Final Missile Bombway

Room ID: 18

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Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveWithRunway": {
  "length": 4,
  "openEnd": 0
}
From: 1
Left Door
To: 1
Left Door

Requires:

"h_CrystalFlash"
From: 1
Left Door
To: 1
Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 3,
  "openEnd": 0
},
"comesInHeated": "no"

Requires:

"h_CrystalSpark"
From: 1
Left Door
To: 2
Right Door

Requires:

{"or": [
  "canMidAirMorph",
  "h_useSpringBall",
  "h_bombThings"
]}
From: 1
Left Door
To: 2
Right Door

Tight movement is needed to enter with a shinecharge, carry it through the morph tunnel, and spark out the right door in time.

Entrance condition:

"comeInShinecharging": {
  "length": 2,
  "openEnd": 0
}

Requires:

"canMidAirMorph",
"canShinechargeMovementTricky",
{"shineChargeFrames": 175},
{"shinespark": {"frames": 7, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {
  "position": "bottom"
}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}

Dev note: There doesn't appear to be enough time to spark out in a 'top' position.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

"comeInSpeedballing": {
  "runway": {
    "length": 3,
    "openEnd": 0
  },
  "maxExtraRunSpeed": "$3.8"
}

Requires:

"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: Higher speeds could work, up to at least about $4.4, but with greater difficulty.

Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail.

Entrance condition:

"comeInShinecharging": {
  "length": 2,
  "openEnd": 0
}

Requires:

"canChainTemporaryBlue",
"canSpringBallBounce",
"canInsaneJump"

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: FIXME: The canInsaneJump is for difficulty placement for the unmorph while exiting the tunnel; it may be better to introduce a specific tech for this? Doing a 'canPauseRemorphTemporaryBlue' is technically an alternative, but it seems to be significantly harder.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_blueSuitGMode"
From: 2
Right Door
To: 1
Left Door

Requires:

"h_bombThings"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInSpeedballing": {
  "runway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInSpeedballing": {
  "runway": {
    "length": 3,
    "openEnd": 0
  },
  "maxExtraRunSpeed": "$3.8"
}

Requires:

"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: Higher speeds could work, up to at least about $4.4, but with greater difficulty.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 2,
  "openEnd": 0
}

Requires:

"canTemporaryBlue",
"canSpringBallBounce"

Dev note: There is 1 unusable tile in this runway.

Entrance condition:

"comeInWithBlueSpringBallBounce": {
  "movementType": "controlled"
}

Requires:

"canInsaneJump"

Entrance condition:

"comeInWithTemporaryBlue": {}

Requires:

"canChainTemporaryBlue",
"canSpringBallBounce"

Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail.

Entrance condition:

"comeInShinecharging": {
  "length": 2,
  "openEnd": 0
}

Requires:

"canChainTemporaryBlue",
"canSpringBallBounce",
"canInsaneJump"

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: FIXME: The canInsaneJump is for difficulty placement for the unmorph while exiting the tunnel; it may be better to introduce a specific tech for this? Doing a 'canPauseRemorphTemporaryBlue' is technically an alternative, but it seems to be significantly harder.

From: 2
Right Door
To: 1
Left Door

Requires:

{"haveBlueSuit": {}},
"Morph"
From: 2
Right Door
To: 1
Left Door

Repeatedly bomb the crumble blocks until the PLMs are overloaded.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_artificialMorphBombs"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_blueSuitGMode"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[5, 3], [7, 2]]
}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Requires:

{"or": [
  "canGrappleTeleportWallEscape",
  {"doorUnlockedAtNode": 1}
]}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Bypasses door shell: true

From: 2
Right Door
To: 2
Right Door

Exit condition:

"leaveWithRunway": {
  "length": 4,
  "openEnd": 0
}
From: 2
Right Door
To: 2
Right Door

Requires:

"h_CrystalFlash"
From: 2
Right Door
To: 2
Right Door

Entrance condition:

"comeInShinecharging": {
  "length": 3,
  "openEnd": 0
},
"comesInHeated": "no"

Requires:

"h_CrystalSpark"