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		<id>http://www.metroid2002.com/prime2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DJGrenola</id>
		<title>M2K2: Metroid Prime 2 Wiki - User contributions [en]</title>
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		<updated>2026-05-04T00:35:00Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge</id>
		<title>Torvus Bog: Great Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge"/>
				<updated>2006-08-21T15:44:50Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: repointed vid links to /prime2 - NB: original sparky vid is missing !&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''bartendorsparky''&lt;br /&gt;
&lt;br /&gt;
This trick lets you go directly from Great Bridge to Torvus Temple, without going through most of upper Torvus.&lt;br /&gt;
&lt;br /&gt;
First, line up next to the translator door, facing the way you came in.  There is a slight bump in the floor that you have to ghetto off of.  Run forward, and ghetto off the bump into the slant on the wall, then back onto the door.&lt;br /&gt;
&lt;br /&gt;
From here, perform a dash (using the translator door as a scan) over to the bridge.&lt;br /&gt;
&lt;br /&gt;
Video: [http://www.metroid2002.com/prime2/great_bridge.avi Climbing Great Bridge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
This move is also possible by using an [[R-Dash]] rather than a freeze-dash / [[&amp;quot;Kip Dash&amp;quot;]]:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/great_bridge_wo_screen_freeze__divx.avi DivX video (DJ Grenola) - dash without screen freeze]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added By: Baby Sheegoth''&lt;br /&gt;
&lt;br /&gt;
If you get pushed over onto the side closer when doing this trick, to get out: Face the Translator Door jump &amp;quot;Hugging&amp;quot; the Translator Door to the left then jump to the top and execute the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added by: ''doninss''&lt;br /&gt;
&lt;br /&gt;
You can also get onto the bridge by using a single bomb [[BSJ]] to get to the ledge with the scan pole. (Scan the pole, use the cannon.) - [http://www.metroid2002.com/prime2/GB_bsj.avi Video - BSJ method]&lt;br /&gt;
&lt;br /&gt;
Another alternative from the scan pole ledge: Jump onto the pole, then freeze-dash / [[&amp;quot;Kip Dash&amp;quot;]] (or [[R-Dash]]?) over onto the bridge. (Discovered by: ''BoostR'')&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator</id>
		<title>Skipping the Cobalt Translator</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator"/>
				<updated>2006-08-17T22:35:08Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: fixed links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by&amp;lt;br&amp;gt;&lt;br /&gt;
''SkippyJr'', ''Flamancipator'', ''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is only one essential door in Echoes that is protected by a cobalt lore; that which connects Sanctuary Temple to Workers' Path, via which the Spider Guardian is reached. To skip the Cobalt Translator it is necessary to bypass this door using secret world techniques, as skipping the Spider Ball outright is not believed to be possible. This secret world sequence needs to be performed twice; once to get the Spider Ball, and then again later on to get the Sky Temple key that lies beyond the Power Bomb door in Dynamo Works.&lt;br /&gt;
&lt;br /&gt;
Both map exit points used in this sequence are so-called screw attack secret worlds, which exploit a clipping bug related to the use of the Screw Attack in very tight spaces to pop Samus out of the level. Because of this, it is necessary to collect Screw Attack before Spider Ball by means of the Watch Station Access dash followed by the instant-morph bomb slot trick (see [[Early Screw Attack]]); Screw Attack therefore becomes the first item to collect in Sanctuary Fortress. Once you have Screw, head back to Sanctuary Temple, where the fun begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase One&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method used to leave the map in Sanctuary Temple involves screw attacking one of the unfinished robot legs lying around on the floor. You will enter the Temple via Temple Access after having collected Screw, in which case you want the robot leg in the far right hand corner of the room, directly under the long vertical bars to the right of the high door that leads to the Energy Controller:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip1.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to stand between the leg and the wall and target the screw attack slightly to the right of the point where the leg meets the wall. Initial position before attempting the screw attack seems pretty crucial. There is basically only one point you can stand in that allows you to get the SW consistently - start anywhere else and you either won't be close enough, will be too close, or Samus will bang her head on something and be nudged sideways. The easiest way to get the position right is by using the Morph Ball and lining Samus up using the pattern on the floor:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip2.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is about the perfect spot. Unmorph and align yourself for the Screw Attack; you should now be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip3.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you need to jump straight up once, Space Jump straight up again, and at the very last second before touching the ground again push forward and B to Screw Attack the leg. The aim is to actually get inside the leg, which looks like this:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip4.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes this goes wrong and the game morphs you, other times it just doesn't work. It can be nailed with some consistency though once you know exactly where you're aiming, so it isn't just pure luck. You can of course not bother using third person view for alignment and just trying to position yourself purely by eye if you're going for speed, but that's probably harder than it looks. Once you're inside the leg, you need to try to actually work yourself through the leg, into and through the wall of the Temple. Hold L and wiggle the stick between left and top-left; after three or four wiggles you should pop through the wall.&lt;br /&gt;
&lt;br /&gt;
Now you need to make your way over to the opposite side of the Temple. You want to end up to the left of the structure that holds up the platform that you would stand on to reach Workers Path and the Spider Guardian (there's another robot leg there), so you can climb up the wall to the left of the cobalt gate. There's no voodoo here, just walk over there from under the floor.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip5.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Once you get close to the wall of the Temple you need to be careful; walk an inch too far and you'll fall way below the level and have to either float or reset. You want to be standing outside the Temple wall, but only just. It's easiest to turn sideways and look at the wall end-on, and then strafe until you're standing just beyond it. This picture probably doesn't help much.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip5b.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
From here, turn so Samus is facing the inside of the temple again. Now press B repeatedly. Nothing will happen at first, but within a couple of seconds you should jump and space jump. Be careful not to activate the Screw Attack. Once you're above the level of the floor, push forwards into the wall of the temple, where Samus should stick.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip6.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now morph and continue to hold into the wall. The next task is to infinite bomb jump up the wall. You can do this by just holding forwards into the wall for the whole thing and laying bomb after bomb, but this is slow and each jump won't carry you very far. A better technique is to release the stick to the centre position as each bomb goes off and then immediately push back into the wall once you reach the peak of the jump, which will give you full height for all your bombs. After a while (10 or 15 bombs) the wall of the Temple begins to slope inwards, so from this point on you can just hold forwards all the time and keep bombing; there's no need to centre the stick any more.&lt;br /&gt;
&lt;br /&gt;
There is a fairly obvious section of graphics which you should unmorph onto once you've laid 20 or so bombs. If you're interested in doing this trick more quickly, it may be possible to unmorph sooner than this and find a quicker way past the cobalt door, but doing it this way guarantees consistency.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip7.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From that position, if you lay one more bomb and unmorph at the peak, you should be higher than and to the side of the cobalt door you're trying to bypass. If you turn about 45 degrees to the left, hold L and wiggle the stick between left and top-left you will fall a short distance and be standing on a sticky section just in front of the cobalt door. Morph again. From this position, you should be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip8.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now just bomb jump onto the top of the cobalt door. There are a set of studs on the top of the door that protrude through the scenery; if you bomb jump into the centre of one of these and unmorph you should find that you can jump normally (everywhere else on top of that door is sticky, but the studs are standable). From here you need to jump onto the top of the normal blue door beyond the translator gate. A single jump is the cleanest way; you shouldn't need the space jump.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip9.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is all standard wallcrawling; shoot the door so it changes colour, hold L and strafe right towards Workers Path, press B to jump. Workers Path should load (just try it again if it doesn't work). Shoot the door again, jump backwards off the door with your first jump and then forwards back onto the door with your space jump (this is the &amp;quot;door jump dump&amp;quot;). The object is to remove Sanctuary Temple from memory and leave Workers Path loaded. It can be a bit tricky to get the right room to stay in memory; often it is Workers Path that is unloaded and Sanctuary Temple that stays loaded. You can ensure consistency with this by making sure that you're on the Workers Path side of the door for the jump, but if you're trying to do this at speed it can be awkward with the sticky graphics around the door. If the wrong room disappears, just shoot the door again and do the strafe jump to reload it.&lt;br /&gt;
&lt;br /&gt;
The object here, having passed the cobalt gate and loaded Workers Path, is to get back into the map. Terminal falls are your friend, and there are a bunch of ways to try to trigger the terminal fall in Workers Path to bring Samus back into the map. Speed runners should note that it is possible to fall off the door while trying to dump Sanctuary Temple and activate the terminal fall, which is a good ten to fifteen seconds quicker than other methods, but suffers a bit in the consistency department (sometimes the terminal fall doesn't work, and you just end up miles below the level like a lemon). Another way is to jump onto the scenery just in front of the door and wiggle about until you reach a standable spot (look for the screen to shudder slightly signifying that Samus has landed). From here you can strafe jump backwards/left and then forwards and push into the wall of Workers Path opposite the first floating platform, and use a technique dubbed abseiling (basically moving the stick forwards and backwards to lower yourself down the sticky wall in stages) to drop off the bottom of the map; three or four jerks should do it.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip10.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It seems that touching the wall in this way is enough to convince the game that once Samus drops off the bottom, the terminal fall should be activated. As was mentioned, other techniques for doing this are available, but this one is fairly attractive in terms of its consistency / speed tradeoff. Having said that, there is definitely room for refinement here; it should be possible to find a fast yet reliable way of getting the terminal fall to work right off the blue door.&lt;br /&gt;
&lt;br /&gt;
Anyway you're back in the map now, so go fight the Spider Guardian and grab the Spider Ball.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the whole first stage of the process [http://www.metroid2002.com/prime2/cobaltskip1.avi here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase Two&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you've got the Spider Ball, you have to get out again. If you're not worried about percentage, you can just do this by grabbing the missile expansion and returning to the Main Gyro Chamber via Dynamo Access. If you're going for genuine low %, though, you can't collect that expansion, so you'll have to use another Screw Attack secret world to get out. This time, you need to screw attack one of the two morph ball holes that leads to the Spider Ball Guardian puzzle section; either the one opposite the power bomb door that ultimately leads to a Sky Temple key, or the one opposite the door you came in through. Obviously accessing the secret world from the power bomb door entrance is faster in some ways because it is not necessary to cross back across the whole room after collecting the Spider Ball. However, the objective once outside the map is to get into a &amp;quot;skywalk&amp;quot; above the map; a technique to do this from the power bomb door entrance was pioneered by Flamancipator (it involves walking along the inside of the pipe, morphing and bomb jumping up the face of the morph ball puzzle), but details are scarce; suffice to say it is very difficult, unreliable and you are at the mercy of a very tempremental camera. The alternative is to return to the entrance and access the secret world from there, which is more straightforward. Details of this easier method will now be outlined.&lt;br /&gt;
&lt;br /&gt;
Start position is vital again; you should be standing here:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip11.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
... and jump once, twice, and then push forwards and screw attack the morph ball hole at the last second. If done right, Samus should go right into the opening while still in screw attack mode. This SW is tricky and very annoying if you have just nailed a good Spider Guardian fight and are going for speed. There is also something of a double-edged sword about this method of leaving the map. If you screw attack and then don't touch the stick, you can fall right through the morph ball tube and end up stranded under the map. It is possible to combat this by strafing left as soon as you get into the secret world, in which case you will catch on one of the areas where the Spider Guardian is before the fight starts and not fall. Unfortunately, strafing left can also have the effect of popping you back into the level if the screw attack was not quite perfect. A possible compromise is to strafe forwards and left after the screw attack, instead of just left, which ought to do enough to catch Samus on the ledge, but at the same time help force her out of the level rather than back in. This is not an exact science though; experimentation is recommended, and you are warned that doing this at speed is pretty frustrating. You could also try strafing right, and see if you have any more luck that way.&lt;br /&gt;
&lt;br /&gt;
Once you are standing on the ledge just to the left of the morph ball pipe, your first task is to get on top of the pipe using a space jump. Sometimes Samus' position is such that there are graphics blocking the jump, in which case you will need to look up and move about until you have a clear jump above you, but without falling off the ledge (all too easy). Also, beware of standing on the edge of the pipe; the game's engine will try to force you off, and you will probably just fall. You need to be right on top of it. Once you're on the pipe, morph and use a DBJ to get on top of the entrance area directly above the opening you just screw attacked. This is not straightforward either, thanks to the camera. Often, when the first bomb of the DBJ goes off, the camera will move so that a piece of scenery completely obscures your view of Samus. When this happens, it is important to remember that the camera is actually behind Samus, so even though you can't see her, pushing forwards and unmorphing will probably do the trick; don't push any other direction or you will just propel yourself off the pipe and fall.&lt;br /&gt;
&lt;br /&gt;
