Room ID: 158
|
Exit condition: {
"leaveWithRunway": {
"length": 1,
"openEnd": 1
}
} |
|
Exit condition: {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 12,
"openEnd": 0
},
"obstruction": [
1,
0
]
}
}Dev note: Max extra run speed $2.9. |
|
Exit condition: {
"leaveSpinning": {
"remoteRunway": {
"length": 9,
"openEnd": 1
}
}
} |
|
Exit condition: {
"leaveWithMockball": {
"remoteRunway": {
"length": 7,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
}
} |
|
Exit condition: {
"leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
},
"movementType": "uncontrolled"
}
} |
|
Exit condition: {
"leaveSpaceJumping": {
"remoteRunway": {
"length": 5,
"openEnd": 0
}
}
} |
|
Requires: "Charge"
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Charge"
]
}
}Sets flags: f_DefeatedPhantoon |
|
No ammo count because Missiles are farmable here. Requires: {
"resourceCapacity": [
{
"type": "Missile",
"count": 1
}
]
}
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Missile"
]
}
}Sets flags: f_DefeatedPhantoon |
|
Requires: {
"resourceCapacity": [
{
"type": "Super",
"count": 1
}
]
}
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Super"
]
}
}Sets flags: f_DefeatedPhantoon Dev note: FIXME add tech/energy/item requirements to survive flames. |
|
Attack Phantoon with one or two Missile shots, then fire a charged Plasma shot when it comes back around; use X-Ray repeatedly while the charged Plasma shot is in contact with Phantoon, to wait out Phantoon's i-frames, making it possible to kill in one cycle. Note that using a charged Plasma shot initially (without first using Missiles) would cause Phantoon to immediately close its eye and not take any more damage during that cycle. Requires: "Charge"
"Plasma"
{
"or": [
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"and": [
{
"resourceCapacity": [
{
"type": "Missile",
"count": 1
}
]
},
{
"or": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 1
}
}
]
}
]
}
]
}
"canXRayWaitForIFrames"
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 2
}
},
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 2
}
}
]
},
{
"and": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 1
}
},
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 1
}
}
]
}
]
}Sets flags: f_DefeatedPhantoon |
|
Requires: "h_CrystalFlash" |
|
Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"Exit condition: {
"leaveWithGModeSetup": {}
}Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Phantoon alive with the door unlocked. |
|
Requires: {
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 1
}
}
{
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"Dev note: This would only be useful to leave in g-mode. |
|
Crystal Flash and have Phantoon spawn on top of Samus to trigger reserves. Requires a bit of luck. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
"canBeLucky"
"canComplexRModeCrystalFlashInterrupt"
{
"ammo": {
"type": "Missile",
"count": 10
}
}
{
"ammo": {
"type": "Super",
"count": 10
}
}
{
"ammo": {
"type": "PowerBomb",
"count": 10
}
}Clears obstacles: door_1 |
From: 1
Left Door
To: 1
Left Door
Phantoon will place stationary, invisible flames, which need to be avoided while starting to Crystal Flash. Crystal Flash and have Phantoon spawn on top of Samus to trigger reserves. Requires a lot of luck. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
}
}Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
"canBeVeryLucky"
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
"ammo": {
"type": "Missile",
