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	<id>https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Door_Lock_Cancel</id>
	<title>Door Lock Cancel - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.metroidprime.run/index.php?action=history&amp;feed=atom&amp;title=Door_Lock_Cancel"/>
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	<updated>2026-05-17T19:01:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Door_Lock_Cancel&amp;diff=1845&amp;oldid=prev</id>
		<title>Dyceron at 19:02, 25 February 2021</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Door_Lock_Cancel&amp;diff=1845&amp;oldid=prev"/>
		<updated>2021-02-25T19:02:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:02, 25 February 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Door Lock Cancel&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;DLC&#039;&#039;&#039;) is a trick in [[Metroid Prime 2: Echoes]] in which the lock of a door can be temporarily overridden by shooting the door on the same frame that the game locks it. If a projectile activates a door on the same frame that it is locked, loading the room that it is connected to and entering the trigger that opens the door will cause the door to ignore the fact that it should be locked. The result is that the door will open as normal, despite the visual of the lock still being in place, and Samus will be able to move through the door and transition before she is normally supposed to. This can work in any room which has a lock that Samus can shoot on the same frame, including [[Temple Access (Sanctuary Fortress)]] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(whose strat uses &lt;/del&gt;a precisely timed &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power beam &lt;/del&gt;shot&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;), &lt;/del&gt;[[Portal Terminal]] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(which uses &lt;/del&gt;a [[Power Bomb]]&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and even &lt;/del&gt;[[Sanctum (Sky Temple)|Sanctum]] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(which uses &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missile). &lt;/del&gt;Since this trick can be done with a variety of different weapons, this allows for different setups to be possible for different rooms. In the case of the Sanctum DLC, since the door locks during the cutscene, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missile &lt;/del&gt;is shot at a precise time so that it hits the door after Samus activates the cutscene trigger.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;&#039;Door Lock Cancel&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;DLC&#039;&#039;&#039;) is a trick in [[Metroid Prime 2: Echoes]] in which the lock of a door can be temporarily overridden by shooting the door on the same frame that the game locks it. If a projectile activates a door on the same frame that it is locked, loading the room that it is connected to and entering the trigger that opens the door will cause the door to ignore the fact that it should be locked. The result is that the door will open as normal, despite the visual of the lock still being in place, and Samus will be able to move through the door and transition before she is normally supposed to. This can work in any room which has a lock that Samus can shoot on the same frame, including&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;[[Temple Access (Sanctuary Fortress)]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;- Uses &lt;/ins&gt;a precisely timed &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Power Beam &lt;/ins&gt;shot&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;[[Portal Terminal]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;- Uses &lt;/ins&gt;a [[Power Bomb]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;*&lt;/ins&gt;[[Sanctum (Sky Temple)|Sanctum]] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;- Uses &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Missile&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Since this trick can be done with a variety of different weapons, this allows for different setups to be possible for different rooms. In the case of the Sanctum DLC, since the door locks during the cutscene, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Missile &lt;/ins&gt;is shot at a precise time so that it hits the door after Samus activates the cutscene trigger.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In theory, this could work for the door that locks in [[Hive Chamber B]] to potentially solve [[Item Loss Skip]] for 100%. The problem is that the door locks too far into the cutscene for any weapon to activate it in time. With current knowledge, this means that ILS in 100% is still impossible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In theory, this could work for the door that locks in [[Hive Chamber B]] to potentially solve [[Item Loss Skip]] for 100%. The problem is that the door locks too far into the cutscene for any weapon to activate it in time. With current knowledge, this means that ILS in 100% is still impossible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=DLdruxWdW5g}}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{{#ev:youtube|https://www.youtube.com/watch?v=DLdruxWdW5g}}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

&lt;!-- diff cache key my_wiki:diff:1.41:old-1844:rev-1845:php=table --&gt;
&lt;/table&gt;</summary>
		<author><name>Dyceron</name></author>
	</entry>
	<entry>
		<id>https://wiki.metroidprime.run/w/index.php?title=Door_Lock_Cancel&amp;diff=1844&amp;oldid=prev</id>
		<title>HeadshotTAS: Created page with &quot;&#039;&#039;&#039;Door Lock Cancel&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;DLC&#039;&#039;&#039;) is a trick in Metroid Prime 2: Echoes in which the lock of a door can be temporarily overridden by shooting the door on t...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.metroidprime.run/w/index.php?title=Door_Lock_Cancel&amp;diff=1844&amp;oldid=prev"/>
		<updated>2021-02-25T18:55:12Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Door Lock Cancel&amp;#039;&amp;#039;&amp;#039; (abbreviated as &amp;#039;&amp;#039;&amp;#039;DLC&amp;#039;&amp;#039;&amp;#039;) is a trick in &lt;a href=&quot;/wiki/Metroid_Prime_2:_Echoes&quot; title=&quot;Metroid Prime 2: Echoes&quot;&gt;Metroid Prime 2: Echoes&lt;/a&gt; in which the lock of a door can be temporarily overridden by shooting the door on t...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Door Lock Cancel&amp;#039;&amp;#039;&amp;#039; (abbreviated as &amp;#039;&amp;#039;&amp;#039;DLC&amp;#039;&amp;#039;&amp;#039;) is a trick in [[Metroid Prime 2: Echoes]] in which the lock of a door can be temporarily overridden by shooting the door on the same frame that the game locks it. If a projectile activates a door on the same frame that it is locked, loading the room that it is connected to and entering the trigger that opens the door will cause the door to ignore the fact that it should be locked. The result is that the door will open as normal, despite the visual of the lock still being in place, and Samus will be able to move through the door and transition before she is normally supposed to. This can work in any room which has a lock that Samus can shoot on the same frame, including [[Temple Access (Sanctuary Fortress)]] (whose strat uses a precisely timed power beam shot), [[Portal Terminal]] (which uses a [[Power Bomb]], and even [[Sanctum (Sky Temple)|Sanctum]] (which uses a missile). Since this trick can be done with a variety of different weapons, this allows for different setups to be possible for different rooms. In the case of the Sanctum DLC, since the door locks during the cutscene, a missile is shot at a precise time so that it hits the door after Samus activates the cutscene trigger.&lt;br /&gt;
&lt;br /&gt;
In theory, this could work for the door that locks in [[Hive Chamber B]] to potentially solve [[Item Loss Skip]] for 100%. The problem is that the door locks too far into the cutscene for any weapon to activate it in time. With current knowledge, this means that ILS in 100% is still impossible.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://www.youtube.com/watch?v=DLdruxWdW5g}}&lt;/div&gt;</summary>
		<author><name>HeadshotTAS</name></author>
	</entry>
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