1 page
^^
vv
List results:
Search options:
Use \ before commas in usernames
Edit history:
yonic: 2017-03-17 10:28:41 am
yonic: 2017-03-17 10:00:28 am
yonic: 2017-03-17 12:11:36 am
yonic: 2017-03-17 12:11:16 am
yonic: 2017-03-17 12:10:27 am
yonic: 2017-03-17 12:10:11 am
yonic: 2017-03-17 12:04:37 am
yonic: 2017-03-17 12:01:46 am
yonic: 2017-03-17 12:01:22 am
yonic: 2017-03-17 12:00:30 am
Game designer and Metroid Prime fan
DISCLAIMERS
  • This is a theoretical guide with almost no practical use. I have made a couple of discoveries while exploring Aether using the Moon Jump and Infinite Health cheats that I used to create this theory. However, some of the stunts I've used can be performed in practice without any cheats. It might be possible to actually perform this in practice in the future when more speedrunning and SWs discoveries are being made, but I don't think it'll be of use for speedrunners as of now.
  • At the time I wrote this, I didn't know some of the 'proper' terms used by the community, so I made out a quick glossary of the terms I'm introducing. Synonyms that are common knowledge to the community are very welcome.

GLOSSARY
TermDefinition
Abyss WarpA technique to get back inbounds by falling into a room that has a pit, causing Samus to get harmed, but teleports her back inbounds.
Bounded room
Capped room
Any room that has collisions set in such a way that it is impossible to exit the bounds via Moon jumping.
Cutscene Warp A technique to get back inbounds by triggering a cutscene that causes Samus to warp onto a specific point. This way she will teleport back inbounds.
InsertionA technique to return inbounds that consists on directly facing in front of a door that connects to a room that is not currently loaded,
and open it by shooting at it to force the game to load and render the room.
NOTE: This could rarely crash the game, even if you have previously unloaded the rooms!
Loaded roomThe state of any room that has their collisions and triggers loaded.
Loading triggerA trigger area that, when hit, causes all the previously loaded rooms to unload, and then load a room associated with it.
LockpickingJumping on top or at the bottom of the frame of the door while outside bounds in order to hit the Transition Box of the door and force the game to move to the connecting room.
NOTE: This will only work when the room you want to go to has been loaded.
Miracle Passthrough  An extremely hard stunt that consists on performing a lockpick in such a way that also gets Samus inbounds.
Rendered roomThe state of any room that is visible.
Transition BoxA hitbox defined within a door in which upon hitting will prompt the game to move from the room you're currently at to the connecting room. This transition can be seen perfectly on the map on the HUD.


With this guide, you could theoretically get the Light Suit skipping more than 80% of the game, and you even get to skip visiting Torvus.
The only items that could be necessarily be obtained are the E.T.M. (at least for the PAL version), the purple translation module and the Dark Beam. If you don't wish to use the Infinite Health cheat code and you aren't skillful enough to traverse Dark Aether, the Dark Suit is highly recommended.

THE GUIDE
  • Perform the ILS sequence. Tip: It's actually much faster and easier to just Moon Jump back up to the Hive Acces Tunnel Hole after jumping the Hive Access Tunnel hole, and then trigger the cutscene again, instead of using the Infinite Boost Ball glitch.
  • Do not Cutscene Warp to the elevator via scanning the panel that activates it. Instead, wallcrawl and lockpick the door that leads you to the Industrial Site.
  • Lockpick the door behind the purple translator gate and head to the elevator to Agon.
  • Perform an Abyss Warp to safely use the elevator.
  • Head normally to the Central Mining Station, defeat the pirates, and Moon Jump out of bounds. Alternatively, you could use a Sandigger at the Mining Plaza and wallcrawl all the way to the Central Mining Station, but you need to defeat the pirates while being outside bounds to unlock the laser barrier.
  • Lockpick the white hatches above and, while being outside bounds, lockpick the door that connects the Command Center with the Security Station B.
  • Skip the Dark Samus appeareance cutscene in this room by avoiding its trigger, and lockpick the black hatch to get to the Main Reactor.
  • Cutscene Warp using the pre-battle cutscene with Dark Samus and defeat her.
  • Get the Dark Beam.
  • Return normally to the Temple Grounds. You'll most likely trigger Dark Samus' sudden appereance cutscene and seem like she'll lock you up (Hi ghost Samus :p), but you'll be teleported back to safety.
  • Moonjump through the opening of this room and lockpick the door to leave the elevator room.
  • Return back inbounds by Moon Jumping up until you reach the aether and Morph Ball to fall inside the room.
  • Get to the GFMC Compound normally and skip the Federation cutscene. This will prevent the gate locking access to the Sanctuary to appear.
  • Enter the Great Temple via the Sacred Path.
  • Defeat Dark Alpha Splinter and get the E.T.M.
  • Talk to U-Mos to get the purple translator module.
  • Get to the elevator that follows the road to Agon. You'll end up in the Temple Assembly Site.
  • Moon Jump out of bounds and wallcrawl all the way up to the Trooper Security Station.
  • Perform an insertion to the GFMC Compound there.
  • Head to the Sanctuary Fortress, skipping the Federation cutscenes yet again.

