canUseEnemies (Implicit)

Using an enemy in a room to accomplish something that couldn't be done if it weren't there, e.g. when standing on or grappling from an enemy.

Difficulty filter

Strats ()

From: 5
Lower Section - Bottom Right Door
To: 4
Lower Section - Top Right Door

Grapple on the Ripper to get inside the wall under the door. Do a Crystal Flash to force a standup. X-Ray climb up to the door transition.

Requires:

{
  "notable": "Grapple Clip Door Lock Skip"
}
"canUseEnemies"
"canGrappleClip"
"h_canCrystalFlash"
"canXRayClimb"

Bypasses door shell: true

From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)

Jump on the left platforms to get the middle Tripper on screen, luring it to the right. Get on the middle Tripper and use it to jump to the item. This requires a somewhat precise shot and jump, particularly if the top Tripper is in the way. The jump and shot can be easier and done at the apex of a single jump starting with a crouch. Freezing the Trippers can make this much easier.

Requires:

"canUseEnemies"
{
  "or": [
    "canCarefulJump",
    "canUseFrozenEnemies",
    "canPreciseWalljump"
  ]
}
From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)

Requires:

"canUseEnemies"
"HiJump"
From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)

Requires:

"canUseEnemies"
"canBeVeryPatient"
From: 2
Bottom Left Door
To: 1
Top Left Door

Wall jump up the left wall, perform a delayed wall jump on the Fune to reach the door.

Requires:

"canDelayedWalljump"
"canConsecutiveWalljump"
"canTrickyJump"
"canUseEnemies"
{
  "or": [
    {
      "heatFrames": 190
    },
    {
      "and": [
        "canPrepareForNextRoom",
        {
          "heatFrames": 120
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. It is possible to freeze or kill the Fune with a Super or Power Bomb to make things easier.

Requires:

{
  "notable": "Walljump Climb Using the Kamer"
}
"canPreciseWalljump"
"canConsecutiveWalljump"
"canUseEnemies"
{
  "or": [
    {
      "heatFrames": 560
    },
    {
      "and": [
        "canCarefulJump",
        {
          "heatFrames": 360
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "heatFrames": 240
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canUseFrozenEnemies",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        },
        {
          "heatFrames": 432
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 1
          }
        },
        {
          "heatFrames": 456
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall.

Requires:

{
  "notable": "Walljump Climb Using the Kamer"
}
"HiJump"
"canUseEnemies"
"canWalljump"
{
  "or": [
    {
      "heatFrames": 360
    },
    {
      "and": [
        "canCarefulJump",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 3
Above Lava Junction

BounceBall into the Lava, Unmorphing with good timing to sink faster and drift effeciently towards the bottom right Namihe. Walljump at about eye height (4 pixel window) to gain enough height to reach the center portion of ceiling. While rising, wiggle to shrink Samus' hitbox. Some walljump positions will not need to wiggle, when walljumping far away from the Namihe. Jumping, from the wall, around the next lowest overhang is very precise and taking any extra time to position will increase the amount of lava damage being taken. It may help to disable HiJump for this part. Then Walljump again to exit the Lava and reach the left ledge.

Requires:

{
  "notable": "GT Max Suitless Right Side Climb"
}
"canSuitlessLavaDive"
"canUseEnemies"
"HiJump"
"canBounceBall"
"canMidairWiggle"
"canInsaneWalljump"
{
  "lavaFrames": 392
}
{
  "heatFrames": 515
}
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Walljump off of the lower half of the Upper-Left Namihe to cross to the right side wall. Continue Walljumping up from there, waiting for the above flame to pass if it is in the way.

Requires:

{
  "notable": "HiJump"
}
"HiJump"
"canSuitlessLavaDive"
"canUseEnemies"
"canPreciseWalljump"
"canStaggeredWalljump"
{
  "heatFrames": 270
}
{
  "lavaFrames": 240
}
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Walljump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Delay the pause until in position to perform the Spring Ball jump because Lava physics will reduce Samus' horizontal momentum. It may help to also delay the Morph.

Requires:

{
  "notable": "HiJump"
}
{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"canSpringwall"
"HiJump"
"canUseEnemies"
{
  "heatFrames": 195
}
{
  "lavaFrames": 180
}
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain I-Frames and then very quickly walljump up the spikes and across to the right side wall.

Requires:

{
  "notable": "HiJumpless Nahime Morph Kago"
}
"canSuitlessLavaDive"
"canInsaneWalljump"
"canInsaneJump"
"canIframeSpikeJump"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canKago"
{
  "heatFrames": 510
}
{
  "lavaFrames": 480
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "kago",
    "hits": 2
  }
}
From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Double springball jump out of a walljump starting from the top of the left wall Namihe.

