Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround or morph timing which slides along the ceiling. Samus must also stay near a side of the center hole to reach the Morph tunnels.
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 6 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. With the minimal runway length, this requires precise timing. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 5.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canInsaneJump" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Only requires a runway of 6 tiles (with no open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel. If the runway length is minimal, the aim-down input must be delayed a bit (rather than buffered through the transition), so that Samus moves at a slightly higher horizontal speed for longer. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 5.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Only requires a runway of 5 tiles (with an open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 5 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 6 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "movementType": "controlled", "remoteAndLandingMinTiles": [ [ 4.5625, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through. If the runway is very short and the bounce is not on the last frame before the transition, then it may be necessary to perform a spring ball jump; in this case, pause soon after entering the room in order to unequip spring ball. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "uncontrolled", "remoteAndLandingMinTiles": [ [ 3, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "movementType": "uncontrolled", "remoteAndLandingMinTiles": [ [ 3.5625, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "movementType": "controlled", "remoteAndLandingMinTiles": [ [ 4.5625, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage. If the runway is very short and the bounce is not on the last frame before the transition, then it may be necessary to perform a spring ball jump; in this case, pause soon after entering the room in order to unequip spring ball. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 3, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "movementType": "uncontrolled", "remoteAndLandingMinTiles": [ [ 3.5625, 1 ] ] } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |