Room ID: 45
Exit condition: { "leaveWithRunway": { "length": 1, "openEnd": 1 } } |
Requires: "h_canFrozenEnemyRunway" { "or": [ "Morph", "canTwoTileSqueeze", { "enemyDamage": { "enemy": "Zeb", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 0 } } |
Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 5, "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": 1 } } } |
Gain a shinecharge on the long, lower platform in the screen above, then carry it left and down. Use crumble quick drops, land on the floor at the bottom, spin jump left into the doorway, and activate the spark. The required movement here is very precise, as the 180 shinecharge frames is only barely enough. Requires: { "notable": "Leave With Spark To The Left" } { "obstaclesNotCleared": [ "A" ] } "h_canCrouchJumpDownGrab" { "canShineCharge": { "usedTiles": 17, "openEnd": 0 } } "canShinechargeMovementTricky" "canQuickDrop" { "shinespark": { "frames": 1 } } Exit condition: { "leaveWithSpark": {} } |
Requires: { "refill": [ "Energy", "Missile", "Super" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "obstaclesNotCleared": [ "A" ] } "SpeedBooster" Clears obstacles: A |
Requires: { "notable": "Mockball" } { "obstaclesNotCleared": [ "A" ] } "canMockball" Clears obstacles: A |
Run then do a very small spin jump to clip into the left side of the first gate. While inside the gate, back up to get the maximum run distance using either Moonwalk or X-Ray Turnaround and repeat for the next gate. It is also possible to clip into the gates by aiming down while in the spin jump. A down-back is also possible for clipping into the first gate, but it is generally harder. Requires: { "obstaclesNotCleared": [ "A" ] } "canCrouchGateClip" { "or": [ "canXRayTurnaround", "canMoonwalk" ] } Clears obstacles: A |
Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you. Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate. It is also possible to clip into the gates by aiming down while in the spin jump. Requires: { "notable": "Crouch Gate Clip Damage Boost" } { "obstaclesNotCleared": [ "A" ] } "canCrouchGateClip" "canCameraManip" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Zeb", "type": "contact", "hits": 2 } } Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } { "canShineCharge": { "usedTiles": 39, "openEnd": 2 } } "canShinechargeMovementComplex" { "shineChargeFrames": 35 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} { "types": [ "missiles", "powerbomb" ], "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] }, { "resetRoom": { "nodes": [ 1 ] } } ] } |
Stand to the right of the Zeb farm and freeze the Zeb as it starts moving horizontally. get onto the platform above the Zeb and wait for the Zeb to thaw and make it close to the right edge of the screen. Use a mockball to get to the right side of the room, ending it as quickly as possible at the end to prevent the Zeb going off screen. Freeze the Zeb adjacent to the right runway in order to extend it by a short distance. Requires: { "obstaclesNotCleared": [ "A" ] } "h_canTrickyFrozenEnemyRunway" "canMockball" "canTrickyJump" Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 0 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] }, { "resetRoom": { "nodes": [ 1 ] } } ] } |
Requires: "canHorizontalShinespark" { "useFlashSuit": {} } { "shinespark": { "frames": 49, "excessFrames": 16 } } |
The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down. Requires: { "obstaclesNotCleared": [ "A" ] } { "or": [ "SpeedBooster", "canMockball", { "and": [ "canCrouchGateClip", { "or": [ "canXRayTurnaround", "canMoonwalk" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
This has no requirements, but getting back out does. Clears obstacles: A |
Crouch on top of the right side of the Zeb spawning pipe. While holding down, let it hit Samus, then Freeze it immediately. Requires: "canTrickyUseFrozenEnemies" Clears obstacles: A, B |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } } |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$0.E", "maxExtraRunSpeed": "$1.D" } } Requires: "canSpeedball" "canChainTemporaryBlue" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 28 ], [ 2, 29 ] ] } } Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Bypasses door shell: true |
