aMa :0MMMM. . SMMM,ZMi X0MMMMMMM0; .SMMM :Ma 8MMMMMZri. ;MMMM@ MM SMMMS WMMM: MMi XMMB ,i, iMMMMi ZMMMMMr .MMa ,. 2MMMM ;MMMMX;MMM XMM M WMMM8 . MMMMS;SZSSMM. ZM2M iMMMMX ,,. MMMMZrW2ZZZ2XMMr ;MB MMMMi .,,,. MMMMMX;78;7XXSX;MM, MM 7M. .,,,,. XMMMMMMMMMMMMMMMM@2MM XM ir MM ,,,,, ;MMMMM BM r7BBM2 MM 7X MM ,,,,. SMMMMM: ,,.. MZiM . M@ MM XX,2MS .,,,. 0MMM8 .,,,,,, MM :;X MM :MW.XX; MM ,,,. S .,,,,. MM ;XX WM: MM X;i MM ,,,,,. MMMB ,,,,, rM2,XX MM MM . Mi2MX .,. 2MMMMM7 ,,,,, MM X7 MM SMMW22 MM ;MMMMM, ,,,,, MM ri M2 MM;8MMMMMMMMMMMMMMMMa .,,,,. .Mr. MM :MM;22SXX722i7MMMMM .,,,. .MMMM aMr SMMXa8Z8aa20MMMM ,, ;MMMM. M7MZ rMMS2aS;ZMMMMr . SMMMM, :M MMX MMWiXMMMM8 8MMMM , .MM, XMMMMMM MMMMZ :, SMMa WM .MMMMi SMMMS ZM; WMMMMX .;XBMMMMM8, 7MZ @MM0i:X0MMMMMMMW7, MW.BMM2 BMMMMr MMa M E T R O I D P R I M E 2 E C H O E S YOURE GUIDE TO SEQUENCE BREAKING Copyright © Tim Johnson (aka-pacokorn77) 2004-2005. All Rights Reserved Hello and welcome to my guide for IGN and GameFAQs. This guide covers any and all sequence breaks, past, present and future. IGN and GameFAQs are the only sites I am allowing to use this. You may print this off for your own personal use, but if I EVER see this on anyone’s site, without my permission, linked or reworked to prevent identification, I WILL take legal action. If you have no idea what I’m talking about, I’m talking about plagiarism of course (and yes, that is illegal). NOTE: If you need to find something, press Ctrl+F to bring up the [Find] window. You can copy and paste the title of something rather than doing it manually. WARNING: This guide DOES contain SPOILERS! I suggest if you are reading this guide that you either: A. Beaten the game already or B. Don’t care about spoilers. YOU HAVE BEEN WARNED! PLEASE READ!!! I would like to formally apologize to the Metroid2002.com members and their contributions to that site that I have on my FAQ. I am truly sorry that I had did what I had done, and proper notarization slipped my mind at the time. I only added the few that I could do on my own accord. Please accept my deepest apologies, and I guarantee NOTHING on my FAQ will be taken from your hands without recognizing them as well. Everything from this point on [12.14.04] will be properly asked for by their finders, so no worries about that. I also want to apologize to [Frozen Mr. Toastbrot] for having to take time out of his day to email me about this incident and correct me. To him, and all contributors to M2K2.com that I had taken from, please accept my deepest apologies. I hope this Incident doesn’t hinder your future submissions to my guide, although it may so, please take into consideration: I love the work that goes on over on the fan sites, and my intentions were not on purpose, and I hope that you can broaden your findings to other audiences by use of my guide. If I had missed your name (which I don’t think I have; I double checked before sending this off), please email me and inform me ASAP so that I may add your name. Thank You. Everything in this guide should work on the NTSC and PAL versions of Metroid Prime 2. There may be an instance were it will only work on one version or another, so keep that in mind. If that does happen, I’ll notarize that certain one with a “NTSC Only” or “PAL Only” next to it. Thanks. For further explanation on anything in this guide, please visit either M2K2 or SCU for videos or images, because posting the lengthy links is an eye-sore, and I do have their URL’s in the Metroid (Fan) Site section. Thanks! -=-=-=-=-=-=-=-=-=-=-=-= | Table Of Contents | -=-=-=-=-=-=-=-=-=-=-=-= I. Version Updates II. Legal Stuff III. Controls IV. Special Techniques 1. Bomb Jump 2. Double Bomb Jump 3. Infinite Bomb Jump 4. Ghetto Jump 5. Moon Jump 6. L-Lock Jump 7. Floaty Jump 8. Langle Jump 9. LOL Jump 10. Kip Dash 11. Underwater Dash 12. 3 Bomb Jump 13. TRH’s Bomb Jump 14. Laddered Bomb Jump 15. Morphed Bomb Jump 16. Bomb Space Jump V. Sequence Breaks 1. Early Beam Ammo Expansion 2. Early Dark Torvus Bog Key 3. Early Missile Expansion (x6) 4. Early Missile Launcher/Energy Tank 5. Early Energy Tanks (x2) 6. Early Power Bomb Expansion 7. Early Screw Attack 8. Skip Echo Visor 9. Skipping Ing Hive Keys VI. Boss Sequence Breaks 1. Skip Amorbis/Dark Suit 2. Get the Jump on Jump Guardian 3. Disappearing Chykka VII. Secret Worlds 1. Main Energy Controller 2. Polluted Mire 3. Torvus Grove 4. Poisoned Bog 5. Transport A Access 6. Save Station A 7. Temple Access 8. Dark Torvus Temple Access 9. Service Access 10. Shrine Access 11. Sanctuary Temple 12. Hive Energy Controller 13. Torvus Temple 14. Culling Chamber 15. Hall of Combat Mastery 16. Hive Chamber C 17. Hall of Honored Dead 18. Collapsed Tunnel 19. Hive Chamber B 20. Meeting Grounds 21. Ventilation Area A 22. Dynamo Works 23. Sanctuary Energy Controller 24. Mining Plaza 25. Central Mining Station 26. Plaza Access 27. Portal Chamber 28. Mining Station B 29. Great Bridge 30. Abandoned Worksite 31. Dark Arena Tunnel 32. Dark Torvus Arena 33. GFMC Compound 34. Windchamber Tunnel 35. Agon Map Station 36. Judgement Drop 37. Feeding Pit 38. Mini Gyro Station 39. Temple Assembly Site 40. Hive Dynamo 41. The Abandoned Base 42. Sky Temple Gateway 43. Phazon Grounds 44. Main Reactor 45. Transit Station - Agon Wastes 46. Dark Transit Station 47. Brooding Ground 48. Reactor Core 49. Temple Transport A 50. Temple Transport B 51. Temple Transport C 52. Torvus Lagoon 53. Putrid Alcove 54. Venomous Pond 55. Path of Eyes 56. Main Gyro Chamber 57. Hive Dynamo Works 58. Portal Chamber 59. Dark Forgotten Bridge 60. Forgotten Bridge 61. Portal Site 62. Portal Terminal 63. Transport B Access 64. Sacred Bridge 65. Sentinel's Path 66. Transport to Temple Grounds - Sanctuary Fortress 67. Main Research 68. Transit Station - Sanctuary Fortress 69. Staging Area 70. Grand Abyss 71. Ing Cache 4 72. Sand Processing 73. Ventilation Area B 74. Bitter Well 75. Hive Portal Chamber 76. Dark Torvus Temple 77. Hall of Stairs 78. Undertransit Two 79. Undertransit One 80. Transit Tunnel East 81. Transit Tunnel West 82. Transit Tunnel South 83. Bionenergy Production 84. Agon Temple 85. Crossfire Chaos [Multiplayer SW] 86. Underground Tunnel 87. Sacred Path 88. Profane Path 89. Mine Shaft 90. Command Center Access 91. Central Area Transport West VIII. Glitches 1. Samus Fade Away 2. Phantom Charge Beam 3. =Rezbit Virus= 4. =White Abyss of Sanctuary= 5. =Disappearing Boost Guardian= 6. =Portal Bounce-Out= 7. Festive Suit? 8. Portal Cheating 9. =Semi-Permanent Lock-On Arm= 10. =I Can’t Shoot!= 11. Non-Bouncing Portal 12. Float from Quadraxis 13. Regenerating War Wasps 14. Invisible Floor 15. Witness the Upgrade! 16. Sound Cut-Offs (x2) 17. Portal Shield 18. =Caretaker Drone Screw-Up= 19. Sanctuary’s Screwy Cameras 20. 101% Collection Rate 21. =U-Mos Jump To Oblivion= 22. =Double Pirate Fight Crash= 23. =Super Missile Expansion Crash= 24. =Hydrodynamo Screw Attack Crash= 25. =Escape from Spider Guardian= 26. =Main Research’s Broken Sonic Locks= 27. =Aerie Crash= 28. Reach Sanctuary Early 29. Charge After Reboot 30. Green Water 31. Emperor’s Portal 32. Hedgehog-It! IX. Metroid (Fan) Sites X. Contact XI. Thanks -=-=-=-=-=-=-=-=-=-=-=-= | I. Version Updates | -=-=-=-=-=-=-=-=-=-=-=-= Ver.4.1 [6.3.05] Hmmm....guess nobody knows that I’ve revived the guide. I got not one email for the “contest.” Well, since nobody did, I’ll just keep the same question for this week, and I’ll extend the date till next Friday, 3 PM EST. The question is “What is the name of the colony that Samus grew up on, and the same one that Ridley destroyed?” The first 10 people with the correct answer will be rewarded with a Gmail invite. The contest email is in the Contact section. Other than that, I have nothing new. Oh, and I’ve started to make updates on GameFAQs, rather than keeping the 3.5 version there forever. Enjoy! Ver.4.0 [5.27.05] Holy dear sweet mother of god have I been gone for a long time. No update in over 2 months. Ladies and Gents, I humbly apologize for the lack of updates. No comas, no accidents, no jail time, nothing of the sort. I just never got around to an update after Spring Break. I just zoned out. Anyways, I will try to keep this updated as often as I can. Whenever the Sequence Break ooze has been dried clean from this game, this guide will still live. As for that contest I mentioned, no, I have nothing. But, I will do this. The first 10 people to email me (email in Contact section, I‘ll be using a different email for this) and tell me the name of the Earth Colony Samus grew up on, and the one that Ridley and the Space Pirates destroyed will be awarded with a Gmail Invite. If you win an invite, and your email is Hotmail, Gmail invites are bounced back. Set up a Yahoo account if you do when you win. And yes, my emails are set with a timer. The first 10 to send the CORRECT answer will win. Deadline for entries will be...say, oh Monday, May 30. I have the day off of school, as should everybody (Memorial Day), so I should be able to judge entries that day. Good luck. On to the guide’s update. We have 10 new Secret Worlds, 82-91. We also have our very first Multiplayer Secret World, number 85 - Chaos Fire. It’s labeled as [Multiplayer SW], so be sure of that. I also have a “useless glitch” as the submitter so puts it. It’s number 32 under Glitches, so be sure to check it as well. I also have a small little tidbit of info regarding all Secret Worlds. I have it listed at the beginning of the section, so be sure to make note of it. Also, for those who missed it, Metroid Prime 3 was announced at E3 during the Nintendo Press Conference as a Revolution title. No details are known about it, but do keep this in mind, just as I mentioned in my Zero Mission Sequence Break Guide that I would do one for Echoes, I may do another SB Guide for MP3. I am still undecided, but I will let you know in a future update. If you would like to see what I believe the 10 second trailer reveals, head over to the GameShark Forums, head into the Nintendo GameCube Discussion thread, and read the Metroid Prime 3 topic. I also have a very long list of points that I believe should be in the game. Anyways, until next time everyone...let’s hope it’s not for another 2 months =P Ver.3.9 [3.18.05] Happy late St. Patrick’s Day everyone! Hope your nights were filled with drinking and whatnot, hopefully of-age drinking. Anyways, got some new stuff for you. [MMcLean54] has sent me some new info on Secret Worlds and whatnot; there’s now 81 Secret Worlds! Plus, [Alex] has a little bit of info regarding the [Disappearing Chykka] glitch. Go check it. This brings all total submissions to a whopping 140. Also, I won’t be updating next Friday as, well, kind of obvious, SPRING-EFFING-BREAK bishes! Yes, I hope everyone has a kick-ass Spring Break, don’t waste it as I have previous and countless years, and I hope to see you the Friday after, April 1st. And don’t worry, I’m not going to pull some stupid April Fools Joke on you or whatnot, but I may start up a sort of contest for you all. All I know is the prize...Gmail Invites. Got to figure out a good contest though... Ver.3.8 [3.11.05] Well, I don’t have anything for an update, per say. I have something to share, but it’s nothing about the guide. I just wanted to let everybody know that [Stemage] (metroidmetal.com) has released a new Super Metroid track, Maridia. It’s bad ass. Also, he is also taking preorders for a MM t-shirt as well. It’s got MM on the front with some lines, and on the back, it has a Metroid with headphones. Damned awesome. $10 too. Just wanted to get that out for everyone to have some new music to listen to for the weekend. Enjoy! ::no, this is not a plug. I am not being paid to say this:: One more thing, to all GameFAQs readers who go to IGN to look for updates, I’m sorry I haven’t updated the guide at GameFAQs, it’s just that I use Mozilla FireFox, and GameFAQs’ update page doesn’t support FireFox. That and my IE is really screwed up, and it takes 3-4 minutes just to get to the GameFAQs page. So, I’m sorry to say, but I won’t be updating my guide on GameFAQs the remainder of the guide’s life. I’m really sorry to GameFAQs readers. If I can get the problem solved, I will begin to update it again, but as for now, sorry. Ver.3.7 [3.4.05] Hey, the date’s 3-4-5...right. Anyways, I finally have an update that is on Friday. I only have one thing to add this time, and it’s a reader’s revision of Sequence Break 3, the second Missile Expansion. Check it out. Ver.3.6 [2.28.05] Sorry again for the late update. I had gotten Star Fox: Assault and WarioWare: Touched! over the weekend, which both consumed a good chunk of my time; both are excellent games as well. Anyways, I only have one tidbit to add, but it’s a worthy look at. I had a reader (I won’t say their name because they gave me their real name with no alias) email me information on the SDA listed in the [101% Collection Rate] section. It stands for “Speed Demos Archive”, along with a link. Go check it out, now, I dare you! =P I’ll add the site to the Metroid Site section. I also had another reader email me, again, anonymous, with information regarding the Broken Sonic Lock (Glitch 26); instead of using the Kip Dash to cross WSA, call Nintendo! Seriously. Check out the update in that glitch’s section. Till next time. Ver.3.5 [2.22.05] Sorry for the late update. I had gotten my iPod from my parents as a birthday present; spent all day fiddling around with that. Saturday was my birthday along with a party, and the sites don’t do updates on the weekend, and Monday was a holiday. Anyways, I have a few new additions for you check out; Glitch 30 and 31. Also, in light of recent events, please, make any and all submissions or queries to my email. Please do not contact me thru AIM, as I am never on AIM, those messages are transferred to my cell phone, and it’s a pain to reply using a number pad. Thanks. Ver.3.4 [2.10.05] HUGE effin update today. I recently went to M2K2’s MP2 main page, and on there, it gives the incentive that I, or anybody for that matter, may use their findings, but with appropriate notarization. So that opens up something entirely new for me, as I have brought over nearly everything that M2K2 members have found. Nearly everything from that site is now on my guide, but is still their respectful owners properties. If anybody that I have used their findings in my guide does NOT want their findings here, please, e-mail me and I will remove them ASAP. If I misinterpreted the statement, please e-mail me, whomever would be in charge of that. And I have changed the lettering of each different entries from letters to numbers, just because there was more than 26 submissions for both SW’s and Glitches (there’s now well near 60 SWs!). And although I was aware of this before hand, I didn’t want to use it because asking permission would have been a huge pain in the ass, due to the extreme amounts of emails that I would have to send. With everything accounted for, this makes 113 different entries for this guide. w00tn335! For the new entries, check out Techniques from 7-16, Sequence Breaks 5-9, Boss Sequence Break 3, Secret Worlds 3-57 (>.