All the way up to this point is when things are starting to get really tedious. The previous steps could be achieved without the Moon Jump nor Infinite Health if more speedrunning stunts are discovered. Making your way through the Sanctuary will be very hard, not only because of your low stats, but also because of the precision of certain steps.
  • You should be able to get to the Sanctuary Entrance normally. The rotogenerator in the Temple Transport Access should work fine with the Moon Jump enabled.
  • Moon Jump once you get to the entrance and get out of bounds, preferably without spawning the space pirates.
  • Lockpick the white hatch and wallcrawl all the way up to the Reactor Core. This and the last lockpicks to the Reactor Core are quitehard to perform and can take a couple tries to perform.
  • Here comes the hardest part of the guide: You need to perform a Miracle Passthrough to the Minigyro Chamber. It's incredibly hard to pull off, and you could take a long while before succeding. My best guess is that you should face the connecting door while standing above it, start jumping and pray for it to work. I'm currently searching for easier alternatives.
  • Continue normally, using the Spider Ball to get to the elevator early on, and reach the Dynamo Works.
  • Go through the dark hatch. Don't go into the portal or you'll fall in a deathly trap with no way out.
  • Continue normally until you reach the Temple. Then, Moon Jump out of bounds here. Maybe you could discover a SW in Workers' Path to get out of bounds as well.
  • Lockpick the gray hatch leading to the Sentinel's Path, and wallcrawl it to get to the Watch Station.
  • Abyss Warp to get back inbounds.
  • Unlock the portal in this room and enter it.
  • Wallcrawl the Temple Security Access by lockpicking the gray doors, go around the Hive Temple while getting inbounds by either Cutscene Warp and defeat or try to skip Quadraxis or falling through the top with the Morphball and get to the Energy Controller, skipping Quadraxis boss fight.
This is as far as I've reached using Moon Jump and Infinite Health. The following steps are purely theoretical.
  • Once you obtained the energy of the temple, return to the Aerial Training Site like you did before on Aether.
  • Return to the portal in the Hall of Combat Mastery. It's going to be a very long way, but should be achievable. You may have to Moon Jump out of bounds to skip Quadraxis.
  • Back in Aether, get to the Temple, return the energy to the Sanctuary and Moon Jump back out of bounds there.
  • Try your best to wallcrawl all the way to the Sanctuary Entrance, lockpicking the white hatch there.
  • From there, you can continue normally back to the Great Temple and get the Light Suit.


And that's it! I'll be looking for alternate routes that may be much easier to execute. Hopefully this will eventually serve of purpose for speedrunners, but at its current state it is very unlikely.
However, if the Sky Temple keys can be skipped, following this guide could make it possible to complete the game with a record-breaking 1 or 2% completion rate!
Thread title: 
Edit history:
Hazel: 2017-03-17 02:05:43 pm
rocks, locks, and invisible blocks
You've Miracle-Passthroughed your way straight into my heart with this guide.

Edit:
Abyss Warp = Touching the terminal fall trigger
Insertion = Door warping
Lockpicking = Transitioning
Miracle Passthrough = Transitioning and clipping inbounds
Transition Box = Dock (the actual name the programmers used)
Game designer and Metroid Prime fan
Quote from Hazel:
Abyss Warp = Touching the terminal fall trigger
Insertion = Door warping
Lockpicking = Transitioning
Miracle Passthrough = Transitioning and clipping inbounds
Transition Box = Dock (the actual name the programmers used)


Thanks! I'll translate the guide soon.