Assuming you made it to the roof of the entrance area, you now need to find a standable spot which will allow you to jump. You may be standing on one already. Don't press jump more than once, or you risk a screw attack, which can have disastrous consequences. If the first jump doesn't work, morph and do a single bomb jump unmorph onto the very edge of the entrance area nearest to the morph ball puzzle. This is guaranteed standable (you should hear the &amp;quot;clink&amp;quot; as Samus touches down - this always means you're standing on a solid bit). Face the puzzle end-on, and align yourself so you're opposite the middle of the &amp;quot;sandwich&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip12.jpg Screenthot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotate right so you're facing this position:&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip13.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump straight out into space, space jump, and Screw Attack times 5. You are aiming for the piece of morph ball puzzle beyond the rock formation. You want maximum height and distance; it doesn't have to be perfect, but a half-baked effort is unlikely to make it. Screw Attack and out-of-map generally don't mix, but in this case (for some reason) it works. Exactly what happens once you hit the morph ball puzzle section is difficult to explain; the engine glitches a little, but when all is said and done you will end up inside a box in the morph ball puzzle section; sometimes you will be morphed, sometimes not. If not, morph now and push forwards into the wall. You won't be able to see Samus now because of the camera position, but that doesn't matter. Infinite bomb jump up the wall, using the same hold-and-release technique as was used in the Temple to speed things up. Keep holding forward once you emerge from the puzzle section and carry on going up. There are two reference points to your right and left; which one you can see depends on what the camera is doing, but you should always be able to see one or the other. The one on the left is a rock spire; the one on the right is a black pole. This picture shows the spire.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip14.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Somewhere around the top of these two reference points, you run out of invisible wall to bomb jump up, and you need to push forwards and unmorph. This takes a bit of practice; if you miss it and fall, push back into the wall as quickly as possible and jump back up to try again. When done correctly, you should be in a &amp;quot;skywalk&amp;quot;; you can just walk around on top of the map. Now you have to get back into the level using a door warp. This is probably easier to do using the black door that leads back to Dynamo Access and Main Gyro Chamber; however in a low % speed run your next target will be Torvus for the main Power Bomb, so rather than going back to Main Gyro you might like to try door warping using the blue door that leads to the elevator back to the lower level of Sanctuary Fortress and run to Torvus. Either way, you need to skywalk into a position above and just beyond the door of your choice. Here we assume you're going back to Main Gyro.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip15.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip16.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to make sure you're a little way past the door you're planning to use before you begin descending from the skywalk. Don't get too close, or you'll trigger the room loader too early. The map picture above shows a good position. Face the door, and use the morph ball to drop down in stages until you're at a level that is above the door. Don't stay morphed for too long unless you know what you're doing - the 'ball accelerates very quickly, so if you stay morphed too long you'll fall past the door. Keep unmorphing and checking your height.&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip17.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip18.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second picture shows the ideal position. Now you need to load Dynamo Access. Timing is everything here. Walk forwards onto the top of the door and listen to the gamecube. You should hear it begin to load Dynamo Access. You need to wait perhaps one and a half or two seconds while it loads part of the room. Walk backwards off the door and morph immediately, fall a short distance so that you are at a point that is inside the room. You need to fall far enough to get through the room's ceiling, but not far enough that you fall through the room's floor. Unmorph as soon as you have fallen far enough. If done right, you should be standing on the invisible floor of Dynamo Access (it looks like this):&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/prime2/cobaltskip19.jpg Screenshot]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are basically two ways this can go wrong. If you wait too long on top of the door before backing up and morphing, the room will be completely loaded already and you won't be able to pass through the ceiling. If you don't wait long enough, the floor won't be there to support you when you unmorph, and you'll just fall. Other ways to mess this up include getting stuck on the graphics above the black door and being unable to get into the room in time (this tends to happen if your initial height wasn't right), and falling too far while morphed so that the engine just pushes you through the floor when the room finishes loading.&lt;br /&gt;
&lt;br /&gt;
From here, just walk up to the door and press yourself against it; the room's graphics will magically appear around you, and you're back in the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the second part of this little adventure [http://www.metroid2002.com/prime2/cobaltskip2.avi here].&lt;br /&gt;
&lt;br /&gt;
[[#top|Return to the Top]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Techniques</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Techniques"/>
				<updated>2005-05-04T18:38:43Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: the r-dash got removed (presumably accidentally) in an edit by MMcLean54 at some stage, so put it back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Bomb Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[3bj]]&lt;br /&gt;
&lt;br /&gt;
[[TRHbj]]&lt;br /&gt;
&lt;br /&gt;
[[Laddered Bomb Jump]]&lt;br /&gt;
&lt;br /&gt;
[[Morphed Bomb Jump]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Dash Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Kip Dash&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Underwater Dash]]&lt;br /&gt;
&lt;br /&gt;
[[R-Dash]]&lt;br /&gt;
&lt;br /&gt;
[[L and R midair dash]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; rowspan=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Jump Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Floaty Jump]]&lt;br /&gt;
&lt;br /&gt;
[[Ghetto Jump]]&lt;br /&gt;
&lt;br /&gt;
[[L Jump]] / [[Langle Jump]]&lt;br /&gt;
&lt;br /&gt;
[[LOL Jump]]&lt;br /&gt;
&lt;br /&gt;
[[Alternate Ghetto]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Hybrid Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[LOL Ghetto Jump]]&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Combo Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[BSJ]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Morph Ball Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Stickyboost]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;'''Pointless Techniques'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Useless Techniques]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Sanctuary_Fortress:_Reactor_Core</id>
		<title>Sanctuary Fortress: Reactor Core</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Sanctuary_Fortress:_Reactor_Core"/>
				<updated>2005-04-04T20:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: changed doninss's video links to point to m2k2 space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Speed Tricks: Reactor Core ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by''&lt;br /&gt;
&lt;br /&gt;
zell99, LeCoureur103&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video: [[http://membres.lycos.fr/zell99/mp2/zell_reactor_core.WMV]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;This trick allows you to skip most of the platforms used to climb this room.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;From the bottom, jump onto the first, then second platforms.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Turn around, and space jump up to the platform above you.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Jump backwards onto the next platform, then forwards and come out at the top.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ATTENTION: Video.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This trick allows you to skip most of the Spider Ball puzzle that's in this room.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; On the top level of the room, get yourself underneath the lowest Spider Ball globe. Do a [[3bj]] up while holding R to connect to the bottom of the globe. Climb around to the top, and unmorph.&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; From here, jump to the center structure (making sure not to get too close to the center which will zap you), then go around it until you have the Energy Tank right in front of you. Space Jump and mid-air morph so that you grab the track right above the tank with the Spider Ball, and pick it up.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added by: ''doninss''&lt;br /&gt;
&lt;br /&gt;
*An alternate way up to the &amp;quot;center structure&amp;quot; is to [[BSJ]] onto the lowest short cylinder on the outside wall, then jump over. - [http://grenola.metroid2002.com/ReactorCoreBSJ2_DivX.avi DivX video (doninss)]&lt;br /&gt;
&lt;br /&gt;
*Another alternative is to just use the cannon and spider-ball to climb to the first spider globe outside the central core. Spider to the top of the globe, unmorph, and jump over. (No special techniques needed.)&lt;br /&gt;
&lt;br /&gt;
*An alternative way from the central structure to the tank is to just screw attack into the hole from the center structure. - [http://grenola.metroid2002.com/ReactorCoreScrew_DivX.avi DivX Video (doninss)]&lt;br /&gt;
&lt;br /&gt;
*Another alternative is to jump at the track, instant unmorph, and roll into the hole that holds the tank. - [http://grenola.metroid2002.com/ReactorCoreIU_DivX.avi DivX video (doninss)] &amp;lt;br&amp;gt;Hmm, BSJ + instant unmorph = tank without spyder = early energy tank. '''Note:''' Need video of complete trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*There is also a Rezbit here, right under the tank.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Path_of_Roots</id>
		<title>Path of Roots</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Path_of_Roots"/>
				<updated>2005-04-04T20:16:18Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: changed video link to point to m2k2 space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''Madrox''&lt;br /&gt;
&lt;br /&gt;
In Path of Roots there is a slant that you can underwater IBJ up. After a certain point you can use 4 more bombs. its on the Torvus Lagoon side of the missle expansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added by: ''doninss''&lt;br /&gt;
&lt;br /&gt;
I found it easier to [[3bj]] up to the ledge where a morphed 3bj will get you up to the platform. - &lt;br /&gt;
[http://www.geocities.com/doninss/PathOfRoots2_DivX.avi Vid (outside link]&lt;br /&gt;
&lt;br /&gt;
You can also get this expansion after Gravity Boost (but before Grapple) by using a [[BSJ]]. - &lt;br /&gt;
[http://grenola.metroid2002.com/PathOfRoots_DivX.avi DivX video (doninss)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Torvus_Plaza</id>
		<title>Torvus Bog: Torvus Plaza</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Torvus_Plaza"/>
				<updated>2005-04-03T10:55:33Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: changed video link to point to m2k2 server space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''Red Scarlet''&lt;br /&gt;
&lt;br /&gt;
By using [[stickyboost]], most of the spider ball puzzle here can be skipped. It's much faster, and bypasses the section with a possible camera glitch.&lt;br /&gt;
&lt;br /&gt;
*The first boost is at the end of the first section of track. Hold full right stick, then boost. Roll the stick to top-right when you hit the trough. Be ready to correct. (If using this trick to avoid the camera glitch, skip this first boost.)&lt;br /&gt;
&lt;br /&gt;
*The second boost is at the end of the third (normal route) section of track. Hold full up and boost. Let go of the stick just after the boost starts. Unmorph as you fall. (The timing can take some practice.)&lt;br /&gt;
**Another way to try with the second boost is: Keep holding full up stick, and unmorph about a half-second after boosting (play with the timing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/TorvusPlazaTank_DivX.avi DivX video (doninss)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Temple_Access</id>
		<title>Temple Access</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Temple_Access"/>
				<updated>2005-04-02T12:54:06Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: changed video link to point to clone on m2k2 space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Found by:'' bartendorsparky&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can get the expansion without the Echo Visor (first time thru the room) by using a [[BSJ]].&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/temple_access_DivX.avi DivX video (doninss)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Version_Differences</id>
		<title>Version Differences</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Version_Differences"/>
				<updated>2005-04-02T11:00:52Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added load screen version diffs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;  cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; colspan=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Current Known Version Differences&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;NTSC Version&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;PAL Version&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;Japanese Version&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;u&amp;gt;NTSC Player's Choice Version&amp;lt;/u&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; width=&amp;quot;185&amp;quot;&amp;gt;&lt;br /&gt;
- Additional languages stored within internal data&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; width=&amp;quot;185&amp;quot;&amp;gt;&lt;br /&gt;
- Additional languages not stored within internal data&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; width=&amp;quot;185&amp;quot;&amp;gt;&lt;br /&gt;
Pending release&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; valign=&amp;quot;middle&amp;quot; width=&amp;quot;185&amp;quot;&amp;gt;&lt;br /&gt;
Pending release&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There is also a slight cosmetic difference between the NTSC load screen and the PAL load screen.&lt;br /&gt;
&lt;br /&gt;
NTSC:&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/echoes_titlescr_ntsc_sized.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
PAL:&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/echoes_titlescr_pal_sized.jpg&lt;br /&gt;
&lt;br /&gt;
Specifically, the time and the word &amp;quot;Elapsed&amp;quot; are reversed in PAL, and there is also a difference in the font used for the button labels at the bottom; on PAL the main game font is used, whereas on NTSC the font used seems to be custom.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator</id>
		<title>Skipping the Cobalt Translator</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator"/>
				<updated>2005-03-31T15:48:48Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: fixed pictures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by&amp;lt;br&amp;gt;&lt;br /&gt;
''SkippyJr'', ''Flamancipator'', ''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is only one essential door in Echoes that is protected by a cobalt lore; that which connects Sanctuary Temple to Workers' Path, via which the Spider Guardian is reached. To skip the Cobalt Translator it is necessary to bypass this door using secret world techniques, as skipping the Spider Ball outright is not believed to be possible. This secret world sequence needs to be performed twice; once to get the Spider Ball, and then again later on to get the Sky Temple key that lies beyond the Power Bomb door in Dynamo Works.&lt;br /&gt;
&lt;br /&gt;
Both map exit points used in this sequence are so-called screw attack secret worlds, which exploit a clipping bug related to the use of the Screw Attack in very tight spaces to pop Samus out of the level. Because of this, it is necessary to collect Screw Attack before Spider Ball by means of the Watch Station Access dash followed by the instant-morph bomb slot trick (see [[Early Screw Attack]]); Screw Attack therefore becomes the first item to collect in Sanctuary Fortress. Once you have Screw, head back to Sanctuary Temple, where the fun begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase One&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method used to leave the map in Sanctuary Temple involves screw attacking one of the unfinished robot legs lying around on the floor. You will enter the Temple via Temple Access after having collected Screw, in which case you want the robot leg in the far right hand corner of the room, directly under the long vertical bars to the right of the high door that leads to the Energy Controller:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip1.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to stand between the leg and the wall and target the screw attack slightly to the right of the point where the leg meets the wall. Initial position before attempting the screw attack seems pretty crucial. There is basically only one point you can stand in that allows you to get the SW consistently - start anywhere else and you either won't be close enough, will be too close, or Samus will bang her head on something and be nudged sideways. The easiest way to get the position right is by using the Morph Ball and lining Samus up using the pattern on the floor:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip2.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is about the perfect spot. Unmorph and align yourself for the Screw Attack; you should now be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip3.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you need to jump straight up once, Space Jump straight up again, and at the very last second before touching the ground again push forward and B to Screw Attack the leg. The aim is to actually get inside the leg, which looks like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip4.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes this goes wrong and the game morphs you, other times it just doesn't work. It can be nailed with some consistency though once you know exactly where you're aiming, so it isn't just pure luck. You can of course not bother using third person view for alignment and just trying to position yourself purely by eye if you're going for speed, but that's probably harder than it looks. Once you're inside the leg, you need to try to actually work yourself through the leg, into and through the wall of the Temple. Hold L and wiggle the stick between left and top-left; after three or four wiggles you should pop through the wall.&lt;br /&gt;
&lt;br /&gt;
Now you need to make your way over to the opposite side of the Temple. You want to end up to the left of the structure that holds up the platform that you would stand on to reach Workers Path and the Spider Guardian (there's another robot leg there), so you can climb up the wall to the left of the cobalt gate. There's no voodoo here, just walk over there from under the floor.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip5.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you get close to the wall of the Temple you need to be careful; walk an inch too far and you'll fall way below the level and have to either float or reset. You want to be standing outside the Temple wall, but only just. It's easiest to turn sideways and look at the wall end-on, and then strafe until you're standing just beyond it. This picture probably doesn't help much.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip5b.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here, turn so Samus is facing the inside of the temple again. Now press B repeatedly. Nothing will happen at first, but within a couple of seconds you should jump and space jump. Be careful not to activate the Screw Attack. Once you're above the level of the floor, push forwards into the wall of the temple, where Samus should stick.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip6.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now morph and continue to hold into the wall. The next task is to infinite bomb jump up the wall. You can do this by just holding forwards into the wall for the whole thing and laying bomb after bomb, but this is slow and each jump won't carry you very far. A better technique is to release the stick to the centre position as each bomb goes off and then immediately push back into the wall once you reach the peak of the jump, which will give you full height for all your bombs. After a while (10 or 15 bombs) the wall of the Temple begins to slope inwards, so from this point on you can just hold forwards all the time and keep bombing; there's no need to centre the stick any more.&lt;br /&gt;
&lt;br /&gt;
