Crab Maze

Room ID: 36

Wiki
Difficulty filter

From: 1
Top Door
To: 1
Top Door

Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. If you don't have Morph and X-Ray, you must shoot the Super while the Sciser is on the slope near the door, not on the door itself. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "or": [
    "h_canXRayMorphIceClip",
    "h_canPreciseIceClip"
  ]
}

Bypasses door shell: true

From: 1
Top Door
To: 1
Top Door

Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. This requires knocking off the Sciser frame-pefrectly, then freezing it frame-perfectly in position. The Super should knock off the crab when it is barely centered on the slope, 2 pixels away from the edge of the doorframe. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"h_canHighPixelIceClip"

Bypasses door shell: true

From: 1
Top Door
To: 1
Top Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
"Morph"
{
  "or": [
    "Wave",
    "Plasma",
    "Spazer",
    "canUseGrapple"
  ]
}
{
  "partialRefill": {
    "type": "PowerBomb",
    "limit": 5
  }
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 200
  }
}
From: 1
Top Door
To: 1
Top Door

Requires:

"h_canCrystalFlash"
From: 1
Top Door
To: 1
Top Door

Exit condition:

{
  "leaveWithDoorFrameBelow": {
    "height": 2
  }
}
From: 1
Top Door
To: 1
Top Door

Exit condition:

{
  "leaveWithPlatformBelow": {
    "height": 6,
    "leftPosition": -2.5,
    "rightPosition": 2.5
  }
}
From: 1
Top Door
To: 1
Top Door

The nearby Global crab can be used to exit on the left side of the door. Exiting on the right will require travelling the Morph maze to find a local crab or two.

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
"h_canUseSpringBall"
"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: There is a Morphless way to jump on the crab with aim down but it feels too precise to include. Global Crab (left side) takes 40 seconds, local crab (Right side) is 180. Finding two left side crabs to use together is faster.

From: 1
Top Door
To: 1
Top Door

Requires:

{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Door
To: 1
Top Door

Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "indirect",
    "morphed": false
  },
  "comesThroughToilet": "any"
}

Requires:

"canTrickyGMode"
"h_canPreciseIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

Base (Basic)
Crab Maze
From: 1
Top Door
To: 3
Crab Maze Middle Junction

Requires:

"Morph"
From: 1
Top Door
To: 3
Crab Maze Middle Junction

Without Springball or Gravity, it is possible to overload PLMs with the crumble blocks with bombs. Take the first left above the waterline. Place bombs in the single tile nook on the left.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphBombThings",
        "Gravity"
      ]
    },
    "h_canArtificialMorphIBJ"
  ]
}
From: 2
Left Door
To: 1
Top Door

Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. To safely bomb the fast crab, wait just left of where it falls.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump",
        "h_canArtificialMorphBombs"
      ]
    }
  ]
}
From: 2
Left Door
To: 1
Top Door

Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Entrance condition:

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

Requires:

"canBeVeryPatient"
"canTrickyGMode"
"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canSunkenTileWideWallClimb"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
"h_canPreciseIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 2
Left Door
To: 2
Left Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 0,
    "steepUpTiles": 1
  }
}

Dev note: Because the next tile is a slope into the water, it behaves like no open end.

From: 2
Left Door
To: 2
Left Door

Requires:

"Gravity"

Exit condition:

{
  "leaveWithRunway": {
    "length": 29,
    "openEnd": 0,
    "steepUpTiles": 5,
    "steepDownTiles": 1
  }
}
From: 2
Left Door
To: 2
Left Door

Requires:

"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 20,
    "openEnd": 1
  }
}
{
  "or": [
    {
      "shinespark": {
        "frames": 53
      }
    },
    {
      "and": [
        "canShinechargeMovementComplex",
        {
          "shinespark": {
            "frames": 30
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "bottom"
  }
}
From: 2
Left Door
To: 2
Left Door

Requires:

"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 20,
    "openEnd": 1
  }
}
"canLongChainTemporaryBlue"
"canXRayTurnaround"
"can4HighMidAirMorph"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}
From: 2
Left Door
To: 2
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
{
  "or": [
    {
      "and": [
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 240
          }
        },
        {
          "partialRefill": {
            "type": "PowerBomb",
            "limit": 6
          }
        }
      ]
    },
    {
      "and": [
        {
          "refill": [
            "Energy",
            "PowerBomb"
          ]
        },
        {
          "or": [
            "Gravity",
            "Spazer",
            "Wave",
            "Plasma",
            "canUseGrapple"
          ]
        }
      ]
    }
  ]
}
From: 2
Left Door
To: 2
Left Door

Exit condition:

{
  "leaveWithGModeSetup": {}
}
Base (Basic)
Crab Maze
From: 2
Left Door
To: 3
Crab Maze Middle Junction

Requires:

{
  "or": [
    "canCarefulJump",
    "canUseFrozenEnemies",
    "SpaceJump",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "h_canCrouchJumpDownGrab",
            "canIBJ",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}
Base (Basic)
Crab Maze
From: 3
Crab Maze Middle Junction
To: 1
Top Door

Requires:

"Morph"
Base (Basic)
Crab Maze
From: 3
Crab Maze Middle Junction
To: 2
Left Door

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 36,
  "name": "Crab Maze",
  "area": "Crateria",
  "subarea": "East",
  "roomAddress": "0x7957D",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "mapTileMask": [
    [
      1,
      1,
      1,
      1
    ],
    [
      1,
      1,
      1,
      1
    ]
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Top Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018a96",
      "doorOrientation": "up",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ],
      "mapTileMask": [
        [
          1,
          1,
          1,
          2
        ],
        [
          1,
          1,
          1,
          2
        ]
      ]
    },
    {
      "id": 2,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018aae",
      "doorOrientation": "left",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ],
      "mapTileMask": [
        [
          1,
          1,
          1,
          1
        ],
        [
          2,
          2,
          1,
          1
        ]
      ]
    },
    {
      "id": 3,
      "name": "Crab Maze Middle Junction",
      "nodeType": "junction",
      "nodeSubType": "junction",
      "mapTileMask": [
        [
          2,
          2,
          2,
          1
        ],
        [
          1,
          1,
          2,
          1
        ]
      ]
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Crab Maze Top Right Sciser",
      "enemyName": "Sciser",
      "quantity": 1,
      "homeNodes": [
        1
      ]
    },
    {
      "id": "e2",
      "groupName": "Crab Maze Bottom Left Scisers",
      "enemyName": "Sciser",
      "quantity": 3,
      "homeNodes": [
        2
      ]
    },
    {
      "id": "e3",
      "groupName": "Crab Maze Top Left Scisers",
      "enemyName": "Sciser",
      "quantity": 4,
      "homeNodes": [
        3
      ]
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 3,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        }
      ]
    }
  ],
  "strats": [
    {
      "id": 1,
      "link": [
        1,
        1
      ],
      "name": "Sciser Ice Clip Door Lock Skip",
      "requires": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "h_canXRayMorphIceClip",
            "h_canPreciseIceClip"
          ]
        }
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell.",
        "If you don't have Morph and X-Ray, you must shoot the Super while the Sciser is on the slope near the door, not on the door itself.",
        "Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off."
      ]
    },
    {
      "id": 22,
      "link": [
        1,
        1
      ],
      "name": "Sciser High Pixel Ice Clip Door Lock Skip",
      "requires": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_canHighPixelIceClip"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell.",
        "This requires knocking off the Sciser frame-pefrectly, then freezing it frame-perfectly in position.",
        "The Super should knock off the crab when it is barely centered on the slope, 2 pixels away from the edge of the doorframe.",
        "Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off."
      ]
    },
    {
      "id": 2,
      "link": [
        1,
        1
      ],
      "name": "Sciser Farm",
      "requires": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "Morph",
        {
          "or": [
            "Wave",
            "Plasma",
            "Spazer",
            "canUseGrapple"
          ]
        },
        {
          "partialRefill": {
            "type": "PowerBomb",
            "limit": 5
          }
        },
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 200
          }
        }
      ]
