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		<updated>2026-05-04T05:31:53Z</updated>
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	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Seeker_Missiles_before_Amorbis/Boost_Guardian</id>
		<title>Seeker Missiles before Amorbis/Boost Guardian</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Seeker_Missiles_before_Amorbis/Boost_Guardian"/>
				<updated>2006-06-28T23:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;Cr@73n: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by: Bartendorsparky, Metronome'd, SuikunRules''&lt;br /&gt;
&lt;br /&gt;
- First, do a [[ghetto jump]] or [[TRHbj]] off of the right side of the half-pipe in Meeting Grounds to get onto the War Wasp hive.  From the hive, jump to the tunnel and proceed as usual.  You must have enough speed to get over the crumbling blocks.  One consistant way i found to do this: roll forward until the camera changes into a side view, then back to the closing door, and finally, hold down to roll quickly, then transistion to right when the camera returns to the side view.&lt;br /&gt;
&lt;br /&gt;
- Once in Hall of the Honored Dead, you must manipulate the spinners to turn. To do this, enter the spinner and lay a bomb.  Hold up so you stay inside.  Immediately before you lock in place again, press down-left (at different angles).  It may also help to press 'r', and maybe 'l'.  After countless tries, and with severe luck, the block should turn enough to get locked into the next position.  Continue this until all spinners are in place.&lt;br /&gt;
&lt;br /&gt;
Videos:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/bartendorsparky/mp2/seekers_before_amorbis_p1.avi Getting into Hall of the  Honored Dead] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/bartendorsparky/mp2/seekers_before_amorbis_p2.avi Manipulating the spinners]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cr@73n's edit:  I didn't know where else to put this, so here goes:  There's just one obstacle (I think) to getting seekers right, and I mean RIGHT after your ship crashes.  In the landing site, you'll notice all the blocks.  If you scan one, it says something about an offline power unit.  Look at the ground and you'll see the tracks these blocks are on.  At the ends of some of the tracks are little dark blocks.  Find the ledge that's usually just a little too high for a normal double jump.  Back to the blocks, the landing site is one of the few rooms in the game, maybe the only one, where these blocks have height.  You can use these to do a ghetto jump up to the ledge.  You'll notice that the Luminoth isn't there.  Why, I don't know.  Must have a related cause to the GFMC Compound thing.  Anyways, the only obstacle to getting seekers (and a possible 102% game, I might add) is a super missle door.  You've got the boost ball, so you can manipulate the spinners.  You could also open the seeker door from the inside.  Then, even if you lost the seekers in the first encounter with Dark Samus, you could get them again as soon as you have double jump.  Anyways, check it out.  Oh, one other idea.  If you can do a really complicated bs bomb jump (I think) two rooms away from seekers, you might be able to get in to morph ball slot like that.&lt;br /&gt;
&lt;br /&gt;
Cr@73n's 2nd edit:  One more thing, I've almost ghetto'd into the bomb tunnel on the left of the door.  I can't do morphs real well, but maybe someone else can get a good (perfect?) morph into the tunnel.  I've been able to stall myself on the edge of it for about a second at most, but I'm not consitent enough to do that every time, so most of my morphs end up just dropping me.  Oh well.&lt;/div&gt;</summary>
		<author><name>Cr@73n</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Seeker_Missiles_before_Amorbis/Boost_Guardian</id>
		<title>Seeker Missiles before Amorbis/Boost Guardian</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Seeker_Missiles_before_Amorbis/Boost_Guardian"/>
				<updated>2006-01-20T23:34:14Z</updated>
		
		<summary type="html">&lt;p&gt;Cr@73n: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by: Bartendorsparky, Metronome'd, SuikunRules''&lt;br /&gt;
&lt;br /&gt;
- First, do a [[ghetto jump]] or [[TRHbj]] off of the right side of the half-pipe in Meeting Grounds to get onto the War Wasp hive.  From the hive, jump to the tunnel and proceed as usual.  You must have enough speed to get over the crumbling blocks.  One consistant way i found to do this: roll forward until the camera changes into a side view, then back to the closing door, and finally, hold down to roll quickly, then transistion to right when the camera returns to the side view.&lt;br /&gt;
&lt;br /&gt;
- Once in Hall of the Honored Dead, you must manipulate the spinners to turn. To do this, enter the spinner and lay a bomb.  Hold up so you stay inside.  Immediately before you lock in place again, press down-left (at different angles).  It may also help to press 'r', and maybe 'l'.  After countless tries, and with severe luck, the block should turn enough to get locked into the next position.  Continue this until all spinners are in place.&lt;br /&gt;
&lt;br /&gt;
Videos:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/bartendorsparky/mp2/seekers_before_amorbis_p1.avi Getting into Hall of the  Honored Dead] &amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/bartendorsparky/mp2/seekers_before_amorbis_p2.avi Manipulating the spinners]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Cr@73n's edit:  I didn't know where else to put this, so here goes:  There's just one obstacle (I think) to getting seekers right, and I mean RIGHT after your ship crashes.  In the landing site, you'll notice all the blocks.  If you scan one, it says something about an offline power unit.  Look at the ground and you'll see the tracks these blocks are on.  At the ends of some of the tracks are little dark blocks.  Find the ledge that's usually just a little too high for a normal double jump.  Back to the blocks, the landing site is one of the few rooms in the game, maybe the only one, where these blocks have height.  You can use these to do a ghetto jump up to the ledge.  You'll notice that the Luminoth isn't there.  Why, I don't know.  Must have a related cause to the GFMC Compound thing.  Anyways, the only obstacle to getting seekers (and a possible 102% game, I might add) is a super missle door.  You've got the boost ball, so you can manipulate the spinners.  You could also open the seeker door from the inside.  Then, even if you lost the seekers in the first encounter with Dark Samus, you could get them again as soon as you have double jump.  Anyways, check it out.  Oh, one other idea.  If you can do a really complicated bs bomb jump (I think) two rooms away from seekers, you might be able to get in to morph ball slot like that.&lt;/div&gt;</summary>
		<author><name>Cr@73n</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Corner-Crawl</id>
		<title>Corner-Crawl</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Corner-Crawl"/>
				<updated>2006-01-20T23:12:54Z</updated>
		