Requires: { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } } "canShinechargeMovement" { "shineChargeFrames": 95 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Exit condition: { "leaveWithRunway": { "length": 2, "openEnd": 1 } } |
Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 7, "openEnd": 1 }, "landingRunway": { "length": 2, "openEnd": 1 } } } |
Requires: { "or": [ { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } }, { "getBlueSpeed": { "usedTiles": 17, "openEnd": 1 } } ] } "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
Requires: "h_canCrystalFlash" |
Requires: { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir" ] } Clears obstacles: A |
Requires: "h_canCrouchJumpDownGrab" Clears obstacles: A |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } |
Requires: "h_canBombThings" |
It is possible to do a quick crumble escape twice, requiring no other items or tech. It is easier to escape by doing a quick crumble escape, followed by a crumble block jump or using spring ball or space jump. Requires: "canQuickDrop" |
Prepare a pipe bug to Ice clip through the crumble blocks, using Morph and X-Ray. It can be tested on the solid blocks directly above the pipe spawner. Climb onto the frozen bug by rolling under it and jumping while holding down. Requires: { "obstaclesCleared": [ "B" ] } "h_canXRayMorphIceClip" |
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{ "$schema": "../../../schema/m3-room.schema.json", "id": 45, "name": "Early Supers Room", "area": "Brinstar", "subarea": "Green", "roomAddress": "0x79BC8", "roomEnvironments": [ { "heated": false } ], "mapTileMask": [ [ 1, 1, 1 ], [ 1, 1, 1 ] ], "nodes": [ { "id": 1, "name": "Left Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018d4e", "doorOrientation": "left", "doorEnvironments": [ { "physics": "air" } ], "mapTileMask": [ [ 1, 1, 1 ], [ 2, 1, 1 ] ] }, { "id": 2, "name": "Right Door", "nodeType": "door", "nodeSubType": "red", "nodeAddress": "0x0018d5a", "doorOrientation": "right", "doorEnvironments": [ { "physics": "air" } ], "mapTileMask": [ [ 1, 1, 1 ], [ 1, 1, 2 ] ] }, { "id": 3, "name": "Lower Item", "nodeType": "item", "nodeSubType": "visible", "nodeItem": "Missile", "nodeAddress": "0x78518", "mapTileMask": [ [ 1, 1, 1 ], [ 1, 2, 1 ] ], "locks": [ { "name": "Dummy Item Lock", "lockType": "gameFlag", "unlockStrats": [ { "name": "Base (Collect Item)", "notable": false, "requires": [] } ] } ] }, { "id": 4, "name": "Top Left Item", "nodeType": "item", "nodeSubType": "visible", "nodeItem": "Super", "nodeAddress": "0x7851E", "mapTileMask": [ [ 2, 2, 2 ], [ 1, 1, 1 ] ], "locks": [ { "name": "Dummy Item Lock", "lockType": "gameFlag", "unlockStrats": [ { "name": "Base (Collect Item)", "notable": false, "requires": [] } ] } ] } ], "obstacles": [ { "id": "A", "name": "Gates Have Closed", "obstacleType": "inanimate" }, { "id": "B", "name": "Zeb Frozen Right of Pipe", "obstacleType": "abstract" } ], "enemies": [ { "id": "e1", "groupName": "Early Supers Zeb", "enemyName": "Zeb", "quantity": 1, "homeNodes": [ 1 ] }, { "id": "e2", "groupName": "Early Supers Wavers", "enemyName": "Waver", "quantity": 4, "homeNodes": [ 4 ] }, { "id": "e3", "groupName": "Early Supers Top Small sidehoppers", "enemyName": "Sm. Sidehopper", "quantity": 3, "homeNodes": [ 4 ] }, { "id": "e4", "groupName": "Early Supers Bottom Small sidehoppers", "enemyName": "Sm. Sidehopper", "quantity": 2, "homeNodes": [ 3 ] } ], "links": [ { "from": 1, "to": [ { "id": 1 }, { "id": 2 }, { "id": 3 }, { "id": 4 } ] }, { "from": 2, "to": [ { "id": 1 }, { "id": 2 }, { "id": 4 } ] }, { "from": 3, "to": [ { "id": 1 } ] }, { "from": 4, "to": [ { "id": 1 }, { "id": 2 }, { "id": 4 } ] } ], "strats": [ { "id": 1, "link": [ 1, 1 ], "name": "Leave With Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 1, "openEnd": 1 } }, "flashSuitChecked": true }, { "id": 2, "link": [ 1, 1 ], "name": "Leave With Runway - Frozen Zeb", "requires": [ "h_canFrozenEnemyRunway", { "or": [ "Morph", "canTwoTileSqueeze", { "enemyDamage": { "enemy": "Zeb", "type": "contact", "hits": 1 } } ] } ], "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 0 } }, "flashSuitChecked": true, "note": "Use