<) and Glitches 20-29. That, my friends, is one bishin’ update if I do say so myself. And during this update (which I spent a good 5 hours the first day and 2 hours the next), I endured one of the most horrible migraines that I have ever had. You best be thanking me, damn it! :p ::god...I need...a break:: Ver.3.3 [2.4.05] Okay, first things first. If you are reading this, [Anthony L.], I did receive your email, but I am unable to send a reply to you, for reasons unknown. I believe it may be your email host. I’m sorry, but if you can setup a quick email account at Hotmail or Yahoo that I can reply to you, please do so. I want to help, but I can’t send you the reply. With that out of the way, I can get into today’s “update,” which there really isn’t one. Sorry, but I haven’t gotten any submissions. I’m thinking about sending emails to M2K2 submitters so I can use their findings in this guide (with proper notarization of course). But as for next week’s update, I am going to bring it up a day and the deadline for next week will be Thursday, same time (3PM EST). The reason for this is next Friday (2.11) is my little brother’s 6th birthday, and his party is going to be a Chuck E. Cheeses, so I won’t be getting an update then. Sorry for any inconvenience. Ver.3.2 [1.29.05] Sorry for not updating the past 2 Fridays; last Friday, there were no submissions, and I forgot yesterday because I had my mid-terms majority of this week (and just wanted to relax), and I got back into playing Baten Kaitos. Sorry. Anyways, got 1 update for you guys, courtesy of [mikaa]. Go check it out. Ver.3.1 [1.18.04] Hey hey, guess what? Minish Cap and Resident Evil 4, the first big-hitters of ‘05, have made their way into my greedy little hands, well, they did last week. I have beaten Minish Cap (a wonderful game) and I’m still within the confines of RE4 (scary as hell). I highly recommend getting both, provided you have the systems. Anyways, to get back into Metroid, I have a few new Glitches, P-R, so go check them out. I’m also going to start cracking down on the Glitches submissions since that’s all I seem to be getting nowadays. I also have a new Boss SB in here now, courtesy of [Juiceboy]. I have also gotten rid of the “must submit before 6PM” rule, and now I’ve taken favor of a single, once a week update on Fridays. Take a gander in the Contact section for more info. And please people, get those Sequence Breaks going. I mean, this is what this guide is called after all. Ver.3.0 [1.11.05] Zelda: Minish Cap is in stores today! Resident Evil 4 tomorrow!! w00tn335!!!1!111!one! Sorry, I’m a Zelda-whore, and sorry about the 1337-speak there for those who despise it. Anyways, got a few new glitches up for you guys, all courtesy of me. I should be going to the store on Wednesday, to pick up both Minish Cap and Resident Evil 4, so that should prove entertaining. If I do get them, then updates may be slow, since, well, it’s Z:MC and RE4. I’ll update this hopefully either Wed or Thurs informing if I bought the 2 or not. If I do get them, and you submit something, I may not email you right away, so please bear that in mind. But for now, check out the new glitches, letters M-O. Ver.2.9 [1.7.05] Updated the [Main Reactor] Secret World, it can be pulled off in the NTSC version of Echoes. I also have links to 3 images that I snapped of it as well. It just takes a bit of ingenuity to get into it... Ver.2.8 [1.5.05] Added a new Secret World, and this one is possibly the first PAL-Only difference that has been discovered. Thanks goes to [Selim7953] for the submission. Also added a new technique, the L-Lock Jump. Ver.2.7 [1.4.05] Here’s 2 new glitches, both from [NaT]. I also want to point out that due to the majority of glitches coming thru, I am now labeling the glitches that offer heeds, or warnings. These glitches are just the “off the wall” slight chance that you may encounter them, and basically if it happens, don’t worry. Look into that section, and if it says “Crash? - No” follow the instructions to fix the slight alteration (such as the [ICS!] glitch). If it says Yes, or Reset Required, then you found a Game Breaking Glitch [GBG], as M2K2 puts it so. You will have to reset. These glitches will be marked with equal signs (=) next to the name. If you submitted that glitch and you feel as if it is not a GBG, please email me and I’ll fix it up, if not try and reason with you and tell you why I decided to mark it. Also added a new rule for submissions, so check it out in the Contact section. Thanks. Ver.2.6 [1.3.05] Gotta get used to typing 05 instead of 04 in the Version numbers :p. Anyways, I added the [Festive Suit?] glitch in hope that somebody can confirm this. I’ll explain in it’s section. I also added the [Portal Cheating] glitch as well. Also changed the [Azbit Virus] glitch to [Rezbit Virus] since Rezbit is that enemy’s name. Also added a new Affiliate (allowed site). I’ve also got 2 new glitches to add, both from [Rincebrain]. So that makes 4 glitches in one update. Come on people, start finding the Sequence Breaks! That’s what this guide is all about! ::M2K2 people...come on. I said I was sorry. Send in your breaks...please? Ver.2.5 [12.31.04] Last update before the New Year! See the update number? 2.5, 2005...ooo, conspiracy. Hope everybody's parties will go smoothly and the hangovers won't be crucial (Chaser anybody?). Anyways, I moved the [Command Center] Secret World to the glitches section with a name change, [Portal Bounce-Out]. I was trying it out and it dawned on me, the Space Pirates and the Portal have to knock you out beyond the room itself, not getting out there yourself. So, it’s been moved. I’m also considering making 2 different versions of my guide, a simplistic Courier-font for GameFAQs (what you see now, but I might re-tool bits and pieces as well) and a more open ended, user friendly version for IGN. G-FAQs is more constricting in their guidelines, and IGN is more loose in what you can do (hyperlink, pictures, non-set width font, etc). So if anybody has any ideas for that, please send it my way. I’ll put a side-section in the [Thanks] to credit you for the ideas. Ver.2.4 [12.30.04] I’ve got 2 new additions to the guide, a new Secret World, [Command Center] sent in by [paper cup] and a new Glitch, [Disappearing Boost Guardian] sent in by [bigstu80]. Ver.2.3 [12.29.04] Welcome back everyone, I hope your holidays went well, hope you guys got some good games. Got a new [Glitch] added, the [White Abyss of Sanctuary], a new Met-Site and a new addition to the “allowed to use my guide” section. Ver.2.2. [12.23.04] Updated my email address, so those avid submitters, make sure that you have my new email before you send a submission (gmail, w00tn335!!!111!!) Ver.2.1 [12.22.04] Just in time for Christmas (for those who celebrate it)! Added two new Glitches, one from me, and another one from [HY7]. Please read my notice above the [ToC] about this upcoming weekend’s submissions if you haven’t already. Ver.2.0 [12.17.04] Terribly sorry about that folks, I completely forgot to add my Glitch into the section. Whoops... Also added a new line for submissions, so if you plan on submitting, check out the new rule (last paragraph of Submissions section). Ver.1.9 [12.17.04] Added the new [Glitches] section, and the first submission for it as well from me, the Samus Fade Away. Also a new move Special Technique, courtesy [linkk98]. Ver.1.8 [12.14.04] Overhauled contributors section and properly notarized them in the Sequence Breaks. Ver.1.7 [12.14.04] [MMcLean54] sent in another submission, instructions on how to perform an [Infinite Bomb Jump]. Ver.1.6 [12.13.04] Had a typo in the Torvus Temple Secret World; wrong area (had Agon instead of Torvus. Whoops :p) Ver.1.5 [12.13.04] Updated Metroid Site section; I put down the wrong address for M2K2. Hopefully you caught on to the site name and short-hand difference. Also added our first Secret World, submitted by [MMcLean54] from Metroid2002.com. Ver.1.4 [12.11.04] Added the Secret Worlds and Metroid Sites sections. Got an email regarding the different areas regarding the sites that are allowed to use my site. I had “only IGN” when it was also on GameFAQs. Thanks. Ver.1.3 [12.10.04] Added a new SB today, and updated the EME SB. Ver.1.2 [12.7.04] Added 2 new SB’s, Early Missile and the first Boss SB, Skipping Amorbis. Ver.1.1 [12.04.04] Added a new SB, getting one of the Dark Torvus Keys, before you get the Grapple Beam. Also added bits and pieces here Ver.1.0 [11.19.2004] Basics up. Just added the necessary sections to get started, plus the first Sequence Break in Echoes, the Early Beam Ammo Expansion. -=-=-=-=-=-=-=-=-=-=-=-= | II. Legal Stuff | -=-=-=-=-=-=-=-=-=-=-=-= This document is Copyrighted by Tim Johnson (aka-pacokorn77) as of November 19, 2004 (11.19.2004). If you would like to use this guide on your own site, please e-mail me at pacokorn77@gmail.com. Please contact me before you even put a link on your site, or do a Copy-Paste job, because I WILL take legal action. ------------------------------------------------- |Sites/Member-Guides Permitted to use this FAQ: | ------------------------------------------------- IGN.com GameFAQs.com [rzxgamer]’s FAQ at IGN - he has parts of my guide within his. His guide extends on the Glitches and Secret World aspects of my guide, with some glitches that I thought weren’t fathomable. -=-=-=-=-=-=-=-=-=-=-=-= | III. Controls | -=-=-=-=-=-=-=-=-=-=-=-= ::Samus:: [A Button] Shoot selected beam weapon (hold to Charge and press Y for Combo) [B Button] Jump (twice for Space Jump, thrice for Screw Attack; 5 jump limit) [X Button] Enter Morph Ball [Y Button] Missiles (hold for Seeker) [L Button] Lock-On [R Button] Manual Aim/Change Pitch [Z Button] Map [C-Stick] Select Beam weapon [D-Pad] Select Visor [Start] Bring up menu ::Morph Ball:: [A Button] Lay Bomb [B Button] Hold for Boost Ball [X Button] Exit Morph Ball [Y Button] Lay Power Bomb [L Button] Center camera behind Samus [R Button] N/A [Z Button] Map [C-Stick] N/A [D-Pad] N/A [Start] Bring up menu -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IV. Special Techniques | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. [Bomb Jump] Also known as a [BJ]. Don’t get nasty in the head on me here. Bomb Jump is also a well known tech in Metroid. This basically uses the force of the exploding bomb to propel you into the air. To do this, enter Morph Ball form and simply lay a Bomb. You will jump into the air, allowing reach into the simplest of puzzles. 2. [Double Bomb Jump] Also referred to as a [DBJ]. This technique builds on the [Bomb Jump], allowing you to execute another [BJ] in the air. Enter Morph Ball form and lay a Bomb. Right before the Bomb explodes (when the energy seems to suck inwards towards the center of the Bomb) lay another one. You will jump in the air from the first Bomb. When you reach the peak of your jump, lay a Bomb. You will fall back down, then almost immediately be propelled back into the air by your second Bomb, then further into the air by the third Bomb. This is used to get into certain puzzles, and if you remember back to Prime, there was a Missile Expansion in the Chozo Ruins that had you perform this trick to solve a puzzle surrounding it. 3. [Infinite Bomb Jump] Also called an [IBJ]. I have seen many people do this on the internet in videos, and I myself have yet to execute this maneuver. Why? Well, simple. I have no friggin’ idea how to do this move. Some SB’s will require you to do an [IBJ]. [MMcLean54] sent in this description on how to [IBJ]: An [IBJ] is a move that was used in Prime to sequence break and could very well help in MP2. It all depends on the situation. There are certain conditions in order to perform this move correctly and efficiently. You need a ridged wall that your morph ball can fit into. When you start, get into your morph ball and press against the wall a certain direction, usually ranging from right, to up, to left. Make your first bomb jump, whether it would be a regular jump or a [DBJ]. This will be normal until you hit the special area that gives you the effect of the [IBJ]. Make sure to be holding the control stick in the proper direction by this time. From now on, you can't let go of that position or else you will fail your mission. You will notice that you morph ball will be sinking very slowly. Lay another bomb about halfway from the maximum height of the jump. You morph ball will sink slowly and hit the bomb, the rise up again, and all you have to do is repeat the process until you reach your destination. Some sequence breaks will require you to jump into the area, and then morph. Like I said, it all depends on the situation. 4. [Ghetto Jump] Also known as a [GJ]. The [GJ] will allow for extra height from a Double Jump. If you had the Echoes Bonus Disk, and got up to the second tier of the Space Pirate Turret Room by use of this trick, then you already know how to. If not, read on. To perform a [GJ], there are several ways to do so. A [GJ] is sometimes called a [Lock-On Jump] which has you hold down the L button and jump, quickly altering your jumping path without your momentum interrupting it. For the [GJ] I’m referring to, this allows you to gain extra height while jumping into a slanted surface. You could also do this trick to get the Plasma Beam in Prime after you solved the Bomb Puzzle in Magmoor. You need to align yourself up with a viable surface. Hold L and run towards your wall. You don’t need to be an incredible distance away, just a nice step or two will do. As you jump, push forward, then back, then press B again for your [DJ]. You will gain just a smidgen of height, but enough to get that extra umph to get you up there. If somebody else has a better explanation, please send it my way. 5. [Moon Jump] This technique was sent to me by [linkk98]: Even though it's cheating if Action Replay makes another [Moon Jump] code for this game as they did in Metroid Prime, then all you have to do is just jump near a corner and hold B down. When your up high enough just hold in the direction of the corner that your in and let go of B. You should fall into a gap of some sort, but when you fall into the gap push away from the corner and into where the main areas supposed to be at, otherwise you'll fall into a bottomless pit. 6. [L-Lock Jump] This can easily be described as the [Ghetto Jump]’s sister jump. The [LLJ] is easily pulled off. It’s executed almost the same as the [GJ], but with subtle differences, of course. To perform this, simply hold down the L-Button as you jump. The lock-on will give you an extra push, like the [GJ], but that has you release after you press B each time. This can also be used while walking; as you hold L, you’ll notice Samus’s arm cannon will slowly bob up and down. She will walk a bit faster, but it’s not noticeable at first. 7. [Floaty Jump] Discovered by [Kip]: Floaty Jump is the result of a strange glitch Kip uncovered during a fight with Chykka Larva. Floaty Jump gives all your jump techniques a super "floaty" effect to them. It is almost like having an in game AR moon jump. You can jump for incredibly long or high distances. To give yourself "Floaty Jump" do the following: When going to fight Chykka Larva in Dark Torvus Bog, before you free it's cocoon from the wall, stand in the dark water. If you are standing in the dark water when you break the final strand holding the cocoon to the wall, you will be granted Floaty Jump. There is a catch however: Floaty Jump will no longer work if you touch regular water, dark water, or take an elevator to other areas. So, it's usefulness is limited at the moment since you are restricted to Torvus and Dark Torvus Bog post Chykka, and you can not touch any water. It is surmised at this point that the floaty jump is granted by triggering a cutscene that moves you when standing in dark water. Something about the repellent effect of dark water before you get the light suit gives you this super jump if you are moved by a scripted cutscene out of dark water. But, so far no other cutscenes, other than the one with Chykka Larva, have been found where you are able to stand in dark water before a cutscene plays. So the assumption of "how" this trick works is thin at best. To see an example of floaty jump in action, refer to "Where's Chykka?" which demonstrates how you can make Chykka disappear by using floaty to leave the room during the boss fight. 8. [Langle Jump] Discovered by [Solr_Flare]: This is a variation of the L Jump. When performing the L Jump, if you jump at an angle (instead of straight forward, back, or up) you can further increase your distance gained. An example would be holding up-left when you make your jump, or back-right, etc. This is caused by something common in many FPS such as Quake. When holding at an angle, you are adding to both your x and y directional components, performing what is commonly called a "strafe jump". 9. [LOL Jump] Discovered by [Matt]: 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. 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! 