    },
    {
      "id": 3,
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 4,
      "link": [
        1,
        1
      ],
      "name": "Leave With Door Frame Below",
      "requires": [],
      "exitCondition": {
        "leaveWithDoorFrameBelow": {
          "height": 2
        }
      }
    },
    {
      "id": 5,
      "link": [
        1,
        1
      ],
      "name": "Leave With Platform Below",
      "requires": [],
      "exitCondition": {
        "leaveWithPlatformBelow": {
          "height": 6,
          "leftPosition": -2.5,
          "rightPosition": 2.5
        }
      }
    },
    {
      "id": 6,
      "link": [
        1,
        1
      ],
      "name": "G-Mode Setup - Frozen Sciser",
      "requires": [
        "canUpwardGModeSetup",
        "canTrickyUseFrozenEnemies",
        "h_canUseSpringBall",
        "canBePatient"
      ],
      "exitCondition": {
        "leaveWithGModeSetup": {}
      },
      "flashSuitChecked": true,
      "note": [
        "The nearby Global crab can be used to exit on the left side of the door.",
        "Exiting on the right will require travelling the Morph maze to find a local crab or two."
      ],
      "devNote": [
        "There is a Morphless way to jump on the crab with aim down but it feels too precise to include.",
        "Global Crab (left side) takes 40 seconds, local crab (Right side) is 180.  Finding two left side crabs to use together is faster."
      ]
    },
    {
      "id": 7,
      "link": [
        1,
        1
      ],
      "name": "G-Mode Regain Mobility",
      "requires": [
        {
          "enemyDamage": {
            "enemy": "Sciser",
            "type": "contact",
            "hits": 1
          }
        }
      ],
      "gModeRegainMobility": {},
      "flashSuitChecked": true
    },
    {
      "id": 8,
      "link": [
        1,
        1
      ],
      "name": "Carry G-Mode Back Up",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        },
        "comesThroughToilet": "any"
      },
      "requires": [],
      "exitCondition": {
        "leaveWithGMode": {
          "morphed": false
        }
      },
      "bypassesDoorShell": "free",
      "flashSuitChecked": true
    },
    {
      "id": 9,
      "link": [
        1,
        1
      ],
      "name": "Carry G-Mode Morph Back Up",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": true
        },
        "comesThroughToilet": "any"
      },
      "requires": [
        "h_canArtificialMorphMovement"
      ],
      "exitCondition": {
        "leaveWithGMode": {
          "morphed": true
        }
      },
      "bypassesDoorShell": "free",
      "flashSuitChecked": true
    },
    {
      "id": 23,
      "link": [
        1,
        1
      ],
      "name": "G-Mode Ice Clip, Door Lock Skip",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "indirect",
          "morphed": false
        },
        "comesThroughToilet": "any"
      },
      "requires": [
        "canTrickyGMode",
        "h_canPreciseIceClip",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ],
      "exitCondition": {
        "leaveWithGMode": {
          "morphed": false
        }
      },
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell.",
        "Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height.",
        "Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off."
      ],
      "devNote": "This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat."
    },
    {
      "id": 10,
      "link": [
        1,
        3
      ],
      "name": "Base",
      "requires": [
        "Morph"
      ]
    },
    {
      "id": 11,
      "link": [
        1,
        3
      ],
      "name": "G-Mode Morph",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        },
        "comesThroughToilet": "any"
      },
      "requires": [
        {
          "or": [
            "h_canArtificialMorphSpringBall",
            {
              "and": [
                "h_canArtificialMorphBombThings",
                "Gravity"
              ]
            },
            "h_canArtificialMorphIBJ"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Without Springball or Gravity, it is possible to overload PLMs with the crumble blocks with bombs.",
        "Take the first left above the waterline. Place bombs in the single tile nook on the left."
      ]
    },
    {
      "id": 12,
      "link": [
        2,
        1
      ],
      "name": "G-Mode Morph to overload Crumble Block Plms",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        {
          "or": [
            {
              "and": [
                "Gravity",
                "h_canArtificialMorphIBJ"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "HiJump",
                "h_canArtificialMorphBombs"
              ]
            }
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling.",
        "To safely bomb the fast crab, wait just left of where it falls."
      ]
    },
    {
      "id": 24,
      "link": [
        2,
        1
      ],
      "name": "G-Mode Morph Ice Clip, Door Lock Skip",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "canBeVeryPatient",