There is a fairly obvious section of graphics which you should unmorph onto once you've laid 20 or so bombs. If you're interested in doing this trick more quickly, it may be possible to unmorph sooner than this and find a quicker way past the cobalt door, but doing it this way guarantees consistency.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip7.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From that position, if you lay one more bomb and unmorph at the peak, you should be higher than and to the side of the cobalt door you're trying to bypass. If you turn about 45 degrees to the left, hold L and wiggle the stick between left and top-left you will fall a short distance and be standing on a sticky section just in front of the cobalt door. Morph again. From this position, you should be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip8.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now just bomb jump onto the top of the cobalt door. There are a set of studs on the top of the door that protrude through the scenery; if you bomb jump into the centre of one of these and unmorph you should find that you can jump normally (everywhere else on top of that door is sticky, but the studs are standable). From here you need to jump onto the top of the normal blue door beyond the translator gate. A single jump is the cleanest way; you shouldn't need the space jump.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip9.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is all standard wallcrawling; shoot the door so it changes colour, hold L and strafe right towards Workers Path, press B to jump. Workers Path should load (just try it again if it doesn't work). Shoot the door again, jump backwards off the door with your first jump and then forwards back onto the door with your space jump (this is the &amp;quot;door jump dump&amp;quot;). The object is to remove Sanctuary Temple from memory and leave Workers Path loaded. It can be a bit tricky to get the right room to stay in memory; often it is Workers Path that is unloaded and Sanctuary Temple that stays loaded. You can ensure consistency with this by making sure that you're on the Workers Path side of the door for the jump, but if you're trying to do this at speed it can be awkward with the sticky graphics around the door. If the wrong room disappears, just shoot the door again and do the strafe jump to reload it.&lt;br /&gt;
&lt;br /&gt;
The object here, having passed the cobalt gate and loaded Workers Path, is to get back into the map. Terminal falls are your friend, and there are a bunch of ways to try to trigger the terminal fall in Workers Path to bring Samus back into the map. Speed runners should note that it is possible to fall off the door while trying to dump Sanctuary Temple and activate the terminal fall, which is a good ten to fifteen seconds quicker than other methods, but suffers a bit in the consistency department (sometimes the terminal fall doesn't work, and you just end up miles below the level like a lemon). Another way is to jump onto the scenery just in front of the door and wiggle about until you reach a standable spot (look for the screen to shudder slightly signifying that Samus has landed). From here you can strafe jump backwards/left and then forwards and push into the wall of Workers Path opposite the first floating platform, and use a technique dubbed abseiling (basically moving the stick forwards and backwards to lower yourself down the sticky wall in stages) to drop off the bottom of the map; three or four jerks should do it.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip10.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It seems that touching the wall in this way is enough to convince the game that once Samus drops off the bottom, the terminal fall should be activated. As was mentioned, other techniques for doing this are available, but this one is fairly attractive in terms of its consistency / speed tradeoff. Having said that, there is definitely room for refinement here; it should be possible to find a fast yet reliable way of getting the terminal fall to work right off the blue door.&lt;br /&gt;
&lt;br /&gt;
Anyway you're back in the map now, so go fight the Spider Guardian and grab the Spider Ball.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the whole first stage of the process [http://grenola.metroid2002.com/cobaltskip/cobaltskip1.avi here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase Two&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you've got the Spider Ball, you have to get out again. If you're not worried about percentage, you can just do this by grabbing the missile expansion and returning to the Main Gyro Chamber via Dynamo Access. If you're going for genuine low %, though, you can't collect that expansion, so you'll have to use another Screw Attack secret world to get out. This time, you need to screw attack one of the two morph ball holes that leads to the Spider Ball Guardian puzzle section; either the one opposite the power bomb door that ultimately leads to a Sky Temple key, or the one opposite the door you came in through. Obviously accessing the secret world from the power bomb door entrance is faster in some ways because it is not necessary to cross back across the whole room after collecting the Spider Ball. However, the objective once outside the map is to get into a &amp;quot;skywalk&amp;quot; above the map; a technique to do this from the power bomb door entrance was pioneered by Flamancipator (it involves walking along the inside of the pipe, morphing and bomb jumping up the face of the morph ball puzzle), but details are scarce; suffice to say it is very difficult, unreliable and you are at the mercy of a very tempremental camera. The alternative is to return to the entrance and access the secret world from there, which is more straightforward. Details of this easier method will now be outlined.&lt;br /&gt;
&lt;br /&gt;
Start position is vital again; you should be standing here:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip11.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
... and jump once, twice, and then push forwards and screw attack the morph ball hole at the last second. If done right, Samus should go right into the opening while still in screw attack mode. This SW is tricky and very annoying if you have just nailed a good Spider Guardian fight and are going for speed. There is also something of a double-edged sword about this method of leaving the map. If you screw attack and then don't touch the stick, you can fall right through the morph ball tube and end up stranded under the map. It is possible to combat this by strafing left as soon as you get into the secret world, in which case you will catch on one of the areas where the Spider Guardian is before the fight starts and not fall. Unfortunately, strafing left can also have the effect of popping you back into the level if the screw attack was not quite perfect. A possible compromise is to strafe forwards and left after the screw attack, instead of just left, which ought to do enough to catch Samus on the ledge, but at the same time help force her out of the level rather than back in. This is not an exact science though; experimentation is recommended, and you are warned that doing this at speed is pretty frustrating. You could also try strafing right, and see if you have any more luck that way.&lt;br /&gt;
&lt;br /&gt;
Once you are standing on the ledge just to the left of the morph ball pipe, your first task is to get on top of the pipe using a space jump. Sometimes Samus' position is such that there are graphics blocking the jump, in which case you will need to look up and move about until you have a clear jump above you, but without falling off the ledge (all too easy). Also, beware of standing on the edge of the pipe; the game's engine will try to force you off, and you will probably just fall. You need to be right on top of it. Once you're on the pipe, morph and use a DBJ to get on top of the entrance area directly above the opening you just screw attacked. This is not straightforward either, thanks to the camera. Often, when the first bomb of the DBJ goes off, the camera will move so that a piece of scenery completely obscures your view of Samus. When this happens, it is important to remember that the camera is actually behind Samus, so even though you can't see her, pushing forwards and unmorphing will probably do the trick; don't push any other direction or you will just propel yourself off the pipe and fall.&lt;br /&gt;
&lt;br /&gt;
Assuming you made it to the roof of the entrance area, you now need to find a standable spot which will allow you to jump. You may be standing on one already. Don't press jump more than once, or you risk a screw attack, which can have disastrous consequences. If the first jump doesn't work, morph and do a single bomb jump unmorph onto the very edge of the entrance area nearest to the morph ball puzzle. This is guaranteed standable (you should hear the &amp;quot;clink&amp;quot; as Samus touches down - this always means you're standing on a solid bit). Face the puzzle end-on, and align yourself so you're opposite the middle of the &amp;quot;sandwich&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip12.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotate right so you're facing this position:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip13.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump straight out into space, space jump, and Screw Attack times 5. You are aiming for the piece of morph ball puzzle beyond the rock formation. You want maximum height and distance; it doesn't have to be perfect, but a half-baked effort is unlikely to make it. Screw Attack and out-of-map generally don't mix, but in this case (for some reason) it works. Exactly what happens once you hit the morph ball puzzle section is difficult to explain; the engine glitches a little, but when all is said and done you will end up inside a box in the morph ball puzzle section; sometimes you will be morphed, sometimes not. If not, morph now and push forwards into the wall. You won't be able to see Samus now because of the camera position, but that doesn't matter. Infinite bomb jump up the wall, using the same hold-and-release technique as was used in the Temple to speed things up. Keep holding forward once you emerge from the puzzle section and carry on going up. There are two reference points to your right and left; which one you can see depends on what the camera is doing, but you should always be able to see one or the other. The one on the left is a rock spire; the one on the right is a black pole. This picture shows the spire.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip14.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Somewhere around the top of these two reference points, you run out of invisible wall to bomb jump up, and you need to push forwards and unmorph. This takes a bit of practice; if you miss it and fall, push back into the wall as quickly as possible and jump back up to try again. When done correctly, you should be in a &amp;quot;skywalk&amp;quot;; you can just walk around on top of the map. Now you have to get back into the level using a door warp. This is probably easier to do using the black door that leads back to Dynamo Access and Main Gyro Chamber; however in a low % speed run your next target will be Torvus for the main Power Bomb, so rather than going back to Main Gyro you might like to try door warping using the blue door that leads to the elevator back to the lower level of Sanctuary Fortress and run to Torvus. Either way, you need to skywalk into a position above and just beyond the door of your choice. Here we assume you're going back to Main Gyro.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip15.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip16.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to make sure you're a little way past the door you're planning to use before you begin descending from the skywalk. Don't get too close, or you'll trigger the room loader too early. The map picture above shows a good position. Face the door, and use the morph ball to drop down in stages until you're at a level that is above the door. Don't stay morphed for too long unless you know what you're doing - the 'ball accelerates very quickly, so if you stay morphed too long you'll fall past the door. Keep unmorphing and checking your height.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip17.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip18.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second picture shows the ideal position. Now you need to load Dynamo Access. Timing is everything here. Walk forwards onto the top of the door and listen to the gamecube. You should hear it begin to load Dynamo Access. You need to wait perhaps one and a half or two seconds while it loads part of the room. Walk backwards off the door and morph immediately, fall a short distance so that you are at a point that is inside the room. You need to fall far enough to get through the room's ceiling, but not far enough that you fall through the room's floor. Unmorph as soon as you have fallen far enough. If done right, you should be standing on the invisible floor of Dynamo Access (it looks like this):&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip19.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are basically two ways this can go wrong. If you wait too long on top of the door before backing up and morphing, the room will be completely loaded already and you won't be able to pass through the ceiling. If you don't wait long enough, the floor won't be there to support you when you unmorph, and you'll just fall. Other ways to mess this up include getting stuck on the graphics above the black door and being unable to get into the room in time (this tends to happen if your initial height wasn't right), and falling too far while morphed so that the engine just pushes you through the floor when the room finishes loading.&lt;br /&gt;
&lt;br /&gt;
From here, just walk up to the door and press yourself against it; the room's graphics will magically appear around you, and you're back in the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the second part of this little adventure [http://grenola.metroid2002.com/cobaltskip/cobaltskip2.avi here].&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator</id>
		<title>Skipping the Cobalt Translator</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Cobalt_Translator"/>
				<updated>2005-03-31T15:41:07Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by&amp;lt;br&amp;gt;&lt;br /&gt;
''SkippyJr'', ''Flamancipator'', ''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is only one essential door in Echoes that is protected by a cobalt lore; that which connects Sanctuary Temple to Workers' Path, via which the Spider Guardian is reached. To skip the Cobalt Translator it is necessary to bypass this door using secret world techniques, as skipping the Spider Ball outright is not believed to be possible. This secret world sequence needs to be performed twice; once to get the Spider Ball, and then again later on to get the Sky Temple key that lies beyond the Power Bomb door in Dynamo Works.&lt;br /&gt;
&lt;br /&gt;
Both map exit points used in this sequence are so-called screw attack secret worlds, which exploit a clipping bug related to the use of the Screw Attack in very tight spaces to pop Samus out of the level. Because of this, it is necessary to collect Screw Attack before Spider Ball by means of the Watch Station Access dash followed by the instant-morph bomb slot trick (see [[Early Screw Attack]]); Screw Attack therefore becomes the first item to collect in Sanctuary Fortress. Once you have Screw, head back to Sanctuary Temple, where the fun begins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase One&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The method used to leave the map in Sanctuary Temple involves screw attacking one of the unfinished robot legs lying around on the floor. You will enter the Temple via Temple Access after having collected Screw, in which case you want the robot leg in the far right hand corner of the room, directly under the long vertical bars to the right of the high door that leads to the Energy Controller:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip1.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to stand between the leg and the wall and target the screw attack slightly to the right of the point where the leg meets the wall. Initial position before attempting the screw attack seems pretty crucial. There is basically only one point you can stand in that allows you to get the SW consistently - start anywhere else and you either won't be close enough, will be too close, or Samus will bang her head on something and be nudged sideways. The easiest way to get the position right is by using the Morph Ball and lining Samus up using the pattern on the floor:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip2.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is about the perfect spot. Unmorph and align yourself for the Screw Attack; you should now be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip3.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now you need to jump straight up once, Space Jump straight up again, and at the very last second before touching the ground again push forward and B to Screw Attack the leg. The aim is to actually get inside the leg, which looks like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip4.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes this goes wrong and the game morphs you, other times it just doesn't work. It can be nailed with some consistency though once you know exactly where you're aiming, so it isn't just pure luck. You can of course not bother using third person view for alignment and just trying to position yourself purely by eye if you're going for speed, but that's probably harder than it looks. Once you're inside the leg, you need to try to actually work yourself through the leg, into and through the wall of the Temple. Hold L and wiggle the stick between left and top-left; after three or four wiggles you should pop through the wall.&lt;br /&gt;
&lt;br /&gt;
Now you need to make your way over to the opposite side of the Temple. You want to end up to the left of the structure that holds up the platform that you would stand on to reach Workers Path and the Spider Guardian (there's another robot leg there), so you can climb up the wall to the left of the cobalt gate. There's no voodoo here, just walk over there from under the floor.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip5.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you get close to the wall of the Temple you need to be careful; walk an inch too far and you'll fall way below the level and have to either float or reset. You want to be standing outside the Temple wall, but only just. It's easiest to turn sideways and look at the wall end-on, and then strafe until you're standing just beyond it. This picture probably doesn't help much.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip6.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From here, turn so Samus is facing the inside of the temple again. Now press B repeatedly. Nothing will happen at first, but within a couple of seconds you should jump and space jump. Be careful not to activate the Screw Attack. Once you're above the level of the floor, push forwards into the wall of the temple, where Samus should stick. Now morph and continue to hold into the wall. The next task is to infinite bomb jump up the wall. You can do this by just holding forwards into the wall for the whole thing and laying bomb after bomb, but this is slow and each jump won't carry you very far. A better technique is to release the stick to the centre position as each bomb goes off and then immediately push back into the wall once you reach the peak of the jump, which will give you full height for all your bombs. After a while (10 or 15 bombs) the wall of the Temple begins to slope inwards, so from this point on you can just hold forwards all the time and keep bombing; there's no need to centre the stick any more.&lt;br /&gt;
&lt;br /&gt;
There is a fairly obvious section of graphics which you should unmorph onto once you've laid 20 or so bombs. If you're interested in doing this trick more quickly, it may be possible to unmorph sooner than this and find a quicker way past the cobalt door, but doing it this way guarantees consistency.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip7.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From that position, if you lay one more bomb and unmorph at the peak, you should be higher than and to the side of the cobalt door you're trying to bypass. If you turn about 45 degrees to the left, hold L and wiggle the stick between left and top-left you will fall a short distance and be standing on a sticky section just in front of the cobalt door. Morph again. From this position, you should be looking at something like this:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip8.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now just bomb jump onto the top of the cobalt door. There are a set of studs on the top of the door that protrude through the scenery; if you bomb jump into the centre of one of these and unmorph you should find that you can jump normally (everywhere else on top of that door is sticky, but the studs are standable). From here you need to jump onto the top of the normal blue door beyond the translator gate. A single jump is the cleanest way; you shouldn't need the space jump.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip9.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is all standard wallcrawling; shoot the door so it changes colour, hold L and strafe right towards Workers Path, press B to jump. Workers Path should load (just try it again if it doesn't work). Shoot the door again, jump backwards off the door with your first jump and then forwards back onto the door with your space jump (this is the &amp;quot;door jump dump&amp;quot;). The object is to remove Sanctuary Temple from memory and leave Workers Path loaded. It can be a bit tricky to get the right room to stay in memory; often it is Workers Path that is unloaded and Sanctuary Temple that stays loaded. You can ensure consistency with this by making sure that you're on the Workers Path side of the door for the jump, but if you're trying to do this at speed it can be awkward with the sticky graphics around the door. If the wrong room disappears, just shoot the door again and do the strafe jump to reload it.&lt;br /&gt;
&lt;br /&gt;
The object here, having passed the cobalt gate and loaded Workers Path, is to get back into the map. Terminal falls are your friend, and there are a bunch of ways to try to trigger the terminal fall in Workers Path to bring Samus back into the map. Speed runners should note that it is possible to fall off the door while trying to dump Sanctuary Temple and activate the terminal fall, which is a good ten to fifteen seconds quicker than other methods, but suffers a bit in the consistency department (sometimes the terminal fall doesn't work, and you just end up miles below the level like a lemon). Another way is to jump onto the scenery just in front of the door and wiggle about until you reach a standable spot (look for the screen to shudder slightly signifying that Samus has landed). From here you can strafe jump backwards/left and then forwards and push into the wall of Workers Path opposite the first floating platform, and use a technique dubbed abseiling (basically moving the stick forwards and backwards to lower yourself down the sticky wall in stages) to drop off the bottom of the map; three or four jerks should do it.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip10.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It seems that touching the wall in this way is enough to convince the game that once Samus drops off the bottom, the terminal fall should be activated. As was mentioned, other techniques for doing this are available, but this one is fairly attractive in terms of its consistency / speed tradeoff. Having said that, there is definitely room for refinement here; it should be possible to find a fast yet reliable way of getting the terminal fall to work right off the blue door.&lt;br /&gt;
&lt;br /&gt;
Anyway you're back in the map now, so go fight the Spider Guardian and grab the Spider Ball.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the whole first stage of the process [http://grenola.metroid2002.com/cobaltskip/cobaltskip1.avi here].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Phase Two&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you've got the Spider Ball, you have to get out again. If you're not worried about percentage, you can just do this by grabbing the missile expansion and returning to the Main Gyro Chamber via Dynamo Access. If you're going for genuine low %, though, you can't collect that expansion, so you'll have to use another Screw Attack secret world to get out. This time, you need to screw attack one of the two morph ball holes that leads to the Spider Ball Guardian puzzle section; either the one opposite the power bomb door that ultimately leads to a Sky Temple key, or the one opposite the door you came in through. Obviously accessing the secret world from the power bomb door entrance is faster in some ways because it is not necessary to cross back across the whole room after collecting the Spider Ball. However, the objective once outside the map is to get into a &amp;quot;skywalk&amp;quot; above the map; a technique to do this from the power bomb door entrance was pioneered by Flamancipator (it involves walking along the inside of the pipe, morphing and bomb jumping up the face of the morph ball puzzle), but details are scarce; suffice to say it is very difficult, unreliable and you are at the mercy of a very tempremental camera. The alternative is to return to the entrance and access the secret world from there, which is more straightforward. Details of this easier method will now be outlined.&lt;br /&gt;
&lt;br /&gt;
Start position is vital again; you should be standing here:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip11.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
... and jump once, twice, and then push forwards and screw attack the morph ball hole at the last second. If done right, Samus should go right into the opening while still in screw attack mode. This SW is tricky and very annoying if you have just nailed a good Spider Guardian fight and are going for speed. There is also something of a double-edged sword about this method of leaving the map. If you screw attack and then don't touch the stick, you can fall right through the morph ball tube and end up stranded under the map. It is possible to combat this by strafing left as soon as you get into the secret world, in which case you will catch on one of the areas where the Spider Guardian is before the fight starts and not fall. Unfortunately, strafing left can also have the effect of popping you back into the level if the screw attack was not quite perfect. A possible compromise is to strafe forwards and left after the screw attack, instead of just left, which ought to do enough to catch Samus on the ledge, but at the same time help force her out of the level rather than back in. This is not an exact science though; experimentation is recommended, and you are warned that doing this at speed is pretty frustrating. You could also try strafing right, and see if you have any more luck that way.&lt;br /&gt;
&lt;br /&gt;
Once you are standing on the ledge just to the left of the morph ball pipe, your first task is to get on top of the pipe using a space jump. Sometimes Samus' position is such that there are graphics blocking the jump, in which case you will need to look up and move about until you have a clear jump above you, but without falling off the ledge (all too easy). Also, beware of standing on the edge of the pipe; the game's engine will try to force you off, and you will probably just fall. You need to be right on top of it. Once you're on the pipe, morph and use a DBJ to get on top of the entrance area directly above the opening you just screw attacked. This is not straightforward either, thanks to the camera. Often, when the first bomb of the DBJ goes off, the camera will move so that a piece of scenery completely obscures your view of Samus. When this happens, it is important to remember that the camera is actually behind Samus, so even though you can't see her, pushing forwards and unmorphing will probably do the trick; don't push any other direction or you will just propel yourself off the pipe and fall.&lt;br /&gt;
&lt;br /&gt;
Assuming you made it to the roof of the entrance area, you now need to find a standable spot which will allow you to jump. You may be standing on one already. Don't press jump more than once, or you risk a screw attack, which can have disastrous consequences. If the first jump doesn't work, morph and do a single bomb jump unmorph onto the very edge of the entrance area nearest to the morph ball puzzle. This is guaranteed standable (you should hear the &amp;quot;clink&amp;quot; as Samus touches down - this always means you're standing on a solid bit). Face the puzzle end-on, and align yourself so you're opposite the middle of the &amp;quot;sandwich&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip12.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rotate right so you're facing this position:&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip13.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump straight out into space, space jump, and Screw Attack times 5. You are aiming for the piece of morph ball puzzle beyond the rock formation. You want maximum height and distance; it doesn't have to be perfect, but a half-baked effort is unlikely to make it. Screw Attack and out-of-map generally don't mix, but in this case (for some reason) it works. Exactly what happens once you hit the morph ball puzzle section is difficult to explain; the engine glitches a little, but when all is said and done you will end up inside a box in the morph ball puzzle section; sometimes you will be morphed, sometimes not. If not, morph now and push forwards into the wall. You won't be able to see Samus now because of the camera position, but that doesn't matter. Infinite bomb jump up the wall, using the same hold-and-release technique as was used in the Temple to speed things up. Keep holding forward once you emerge from the puzzle section and carry on going up. There are two reference points to your right and left; which one you can see depends on what the camera is doing, but you should always be able to see one or the other. The one on the left is a rock spire; the one on the right is a black pole. This picture shows the spire.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip14.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Somewhere around the top of these two reference points, you run out of invisible wall to bomb jump up, and you need to push forwards and unmorph. This takes a bit of practice; if you miss it and fall, push back into the wall as quickly as possible and jump back up to try again. When done correctly, you should be in a &amp;quot;skywalk&amp;quot;; you can just walk around on top of the map. Now you have to get back into the level using a door warp. This is probably easier to do using the black door that leads back to Dynamo Access and Main Gyro Chamber; however in a low % speed run your next target will be Torvus for the main Power Bomb, so rather than going back to Main Gyro you might like to try door warping using the blue door that leads to the elevator back to the lower level of Sanctuary Fortress and run to Torvus. Either way, you need to skywalk into a position above and just beyond the door of your choice. Here we assume you're going back to Main Gyro.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip15.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip16.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You need to make sure you're a little way past the door you're planning to use before you begin descending from the skywalk. Don't get too close, or you'll trigger the room loader too early. The map picture above shows a good position. Face the door, and use the morph ball to drop down in stages until you're at a level that is above the door. Don't stay morphed for too long unless you know what you're doing - the 'ball accelerates very quickly, so if you stay morphed too long you'll fall past the door. Keep unmorphing and checking your height.&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip17.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip18.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second picture shows the ideal position. Now you need to load Dynamo Access. Timing is everything here. Walk forwards onto the top of the door and listen to the gamecube. You should hear it begin to load Dynamo Access. You need to wait perhaps one and a half or two seconds while it loads part of the room. Walk backwards off the door and morph immediately, fall a short distance so that you are at a point that is inside the room. You need to fall far enough to get through the room's ceiling, but not far enough that you fall through the room's floor. Unmorph as soon as you have fallen far enough. If done right, you should be standing on the invisible floor of Dynamo Access (it looks like this):&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/cobaltskip/cobaltskip19.jpg&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are basically two ways this can go wrong. If you wait too long on top of the door before backing up and morphing, the room will be completely loaded already and you won't be able to pass through the ceiling. If you don't wait long enough, the floor won't be there to support you when you unmorph, and you'll just fall. Other ways to mess this up include getting stuck on the graphics above the black door and being unable to get into the room in time (this tends to happen if your initial height wasn't right), and falling too far while morphed so that the engine just pushes you through the floor when the room finishes loading.&lt;br /&gt;
&lt;br /&gt;
From here, just walk up to the door and press yourself against it; the room's graphics will magically appear around you, and you're back in the map.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
There's a video of the second part of this little adventure [http://grenola.metroid2002.com/cobaltskip/cobaltskip2.avi here].&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Sequence_Breaking</id>
		<title>Sequence Breaking</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Sequence_Breaking"/>
				<updated>2005-03-31T15:28:49Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added cobalt translator skip link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;CENTER&amp;gt;&lt;br /&gt;
&amp;lt;TABLE BORDER=&amp;quot;1&amp;quot; CELLPADDING=&amp;quot;10&amp;quot; CELLSPACING=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TD ALIGN=&amp;quot;CENTER&amp;quot; VALIGN=&amp;quot;MIDDLE&amp;quot; ROWSPAN=&amp;quot;2&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;U&amp;gt;Early Items&amp;lt;/U&amp;gt;&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Early Beam Ammo Expansions]]&lt;br /&gt;
&lt;br /&gt;
[[Early Dark Torvus Bog key]]&lt;br /&gt;
&lt;br /&gt;
[[Early Energy Tanks]]&lt;br /&gt;
&lt;br /&gt;
[[Early Missile Expansions]]&lt;br /&gt;
&lt;br /&gt;
[[Early Power Bomb Expansion]]&lt;br /&gt;
&lt;br /&gt;
[[Early Screw Attack]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TD ALIGN=&amp;quot;CENTER&amp;quot; VALIGN=&amp;quot;MIDDLE&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;U&amp;gt;Skipped Items&amp;lt;/U&amp;gt;&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Light Suit without Dark Suit]]&lt;br /&gt;
&lt;br /&gt;
[[Skipping the Echo Visor]]&lt;br /&gt;
&lt;br /&gt;
[[Skipping the Cobalt Translator]]&lt;br /&gt;
&lt;br /&gt;
[[Skipping the Ing Hive Keys]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TD ALIGN=&amp;quot;CENTER&amp;quot; VALIGN=&amp;quot;MIDDLE&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;B&amp;gt;&amp;lt;U&amp;gt;Other&amp;lt;/U&amp;gt;&amp;lt;/B&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[101% Collection Rate]]&lt;br /&gt;
&lt;br /&gt;
[[Early Sanctuary Fortress from first GFMC Compound Visit]]&lt;br /&gt;
&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/TABLE&amp;gt;&lt;br /&gt;
&amp;lt;/CENTER&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge</id>
		<title>Torvus Bog: Great Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge"/>
				<updated>2005-03-31T14:31:08Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added doninss's BSJ vid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''bartendorsparky''&lt;br /&gt;
&lt;br /&gt;
This trick lets you go directly from Great Bridge to Torvus Temple, without going through most of upper Torvus.&lt;br /&gt;
&lt;br /&gt;
First, line up next to the translator door, facing the way you came in.  There is a slight bump in the floor that you have to ghetto off of.  Run forward, and ghetto off the bump into the slant on the wall, then back onto the door.&lt;br /&gt;
&lt;br /&gt;
From here, perform a dash (using the translator door as a scan) over to the bridge.&lt;br /&gt;
&lt;br /&gt;
Video: [http://www.metroid2002.com/bartendorsparky/mp2/great_bridge.avi Climbing Great Bridge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
This move is also possible by using an [[R-Dash]] rather than a freeze-dash / [[&amp;quot;Kip Dash&amp;quot;]]:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/great_bridge_wo_screen_freeze__divx.avi DivX video (DJ Grenola) - dash without screen freeze]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added By: Baby Sheegoth''&lt;br /&gt;
&lt;br /&gt;
If you get pushed over onto the side closer when doing this trick, to get out: Face the Translator Door jump &amp;quot;Hugging&amp;quot; the Translator Door to the left then jump to the top and execute the trick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by:'' doninss&lt;br /&gt;
&lt;br /&gt;
You can also get onto the bridge by using a single bomb [[BSJ]] to get to the ledge with the scan pole. (Scan the pole, use the cannon.)&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/GB_bsj.avi Video (doninss) - BSJ method]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=101%25_Collection_Rate</id>
		<title>101% Collection Rate</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=101%25_Collection_Rate"/>
				<updated>2005-03-28T21:36:26Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added kip's dash method, cleaned some stuff up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Discovered by'''&lt;br /&gt;
BoostR, Thomaz&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.metroid2002.com/maur/gfmc_double_missile.avi video]&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Right when you enter the GFMC Compound at the beginning of the game, it's possible to [[ghetto jump]] up to the Missile door area without triggering the cutscene.&lt;br /&gt;
&lt;br /&gt;
If you blow up the box, grab the Missile Launcher, and activate the cutscene afterwards, the box respawns with another Missile Launcher. This allows for 2% from one item, as well as obtaining 10 Missiles instead of 5. If all the items are collected, it's possible to grab a total of 101% items, but the Missile counter cannot reach over 255.&lt;br /&gt;
&lt;br /&gt;
The SDA does allow this glitch, but does not allow it for 100% completion unless you obtain 101% (so you can't skip a random item and claim 100%).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;It seems you can also do this trick using a dash (found by kip):&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;If anybody hates the 101% jump (like me), but isn't so bad at dashing, you can do it with a dash. It seems to be a bit faster also.&amp;quot;''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://www.metroid2002.com/kip/gfmc_dash.avi DivX video (kip)]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Walk to the end of the starting ledge with the ship in your view, then use it to scan dash diagonally up-left just before you fall off. The tough part is not hitting the wall to your left. I'm not sure what to do about that, but if you're too far to the right when you dash, I don't think you can land on the ledge. I don't think you can be anywhere past the center.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''You can lock on the ship before you reach the end if you want, or wait until the exact moment you have to do the dash to lock on.&amp;quot;''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;UPDATE:&amp;lt;/b&amp;gt; I, (Dwaggie Dragonite) have sent in videos of the ending sequence &amp;amp; images of the 101% pause screen and game-load screen. (I asked Nate to host them in his directory, to save more being created...this will most likely be the only upload I give to the site, because I'm *NOT* a good metroid player...at least, to the ranks of Kip, Nolan, Radix, and the rest). Linked below:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://nate.metroid2002.com/Dwaggie_101_HardMode_01.jpg DWAGGIE'S IMAGE #1 - This is the screen where you load the game. Shows 101%]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://nate.metroid2002.com/Dwaggie_101_HardMode_02.jpg DWAGGIE'S IMAGE #2 - This is an in-game image, showing 101% on the pause screen.]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://nate.metroid2002.com/Dwaggie_101_HardMode_Finish_Sequence.avi DWAGGIE'S VIDEO CLIP #1 - 19 seconds long. 2.82mb. Shows Samus in her hot blue skin-tight clothing. Nice blonde hair-flick too. Unfortunately, as you can see, nothing special for getting *over* 100% :(]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://nate.metroid2002.com/Dwaggie_101_HardMode_101_End_Sequence.avi DWAGGIE'S VIDEO CLIP #2 - 9 seconds long. 1.35mb. This shows the normal ending sequence for 100%. However, I zoomed the camera in to show that I had collected 101% of items.]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Also, I'm sorry about the wobbly video, I was using a small digital camera that can only film a maximum of 20 seconds per file, and I was also trying to keep it steady. Heh. Also, it was played on a 50hertz television, thus the red line/faded lines being seen on the video clips, because of the different framerate refresh of the television and the camera. Oh well, it's the best I could do. Hope this helps!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Speed_Tricks</id>
		<title>Speed Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Speed_Tricks"/>
				<updated>2005-03-02T08:50:38Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added undertemple shaft R-dash.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Miscellaneous Tricks'''&lt;br /&gt;
&lt;br /&gt;
[[Beam Switch]]&lt;br /&gt;
&lt;br /&gt;
[[Killing Enemies Faster]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Missile Trooper]]&lt;br /&gt;
&lt;br /&gt;
[[Skipping Energy Controllers]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Temple/Sky Temple Grounds'''&lt;br /&gt;
&lt;br /&gt;
[[Temple Grounds: Command Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Temple Grounds: Industrial Site]]&lt;br /&gt;
&lt;br /&gt;
[[Temple Grounds: GFMC Compound]]&lt;br /&gt;
&lt;br /&gt;
[[Temple Grounds: Sacred Path]]&lt;br /&gt;
&lt;br /&gt;
[[Temple Grounds: Path of Eyes]]&lt;br /&gt;
&lt;br /&gt;
[[Sky Temple Grounds: Abandoned Base]]&lt;br /&gt;
&lt;br /&gt;
[[Sky Temple Grounds: Profane Path]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Agon/Dark Agon Wastes'''&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Bioenergy Production to Storage C]]&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Command Center]]&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Main Reactor Missile Expansion]]&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Mining Plaza]]&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Mining Station B]]&lt;br /&gt;
&lt;br /&gt;
[[Agon Wastes: Portal Terminal]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Agon Wastes: Battleground]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Torvus/Dark Torvus Bog'''&lt;br /&gt;
&lt;br /&gt;
[[Torvus Bog: Great Bridge]]&lt;br /&gt;
&lt;br /&gt;
[[Torvus Bog: Hydrodynamo Station]]&lt;br /&gt;
&lt;br /&gt;
[[Torvus Bog: Training Chamber]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Torvus Bog: Dark Falls]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Torvus Bog: Crypt]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Torvus Bog: Venomous Pond]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Torvus Bog: Undertemple Shaft]]&lt;br /&gt;
----&lt;br /&gt;
'''Sanctuary/Ing Hive'''&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Sanctuary Entrance]]&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Reactor Core]]&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Hall of Combat Mastery]]&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Dynamo Access]]&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Temple Access]]&lt;br /&gt;
&lt;br /&gt;
[[Sanctuary Fortress: Fortress Temple]]&lt;br /&gt;
&lt;br /&gt;
[[Ing Hive: Hive Summit]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Great/Sky Temple'''&lt;br /&gt;
&lt;br /&gt;
[[Sky Temple: Sky Temple Energy Controller]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Dark_Torvus_Bog:_Undertemple_Shaft</id>
		<title>Dark Torvus Bog: Undertemple Shaft</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Dark_Torvus_Bog:_Undertemple_Shaft"/>
				<updated>2005-03-02T08:48:04Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered By:&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can save messing about with the morph ball slot in Undertemple Shaft en route to the Grapple Guardian by using an [[R-Dash]] to the platform to your left.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/fast_undertemple_shaft__divx.avi DivX video (DJ Grenola)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge</id>
		<title>Torvus Bog: Great Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge"/>
				<updated>2005-03-02T08:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: moved description of R-dash to dedicated R-dash page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''bartendorsparky''&lt;br /&gt;
&lt;br /&gt;
This trick lets you go directly from Great Bridge to Torvus Temple, without going through most of upper Torvus.&lt;br /&gt;
&lt;br /&gt;
First, line up next to the translator door, facing the way you came in.  There is a slight bump in the floor that you have to ghetto off of.  Run forward, and ghetto off the bump into the slant on the wall, then back onto the door.&lt;br /&gt;
&lt;br /&gt;
From here, perform a dash (using the translator door as a scan) over to the bridge.&lt;br /&gt;
&lt;br /&gt;
Video: [http://www.metroid2002.com/bartendorsparky/mp2/great_bridge.avi Climbing Great Bridge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
This move is also possible by using an [[R-Dash]] rather than a freeze-dash / [[&amp;quot;Kip Dash&amp;quot;]]:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/great_bridge_wo_screen_freeze__divx.avi DivX video (DJ Grenola) - dash without screen freeze]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added By: Baby Sheegoth''&lt;br /&gt;
&lt;br /&gt;
If you get pushed over onto the side closer when doing this trick, to get out: Face the Translator Door jump &amp;quot;Hugging&amp;quot; the Translator Door to the left then jump to the top and execute the trick.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=R-Dash</id>
		<title>R-Dash</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=R-Dash"/>
				<updated>2005-03-02T08:35:54Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by&lt;br /&gt;
&lt;br /&gt;
''BoostR''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to perform a jump providing more horizontal distance than a straightforward space jump by scanning an object and holding R. You need to start with the object unscanned and scan it during the jump, so unlike the [[&amp;quot;Kip Dash&amp;quot;]], there is no screen freeze. It is also possible to do this trick off scannable objects that are beyond your scanning range. The jump goes something like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Face the object you wish to use for the scan; unlike the dash jumps in the original Prime, how far away from the scan point you are doesn't seem to have an effect on the distance you travel, so you can R-dash off objects that are right under your nose. In this example, the place you are trying to reach is assumed to be to your left; obviously to dash to your right, just reverse everything.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Hold L to begin the scan.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;As soon as the scan starts, push the stick left to strafe in the direction of your target and tap B for the dash.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shortly after you tap B for the dash (basically straight away), press and hold R all the way down.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;At an appropriate point, tap B again for the space jump. Continue to hold L and R and the stick left.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You may wish to change the position of the control stick during the second jump depending on how close to the scannable object you started. If the object was right under your nose at the start of the dash (as in the [[Torvus Bog: Great Bridge]] speed trick), you will probably now have your back facing towards the target platform, so you can get extra distance by rotating the stick to the down position for the second jump. If the scannable object was far away (as in the [[Dark Torvus Bog: Undertemple Shaft]] speed trick), you should probably keep holding the stick left all the way through the jump.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Videos of this move may be seen on the pages for the above two speed tricks.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Techniques</id>
		<title>Techniques</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Techniques"/>
				<updated>2005-03-02T08:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added BoostR's R-dash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Jump Techniques'''&lt;br /&gt;
&lt;br /&gt;
[[Floaty Jump]]&lt;br /&gt;
&lt;br /&gt;
[[Ghetto Jump]]&lt;br /&gt;
&lt;br /&gt;
[[L Jump]] / [[Langle Jump]]&lt;br /&gt;
&lt;br /&gt;
[[LOL Jump]]&lt;br /&gt;
&lt;br /&gt;
[[ Alternate Ghetto]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Dash Techniques'''&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Kip Dash&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[Underwater Dash]]&lt;br /&gt;
&lt;br /&gt;
[[R-Dash]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Bomb Techniques'''&lt;br /&gt;
&lt;br /&gt;
[[3bj]]&lt;br /&gt;
&lt;br /&gt;
[[TRHbj]]&lt;br /&gt;
&lt;br /&gt;
[[Laddered Bomb Jump]]&lt;br /&gt;
&lt;br /&gt;
[[Morphed Bomb Jump]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Hybrid Techniques'''&lt;br /&gt;
&lt;br /&gt;
[[LOL Ghetto Jump]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Combo Techniques'''&lt;br /&gt;
&lt;br /&gt;
[[BSJ]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Fastest_Runs_So_Far</id>
		<title>Fastest Runs So Far</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Fastest_Runs_So_Far"/>
				<updated>2005-02-26T19:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added my 20% in 2:44&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: There are very few serious runs here. Expect these times to change... fast. Also, we haven't done any sort of error checking yet due to the above fact.&lt;br /&gt;
&lt;br /&gt;
== Any Percent Normal ==&lt;br /&gt;
''Radix''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?collection=speed_runs&amp;amp;collectionid=MetroidEchoes_211 2:11 (37%) on 12/19/04]&lt;br /&gt;
&lt;br /&gt;
== Any Percent Hard ==	 &lt;br /&gt;
''kip''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?id=12309 22% (3:37) on 12/4/04]&lt;br /&gt;
&lt;br /&gt;
== Any Percent Normal - Single Segment==&lt;br /&gt;
''Fox128''&lt;br /&gt;
&lt;br /&gt;
2:36 (38%) on 01/31/05&lt;br /&gt;
&lt;br /&gt;
== Low Percent Normal ==&lt;br /&gt;
&lt;br /&gt;
''Prime Hunter''&lt;br /&gt;
&lt;br /&gt;
22% (3:23) on 1/13/05&lt;br /&gt;
&lt;br /&gt;
''Metronome`d''&lt;br /&gt;
&lt;br /&gt;
21% (5:00) on 2/10/05&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
20% (2:44) on 2/25/05&lt;br /&gt;
&lt;br /&gt;
== Low Percent Hard ==&lt;br /&gt;
''kip''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?id=12309 22% (3:37) on 12/4/04]&lt;br /&gt;
&lt;br /&gt;
== 100% Normal ==&lt;br /&gt;
''Red Scarlet''&lt;br /&gt;
&lt;br /&gt;
3:47 on 11/30/04&lt;br /&gt;
&lt;br /&gt;
== 100% Hard ==&lt;br /&gt;
''Brassmaster''&lt;br /&gt;
&lt;br /&gt;
6:43 on 02/12/05&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;200%&amp;quot; Normal ==&lt;br /&gt;
''jng''&lt;br /&gt;
&lt;br /&gt;
3:52 on 01/07/05&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;200%&amp;quot; Hard ==&lt;br /&gt;
''Brassmaster''&lt;br /&gt;
&lt;br /&gt;
8:22 on 02/13/05&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Fastest_Runs_So_Far</id>
		<title>Fastest Runs So Far</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Fastest_Runs_So_Far"/>
				<updated>2005-02-17T17:13:34Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added metronome`d's 21% in 5:00&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: There are very few serious runs here. Expect these times to change... fast. Also, we haven't done any sort of error checking yet due to the above fact.&lt;br /&gt;
&lt;br /&gt;
== Any Percent Normal ==&lt;br /&gt;
''Radix''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?collection=speed_runs&amp;amp;collectionid=MetroidEchoes_211 2:11 (37%) on 12/19/04]&lt;br /&gt;
&lt;br /&gt;
== Any Percent Hard ==	 &lt;br /&gt;
''kip''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?id=12309 22% (3:37) on 12/4/04]&lt;br /&gt;
&lt;br /&gt;
== Any Percent Normal - Single Segment==&lt;br /&gt;
''Fox128''&lt;br /&gt;
&lt;br /&gt;
2:36 (38%) on 01/31/05&lt;br /&gt;
&lt;br /&gt;
== Low Percent Normal ==&lt;br /&gt;
&lt;br /&gt;
''Prime Hunter''&lt;br /&gt;
&lt;br /&gt;
22% (3:23) on 1/13/05&lt;br /&gt;
&lt;br /&gt;
''Metronome`d''&lt;br /&gt;
&lt;br /&gt;
21% (5:00) on 2/10/05&lt;br /&gt;
&lt;br /&gt;
== Low Percent Hard ==&lt;br /&gt;
''kip''&lt;br /&gt;
&lt;br /&gt;
[http://www.archive.org/movies/details-db.php?id=12309 22% (3:37) on 12/4/04]&lt;br /&gt;
&lt;br /&gt;
== 100% Normal ==&lt;br /&gt;
''Red Scarlet''&lt;br /&gt;
&lt;br /&gt;
3:47 on 11/30/04&lt;br /&gt;
&lt;br /&gt;
== 100% Hard ==&lt;br /&gt;
''Brassmaster''&lt;br /&gt;
&lt;br /&gt;
6:43 on 02/12/05&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;200%&amp;quot; Normal ==&lt;br /&gt;
''jng''&lt;br /&gt;
&lt;br /&gt;
3:52 on 01/07/05&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;200%&amp;quot; Hard ==&lt;br /&gt;
''Brassmaster''&lt;br /&gt;
&lt;br /&gt;
8:22 on 02/13/05&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Early_Screw_Attack</id>
		<title>Early Screw Attack</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Early_Screw_Attack"/>
				<updated>2005-02-11T13:25:37Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added no-rezbit method and a video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by: Kip''&lt;br /&gt;
&lt;br /&gt;
1) Go to &amp;quot;Watch Station Access&amp;quot; in Sanctuary at any time.&lt;br /&gt;
&lt;br /&gt;
2) Perform a [[&amp;quot;Kip Dash&amp;quot;]] to cross the gap and spawn on the opposite ledge.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' The exact distance Samus must physically cross to terminal fall onto the opposite ledge is anywhere beyond the grapple point on the opposite ledge(this holds true if going back the opposite way).  This works out to having to cross roughly 3/4 of the distance across the pit.  The time at which the game records how far you made it, is when the little tiny white crosshairs disappear on the screen, not when the white flash happens(the crosshairs disappear slightly less than a second before the white flash of the TF)&lt;br /&gt;
&lt;br /&gt;
'''''Second Note:'''''You can pinpoint Samus's *exact* location on the map by looking at the green arrow.  Samus is physically in the very center of the arrow.  IE if you drew a line from the tip of the arrow to the flat of the tail, she would be in the exact middle of that line.&lt;br /&gt;
&lt;br /&gt;
3) You can now proceed to Watch Station and the Screw Attack.&lt;br /&gt;
&lt;br /&gt;
Note: If you do this before Spiderball, you must use a technique discovered by Sparky to bypass Watch Station.  You can stand on a Rezbit when their shields are active.  Use this to jump up to the spider ball track.  One the very left of the lower track, you can stand on the lower portion.  Then jump to the higher track to the right, and face the room with your back to the wall.  Jump backwards towards the morph ball slot and MAM(mid-air morph) into the slot.  If you get spiderball before screw attack, simply proceed as normal once you enter watch station. (You can also face the bomb slot and jump forwards, then MAM)&lt;br /&gt;
&lt;br /&gt;
There is also an alternative but slower way of doing this which does not utilise a rezbit jump, discovered by Flamancipator:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/ws_no_spider_no_rezbit__divx.avi DivX video (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
This is necessary for the skip of the cobalt translator using secret worlds, as in this case screw attack is needed to reach the spider guardian.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire</id>
		<title>Not So Majestic Now, Sire</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire"/>
				<updated>2005-02-04T22:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: cleanups&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was trying to polish off His Highness Emperor Ing in a 21% game, when he got stuck in a wall.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/not_so_majestic_now__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
You can damage him by shooting his mouth if you are prepared to get very close and aim manually. After doing enough damage to his core, it changed colour and he continued the fight normally. I'm assuming this is caused by a clipping glitch such that the game waits for him to reach the ground before stopping the attack, but since he gets stuck in a wall, he never touches the ground, so the attack never ends.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Sequence_Breaking</id>
