Statues Hallway

Room ID: 26

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveWithRunway": {
  "length": 3,
  "openEnd": 1
}
From: 1
Left Door
To: 1
Left Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway; it helps to use an arm pump to advance a single pixel while running. This can be done by holding an angle button before starting to move forward, then releasing angle while running.

Requires:

"h_speedJump",
{"or": [
  "canMomentumConservingMorph",
  "canInsaneJump"
]}

Exit condition:

"leaveWithSidePlatform": {
  "height": 2,
  "runway": {
    "length": 45,
    "openEnd": 1
  },
  "obstruction": [3, 0]
}

Dev note: Max extra run speed $7.0. Using the full runway with a single-pixel arm pump, the momentum-conserving morph has a 4-frame window for the jump, and between a 3-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 1
Left Door
To: 1
Left Door

Requires:

"canShinechargeMovement",
"h_shinechargeMaxRunway",
{"shineChargeFrames": 40}

Exit condition:

"leaveShinecharged": {}
From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveSpinning": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "minExtraRunSpeed": "$1.3"
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveWithMockball": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveWithSpringBallBounce": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 3,
    "openEnd": 1
  },
  "movementType": "uncontrolled"
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

"leaveSpaceJumping": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

"h_shinechargeMaxRunway",
"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}
From: 1
Left Door
To: 1
Left Door

Requires:

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

Requires:

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

From: 2
Right Door
To: 1
Left Door

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": 3,
  "openEnd": 1
}
From: 2
Right Door
To: 2
Right Door

Leaving with upward momentum is possible in three ways: 1) Most easily, with a momentum-conserving morph against the ceiling through the transition, 2) With a momentum-conserving turnaround through the transition, or 3) Jumping specifically with a extra run speed $5.2 or $5.3 and aiming down through the transition. For the first two methods, back into the corner to use the full runway.

Requires:

"h_speedJump",
{"or": [
  "canMomentumConservingMorph",
  "canInsaneJump"
]}

Exit condition:

"leaveWithSidePlatform": {
  "height": 2,
  "runway": {
    "length": 45,
    "openEnd": 1
  },
  "obstruction": [3, 0]
}

Dev note: Max extra run speed $7.0. The momentum-conserving morph has a 4-frame window for the jump, and between a 2-frame and 5-frame window for the morph depending on the jump timing (with later jumps giving a bigger window for the morph); these windows will be more narrow if the ceiling in the next room extends past the door shell. The momentum-conserving turnaround requires a frame-perfect jump, with a 4-frame window for the turnaround, again possibly less depending on what is required in the next room. The aim-down method requires specific positioning to ensure Samus barely clears the door ledge with a frame-perfect jump.

From: 2
Right Door
To: 2
Right Door

Requires:

"canShinechargeMovement",
"h_shinechargeMaxRunway",
{"shineChargeFrames": 40}

Exit condition:

"leaveShinecharged": {}
From: 2
Right Door
To: 2
Right Door

Exit condition:

"leaveSpinning": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "minExtraRunSpeed": "$1.3"
}
From: 2
Right Door
To: 2
Right Door

Exit condition:

"leaveWithMockball": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Exit condition:

"leaveWithSpringBallBounce": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 3,
    "openEnd": 1
  },
  "movementType": "uncontrolled"
}
From: 2
Right Door
To: 2
Right Door

Exit condition:

"leaveSpaceJumping": {
  "remoteRunway": {
    "length": 45,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"h_shinechargeMaxRunway",
"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}