10. [Kip Dash] Discovered by [Kip]: Revised explanation of how I do the Watch Station Access (WSA) scan dash (remember to start with the door fully scanned): 1) all at the same time, hold L, tap B, and slam the stick left (the stick motion must be very quick/forceful). This part is exactly like a Prime dash, except you're holding L instead of tapping it. 2) as soon as you get the stick to left, move it as far down to straight down as you can get before the freeze occurs (do not keep it held at left). It should pretty much be one continuous motion; all this needs to be fast. 3) once the screen freezes, you have to add a few things... feel free to take your time here, I don't think it matters. Hold R now, and move the stick from straight down very slightly toward down-right (thanks sparky). 4) when ready, let go of L only to immediately hold it again (when you do this, do not hold it in all the way that you would scan the door again if it's still in view... only hold it enough that the crosshair appears). Do it as fast as you can. 5) about a second after the screen unfreezes, tap B again to use your second jump. At this point, don't do anything; just wait to see where you end up after falling (don't move the stick, don't let go of L or R). 11. [Underwater Dash] Discovered by [BoostR]: This is a trick enabling Samus to travel large horizontal distances underwater, in a similar vein to the huge leaps possible with the dash jump technique from Metroid Prime 1. This technique is also possible on land, although it does not seem to provide any more distance than a normal space jump. This description assumes you wish to jump from right to left (i.e. your target for the jump is to your left). Hold L. Begin strafing to the left. Press and hold R (all the way down) and B while continuing to hold left. Samus will begin to turn to her left. When Samus has turned through about thirty degrees, continue to hold L and R but release the control stick and B (just take both your thumbs off the controller). Upon removing your thumbs, you should find that Samus continues to fly through the water in much the same way as for the original dash jump. For the second (space) jump, continue to hold L and R and just tap B. Don't adjust the control stick or press anything else or you may lose momentum. This trick can be used in Torvus Bog: Hydrodynamo Station to obtain the Grapple Beam without Boost Ball, Gravity Boost or Seeker Launcher. 12. [3 Bomb Jump] or [3BJ] Discovered by [Solr_Flare], [Kip] and [Sess]: The [3BJ] is one of the few surviving advanced bomb techniques from the original Metroid Prime that is present in Echoes. It was born initially out of the search for a way to complete the Geothermal room in Metroid Prime without Space Jump. The bomb jump works by using the physics of the Metroid Prime games to "build momentum" with additional bomb explosions. The best way to describe a 3bj is its a double bomb jump with an extra bomb and different timing to place the second bomb. Here is how its done: Place the first bomb on the ground. The instant the first bomb goes off place the second bomb. Near the height of your jump place the third, then fourth bombs. You will then fall down as the second bomb goes off, sending you up into the third then fourth bombs as they go off. Basically it makes it into a [DBJ] only you have 2 bombs in the air instead of one. So you get a little bit of an extra push. Also, like most bomb jumps, the 3bj can be done as a Morphed Bomb Jump and/or a Laddered Bomb Jump. 13. [THR’s Bomb Jump] or [THRBJ] Discovered by [TRH]: The basics of TRHbj (named by LLCoolDave) resembles 3bj a whole lot. It's a bit faster and you gain more height on the un-morph. To perform the TRHbj you have to start off as the HBJ in Prime 1: Lay a bomb. Then lay a bomb before the first one goes off, so that when you return from the first one the second one goes off before you hit the ground. The fourth bomb comes at the peak from the first bomb, and the third bomb comes a bit before the fourth. After the second bomb you should reach the peak, descend to the third bomb which then goes off along with the fourth bomb. The best time to un-morph is a bit after the last bomb, for the best reference, look at the second video. The bomb pattern creates a rhythm best explained as "press, press. press-press" 14. [Laddered Bomb Jump] Discovered by [Banks] or [Devilbit]; need confirmation: The act of "laddering" a bomb jump can be done with nearly all types of bomb jumps. However, the more bombs needed the harder it becomes to do. To Ladder a bomb jump you need to rock forward in mid air and place the bomb outwards in mid air, then rock back again. A good (and simplest) example of this would be a laddered double bomb jump (or [DBJL] for short): 1) Place bomb 1 on the ground. 2) Right before bomb 1 goes off, place bomb 2. 3) When 1 explodes and sends you into the air, press forward slightly and place bomb 3 at the peak of your jump. 4) Now press back slightly as you go back down so you land on bomb 2 as it goes off. 5) Then press forward again so you get sent into bomb 3, then forward and up when it explodes. So, the bombs in a [DBJL] would look like this: 3 .....21 with 2 and 1 actually on top of each other. Using this technique, you can turn any bomb jump into a kind of makeshift "Kinetic Orb Cannon" and cross larger gaps than you could with a normal bomb jump. Also, you can make a laddered bomb jump a Morphed Bomb Jump. 15. [Morphed Bomb Jump] Discovered by [Banks] or [Devilbit]; need confirmation: A Morphed Bomb Jump is used to achieve higher distances than a normal Bomb Jump. If timed properly, you will get pushed up more into the air with a burst of acceleration. To do this, simply choose a Morph Ball Bomb Jump to use. Follow through the steps as normal but this time, after the last Morph Ball Bomb explodes, press the X Button. Make sure you don't do it too early or too late, because then, you will almost never get satisfactory vertical height with it. This technique can be used with nearly all types of Morph Ball Bomb Jumps and can be done after a Laddered Bomb Jump. [Paco] He says that this can be used on any Bomb Jump, so throughout my guide, if you see anything that refers to a Bomb Jump, and as M at the end, that is a Morphed-whatever Bomb Jump. Just a heads up. 16. [Morphed Bomb Jump] Discovered by [LOLaFOL]: The ultimate fusion of bomb and jump techniques, the BSJ allows you to effectively gain an extra jump's worth of height. To perform a BSJ: 1) Do a Morphed Bomb Jump 2) When you un-morph in mid air after the bomb jump it must be an "instant un-morph" which immediately puts you into first person instead of zooming in from 3rd person view. 3) If you get an instant un-morph, then you can immediately perform any jump technique as if you were standing on the ground. The end result is you get about an extra jump's worth of height before you even start jumping. Making a space jump 3 jumps high, a screw attack jump 4 jumps high, etc. -=-=-=-=-=-=-=-=-=-=-=-= | V. Sequence Breaks | -=-=-=-=-=-=-=-=-=-=-=-= Some may know what a Sequence Break is, some may not. A Sequence Break is when the player in a game (usually an action/adventure game) goes outside of the sequence items are collected in and take his/her own path in collecting these items, hence you are "breaking the sequence" of the game. Here are the Sequence Breaks. There are only so many in a game so don’t expect a break for every item. I’ll put what items you’ll need to use for the break and the techniques you’ll be using, if any, and location. If for any reason you become lost in what order sequence breaks come in (kinda redundant), refer to some of the Walkthrough/FAQs on IGN or GameFAQs. And just remember, when you see the name [Paco], that’s referring to me. For all Secret Worlds, I was informed by [pacman] that when you are in a Secret World that you will not fall endlessly while in Morph Ball, you can use Bombs to return to the real room. This would only work for under the room’s floor or behind the walls. This probably won’t work if you’re above the room’s ceiling, mainly because if you just use the Morph Ball, you’ll fall right back in. Some may call this a pointless tip, to others, it could be a lifesaver if they forgot to save before attempting the SW. 1. Early Beam Ammo Expansion World - Light Area - Agon Wastes Room - Central Mining Station Techniques - [GJ] Requirements - Space Jump Boots This was found on my own accord due to the demo glitch in the same room, I used that experience to find this Sequence Break myself. M2K2.com’s [Kahrain] and [Ekarderif] had their methods posted at that site, and I would like to add their methods in my guide: This trick allows you to grab a Beam Ammo Expansion without either the Light or Dark Beams. This does not allow you to use them so it's more of a novelty than anything else. There's a bug (or a feature) that prevents the turrets from working the first time you walk into the room so you'll have to reload the room after the Space Pirate battle first. Next to the cylindrical structures that house the turrets are slanted pillars. Simply ghetto jump up one of them onto the top platform (easier said than done). Once up top, simply blow up the three areas (left of the force field, the right wall, and the box on the left) and claim your prize. I believe that you can also TRHbj up there. Here is an addition by [Frozen Mr. Toastbrot]: There is actually no need to reload the room and use the turrets to get the Beam Ammo Expansion. You can easily ghetto jump onto the platform on the right side where one of the first Space Pirates is located by jumping up the left side of the slanted part of the platform. You'll take some damage from the fire though. [Paco] To get this Beam Ammo Expansion early, even before you acquire the Light or Dark Beams, go to the Central Mining Station. You can get this your first time in the room too! If you got the Bonus Disk and did the [sequence break] in sorts by getting to the top of the room, then you know exactly what to do. If not, follow on. As soon as you enter the room, you’ll want to destroy the Space Pirates in this room. There’s a wave of 3, then 2, then 2 Turrets. Once that’s done, go back to the entrance of the room. Notice the 2 slanted walls? We’ll be using the right one. This is where the [Ghetto Jump] will be used. Once you get up there, the rest is freakin easy. [GJ] your way up to the top of the slant there. This may take you a while to do; even I’m still having trouble. Once you get up there, jump across the gap, up the rock ledge, and there are 2 computers you can scan, one’s blue, the other is red, which is a [Lore] entry. Continue on through the path on the left. Walk past the Space Pirate Energy Shield, and Morph Ball into the opening on the right just past this shield. Once you enter the room, you’ll find your Beam Ammo Expansion. You won’t be able to use this now, but once you get your Dark/Light Beams, your ammo count will be 100 instead of the meager 50. And for those who had the Bonus Disk and worked their way to the turrets, you can no longer do so. Retro got rid of that by making the wind-do-hickies taller, and an invisible barrier above it. Apparently, you’re supposed to get this Expansion when you have the Screw Attack. Oh well, you’ve got it before you can even use it! [NOTE] This MUST be done on your first visit, or a door will close blocking your way up to the top, and the only way to get it is after you obtain the Space Jump Boots and the Light Beam. You can’t stray too far from this room. If you leave and enter 2 rooms from either direction, the room will reset into it’s second form; fire gone and the tanks blocking your way. If this happens to you, the way to get up is to enter the room from the second story through the Light Beam door, take control of the right turret and destroy the tank in front of you on the ledge off to the right (a 3-man Space Pirate battle will ensue, make good use of the turret), the one off in the distance just to the left of the Red Energy Door, and the tank off to the left on the ground underneath the Skree rack. This will destroy the rack, making the bottom one fall, allowing you to Double Jump up to the ledge I have you [GJ] up to. 2. Early Dark Torvus Bog Key World - Dark Area - Dark Torvus Bog Room - Venomous Pond Techniques - [GJ]ish Requirements - Space Jump Boots It has come to my attention that only [Ghost] was the original finder of this SB: 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 doing this simple trick successfully. After looking as far down as you can, hop onto the Biggest cache, and just jump to the key. 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 missile expansion. [Paco] To get this key, even before you get the Grapple Beam, (which you apparently need to get the key), stand in front of the key down below, somewhere near, doesn’t matter, and look to the left of it. See those Ingsphere Caches off to the side on the ledge, which that ledge would house a Morph Ball Launcher in the Light World? Jump up there and jump on top of the tallest one, destroy the smaller ones if you want too. The top of this one is VERY small, so you may have some trouble getting on top of it. Look towards the ledge the Key is on, and you’ll see that there is a small, lowered part of the platform, sort of a frame for it. You want to aim for that, since that is as far as you can get. Double Jump over to it (you won’t have any running space for a nice jump, if barely any at all), and hold down the L button to gain a bit more length in your jump (kinda like you would be performing a [GJ]). Hopefully you’ll land up there, and snag the Key. Before, you would have to destroy the Grapple Guardian down in the Sacrificial Chamber in the lower part of [DTB], but now you can get to it earlier. Some inexperienced players may want the Grapple Beam during the fight with the Chykka Adult, since you’ll be grappling amongst the arena the fight is in. 3. Early Missile Expansion World - Light Area - Temple Grounds Room - GFMC Compound Techniques - [GJ]ish Requirements - Space Jump Boots Now, I usually won’t do a SB on just a Missile Expansion or an Energy Tank or any other expansion of sorts, but this is useful when you come back from Agon to Temple after you get the Space Jump Boots. This one usually has you wait till the end of the game when you have the Screw Attack to get it, but you can get this one MUCH earlier. Start off on the ledge that has the Power Bomb door and the Fed. Trooper lying on the ground (with a [Lore] entry). Walk towards the edge next to the Morph Ball hole. Look towards the cockpit of the Gunship, and go for a Double Jump. BUT, it’s no ordinary Space Jump, as you’ll need to perform a [GJ]ish maneuver to get up there. Simply hold L during the second jump to get a bit more “umph” in your jump, and you’ll make it by the hairs on your chin. Walk over the back of the ship and snag your Missile Expansion. NOTE: I received an email from [The Mystical One] explaining that you can get this Missile Tank using just a normal Space Jump. I tried it, and its viable. You can use a normal Space Jump to get across. Just make sure that when you start to jump, from the same position, to jump from the very edge of the ledge and get as much distance out of the jumps that you can. Guess now those who can’t really pull off a [GJ] can get this easier. Good find [The Mystical One] :) Below are 5 more Missile Expansions you can snag early: World - Light Area - Temple Grounds Room - Temple Assembly Line Techniques - [DBJ] and [DBJM] Requirements - Bombs Author is unknown: DBJ onto one of the low pillars, then DBJM onto the higher pillar. Continue to the expansion. I have a revision from [ion]: [ion] Coming down from Temple Transport B if you double bomb jump onto the short pillar closest to the right wall you can pop out of the morph ball and easily jump up onto the ledge to get the expansion. World - Light Area - Torvus Bog Room - Training Chamber Techniques - [GJ] Requirements - Space Jump