] and [[Waste Disposal]] turn off this rule to allow the player to progress normally through underwater [[Morph Ball]] tunnels.&lt;br /&gt;
&lt;br /&gt;
=== Unmorphing out of Bomb Jumps ===&lt;br /&gt;
By unmorphing out of a bomb jump at the right moment, Samus can gain extra height. Unmorphing instantly places Samus in her &amp;quot;standing&amp;quot; state, which has different physics from &amp;quot;morphed&amp;quot; state, namely, vertical deceleration is much higher while Samus is morphed. There is a trade-off, however, because Samus&#039; Standing state has a vertical speed limit whereas Morph Ball does not. If Samus unmorphs going faster than this speed limit, her vertical speed will be dragged to this limit. This makes unmmorphing early unfavorably cut off the potential height of a bomb jump. Likewise, unmorphing late means Samus spends more time in the rapid deceleration of morph ball, and won&#039;t have much momentum left going into the unmorph. A properly timed unmorph is done the frame before Samus&#039; speed dips below her Standing Vertical Speed-Cap, which is altered by having [[Space Jump Boots]] in your inventory. Having [[Space Jump Boots]] increases Samus&#039; vertical speed-cap to 14.0, whereas not having them has a speed-cap of 11.667. As a result, some Bomb Jumps are only possible with the extra height [[Space Jump Boots]] allows, and mostly all bomb jumps with an unmorph are made easier by having them.&lt;br /&gt;
&lt;br /&gt;
== Types of Bomb Jumps ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Bomb Jump Family ===&lt;br /&gt;
* [[Bomb Jump|Single Bomb Jump]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Two Bomb Jump|Two Bomb Jump (2BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Bomb Jump|Three Bomb Jump (3BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Double Bomb Jump (DBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Triple Bomb Jump|Triple Bomb Jump (TBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Quadruple Bomb Jump|Quadruple Bomb Jump (QBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Frame Bomb Jump|Three Frame Bomb Jump (3FBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== [[5-Bomb Family|5-Bomb Family (Prime Only)]] ===&lt;br /&gt;
* [[Uber Bomb Jump|Uber Bomb Jump (UBJ)]]&lt;br /&gt;
* [[High Bomb Jump|High Bomb Jump (HBJ)]]&lt;br /&gt;
* [[Half Pipe Bomb Jump|Half Pipe Bomb Jump (HPBJ)]]&lt;br /&gt;
* [[Really Good Bomb Jump|Really Good Bomb Jump (RGBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== Spring Ball Bomb Jumps ===&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Spring Bomb Jump]]&lt;br /&gt;
* [[Spring John Bomp]]&lt;br /&gt;
[[Category: Morph Ball Technique]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3125</id>
		<title>Bomb Jump</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Bomb_Jump&amp;diff=3125"/>
		<updated>2021-10-19T19:29:03Z</updated>

		<summary type="html">&lt;p&gt;Whiskers: /* Metroid Prime 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Bomb Jump&#039;&#039;&#039; is when Samus gets hit in [[Morph Ball]] with a [[Morph Ball Bomb]]. Their main purpose is to propel Samus vertically while in [[Morph Ball]]. Most variations are rarely used outside of low% runs.&lt;br /&gt;
&lt;br /&gt;
==How Bomb Jumps Work==&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 1===&lt;br /&gt;
[[File:Morph Bomb Radius.png|thumb|Morph Ball Bomb blast radius (Prime 1 and 2).]]&lt;br /&gt;
Bombs have a &#039;&#039;&#039;Bomb Counter&#039;&#039;&#039; whose initial value is 3 as well as a &#039;&#039;&#039;Bomb Refill Timer&#039;&#039;&#039;. When a Bomb is laid the counter decreases by 1 and the timer begins to count down from 3 seconds. The bomb that is laid can then be hit anywhere within this figure shown. Note this is slightly smaller than the full size of the bomb. This means Samus cannot get hit if she is too far below a bomb. The radius of this figure is .7 units, with Samus being unable to hit the bomb if she is located half the radius or .35 units below where the bomb was laid. Hitting a bomb gives samus a fixed vertical propulsion of just over 23.5 units. Underwater samus cannot bomb jump very well without the [[Gravity Suit]]. She is only giving a very tiny vertical propulsion of 8.7 units which is also quickly diminished because of water physics. While near the surface of water, Samus will &amp;quot;cling&amp;quot; to the water upon entering or exiting as the game switches physics suddenly. This can throw off timings of bomb jumps coming out of water. By laying a bomb and starting the Bomb Refill Timer, Samus can time a Bomb Jump so that the bomb counter refills during the bomb jump. This allows for Bomb Jumps of up to 5 bombs. Being able to continuously refill past 5 bombs is known as [[Infinite Bomb Jump|Infinite Bomb Jumping]].