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		<id>http://www.metroid2002.com/prime2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ummeiko</id>
		<title>M2K2: Metroid Prime 2 Wiki - User contributions [en]</title>
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		<updated>2026-05-03T21:28:49Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=U-mos_Jump_to_Oblivion</id>
		<title>U-mos Jump to Oblivion</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=U-mos_Jump_to_Oblivion"/>
				<updated>2005-01-06T01:59:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to Space Jump on top of U-mos in the Great Temple.  If you are not careful when jumping around while standing on him, it is possible you can be forced into a &amp;quot;secret world&amp;quot;.  This is the term given for clipping/moving outside of the game map and is used for some advanced sequence breaking.&lt;br /&gt;
&lt;br /&gt;
But, as of yet there is no known way to get back into the &amp;quot;normal world&amp;quot; from this area.  And since it is very easy to do, it is worth mentioning that you should only experiment with this with the utmost caution as it is highly possible you will end up forced to restart from your last save.&lt;br /&gt;
&lt;br /&gt;
[http://membres.lycos.fr/zell99/mp2/zell_mp2_wtf.WMV A demonstration of getting stuck in the &amp;quot;secret world&amp;quot; after jumping off of U-mos]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Further discoveries by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that this might be slightly different from the above SW, but given the similarities, I am posting it here.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was screwing around with this secret world yesterday.  For those who want to attempt it, this is the easiest way I found to enter the world.  At the time, I had screw attack.  It may be possible to enter the world without, but I have not been able to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Jump onto U-mos's left shoulder (probably the easiest, if not only, place to get on him)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Face the door, then turn to your left so that you can see the energy beam just on the left side of your screen.  Between the beam and the architecture around the door is a lowered area with a thin bar running horizontally through it.  This is where you're aiming for.  (I will try to get a picture or drawing soon).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;s&amp;gt;Start a space jump, eventually leading to a screw attack.  The idea is to be entering the screw attack right as you pass through the bar.  DON'T START JUMPING IN SCREW ATTACK MODE.  This is the hardest part, but isn't too tricky.  One or two tries should do it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If done correctly, the camera will zoom out as if entering screw attack, but you will immediately hit a floor, come out of screw attack, and zoom back in.  If done incorrectly, you will either smack into an invisible wall and bounce off or (on less occurrence) freeze Samus as described above.&amp;lt;/s&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You CAN make it to the ledge without screw attack, but your space jumps must be high and long.  I still think the screw attack method is easier, but if this proves to be worthwhile, it can be done earlier in the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Depending on where you land, you may be able to move around a bit.  There are actually two distinct levels on the rim around the world.  The upper level is much smaller, and is only in a few parts on the interior edge of the ring.  You will probably fall down to the lower level after moving just a little ways.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unlike some SWs, entering morph ball will not cause you to drop rapidly.  I believe this is because you are actually IN the ceiling that circles the outside of the room.  If you enter morph ball, you can see the borders of a track of sorts.  This is the area you can move around in, almost all the way around the room if you want.  The archway over the door I have not been able to access from either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Moving is a little tricky, as you can't simply roll or walk around.  In ball mode, the only way to move is to use a bomb jump to push you in one direction or the other.  You can bomb out of the lower level, but so far I've only been able to land on the upper level if I did a midair unmorph. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It is also possible to move while on foot.  On the upper level, you can move and jump freely, but as noted before, the upper level is very small.  On the lower level, you must walk around as follows:  L-lock your view and hold it.  While L-locked, move the stick around until you start moving.  The best place I've found is diagonally forward, in either direction.  You will slowly move as long as the L-lock is held, until you hit the invisible wall.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can sometimes also make tiny jumps (or larger jumps from the upper level) while in this world, but a word of caution: ENTERING SCREW ATTACK MODE WILL CAUSE SAMUS TO FREEZE.  This is how you get the situation where the camera pans back and you see yourself, slightly curled, as if falling.  If this happens, there is no way out.  Because you are neither in morph ball mode, nor standing, none of the normal motions will work, and you cannot jump out of it.  This means a restart (but hopefully you saved in the nearby save station).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;More thoughts on screw attack freezing Samus.  I was screwing around again and at one point was able to more or less see what happened.  It has to do with the way Samus rebounds when she hits a wall.  When you enter screw attack while in this world, you're already IN the wall - there is wall all around you, so you instantly hit a wall and start to rebound.  But the wall holds you, so you can't actually land, so you get stuck in a rebound pose.  At least, that's my theory.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as getting anywhere from this goes, it's possible to jump out of the SW and into the temple right after you get in, but it doesn't always work and at the moment, I'm not sure exactly at what point you can't jump back.  After moving around, I have not been able to get back into the temple.  Nor have I been able to jump or bomb jump outside the temple map.  However, I know nothing of advanced SW techniques such as wallcrawling and the like.  So maybe someone can find a use for this, or a way out.  Given how small the upper temple map is, it may or may not be interesting to wander around outside the map.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Agon_Wastes:_Main_Reactor_Missile_Expansion</id>