		<title>Sequence Breaking</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Sequence_Breaking"/>
				<updated>2005-02-04T22:23:13Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: reprised &amp;quot;early dark torvus bog key&amp;quot; link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Possible Leads]]&lt;br /&gt;
&lt;br /&gt;
[[101% Collection Rate]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Early Items'''&lt;br /&gt;
&lt;br /&gt;
[[Early Beam Ammo Expansions]]&lt;br /&gt;
&lt;br /&gt;
[[Early Energy Tanks]]&lt;br /&gt;
&lt;br /&gt;
[[Early Missile Expansions]]&lt;br /&gt;
&lt;br /&gt;
[[Early Power Bomb Expansion]]&lt;br /&gt;
&lt;br /&gt;
[[Early Screw Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Early Dark Torvus Bog key]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Skipped Items'''&lt;br /&gt;
&lt;br /&gt;
[[Skipping the Echo Visor]]&lt;br /&gt;
&lt;br /&gt;
[[Skipping the Ing Hive Keys]]&lt;br /&gt;
&lt;br /&gt;
[[Light Suit without Dark Suit]]&lt;br /&gt;
&lt;br /&gt;
http://radix.metroid2002.com/ConfusedUMos.jpg&lt;br /&gt;
&amp;lt;math&amp;gt;Insert formula here&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key</id>
		<title>Early Dark Torvus Bog key</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key"/>
				<updated>2005-02-04T22:21:45Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: moved content from sequence breaking-&amp;gt;possible leads onto this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Found by: Countless People''&lt;br /&gt;
&lt;br /&gt;
In Venomous Pond, there is a Dark Temple Key that you 'need' Grapple Beam to get... Bzzt. Wrong! Near the Save Station there are 3 Ingsphere Caches. You will need to practice L-Lock Jumping before doin' this simple trick succesfully. After looking as far down as you can, hop onto the Biggest cache, and just jump to the key.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Possible_Leads</id>
		<title>Possible Leads</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Possible_Leads"/>
				<updated>2005-02-04T22:20:47Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: moved early 'bog key to page that was originally created for it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=User_talk:DJGrenola</id>
		<title>User talk:DJGrenola</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=User_talk:DJGrenola"/>
				<updated>2005-02-04T22:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch</id>
		<title>Psychedelic Door Glitch</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch"/>
				<updated>2005-02-03T07:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added a picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Encountered by''&lt;br /&gt;
&lt;br /&gt;
Coco-kun, Samochan, DJ Grenola&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having restarted from a save just before Dark Samus 1, this happened:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/psychedelic_doors__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
http://grenola.metroid2002.com/dark_door_weirdness.jpg&lt;br /&gt;
&lt;br /&gt;
I think it's quite pretty, myself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It seems that this can be reproduced by dying or committing suicide on the Dark Samus 1 fight (thanks to Samochan for this):&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;So you got to fight DS normally, but you have to let yourself die on the fight. First make her go to her second phase, so she'll start to use Supers and Shinespark at you. Don't worry about damage. Take hits so you have about 20-10 energy left. There are many ways to do this, but I find this one to be most reliable one. In order to make this, have at least one of those big tanks there, then wait for DS to Shinespark close to one. Once she has shinesparked, you can push her puddle around without taking damage a while, so now all you have to do is to push her to that big canister so it explodes and you'll die. It has also happened when Coco was killed in a Morph ball mode by Supers and when he accidentally burned himself to death. When you die, continue from your last save and if you have made it successfully, every door now has a very weird &amp;quot;being shot&amp;quot; -effect. It resembles a colorful fizzing tv-screen and looks pretty weird.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a pun in here somewhere regarding the psychedelic Doors (1960s band fronted by Jim Morrison with an appetite for hallucinogens) and these psychedelic doors. However, I think some jokes are better left untold.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Temple_Grounds:_Sacred_Path</id>
		<title>Temple Grounds: Sacred Path</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Temple_Grounds:_Sacred_Path"/>
				<updated>2005-02-03T04:37:30Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added no-ghetto note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by''&lt;br /&gt;
&lt;br /&gt;
LeCoureur103&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ghetto jump]] off of the white bricks at the base of the tower-onto the top of the War Wasp hive that's on the left wall.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Move close to the edge, then do a scan dash to the left (off anything) so that you land on the middle step leading up to the elevator.&amp;lt;/li&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;From here, jump onto the brown rock on the left wall, face the door that you entered from, and use it for another scan dash to the left.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;You should land on the very top of the plateau area, close to the door to the elevator.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Notes:''&lt;br /&gt;
&amp;lt;li&amp;gt;This bypasses the business of morphball cannon/tower/roll down the long track, for time savings of probably 10+ seconds.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola:''&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Strictly speaking, the ghetto to the hive is unnecessary: if you destroy the hive with a missile first, you can just stand on the top brick and jump to it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/sacred_path_no_ghetto__divx.avi DivX video (hive without ghetto - DJ Grenola)]&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Discovered by: ''Fire Guts''&lt;br /&gt;
&lt;br /&gt;
If you're coming from the sacred bridge, space jump onto the War Wasp Hive and you can easily jump right up to the portal to Dark Aether.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Discovered by: ''$hadow''&lt;br /&gt;
&lt;br /&gt;
To get up here with out using dash jumps when you first enter the room, simply go under the center platform and there will be a small piece of debris on the ground, use it to ghetto jump to the next landing to find yet another small piece of debris to ghetto jump of to make it to the door. This shud save alot of time spent scanning and the rest.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Mining_Station_A_Camera_Glitch</id>
		<title>Mining Station A Camera Glitch</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Mining_Station_A_Camera_Glitch"/>
				<updated>2005-01-28T16:59:33Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: got my left and right mixed up ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nothing special or of any value, but if you use the morph ball cannon to propel yourself onto the high spider track, then press against the bar to the right and boost off, the camera will stick at the top of the room.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/mining_station_A_cam_glitch__divx.avi DivX video (DJ Grenola)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Mining_Station_A_Camera_Glitch</id>
		<title>Mining Station A Camera Glitch</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Mining_Station_A_Camera_Glitch"/>
				<updated>2005-01-28T16:57:06Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nothing special or of any value, but if you use the morph ball cannon to propel yourself onto the high spider track, then press against the bar to your left and boost off, the camera will stick at the top of the room.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/mining_station_A_cam_glitch__divx.avi DivX video (DJ Grenola)]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Other</id>
		<title>Other</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Other"/>
				<updated>2005-01-28T16:55:09Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added mining station A camera glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Requirements and Runs'''&lt;br /&gt;
&lt;br /&gt;
[[Current Lowest % and Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Current Obstacles to Skipping Items]]&lt;br /&gt;
&lt;br /&gt;
[[Fastest Runs So Far]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Otherworldly Travel'''&lt;br /&gt;
&lt;br /&gt;
[[Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
[[Wormholes]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Glitches and Weirdness'''&lt;br /&gt;
&lt;br /&gt;
[[Power bomb sound cutoff glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Webbing Boost Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's Chykka?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's the Room?&amp;quot; Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Emperor Ing Glitch ]]&lt;br /&gt;
&lt;br /&gt;
[[Not So Majestic Now, Sire]]&lt;br /&gt;
&lt;br /&gt;
[[Main Research Caretaker Screw-up]]&lt;br /&gt;
&lt;br /&gt;
[[Disappearing Dark Bloggs]]&lt;br /&gt;
&lt;br /&gt;
[[Watch Station Weirdness]]&lt;br /&gt;
&lt;br /&gt;
[[The pod went bye bye]]&lt;br /&gt;
&lt;br /&gt;
[[Plaza Access Morphball Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Psychedelic Door Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[unmorphing glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Kung Fu Samus]]&lt;br /&gt;
&lt;br /&gt;
[[Mining Station A Camera Glitch]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Observations and Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[Unshielded U-Mos]]&lt;br /&gt;
&lt;br /&gt;
[[The Hall of Honored Dead]]&lt;br /&gt;
&lt;br /&gt;
[[Seeker Missiles before Amorbis/Boost Guardian]]&lt;br /&gt;
&lt;br /&gt;
[[Dark Splinters]]&lt;br /&gt;
&lt;br /&gt;
[[Energy Weirdness]]&lt;br /&gt;
&lt;br /&gt;
[[possible rapid missile]]&lt;br /&gt;
&lt;br /&gt;
[[Jumping high with out space jump]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Multiplayer Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tricks]]&lt;br /&gt;
&lt;br /&gt;
[[How to get multiplayer Extras]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key</id>
		<title>Early Dark Torvus Bog key</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key"/>
				<updated>2005-01-25T20:13:39Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: information already exists in 'Possible Leads'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Added by DJGrenola'': this is a) useless unless grapple is skipped, b) already documented in [[Possible Leads]] (admittedly not the best place for it), c) so old it's growing a beard. This page ought to be deleted, or its contents replaced with the  [[Possible Leads]] page's contents.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
''Discovered by''&lt;br /&gt;
&lt;br /&gt;
Metroix&lt;br /&gt;
&lt;br /&gt;
I discovered it when I was searching fora key, I wasn't founding the grapple beam, anyway, I'll tell how to get this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-First, go to the room(I'll search it) where U need the grapple beam to reach the key, then jump on the biggest plant on the ground above the platorm where the key is, then jump on the plant, and space jump toward the key to get it.&lt;br /&gt;
&lt;br /&gt;
(I don't remember those names and the room, I'll write them soon!)+&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key</id>
		<title>Early Dark Torvus Bog key</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Early_Dark_Torvus_Bog_key"/>
				<updated>2005-01-25T19:46:39Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added note about the complete pointlessness of this page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Added by DJGrenola'': this is a) useless unless grapple is skipped, b) already documented in [[Possible Leads]], c) so old it's growing a beard. This page ought to be deleted.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
''Discovered by''&lt;br /&gt;
&lt;br /&gt;
Metroix&lt;br /&gt;
&lt;br /&gt;
I discovered it when I was searching fora key, I wasn't founding the grapple beam, anyway, I'll tell how to get this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-First, go to the room(I'll search it) where U need the grapple beam to reach the key, then jump on the biggest plant on the ground above the platorm where the key is, then jump on the plant, and space jump toward the key to get it.&lt;br /&gt;
&lt;br /&gt;
(I don't remember those names and the room, I'll write them soon!)+&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge</id>
		<title>Torvus Bog: Great Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge"/>
				<updated>2005-01-21T13:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: one fix, one addition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''bartendorsparky''&lt;br /&gt;
&lt;br /&gt;
This trick lets you go directly from Great Bridge to Torvus Temple, without going through most of upper Torvus.&lt;br /&gt;
&lt;br /&gt;
First, line up next to the translator door, facing the way you came in.  There is a slight bump in the floor that you have to ghetto off of.  Run forward, and ghetto off the bump into the slant on the wall, then back onto the door.&lt;br /&gt;
&lt;br /&gt;
From here, perform a dash (using the translator door as a scan) over to the bridge.&lt;br /&gt;
&lt;br /&gt;
Video: [http://www.metroid2002.com/bartendorsparky/mp2/great_bridge.avi Climbing Great Bridge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
The dash to the bridge may be done in one of two ways. If you fully scan the door first as Sparky did in his vid, the dash is similar to a [[&amp;quot;Kip Dash&amp;quot;]], and is performed by simultaneously holding L to scan, briefly jabbing B to jump, and slamming the stick left as fast as possible. Immediately after this initial combination, you should also hold R. The scan will freeze the screen, at which point you should let go of the control stick so it returns to centre, and continue to hold R and L. Now release L to unfreeze the screen, and immediately hold it again. Keep L and R held for the duration of the jump, and then just tap B at an appropriate moment for the space jump. It is tight, but you should be able to make it onto the bridge.&lt;br /&gt;
&lt;br /&gt;
The dash is also possible another way, for which you should start with the door unscanned. The technique is very similar, except without the screen freeze. Simultaneously hold L to scan, jab B to jump, and slam the stick left. As soon as you begin to dash, hold R, and then keep L and R held for the duration of the jump, again tapping B when necessary to get the space jump. The main difference between this and the previous technique is that here you should keep the stick held left for the entire process, whereas before it was necessary to centre it after the screen freeze.&lt;br /&gt;
&lt;br /&gt;
In my opinion this second way is better, firstly because it's less complicated to execute, and secondly because you waste no time scanning the door.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/great_bridge_wo_screen_freeze__divx.avi DivX video (DJ Grenola) - dash without screen freeze]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge</id>
		<title>Torvus Bog: Great Bridge</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Torvus_Bog:_Great_Bridge"/>
				<updated>2005-01-21T13:11:46Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added a few notes and a vid regarding dash jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: ''bartendorsparky''&lt;br /&gt;
&lt;br /&gt;
This trick lets you go directly from Great Bridge to Torvus Temple, without going through most of upper Torvus.&lt;br /&gt;
&lt;br /&gt;
First, line up next to the translator door, facing the way you came in.  There is a slight bump in the floor that you have to ghetto off of.  Run forward, and ghetto off the bump into the slant on the wall, then back onto the door.&lt;br /&gt;
&lt;br /&gt;
From here, perform a dash (using the translator door as a scan) over to the bridge.&lt;br /&gt;
&lt;br /&gt;
Video: [http://www.metroid2002.com/bartendorsparky/mp2/great_bridge.avi Climbing Great Bridge]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
The dash to the bridge may be done in one of two ways. If you fully scan the door first as Sparky did in his vid, the dash is similar to a [[&amp;quot;Kip Dash&amp;quot;]], and is performed by simultaneously holding L to scan, briefly jabbing B to jump, and slamming the stick left as fast as possible. Immediately after this initial combination, you should also hold R. The dash will freeze the screen, at which point you should let go of the control stick so it returns to centre, and continue to hold R and L. Now release L to unfreeze the screen, and immediately hold it again. Keep L and R held for the duration of the jump, and then just tap B at an appropriate moment for the space jump. It is tight, but you should be able to make it onto the bridge.&lt;br /&gt;
&lt;br /&gt;
The dash is also possible another way, for which you should start with the door unscanned. The technique is very similar, except without the screen freeze. Simultaneously hold L to scan, jab B to jump, and slam the stick left. As soon as you begin to dash, hold R, and then keep L and R held for the duration of the jump, again tapping B when necessary to get the space jump. The main difference between this and the previous technique is that here you should keep the stick held left for the entire process, whereas before it was necessary to centre it after the screen freeze.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/great_bridge_wo_screen_freeze__divx.avi DivX video (DJ Grenola) - dash without screen freeze]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Temple_Grounds:_Path_of_Eyes</id>
		<title>Temple Grounds: Path of Eyes</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Temple_Grounds:_Path_of_Eyes"/>
				<updated>2005-01-20T10:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added two videos and no-langle method for third block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by''&lt;br /&gt;
&lt;br /&gt;
BoostR&lt;br /&gt;
&lt;br /&gt;
Notes:  With these tricks, you don't need to shoot any of the crystal-powered blocks in Path of Eyes (big, long room on the way to Torvus).&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/path_of_eyes_original__divx.avi DivX video (DJ Grenola) - original method]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Jump over the first block's ledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;[[Ghetto jump]] over the second ledge that you would normally use a block to reach.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;For the third, stand on the edge of the platform about a jump's level higher than the water- it's the 2nd lowest above the water level.  You'll notice a ring of metal bars running around this circular area. Using the [[Langle Jump]], space jump out and towards these bars.  Aim for the SECOND bar away from you, not the first. You can do this on either side. From there, just space jump to the destination, and continue to Torvus, you speedy little demon. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola'': the [[Langle Jump]] to the bar for the third block is not necessary. If you use the lower platform (the one almost in the water) instead of the higher one, you can merely space jump to the bar.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/path_of_eyes_nolangle__divx.avi DivX video (DJ Grenola) - third jump without langle]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=LOL_Jump</id>
		<title>LOL Jump</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=LOL_Jump"/>
				<updated>2005-01-19T22:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added video, named feeding pit as &amp;quot;room before light beam&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Discovered by: Matt&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/feeding_pit_LOL_jump.avi DivX video (DJ Grenola), speed trick in Feeding Pit]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;The '''Lock On Ladder Jump (LOL)''' (named by Matt, Tim, Ekarderif, and anyone else present at the time) can be used to achieve a seeming boost in height when locked on to an object. It can be most notably used in the room before the Light Beam (Feeding Pit). Space Jump across the dark water and lower the platform with the Dark Beam, then lock onto the crystal. Stand at the edge (where you would normally do a [[Ghetto Jump]]), and Space Jump directly at the crystal. Your jump should carry you towards the crystal while forcing your view down to stay locked on. The result is a small boost in height that seems to occur as your visor is shifting from its locked-on position back to its normal position.&lt;br /&gt;
&lt;br /&gt;
You can also get this boost by performing this lock jump off of any enemy that jumps, such as Space Pirates (tends to work the best in Hall of Eyes by using the Dark ones), or Grenchlers. Do it as a Grenchler is jumping, and you sail extremely high into the air. Or for even more fun, check out the [[Alpha Blogg]] page!&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch</id>
		<title>Psychedelic Door Glitch</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch"/>
				<updated>2005-01-16T16:27:22Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Encountered by''&lt;br /&gt;
&lt;br /&gt;
Coco-kun, Samochan, DJ Grenola&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having restarted from a save just before Dark Samus 1, this happened:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/psychedelic_doors__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I think it's quite pretty, myself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It seems that this can be reproduced by dying or committing suicide on the Dark Samus 1 fight (thanks to Samochan for this):&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;So you got to fight DS normally, but you have to let yourself die on the fight. First make her go to her second phase, so she'll start to use Supers and Shinespark at you. Don't worry about damage. Take hits so you have about 20-10 energy left. There are many ways to do this, but I find this one to be most reliable one. In order to make this, have at least one of those big tanks there, then wait for DS to Shinespark close to one. Once she has shinesparked, you can push her puddle around without taking damage a while, so now all you have to do is to push her to that big canister so it explodes and you'll die. It has also happened when Coco was killed in a Morph ball mode by Supers and when he accidentally burned himself to death. When you die, continue from your last save and if you have made it successfully, every door now has a very weird &amp;quot;being shot&amp;quot; -effect. It resembles a colorful fizzing tv-screen and looks pretty weird.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a pun in here somewhere regarding the psychedelic Doors (1960s band fronted by Jim Morrison with an appetite for hallucinogens) and these psychedelic doors. However, I think some jokes are better left untold.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch</id>
		<title>Psychedelic Door Glitch</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Psychedelic_Door_Glitch"/>
				<updated>2005-01-16T07:00:37Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Encountered by''&lt;br /&gt;
&lt;br /&gt;
DJ Grenola&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Having restarted from a save just before Dark Samus 1, this happened:&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/psychedelic_doors__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I think it's quite pretty, myself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a pun in here somewhere regarding the psychedelic Doors (1960s band fronted by Jim Morrison with an appetite for hallucinogens) and these psychedelic doors. However, I think some jokes are better left untold.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Other</id>
		<title>Other</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Other"/>
				<updated>2005-01-16T06:52:27Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added psychedelic door glitch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Requirements and Runs'''&lt;br /&gt;
&lt;br /&gt;
[[Current Lowest % and Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Current Obstacles to Skipping Items]]&lt;br /&gt;
&lt;br /&gt;
[[Fastest Runs So Far]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Otherworldly Travel'''&lt;br /&gt;
&lt;br /&gt;
[[Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
[[Wormholes]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Glitches and Weirdness'''&lt;br /&gt;
&lt;br /&gt;
[[Power bomb sound cutoff glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Webbing Boost Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's Chykka?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's the Room?&amp;quot; Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Emperor Ing Glitch ]]&lt;br /&gt;
&lt;br /&gt;
[[Not So Majestic Now, Sire]]&lt;br /&gt;
&lt;br /&gt;
[[Main Research Caretaker Screw-up]]&lt;br /&gt;
&lt;br /&gt;
[[Disappearing Dark Bloggs]]&lt;br /&gt;
&lt;br /&gt;
[[Watch Station Weirdness]]&lt;br /&gt;
&lt;br /&gt;
[[The pod went bye bye]]&lt;br /&gt;
&lt;br /&gt;
[[Plaza Access Morphball Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Psychedelic Door Glitch]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Observations and Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[The Hall of Honored Dead]]&lt;br /&gt;
&lt;br /&gt;
[[Seeker Missiles before Amorbis/Boost Guardian]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Multiplayer Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tricks]]&lt;br /&gt;
&lt;br /&gt;
[[How to get multiplayer Extras]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire</id>
		<title>Not So Majestic Now, Sire</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire"/>
				<updated>2005-01-12T03:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added some italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was trying to polish off His Highness Emperor Ing in my 21% game, when this happened.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/not_so_majestic_now__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I couldn't damage him with missiles, screw attack or beams (I would have tried a power bomb if I'd had any left). Eventually I walked into his back leg and died (you'll notice I only had 02 energy left).&lt;br /&gt;
&lt;br /&gt;
''SamusAranLuver Note:'' You could of space jumped and then shot the crystal on his back.&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola Note:'' Actually I had it happen twice more, and you can damage him by shooting his mouth if you are prepared to get very close and aim manually. After doing enough damage to his core, it changed colour and he continued the fight normally. I'm assuming this is caused by a clipping glitch such that the game waits for him to reach the ground before stopping the attack, but since he gets stuck in a wall, he never touches the ground, so the attack never ends.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire</id>
		<title>Not So Majestic Now, Sire</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire"/>
				<updated>2005-01-12T03:48:49Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: reply and extra notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was trying to polish off His Highness Emperor Ing in my 21% game, when this happened.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/not_so_majestic_now__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I couldn't damage him with missiles, screw attack or beams (I would have tried a power bomb if I'd had any left). Eventually I walked into his back leg and died (you'll notice I only had 02 energy left).&lt;br /&gt;
&lt;br /&gt;
SamusAranLuver Note: You could of space jumped and then shot the crystal on his back.&lt;br /&gt;
&lt;br /&gt;
DJ Grenola Note: Actually I had it happen twice more, and you can damage him by shooting his mouth if you are prepared to get very close and aim manually. After doing enough damage to his core, it changed colour and he continued the fight normally. I'm assuming this is caused by a clipping glitch such that the game waits for him to reach the ground before stopping the attack, but since he gets stuck in a wall, he never touches the ground, so the attack never ends.&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Dark_Samus_3_%26_4</id>
		<title>Dark Samus 3 &amp; 4</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Dark_Samus_3_%26_4"/>
				<updated>2005-01-09T18:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added quick note about DS4 melee attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dark Samus 3 &amp;amp; 4 Strategy&lt;br /&gt;
&lt;br /&gt;
''By Solr_Flare''&lt;br /&gt;
&lt;br /&gt;
''Contributors: Solr_Flare, Prime Hunter, a multitude of others''&lt;br /&gt;
&lt;br /&gt;
'''Dark Samus 3:'''&lt;br /&gt;
&lt;br /&gt;
Weapon of Choice: Annihilator&lt;br /&gt;
&lt;br /&gt;
1) To get from DS3 to DS4, you must first take off 1/4 of DS's life bar. Do not hold back because you don't need beam ammo for DS4.&lt;br /&gt;
&lt;br /&gt;
2) The ideal weapon to use is Annihilator as it does significant damage.  But if you are out of one or both ammo types, any other beam/charged beam will work.  Annihilator regular shots can drop her to 75% health in about 10 seconds though.&lt;br /&gt;
&lt;br /&gt;
3) Be sure not to attempt to damage her when she has a glowing &amp;quot;blue shield&amp;quot; around her, as you will not be able to hit her.  Easiest is when she is stealthed and only visable via the echo visor. Missiles won't work, so save them for DS4.&lt;br /&gt;
&lt;br /&gt;
''Added by Prime Hunter''&lt;br /&gt;
&lt;br /&gt;
Also, when Dark Samus goes into the floating mode where she fires the phazon-like beam at you, I found that you can pretty much stand under her and not get hit by this: Easier to do than trying to dodge it in my opinion&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Added by Enddor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To defeat her very easily, just use a sonic boom, instant change to Dark Samus 4. It is the best to use it when she gets closer to you (almost point blank), then it will hit easily. 'Note' you have to have the ammo!&lt;br /&gt;
Also, you can save lots of time on Dark Samus 4 by doing lots of damage (enough so that it will not change to Dark Samus 4), then using a sonic boom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dark Samus 4'''&lt;br /&gt;
&lt;br /&gt;
Weapon of Choice: Charged Power Beam, Super Missiles&lt;br /&gt;
&lt;br /&gt;
1) DS has two different phases in this form: &amp;quot;Bubble mode&amp;quot; and &amp;quot;Not in Bubble mode&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2) Bubble Mode consists of 2 different attacks&lt;br /&gt;
&lt;br /&gt;
- giant blue/white homing phazon particles that she randomly shoots&lt;br /&gt;
&lt;br /&gt;
- small blue/white snowflakes that she shoots out of the top of the bubble towards you whenever her bubble '''expands'''&lt;br /&gt;
&lt;br /&gt;
3) When she is in bubble mode, there is one wall in the room that does not have phazon against it.  Back yourself up against the wall to give yourself room.&lt;br /&gt;
&lt;br /&gt;
4) Begin charging your power beam while she is in bubble mode.  Use dash jumps to the left and right to easily dodge the large phazon particles she shoots at you.&lt;br /&gt;
&lt;br /&gt;
5) When she unleashes the &amp;quot;snowflakes&amp;quot; in bubble mode, you must suck 3 in like a vaccuum with your charging power beam.&lt;br /&gt;
&lt;br /&gt;
6) Once you have 3 snowflakes sucked in, your charge will glow blue and sparkle.  '''Quickly''' shoot that at Dark Samus to damage her lifebar.&lt;br /&gt;
&lt;br /&gt;
7) Eventually her bubble will shrink and she will float to the ground.  The instant she begins to stand up from her crouch, fire a Super missile at close range.  This will instantly force her back into bubble mode.  &lt;br /&gt;
&lt;br /&gt;
8) Should you miss with the super missile when she lands, damage from any beam(annihilator prefered) can force her back into bubble mode again.&lt;br /&gt;
&lt;br /&gt;
Now repeat this until you finally beat her.  It takes approximately 5 to 6 snowflake powered charge beams in bubble mode to finish her on normal difficulty.&lt;br /&gt;
&lt;br /&gt;
''Added by Prime Hunter''&lt;br /&gt;
&lt;br /&gt;
When she is in the &amp;quot;bubble&amp;quot; mode, I also noticed that if you move inward towards her when she fires the large phazon particles (You need to be pretty close to her for this to work), you can easily avoid them. Just be sure to move back off a bit after it hits. This is so that when she expands the bubble for the &amp;quot;snowflakes&amp;quot;, the expansion doesn't collide with you.&lt;br /&gt;
&lt;br /&gt;
And one minor note here: When she fires the snowflakes out at you, be sure to manually aim at them instead of continuing to lock onto Dark Samus: Trust me on this one...&lt;br /&gt;
&lt;br /&gt;
''Added by CtrlAltDestroy''&lt;br /&gt;
&lt;br /&gt;
Just a minor note: Those super missiles she shoots in bubble mode are the easiest things in the world to dodge. You don't need to strafe dash to avoid them, or back against a wall for that matter. All you have to do is lock on to her and slowly strafe a few inches to the side as the thing is flying at you. It will fly right past you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by Zxcvbnm''&lt;br /&gt;
&lt;br /&gt;
If you turn the sound on, you can hear an audio cue before DS fires a homing missile as opposed to Phazon &amp;quot;snowflakes,&amp;quot; and dodge it. The missile is much louder and more mechanical-sounding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by SamusAranLuver''&lt;br /&gt;
''Discovered by: my cousin Arnold Yum''&lt;br /&gt;
&lt;br /&gt;
When DS is about to fire a missile the phazon bubble around her is normal, but when Ds is about to fire phazon snow flakes at you the phazon bubble enlarges. You can use both my stratige or Zxcvbnm's to predict DS's next Attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by Kirzath''&lt;br /&gt;
&lt;br /&gt;
While trying to grab the Phazon &amp;quot;snowflakes&amp;quot;, jump while doing so, so if you miss one, it does not dammage you and make you have to wait for DS to launch more Phazon &amp;quot;snowflakes&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Added by DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
While DS is not in bubble mode, her only means of attack is a melee-style phazon shield attack. You can prevent this easily just by space jumping backwards as she approaches (useful in a no-energy tank game).&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire</id>
		<title>Not So Majestic Now, Sire</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire"/>
				<updated>2005-01-08T20:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was trying to polish off His Highness Emperor Ing in my 21% game, when this happened.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/not_so_majestic_now__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I couldn't damage him with missiles, screw attack or beams (I would have tried a power bomb if I'd had any left). Eventually I walked into his back leg and died (you'll notice I only had 02 energy left).&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire</id>
		<title>Not So Majestic Now, Sire</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Not_So_Majestic_Now,_Sire"/>
				<updated>2005-01-08T20:03:15Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by&lt;br /&gt;
&lt;br /&gt;
''DJ Grenola''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was trying to polish off His Highness Emperor Ing in my 21% game, when this happened.&lt;br /&gt;
&lt;br /&gt;
[http://grenola.metroid2002.com/not_so_majestic_now__divx.avi DivX (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
I couldn't damage him with missiles, screw attack or beams. Eventually I walked into his back leg and died (you'll notice I only had 02 energy left).&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Other</id>
		<title>Other</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Other"/>
				<updated>2005-01-08T19:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: Added another Emperor Ing glitch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Requirements and Runs'''&lt;br /&gt;
&lt;br /&gt;
[[Current Lowest % and Requirements]]&lt;br /&gt;
&lt;br /&gt;
[[Current Obstacles to Skipping Items]]&lt;br /&gt;
&lt;br /&gt;
[[Fastest Runs So Far]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Otherworldly Travel'''&lt;br /&gt;
&lt;br /&gt;
[[Secret Worlds]]&lt;br /&gt;
&lt;br /&gt;
[[Wormholes]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Glitches and Weirdness'''&lt;br /&gt;
&lt;br /&gt;
[[Power bomb sound cutoff glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Webbing Boost Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's Chykka?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[[&amp;quot;Where's the Room?&amp;quot; Glitch]]&lt;br /&gt;
&lt;br /&gt;
[[Emperor Ing Glitch ]]&lt;br /&gt;
&lt;br /&gt;
[[Not So Majestic Now, Sire]]&lt;br /&gt;
&lt;br /&gt;
[[Main Research Caretaker Screw-up]]&lt;br /&gt;
&lt;br /&gt;
[[Disappearing Dark Bloggs]]&lt;br /&gt;
&lt;br /&gt;
[[Watch Station Weirdness]]&lt;br /&gt;
&lt;br /&gt;
[[The pod went bye bye]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Observations and Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[The Hall of Honored Dead]]&lt;br /&gt;
&lt;br /&gt;
[[Seeker Missiles before Amorbis/Boost Guardian]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Multiplayer Stuff'''&lt;br /&gt;
&lt;br /&gt;
[[Multiplayer Tricks]]&lt;br /&gt;
&lt;br /&gt;
[[How to get multiplayer Extras]]&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Quadraxis</id>
		<title>Quadraxis</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Quadraxis"/>
				<updated>2005-01-02T05:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added note about no echo visor second stage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Boss Tricks: Quadraxis ==&lt;br /&gt;
&lt;br /&gt;
