Chozopedia
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Gathering Hall is a room in the Chozo Ruins region of Metroid Prime.

Speed Tech[]

Gathering Hall has many routes in all of the categories. Gathering Hall is an auto-load room, and loads in the sequence of: Gathering Hall Access, Watery Hall Access, Save Station 2, then East Atrium.

In Any%, the player must dash off of the Shriekbats on the right towards Watery Hall Access, then off of the Blastcaps to the door's left. On the first return visit, the player must climb the room, and shoot the missile shield on the save station for Lightshow Cancel after Magma Pool IS. Then, the player must go down to Arboretum after I.Drone. If the player does not grab the Kid's Meal missile in Gathering Hall (often done in Segmented), it is faster to drop down, pause or open the map, then shoot the door and wait for it to open.

After cancelling Lightshow (using the pause/map trick on the save station door to save roughly 28 frames), the player can either boost through Gathering Hall or dash to the pipes as seen in this video. Laying a bomb in front of the door before rolling through and boosting to the save station is a faster strategy for those boosting back into Gathering Hall.

The wallcrawl of Gathering Hall has many variants. Draconif created a video displaying several types that he, T3, and Justin had done. There is also a video of Jack879 providing a new, fastest, variant which can be risky.

There are also two videos here and here demonstrating the timesave from auto-load manipulation. (The videos end based on the frame that the door opens, so using comma and period while the videos are paused to advance one frame at a time is recommended.)

Secret World[]

Secret_World_17

Secret World 17

(TAS)_Metroid_Prime_21%_(Low%)_in_1-09_by_JustinDM

(TAS) Metroid Prime 21% (Low%) in 1-09 by JustinDM

  • Use any platform near it to jump to the ubiquitous "Red Plant" in this room. Then jump towards the corner with a strange rock formation on it. Then simply use the slant on the rock to ghetto jump out of the level.
  • It is possible to do this secret world without Space Jump by executing a difficult HBJ.
  • This was secret world #17 in the original numbering scheme.
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