Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock and jumping from the top of sand may be required. Timing a Spring Ball jump to counteract the push of a sandfall requires a more precise jump timing.
From: 4
Below Sand Entrance
To: 2
Right Door
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir", "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
The first Spring Ball jump is performed farther away from the sand tile so Samus can build up momentum and height before entering the sand fall. The second jump must be made from the right half of the solid tile (but not the rightmost pixels.) The third jump will land on the sand and must be followed by a jump off of the sand. Falling into the sand will often result in a soft lock. Only the far left section of sand, near the door, can be escaped with a crouch jump. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" |