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    Sequence Break FAQ by pacokorn77

    Version: 4.1 | Updated: 06/03/05 | Search Guide | Bookmark Guide

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                         E     C     H     O     E     S
         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 anyoneís site, without my
    permission, linked or reworked to prevent identification, I WILL take legal
    action. If you have no idea what Iím talking about, Iím 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
    WARNING: This guide DOES contain SPOILERS! I suggest if you are reading this
    guide that you either: A. Beaten the game already or B. Donít care about
    spoilers. YOU HAVE BEEN WARNED!
    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 doesnít 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 donít 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, Iíll notarize that certain
    one with a ďNTSC OnlyĒ or ďPAL OnlyĒ 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 URLís 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. TRHís 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 Canít 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. Sanctuaryís 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 Researchís Broken Sonic Locks=
         27. =Aerie Crash=
         28. Reach Sanctuary Early
         29. Charge After Reboot
         30. Green Water
         31. Emperorís 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 Iíve revived the guide. I got
    not one email for the ďcontest.Ē Well, since nobody did, Iíll just keep the
    same question for this week, and Iíll extend the date till next Friday, 3 PM
    EST. The question is ďWhat is the name of the colony that Samus grew up on, and
    the same one that Ridley destroyed?Ē 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 Iíve 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, IĎll 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 guideís update. We have 10 new Secret
    Worlds, 82-91. We also have our very first Multiplayer Secret World, number 85
    - Chaos Fire. Itís labeled as [Multiplayer SW], so be sure of that. I also have
    a ďuseless glitchĒ as the submitter so puts it. Itís 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...letís hope itís not for another 2 months =P
    Ver.3.9 [3.18.05] Happy late St. Patrickís 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; thereís 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 wonít be updating next Friday as, well,
    kind of obvious, SPRING-EFFING-BREAK bishes! Yes, I hope everyone has a
    kick-ass Spring Break, donít waste it as I have previous and countless years,
    and I hope to see you the Friday after, April 1st. And donít worry, Iím 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 donít have anything for an update, per say. I have
    something to share, but itís nothing about the guide. I just wanted to let
    everybody know that [Stemage] (metroidmetal.com) has released a new Super
    Metroid track, Maridia. Itís bad ass. Also, he is also taking preorders for a
    MM t-shirt as well. Itís 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, Iím sorry I
    havenít updated the guide at GameFAQs, itís just that I use Mozilla FireFox,
    and GameFAQsí update page doesnít support FireFox. That and my IE is really
    screwed up, and it takes 3-4 minutes just to get to the GameFAQs page. So, Iím
    sorry to say, but I wonít be updating my guide on GameFAQs the remainder of the
    guideís life. Iím 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 dateís 3-4-5...right. Anyways, I finally have an
    update that is on Friday. I only have one thing to add this time, and itís a
    readerís 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 itís a worthy look at. I had a reader (I wonít 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 ďSpeed
    Demos ArchiveĒ, along with a link. Go check it out, now, I dare you! =P Iíll
    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 glitchís 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 donít 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
    itís a pain to reply using a number pad. Thanks.
    Ver.3.4 [2.10.05] HUGE effin update today. I recently went to M2K2ís 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 SWís and Glitches (thereís now well near 60 SWs!).
    And although I was aware of this before hand, I didnít 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 bishiní
    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. Iím 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 canít send you the reply. With that out of the
    way, I can get into todayís ďupdate,Ē which there really isnít one. Sorry, but
    I havenít gotten any submissions. Iím 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 weekís 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 brotherís 6th birthday, and his
    party is going to be a Chuck E. Cheeses, so I wonít 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 Ď05, have made their way into my greedy little hands,
    well, they did last week. I have beaten Minish Cap (a wonderful game) and Iím
    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. Iím also going to start cracking
    down on the Glitches submissions since thatís 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 ďmust submit before 6PMĒ rule, and now Iíve 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, Iím 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, itís
    Z:MC and RE4. Iíll 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] Hereís 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 ďoff the
    wallĒ slight chance that you may encounter them, and basically if it happens,
    donít worry. Look into that section, and if it says ďCrash? - NoĒ 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 Iíll 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. Iíll explain in itís section. I also added the [Portal
    Cheating] glitch as well. Also changed the [Azbit Virus] glitch to [Rezbit
    Virus] since Rezbit is that enemyís name. Also added a new Affiliate (allowed
    site). Iíve 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! Thatís 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, itís been moved. Iím 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. Iíll put a
    side-section in the [Thanks] to credit you for the ideas.
    Ver.2.4 [12.30.04] Iíve 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 ďallowed to use my guideĒ
    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,
    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 weekendís submissions if you havenít
    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 ďonly IGNĒ 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 SBís, 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
    |Sites/Member-Guides Permitted to use this FAQ: |
    [rzxgamer]ís 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 werenít fathomable.
    |     III. Controls    |
    [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]. Donít 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 frigginí idea how to do this move. Some SBís will require you to do an
    [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] Iím 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 donít
    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]ís sister jump. The [LLJ]
    is easily pulled off. Itís 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, youíll notice Samusís arm cannon will slowly bob up and
    down. She will walk a bit faster, but itís 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. [THRís 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
    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:
    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 donít expect a break for
    every item. Iíll put what items youíll need to use for the break and the
    techniques youíll 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], thatís 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 roomís
    floor or behind the walls. This probably wonít work if youíre above the roomís
    ceiling, mainly because if you just use the Morph Ball, youíll 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.comís [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, youíll want to destroy the Space
    Pirates in this room. Thereís a wave of 3, then 2, then 2 Turrets. Once thatís
    done, go back to the entrance of the room. Notice the 2 slanted walls? Weíll 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 Iím still having trouble. Once you
    get up there, jump across the gap, up the rock ledge, and there are 2 computers
    you can scan, oneís 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, youíll find your Beam Ammo Expansion. You wonít 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,
    youíre supposed to get this Expansion when you have the Screw Attack. Oh well,
    youíve 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 canít stray too far from this room. If
    you leave and enter 2 rooms from either direction, the room will reset into
    itís 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, doesnít 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 youíll 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 wonít 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 youíll 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 youíll 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 wonít 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, itís no ordinary Space Jump, as youíll need to perform a [GJ]ish
    maneuver to get up there. Simply hold L during the second jump to get a bit
    more ďumphĒ in your jump, and youíll 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
    canít 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. Itís 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, youíll absolutely
    understand this). Youíll 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 didnít 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 Iím 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
    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
    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 GameCubeís
    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
    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
         Once you go fight Amorbis after you already have the Light Suit, weird
    things happen (http://radix.metroid2002.com/AgonLast.avi).
    [Paco] Those two addressí are for video clips showing off the Light Suit in the
    cut scenes you normally wouldnít 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
    youíll 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
    didnít 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 youíll 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 thatís in Torvus. Simply walk up the slope there, and youíll
    eventually stand on a solid, ďflatĒ surface of sorts. You can [GJ] from here to
    get up to Torvus elevator access. From there on, youíll be in Torvus, but in a
    completely different part of it. I suggest beating the game at least once so
    youíll be familiar with the layout of Torvus.
         Although this SB is not an indefinite SB, as youíll need the energy from
    the Dark Torvus Energy Temple, this offers up a challenge to those ďneed more
    difficulty from EchoesĒ 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 arenít 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. Iím not entirely sure as to who found it first, so Iíll just have
    it up in the air as of now.
    Although this seems to be more of a glitch than a Boss SB, Iím 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 itís 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 donít hit the floor, itís hitting the invisible pile of goo that later
    forms the Jump Guardian. Also, the ďfan and two Blade PodsĒ 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
    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
    [Paco] This is my email response to [Alex]:
    I believe the "Dark Water damage" is supposed to happen. From what I can tell,
    and Iím 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 hasnít
    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 levelís collision
    detection. Basically, you find gaps and holes within the rooms/levels
    (depending on game) and you get yourself into the gameís Space. Youíll
    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 roomís
    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 Iíll 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 ďjumpĒ from room to room. For example, you want to
    get past a Seeker Missile door, and you donít 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 donít 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 donít have any descriptions, the names next to the rooms are the
    discovererís 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]ís 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.
    * 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, heís 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 youíre 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, ďone
    sentence should do.Ē
    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, Iím listing it as one.
         Iíd 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 didnít.
    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] Iíd 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
    Luminothís 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 Luminothís
    head, hug the wall as you face away from the Light Door. Step a bit to the
    left, jump so that you arenít 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. Youíll 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 Samusís sub-room position. Iím sorry the
    images are not good quality, but itís picture evidence. Below are links to all
    3 images. If any of them do not work, please email me and Iíll try and fix the
    Image 1 - Behind the Elevator:
    Image 2 - Under the Floor:
    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
    ďghost imageĒ 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 youíre 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 donít 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 donít 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 isnít working for you, do not contact me and asking me how
    to do a glitch if it wonít work for you. Iím sorry, but I canít 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 youíll skip the entrance
    cutscene (first play the game wonít 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 wonít crash the game at all, so donít
    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 doesnít 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 doesnít help at all, but itís 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 Iím 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, hereís 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
    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 ďthis
    was sent in byď part), AND I had forgotten to add his name to the  submission
    [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 ďbounceĒ 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, youíll see a ďFestive SuitĒ
    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, Iíve had several people question me about its likeliness
    of its probability, and Iíve said the same thing, ďNo, sorry, itís a fake.Ē
    Now, I donít know if this is actually real or not, you may have to have beaten
    it on Hard mode (IĎm stuck at the Boost Guardian :( ), or gotten all of the Art
    Galleries unlocked. Iím 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 ďj00 can get th Triforce in OoT!!111!1!Ē 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 Iím
    sure you can get this to work at any other Scan-to-Activate portal. This isnít
    so much as a ďyou needĒ but more of a ďyou can do this if you wannaĒ 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 arenít.
    10. =I Canít 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 wasnít 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
    itís normal position, but you wonít 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 wonĎt
    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
    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 (thatĎs 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. Youíll know itís
    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
    wouldnít think that you would destroy the hive until after you had gotten so
    close to it for the Wasps to appear. So they didnít program it so that if it
    was destroyed, the Wasps would still come out. But, after the first wave is
    destroyed, they wonít come back. Itís one of those things that will have you
    scratching your head in confusion saying, ďHey, if the Hive is destroyed, then
    where the hell did they come from?Ē 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 ďreportsĒ me to [Flyfunner], Iíve 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 Iíll do whatever you
         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, canít remember
    which one, but Iím 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
         Iíve decided to give this section itís own subsection, as there are
    numerous ďsound cut-offsĒ 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 wonít play, but that certain
    action will still continue. Follow? I hope so. Below are the oneís 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 youíre 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. Sanctuaryís 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. Iíll 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.
    Iíll add this to the Metroid Site section near the bottom of my guide for quick
    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
    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
    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.
    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 canít 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 didnít 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 Researchís Broken Sonic Locks=
         Area - Light
         World - Sanctuary Fortress
         Room - Main Research
         Techniques - [Kip Dash]
         Requirements - N/A
         Crash? - Possibly; If you canít 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
    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 (Iím sure itís 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 wonít have to restart the game.
    But, as an advisory, please donít 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.
    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!
    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 didnít 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 itís 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 doesnít crash your game, being in the SW will, since there is
    no way out.
    31. Emperorís 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. Theyíre still working on it, and a demo of the Frigate is
    due out soon enough. Just thought Iíd throw that out to Metroid fans.
    Electronic Gaming Monthly had interviewed the founder of the project, Kellen
    Stover (heís 15 years old, that shows that great ideas donít 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 ďcenterfoldĒ of the
    story. Great work guys! You have my utmost support for this game. I hope to
    holy hell that Nintendo doesnít 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
    ďmetal-fiedĒ them, as he puts on the main page, ďthese songs beg for more
    energy, so I've created this site to experiment with the genre that would suit
    these songs the best... metal.Ē 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 Iím not saying this because Iím
    being paid, and Iím not, donate to his site. Bandwidth is a bitch to pay for,
    especially when you host MP3 files. And if you do donate, heíll 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 havenít contributed, well, cause, I
    donít 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 youíll 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 donít 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 canít disable that. Itís 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 donít 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 Iíll assist you in any way necessary.
    Submittable material Iím 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,
    Iíve 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 youíll be submitting to for information that I require.
         If you are reading this guide on GameFAQs, please rate my guide. Itís
    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 IĎm not sure if IĎm going to pass my
    senior year, Iím 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 itĎs 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]
    [Frozen Mr. Toastbrot]
    [Phazon Siphon]
    [Doctor Omega]
    [True Diehard Gamer]
    [Darth Nat]
    [The Pizza Boy]
    [DJ Grenola]
    [Gamer am I]
    [Master ZED]

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