Requires:

{
  "notable": "HiJumpless Suitless Double Springball Jump"
}
"canSuitlessLavaDive"
"canUseEnemies"
"canDoubleSpringBallJumpMidAir"
"canSpringwall"
"canPreciseWalljump"
{
  "heatFrames": 270
}
{
  "lavaFrames": 240
}
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction

Use the bottommost right side namihe to generate a flame and walk with it to the bottommost left namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there.

Requires:

{
  "notable": "HiJumpless Dive"
}
"canSuitlessLavaDive"
"canIframeSpikeJump"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canCameraManip"
{
  "heatFrames": 600
}
{
  "lavaFrames": 500
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "fireball",
    "hits": 1
  }
}
From: 5
Main Junction
To: 1
Top Left Door

Involves grappling off a Ripper 2.

Requires:

"canUseEnemies"
"Grapple"
From: 5
Main Junction
To: 4
Top Right Door

Involves grappling off a Ripper 2.

Requires:

"canUseEnemies"
"Grapple"
From: 1
Left Door
To: 3
Item

Grapple off several Ripper 2.

Requires:

{
  "notable": "Indiana Jones Grapple"
}
"canUseEnemies"
"canPreciseGrapple"
From: 3
Item
To: 1
Left Door

Involves grappling off several Ripper 2.

Requires:

{
  "notable": "Indiana Jones Grapple"
}
"canUseEnemies"
"canPreciseGrapple"
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction

Requires:

{
  "enemyDamage": {
    "enemy": "Fireflea",
    "type": "contact",
    "hits": 1
  }
}
"canUseEnemies"
"canIframeSpikeJump"
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item

Requires:

{
  "enemyDamage": {
    "enemy": "Fireflea",
    "type": "contact",
    "hits": 1
  }
}
"canUseEnemies"
"canIframeSpikeJump"
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Ride the Spike Platform up and back down again to more easily position for using it as a runway.

Requires:

"canUseEnemies"
{
  "heatFrames": 480
}

Exit condition:

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

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Requires:

"canUseEnemies"
"canTrickyJump"
{
  "heatFrames": 120
}

Exit condition:

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

Unlocks doors:

{"types":["ammo"],"requires":[]}
Base (Basic)
Wasteland
From: 1
Bottom Left Door
To: 5
Junction Below Shot Block

Requires:

"canUseEnemies"
{
  "or": [
    {
      "and": [
        "canWalljump",
        {
          "heatFrames": 390
        }
      ]
    },
    {
      "and": [
        "canConsecutiveWalljump",
        "canCarefulJump",
        {
          "heatFrames": 330
        }
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "heatFrames": 490
        }
      ]
    },
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        {
          "heatFrames": 610
        }
      ]
    }
  ]
}
From: 5
Junction Below Shot Block
To: 1
Bottom Left Door

Requires:

"canUseEnemies"
{
  "heatFrames": 430
}

Exit condition:

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

Unlocks doors:

{"types":["super","powerbomb"],"requires":[]}
{"types":["missiles"],"requires":["never"]}
From: 5
Junction Below Shot Block
To: 1
Bottom Left Door

Walk into a Spike and then Morph-Kago through the top Spike-Platform.

Requires:

"canKago"
"Morph"
"canUseEnemies"
{
  "spikeHits": 1
}
{
  "heatFrames": 250
}

Exit condition:

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

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}
From: 1
Left Door
To: 2
Right Door

Position the Bull with beam shots before jumping into it.

Requires:

{
  "notable": "Bull Boost"
}
"canSuitlessMaridia"
"HiJump"
"canUseEnemies"
"canNeutralDamageBoost"
"canCrouchJump"
"Morph"
{
  "enemyDamage": {
    "enemy": "Bull",
    "hits": 1,
    "type": "contact"
  }
}
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)

By normal means, the path can't be passed unless the Workrobot is activated (so Phantoon dead)

Requires:

"h_canDestroyBombWalls"
"f_DefeatedPhantoon"
{
  "or": [
    "canTrivialMidAirMorph",
    "h_canUseSpringBall",
    "h_canBombThings",
    {
      "and": [
        "Morph",
        "canUseEnemies"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Hidden Right Item

