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Connecting Rooms
Arboretum Access
Gathering Hall Access
Sunchamber Lobby

This room has a dedicated Secret World page. For more information, see Arboretum SW.

Arboretum is a room located in the Chozo Ruins region of Metroid Prime. It contains a Secret World.

General Information

Room Layer Information
1st Pass enemies
2nd Pass Enemies
Normal water
Poison Water

Layer Changers

  • Defeating Flaahgra in Sunchamber disables layer "Poison Water" in this room, and enables layer "Normal Water".
  • Defeating the single Chozo Ghost in Hall of the Elders disables layer "1st Pass enemies" in this room, and enables layer "2nd Pass Enemies".

Fast Strat from Arboretum Access to Gathering Hall Access

From Arboretum Access, dash off of the lowermost runic symbol and curve it such that you land near or on the platform leading to Gathering Hall Access.

Quickly Climbing the Room

In order to get to Flaahgra as fast as possible, it's necessary to be able to quickly get to the gate. There are a number of strats that have been created over the years.

The video below showcases two of these strats. The one on the left shows the hive jump strat, which involves standing on one of the War Wasp hives. The one on the right showcases the Bomb Space Jump strat, which is very slightly faster, though both strategies are still relatively quick ways of getting to the top of the room.

Gate Skip

With a precise Double Bomb Jump or a Triple Bomb Jump, Samus can make it over the gate, destroy the rock in front of the Morph Ball tunnel, and move on towards Flaahgra. This skips having to scan the runic symbols across the room.

Gate Skip Comparison

The video below tells us how fast Gate Skip really is in a run, revealing that it is about 3 seconds faster than not skipping them.

Secret World

  • Utilize Ice Spreader here to expose the invisible root we'll be jumping too. Use your first jump for distance, then your second one for height. If you land on a standable edge, then just use another Ice Spreader shot/multitude of Power Beam shots to find out the part that sticks furthest out. Jump to the very edge of it, it's the only standable part. Jump through the ceiling out of the level now.
  • This was secret world #10 in the original numbering scheme.