		<title>Agon Wastes: Main Reactor Missile Expansion</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Agon_Wastes:_Main_Reactor_Missile_Expansion"/>
				<updated>2005-01-05T21:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered by''&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Requirements:  Screw Attack, Spider Ball&lt;br /&gt;
&lt;br /&gt;
Here is a method primarily for 100% runs that allows you to skip most of the spiderball tracks en route to the missile expansion.  A video might be helpful if someone with the means to do so wants to make one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Start at the upper level of the room, with your back to the dark door.  There is a hole in the glass.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Space jump to the top of the large cylinder in the middle of the room.  It helps to be slightly to one side when you jump through the glass, otherwise you will hit a small pice of rock in the ceiling and won't make it to the cylinder.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Look towards the second piston/spiderball track from the right (it dips down lower than the two tracks on either side.  Screw Attack into the cage area around this piston.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You will take damage from the phazon at the bottom of this cage area, but if you are quick, you won't take too much.  Go into morphball mode and do a Double Bomb Jump, while holding R to use spider ball to attatch to the piston.  The piston must be at its lowermost point to reach it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Boost onto the last piston and then to the missile expansion as usual.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Note that it is possible to screw attack into the rightmost piston cage, but a dbj isn't high enough to reach either the piston or the gap that leads to the missile expansion.  Someone with knowledge of a tbj or other advanced bomb technique might be able to make it over.&amp;lt;/i&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</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>2005-01-05T21:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &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;
----&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;
----&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>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values</id>
		<title>Weapon Damages and Refill Values</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values"/>
				<updated>2005-01-02T02:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Recorded and compiled by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko (who has no life)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of damages dealt (per hit) by each weapon.  Massive damage will cause each weapon to deal twice the amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beam Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Uncharged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Charged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dark Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 to 30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light Beam*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 to 13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 (close) to 30 (far)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;*Charged light beam does more damage from a distance because the distance allows all five beam to converge and hit the player, as opposed to only a few beams that would hit at close distance.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Damage&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boost+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bombs++&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;up to 100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Death Ball&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hacker Mode&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turret+++&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;+Boost will do 10 damage whether or not it is fully charged.&lt;br /&gt;
&lt;br /&gt;
++Power bombs rapidly deal damage as long as the opponent is within the blast radius.  This usually results in an instant kill, but it is possible to get away with some health left through boosting away or being on the edge of the blast radius when the power bomb is detonated.&lt;br /&gt;
&lt;br /&gt;
+++Turret inflicts 75 damage if hit directly, or if hit by splashback when the turret fire hits a wall.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refill Values&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Item&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Purple Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 Missiles&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light/Dark Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 Light and 50 Dark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Expansion^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Refill^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;^Power bomb expansions come from the black boxes.  Power bomb refills are occasionally dropped by a player when she dies.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Dark_Agon_Wastes:_Battleground</id>
		<title>Dark Agon Wastes: Battleground</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Dark_Agon_Wastes:_Battleground"/>
				<updated>2005-01-02T02:22:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Discovered By''&lt;br /&gt;
&lt;br /&gt;
Darth Nat&lt;br /&gt;
&lt;br /&gt;