I've made a couple findings:

1. It seems like the Dark Beam is ultimately required. The Hive Dinamo Works elevator contains one of the two dark hatches you'll have to go through at the Sanctuary, and it'll crash the game with any attempt at transitioning from the Central Area Transport East out of bounds. This is the same for Central Hive Transport East, which just so happens to have the second dark hatch, so you can't move from Upper and Lower Sanctuary without it.

2. I've found a lead on an alternate way through the Miracle Passthrough. While trying to get through the elevators I found that the Hall of Combat Mastery could be not loaded when approaching the door connecting that room from the Minigyro Chamber. I'm not exactly sure how I got this, but it seems like turning around the room at a reasonable distance could work, although I was only able to achieve this once. Door warping to the Hall of Combat Mastery from this room will allow you to continue your way inbounds.

3. IIRC the Spider Ball track in the Dynamo Works (not the Spider Guardian area) won't work even after ILS. I think perfoming an UBJ could have enough height to reach the door to the elevator without Moon Jumping.
Edit history:
E-Dragon: 2017-03-17 05:26:01 pm
E-Dragon: 2017-03-17 05:25:30 pm
uhh, I don't know how up to date you are with the current state of this game.
If not then I highly recommend you to at least watch a 6% run and my little guide on basic techniques in the game:
(ignore the shameless self promotion)
If you don't know where everywhere you can get oob in this game without moon jump, almost all known secret worlds are listed here: http://www.metroid2002.com/prime2/index.php?title=Secret_World

1. A new ILS method has been discovered a few month ago where you jump through a hole in hive chamber a, which is much faster than the annoying Infinite Speed method.
2. Instead of using an infinite health cheat, you can also get morph ball invulnerability (MBI)/ cannon ball, which makes you invincible to any damage source when morphed, though wallcrawling with that sucks.
3.I don't think you need Violet translator at all, but if you want to do that without cheat codes then you need screw attack to get out of Hive Energy controller, but with Dark Beam and Screw Attack I think it should be possible.
4. There is actually another method to get back inbounds which is the ceiling warp/morph , which is explained in the guide I linked.
5. uhh yeah sky temple keys skip would be huge for this game. For low% one might really only need dark beam and screw attack and maybe something to be able to actually fight final bosses without dieing (especially for humans).
Edit history:
E-Dragon: 2017-03-17 05:01:03 pm
Quote from yonic:
1. It seems like the Dark Beam is ultimately required. The Hive Dinamo Works elevator contains one of the two dark hatches you'll have to go through at the Sanctuary, and it'll crash the game with any attempt at transitioning from the Central Area Transport East out of bounds. This is the same for Central Hive Transport East, which just so happens to have the second dark hatch, so you can't move from Upper and Lower Sanctuary without it.

2. I've found a lead on an alternate way through the Miracle Passthrough. While trying to get through the elevators I found that the Hall of Combat Mastery could be not loaded when approaching the door connecting that room from the Minigyro Chamber. I'm not exactly sure how I got this, but it seems like turning around the room at a reasonable distance could work, although I was only able to achieve this once. Door warping to the Hall of Combat Mastery from this room will allow you to continue your way inbounds.

3. IIRC the Spider Ball track in the Dynamo Works (not the Spider Guardian area) won't work even after ILS. I think perfoming an UBJ could have enough height to reach the door to the elevator without Moon Jumping.


1. Yes, as far as we know dark beam is required because you need it to reach upper sanctuary hive as Hive Dynamo Works only loads when activating the elevator ... actually what if we hit that with IS from oob, if that's any doable? Well figured.

2. I think a simple ceiling warp/ morph can make getting inbounds there a lot easier.

3. Yes they are not active until you get the actual spider ball upgrade from spider guardian, but you can do a simple bsj/ bomb space jump up there or a ghetto jump into screw attack if you have screw attack. UBJs/ HBJs only exist in Prime 1.
Edit history:
yonic: 2017-03-17 06:06:43 pm
yonic: 2017-03-17 06:05:06 pm
Game designer and Metroid Prime fan
Now that you brought ceiling warp and IS up...

Most of my succesful tries at ceiling warp in the Minigyro Chamber without rendering first made me land on a space enclosed by collisions which prevents me from continuing through the room. I'm not sure if it could actually be inbounds or out of bounds, I can't relate this space to any part of the rooms.

What's interesting is that it could potentially have a spot to perform an IS. I still haven't figured out the angle and position to do this, but it definitely looks possible, and considering how small this enclosed space is (about a quarter as wide as the Chamber), I could hopefully pop back out of bounds.