"count": 10
}
}
{
"ammo": {
"type": "Super",
"count": 10
}
}
{
"ammo": {
"type": "PowerBomb",
"count": 10
}
}Clears obstacles: door_1 |
{
"$schema": "../../../schema/m3-room.schema.json",
"id": 158,
"name": "Phantoon's Room",
"area": "Wrecked Ship",
"subarea": "Main",
"roomAddress": "0x7CD13",
"roomEnvironments": [
{
"heated": false
}
],
"mapTileMask": [
[
1
]
],
"nodes": [
{
"id": 1,
"name": "Left Door",
"nodeType": "door",
"nodeSubType": "gray",
"nodeAddress": "0x001a2c4",
"doorOrientation": "left",
"doorEnvironments": [
{
"physics": "air"
}
],
"locks": [
{
"name": "Phantoon Room Gray Lock (to Basement)",
"lockType": "gameFlag",
"unlockStrats": [
{
"name": "Base",
"requires": [
"f_DefeatedPhantoon"
],
"flashSuitChecked": true
}
]
}
],
"mapTileMask": [
[
2
]
]
}
],
"enemies": [
{
"id": "e1",
"groupName": "Phantoon",
"enemyName": "Phantoon",
"quantity": 1,
"homeNodes": [
1
],
"stopSpawn": [
"f_DefeatedPhantoon"
]
}
],
"links": [
{
"from": 1,
"to": [
{
"id": 1
}
]
}
],
"strats": [
{
"link": [
1,
1
],
"name": "Base (Unlock Door)",
"requires": [],
"unlocksDoors": [
{
"types": [
"ammo"
],
"requires": []
}
],
"flashSuitChecked": true
},
{
"link": [
1,
1
],
"name": "Base (Come In Normally)",
"entranceCondition": {
"comeInNormally": {}
},
"requires": [],
"flashSuitChecked": true,
"clearsObstacles": [
"door_1"
]
},
{
"link": [
1,
1
],
"name": "Base (Come In With Mockball)",
"entranceCondition": {
"comeInWithMockball": {
"adjacentMinTiles": 0,
"remoteAndLandingMinTiles": [
[
0,
0
]
],
"speedBooster": "any"
}
},
"requires": [],
"flashSuitChecked": true,
"clearsObstacles": [
"door_1"
]
},
{
"id": 1,
"link": [
1,
1
],
"name": "Leave with Runway",
"requires": [],
"exitCondition": {
"leaveWithRunway": {
"length": 1,
"openEnd": 1
}
},
"flashSuitChecked": true
},
{
"id": 15,
"link": [
1,
1
],
"name": "Leave With Side Platform",
"requires": [],
"exitCondition": {
"leaveWithSidePlatform": {
"height": 3,
"runway": {
"length": 12,
"openEnd": 0
},
"obstruction": [
1,
0
]
}
},
"flashSuitChecked": true,
"devNote": [
"Max extra run speed $2.9."
]
},
{
"id": 2,
"link": [
1,
1
],
"name": "Leave Spinning",
"requires": [],
"exitCondition": {
"leaveSpinning": {
"remoteRunway": {
"length": 9,
"openEnd": 1
}
}
},
"flashSuitChecked": true
},
{
"id": 3,
"link": [
1,
1
],
"name": "Leave With Mockball",
"requires": [],
"exitCondition": {
"leaveWithMockball": {
"remoteRunway": {
"length": 7,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
}
}
},
"flashSuitChecked": true
},
{
"id": 4,
"link": [
1,
1
],
"name": "Leave With Spring Ball Bounce",
"requires": [],
"exitCondition": {
"leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 1,
"openEnd": 1
},
"movementType": "uncontrolled"
}
},
"flashSuitChecked": true
},
{
"id": 5,
"link": [
1,
1
],
"name": "Leave Space Jumping",
"requires": [],
"exitCondition": {
"leaveSpaceJumping": {
"remoteRunway": {
"length": 5,
"openEnd": 0
}
}
},
"flashSuitChecked": true
},
{
"id": 11,
"link": [
1,
1
],
"name": "Phantoon Fight (Charge)",
"requires": [
"Charge",
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Charge"
]
}
}
],
"setsFlags": [
"f_DefeatedPhantoon"
],
"flashSuitChecked": true
},
{
"id": 12,
"link": [
1,
1
],
"name": "Phantoon Fight (Missiles)",
"requires": [
{
"resourceCapacity": [
{
"type": "Missile",
"count": 1
}
]
},
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Missile"
]
}
}
],
"setsFlags": [
"f_DefeatedPhantoon"
],
"flashSuitChecked": true,
"note": "No ammo count because Missiles are farmable here."