Jump on the Ingclaw to the right of the green door.  From here, look up and jump to the ledge with two Ing guys.  Then just Screw Attack on over to the Flying Ing Cache's ledge, and kill him to claim the Sky Temple Key.  This lets you bypass all the floating platforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Althernate Route Discovered by''&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Stand in the light bubble in the center, look to the door leading to Double Path.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;About 45º to the right are two bladepods.  Jump on top of them and then jump up to the higher level (still facing Double Path).  Then turn around to face Warrior's Walk (and where the Ing Cache is).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the right side of the room is a ledge.  You would land on it if you took the floating platforms as well.  Anyway, screw attack and land on it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Screw Attack to the ledge with the Cache is to collect your key.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values</id>
		<title>Weapon Damages and Refill Values</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values"/>
				<updated>2004-12-29T09:35:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: added turret values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Recorded and compiled by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko (who has no life)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of damages dealt (per hit) by each weapon.  Massive damage will cause each weapon to deal twice the amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beam Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Uncharged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Charged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dark Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 to 30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light Beam*&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 to 13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 (close) to 30 (far)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;*Charged light beam does more damage from a distance because the distance allows all five beam to converge and hit the player, as opposed to only a few beams that would hit at close distance.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Damage&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boost+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bombs++&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;up to 100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Death Ball&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hacker Mode&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turret+++&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;+Boost will do 10 damage whether or not it is fully charged.&lt;br /&gt;
&lt;br /&gt;
++Power bombs rapidly deal damage as long as the opponent is within the blast radius.  This usually results in an instant kill, but it is possible to get away with some health left through boosting away or being on the edge of the blast radius when the power bomb is detonated.&lt;br /&gt;
&lt;br /&gt;
+++Turret inflicts 75 damage if hit directly, or if hit by splashback when the turret fire hits a wall.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refill Values&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Item&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Value&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Purple Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 Missiles&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light/Dark Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 Light and 50 Dark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Expansion^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Refill^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;^Power bomb expansions come from the black boxes.  Power bomb refills are occasionally dropped by a player when she dies.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=U-mos_Jump_to_Oblivion</id>
		<title>U-mos Jump to Oblivion</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=U-mos_Jump_to_Oblivion"/>
				<updated>2004-12-29T08:32:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: Added further discoveries regarding this room and going where you shouldn't be able to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It is possible to Space Jump on top of U-mos in the Great Temple.  If you are not careful when jumping around while standing on him, it is possible you can be forced into a &amp;quot;secret world&amp;quot;.  This is the term given for clipping/moving outside of the game map and is used for some advanced sequence breaking.&lt;br /&gt;
&lt;br /&gt;
But, as of yet there is no known way to get back into the &amp;quot;normal world&amp;quot; from this area.  And since it is very easy to do, it is worth mentioning that you should only experiment with this with the utmost caution as it is highly possible you will end up forced to restart from your last save.&lt;br /&gt;
&lt;br /&gt;
[http://membres.lycos.fr/zell99/mp2/zell_mp2_wtf.WMV A demonstration of getting stuck in the &amp;quot;secret world&amp;quot; after jumping off of U-mos]&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Further discoveries by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that this might be slightly different from the above SW, but given the similarities, I am posting it here.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was screwing around with this secret world yesterday.  For those who want to attempt it, this is the easiest way I found to enter the world.  At the time, I had screw attack.  It may be possible to enter the world without, but I have not been able to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Jump onto U-mos's left shoulder (probably the easiest, if not only, place to get on him)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Face the door, then turn to your left so that you can see the energy beam just on the left side of your screen.  Between the beam and the architecture around the door is a lowered area with a thin bar running horizontally through it.  This is where you're aiming for.  (I will try to get a picture or drawing soon).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Start a space jump, eventually leading to a screw attack.  The idea is to be entering the screw attack right as you pass through the bar.  DON'T START JUMPING IN SCREW ATTACK MODE.  This is the hardest part, but isn't too tricky.  One or two tries should do it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;If done correctly, the camera will zoom out as if entering screw attack, but you will immediately hit a floor, come out of screw attack, and zoom back in.  