Boots and Gravity Boost Discovered by many people: On the lower floor of Torvus Bog, there is a room called the Training Chamber. This room contains a Missile Expansion that can be collected by breaking the game's sequence. You're supposed to have the Power Bombs and the Spider Ball. For this sequence breaking trick, you must have: Space Jump Boots Gravity Boost Method One: Once you enter the room, stand directly in front of the statue. Turn left and you should see a Spider Ball Track. Jump onto it and shift a bit left so that half of your body is still on the track. Carefully perform a Ghetto Jump against the wall, pulling backwards so that you land on the platform of the statue. There, you will see a Morph Ball Slot. Transform into the Morph Ball, roll into the Slot, energize in with a Morph Ball Bomb, and the statue will begin to move from its position. Finally, roll down behind the statue to collect the Missile Expansion Method Two: Do everything the same as in Method One, except use a well positioned Space Jump instead of a Ghetto Jump. World - Light Area - Torvus Bog Room - Path of Roots Techniques - [GJ] Requirements - Space Jump Boots and Gravity Boost Discovered by [Madrox]: In Path of Roots there is a slant that you can underwater IBJ up. After a certain point you can use 4 more bombs. It’s on the Torvus Lagoon side of the Missile expansion. World - Light Area - Agon Wastes Room - Transport Center Techniques - N/A Requirements - N/A Discovered by [Shinin]: When you first enter Dark Aether from the Portal Chamber and open the door to the Transport Center/Crossroads, you can get back to the Light Portal without getting the Space Jump Boots. Because of this, you can get the Missile Expansion (behind the door) before facing the Jump Guardian. [MMcLean54] The easiest way I've found to do this is to jump on the Light Crystal and then jump on the platform from there. Make sure your jump on the platform is very precise. Also worth noting, you should be on the very edge of the Light Crystal. Most of the time, you will not make the second jump because you're not on the Light Crystal's edge completely. [Brassmaster] An easier way for those who don't have balance, like me, just DBJ up to the portal and un-morph at the peak while holding forward to make sure you'll be on the platform and not miss it (But not necessary). I went through this area for speed, it'll work by jumping onto the crystal IF you get it right. But I have a 10% of making it on the crystal, but 100% using a DBJ. World - Light Area - Agon Wastes Room - Bioenergy Production Techniques - [GJ] Requirements - Space Jump Boots and Gravity Boost Originally discovered by [Frozen Mr. Toastbrot], but this version was discovered by [Metroix]: All right, I'll say it now, maybe it wasn't discovered by me, but if it isn't, it's because I haven't saw it, or I'd haven't wrote this, so, sorry for the one who maybe wrote this before me. At least the page can be erased. Sorry because I don't have video, I don't have the material to record this, or I have it and it's because I dunno how to record the sequences, so if somebody can tell me... -So, it starts here: First Power-up the elevator system in the Bioenergy production, then, the left elevator has to have 2 racks on the floor, and the one in the middle has to have all racks on the floor. -Then jump on the gamma power storage rack position monitor (scan), at least on the panel. Then look in the AI at your left and locate the spider ball track, under it you see a little gray platform, space jump on it. -Now face the door that leads to the security station A (by going on the edge of it).Scan it and make a dash jump toward the left rack. -Then jump on the one that is on the middle. -Finally, simply L jump toward the door that leads to the reserve. 4. Early Missile Launcher World - Light Area - Temple Grounds Room - Temple Assemble Site Techniques - [GJ]ish Requirements - None This was found by [Frozen Mr. Toastbrot] at M2K2.com. His method is listed below: I found out, that you can get the Missile Expansion in Temple Assembly Site before the main Missile Launcher (right after loosing your items). The trick is to jump onto the small pillar that is the most left when you enter the room from Collapsed Tunnel. It is quite tricky to get onto the pillar with a single jump, but it is still possible. You need to use the small slope on the ledge in front of the pillar (I hope you'll understand what I wrote) to get a ghetto effect. It also seems to help if you start the jump a bit right of the crack in the slope (the crack is next to the wall, see this sketch) (http://img54.exs.cx/img54/7972/templeassemblysitesketch0ls.png). To get onto the pillar, you need to hit it's broken edge and use it to push yourself up onto the pillar (see another sketch) (http://img97.exs.cx/img97/995/taspillarjump5ek.png). Once on the pillar, jump onto the platform left of it and proceed to get the Missile Expansion. [Paco] I have also included the links to the pictures provided as removing them may alter his decision of the inclusion of his finding. This SB will allow you to have Missiles before you obtain the Missile Launcher in the GFMC Compound. You get this in the Temple Assemble Site. You may have noticed the Missile Expansion down through the Morph Ball tunnel as you leave this room. You can get this [ME] when you first enter. To start off, you may want to dispose of the Splinters that come at you, including the ones in the Cocoons. Go back to where you entered, and look straight ahead, with the Missile Door to your left and the Heavy Transport Crate to your right. See that small pillar off in the distance in front of you (not the one on the right)? You would usually Space Jump up to this pillar to get the [ME]. Notice the slant in the ground leading up to it? You will be [GJ] off of this slant onto it. But, before you attempt to jump, look up at the pillar? See that broken edge on the left? That is an actual slant, not just a visual slant (if you know how the programmers program the collision detection in games, you’ll absolutely understand this). You’ll want to [GJ] off the slant on the ground, up to the slant on the pillar, and pull yourself up to it. Once you get up there (which will take some practice), you can simply get the Expansion as you normally would. I originally learned of this from Metroid2002.com, and they had a short description of how to get to it. Now, I didn’t plagiarize, I used their advice, went into the game, tried it for myself (which took awhile to get up there) and I finally did. The site has 2 pictures to help you with if my description seems sketchy, but I’m not going to be linking to the exact file on their site from here. Use the above address and navigate to find it. Also to build onto his finding, using this SB can lead to getting past the Missile Door in that same room to obtain an Energy Tank. This was also found by [Frozen Mr. Toastbrot]. 5. Early Energy Tanks World - Light Area - Temple Grounds Room - Windchamber Gateway Techniques - [LLJ] Requirements - Space Jump Boots Discovered by [Bartendorsparky]: Start by jumping onto the column set in the rock that's to the left of the power bomb door to the Grand Windchamber. Next, jump around the large disc that you hit earlier (when you used the morph ball cannon to get here) and pull back towards it. If done correctly, you'll land in a cozy little niche. From here, jump on top of the disc, then lock your view down and space jump onto the pole above the Grapple icon. Then just jump to the E-tank's platform and claim your prize. It's not over yet, though. Now you got to get back. Stand at the edge of the platform, then do a scan dash off of the morph ball cannon's orange glowing thing (the one on the opposite side of the room). World - Light Area - Sanctuary Fortress Room - Watch Station Access Techniques - Kip Dash Requirements - None Discovered by [Kip], [Solr_Flare] and maybe others: Perform a kip/freeze dash into the void, and if you go far enough, you will be placed by the energy tank after the terminal fall. The energy tank can thus be obtained before having the intended Spider Ball, Power Bombs, and Echo Visor. 6. Early Power Bomb Expasion World - Light Area - Sanctuary Fortress Room - Entrance Techniques - N/A Requirements - Early Screw Attack and Spider Ball Discovered by [Zell], [Sparky] and [Kip]: 1) Get both the Spiderball and Early Screw Attack. 2) Now go to Sanctuary entrance (where Dark Samus destroys the bridge). 3) Jump on the crate to your right when facing away from sanctuary. 4) Now jump on the pole to your left when facing away from sanctuary. 5) Screw attack to the platform below the turret. 6) Jump up into the Spiderball glass ring below the turret. 7) Screw attack back towards sanctuary and into the glass room with the scan pole (this is the room you would normally access by breaking the glass with a powerbomb). 8) Scan the pole, jump onto it, then jump out of the glass room. 9) Use the morph ball cannon to shoot back up and reach the turret to the right of the bridge. 10) Now proceed as you normally would: destroy the rock wall above sanctuary and above the door on the other side, and the debris to the right of sanctuary's entrance. Then Drop down, spider up to the top of Sanctuary, and screw attack or morph ball cannon across to get the expansion. Another method, provided by [Frozen Mr. Toastbrot]: [Paco] You only need the Early Screw Attack for this: 1) Activate the turret as described above (Step 2-8). 2) Get to the Spiderball glass ring again. 3) Turn around to see the metal tower of the bridge and jump onto one of the "arms" of the tower. 4) Look at the floating platform with the turret again and Screw Attack over to it. 5) Once on the upper part of the platform use the turret to destroy the stone in front of the PB Expansion. 6) Screw Attack to the slightly slanted part behind the blue cylinder above the Spider Ball track. 7) Space Jump around the cylinder and start a Screw Attack to the red edge above the door to Power Junction. Delay each jump of the Screw Attack as long as possible, to get the distance needed to reach the red edge. 8) Screw Attack over to the PB Expansion as usual. 7. Early Screw Attack World - Light Area - Sanctuary Fortress Room - Watch Station Access Techniques - N/A Requirements - Space Jump Boots Discovered by [Kip]: 1) Go to "Watch Station Access" in Sanctuary at any time. 2) Perform a "Kip Dash" to cross the gap and spawn on the opposite ledge. 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) 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. 3) You can now proceed to Watch Station and the Screw Attack. 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 spider ball before screw attack, simply proceed as normal once you enter watch station. (You can also face the bomb slot and jump forwards, then MAM) 8. Skip Echo Visor World - Light Area - Sanctuary Fortress Room - Entrance Techniques - N/A Requirements - Early Screw Attack and Spider Ball Discovered by [Bartendorsparky], and confirmed by [Flamancipator]: 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. Here are the things to note about this trick, in order of execution: 1) First off, notice that it is done easily in the video with no energy tanks, so time isn't a problem for low percent. 2) 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. 3) 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 center of the room. If you're lucky, it will assume solid form right under the hole in the ceiling. 4) 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. 5) 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. 6) Two things can happen now - either you're standing on a "legitimate" platform or you're standing on a "sticky" 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. 7) 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 un-morph once you're clear of the sticky graphics. You should now be standing on the ceiling of the room. 8) 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. 9) 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 morph ball form to just beyond that door, and then un-morph 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 morph ball accelerates as it falls, so by the time you have fallen the required distance, you are traveling at such a speed that a slight error of judgment in when you need to un-morph will strand you above or below the map for good. 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 un-morph 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. 10) 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. 9. Skipping the Ing Keys World - Dark Area - Ing Hive Room - Room with Ing Hive Temple Gate Techniques - N/A Requirements - Early Screw Attack and Spider Ball Discovered by [LOLaFOL]: This sequence break is performed by using a BSJ to bypass the Ing Hive Key Gate. From just in front of the door leading into the room: 1) Morph 2) Do a single Morphed Bomb Jump with an "Instant Un-morph" 3) Then jump and screw attack over the Ing Hive gate, a la Metroid 1. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | VI. Boss Sequence Breaks | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As of now, following with Zero Mission (GBA) and prior knowledge, there are only so many Bosses that can be skipped. Due to the discovery of skipping Amorbis, this can lead to other challenges like skipping other bosses, such as Sub-Guardians (Bomb, Spider, etc) or the Main Guardians like Chykka or Quadraxis. Others might not be skippable or avoidable, so keep that in mind. There is NOT a Sequence Break for every Boss in the game. 1. Skip Amorbis/Dark Suit World - Dark/Light Area - Dark Agon Wastes/Agon Wastes Room - Dark Agon Temple/Abandoned Base Techniques - Everything you know Requirements - Some big cajones and a s*** load of Energy Tanks Originally found by [BoostR] and [Radix], here is their description: After you have the Light Beam you can head to Torvus. The max tanks of 4 isn't enough to go through Abandoned Base the normal way, but a ghetto jump lets you skip straight to the portal. The only real obstacles after that are the Boost Guardian, who can be beaten with some luck, and Quadraxis, which wasn't too tough with 9 tanks. This video shows collecting the Light Suit (http://radix.metroid2002.com/Light_wo_Dark.avi). The max percent attainable without fighting Amorbis is 98%, all but the Dark Suit and the Mining Plaza energy tank. It can't be picked up because the sonic emitters don't exist, as the room's entity set changes after you get the Dark Suit. Once you go fight Amorbis after you already have the Light Suit, weird things happen (http://radix.metroid2002.com/AgonLast.avi). [Paco] Those two address’ are for video clips showing off the Light Suit in the cut scenes you normally wouldn’t see it in. This technique, which I first saw on Samus.co.uk forums (THE best Metroid fan site to visit), along with videos at Metroid2002.com, has you skipping the Amorbis fight, along with the Dark Suit. Now, this is a VERY ballsy attempt, as you’ll be going through the entire game, hold Sky Temple, with only your Varia Suit. To skip Amorbis and survive in Torvus/Dark Torvus and Sanctuary/Hive, get all the necessary equipment in Agon you can, including Space Jump Boots, Bombs, Light and Dark Beams, and all that other good stuff, along with the updated translator file from the Luminoth in the Torvus Energy Temple. You NEED the Light Beam to get into Torvus, but having both beams is always good to. After you get all that, you can simply enter Torvus and go through there. Although I didn’t find a thorough description of what to do, U-Mos blocks off the doors in the Great Temple that lead to each area in the Temple Grounds. You can get to Torvus in Agon, but you’ll be tested getting to the elevator. The room next to this elevator is Abandoned Base in Agon. You normally use the Boost Ball to get up there, but that’s in Torvus. Simply walk up the slope there, and you’ll eventually stand on a solid, “flat” surface of sorts. You can [GJ] from here to get up to Torvus elevator access. From there on, you’ll be in Torvus, but in a completely different part of it. I suggest beating the game at least once so you’ll be familiar with the layout of Torvus. Although this SB is not an indefinite SB, as you’ll need the energy from the Dark Torvus Energy Temple, this offers up a challenge to those “need more difficulty from Echoes” people. This sort of plays out like skipping the Varia Suit in Metroid: Zero Mission (for those who remember my SB Guide), but not as difficult, seeing as there aren’t as many heated rooms in Zero Mission as opposed to the immense and vast areas of Dark Aether. 2. Get the Jump on Jump Guardian World - Dark Area - Dark Agon Wastes Room - Jump Guardian Room Techniques - Double Bomb Jump Requirements - N/A This was sent in by [Juiceboy], but M2K2 does have down [Ajbolt89] as a the finder. I’m not entirely sure as to who found it first, so I’ll just have it up in the air as of now. Although this seems to be more of a glitch than a Boss SB, I’m throwing it in here. Basically, you can damage the Jump Guardian before the fight activates: [Juiceboy] When you enter the Jump Guardians room, do not enter into the main light beacon, but instead go to the other one where the fan and two Blade Pods are there. Just Double Bomb Jump up there and keep going along until you are on a ledge with a Light Beacon that has to be shot, and from their simply fire shots at the Luminoth statue, in the quicksand. Your shots will stop before it reaches the statue, just keep firing as much as you want, and it’s health will go down, then once you finally enter the Light Beacon in the middle of the room, you will face the Jump Guardian. He will have as much health as you took off while firing at him while he was invisible near the statue! [Paco] I would like to clear up one thing in this. The Luminoth Statue he mentions is the one up in the sand-river bed that you jump up to get to a Super Missile door. Look for that, and shoot at the ground in front of it. When the shots don’t hit the floor, it’s hitting the invisible pile of goo that later forms the Jump Guardian. Also, the “fan and two Blade Pods” is the ledge that you would use to begin your ascension in this room. And one more thing, you can NOT kill the Jump Guardian this way. You can bring him down to where one shot will kill him, but you cant kill him this way indefinitely. 3. Disappearing Chykka World - Dark Area - Dark Torvus Bog Room - Dark Torvus Temple Techniques - N/A Requirements - N/A Discovered by [Kip]: There's something rather odd that can occur during the Chykka Larva fight (this needs to be tested during the Larva Death cutscene). The problem is that it seems to be rather useless, as if you leave during the fight and return, Chykka's gone MIA without leaving you the Dark Visor. To do it, before the fight starts, shoot down 3 of the targets binding Chykka, then get in the dark water and shoot down the last one. If you're in the water at the time the cutscene starts, try jumping after the cutscene ends and see if you go higher. By watching the video, you'll see Chykka Larva's energy meter disappear when Kip triggers the bomb slot, and when he came back from taking the Temple's energy in the middle of the fight, Chykka was gone, and Kip was stuck because there was no Dark Visor. Tim did some experimenting and found that you can't reproduce this once the Larva is dead, as even if you're on the balcony when Chykka dies, the next battle resets you onto one of the platforms around the room. The trick to keeping this seems to be not falling in water (good luck not getting whacked by Chykka at some point), but regardless of your performance, you get to keep the jump after beating Chykka. Aside from your desire to leave Torvus Bog by taking an elevator or falling into some other kind of water (dark or normal), you'll get to keep it and play around with it. Also, if you save and then re-load, the floaty jump doesn't carry over. Overall, it seems this is just one of those interesting tricks that can kill the game, much like the glitch with leaving without the Artifact of Warrior from the first game. Maybe you could get the Torvus Plaza tank without spider or something... like that's so great anyway. So unless someone finds a way to use this and still get the Dark Visor, it seems relatively useless. Other notes: If you lose the floaty attribute while fighting Chykka, you can't get it back by being in dark water when the end of larva form cutscene is played (not sure about his death cutscene). Grapples and dashes are somewhat floaty, but bomb jumps are not (doubt it can be used for a one bomb at a time [IBJ] or anything). Midair morphs seem to be improved by it. Terminal Falls don't affect the use of it. [Alex] has some info regarding receiving damage from the Dark Water, even after the room is reset: [Alex] I did the Floaty Jump during the Chykka fight to go get the energy for Torvus. But when I came back, yes Chykka was gone and I didn't have the Dark Visor and all that, but another thing is that when I came back, I attempted to get back on the center platform, but it hurt me as if it were all just dark water. [Paco] This is my email response to [Alex]: I believe the "Dark Water damage" is supposed to happen. From what I can tell, and I’m about to geek-out, so bear with =P, but the game recognizes that you have not beaten Chykka, but you have obtained the Torvus Energy. Doing this, it has returned the Torvus Temple stage back to its original form, but it hasn’t removed the effects of the Dark Water. Nonetheless, I checked M2K2 to see if they had said anything, and nothing about it. -=-=-=-=-=-=-=-=-=-=-=-= | VII. Secret Worlds | -=-=-=-=-=-=-=-=-=-=-=-= Secret Worlds hold a definition within the phrase itself; a Secret World is almost like a Sequence Break. A Secret World is working yourself outside of the games initial boundaries, working your way outside of the level’s collision detection. Basically, you find gaps and holes within the rooms/levels (depending on game) and you get yourself into the game’s Space. You’ll eventually get yourself outside of the room, and into the outside area of the room/level you are in. This can lead to some extremely hardcore Sequence Breaking (i.e. - Ice Beam before Flaaghra in Prime) First discovered, to my knowledge, at Samus.co.uk, somebody actually found out that they could work Samus outside of the inner workings of the room’s boundaries, and get themselves into the emptiness of the game. As said above, this can lead to some badass Sequence Breaking. Now, there are some Secret Worlds. Just to let you know, the Secret Worlds listed below are NOT the only ones found. You may want to check the Met-Sites I have listed in the section somewhere down below and go thru those sites and check it out. But if any of you reading this happen to stumble onto a Secret World (please visit Samus.co.uk for further information on what exactly a [SW] is, along with videos), drop me a line. Requirements are in the Contact section. The submission may be pending for a while, as I’ll test it before I update this FAQ. If you say your submission is also at SCU or M2K2, please tell me so that I may watch the video clip or see the images there, which will grant an instant verification for a submission. I also want to get this out right away. I had forgot to mention this earlier, but in nearly every Secret World, a reset IS required 99% of the time UNLESS you are using it to “jump” from room to room. For example, you want to get past a Seeker Missile door, and you don’t have the augmentation. You can use a Secret World (provided there is one for that room) and, in terms, hop over the door and reemerge in the next room. Sorry for any inconvenience. Now, as you may have seen at the ToC, there are numerous new SW entries, but, unfortunately, I don’t have explanations for each and everyone. But this will let you try and find it yourself. If you do, send me your findings! For those that don’t have any descriptions, the names next to the rooms are the discoverer’s names. 1. Main Energy Controller World - Light Area - Great Temple Room - Main Energy Controller Techniques - N/A Requirements - Space Jump Discovered by [Phazon Siphon]: After you get the Space Jump Boots, you get to go into this Secret World. Go to the right of where U-Mos stands and lock your view downwards, towards him. Now, try to jump onto his protective bubble (shoot towards him to see it). The best place to jump onto it is not directly on top of the bubble, but more shallow into the bubble. You will look like you're standing on air. Then, just jump up onto one of the ledges at the top of the room. Chances are, once you get in, you won't be able to come back out. Basically, if you've fallen down so that it looks like you're in the roof, you've gone too far. You won't be able to jump back up. All that you can do for now is walk around on the glitchy surface of the roof. You can even get stuck if you use the Screw Attack or transform into the Morph Ball. For added information, please visit the U-mos Jump to Oblivion page. Best room escape method: Jump onto the left side of U-Mos. You'll hit a ledge. Now turn towards the entrance where you came in. Space Jump to the ledge to the left of that. Morph and Bomb Jump through the hole, to find yourself in a SW state. To escape the level, either bomb jump right until the hallway which you came in is on your right, and BJ over the edge, or do it in the opposite direction and go all the way around the room. The second way isn't too bad, because you can strafe towards the room and land on a ledge, then Space Jump through to make things quicker. 2. Polluted Mire - [Doctor Omega] 3. Torvus Grove - [Doctor Omega] 4. Poisoned Bog - [Doctor Omega] 5. Transport A Access - [TrueDiehardGamer], [TDG] 6. Save Station A - [BoostR] 7. Temple Access - [Darth Nat] 8. Dark Torvus Temple Access - [Darth Nat] 9. Service Access - [TDG] 10. Shrine Access - [Dazuro] 11. Sanctuary Temple - [TDG] 12. Hive Energy Controller - [TDG] 13. Torvus Temple World - Light Area - Torvus Bog Room - Torvus Temple Techniques - N/A Requirements - Space Jump and Screw Attack [MMcLean54] was kind enough to let me use his Secret World findings for my guide. [BoostR] had also found this Secret World as well. Below is the excerpt from [MMcLean54]’s submission at Metroid2002.com: To begin, start on the bottom level. Stand on the rim of the elevator, facing the Morph Ball tunnel. Hold L and make a single jump so that it almost reaches the ledge that the Morph Ball tunnel is on. While still in the air, make a shallow jump that reaches the very start of the Morph Ball tunnel. Then, when you are just about to touch it, activate your Screw Attack. Hopefully, you will be propelled into the Morph Ball tunnel. Since you have to stand up after the Screw Attack, your body should go right through the Morph Ball tunnel. You then should see two of them. Quickly fiddle around with the buttons on the controller. Soon, you will see only one Morph Ball tunnel. When this has occurred, the game can do one of the following actions: * Place you in a Secret World * Place you back in the designed area, right in front of the Morph Ball tunnel But if you do manage to get into the Secret World, you could possibly become stuck. All you have to do is fiddle around again with the controls, and you should be fine. Try not to use the Morph Ball too often, because you can get stuck that way. But, sometimes it is helpful if you use it in the right way. Just whatever you do, don't use the Screw Attack after you initially used it. It's just like in the Main Energy Controller. You can get in position where the camera will start to wiggle around and you will see yourself in a third-person perspective. You'll have to reset your game in that condition. If you don't make it, keep trying. It takes practice and patience to do this. Features: * You can fall down really low, so watch out. Try not to go too close to the ends of the room if you don't want to fall. * The elevator in the center of the room goes all the way underground. * The water is one big thick square. If you fall down to the lower level of the room, just look up and you should see it. * There's no black void at the very bottom of the Torvus Bog background. It's white, and it's more at your level of view. It's hard to see with the blinding sun in your eyes. * You can actually shoot through the walls, but in the end it hits the walls behind it. (Unless you're shooting through the wall to the sky) Apparently, the collision code doesn't apply when an object is intruding from the outside, (Probably to save memory) but it does apply when an object hits the interior of a wall. This is very much unlike Metroid Prime. [Paco] When he refers to the Main Energy Controller, he’s talking about another Secret World finding at M2K2.com. 14. Culling Chamber - [LeCoureur103] 15. Hall of Combat Mastery - [LeCoureur103] 16. Hive Chamber C - [The Pizza Boy] 17. Hall of Honored Dead - [The Pizza Boy] 18. Collapsed Tunnel - [TDG] 19. Hive Chamber B - [The Pizza Boy] 20. Meeting Grounds - [Arrow] 21. Ventilation Area A - [TDG] 22. Dynamo Works - [TDG] 23. Sanctuary Energy Controller - [TDG] 24. Mining Plaza - [elementboarder05] 25. Central Mining Station World - Light Area - Great Temple Room - Main Energy Controller Techniques - N/A Requirements - Space Jump Discovered by [PirateMetroid], but I am told it was [The Pizza Boy] otherwise: First use Spider Ball to get to the Turret platform. Then go in the middle of the Turret Platform and jump on the fence. Then aim at the Morph Ball tunnel. Then start to Screw Attack to the Morph Ball tunnel. If you did it right you’re Screw Attack would end right in the mouth of the Morph Ball tunnel and you would see through the Morph Ball tunnel wall. Then Space Jump to the left and then you should drop to the Secret World (If you don't understand how to do it watch the first video). What can or can't you do in the Secret World: So far, there's no way out of the Secret World, since most of the time, you fall down right away (Post if you've found a way to do so, please) 26. Plaza Access - [TDG] 27. Portal Chamber - [TDG] 28. Mining Station B - [Nate] 29. Great Bridge - [elementboarder05] 30. Abandoned Worksite - [elementboarder05] 31. Dark Arena Tunnel - [Arrow] 32. Dark Torvus Arena - [Arrow] 33. GFMC Compound - [Phazon Eater] 34. Windchamber Tunnel - [Midget] 35. Agon Map Station - [SkippyJr] 36. Judgement Drop World - Dark Area - Room - Vault Assault Portal Techniques - N/A Requirements - N/A Discovered by [TrueDiehardGamer]: While facing Vault Assault Portal (Dark Aether) from the opposite side of the room, turn left and jump down the Terminal Fall and make sure to hit against the wall. [Paco] He says he is going to edit it, adding more info. Until then, “one sentence should do.” 37. Feeding Pit - [Coco-kun] 38. Mini Gyro Station - [The Pizza Boy] 39. Temple Assembly Site - [Ichabod_Clay], [bartendorsparky] 40. Hive Dynamo - [bartendorsparky] 41. The Abandoned Base - [The Pizza Boy] 42. Sky Temple Gateway - [DARK HUNTER COMMANDO] 43. Phazon Grounds - [PhazonPhoenix] 44. Main Reactor World - Light Area - Agon Wastes Room - Main Reactor Techniques - N/A Requirements - Space Jump This was submitted to me by [Selim7953], but this was ORIGINALLY found by [meDroid64]. Sorry to him/her. This may end up being used as a Secret World to get around the Light Door that you enter the SW at, but as for now, I’m listing it as one. I’d like to inform my readers as this is NOT a PAL-only Secret World, I have been able to pull it off on my US NTSC version. [Selim7953] I will attempt to explain it to the best of my ability. In the Main Reactor, the room where you first fight Dark Samus go to the Spiderball track opposite the lift and go up. Facing away from the light door, go right up to the right wall and Space Jump into the wall. At the top of it you should go through the wall. At this point I could not seem to get out and after moving around a bit and a bit of morph