Room ID: 42
Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 0 } } |
Requires: { "canShineCharge": { "usedTiles": 19, "openEnd": 2 } } Exit condition: { "leaveShinecharged": { "framesRemaining": 140 } } |
Requires: { "canShineCharge": { "usedTiles": 19, "openEnd": 1 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 13, "openEnd": 1 }, "landingRunway": { "length": 0, "openEnd": 1 }, "maxExtraRunSpeed": "$1.0" } } |
Requires: "h_canCrystalFlash" |
Requires: "SpaceJump" Unlocks doors: {"types":["missiles"],"requires":[{"ammo":{"type":"Missile","count":2}}]} {"types":["super"],"requires":[{"ammo":{"type":"Super","count":1}}]} {"types":["powerbomb"],"requires":[]} |
It is possible to shoot open the door and jump through it without going into the water below. Requires: "canCarefulJump" Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Requires: { "canShineCharge": { "usedTiles": 19, "openEnd": 2 } } "canShinechargeMovement" "Gravity" Exit condition: { "leaveShinecharged": { "framesRemaining": 100 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Shoot the bridge to see where it ends. Opening the door requires a shot that is fired while Samus has some momentum from running to the right. Charge a spark running left then run off right into a preopened door. Requires: { "canShineCharge": { "usedTiles": 19, "openEnd": 1 } } "canShinechargeMovement" "canCarefulJump" Exit condition: { "leaveShinecharged": { "framesRemaining": 60 } } Unlocks doors: {"types":["powerbomb"],"requires":[]} {"types":["missiles","super"],"requires":["canTrickyJump"]} |
From: 1
Left Door
To: 2
Right Door
Gain a shinecharge running left to right, leaving about 3 tiles of runway to gain speed to jump directly into the doorway. Requires: { "canShineCharge": { "usedTiles": 16, "openEnd": 1 } } "canShinechargeMovementTricky" "canTrickyJump" Exit condition: { "leaveShinecharged": { "framesRemaining": 100 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "canTrickyJump" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 16, "openEnd": 1 }, "landingRunway": { "length": 1, "openEnd": 1 }, "minExtraRunSpeed": "$1.2", "maxExtraRunSpeed": "$3.9" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Requires: "canTrickyJump" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 16, "openEnd": 1 }, "landingRunway": { "length": 1, "openEnd": 1 }, "minExtraRunSpeed": "$1.2", "maxExtraRunSpeed": "$3.9", "movementType": "uncontrolled" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "canPreciseSpaceJump" Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 16, "openEnd": 1 }, "minExtraRunSpeed": "$1.5", "maxExtraRunSpeed": "$3.9" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
With blue speed, run and jump across the water, morphing and unmorphing (while holding an angle button) to gain temporary blue without a shinecharge. Requires: { "getBlueSpeed": { "usedTiles": 16, "openEnd": 1 } } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 3
Right Door Spawn At Junction (In the Water)
|
Requires: "SpaceJump" |
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 3 } } Requires: "canCarefulJump" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "canTrickyJump" "canPreciseWalljump" |
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 2 } } Requires: "canCarefulJump" "canLateralMidAirMorph" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 2 } } Requires: "canTrickyJump" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "canTrickyJump" "canLateralMidAirMorph" |
It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up. Requires: "canPreciseWalljump" "canTrickyJump" { "or": [ { "spikeHits": 1 }, "h_canBackIntoCorner" ] } |
Requires: "canSpringBallBombJump" |
Requires: "SpeedBooster" "canLateralMidAirMorph" "canCarefulJump" |
From: 2
Right Door
To: 1
Left Door
Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster. Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 2, "excessFrames": 0 } }, { "and": [ { "shinespark": { "frames": 2, "excessFrames": 2 } }, { "or": [ "canMoonwalk", "canMorphTurnaround" ] }, { "or": [ { "and": [ "canTrickyJump", "SpeedBooster" ] }, "canInsaneJump" ] } ] } ] } |
In direct g-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canPreciseWalljump" "canTrickyJump" { "or": [ { "spikeHits": 1 }, "h_canBackIntoCorner" ] } |
From: 2
Right Door
To: 1
Left Door
Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphJumpIntoIBJ" "h_canArtificialMorphBombHorizontally" |
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 |
Exit condition: { "leaveWithRunway": { "length": 1, "openEnd": 1 } } |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" { "or": [ "canCarefulJump", "canStationarySpinJump" ] } Unlocks doors: {"types":["super"],"requires":["canInsaneJump"]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "h_canCrystalFlash" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "canWalljump", "HiJump", "Gravity", "canTrickySpringBallJump", "h_canCrouchJumpDownGrab" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
Requires: "Gravity" |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
Requires: "SpaceJump" { "or": [ "canWalljump", "canPrepareForNextRoom", { "and": [ "canSpaceJumpWaterEscape", "HiJump" ] } ] } |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
It helps to begin jumping when the water level is high. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
Requires: "canWallJumpBombBoost" |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
It's a delayed walljump while the water is low, followed by a tight walljump off the bridge. This strat is easily bypassed by jumping through the door, or if the door can be opened. Requires: "canSuitlessMaridia" "canInsaneWalljump" |
From: 3
Right Door Spawn At Junction (In the Water)
To: 1
Left Door
There is a small pixel range which lands on the platform and does not touch the boulder. Requires: { "useFlashSuit": {} } { "shinespark": { "frames": 7, "excessFrames": 2 } } |
From: 3
Right Door Spawn At Junction (In the Water)
To: 2
Right Door
It is possible to escape the water with a wall jump when the water is low, or a crouch jump and down grab when it is high. Requires: { "doorUnlockedAtNode": 2 } { "or": [ "canDownGrab", "canWalljump", "Gravity", "HiJump", "canTrickySpringBallJump" ] } Unlocks doors: {"types":["ammo"],"requires":[]} |
{ "$schema": "../../../schema/m3-room.schema.json", "id": 42, "name": "Blue Brinstar Boulder Room", "area": "Brinstar", "subarea": "Blue", "playable": true, "roomAddress": "0x7A1AD", "roomEnvironments": [ { "heated": false } ], "nodes": [ { "id": 1, "name": "Left Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018fee", "doorOrientation": "left", "doorEnvironments": [ { "physics": "air" } ] }, { "id": 2, "name": "Right Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018fe2", "doorOrientation": "right", "doorEnvironments": [ { "physics": "air" } ], "spawnAt": 3 }, { "id": 3, "name": "Right Door Spawn At Junction (In the Water)", "nodeType": "junction", "nodeSubType": "junction" } ], "enemies": [ { "id": "e1", "groupName": "Boulder Room Boulders", "enemyName": "Boulder", "quantity": 3, "homeNodes": [ 1 ] } ], "links": [ { "from": 1, "to": [ { "id": 1 }, { "id": 2 }, { "id": 3 } ] }, { "from": 2, "to": [ { "id": 1 }, { "id": 2 } ] }, { "from": 3, "to": [ { "id": 1 }, { "id": 2 } ] } ], "strats": [ { "id": 1, "link": [ 1, 1 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 0 } } }, { "id": 2, "link": [ 1, 1 ], "name": "Leave Shinecharged", "requires": [ { "canShineCharge": { "usedTiles": 19, "openEnd": 2 } } ], "exitCondition": { "leaveShinecharged": { "framesRemaining": 140 } }, "flashSuitChecked": true }, { "id": 3, "link": [ 1, 1 ], "name": "Leave With Temporary Blue", "requires": [ { "canShineCharge": { "usedTiles": 19, "openEnd": 1 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "flashSuitChecked": true }, { "id": 4, "link": [ 1, 1 ], "name": "Leave With Mockball", "requires": [], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 13, "openEnd": 1 }, "landingRunway": { "length": 0, "openEnd": 1 }, "maxExtraRunSpeed": "$1.0" } } }, { "id": 5, "link": [ 1, 1 ], "name": "Crystal Flash", "requires": [ "h_canCrystalFlash" ], "flashSuitChecked": true }, { "id": 6, "link": [ 1, 2 ], "name": "Base", "requires": [ "SpaceJump" ], "unlocksDoors": [ { "types": [ "missiles" ], "requires": [ { "ammo": { "type": "Missile", "count": 2 } } ] }, { "types": [ "super" ], "requires": [ { "ammo": { "type": "Super", "count": 1 } } ] }, { "types": [ "powerbomb" ], "requires": [] } ], "devNote": "Some missed shots are expected for missile and super doors at this difficulty." }, { "id": 7, "link": [ 1, 2 ], "name": "Careful Jump", "requires": [ "canCarefulJump" ], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": "It is possible to shoot open the door and jump through it without going into the water below." }, { "id": 8, "link": [ 1, 2 ], "name": "Leave Shinecharged (with Gravity)", "requires": [ { "canShineCharge": { "usedTiles": 19, "openEnd": 2 } }, "canShinechargeMovement", "Gravity" ], "exitCondition": { "leaveShinecharged": { "framesRemaining": 100 } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true }, { "id": 9, "link": [ 1, 2 ], "name": "Leave Shinecharged (Suitless)", "requires": [ { "canShineCharge": { "usedTiles": 19, "openEnd": 1 } }, "canShinechargeMovement", "canCarefulJump" ], "exitCondition": { "leaveShinecharged": { "framesRemaining": 60 } }, "unlocksDoors": [ { "types": [ "powerbomb" ], "requires": [] }, { "types": [ "missiles", "super" ], "requires": [ "canTrickyJump" ] } ], "flashSuitChecked": true, "note": [ "Shoot the bridge to see where it ends.", "Opening the door requires a shot that is fired while Samus has some momentum from running to the right.", "Charge a spark running left then run off right into a preopened door." ], "devNote": [ "Using the second openEnd means you cannot make it to the door in time.", "Could attach `canMomentumShot` tech if that gets added.", "Emphasis on Careful. There is no jump." ] }, { "id": 42, "link": [ 1, 2 ], "name": "Leave Shinecharged (Shorter Shortcharge)", "requires": [ { "canShineCharge": { "usedTiles": 16, "openEnd": 1 } }, "canShinechargeMovementTricky", "canTrickyJump" ], "exitCondition": { "leaveShinecharged": { "framesRemaining": 100 } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": [ "Gain a shinecharge running left to right, leaving about 3 tiles of runway to gain speed to jump directly into the doorway." ] }, { "id": 10, "link": [ 1, 2 ], "name": "Leave With Mockball", "requires": [ "canTrickyJump" ], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 16, "openEnd": 1 }, "landingRunway": { "length": 1, "openEnd": 1 }, "minExtraRunSpeed": "$1.2", "maxExtraRunSpeed": "$3.9" } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "id": 11, "link": [ 1, 2 ], "name": "Leave With Spring Ball Bounce", "requires": [ "canTrickyJump" ], "exitCondition": { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 16, "openEnd": 1 }, "landingRunway": { "length": 1, "openEnd": 1 }, "minExtraRunSpeed": "$1.2", "maxExtraRunSpeed": "$3.9", "movementType": "uncontrolled" } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "id": 12, "link": [ 1, 2 ], "name": "Leave Space Jumping", "requires": [ "canPreciseSpaceJump" ], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 16, "openEnd": 1 }, "minExtraRunSpeed": "$1.5", "maxExtraRunSpeed": "$3.9" } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "id": 13, "link": [ 1, 2 ], "name": "Leave With Temporary Blue", "requires": [ { "getBlueSpeed": { "usedTiles": 16, "openEnd": 1 } }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": "With blue speed, run and jump across the water, morphing and unmorphing (while holding an angle button) to gain temporary blue without a shinecharge." }, { "id": 14, "link": [ 1, 3 ], "name": "Base", "requires": [] }, { "id": 15, "link": [ 2, 1 ], "name": "Space Jump", "requires": [ "SpaceJump" ] }, { "id": 16, "link": [ 2, 1 ], "name": "Jump Through the Door", "entranceCondition": { "comeInJumping": { "speedBooster": "any", "minTiles": 3 } }, "requires": [ "canCarefulJump" ], "devNote": "This is a lenient version of the strat, with an extra tile of runway." }, { "id": 17, "link": [ 2, 1 ], "name": "Jump Through the Door Wall Jump", "entranceCondition": { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } }, "requires": [ "canTrickyJump", "canPreciseWalljump" ], "note": "A doorsill with an open end is really all the room that's needed on the other side." }, { "id": 18, "link": [ 2, 1 ], "name": "Jump Through the Door Air Ball", "entranceCondition": { "comeInJumping": { "speedBooster": "any", "minTiles": 2 } }, "requires": [ "canCarefulJump", "canLateralMidAirMorph" ], "devNote": "This is a lenient version of the strat, with an extra tile of runway." }, { "id": 19, "link": [ 2, 1 ], "name": "Tricky Jump Through the Door", "entranceCondition": { "comeInJumping": { "speedBooster": "any", "minTiles": 2 } }, "requires": [ "canTrickyJump" ], "note": "With two tiles of runway and no wall jump or items, a last-frame jump is needed to make it." }, { "id": 20, "link": [ 2, 1 ], "name": "Jump Through the Door Tricky Air Ball", "entranceCondition": { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } }, "requires": [ "canTrickyJump", "canLateralMidAirMorph" ], "note": "With only one tile of runway, a last-frame jump is needed to make it." }, { "id": 21, "link": [ 2, 1 ], "name": "Doorsill Jump", "requires": [ "canPreciseWalljump", "canTrickyJump", { "or": [ { "spikeHits": 1 }, "h_canBackIntoCorner" ] } ], "note": "It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up." }, { "id": 22, "link": [ 2, 1 ], "name": "Spring Ball Bomb Jump", "requires": [ "canSpringBallBombJump" ], "note": "Requires waiting until the last moment before SpringBall jumping." }, { "id": 23, "link": [ 2, 1 ], "name": "Speedy Airball", "requires": [ "SpeedBooster", "canLateralMidAirMorph", "canCarefulJump" ] }, { "id": 24, "link": [ 2, 1 ], "name": "Use Flash Suit, Jump From the Doorsill", "requires": [ { "useFlashSuit": {} }, { "or": [ { "shinespark": { "frames": 2, "excessFrames": 0 } }, { "and": [ { "shinespark": { "frames": 2, "excessFrames": 2 } }, { "or": [ "canMoonwalk", "canMorphTurnaround" ] }, { "or": [ { "and": [ "canTrickyJump", "SpeedBooster" ] }, "canInsaneJump" ] } ] } ] } ], "flashSuitChecked": true, "note": [ "Jump and diagonally spark to the invisible platform.", "There is a small pixel range which lands on the platform and does not touch the boulder.", "It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster." ] }, { "id": 25, "link": [ 2, 1 ], "name": "G-Mode Direct Doorsill Jump", "entranceCondition": { "comeInWithGMode": { "mode": "direct", "morphed": false } }, "requires": [ "canPreciseWalljump", "canTrickyJump", { "or": [ { "spikeHits": 1 }, "h_canBackIntoCorner" ] } ], "flashSuitChecked": true, "note": "In direct g-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge." }, { "id": 26, "link": [ 2, 1 ], "name": "G-Mode Morph Spring Ball IBJ", "entranceCondition": { "comeInWithGMode": { "mode": "any", "morphed": true } }, "requires": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphBombHorizontally" ], "flashSuitChecked": true, "note": "Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing." }, { "id": 27, "link": [ 2, 1 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true }, { "id": 28, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } }, { "id": 29, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } }, { "id": 30, "link": [ 2, 2 ], "name": "Leave with Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 1, "openEnd": 1 } } }, { "id": 31, "link": [ 2, 2 ], "name": "Prepared Entry", "entranceCondition": { "comeInNormally": {} }, "requires": [ "canPrepareForNextRoom", { "or": [ "canCarefulJump", "canStationarySpinJump" ] } ], "unlocksDoors": [ { "types": [ "super" ], "requires": [ "canInsaneJump" ] }, { "types": [ "missiles", "powerbomb" ], "requires": [ "never" ] } ] }, { "id": 32, "link": [ 2, 2 ], "name": "Crystal Flash", "requires": [ "h_canCrystalFlash" ], "flashSuitChecked": true }, { "id": 33, "link": [ 2, 2 ], "name": "Carry G-Mode Back Through", "entranceCondition": { "comeInWithGMode": { "mode": "direct", "morphed": false } }, "requires": [ { "or": [ "canWalljump", "HiJump", "Gravity", "canTrickySpringBallJump", "h_canCrouchJumpDownGrab" ] } ], "exitCondition": { "leaveWithGMode": { "morphed": false } }, "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 34, "link": [ 2, 2 ], "name": "Carry G-Mode Morph Back Through", "entranceCondition": { "comeInWithGMode": { "mode": "direct", "morphed": true } }, "requires": [ "canArtificialMorph" ], "exitCondition": { "leaveWithGMode": { "morphed": true } }, "bypassesDoorShell": true, "flashSuitChecked": true, "devNote": "Artificial morph will allow Samus not to fall; real Morph is not sufficient." }, { "id": 35, "link": [ 3, 1 ], "name": "Base", "requires": [ "Gravity" ] }, { "id": 36, "link": [ 3, 1 ], "name": "Space Jump", "requires": [ "SpaceJump", { "or": [ "canWalljump", "canPrepareForNextRoom", { "and": [ "canSpaceJumpWaterEscape", "HiJump" ] } ] } ], "devNote": "Space Jump with HiJump alone is enough if the door can be opened." }, { "id": 37, "link": [ 3, 1 ], "name": "Spring Ball Jump", "requires": [ "canSuitlessMaridia", "canTrickySpringBallJump" ], "note": "It helps to begin jumping when the water level is high." }, { "id": 38, "link": [ 3, 1 ], "name": "WallJump Bomb Boost", "requires": [ "canWallJumpBombBoost" ] }, { "id": 39, "link": [ 3, 1 ], "name": "Naked Walljump", "requires": [ "canSuitlessMaridia", "canInsaneWalljump" ], "note": [ "It's a delayed walljump while the water is low, followed by a tight walljump off the bridge.", "This strat is easily bypassed by jumping through the door, or if the door can be opened." ] }, { "link": [ 3, 1 ], "name": "Bomb Boost Water Escape Into IBJ", "requires": [ "canBombJumpWaterEscape", "canJumpIntoIBJ", { "or": [ "canTrickyCarryFlashSuit", { "noFlashSuit": {} } ] } ], "flashSuitChecked": true, "note": "When the water is high, jump and place a Bomb on the descent just above the water, then very quickly crouch jump to hit the Bomb and IBJ.", "devNote": "The crouch jump is not necessary, but is helpful. Preserving a flash suit is still difficult without the crouch jump." }, { "id": 40, "link": [ 3, 1 ], "name": "Use Flash Suit", "requires": [ { "useFlashSuit": {} }, { "shinespark": { "frames": 7, "excessFrames": 2 } } ], "flashSuitChecked": true, "note": "There is a small pixel range which lands on the platform and does not touch the boulder." }, { "id": 41, "link": [ 3, 2 ], "name": "Base", "requires": [ { "doorUnlockedAtNode": 2 }, { "or": [ "canDownGrab", "canWalljump", "Gravity", "HiJump", "canTrickySpringBallJump" ] } ], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": "It is possible to escape the water with a wall jump when the water is low, or a crouch jump and down grab when it is high.", "devNote": "The crouch jump is not actually necessary but helps slightly. It is also possible to use the crouch jump while maintaining the flash suit." }, { "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, 3 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] } ], "nextStratId": 43, "notables": [], "nextNotableId": 1 }