a Frozen Zeb to extend the runway. The bug's height when standing next to the pipe is optimal." }, { "id": 3, "link": [ 1, 1 ], "name": "Leave With Mockball", "requires": [], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 5, "openEnd": 1 }, "landingRunway": { "length": 1, "openEnd": 1 } } } }, { "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" } } }, { "id": 5, "link": [ 1, 1 ], "name": "Leave Space Jumping", "requires": [], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 5, "openEnd": 1 } } } }, { "id": 6, "link": [ 1, 1 ], "name": "Leave With Spark To The Left", "requires": [ { "notable": "Leave With Spark To The Left" }, { "obstaclesNotCleared": [ "A" ] }, "h_canCrouchJumpDownGrab", { "canShineCharge": { "usedTiles": 17, "openEnd": 0 } }, "canShinechargeMovementTricky", "canQuickDrop", { "shinespark": { "frames": 1 } } ], "exitCondition": { "leaveWithSpark": {} }, "flashSuitChecked": true, "note": [ "Gain a shinecharge on the long, lower platform in the screen above, then carry it left and down.", "Use crumble quick drops, land on the floor at the bottom, spin jump left into the doorway, and activate the spark.", "The required movement here is very precise, as the 180 shinecharge frames is only barely enough." ], "devNote": [ "This starts at node 1 to be able to unlock the door first if needed.", "Getting up to the platform above is possible by running to the right and crouch-jumping up." ] }, { "id": 7, "link": [ 1, 1 ], "name": "Zeb Farm", "requires": [ { "refill": [ "Energy", "Missile", "Super" ] } ], "flashSuitChecked": true }, { "id": 8, "link": [ 1, 1 ], "name": "G-Mode Setup - Get Hit By Zeb", "requires": [], "exitCondition": { "leaveWithGModeSetup": {} }, "flashSuitChecked": true }, { "id": 9, "link": [ 1, 2 ], "name": "Speed Through", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "SpeedBooster" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true }, { "id": 10, "link": [ 1, 2 ], "name": "Mockball", "requires": [ { "notable": "Mockball" }, { "obstaclesNotCleared": [ "A" ] }, "canMockball" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "failures": [ { "name": "Crumble Fall", "leadsToNode": 3, "note": "Falls down into node 3 with no possiblity of quick crumble escape." } ], "note": "Mockball to roll over the crumble blocks without falling down, and under the gate before it closes." }, { "id": 11, "link": [ 1, 2 ], "name": "Crouch Gate Clip Jump", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "canCrouchGateClip", { "or": [ "canXRayTurnaround", "canMoonwalk" ] } ], "clearsObstacles": [ "A" ], "failures": [ { "name": "Crumble Fall", "leadsToNode": 3, "note": "Falls down into node 3 with no possiblity of quick crumble escape." } ], "note": [ "Run then do a very small spin jump to clip into the left side of the first gate.", "While inside the gate, back up to get the maximum run distance using either Moonwalk or X-Ray Turnaround and repeat for the next gate.", "It is also possible to clip into the gates by aiming down while in the spin jump.", "A down-back is also possible for clipping into the first gate, but it is generally harder." ] }, { "id": 12, "link": [ 1, 2 ], "name": "Crouch Gate Clip Damage Boost", "requires": [ { "notable": "Crouch Gate Clip Damage Boost" }, { "obstaclesNotCleared": [ "A" ] }, "canCrouchGateClip", "canCameraManip", "canHorizontalDamageBoost", { "enemyDamage": { "enemy": "Zeb", "type": "contact", "hits": 2 } } ], "clearsObstacles": [ "A" ], "failures": [ { "name": "Crumble Fall", "leadsToNode": 3, "note": "Falls down into node 3 with no possiblity of quick crumble escape." } ], "note": [ "Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you.", "Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate.", "It is also possible to clip into the gates by aiming down while in the spin jump." ] }, { "id": 13, "link": [ 1, 2 ], "name": "Leave Shinecharged (Speed Through)", "requires": [ { "obstaclesNotCleared": [ "A" ] }, { "canShineCharge": { "usedTiles": 39, "openEnd": 2 } }, "canShinechargeMovementComplex", { "shineChargeFrames": 35 } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "super" ], "requires": [] }, { "types": [ "missiles", "powerbomb" ], "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] }, { "resetRoom": { "nodes": [ 1 ] } } ] } ], "flashSuitChecked": true }, { "id": 15, "link": [ 1, 2 ], "name": "Leave With Runway - Frozen Zeb", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "h_canTrickyFrozenEnemyRunway", "canMockball", "canTrickyJump" ], "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 0 } }, "unlocksDoors": [ { "types": [ "missiles", "super" ], "requires": [] }, { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] }, { "resetRoom": { "nodes": [ 1 ] } } ] } ], "flashSuitChecked": true, "note": [ "Stand to the right of the Zeb farm and freeze the Zeb as it starts moving horizontally.", "get onto the platform above the Zeb and wait for the Zeb to thaw and make it close to the right edge of the screen.", "Use a mockball to get to the right side of the room, ending it as quickly as possible at the end to prevent the Zeb going off screen.", "Freeze the Zeb adjacent to the right runway in order to extend it by a short distance." ] }, { "id": 16, "link": [ 1, 2 ], "name": "Use Flash Suit", "requires": [ "canHorizontalShinespark", { "useFlashSuit": {} }, { "shinespark": { "frames": 49, "excessFrames": 16 } } ], "flashSuitChecked": true, "devNote": [ "This isn't useful because all known methods of obtaining a flash suit make this strat irrelevant.", "The shinespark frames could be lowered by sparking from the crumble blocks, but there is a farm before and after." ] }, { "id": 17, "link": [ 1, 2 ], "name": "G-Mode Setup - Get Hit By Waver", "requires": [ { "obstaclesNotCleared": [ "A" ] }, { "or": [ "SpeedBooster", "canMockball", { "and": [ "canCrouchGateClip", { "or": [ "canXRayTurnaround", "canMoonwalk" ] } ] } ] } ], "exitCondition": { "leaveWithGModeSetup": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": [ "The only way the Wavers will get to the door is if the right crumble blocks are all broken.", "This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip.", "After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.", "Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down." ], "devNote": [ "FIXME: It is possible to come in from the right and get under the gate to break the crumbles." ] }, { "id": 18, "link": [ 1, 3 ], "name": "Base", "requires": [], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": "This has no requirements, but getting back out does." }, { "id": 19, "link": [ 1, 3 ], "name": "Prepare Frozen Zeb", "requires": [ "canTrickyUseFrozenEnemies" ], "clearsObstacles": [ "A", "B" ], "flashSuitChecked": true, "note": [ "Crouch on top of the right side of the Zeb spawning pipe.", "While holding down, let it hit Samus, then Freeze it immediately." ], "devNote": "This setup takes damage, but you can farm before and after." }, { "id": 20, "link": [ 1, 4 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } }, "requires": [], "flashSuitChecked": true }, { "id": 41, "link": [ 2, 1 ], "name": "Speedball, Leave With Temporary Blue", "entranceCondition": { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$0.E", "maxExtraRunSpeed": "$1.D" } }, "requires": [ "canSpeedball", "canChainTemporaryBlue", "canInsaneJump" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": "Gain blue speed in the other room, jump through the transition, then speedball under the shutters.", "devNote": [ "Slightly higher run speeds can work but with greater difficulty.", "FIXME: comeInGettingBlueSpeed is not technically the right entrance condition, since the jump needs to happen in the other room;", "we ignore this for now since it makes less than a tile of difference to the runway in the other room.", "At some point we should support entrance conditions for entering spinning with upward momentum (possibly from disconnected runways like in Dust Torizo Room);", "coming in with a blue Space Jump could also work." ] }, { "id": 22, "link": [ 2, 1 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 28 ], [ 2, 29 ] ] } }, "requires": [], "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 23, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 24, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Middle Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 25, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "requires": [], "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 26, "link": [ 2, 2 ], "name": "Leave Shinecharged (Run Above)", "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] }, { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } }, "canShinechargeMovement", { "shineChargeFrames": 95 } ], "exitCondition": { "leaveShinecharged": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": "Use the runway on the screen above to gain a shinecharge near the edge of the runway." }, { "id": 28, "link": [ 2, 2 ], "name": "Leave With Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 2, "openEnd": 1 } }, "flashSuitChecked": true }, { "id": 42, "link": [ 2, 2 ], "name": "Leave With Mockball", "requires": [], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 7, "openEnd": 1 }, "landingRunway": { "length": 2, "openEnd": 1 } } }, "note": "Use the runway below the crumbles at the right side of the room." }, { "id": 29, "link": [ 2, 2 ], "name": "Leave With Temporary Blue", "requires": [ { "or": [ { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } }, { "getBlueSpeed": { "usedTiles": 17, "openEnd": 1 } } ] }, "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} } }, { "id": 30, "link": [ 2, 2 ], "name": "Crystal Flash", "requires": [ "h_canCrystalFlash" ], "flashSuitChecked": true }, { "id": 31, "link": [ 2, 4 ], "name": "Base", "requires": [ { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir" ] } ], "clearsObstacles": [ "A" ] }, { "id": 32, "link": [ 2, 4 ], "name": "Crouch Jump Down Grab", "requires": [ "h_canCrouchJumpDownGrab" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true }, { "id": 33, "link": [ 2, 4 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } }, "requires": [] }, { "id": 34, "link": [ 3, 1 ], "name": "Base", "requires": [ "h_canBombThings" ], "flashSuitChecked": true }, { "id": 35, "link": [ 3, 1 ], "name": "Quick Crumble Escape", "requires": [ "canQuickDrop" ], "flashSuitChecked": true, "failures": [ { "name": "Crumble Failure", "note": "Failure leaves you in node 3 with solid crumble blocks above your head." } ], "note": [ "It is possible to do a quick crumble escape twice, requiring no other items or tech.", "It is easier to escape by doing a quick crumble escape, followed by a crumble block jump or using spring ball or space jump." ] }, { "id": 36, "link": [ 3, 1 ], "name": "Ice Clip", "requires": [ { "obstaclesCleared": [ "B" ] }, "h_canXRayMorphIceClip" ], "flashSuitChecked": true, "note": [ "Prepare a pipe bug to Ice clip through the crumble blocks, using Morph and X-Ray.", "It can be tested on the solid blocks directly above the pipe spawner.", "Climb onto the frozen bug by rolling under it and jumping while holding down." ] }, { "id": 38, "link": [ 4, 1 ], "name": "Base", "requires": [], "collectsItems": [ 4 ], "flashSuitChecked": true }, { "id": 39, "link": [ 4, 2 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "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": [] }, { "name": "Base (Collect Item)", "notable": false, "requires": [], "link": [ 3, 3 ], "collectsItems": [ 3 ] }, { "name": "Base (Collect Item)", "notable": false, "requires": [], "link": [ 4, 4 ], "collectsItems": [ 4 ] } ], "notables": [ { "id": 1, "name": "Leave With Spark To The Left", "note": [ "Gain a shinecharge on the long, lower platform in the screen above, then carry it left and down.", "Use crumble quick drops, land on the floor at the bottom, spin jump left into the doorway, and activate the spark.", "The required movement here is very precise, as the 180 shinecharge frames is only barely enough." ] }, { "id": 2, "name": "Mockball", "note": "Mockball to roll over the crumble blocks without falling down, and under the gate before it closes." }, { "id": 3, "name": "Crouch Gate Clip Damage Boost", "note": [ "Spawn a Zeb then run and do a very small spin jump to clip into the first gate before the Zeb reaches you.", "Do a damage boost off of the Zeb while inside the first gate to get enough speed to clip into the next gate.", "It is also possible to clip into the gates by aiming down while in the spin jump." ] } ], "nextStratId": 43, "nextNotableId": 4 }