ball jumping I fell into nothingness. I would recommend that you save before you attempt this. Unfortunately I didn’t. Here is an addition from him. This part of the description WILL get you into the Secret World: [Selim7953] I tried again and did it a bit differently (well could be the way I did it first but forgot). Jump on the Luminoths head. Next L-lock facing away from the door and jump to the left a bit then space jump to the right. You should be standing on a thin rail then space jump again to the right and you should go through. [Paco] I’d like to add my own experience from this in light of helping further explain his description. Stand in that little alcove and look above the Luminoth’s head, about 3 real feet. There should be a part of the wall jutting out so far. That is what you need to jump to. When you stand on the Luminoth’s head, hug the wall as you face away from the Light Door. Step a bit to the left, jump so that you aren’t hitting your head on the wall. This will eliminate the need for the small-jump-to-the-left he mentioned. As you jump, do a small [Ghetto Jump] so that you gain a bit extra height. It might help if you face the wall, jump into the small extruding part (there is a yellow vertical line in the middle of it). When you get on top the thing there, jump up and over the wall. You’ll end up on the outside of the room. This is the Secret World. It is tough to maneuver, but I got myself to the opposite side of the security bars of the lift opposite the Spider Ball track (see Image 1), gotten myself underneath the floor where you fight Dark Samus (Image 2) and when I used the Morph Ball while under the floor, I fell down quite a ways, and I snapped a picture of the map showing Samus’s sub-room position. I’m sorry the images are not good quality, but it’s picture evidence. Below are links to all 3 images. If any of them do not work, please email me and I’ll try and fix the link: Image 1 - Behind the Elevator: http://img.photobucket.com/albums/v235/pacokorn77/SW-1-3.jpg Image 2 - Under the Floor: http://img.photobucket.com/albums/v235/pacokorn77/SW-2-3.jpg Image 3 - Map: http://img.photobucket.com/albums/v235/pacokorn77/SW-3-3.jpg Please be aware, my TV is kind of screwy, as it is a rear projection TV, 10 years old, and the blue/yellow lights are off centered, creating a sort of “ghost image” on the screen. This will distort the image in some form. I have also marked landmark items within each image for easy viewing. 4. Polluted Mire - [Doctor Omega] 5. Torvus Grove - [Doctor Omega] 6. Poisoned Bog - [Doctor Omega] 7. Transport A Access - [True Diehard Gamer] (TDG) 8. Save Station A - [BoostR] 9. Temple Access - [Darth Nat] 10. Dark Torvus Temple Access - [Darth Nat] 11. Service Access - [TDG] 12. Shrine Access - [Dazuro] 13. Sanctuary Temple - [TDG] 14. Hive Energy Controller - [TDG] 15. Torvus Temple - [BoostR] 16. Culling Chamber - [LeCoureur103] 17. Hall of Combat Mastery - [LeCoureur103] 18. Hive Chamber C - [The Pizza Boy] 19. Hall of Honored Dead - [The Pizza Boy] 20. Collapsed Tunnel - [TDG] 21. Hive Chamber B - [The Pizza Boy] 22. Meeting Grounds - [Arrow] 23. Ventilation Area A - [TDG] 24. Dynamo Works - [TDG] 25. Sanctuary Energy Controller - [TDG] 26. Mining Plaza - [elementboarder05] 27. Central Mining Station World - Light Area - Great Temple Room - Main Energy Controller Techniques - N/A Requirements - Space Jump Discovered by [PirateMetroid], but I am told it was [The Pizza Boy] otherwise: First use Spider Ball to get to the Turret platform. Then go in the middle of the Turret Platform and jump on the fence. Then aim at the Morph Ball tunnel. Then start to Screw Attack to the Morph Ball tunnel. If you did it right you’re Screw Attack would end right in the mouth of the Morph Ball tunnel and you would see through the Morph Ball tunnel wall. Then Space Jump to the left and then you should drop to the Secret World (If you don't understand how to do it watch the first video). What can or can't you do in the Secret World: So far, there's no way out of the Secret World, since most of the time, you fall down right away (Post if you've found a way to do so, please) 28. Plaza Access - [TDG] 29. Portal Chamber - [TDG] 30. Mining Station B - [Nate] 31. Great Bridge - [elementboarder05] 32. Abandoned Worksite - [elementboarder05] 33. Dark Arena Tunnel - [Arrow] 34. Dark Torvus Arena - [Arrow] 35. GFMC Compound - [Phazon Eater] 36. Windchamber Tunnel - [Midget] 37. Agon Map Station - [SkippyJr] 38. Judgement Drop - [TDG] 39. Feeding Pit - [Coco-kun] 40. Mini Gyro Station - [The Pizza Boy] 41. Temple Assembly Site - [Ichabod_Clay] 42. Hive Dynamo - [Bartendorsparky] 43. Abandoned Base - [The Pizza Boy] 44. Sky Temple Gateway - [DARK HUNTER COMMANDO] 45. Phazon Grounds - [PhazonPhoenix] 46. Transit Station - [Master ZED] 47. Dark Transit Station - [Master ZED] 48. Brooding Ground - [Master ZED] 49. Reactor Core - [Doctor Omega] 50. Temple Transport A - [The Pizza Boy] 51. Temple Transport B - [The Pizza Boy] 52. Temple Transport C - [The Pizza Boy] 53. Putrid Alcove - [Master ZED] 54. Venomous Pond - [Master ZED] 55. Path of Eyes - [Ichabod_Clay] 56. Main Gyro Chamber - [Ichabod_Clay] 57. Hive Dynamo Works - [Flamancipator] 57. Hive Dynamo Works - [Flamancipator] 58. Portal Chamber - [bartendorsparky] 59. Dark Forgotten Bridge - [bartendorsparky] 60. Forgotten Bridge - [bartendorsparky] 61. Portal Site - [Metronome'd] 62. Portal Terminal - [Metronome'd] 63. Transport B Access - [Metronome'd] 64. Sacred Bridge - [Ichabod_Clay] 65. Sentinel's Path - [bartendorsparky] 66. Transport to Temple Grounds - Sanctuary Fortress - [Master ZED] 67. Main Research - [Master ZED] 68. Transit Station - Sanctuary Fortress - [Master ZED] 69. Staging Area - [Master ZED] 70. Grand Abyss - [Master ZED] 71. Ing Cache 4 - [Master ZED] 72. Sand Processing - [Master ZED] 73. Ventilation Area B - [Master ZED] 74. Bitter Well - [Master ZED] 75. Hive Portal Chamber - [Metronome'd] 76. Dark Torvus Temple - [MMcLean54] 77. Hall of Stairs - [Master ZED] 78. Undertransit Two - [Master ZED] 79. Undertransit One - [Master ZED] 80. Transit Tunnel East - [Master ZED] 81. Transit Tunnel West - [Master ZED] 82. Transit Tunnel South - [Metronome'd] 83. Bionenergy Production - [Metronome'd] 84. Agon Temple - [Metronome'd] 85. Crossfire Chaos - [Master ZED] [Multiplayer SW] 86. Underground Tunnel - [Metronome'd] 87. Sacred Path - [Metronome'd] 88. Profane Path - [Metronome'd] 89. Mine Shaft - [Master ZED] 90. Command Center Access - [Metronome'd] 91. Central Area Transport West - [Metronome'd] -=-=-=-=-=-=-=-=-=-=-=-= | VIII. Glitches | -=-=-=-=-=-=-=-=-=-=-=-= This section is dedicated to glitches in the game that don’t constitute as a Sequence Break or Secret World. These things happen on the fly by either careful examination, or just by plain accident. These usually don’t offer any help within the game, and are just sometimes a visual treat. They also can crash your game. I am not obligated to confirm glitches as they sometimes happen on the fly and in random occurrences. Some glitches, like the [SFA] and [PCB] glitches are given exact times/locations or happen anytime in the game. Others, like the [DBG] glitch happens if a certain enemy is in the right place at the right time. So if a glitch isn’t working for you, do not contact me and asking me how to do a glitch if it won’t work for you. I’m sorry, but I can’t help you there. 1. Samus Fade Away When - First use of Agon Portal in Portal Chamber (?) Where - Agon Wastes Room - Portal Chamber (?) Techniques - N/A Requirements - Complete Game Once Crash - No This is a very simple Glitch. This can only be done once in the game, and only on a successive play through. When you first use the Portal to go from the Light World to the Dark World in Agon (not when you follow Dark Samus into the other portal), press Start immediately so that you’ll skip the entrance cutscene (first play the game won’t let you skip scenes, you can only skip on a successive play). When you regain control of Samus, do a 180 and look at the Portal. The remnants from Samus reforming from exiting the Portal will be there, allowing a very creepy visual. It won’t crash the game at all, so don’t worry about it. 2. Phantom Charge Beam When - Anytime Where - Anywhere Room - Anywhere Techniques - N/A Requirements - Dark or Light Beams Crash - No As you can tell by the what and where and all that stuff, this is simple. The Phantom Charge Beam, or [PCB], can be executed anywhere, but I first discovered this in the room where you obtain the Seeker Missiles (Hall of Honored Dead I believe). What you need to do is have any beam selected other than the Power Beam, and you have to have 4 or less ammo for either Dark or Light (or both if your using the Annihilator), it doesn’t matter which one. Destroy an enemy using a Missile (yes, it must be a missile), and immediately hold the A button. The beam will not charge visually due to a lack of ammo (one full charge requires 5 ammo, 10 for Annihilator), but the game will still recognize the command and the tractor effect of the Charge Beam will engage and you will pull in ammo and energy. This really doesn’t help at all, but it’s a pretty spiffy trick to pull off. 3. =Rezbit Virus= When - Anytime Where - Sanctuary Fortress Room - Anywhere Techniques - N/A Requirements - N/A Crash - No This glitch was submitted by [HY7]. It apparently disables your Power Beam and Missiles after a post-viral infection and reboot from an Azbit in Sanctuary: [HY7] You know those weird-looking Azbit things that can infect you with a virus? Once, I got infected with a virus, so I rebooted, but when I rebooted my Power Beam would not shoot and my missiles wouldn't work. However, when I switched to Dark Beam, it worked. This only happened to me once. Although this is a trivial example of a glitch, I'm sure that others might result from the new virus attack. 4. =White Abyss of Sanctuary= When - After Dark Samus destroys the bridge Where - Sanctuary Fortress World - Light Room - Sanctuary Entrance Techniques - N/A Requirements - Screw Attack Crash - Reset Required This submission was sent in by [rzxgamer]. This may also end up turning into a Secret World finding, so if any of those expert Metroid players are out there (M2K2 and SCU people I’m looking in your direction :p), maybe you could experiment with this one to see if it can turn it into a Secret World, or quite possibly this is already one. Anyways, here’s his findings: [rzxgamer] After Dark Samus destroys the bridge, there is still a small remnants of it on either side of the big gap. You must Screw Attack across the chasm (towards the side away from the areas entrance). If you manage to do this correctly, you should get stuck in between the main 'land' and the remaining piece of the bridge. Enter Morph Ball mode, the roll forward, you will fall through the edge of the area, but since you are technically outside of the room, you won't die (or reappear where you fell from). Instead you fall forever into a white abyss... This doesn't do to much, but it is still kinda cool. 5. =Disappearing Boost Guardian= When - Normal Progression Through Game Where - Torvus Bog World - Dark Room - Boost Guardian Room Techniques - N/A Requirements - N/A Crash - Reset Required This submission was sent in by [bigstu80]. It happens during the Boost Guardian fight where he eventually seeps out of the room during a reformation phase. [bigstu80] The first time I played the Boost Guardian I got his energy down far enough so the next time he appeared in his five legged form, I would be able to kill him. But as he changed to his liquid form, he 'leaked' out of the room. Graphically, nothing looked wrong so I assumed it was another twist to the fight. After 15 minutes of killing the minions and no sign of the guardian, I decided he was well and truly gone. With no way out of the room, a reset was required. 6. =Portal Bounce-Out= World - Light Area - Agon Wastes Room - Command Center Techniques - N/A Requirements - N/A Crash? - Reset Required This submission was sent in by [papercup]. I want to apologize to him because I forgot to add this part of the glitch to his submission (the “this was sent in by“ part), AND I had forgotten to add his name to the submission below. [papercup] This is an old one I found a while ago, but I've only ever been able to pull it off twice. In Agon Wastes, in the Command Center, I'm pretty sure you can do this at any time, the first time it happened to me is when I was going around to get 100% before Emperor Ing. If you go a little bit to the side of the portal/a little behind it, if you get hit by a space pirate in such a way that you bounce off the portal, you should fly through the wall into a black room. The first time I did it, there were 6 or 7 space pirates, or however many jumped into the portal. If you shoot at them, they won't shoot back! But the second time I did it, there weren't any there. [Paco] When he says that you “bounce” off of the portal, that means with the Dark Aether portal UN-activated, the portal will push you away. Do NOT activate the portal with a Dark Beam shot and enter. You will ruin the Secret World and you will have to go back to another Light Aether portal and reenter that room and try again. 7. Festive Suit? ::enter strange confused noise here:: Ok, if you guys visit the cheats section of IGN, you’ll see a “Festive Suit” glitch/cheat under my name. Here is the excerpt: Change the GameCube's calendar date to 12/25, Christmas (year has no importance). When you load up the game, Samus will have a suit fit for the holiday season. You can view this at anytime the camera is in 3rd person view (changing in/out morph ball, save/map/ammo station, etc). This cheat is a hoax or a false submission by my part with current knowledge of it. I first saw it on GameFAQs, now removed, and I decided to share it with IGN-ers. Since then, I’ve had several people question me about its likeliness of its probability, and I’ve said the same thing, “No, sorry, it’s a fake.” Now, I don’t know if this is actually real or not, you may have to have beaten it on Hard mode (I‘m stuck at the Boost Guardian :( ), or gotten all of the Art Galleries unlocked. I’m not sure if there is more to it than just a simple calendar switch or not, but if somebody unravels the mystery behind this, PLEASE, for all things sweet and holy, email me and give me your findings. This will be one of the things that will utterly confuse and piss the hell out of me of all time (that and the constant “j00 can get th Triforce in OoT!!111!1!” bull). 8. Portal Cheating World - Depends Area - Depends Room - Depends Techniques - N/A Requirements - N/A Crash - No Ok, this glitch seems farfetched, so bear with. I discovered this in the Portal Transit in Agon Wastes (same as the [Samus Fade Away] glitch), but I’m sure you can get this to work at any other Scan-to-Activate portal. This isn’t so much as a “you need” but more of a “you can do this if you wanna” type glitch. When you get to the portal that all you need to do is scan a side panel to activate it, stand off to the side or down below (as I mentioned above in Portal Transit, that portal is on a second level). Scan the panel off to the side, the cut-scene will initiate showing the activation, then when it cuts back to you, the game will have thrown you in front of the portal. This serves as almost no intentional purposed, but I might be used to get out of a battle where you scan, get thrown up to the portal just a short ways away from danger, and enter the portal to escape the battle. 