Watch Station Access: Difference between revisions

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{{Connecting Rooms|rooms=[[Main Gyro Chamber]]</br>[[Watch Station]]}}'''Watch Station Access''' is a room on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It contains an [[Energy Tank]].
{{Connecting Rooms|rooms=[[Main Gyro Chamber]]</br>[[Watch Station]]}}'''Watch Station Access''' is a room on the upper level of [[Sanctuary Fortress]] in [[Metroid Prime 2: Echoes]]. It contains an [[Energy Tank]]. In the middle of a room is a large gap containing two [[Terminal Fall]] triggers, which independently decide which position Samus spawns in afterwards. This is abused in speedruns in order to get to [[Screw Attack]] early.


==Roll Jump to the Other Side==
==Bypassing the Gap==
There are two methods of getting to the other side of this room without using the [[Grapple Beam]] or Screw Attack, the intended methods of crossing this room.
 
===Roll Jump Method===
By using a [[Roll Jump]], you can get far enough to fool the game into putting you on the other side using the [[Terminal Fall]] trigger.
By using a [[Roll Jump]], you can get far enough to fool the game into putting you on the other side using the [[Terminal Fall]] trigger.


{{#ev:youtube|https://www.youtube.com/watch?v=aew-rc9MK0w}}
{{#ev:youtube|https://www.youtube.com/watch?v=aew-rc9MK0w}}
===Boost Jump Method===
In addition to having more room to fail than the roll jump method, this method doesn't even require that you have the [[Space Jump Boots]].
{{#ev:youtube|https://www.youtube.com/watch?v=yEyxa-yLVFM}}

Revision as of 01:33, 28 January 2021

Connecting Rooms
Main Gyro Chamber
Watch Station

Watch Station Access is a room on the upper level of Sanctuary Fortress in Metroid Prime 2: Echoes. It contains an Energy Tank. In the middle of a room is a large gap containing two Terminal Fall triggers, which independently decide which position Samus spawns in afterwards. This is abused in speedruns in order to get to Screw Attack early.

Bypassing the Gap

There are two methods of getting to the other side of this room without using the Grapple Beam or Screw Attack, the intended methods of crossing this room.

Roll Jump Method

By using a Roll Jump, you can get far enough to fool the game into putting you on the other side using the Terminal Fall trigger.

Boost Jump Method

In addition to having more room to fail than the roll jump method, this method doesn't even require that you have the Space Jump Boots.