''Discovered by''&lt;br /&gt;
&lt;br /&gt;
BoostR, Sullichin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the first stage, use two charged Light Beam shots to quickly destroy each knee.  Don't even bother with the feet.&amp;lt;/li&amp;gt; Note, however, that each red sensor on the foot, when boosted into or bombed, gives you a 100 energy refill.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;Turn on your echo visor and shoot the big antennae ON THE BODY with a Super Missile or two. After it retracts focus on the head and fire shots into one of his three antennae. When he is not stunned, repeat until all antennae are destroyed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;ALTERNATE STRATEGY: During the second stage, Screw Attack the TOP of the body antennae.  To do this, stand on a leg, then [[Ghetto Jump|ghetto]] backwards while facing the antennae.  For each of the three antennae on his head, a charged Light Beam shot and two regular shots will suffice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Added by ''Prime Hunter''&amp;lt;li&amp;gt;As far as I know, you don't have to Ghetto onto the legs to take out the antennae: As long as you get good height off of your Screw Attacks, you should be able to hit the bottom of it and do enough damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
Note by ''DJ Grenola'':&amp;lt;li&amp;gt;If you're fighting Quadraxis with no Echo Visor, bear in mind that the vulnerable spot on each head antennae seems to be slightly in front of where you'd expect it to be.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt;In the final stage, one fully charged Light Beam shot will stun the head. Then Spider Ball up the legs and boost onto the head while it passes. Be sure to HOLD THE R BUTTON or you will not stick to the head! Bomb one of the slots, then repeat for the other. BOOM!&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor</id>
		<title>Skipping the Echo Visor</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor"/>
				<updated>2004-12-31T08:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by:'' Bartendorsparky, LOLaFOL &amp;lt;br&amp;gt;&lt;br /&gt;
''Confirmed by:'' Flamancipator&lt;br /&gt;
&lt;br /&gt;
This sequence break requires using tricks in two rooms, as well as secret worlding.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
1) Hive Dynamo Access (Discovered by Bartendorsparky)&lt;br /&gt;
&lt;br /&gt;
This involves jumping through a hole in the ceiling of Hive Dynamo Access with the aid of an Ing, going over the echo visor barrier from outside the map, and then returning to the map in Hive Gyro Chamber.&lt;br /&gt;
&lt;br /&gt;
DivX video: [http://grenola.metroid2002.com/skip_echo_sw_doorwarp__divx.avi complete demonstration (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
Here are the things to note about this trick, in order of execution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; First off, notice that it is done easily in the video with no energy tanks, so time isn't a problem for low percent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Don't shoot the light beacon in the middle of the room. The Ing don't like light, and it so happens that the light beacon is exactly where you need the Ing to be.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Getting the Ing in the right place is difficult. Hiding in the little alcove by the light beam door (see the start of the video) and waiting for it to assume liquid form (listen for the noise it makes) is probably the best way. Once it's liquid, get out of the alcove and try to approach it as it reaches the light beacon in the centre of the room. If you're lucky, it will assume solid form right under the hole in the ceiling.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; If the Ing won't play, return to the alcove and wait for it to assume liquid form again. Once you've only got 70 or so health remaining, you really ought to give up, go back through the light beam door and heal in the safe zone.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Once the Ing is in the right place, space jump onto its head and then space jump again into the secret world. The hole in the roof and the place where the Ing tends to stand are such that you usually need to jump straight up with your first jump and then forwards with your space jump.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Two things can happen now - either you're standing on a &amp;quot;legitimate&amp;quot; platform or you're standing on a &amp;quot;sticky&amp;quot; one. Try to jump up and then space jump to the right. If you can't, you're stuck. In most cases you can fix this by strafing right until you reach a legitimate bit of graphic, and then space jump up and right from there. In the video, this was accomplished cleanly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Your space jump should pin you to a sticky vertical wall. Hold up and right into the wall, morph, and then while still pushing into the wall, bomb jump your way up to the roof. You should unmorph once you're clear of the sticky graphics. You should now be standing on the ceiling of the room.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Run back along the ceiling towards the light beam door by which you came in. This ensures that Hive Gyro Chamber is fully removed from the Gamecube's memory, which is the way we need it. Now turn round and, using your map if necessary, point yourself directly at the light beam door beyond the echo visor barrier that leads to Hive Gyro Chamber.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; This is the tricky bit. You need to run towards the light beam door leading to Hive Gyro Chamber, morph as you reach the end of the ceiling, fall in morphball form to just beyond that door, and then unmorph at a point which is completely inside Hive Gyro Chamber, while the room's boundaries load around you. You also need to be quick about it - there is no time to stop and get your bearings, and don't even think about consulting the map, or you'll be stuck outside the room with no way of getting in. What makes it hard is the fact that the morphball accelerates as it falls, so by the time you have fallen the required distance, you are travelling at such a speed that a slight error of judgement in when you need to unmorph will strand you above or below the map for good.&amp;lt;br&amp;gt;It is possible to nail this perfectly, so that you are completely within the map when the room's (invisible) boundaries finish loading and pop into existence. In the video, it wasn't quite perfect. Samus ended up stuck in a wall when the room loaded, and you will see that the game morphed her again. You need to watch out for this, and have a finger ready on the X button. If you don't unmorph again immediately, there's a good chance that you will fall through the floor and end up stranded under the map (possibly a long, long way under the map). In the case of the video, the game actually enforced the morph ball twice, and X was pressed twice to counter it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Turn around and have a look at the door. If you did it right, the door should be right in front of you, as in the video. It should be obvious straight away as to whether you're inside the room, above it, or below it. Provided you're inside the room, all you need to do now is to make the room visible by walking to the door and pressing yourself against it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
2) [[Skipping the Ing Hive Keys]] (Discovered by LOLaFOL)&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor</id>
		<title>Skipping the Echo Visor</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor"/>
				<updated>2004-12-30T10:52:52Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: fixed description of one of the space jumps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by:'' Bartendorsparky, LOLaFOL &amp;lt;br&amp;gt;&lt;br /&gt;
''Confirmed by:'' Flamancipator&lt;br /&gt;
&lt;br /&gt;
This sequence break requires using tricks in two rooms, as well as secret worlding.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
1) Hive Dynamo Access (Discovered by Bartendorsparky)&lt;br /&gt;
&lt;br /&gt;
This involves jumping through a hole in the ceiling of Hive Dynamo Access with the aid of an Ing, going over the echo visor barrier from outside the map, and then returning to the map in Hive Gyro Chamber.&lt;br /&gt;
&lt;br /&gt;
DivX video: [http://grenola.metroid2002.com/skip_echo_sw_doorwarp__divx.avi complete demonstration (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
Here are the things to note about this trick, in order of execution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; First off, notice that it is done easily in the video with no energy tanks, so time isn't a problem for low percent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Don't shoot the light beacon in the middle of the room. The Ing don't like light, and it so happens that the light beacon is exactly where you need the Ing to be.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Getting the Ing in the right place is difficult. Hiding in the little alcove by the light beam door (see the start of the video) and waiting for it to assume liquid form (listen for the noise it makes) is probably the best way. Once it's liquid, get out of the alcove and try to approach it as it reaches the light beacon in the centre of the room. If you're lucky, it will assume solid form right under the hole in the ceiling.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; If the Ing won't play, return to the alcove and wait for it to assume liquid form again. Once you've only got 70 or so health remaining, you really ought to give up, go back through the light beam door and shoot some nightbarbs to get yourself back to full health. If you've used all the nightbarbs, you can force them to reload by going past the light beacon in the centre of Hive Dynamo Access and then returning.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Once the Ing is in the right place, space jump onto its head and then space jump again into the secret world. The hole in the roof and the place where the Ing tends to stand are such that you usually need to jump straight up with your first jump and then forwards with your space jump.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Two things can happen now - either you're standing on a &amp;quot;legitimate&amp;quot; platform or you're standing on a &amp;quot;sticky&amp;quot; one. Try to jump up and then space jump to the right. If you can't, you're stuck. In most cases you can fix this by strafing right until you reach a legitimate bit of graphic, and then space jump up and right from there. In the video, this was accomplished cleanly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Your space jump should pin you to a sticky vertical wall. Hold up and right into the wall, morph, and then while still pushing into the wall, bomb jump your way up to the roof. You should unmorph once you're clear of the sticky graphics. You should now be standing on the ceiling of the room.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Run back along the ceiling towards the light beam door by which you came in. This ensures that Hive Gyro Chamber is fully removed from the Gamecube's memory, which is the way we need it. Now turn round and, using your map if necessary, point yourself directly at the light beam door beyond the echo visor barrier that leads to Hive Gyro Chamber.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; This is the tricky bit. You need to run towards the light beam door leading to Hive Gyro Chamber, morph as you reach the end of the ceiling, fall in morphball form to just beyond that door, and then unmorph at a point which is completely inside Hive Gyro Chamber, while the room's boundaries load around you. You also need to be quick about it - there is no time to stop and get your bearings, and don't even think about consulting the map, or you'll be stuck outside the room with no way of getting in. What makes it hard is the fact that the morphball accelerates as it falls, so by the time you have fallen the required distance, you are travelling at such a speed that a slight error of judgement in when you need to unmorph will strand you above or below the map for good.&amp;lt;br&amp;gt;It is possible to nail this perfectly, so that you are completely within the map when the room's (invisible) boundaries finish loading and pop into existence. In the video, it wasn't quite perfect. Samus ended up stuck in a wall when the room loaded, and you will see that the game morphed her again. You need to watch out for this, and have a finger ready on the X button. If you don't unmorph again immediately, there's a good chance that you will fall through the floor and end up stranded under the map (possibly a long, long way under the map). In the case of the video, the game actually enforced the morph ball twice, and X was pressed twice to counter it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Turn around and have a look at the door. If you did it right, the door should be right in front of you, as in the video. It should be obvious straight away as to whether you're inside the room, above it, or below it. Provided you're inside the room, all you need to do now is to make the room visible by walking to the door and pressing yourself against it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
2) [[Skipping the Ing Hive Keys]] (Discovered by LOLaFOL)&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor</id>
		<title>Skipping the Echo Visor</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Skipping_the_Echo_Visor"/>
				<updated>2004-12-30T08:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;DJGrenola: added full instructions and completed video including doorwarp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by:'' Bartendorsparky, LOLaFOL &amp;lt;br&amp;gt;&lt;br /&gt;
''Confirmed by:'' Flamancipator&lt;br /&gt;
&lt;br /&gt;
This sequence break requires using tricks in two rooms, as well as secret worlding.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
1) Hive Dynamo Access (Discovered by Bartendorsparky)&lt;br /&gt;
&lt;br /&gt;
This involves jumping through a hole in the ceiling of Hive Dynamo Access with the aid of an Ing, going over the echo visor barrier from outside the map, and then returning to the map in Hive Gyro Chamber.&lt;br /&gt;
&lt;br /&gt;
DivX video: [http://grenola.metroid2002.com/skip_echo_sw_doorwarp__divx.avi complete demo (DJ Grenola)]&lt;br /&gt;
&lt;br /&gt;
Here are the things to note about this trick, in order of execution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; First off, notice that it is done easily in the video with no energy tanks, so time isn't a problem for low percent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Don't shoot the light beacon in the middle of the room. The Ing don't like light, and it so happens that the light beacon is exactly where you need the Ing to be.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Getting the Ing in the right place is difficult. Hiding in the little alcove by the light beam door (see the start of the video) and waiting for it to assume liquid form (listen for the noise it makes) is probably the best way. Once it's liquid, get out of the alcove and try to approach it as it reaches the light beacon in the centre of the room. If you're lucky, it will assume solid form right under the hole in the ceiling.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; If the Ing won't play, return to the alcove and wait for it to assume liquid form again. Once you've only got 70 or so health remaining, you really ought to give up, go back through the light beam door and shoot some nightbarbs to get yourself back to full health. If you've used all the nightbarbs, you can force them to reload by going past the light beacon in the centre of Hive Dynamo Access and then returning.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Once the Ing is in the right place, space jump onto its head and then space jump again into the secret world. The hole in the roof and the place where the Ing tends to stand are such that you usually need to jump straight up with your first jump and then forwards with your space jump.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Two things can happen now - either you're standing on a &amp;quot;legitimate&amp;quot; platform or you're standing on a &amp;quot;sticky&amp;quot; one. Try to space jump forwards and to the right. If you can't, you're stuck. In most cases you can fix this by strafing right until you reach a legitimate bit of graphic, and then space jump forwards and right from there. In the video, this was accomplished cleanly.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Your space jump should pin you to a sticky vertical wall. Hold up and right into the wall and then bomb jump your way up to the roof. You should unmorph once you're clear of the sticky graphics. You should now be standing on the ceiling of the room.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Run back along the ceiling towards the light beam door by which you came in. This ensures that Hive Gyro Chamber is fully removed from the Gamecube's memory, which is the way we need it. Now turn round and, using your map if necessary, point yourself directly at the light beam door beyond the echo visor barrier that leads to Hive Gyro Chamber.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; This is the tricky bit. You need to run towards the light beam door leading to Hive Gyro Chamber, morph as you reach the end of the ceiling, fall in morphball form to just beyond that door, and then unmorph at a point which is completely inside Hive Gyro Chamber, while the room's boundaries load around you. You also need to be quick about it - there is no time to stop and get your bearings, and don't even think about consulting the map, or you'll be stuck outside the room with no way of getting in. What makes it hard is the fact that the morphball accelerates as it falls, so by the time you have fallen the required distance, you are travelling at such a speed that a slight error of judgement in when you need to unmorph will strand you above or below the map for good.&amp;lt;br&amp;gt;It is possible to nail this perfectly, so that you are completely within the map when the room's (invisible) boundaries finish loading and pop into existence. In the video, it wasn't quite perfect. Samus ended up stuck in a wall when the room loaded, and you will see that the game morphed her again. You need to watch out for this, and have a finger ready on the X button. If you don't unmorph again immediately, there's a good chance that you will fall through the floor and end up stranded under the map (possibly a long, long way under the map). In the case of the video, the game actually enforced the morph ball twice, and X was pressed twice to counter it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;li&amp;gt; Turn around and have a look at the door. If you did it right, the door should be right in front of you, as in the video. It should be obvious straight away as to whether you're inside the room, above it, or below it. Provided you're inside the room, all you need to do now is to make the room visible by walking to the door and pressing yourself against it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
2) [[Skipping the Ing Hive Keys]] (Discovered by LOLaFOL)&lt;/div&gt;</summary>
		<author><name>DJGrenola</name></author>	</entry>

	</feed>