9. =Semi-Permanent Lock-On Arm= World - Anywhere Area - Anywhere Room - Anywhere Techniques - N/A Requirements - N/A Crash - No This glitch comes from [Rincebrain]: [Rincebrain] This happens when you are charging a beam and/or firing and are hit while doing so. The result will be that your gun is, from Samus's perspective, "farther out" than normal, and will remain that way until something changes your perspective, i.e.: Morph Ball, Screw Attack, et al. It is a harmless glitch, though interesting to observe when you have different suits or guns on. This does not solely occur when hit during lock-on, though I have had it happen during that period. The entire arm will appear to be farther out until something affects it, even though you're not locked on. [Paco] When I first received his email, I was a bit confused on what the glitch was about, so hopefully his reply (the second paragraph) will be able to explain it. Basically, this glitch has your right arm appearing as far out as it would if it were locked on, but in reality, you aren’t. 10. =I Can’t Shoot!= World - Anywhere Area - Anywhere Room - Anywhere Techniques - N/A Requirements - N/A Crash? - No This glitch was also sent into me by [Rincebrain]: [Rincebrain] This also occurs when you are charging/firing and are hit at a bad time, and is far more annoying. Visually, I don't notice anything out of the ordinary, but you are simply unable to fire, at all. Changing weapons remedies this, but it's an annoyance which has happened to me once or twice during difficult fights, which is why I remember it. This is not the delay after being hit; this is after the delay, when the gun is where it could be, and all appears normal, but the gun will not actually fire until you switch guns. [Paco] Again with the above glitch, his description wasn’t so clear in the email, so he sent another explanation, which will hopefully eliminate any confusion. All this does is after an extreme hit, your Arm Cannon will be at it’s normal position, but you won’t be able to fire until after you switched to another Beam. 11. Non-Bouncing Portal World - Dark Area - Ing Hive Room - Staging Grounds Techniques - N/A Requirements - N/A Crash? - No This glitch was sent into me by [NaT]: [NaT] The first one is a simple glitch. Its in the Staging Grounds in Dark Sanctuary Fortress or whatever the place is called. When you go through the dark portal to the Staging Grounds, the light portal that you come out of is messed up. Normally, portals will bounce you off, but this one will only make the electrical sound and allow you to walk freely thru it. 12. Float from Quadraxis World - Dark Area - Ing Hive Room - Quadraxis Battle Room Techniques - N/A Requirements - N/A Crash? - A possibility, but a high chance it won‘t This was also sent in by [NaT]: [NaT] The second one is better. Its in Hive Temple or whatever. THE PLACE YOU FIGHT QUADRAXIS. When you jump onto the final head version of it and lay the first bomb, continue to hold R and something weird could happen. The time I did it, Quadraxis head moved out from under me and I just floated there for a moment, then I jumped back onto the head and then rolled off. It was really weird. 13. Regenerating War Wasps World - Light Area - Temple Grounds Room - Torvus Transport Access? Techniques - N/A Requirements - N/A Crash? - No This glitch is a tad weird. I first discovered this in the room prior to the Torvus Bog elevator in Temple Grounds (that‘s why I have the ? mark there), but this can be done in other certain areas. When you are heading towards the elevator room, destroy the first two War Wasp hives. Now, walk up just a tad, hold L to strafe (side-step) and slowly strafe to the right. When you get the first image of the War Wasp Hive, destroy it with a missile. You’ll know it’s destroyed because of the blue fog emitting from it. When you begin to walk towards it, 2-3 War Wasps will emerge from the destroyed hive. This can also be done when you arrive in Temple Grounds from Torvus. Apparently, the programmers wouldn’t think that you would destroy the hive until after you had gotten so close to it for the Wasps to appear. So they didn’t program it so that if it was destroyed, the Wasps would still come out. But, after the first wave is destroyed, they won’t come back. It’s one of those things that will have you scratching your head in confusion saying, “Hey, if the Hive is destroyed, then where the hell did they come from?” Anyways, have fun with it. 14. Invisible Floor World - Light Area - Temple Grounds Room - Hall of the Honored Dead Techniques - N/A Requirements - N/A Crash? - No Now, before I begin, I would like to point out that I am not the sole finder of this, no. [Flyfunner] found this, who is another member of the elusive M2K2 forums. Again, if you read my apology note, I only did the SB and Glitches that I could do on my own accord or got around to doing myself. So, if anybody is reading this and “reports” me to [Flyfunner], I’ve done my part in recognizing him. Also, if [Flyfunner] is reading this and he would like this removed, or his finding posted here, please email me and I’ll do whatever you request. Now, with formalities out of the way, onto the Glitch. This one is VERY easy to pull off. When you are in the Hall of the Honored Dead room (where you obtain the Seeker Missiles), shoot at the floor. The shot will go straight through. It goes down about 4-5 real feet. If you fire off a lob of charged Dark matter, the eradicated blast will protrude from the bottom of the floor, as will the particle effect from a Super Missile show and any other blast that is large (Shockwave, Sunblast and Darkburst, the other Beam Charge Combos). Its very odd. Dunno how the hell that one slipped by. 15. Witness the Upgrade! World - Depends Area - Depends Room - Any item room Techniques - N/A Requirements - Successive Play Crash? - No This one plays out just like the [Samus Fade Away] glitch. This must be done on a Successive Play, then will the game only let you skip cutscenes, hold the elevator scene, that one is a loading scene. Whenever you get an upgrade, say a beam upgrade or a visor upgrade, press Start to skip that scene as soon as it starts up. When you regain control of Samus, quickly step back and watch the light particles appear like they would be forming over the specified part (arm cannon if a beam upgrade, visor if a visor upgrade, etc). I only did this with the Dark/Light Beams and either the Echo or Dark Visor, can’t remember which one, but I’m not entirely sure if it will work on an Armor upgrade (Dark/Light Suit), Movement System (Screw Attack, Gravity Boost, etc.) or Morph Ball upgrade. If anybody can confirm those, please email me. 16. Sound Cut-Offs Crash? - No I’ve decided to give this section it’s own subsection, as there are numerous “sound cut-offs” within the game. A Sound Cut-Off (as put by M2K2) is when a certain particular noise is played in the game, when you press Start, the game will pause, but the noise will still play. When that noise has subsided, and you un-pause the game, the noise won’t play, but that certain action will still continue. Follow? I hope so. Below are the one’s found so far: 1. Morph Ball Tunnels (Lower Torvus) - Discovered by [Fissure]: [Fissure] In any of the lower parts of Torvus Bog, go to any one of those Morph Ball underwater shooter things (the ones that shoot you through the pipes). Switch to Morph Ball mode and get into one of the holograms. As soon as you enter, press Start on the controller. The "pumping" sound still plays, and gets more rapid, as if you haven't Paused the game. Press Start after the sound stops to see the pumps move without the sound effects. 2. Power Bomb - Discovered by anonymous (from M2K2): Hit start after you set a PB. The sound is instantly cut off. 17. Portal Shield Area - Depends World - Depends Room - Any with a portal and enemy Techniques - N/A Requirements - N/A Crash? - No This was sent in by [Fissure]: [Fissure] If you’re behind a portal, you can use it as a shield to block War Wasp shots. For some reason, Samus can shoot through portals, but enemies can't. Unfortunately, the portal blocks your view quite well, so switch to your Echoes Visor. This enables you to see the enemies through the portal, even if they are just blue-gray silhouettes. [Paco] I have no idea if this will work on anything besides a War Wasp, but hey, curiosity killed the cat, so have at it! 18. =Caretaker Drone Screw-Up= Area - Light World - Sanctuary Fortress Room - Research Center Techniques - N/A Requirements - N/A Crash? - Reset Required This was sent in by [DaDude]: [DaDude] During the Caretaker Battle in the Research Center, you have to boost into the Antennas which flash red. Once you destroy them a generator should come out. You boost into it and it gets destroyed. Now on the second part of the battle (you go up one floor) I noticed the generator was already sticking out. I tried to boost into it but I went through it. I kept trying but still nothing. So I thought there must be invisible antennas protecting it so I kept boosting back and forward. Nothing. So technically I couldn't do anything. I died after 5 minutes. I tried again and this time everything was correct. 19. Sanctuary’s Screwy Cameras Area - Light World - Sanctuary Fortress Room - Watch Station Techniques - N/A Requirements - N/A Crash? - Reset Required Submitted by [mikaa]: [mikaa] At the Watch Station in the Sanctuary Fortress (I did this prior to opening the portal, though it should be available at any time), I grabbed the Beam Expansion, then went down the tube. As I just reached the mouth of the tube, BEFORE I hit the ground outside the tube, I de-morphed, and quickly re-morphed. The camera showed me a view from INSIDE the tube, and when I de-morphed again, the screen was at a sharp 45 degree angle to the side, no matter where I moved. (i.e. - I could move, shoot, and other crazy things, but the world acted as though it were on the side.) After a few seconds of shooting and jumping, I morphed to try to fix it, and when I de-morphed, everything was back to normal. 20. 101% Collection Rate Area - Light World - Temple Grounds Room - GFMC Compound Techniques - [GJ] Requirements - N/A Crash? - No Discovered by [BoostR] and [Thomaz]: Right when you enter the GFMC Compound at the beginning of the game, it's possible to [GJ] up to the Missile door area without triggering the cutscene. If you blow up the box, grab the Missile Launcher, and activate the cutscene afterwards, the box re-spawns 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. 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%). [Paco] Thanks to a reader for clearing up the whole SDA issue. I’ll post what he sent me: The SDA is the Speed Demos Archive (http://speeddemosarchive.com) which hosts speed runs for all kinds of games. It's relatively popular for posting Metroid speed runs. They have pretty tough restrictions on what is and is not allowed, specifically no Secret Worlds. Hope this helped. I’ll add this to the Metroid Site section near the bottom of my guide for quick reference. 21. =U-Mos Jump To Oblivion= World - Temple Grounds Area - Light Room - GFMC Compound Techniques - [GJ] Requirements - N/A Crash? - No Original discoverer is unknown, but a further explanation is provided by [Ummeiko]: 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 "secret world". This is the term given for clipping/moving outside of the game map and is used for some advanced sequence breaking. But, as of yet there is no known way to get back into the "normal world" 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. [Ummeiko] 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. 1) Jump onto U-Mos's left shoulder (probably the easiest, if not only, place to get on him). 2) 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). 4) 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. 5) 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. 6) 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. 7) 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 un-morph. 8) 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. 9) 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). 10) 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. 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 wall-crawling 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. And the oblivious response by [MMcLean54]: This can happen in any secret world. :p 22. =Double Pirate Fight Crash= Area - Light World - Torvus Bog Room - Torvus Grove Techniques - N/A Requirements - N/A Crash? - No Original discoverer is unknown. It is uncertain what causes this to happen, but it may be a side effect of getting Gravity Boost and/or Grapple Beam before Boost Ball. When entering Torvus Grove, sometimes two "locked door" Pirate fights can occur in a row. If this happens, there is a chance that your game will crash when you move into the next room. If the crash occurs, simply load up from your last save and you can apparently proceed normally. If the crash does not occur then you can proceed normally without having to worry about it happening again. 23. =Super Missile Expansion Crash= Area - Light World - Torvus Bog Room - Torvus Temple Techniques - N/A Requirements - N/A Crash? - Possibly; If you can’t find the Space Pirate Discovered by [Eruditious] and a further explanation by [Big_Metroid]: The first time you come here, you are thrown into a scripted battle. This is how it is supposed to happen: 2 pirates swoop in on one of their flying drop ships... they jump of and attack you. After you kill them, 2 Aero Troopers show up. After them, 4 pirate troopers attack. After you kill the 4 troopers, the super missile expansion shows itself and you can proceed. What happened to me was that one of the two original troopers didn’t jump off the ship... and flew up into the sky with it, removing it from combat and letting the 2 Aero Troopers spawn. I killed the 2 Aero and the 4 other Space Pirates... but the battle music didn't stop, the doors didn't open, and the super missile didn't spawn. Instead of resorting to my previous save, I look around and up... I see the lone trooper shooting at me from waaay away above the arena... so far that his shots vanish from the distance before they even get inside of the arena. I moved around and pinpointed the location of him outside the top and fired about 30 missiles at him until he died and the super missile spawned. I haven't been able to repeat this beyond that one time, but it was a little depressing just looking around for it. [Big_Metroid] Found a way to duplicate this, partly. As soon as the drop ship swoops in, run right up close to it and shoot one of the pirates. Instead of jumping off, he will stay on and shoot at you. The drop ship will then fly away. However, you only need to kill the remaining pirates that show up to get the super missile upgrade. It also seemed like the elevator did not want to take me up to the energy controller. After five or six times of jumping off and on, it finally went all the way to the top. 24. =Hydrodynamo Screw Attack Crash= Area - Light World - Torvus Bog Room - Hydrodynamo Station Techniques - N/A Requirements - Screw Attack (dur) Crash? - Reset Required Discovered by [LeCoureur103]: In Hydrodynamo Station there is a morph ball cannon that shoots you straight up, from underwater to the top of the room by the save point. If you Screw Attack directly onto the exit of the tube, it will open and you will fall straight down the tube. Once you have scanned the three switches and the floor raises, the morph ball cannon cannot be accessed; as you can only have the Screw Attack after raising the floor (and getting the Gravity Booster and so on), you will be stuck at the bottom of the tunnel until you reset your game if you perform this trick. 