Room ID: 9
|
Exit condition: "leaveWithRunway": {
"length": 14,
"openEnd": 0
} |
|
Requires: "h_CrystalFlash" |
From: 1
Left Doorway
To: 1
Left Doorway
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"Requires: "h_CrystalSpark" |
|
Requires: {"canShineCharge": {"usedTiles": 14, "openEnd": 0}},
"h_CrystalSpark" |
|
Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": false
}Exit condition: "leaveWithGMode": {
"morphed": false
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": true
}Exit condition: "leaveWithGMode": {
"morphed": true
} |
|
|
|
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
}Requires: {"shineChargeFrames": 1}Exit condition: "leaveShinecharged": {}Dev note: FIXME: Add 3 room shinecharges. |
|
Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 50},
"canShinechargeMovement"Exit condition: "leaveShinecharged": {} |
|
Entrance condition: "comeInWithSpark": {}Requires: {"shinespark": {"frames": 21, "excessFrames": 0}}Exit condition: "leaveWithSpark": {} |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
}Exit condition: "leaveWithTemporaryBlue": {} |
|
Entrance condition: "comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}Exit condition: "leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
} |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: "comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}Exit condition: "leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Exit condition: "leaveWithGMode": {
"morphed": false
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": true
}Exit condition: "leaveWithGMode": {
"morphed": true
} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[12, 12], [12, 13]]
}Bypasses door shell: true Dev note: Though there is no door shell here, this strat is included for completeness in case a randomizer adds a door shell where bypassing it could be useful. FIXME: add strat(s) entering with a grapple teleport and leaving with a grapple swing. |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[12, 12]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[12, 12]]
}Bypasses door shell: true |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[12, 13]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[12, 13]]
}Bypasses door shell: true |
|
|
|
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
}Requires: {"shineChargeFrames": 1}Exit condition: "leaveShinecharged": {}Dev note: FIXME: Add 3 room shinecharges. |
|
Entrance condition: "comeInShinecharged": {}Requires: {"shineChargeFrames": 50},
"canShinechargeMovement"Exit condition: "leaveShinecharged": {} |
|
Entrance condition: "comeInWithSpark": {}Requires: {"shinespark": {"frames": 21, "excessFrames": 0}}Exit condition: "leaveWithSpark": {} |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
}Exit condition: "leaveWithTemporaryBlue": {} |
|
Entrance condition: "comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 1
}Exit condition: "leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 1
} |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: "comeInWithStoredFallSpeed": {
"fallSpeedInTiles": 2
}Exit condition: "leaveWithStoredFallSpeed": {
"fallSpeedInTiles": 2
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": false
}Exit condition: "leaveWithGMode": {
"morphed": false
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "any",
"morphed": true
}Exit condition: "leaveWithGMode": {
"morphed": true
} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12], [3, 13]]
}Bypasses door shell: true Dev note: Though there is no door shell here, this strat is included for completeness in case a randomizer adds a door shell where bypassing it could be useful. FIXME: add strat(s) entering with a grapple teleport and leaving with a grapple swing. |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Bypasses door shell: true |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Bypasses door shell: true |
|
Exit condition: "leaveWithRunway": {
"length": 14,
"openEnd": 0
} |
From: 2
Right Doorway
To: 2
Right Doorway
Entrance condition: "comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"Requires: "h_CrystalSpark" |
|
Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": false
}Exit condition: "leaveWithGMode": {
"morphed": false
} |
|
Entrance condition: "comeInWithGMode": {
"mode": "indirect",
"morphed": true
}Exit condition: "leaveWithGMode": {
"morphed": true
} |