If done incorrectly, you will either smack into an invisible wall and bounce off or (on less occurrence) freeze Samus as described above.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Depending on where you land, you may be able to move around a bit.  There are actually two distinct levels on the rim around the world.  The upper level is much smaller, and is only in a few parts on the interior edge of the ring.  You will probably fall down to the lower level after moving just a little ways.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Unlike some SWs, entering morph ball will not cause you to drop rapidly.  I believe this is because you are actually IN the ceiling that circles the outside of the room.  If you enter morph ball, you can see the borders of a track of sorts.  This is the area you can move around in, almost all the way around the room if you want.  The archway over the door I have not been able to access from either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Moving is a little tricky, as you can't simply roll or walk around.  In ball mode, the only way to move is to use a bomb jump to push you in one direction or the other.  You can bomb out of the lower level, but so far I've only been able to land on the upper level if I did a midair unmorph. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;It is also possible to move while on foot.  On the upper level, you can move and jump freely, but as noted before, the upper level is very small.  On the lower level, you must walk around as follows:  L-lock your view and hold it.  While L-locked, move the stick diagonally forward, in either direction.  You will slowly move as long as the L-lock is held, until you hit the invisible wall.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can also make tiny jumps (or larger jumps from the upper level) while in this world, but a word of caution: ENTERING SCREW ATTACK MODE WILL CAUSE SAMUS TO FREEZE.  This is how you get the situation where the camera pans back and you see yourself, slightly curled, as if falling.  If this happens, there is no way out.  Because you are neither in morph ball mode, nor standing, none of the normal motions will work, and you cannot jump out of it.  This means a restart (but hopefully you saved in the nearby save station).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as getting anywhere from this goes, it's possible to jump out of the SW and into the temple right after you get in, but it doesn't always work and at the moment, I'm not sure exactly at what point you can't jump back.  After moving around, I have not been able to get back into the temple.  Nor have I been able to jump or bomb jump outside the temple map.  However, I know nothing of advanced SW techniques such as wallcrawling and the like.  So maybe someone can find a use for this, or a way out.  Given how small the upper temple map is, it may or may not be interesting to wander around outside the map.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Item_Regeneration_and_Hologram_Effect_Times</id>
		<title>Item Regeneration and Hologram Effect Times</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Item_Regeneration_and_Hologram_Effect_Times"/>
				<updated>2004-12-28T23:31:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Compiled by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;I&amp;gt;A list of time (in seconds) that various items take to regenerate, and duration of effects from holograms.  Note that this is approximate and may vary by a few seconds, but each was tested a number of times.&lt;br /&gt;
&lt;br /&gt;
Items (except possibly boxes) and hologram fields will regenerate even if you are standing directly where they regenerate.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regeneration Times&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Item&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Regeneration Time&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Energy (red or purple)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boxes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missiles+&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 seconds after use expires&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Massive Damage Icon (Spider Complex only)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hologram Fields++&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;+Common time is 15 seconds, but have been recorded to take up to 20 seconds.  Will investigate further.&lt;br /&gt;
&lt;br /&gt;
++Hologram fields regenerate either 10 seconds after effect wears off, or 30 seconds after effect is activated, whichever comes first.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hologram Effect Duration Times (approximate)&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Effect&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Duration&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unlimited Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Unlimited Missile Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Massive Damage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Invulnerability&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Invisibility&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Death Ball&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hacker Mode^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20-25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;^Hacker Mode will end before duration if an opponent is successfully hacked.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Durations&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon/Effect&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Duration&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Massive Damage (pickup in Spider Complex)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values</id>
		<title>Weapon Damages and Refill Values</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages_and_Refill_Values"/>
