Was unable to get either Connection to Elevator Deck Beta or Subventilation Shaft Section A to load before Parasite Queen. The aether hole surrounding CtEDB did load - giving hope for loading the rest of it. Parax has said that SSSA is one of the few (only?) room that loads because of a trigger, which is found in the 2nd state of Biotech. It is known that breaking into the escape sequence in Cargo Freight to Lift Gamma crashes the game before you reach your ship, but it couldn't hurt to check what happens if you break in even earlier!
Also, this SW works on demo version of Prime too. While Biotech's state can change to the escape's version when approaching the CtEDB door from OOB (like it does inbounds) neither CtEDB nor its aeither hole loads. How about the Wii versions?
Was unable to get either Connection to Elevator Deck Beta or Subventilation Shaft Section A to load before Parasite Queen. The aether hole surrounding CtEDB did load - giving hope for loading the rest of it. Parax has said that SSSA is one of the few (only?) room that loads because of a trigger, which is found in the 2nd state of Biotech. It is known that breaking into the escape sequence in Cargo Freight to Lift Gamma crashes the game before you reach your ship, but it couldn't hurt to check what happens if you break in even earlier!
Also, this SW works on demo version of Prime too. While Biotech's state can change to the escape's version when approaching the CtEDB door from OOB (like it does inbounds) neither CtEDB nor its aeither hole loads. How about the Wii versions?
It won't help. The scripting is set up so that the "escape" layer in Exterior Docking Hangar is activated on Parasite Queen's death. There's no way to get off the Frigate without killing her.
That being said... now that you mention it, I wonder if it would be faster to get out of bounds here in the first pass and then wallcrawl to Parasite Queen from the back? The back route is much quicker than the front one.
edit: I took a look in the editor. For some reason there is actually a load trigger for that bottom door, AND it's on the Default layer instead of the post-Queen layer. The only catch is that the load trigger is inactive by default, and it's activated by another trigger called "Active Second Pass Loading" (sic). So what you need to do is get out of bounds, go behind the door to activate the load trigger, then touch the load trigger to actually load the room.
Unfortunately, it doesn't seem like you can get much further than that. The door in Connection Elevator to Deck Beta has nothing that activates it so I don't think you'll be able to continue backtracking through there.
Dayumn. It's pretty crazy thinking that this might be doable in real-time.
I mean, the fact that you've already gotten a 4:13.xx with it is pretty crazy given how new this is. I can see someone doing this in runs with practice, but I would not wish that kind of reset hell upon anyone.
Man that totally wrecks the escape time leaderboards, I always knew oob was cheating ;) Grats on this great time T3 and gl with grinding for 5:xx:xx everyone !
I put together a room by room explanation of the wallcrawl for those still having trouble. Revised by Tom
Connection Elevator to Deck Beta - You no longer have to dash in the next room, so it’s faster to shoot the door and morph.
Biotech Research - When you morph and see the ball disappear, you will want to hold up left and unmorph as soon as possible. If done correctly, you will land on an invisible floor. To safely get off the collision, simply walk into the aether that is parallel with the collision and walk back toward the room. You will fall to the bottom of Biotech's aether. Now you can safely walk under the room, toward to the corner closest to the door leading to Deck Beta Conduit Hall. Use this corner to aether jump up to the height of top of the door and manually load Deck Beta Conduit Hall.
Deck Beta Conduit Hall - The load trigger for Connection Elevator to Deck Beta is about midway up the "longer" section of the room. (The room is L shaped). You can hit the trigger but walking along the edge of the room, at the side, walking underneath, or morphing into it.
Connection Elevator to Deck Beta - This is one of the worst rooms due to all of the aether jumping. Your main objective here is to find the corner. Once you aether jump to the top of the room's box, you can walk to the EDGE of the "circle" of the elevator. You must walk on the edge of the room as Samus is pulled out of the aether and onto the standable surface. Walk along the edge fall carefully from the top, or jump towards the door to transition.
Map Facility - L jump along the edge. However, the transition to the next room is lame. If you turn where the previous room is to your right, jump to the "bottom" of the door closer to the map station. Now, edge left until the next room loads and transitions.
Deck Alpha Umbilical Hall - Simple jump from the previous room into the skywalk of DAUH, then transition to the next room with a jump.
Emergency Evacuation Area - Jump into the aether and get to a height that is slightly below the top of the door leading to Deck Alpha Access Hall. Then walk around to the next room, then shoot the door and manually load DAAH, and drop onto the standable spot that is adjacent to the door. This transition is tricky and dangerous. You want to press into the corner of the door and wall of DAAH. Jump backwards while slightly pressing against the wall of the room you want to load, and it will transition. With this jump, you want to hit the aether at the apex of your jump.
Deck Alpha Access Hall - Walk along the aether parallel with the room and walk into the door. If you have enough height, Samus will "jump" on top of the door automatically. Move close as you can to the next room, and then jump to transition.
Air Lock - Walk along the skywalk and morph to door level. If the "Depressurizing" message appears, the room will proceed to load. At this point, you can continue to walk forward toward the exit that will load, and once the room has loaded, morph and roll to the end of the escape.
Felt like I should point out that it's possible to bomb jump up the right side of the elevator shaft. I specifically mention the right side because the other sides I tried resulted in me either getting stuck partway up or me getting knocked off by some collision.
After transitioning to Connection Elevator to Deck Beta, just jump into the aether on the right, walk/morph into the wall, and bomb jump all the way to the top. It's about 6-7 seconds slower than aether jumping, but it's a very viable alternative if you aren't consistent at aether jumping.
1. align your view parallel with the second edge of the glider's right wing 2. position yourself in the center of this edge and stand as far forward as possible 3. as soon as the glider beings to make its turn, hold forward 4. once you make contact with the wall continue holding forward for a very short period of time and then morph holding forward
this setup is much more consistent than the previous one i posted. i can probably make this about 1/4 times on console. it's obviously still not good enough to use it in runs but getting there...