        "canTrickyGMode",
        "h_canArtificialMorphBombs",
        {
          "or": [
            {
              "and": [
                "Morph",
                {
                  "or": [
                    "HiJump",
                    "canSpringBallJumpMidAir",
                    "canSunkenTileWideWallClimb"
                  ]
                }
              ]
            },
            {
              "and": [
                "Gravity",
                "h_canArtificialMorphIBJ"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "HiJump"
              ]
            }
          ]
        },
        "h_canPreciseIceClip",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ],
      "exitCondition": {
        "leaveWithGMode": {
          "morphed": false
        }
      },
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling.",
        "With artificial morph, safely bomb the fast crab by waiting just left of where it falls.",
        "Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes.",
        "Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell.",
        "Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height.",
        "Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off."
      ]
    },
    {
      "id": 13,
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 8,
          "openEnd": 0,
          "steepUpTiles": 1
        }
      },
      "devNote": "Because the next tile is a slope into the water, it behaves like no open end."
    },
    {
      "id": 14,
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway, With Gravity",
      "requires": [
        "Gravity"
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 29,
          "openEnd": 0,
          "steepUpTiles": 5,
          "steepDownTiles": 1
        }
      }
    },
    {
      "id": 15,
      "link": [
        2,
        2
      ],
      "name": "Leave with Spark (Water Shinecharge)",
      "requires": [
        "canWaterShineCharge",
        {
          "canShineCharge": {
            "usedTiles": 20,
            "openEnd": 1
          }
        },
        {
          "or": [
            {
              "shinespark": {
                "frames": 53
              }
            },
            {
              "and": [
                "canShinechargeMovementComplex",
                {
                  "shinespark": {
                    "frames": 30
                  }
                }
              ]
            }
          ]
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {
          "position": "bottom"
        }
      }
    },
    {
      "id": 16,
      "link": [
        2,
        2
      ],
      "name": "Leave With Temporary Blue",
      "requires": [
        "canWaterShineCharge",
        {
          "canShineCharge": {
            "usedTiles": 20,
            "openEnd": 1
          }
        },
        "canLongChainTemporaryBlue",
        "canXRayTurnaround",
        "can4HighMidAirMorph"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "flashSuitChecked": true
    },
    {
      "id": 17,
      "link": [
        2,
        2
      ],
      "name": "Sciser Farm",
      "requires": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "or": [
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "Energy",
                    "limit": 240
                  }
                },
                {
                  "partialRefill": {
                    "type": "PowerBomb",
                    "limit": 6
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "refill": [
                    "Energy",
                    "PowerBomb"
                  ]
                },
                {
                  "or": [
                    "Gravity",
                    "Spazer",
                    "Wave",
                    "Plasma",
                    "canUseGrapple"
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 18,
      "link": [
        2,
        2
      ],
      "name": "G-Mode Setup - Getting hit by Sciser",
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {}
      },
      "flashSuitChecked": true
    },
    {
      "id": 19,
      "link": [
        2,
        3
      ],
      "name": "Base",
      "requires": [
        {
          "or": [
            "canCarefulJump",
            "canUseFrozenEnemies",
            "SpaceJump",
            {
              "and": [
                "Gravity",
                {
                  "or": [
                    "HiJump",
                    "canWalljump",
                    "h_canCrouchJumpDownGrab",
                    "canIBJ",
                    "canSpringBallJumpMidAir"
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 20,
      "link": [
        3,
        1
      ],
      "name": "Base",
      "requires": [
        "Morph"
      ]
    },
    {
      "id": 21,
      "link": [
        3,
        2
      ],
      "name": "Base",
      "requires": []
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    }
  ],
  "notables": [],
  "nextStratId": 25,
  "nextNotableId": 1
}