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		<title>M2K2: Metroid Prime 2 Wiki - User contributions [en]</title>
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		<updated>2026-05-03T21:29:15Z</updated>
		<subtitle>User contributions</subtitle>
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	<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>2005-03-28T13:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: /* Boss Tricks: Quadraxis */&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;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Added by Gendreavus&amp;lt;br&amp;gt;&lt;br /&gt;
If going for 100% scans, don't bother scanning the detached legs until after you kill Quadraxis, but before getting the annihilator beam.  the legs are still scannable after beating his head.&amp;lt;br&amp;gt;&amp;lt;vanishes&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thought up by Short Circuit, confirmed by CHuB:  During the second stage of the fight, you can use Seeker Missiles to end the stage in one round instead of three.  You have to deal some damage to each antanna before Seeker-ing and you have to have all three antannae equidistant from you for it to work.  Video needed.&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Talk:Current_Obstacles_to_Skipping_Items</id>
		<title>Talk:Current Obstacles to Skipping Items</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Talk:Current_Obstacles_to_Skipping_Items"/>
				<updated>2005-01-11T22:07:20Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just so I don't waste my time, how thoroughly has Watch Station and Aerial Training Site been searched for secret worlds?  I'm assuming a secret world in one of those would let you wallcrawl over to Vault to skip grapple.&lt;br /&gt;
&lt;br /&gt;
I noticed that the Northeast corner will slow the morphball down enough to get an IBJ going ala suntower.  I was thinking I might be able to bomb up over the celing or something, but the game seems to stimy me and not let me lay bombs after I've laid a certain number, even if my counter is full.&lt;br /&gt;
&lt;br /&gt;
One more thing.  I saw a blurb about early power bomb in feeding pit.  Would that let you skip boost also?  With Gravity, that'd be trading 2% for 1.&lt;br /&gt;
&lt;br /&gt;
- Eyepatch&lt;br /&gt;
&lt;br /&gt;
You still would need to get one of the Dark Torvus keys, since Dark Visor cannot be skipped unless you can somehow skip all of the Sky Temple keys... highly unlikely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A simple question regarding SBing:  If you find a way to skip two items, but the only way you can skip one is to get the other, does the SBer get a choice of what to skip?&lt;br /&gt;
&amp;lt;vanishes to contemplate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Someone hasn't heard of the 14% run for Super Metroid, I take it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ummmm...heard of it, not about though...&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;_&amp;lt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;_&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Look! A distraction!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;vanishes&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;reapears&amp;gt;&lt;br /&gt;
Just out of curiosity, which doors in the sanctuary do you need the annihilator beam to destroy?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;vanishes&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think that is referring to the doors between Quaddy and the Hive Energy Controller.  Not certain, though...&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Disappearing_Dark_Bloggs</id>
		<title>Disappearing Dark Bloggs</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Disappearing_Dark_Bloggs"/>
				<updated>2005-01-03T23:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Encountered by: Tim&lt;br /&gt;
&lt;br /&gt;
NOTE: requires Gravity Boost, and possibly Spider Ball - it depends on whether or not you can reach the Bomb Slot without using the magnetic rail (See [[Torvus Bog: Training Chamber]] for a description of the ghetto jump required).&lt;br /&gt;
&lt;br /&gt;
I don't know if other people have discovered this or not, but it struck me as just a bit odd. When in Training Chamber, and the Dark Bloggs spawn, you can get them to completely vanish by activating the statue (that in turn reveals the Missile Expansion). I've tried it three times, and all three times after bombing the Slot, the Dark Bloggs completely vanished (no death sound effect or anything - just *poof*). &lt;br /&gt;
&lt;br /&gt;
If you hate fighting them, then I guess this is pretty useful. I guess it has something to do with the statue resetting the room, much like [[Skipping Energy Controllers]].&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=User:Random_Zelda_Person</id>
		<title>User:Random Zelda Person</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=User:Random_Zelda_Person"/>
				<updated>2004-12-15T23:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings... I'm just keeping an eye out for bizarre stuff with no real use... and also over-using elipses...&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Talk:Quadraxis</id>
		<title>Talk:Quadraxis</title>
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				<updated>2004-12-15T23:05:52Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Didn't I hear somewhere that you don't need the Spider Ball to beat Quadraxis?  How does that work?&lt;br /&gt;
&amp;lt;vanishes&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm not entirely certain... but I believe it was something like, stun the head, get onto the next leg it's going to pass (I think that requires ghetto jumping...), jump onto the head and roll right into the morph ball slot.  It might require some Mid-Air Morphing into the slots on the head; I don't know if it's stand-on-able or not.&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Talk:Floaty_Jump</id>
		<title>Talk:Floaty Jump</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Talk:Floaty_Jump"/>
				<updated>2004-12-14T14:09:14Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A theory on how the Jump works:&lt;br /&gt;
&lt;br /&gt;
When you are standing in the dark water, you feel an expanded gravity and also feel a greatly increased &amp;quot;jump&amp;quot; force.  These two values being greater causes the time you spend airborne to drop, in the water that is.  If you're in the water when the cocoon drops, some sort of programmer oversight makes the gravity value reset, but not the jumping force.  This lets you jump really high.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
^^^Woah...that makes a lot of sense...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;vanishes to have fun with floaty jump&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, are there any other rooms that have both dark water and a cut-scene that moves you?  I can't think of any...&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Sanctuary:_Main_Research_Broken_Sonic_Locks</id>
		<title>Sanctuary: Main Research Broken Sonic Locks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Sanctuary:_Main_Research_Broken_Sonic_Locks"/>
				<updated>2004-12-13T00:02:45Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In main research, when using the echo visor to destroy the sonic emmiters in Sanctuary Main Research, if you should leave the room before destroying all the emmiters, upon returning to the room you will find all the emmiters destroyed but the sonic lock still in place.&lt;br /&gt;
&lt;br /&gt;
If you save after destroying some of the emitters, the only way to progress will be by performing a [http://www.metroid2002.com/prime2/index.php/%22Kip_Dash%22 kip dash] across Watch Station Access.&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=User:Random_Zelda_Person</id>
		<title>User:Random Zelda Person</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=User:Random_Zelda_Person"/>
				<updated>2004-12-04T21:07:49Z</updated>
		
		<summary type="html">&lt;p&gt;Random Zelda Person: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greetings... I'm just keeping an eye out for bizarre stuff with no real use... like getting to Sanctuary early... and also over-using elipses...&lt;/div&gt;</summary>
		<author><name>Random Zelda Person</name></author>	</entry>

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