&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 2===&lt;br /&gt;
The Bomb Jump system was changed in echoes. Now each bomb adds 0.6 seconds (36 frames), to the bomb refill timer. Each bomb explosion that hits you adds 0.4 seconds (24 frames), to the refill timer.&lt;br /&gt;
&lt;br /&gt;
===Metroid Prime 3===&lt;br /&gt;
The blast radius size was changed in corruption. It is now smaller and harder to hit. Additionally this game introduces [[Morph Ball Bomb|Spring Ball]] and is also restricted by the One Bomb in Air Rule.&lt;br /&gt;
&lt;br /&gt;
===One Bomb In Air Rule===&lt;br /&gt;
Starting from the Wii version of [[Metroid Prime]] and onwards, an additional rule was added that Samus cannot hit more than 1 bomb in the air a time. This was likely to prevent the player from doing mid-air Bomb Jumps using [[Morph Ball Bomb#Spring Ball|Spring Ball]]. One quirk of this is that some rooms such as [[Hydro Access Tunnel]] and [[Waste Disposal]] turn off this rule to allow the player to progress normally through underwater [[Morph Ball]] tunnels.&lt;br /&gt;
&lt;br /&gt;
=== Unmorphing out of Bomb Jumps ===&lt;br /&gt;
By unmorphing out of a bomb jump at the right moment, Samus can gain extra height. Unmorphing instantly places Samus in her &amp;quot;standing&amp;quot; state, which has different physics from &amp;quot;morphed&amp;quot; state, namely, vertical deceleration is much higher while Samus is morphed. There is a trade-off, however, because Samus&#039; Standing state has a vertical speed limit whereas Morph Ball does not. If Samus unmorphs going faster than this speed limit, her vertical speed will be dragged to this limit. This makes unmmorphing early unfavorably cut off the potential height of a bomb jump. Likewise, unmorphing late means Samus spends more time in the rapid deceleration of morph ball, and won&#039;t have much momentum left going into the unmorph. A properly timed unmorph is done the frame before Samus&#039; speed dips below her Standing Vertical Speed-Cap, which is altered by having [[Space Jump Boots]] in your inventory. Having [[Space Jump Boots]] increases Samus&#039; vertical speed-cap to 14.0, whereas not having them has a speed-cap of 11.667. As a result, some Bomb Jumps are only possible with the extra height [[Space Jump Boots]] allows, and mostly all bomb jumps with an unmorph are made easier by having them.&lt;br /&gt;
&lt;br /&gt;
== Types of Bomb Jumps ==&lt;br /&gt;
&lt;br /&gt;
=== Regular Bomb Jump Family ===&lt;br /&gt;
* [[Bomb Jump|Single Bomb Jump]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Two Bomb Jump|Two Bomb Jump (2BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Bomb Jump|Three Bomb Jump (3BJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Double Bomb Jump (DBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Triple Bomb Jump|Triple Bomb Jump (TBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Quadruple Bomb Jump|Quadruple Bomb Jump (QBJ)]]&lt;br /&gt;
* [[Regular Bomb Jump Family#Three Frame Bomb Jump|Three Frame Bomb Jump (3FBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== [[5-Bomb Family|5-Bomb Family (Prime Only)]] ===&lt;br /&gt;
* [[Uber Bomb Jump|Uber Bomb Jump (UBJ)]]&lt;br /&gt;
* [[High Bomb Jump|High Bomb Jump (HBJ)]]&lt;br /&gt;
* [[Half Pipe Bomb Jump|Half Pipe Bomb Jump (HPBJ)]]&lt;br /&gt;
* [[Really Good Bomb Jump|Really Good Bomb Jump (RGBJ)]]&lt;br /&gt;
&lt;br /&gt;
=== Spring Ball Bomb Jumps ===&lt;br /&gt;
* [[Regular Bomb Jump Family#Double Bomb Jump|Spring Bomb Jump]]&lt;br /&gt;
* [[Spring John Bomp]]&lt;br /&gt;
[[Category: Morph Ball Technique]]&lt;/div&gt;</summary>
		<author><name>Whiskers</name></author>
	</entry>
</feed>