		<summary type="html">&lt;p&gt;Cr@73n: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by: '' at least ''tjp7154''&lt;br /&gt;
&lt;br /&gt;
Throughout the game, there are some corners you get stuck in if you jump into them and hold the L button down and the control stick forward.  If you release the L button, press R button, or move away from the corner, Samus will fall back down.&lt;br /&gt;
&lt;br /&gt;
BUT, if you continue holding the control stick forward toward the corner, Samus will SLOWLY rise.&lt;br /&gt;
&lt;br /&gt;
One example is in Bioenergy Production.  It is located at the entrance to the spider ball track by the Gamma power storage rack position monitor.  Right next to the left of the track is a little gap that has such a corner.&lt;br /&gt;
&lt;br /&gt;
You need QuickTime to view the video:&lt;br /&gt;
[http://www.geocities.com/tjp7154/archives/CornerCrwl.MOV Video(-LOW- quality)]&lt;br /&gt;
&lt;br /&gt;
I apologize if this is hard to understand.  It's actually easier than I make it sound...&lt;br /&gt;
&lt;br /&gt;
Flamancipator's edit:  This idea is used for SW66, Transport to Temple Grounds (Sanctuary Fortress) where you push yourself into two bars running upwards and you'll slowly float upwards, out into the Secret World.&lt;br /&gt;
&lt;br /&gt;
Cr@73n's edit:  Just a thought.  I think this technique makes you rise because you're far enough through the wall for the game to consider you in a secret world.  If you're just messing around sometime and you get into a secret world, try getting a pretty good distance from the room and just leaving the game for about 10 minutes.  You'll find yourself a lot higher than when you started.  That's also one way to get back into the room after you get a power bomb right after space jump.  Note: If you're not far enough from the room, you'll just float up a certain distance and fall back down.  You sorta have to experiment to find a good place to do it.&lt;/div&gt;</summary>
		<author><name>Cr@73n</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Talk:Sanctuary_Fortress_Prematurely</id>
		<title>Talk:Sanctuary Fortress Prematurely</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Talk:Sanctuary_Fortress_Prematurely"/>
				<updated>2005-12-13T15:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;Cr@73n: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;damn i died too fast to find this out...but is it possible to get bombs then come back to sanctuary fortress?SAL&lt;br /&gt;
(STUIPD LUTMON TURRENTS ILL NEVER FOR GET THIS!!!: ( )&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Maybe, I'm not entirely sure... I never went too far into it.&lt;br /&gt;
I've been thinking, though... is the Expansion on top the Tyr ''there'' before the cutscene? If so, and if there were a way to get up there, that might mean 102% - '''''IF''''' the Expansion were there, '''and''' respawned after the cutscene - which I highly doubt.&lt;br /&gt;
&lt;br /&gt;
Thinking more on it, there's that Seeker Missile Door that blocks your return.&lt;br /&gt;
The one you ((normally)) need to have Seeker Missiles and the Dark Visor to open?&lt;br /&gt;
You'd still need  to go ((about)) halfway through the game before coming back, and your next stop would be Sanctuary by that time, anyway. It'd be a little pointless... unless you find a Secret World in that room to exploit.&lt;br /&gt;
[[User:Kenjoki Ikari|Kenjoki]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I saw in the MP1 Speed Runs that there's a little trick you can do in the spinners w/out the boost ball or bombs where it just keeps turning really slowly.  If that's still possible, you could hop in the spinner and open the gate thing.  Well, IF the spinner spits you back out afterwards, that is...&lt;/div&gt;</summary>
		<author><name>Cr@73n</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Talk:Seeker_Missiles_before_Amorbis/Boost_Guardian</id>
		<title>Talk:Seeker Missiles before Amorbis/Boost Guardian</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Talk:Seeker_Missiles_before_Amorbis/Boost_Guardian"/>
				<updated>2005-04-12T11:20:48Z</updated>
		
		<summary type="html">&lt;p&gt;Cr@73n: Crumbling Blocks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do you work the puzzle to break the safe conaining the seeker missiles by doing this without the boost ball?&lt;br /&gt;
&lt;br /&gt;
-Gendreavus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It doesn't look like you can.  The only way to open the container holding the Seeker is by solving the puzzle&lt;br /&gt;
using the boost ball.  Even if you get in there without the boost, you can't get back out again and end up&lt;br /&gt;
having to reset.&lt;br /&gt;
&lt;br /&gt;
-Walter Mitty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It has, in fact, been done already.  By one person only.  No idea who, but he said it took him hours.  Anyway, you want to be sucked into a spinner while holding something like down-left, as well as L and R.  It should move some, then go back to its original poisition.  However, if you're lucky, you might just give it enough momentum to stop at the next part.  Very tricky.&lt;br /&gt;
&lt;br /&gt;
-BoostR-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So I'm guessing until somebody finds an easier way to do it this won't be in any speed runs or SBing.&lt;br /&gt;
&amp;lt;vanishes&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crumbling Blocks ==&lt;br /&gt;
&lt;br /&gt;
Just an idea I haven't tried.  If you're having trouble getting over the blocks, maybe try laying a bomb if you start slowing down.  It could possibly pop you back up onto the blocks, or give you a little speed boost forward.&lt;/div&gt;</summary>
		<author><name>Cr@73n</name></author>	</entry>

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