				<updated>2004-12-28T23:04:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: Combined Weapon Damage and Refill Values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Compiled by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko (who has no life)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of damages dealt (per hit) by each weapon.  Massive damage will cause each weapon to deal twice the amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beam Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Uncharged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Charged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dark Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 to 30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 to 13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 (close) to 30 (far)*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;*Charged light beam does more damage from a distance because the distance allows all five beam to converge and hit the player, as opposed to only a few beams that would hit at close distance.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Damage&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;up to 100++&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Death Ball&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hacker Mode&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;+Boost will do 10 damage whether or not it is fully charged.&lt;br /&gt;
&lt;br /&gt;
++Power bombs rapidly deal damage as long as the opponent is within the blast radius.  This usually results in an instant kill, but it is possible to get away with some health left through boosting away or being on the edge of the blast radius when the power bomb is detonated.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Refill Values&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Item&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Value&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Purple Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Energy Refill&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 Missiles&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light/Dark Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam Ammo&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 Light and 50 Dark&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Expansion^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bomb Refill^&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;^Power bomb expansions come from the black boxes.  Power bomb refills are occasionally dropped by a player when she dies.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Damage,_Regeneration,_and_Effect_Durations</id>
		<title>Damage, Regeneration, and Effect Durations</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Damage,_Regeneration,_and_Effect_Durations"/>
				<updated>2004-12-28T22:53:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Weapon Damages and Refill Values]]&lt;br /&gt;
&lt;br /&gt;
[[Item Regeneration and Hologram Effect Times]]&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages</id>
		<title>Weapon Damages</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Weapon_Damages"/>
				<updated>2004-12-28T22:49:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Compiled by:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko (who has no life)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of damages dealt (per hit) by each weapon.  Massive damage will cause each weapon to deal twice the amount of damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beam Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Uncharged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Charged&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dark Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25 to 30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Light Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 to 13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 (close) to 30 (far)*&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Annihilator Beam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;*Charged light beam does more damage from a distance because the distance allows all five beam to converge and hit the player, as opposed to only a few beams that would hit at close distance.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other Weapons&lt;br /&gt;
&amp;lt;table border=0 cellspacing=2&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Weapon&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;b&amp;gt;Damage&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Super Missile&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10+&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Power Bombs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;up to 100++&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Death Ball&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hacker Mode&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;+Boost will do 10 damage whether or not it is fully charged.&lt;br /&gt;
&lt;br /&gt;
++Power bombs rapidly deal damage as long as the opponent is within the blast radius.  This usually results in an instant kill, but it is possible to get away with some health left through boosting away or being on the edge of the blast radius when the power bomb is detonated.&amp;lt;/i&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Damage,_Regeneration,_and_Effect_Durations</id>
		<title>Damage, Regeneration, and Effect Durations</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Damage,_Regeneration,_and_Effect_Durations"/>
				<updated>2004-12-28T22:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Weapon Damages]]&lt;br /&gt;
&lt;br /&gt;
[[Refill Values]]&lt;br /&gt;
&lt;br /&gt;
[[Item Regeneration and Hologram Effect Times]]&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks</id>
		<title>Multiplayer Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks"/>
				<updated>2004-12-28T22:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Sidehopper Station]]&lt;br /&gt;
&lt;br /&gt;
[[Spider Complex]]&lt;br /&gt;
&lt;br /&gt;
[[Shooting Gallery]]&lt;br /&gt;
&lt;br /&gt;
[[Pipeline]]&lt;br /&gt;
&lt;br /&gt;
[[Spires]]&lt;br /&gt;
&lt;br /&gt;
[[Crossfire Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[3 v.s. 1]]&lt;br /&gt;
&lt;br /&gt;
[[General Multiplayer Tricks]]&lt;br /&gt;
&lt;br /&gt;
[[Super Missile Locations]]&lt;br /&gt;
&lt;br /&gt;
[[Damage, Regeneration, and Effect Durations]]&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Super_Missile_Locations</id>
		<title>Super Missile Locations</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Super_Missile_Locations"/>