},
{
"id": 13,
"link": [
1,
1
],
"name": "Nintendo Power Phantoon",
"requires": [
{
"resourceCapacity": [
{
"type": "Super",
"count": 1
}
]
},
{
"enemyKill": {
"enemies": [
[
"Phantoon"
]
],
"explicitWeapons": [
"Super"
]
}
}
],
"setsFlags": [
"f_DefeatedPhantoon"
],
"flashSuitChecked": true,
"note": "No ammo count because Supers are farmable here.",
"devNote": "FIXME add tech/energy/item requirements to survive flames."
},
{
"id": 14,
"link": [
1,
1
],
"name": "Phantoon Microwave",
"requires": [
"Charge",
"Plasma",
{
"or": [
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"and": [
{
"resourceCapacity": [
{
"type": "Missile",
"count": 1
}
]
},
{
"or": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 1
}
}
]
}
]
}
]
},
"canXRayWaitForIFrames",
{
"or": [
"canTrickyDodgeEnemies",
{
"and": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 2
}
},
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 2
}
}
]
},
{
"and": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "flame",
"hits": 1
}
},
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 1
}
}
]
}
]
}
],
"setsFlags": [
"f_DefeatedPhantoon"
],
"flashSuitChecked": true,
"note": [
"Attack Phantoon with one or two Missile shots, then fire a charged Plasma shot when it comes back around;",
"use X-Ray repeatedly while the charged Plasma shot is in contact with Phantoon, to wait out Phantoon's i-frames, making it possible to kill in one cycle.",
"Note that using a charged Plasma shot initially (without first using Missiles) would cause Phantoon to immediately close its eye and not take any more damage during that cycle."
]
},
{
"id": 6,
"link": [
1,
1
],
"name": "Crystal Flash",
"requires": [
"h_CrystalFlash"
],
"flashSuitChecked": true
},
{
"id": 7,
"link": [
1,
1
],
"name": "G-Mode Setup - Get Hit By Phantoon",
"requires": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
],
"exitCondition": {
"leaveWithGModeSetup": {}
},
"flashSuitChecked": true,
"devNote": [
"Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Phantoon alive with the door unlocked."
]
},
{
"id": 8,
"link": [
1,
1
],
"name": "G-Mode Regain Mobility",
"requires": [
{
"enemyDamage": {
"enemy": "Phantoon",
"type": "contact",
"hits": 1
}
},
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
],
"gModeRegainMobility": {},
"flashSuitChecked": true,
"note": "Only works when Phantoon opens his eye while on the far left side.",
"devNote": "This would only be useful to leave in g-mode."
},
{
"id": 16,
"link": [
1,
1
],
"name": "R-Mode Crystal Flash Interrupt",
"entranceCondition": {
"comeInWithRMode": {}
},
"requires": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess",
"canBeLucky",
"canComplexRModeCrystalFlashInterrupt",
{
"ammo": {
"type": "Missile",
"count": 10
}
},
{
"ammo": {
"type": "Super",
"count": 10
}
},
{
"ammo": {
"type": "PowerBomb",
"count": 10
}
}
],
"flashSuitChecked": true,
"note": [
"Crystal Flash and have Phantoon spawn on top of Samus to trigger reserves.",
"Requires a bit of luck."
],
"clearsObstacles": [
"door_1"
]
},
{
"id": 17,
"link": [
1,
1
],
"name": "Direct G-mode Morph, Crystal Flash Interrupt",
"entranceCondition": {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
}
},
"requires": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess",
"canBeVeryLucky",
"h_artificialMorphComplexRModeCrystalFlashInterrupt",
{
"ammo": {
"type": "Missile",
"count": 10
}
},
{
"ammo": {
"type": "Super",
"count": 10
}
},
{
"ammo": {
"type": "PowerBomb",
"count": 10
}
}
],
"flashSuitChecked": true,
"note": [
"Phantoon will place stationary, invisible flames, which need to be avoided while starting to Crystal Flash.",
"Crystal Flash and have Phantoon spawn on top of Samus to trigger reserves.",
"Requires a lot of luck."
],
"clearsObstacles": [
"door_1"
]
}
],
"notables": [],
"nextStratId": 18,
"nextNotableId": 1,
"obstacles": [
{
"id": "door_1",
"name": "door_1"
}
]
}