If it could be possible to carry this around while out of bounds, it could be possible to hit the elevator holograms (assuming this room and the Unseen Way have somewhat similar collisions) with IS.

why do you want to get back inbounds specifically in minigyro chamber ? you could probably also try ceiling warping into reactor core or reactor access. Maybe you have more luck there.

Carrying IS oob would be very difficult. Also IS likes to crash time game a lot.
But even then Dark Beam could only be skipped by getting Annihilator, since you still need to open the portal in Hall of Eyes to get to Sky Temple.
Maybe one could get annihilator instead of dark beam and light beam for 5% if one can survive climbing up the elevator, get IS up there, trigger the hologram without crashing the game and wallcrawling the rest probably with lightshow which would be absolutely not humanly doable, but MAYBE with TAS.
Edit history:
yonic: 2017-03-17 07:03:23 pm
Game designer and Metroid Prime fan
Quote from E-Dragon:
why do you want to get back inbounds specifically in minigyro chamber ? you could probably also try ceiling warping into reactor core or reactor access. Maybe you have more luck there.


Mainly to avoid the Quad fight. I only got lucky on the lowest level.
I remember struggling with ILS and IS back in 2011.

Either way, I completely forgot there are no scannable portals in Temple Grounds, so Power Beam-only run can't be done as of now.

I guess violet translation module could be skipped as well, through this secret world in Great Temple and this secret world in Temple Grounds, but I think a SW should be found on either Transport to Agon Wastes or Agon Transport Access to get past the violet gate without Moon Jumping, although I suppose other stunts like IS could be performed to break through the gate.
when you get to agon you can do sand digger to get to the torvus elevator do a secret world in the elevator room in torvus to get past the seeker door there and go to temple grounds. From there you can do a trick we call hive dash, which you can actually see in Claris' current any% WR to get oob again and wallcrawl pretty much wherever you want and then go to sanctuary. In Sanctuary you can do the sanctuary entrance sw to get oob and wallcrawl until reactor core, then go oob in Dynamo access to first get cannon ball then wallcrawl to vault to get screw attack or do GA. Next there are several sw you can use to get back to the portal in hall of combat mastery. Then you do quad skip a bit like in 6%, just with any hive dynamo works sw and wallcrawling back to hive dynamo works amd use the portal in Culling Chamber. Next you return the energy pick your favorite sanctuary sw to wallcrawl to the Temple Grounds elevator. From there you can just take the intended way to get to great temple and get light suit.
Edit history:
yonic: 2017-03-31 01:55:19 pm
yonic: 2017-03-31 01:51:33 pm
yonic: 2017-03-31 01:50:54 pm
yonic: 2017-03-31 01:40:53 pm
Game designer and Metroid Prime fan
I finally got the time to manage this. Next week I'll update the guide with all the steps required.



Despite all this, as you can see, my item cleareance rate is 3%, and not 2% as I expected.
I forgot that clearing the Sanctuary accumulators (Hive and Sanctuary Fortress) can be possible without the E.T.M., so I tried to get the Light Suit while skipping going to the Great Temple.
However... Upon skipping Dark Splinter Alpha and reaching the Grand Temple Accumulator, something very strange happened.

It seems like the room was ready to start two cutscenes: The one that plays when Samus meets U-Mos for the first time (it's in this cutscene when the E.T.M. is officially obtained), and the one that plays to give Samus the Light Suit.
I couldn't find a way to trigger the latter without triggering the former. It was very funny to see two U-Mos moving around, though!

Edit 2: The game gets confused about what text to display when I talk to one of them, so it shows both dialogues.



Edit: I'd love to see four U-Mos standing in the same room. If it's possible to return the energy to all three accumulators without ever getting to the Great Temple, I hope the Acumulator room in the latter area gets prepared to start four cutscenes.

So, unless there is a way to skip the Samus meets U-Mos cutscene, I don't think it's possible to get the Light Suit without a minimal completion rate of 2% or lower.
Edit history:
E-Dragon: 2017-04-01 09:34:27 am
E-Dragon: 2017-04-01 09:33:04 am
E-Dragon: 2017-04-01 09:32:24 am
E-Dragon: 2017-04-01 09:31:18 am
You can actually skip getting violet translator by jumping over the cutscene trigger that gives you violet and only triggering the other cutscene.
It is done in 6% as you can see here at 50:45 with a screw attack: