Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform.
From: 2
Bottom Right Door
To: 4
Top Door
Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)" } { "doorUnlockedAtNode": 4 } { "or": [ { "and": [ "canMidairWiggle", "canTrickyGrappleJump", "canInsaneJump" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Add a version of this with an exit condition for grapple jumping through the transition. FIXME: Add a canRiskPermanentLossOfAccess variation coming from Moat, which only works if door is not blue. |
From: 3
Top Right Doorway
To: 4
Top Door
Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)" } { "doorUnlockedAtNode": 4 } { "or": [ { "and": [ "canMidairWiggle", "canTrickyGrappleJump", "canInsaneJump" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Add a version of this with an exit condition for grapple jumping through the transition. FIXME: Add a canRiskPermanentLossOfAccess variation coming from Moat, which only works if door is not blue. |