				<updated>2004-12-28T22:08:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: Locations of Super Missiles for Each Arena&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;Compiled by:&amp;lt;/i&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Ummeiko (who just spent a good two hours screwing around in multiplayer mode)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here are the locations of the super missiles for each arena.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Sidehopper Station&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Note that the super missiles respawn at one of three locations in this arena.  There is no known pattern as of now to determine where the missile will respawn.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Between the two exterior platforms.  Can be reached by using the morph ball cannon to shoot from one platform to another.  Can be reached from either side.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Under the grapple point in the middle of the interior of the station.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;On the uppermost exterior level.  To reach this level, use interior morphball cannon or grapple hook to reach one of the second level hallways.  Jump through a hole in the ceiling, and then jump up one more level once you are outside.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spider Complex&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Use the spider ball orb and spider to the opposite side of the orb as the massive damage icon.  Boost off of the orb into a small cavern that holds the super missile.  Can also be reached by space jumping off of the top of the orb.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Shooting Gallery&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Under one of the three grapple hooks in the arena.  Like Sidehopper Station, there is no known pattern to determine under which it will respawn.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Pipeline&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;In the water, on a ledge halfway between the two tunnel entrances.  Look for the pillar supported with metal.  Note that gravity boost is needed to reach the ledge.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spires&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Located in the ring between the two platforms.  Reached by using the morphball cannon to shoot from one platform to the other.  Can be reached from either side.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Additional Super Missile notes:&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt;Super missiles last approximately 15-18 seconds.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Super missiles respawn after approximately 15 seconds after the previous super missile has expired.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can hear the super missile respawn from anywhere in the arena.  Listen for the same sound made as when you pick up the super missile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Picking up a super missile will give you 25 missiles.  Firing a super missile will deplete your missile count by one.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks</id>
		<title>Multiplayer Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks"/>
				<updated>2004-12-28T21:43:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Sidehopper Station]]&lt;br /&gt;
&lt;br /&gt;
[[Spider Complex]]&lt;br /&gt;
&lt;br /&gt;
[[Shooting Gallery]]&lt;br /&gt;
&lt;br /&gt;
[[Pipeline]]&lt;br /&gt;
&lt;br /&gt;
[[Spires]]&lt;br /&gt;
&lt;br /&gt;
[[Crossfire Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[3 v.s. 1]]&lt;br /&gt;
&lt;br /&gt;
[[General Multiplayer Tricks]]&lt;br /&gt;
&lt;br /&gt;
[[Super Missile Locations]]&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Spider_Complex</id>
		<title>Spider Complex</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Spider_Complex"/>
				<updated>2004-12-27T23:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: just some minor typo fixings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;I&amp;gt;Discovered by&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko... actually, it's probably common knowledge by now...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you get Deathball from the hologram atop the orb, your best bet is to stay up there until it wears off.  If you fall, you're stuck running around the bottom of the arena and can be easily picked off by anyone on one of the ledges.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=General_Multiplayer_Tricks</id>
		<title>General Multiplayer Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=General_Multiplayer_Tricks"/>
				<updated>2004-12-27T08:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
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&lt;div&gt;&amp;lt;I&amp;gt;Discovered by&amp;lt;/i&amp;gt;&lt;br /&gt;
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Ummeiko... and probably a few others&lt;br /&gt;
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In levels with grapple hooks (Shooting Gallery and Sidehopper Station), you can reach the grapple hook (and therefore the upper level) by standing under them a little to the front/back, looking up, double jumping.  This puts you just within grapple's reach, and is good for nabbing the super missiles that are under some of the grapple hooks or quickly sneaking to the upper level.&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;I&amp;gt;Posted by&amp;lt;/I&amp;gt;&lt;br /&gt;
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Ummeiko (I can't really take credit since it's in the Players guide)&lt;br /&gt;
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If you lay a morph ball bomb under an opponent, it will detonate immediately, instead of the normal delay that you have when laying a bomb.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks</id>
		<title>Multiplayer Tricks</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Multiplayer_Tricks"/>
				<updated>2004-12-27T08:13:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
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&lt;div&gt;[[Sidehopper Station]]&lt;br /&gt;
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[[Spider Complex]]&lt;br /&gt;
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[[Shooting Gallery]]&lt;br /&gt;
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[[Pipeline]]&lt;br /&gt;
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[[Spires]]&lt;br /&gt;
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[[Crossfire Chaos]]&lt;br /&gt;
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[[3 v.s. 1]]&lt;br /&gt;
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[[General Multiplayer Tricks]]&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Spider_Complex</id>
		<title>Spider Complex</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Spider_Complex"/>
				<updated>2004-12-27T08:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;I&amp;gt;Discovered by&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ummeiko&lt;br /&gt;
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If you get Deathball from the hologram atop the orb, your best bet is to stay up there until it wears off.  If you fall, you're stuck running around the bottom of the arena and can be easily picked off by anyone on one of the ledges.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

	<entry>
		<id>http://www.metroid2002.com/prime2/index.php?title=Spider_Guardian</id>
		<title>Spider Guardian</title>
		<link rel="alternate" type="text/html" href="http://www.metroid2002.com/prime2/index.php?title=Spider_Guardian"/>
				<updated>2004-12-22T10:26:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ummeiko: /* ---- Tricks: Spider Guardian */&lt;/p&gt;
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&lt;div&gt;== ---- Tricks: Spider Guardian ==&lt;br /&gt;
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''Discovered by''&lt;br /&gt;
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zell99&lt;br /&gt;
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''Thanks to''&lt;br /&gt;
&lt;br /&gt;
kip for his video (that's where I got the screenshots)&lt;br /&gt;
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Ryu for the application (allowed me to get screenshots of a video)&lt;br /&gt;
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&amp;lt;B&amp;gt;PART I:&amp;lt;/B&amp;gt;&lt;br /&gt;
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The first part is pretty easy. Simply bomb the Spider Guardian twice so he turns green, then get to the right side and do a DBJ where the red dots are. That way, you'll reach the bomb slot (yellowish dots) faster than going all the way around to the left.&lt;br /&gt;
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http://membres.lycos.fr/zell99/mp2/zell_sg_1.jpg&lt;br /&gt;
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&amp;lt;B&amp;gt;PART II:&amp;lt;/B&amp;gt;&lt;br /&gt;
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The easiest way I found to defeat this part is to get on the ledge on the right side and drop down (red dots) laying bombs when the SG is coming towards you. Do that twice and, when he turns green, just boost to the left side, get on the platform and bomb the slot (yellow dots).&lt;br /&gt;
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http://membres.lycos.fr/zell99/mp2/zell_sg_2.jpg&lt;br /&gt;
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&amp;lt;B&amp;gt;PART III:&amp;lt;/B&amp;gt;&lt;br /&gt;
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This part is really easy if you know what to do. Simply boost on the top part from the left. Drop down the opening and land on the block where the red dots are. When you hug the right wall, SG's shield won't hurt you. You just have to get near the left ledge and lay bombs when he comes by to hurt him. Before he goes away, bomb him a second time to get him green. Then simply fall left on the platform that appeared and bomb the slot (yellow dots).&lt;br /&gt;
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http://membres.lycos.fr/zell99/mp2/zell_sg_3.jpg&lt;br /&gt;
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&amp;lt;B&amp;gt;PART IV:&amp;lt;/B&amp;gt;&lt;br /&gt;
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No special strategy here. I bomb the slots from bottom to top but it doesn't really matter. If you need more time just get back down and bomb the spider guardian again.&lt;br /&gt;
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TIP: Zoom out while bombing the Guardian. When the slots are activated, zoom in for better precision while bomb jumping to the other slots. This is especially crucial in part 4, where passage on the right side is messed up by perspective when zoomed out, often making you go too far right.&lt;br /&gt;
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TIP: ''After'' triggering the slots bomb the guardian so that he glows red; this makes him go faster, saving you time.&lt;br /&gt;
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AURAS:&lt;br /&gt;
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RED: Fast and small, happens when you bomb the Guardian but not enough to trigger the slots.&lt;br /&gt;
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BLUE: Medium speed and medium size, normal aura&lt;br /&gt;
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GREEN: Slow and huge, happens when you trigger the slots&lt;br /&gt;
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------&lt;br /&gt;
More Stage 4 Tips: (Added by Ummeiko but probably found out by many others as well - feel free to edit or remove if desired)&lt;br /&gt;
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Whenever you bomb the bottom of the three slots, make sure the guardian is to the right of the gate that drops down.  If the guardian touches that gate from either side when it is down, all of the gates will be reset.  Thus, when bombing more than one slot, it is best to save the bottommost slot for last, to ease up on the amount of time available (especially if your bomb jumps aren't always perfect).  If you're fast enough, it doesn't matter the order, but this method gives you a bit more leeway.&lt;br /&gt;
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It is possible to boost across the gaps on the second and third levels.  Do this to save time.&lt;br /&gt;
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Remember that the Guardian's shield can go through the walls and platforms (especially when he's green), knocking you off course and doing damage.  If you're on the second level (where the lowest bomb slot is) the guardian CAN hit you, unless you are above the two spots where the floor dips down and the platforms are thicker.&lt;/div&gt;</summary>
		<author><name>Ummeiko</name></author>	</entry>

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