25. =Escape from Spider Guardian= Area - Light World - Sanctuary Fortress Room - Spider Guardian Room Techniques - [DBJ], [TRHBJ], [3BJ] Requirements - N/A Crash? - Reset Required Discovered by [DJ Grenola]: It is possible to bomb jump out of the entrance to the spider guardian's room by means of glitchy Spider Ball tracks. This trick does not have any sequence breaking value as the game crashes once you shoot the entrance door again. Once the fight starts, hold the control stick in a position somewhere between left and top-left (the exact position of the control stick seems to be a crucial factor, so experiment). Perform a [DBJ]. Once in a while, you will get stuck at the top of your jump on a glitchy section of track. Keep holding the control stick to maintain your position. One of two cases will apply now: 1) You are close enough to the top that a single bomb jump will get you there. Just jump out, but it is worth laying some extra bombs as you reach the lip of the entrance tunnel just in case you don't quite have the height and find yourself scrabbling on the edge; 2) You need more than a single bomb jump to get out. In this case, you will have to resort to the first two or three bombs of the [TRHBJ] (it has to be a bomb jump that does not require you to land on the ground, as you will fall through the glitched section - the [HBJ] and its variants are the only jumps that work). Similarly glitched bomb jumps can be performed up other tracks in this room. It is useless but possible to obtain the missile expansion during the spider guardian fight by draining half his energy, then using a [3BJ] to the glitch and three or all four [TRHBJ] bombs up to the top of the relevant Spider Ball track. You may then exit the spider guardian fight through the morph ball tunnel by the missile expansion if you wish, and leave the fight arena via the dark beam door without the game crashing. Coming back round and attempting to hit the blue entrance door again, though, will result in a crash. It may be possible to return to the fight area via a [TRHBJ] back into the morph ball tunnel, but this is definitely not easy. [Paco] What is an [HBJ]? 26. =Main Research’s Broken Sonic Locks= Area - Light World - Sanctuary Fortress Room - Main Research Techniques - [Kip Dash] Requirements - N/A Crash? - Possibly; If you can’t execute a [Kip Dash] Original discoverer is unknown: In main research, when using the Echo Visor to destroy the sonic emitters, if you should leave the room before destroying all the emitters, upon returning to the room you will find all the emitters destroyed but the sonic lock still in place. If you save after destroying some of the emitters, the only way to progress will be by performing a [Kip Dash] across Watch Station Access. [Paco] I have a serious update for this glitch. I had a reader email me asking about other possible ways to get around this, but with no avail. He called up Nintendo and they sent him a free Memory Card (I’m sure it’s the 59 block card) with a save up to that point! Kudos my friend. Free Memory Card and a save at that point. Guess you won’t have to restart the game. But, as an advisory, please don’t exploit this and get a free Memory Card just because you want one. Leave it for those who need it. 27. =Aerie Crash= Area - Light World - Sanctuary Fortress Room - Aerie Techniques - N/A Requirements - Screw Attack Crash? - Reset Required Discovered by [MMcLean54]: In Aerie, run off the ledge right next to the shattered glass. Notes: I have not been able to reproduce this glitch. I was normally playing the game. After I defeated Dark Samus 2, I started messing around and jumping off the ledges to see where the Screw Attack boundaries were. Then on one of the Terminal Falls, I experienced my first crash, at the exact moment where I lost 10 energy and made the grunting noise. I have no explanation other than that it was either a bug in the game (Like in Metroid Prime) or it was just pure chance. 28. Reach Sanctuary Early Area - Light World - Sanctuary Fortress Room - Aerie Techniques - N/A Requirements - [101% Collection Rate] Crash? - Reset Required Discovered by [MMcLean54] and maybe others: This glitch occurs when you skip the cinematic in GFCM Compound. Instructions can be found on the 101% Collection Rate page. If you move around while the scene still hasn't occurred, you may notice that a bunch of things have been removed, such as the Kinetic Orb Canon, and Map Station door, and the Amber Translator Door Sanctuary Fortress. Go through all of the paths (Watch out for the Luminoth Turrets!) until you reach a dead end in Sanctuary Fortress. Simply turn in your Morph Ball and roll into the Spinner. There you go, you're stuck and you have no way out, because you don't have the Morph Ball Bombs yet! Notes: You can activate the Map hologram twice in GFCM Compound because after the cinematic, everything is replaced, including the Missile Launcher. 29. Sustain Charge After Reboot Area - Light World - Sanctuary Fortress Room - Research Core Techniques - N/A Requirements - N/A Crash? - No Discovered by [Enzd]: To me this seems more like a convenience than a Glitch, but I felt that I should send it in. I believe I was in the Research Core part of Sanctuary Fortress (the one with that large tube that the Rezbits float around) when this happened. I was charging up a Power Beam Shot for my Super Missile to shoot at one of these Rezbits floating near the ground, I locked on, and suddenly a Rezbit that was higher up shot me with the Virus. I rebooted as needed, but when I got fully rebooted, my beam was still charged! I wasn't holding down the A button or anything, it was just locked there until I hit A or turned into the Morph Ball. It doesn't seem like much, but to me it seemed really handy. I let it sit for around 10 minutes, but the shot was still charged until I hit A and it shot off like normal. When I hit X, I turned into a Morph Ball like normal, but it laid all three of it's bombs on it's own right away. It stopped doing that after the three bombs ran out, and everything worked fine afterwards. 30. Green Water World - Light Area - Torvus Bog Room - Torvus Temple Techniques - N/A Requirements - Space Jump and Screw Attack Crash - No This was brought to my attention by [Chessnutt]. Although he/she didn’t give a thorough description, I will fill in the blanks of which he describes. [Paco] This glitch takes place during the Secret World in Torvus Temple (SW number 1 in my guide). Apparently, there is a patch of green water, invisible of course, that is under the small tunnel that leads you to Transport to Agon Wastes elevator room. There is no green water whatsoever in that room in Torvus, so it’s origin is a mystery. There is a nifty visual effect that you can pull off. Walk into the water just enough that if you take one step forward that you leave the water. Remember how the water hinders all of your shots? Well, if you shoot so that the shots go out of the water while you are standing in it, then step out, you can see the shot traveling slower than it normally does as if it were still underwater. Once you are down here, the only way to get out is to reset. Although this particular glitch doesn’t crash your game, being in the SW will, since there is no way out. 31. Emperor’s Portal Area - Dark World - Sky Temple Room - Sanctum Techniques - none Requirements - none Crash - No This was submitted by [Gamer am I]: During the fight with the first stage of The Emperor Ing, when he goes for the attack where he sends his tentacles through portals, defeat his all his tentacles before he sends them through the portal, but after the portal has appeared. I recommend doing this when he has one tentacle and shoot it with the light beam. The portal will stay there though the entire fight. It isn't useful, but it is cool. 32. Hedgehog-It! Area - Light World - Torvus Bog Room - Lower Torvus Access Techniques - none Requirements - none Crash - No This was submitted by [Khatharr]: I found a useless glitch that I have used to entertain myself for hours on end. This is in "Underground Transport" (I think) in Torvus Bog, Light Aether. It's the elevator that leads to lower Torvus. Roll into the morph ball and trigger the elevator, then hold down and to the side to start doing circles around the elevator as it's moving. Once you get going, hold the stick straight down and keep holding it. I call it the "Hedgehog Stunt", as Samus will slowly roll toward the edge of the screen and eventually roll straight off screen like in the old Sonic games. You can even keep holding it until she pops out the other side. Fun! This trick also works in "Central Area Transport East" of Sanctuary Fortress, and I think possibly in the other elevator in Sanctuary. Enjoi! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= | IX. Metroid (Fan) Sites | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section just has a listing the various Metroid sites that I have mentioned in my FAQ for easy access: All of these sites listed have a forum. Samus.co.uk (SCU) - Run by the very intelligent Andrew Mills, this site has tons of info and multiple stuff on all the Metroid entries, including tidbits on Metroid Prime: Hunters and the demo, [First Hunt]. Great site to visit. Metroid2002.com (M2K2) - Multitude of videos for all Metroid games, and some information some people are unaware of (like differences between the Japanese PAL, European PAL and North American NTSC versions of Metroid Prime). Another wonderful site to see. MP2D.co.uk - As you may tell from the name, this site is home to a fan game that is retooling and reworking the Metroid Prime game into the classic 2D sidescrollers of Metroid past, and it looks abso-friggin-lutely fan-freakin-tastic. They’re still working on it, and a demo of the Frigate is due out soon enough. Just thought I’d throw that out to Metroid fans. Electronic Gaming Monthly had interviewed the founder of the project, Kellen Stover (he’s 15 years old, that shows that great ideas don’t only come the older guys like Kojima or Miyamoto). Go to the site and look under the Jan 1st update. 2 links to the 2 page story, plus Samus being the “centerfold” of the story. Great work guys! You have my utmost support for this game. I hope to holy hell that Nintendo doesn’t do to you what SquareEnix did to Resurrection Games and Chrono Trigger. ::insert standing ovation here:: MetroidMetal.com - This site is run by the very talented man by the name of [Stemage]. He has taken all of the tracks from the original Metroid and “metal-fied” them, as he puts on the main page, “these songs beg for more energy, so I've created this site to experiment with the genre that would suit these songs the best... metal.” All are available for free download on his site, plus a new track from Super Metroid, Lower Norfair. It is definitely worth checking out. My favorite Tracks are [Item Room], [Kraid] and the new [Lower Norfair] I mentioned. Drop in and voice what he should do next. This is by far the BEST musical revival to video games that has EVER been done. He does have PayPal on there, so if you want to, and I’m not saying this because I’m being paid, and I’m not, donate to his site. Bandwidth is a bitch to pay for, especially when you host MP3 files. And if you do donate, he’ll send you a copy of the MetroidMetal soundtrack, as well as notarize you in your board profile, provided you sign up for his Community. I haven’t contributed, well, cause, I don’t have a credit card to donate anything from....but I shall donate when I do get one. SpeedDemosArchive.com - This site is an online site which hosts recordings of Speed Runs from various games. It is not solely a Metroid fan site, but it does host recordings of Metroid game Speed Runs. It has people breaking records for clearing a game in the fastest time (last I heard, the record for Metroid Prime is 1:04, 1 hour, 04 minutes, by the famous Kip). If you want to watch the tapings of people clearing the games as fast as you’ll ever see, check that site out. -=-=-=-=-=-=-=-=-=-=-=-= | X. Contact | -=-=-=-=-=-=-=-=-=-=-=-= If you have any submittable material or would like to have my guide on your site, please e-mail me at pacokorn77@gmail.com. Please put in the subject link [Echoes Sequence Break Submission] or something to that effect, as I delete e-mails if I don’t recognize the e-mail, or the subject line is awry. Please do NOT try and contact me thru my AIM screen name, as I am never on AIM, and those messages are sent to my phone, and I can’t disable that. It’s a bish to carry on a conversation with a cell-phone. E-mails ONLY, please. If I receive an IM from anybody regarding Echoes, I will ignore it. If you are stuck in the game and you don’t know where to go or what item you need next, use one of the helpful guides on IGN or GameFAQs. If you are still having trouble, contact me and I’ll assist you in any way necessary. Submittable material I’m looking for includes: * Item Sequence Breaks (Suit/Morph Ball Augmentations or Keys) * Expansion SB (must have significant gap between SB and actual obtainment, see EME SB) * Guide Improvements/Ideas (i.e. - reworking sections to become more user friendly, etc.) * Boss SB * Secret Worlds * Special Techniques * Glitches When you do submit a file, please include your name that you want to be referred by, as from past experiences with my Zero Mission Sequence Break FAQ, I’ve had to wait days for a reply from some people before I could add their name to the [Thanks] section below (nothing against TMO :p). This hinders the possibility of the FAQ being published in a timely manner. So please, include your reference name (i.e. - mine is pacokorn77) which the majority of the time will be your board or IM name. Do NOT give me your real name and expect me to use it. Please include all information for your submission that I do above. Please look in the section that you’ll be submitting to for information that I require. If you are reading this guide on GameFAQs, please rate my guide. It’s there so I can see if my readers enjoyed this or not. Thanks. New Rule!: Rather than having you all submit stuff before 6PM EST if you want it updated that day, I have decided to make all updates on Fridays. This will allow me to absorb all the submissions in a whole and do everything at once. But there is a time limit to this as well. If you want your submission in the weekly update, you MUST send your submission BEFORE 3PM EST Friday. I am usually off the PC by then, and when I return on Friday, I will have everything to do at once. So, anything sent after 3PM EST, as noted by the Time Stamp in Gmail, will NOT be added to that weekly update, but to next weeks. I will check my Gmail account up to minute to clock strikes 3PM. Please be aware that even I have things to do besides this guide, and since Graduation is just around the corner, and I‘m not sure if I‘m going to pass my senior year, I’m a busy man. So please understand this. Thanks. For those regarding the Contest I started: Please send all emails to EchoesGuideContest@gmail.com. Do NOT send them to my pacokorn77 account. If I receive an email in there with your contest answer, I will delete it and your entry will not be counted. This email will be used for all contests, granted I hold more than one. -=-=-=-=-=-=-=-=-=-=-=-= | XI. Thanks | -=-=-=-=-=-=-=-=-=-=-=-= All of these people have contributed to this FAQ. They are listed in the order that they submitted material, or the order that I read their emails, whichever comes first. I have decided to stop typing what they submitted, as it is a pain in the ass to keep up with who-sent-what during updates and that I already recognize the submissions with their authors in it‘s section; Nintendo and Retro being the only exceptions to this rule. This will also reduce numerous name repeats as well. [Nintendo] For allowing Retro to make Metroid games (enter Steve-Os tattoo with thumbs-up here). [Retro Studios] For bringing back the Metroid experience to the next-gen consoles with Prime, reliving it with Echoes, and many more experiences to come. Great work guys. ::applaud:: [The Mystical One] [MMcLean54] [BoostR] [Kahrain] [Ekarderif] [Frozen Mr. Toastbrot] [Radix] [Ghost] [linkk98] [HY7] [rzxgamer] [bigstu80] [papercup] [Rincebrain] [NaT] [Selim7953] [Fissure] [DaDude] [Juiceboy] [mikaa] [Solr_Flare] [Kip] [Sess] [Bartendorsparky] [TRH] [Banks] [Devilbit] [LOLaFOL] [Madrox] [Shinin] [Brassmaster] [Metroix] [Zell] [Sparky] [Phazon Siphon] [Doctor Omega] [True Diehard Gamer] [Darth Nat] [Dazuro] [LeCoureur103] [The Pizza Boy] [Arrow] [elementboarder05] [Nate] [SkippyJr] [Coco-kun] [Ichabod_Clay] [Thomaz] [Ummeiko] [Eruditious] [Big_Metroid] [DJ Grenola] [Enzd] [Gamer am I] [Chessnutt] [ion] [Metronome'd] [Master ZED] [Alex] [pacman] [Khatharr]