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. While near the right wall, shoot the item and grab it. If the shot misses, carefully fall back down and safely land on Mama Turtle again. After grabbing the item, fall on her again to avoid taking a hit; jump to the left at the top of the ride to escape the water safely.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
"canCarefulJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 4
On Mama Turtle

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 4
On Mama Turtle

Ride Mama Turtle. To avoid getting hit, shoot one of her babies to wake her up, then quickly get on her back.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canNavigateUnderwater"
"canUseEnemies"
{
  "or": [
    "canCarefulJump",
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 6
Top Right Junction

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. At the top of the ride, jump to the top right ledge.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

From: 3
Hidden Right Item
To: 1
Left Door

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "Gravity",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab",
    "canUseEnemies"
  ]
}
From: 3
Hidden Right Item
To: 1
Left Door

Jump over or on to Mama Turtle. The easiest method is to jump over her by jumping on her babies, or to Morph under her.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
{
  "or": [
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab",
    "canUseEnemies"
  ]
}
From: 5
Top Door
To: 5
Top Door

Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally.

Entrance condition:

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

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "h_canFly",
            "canGravityJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canUseEnemies",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}

Exit condition:

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

Bypasses door shell: true

From: 7
Lower Hills Junction
To: 8
Higher Hill Junction

There is a grappleable Powamp directly above each of the 3 peaks.

Requires:

"canSuitlessMaridia"
"canUseEnemies"
"Grapple"
From: 7
Lower Hills Junction
To: 9
Spawn At Junction Below Top Door

There is a grappleable Powamp directly above each of the 3 peaks.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
"Grapple"
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction

There is a grappleable Powamp directly above each of the 3 peaks.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
"Grapple"

Clears obstacles: B

From: 8
Higher Hill Junction
To: 11
Upper Left Ledge Junction

There is a grappleable Powamp directly above each of the 3 peaks.

Requires:

"h_canNavigateUnderwater"
"canUseEnemies"
"Grapple"
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door

There is a grappleable Powamp directly above each of the 3 peaks.

Requires:

"canSuitlessMaridia"
"canUseEnemies"
"Grapple"
Base (Basic)
Aqueduct
From: 2
Bottom Left Door
To: 1
Middle Left Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "h_canFly",
    "SpeedBooster",
    "canSpringBallJumpMidAir",
    "canUseEnemies"
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canUsePowerBombs"
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 1
Middle Left Door

Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail.

Requires:

"Gravity"
"canUseEnemies"
{
  "or": [
    "canPreciseCeilingClip",
    "canXRayCeilingClip"
  ]
}
From: 2
Bottom Left Door
To: 1
Middle Left Door

Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise. Morph can be used to help get onto the Snail and get off without taking a hit if it is in the wrong location.

Requires:

{
  "notable": "Snail Clip With Gravity and Morph"
}
"Gravity"
"canUseEnemies"
"Morph"
"canCeilingClip"
From: 2
Bottom Left Door
To: 1
Middle Left Door

Requires:

"canUseEnemies"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canUsePowerBombs"
  ]
}

Clears obstacles: A

Base (Basic)
Aqueduct
From: 2
Bottom Left Door
To: 5
Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "h_canFly",
    "SpeedBooster",
    "Grapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canUseEnemies"
      ]
    }
  ]
}
From: 5
Right Door
To: 7
Top Right Left Item

Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail.

Requires:

"Gravity"
"canUseEnemies"
{
  "or": [
    "canPreciseCeilingClip",
    "canXRayCeilingClip"
  ]
}
From: 5
Right Door
To: 7
Top Right Left Item

Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise. Morph can be used to help get onto the Snail and get off without taking a hit if it is in the wrong location.

Requires:

{
  "notable": "Snail Clip With Gravity and Morph"
}
"Gravity"
"canUseEnemies"
"Morph"
"canCeilingClip"
From: 5
Right Door
To: 7
Top Right Left Item

Sparking up right from a snail can save some Energy. With very little Energy, spark up the center of the speed blocks to clear both sides, then snail clip through the last one. It may be helpful to turn around before sparking so the snail doesn't hit Samus.

Requires:

"canUseEnemies"
{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 13,
        "excessFrames": 4
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 13,
            "excessFrames": 10
          }
        },
        {
          "or": [
            "canHighPixelCeilingClip",
            {
              "and": [
                "Gravity",
                "canPreciseCeilingClip"
              ]
            },
            {
              "and": [
                "Gravity",
                "canXRayCeilingClip"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 6
Top Door
To: 6
Top Door

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    "canUseEnemies",
    {
      "and": [
        "canCrouchJump",
        "canTrickyJump"
      ]
    }
  ]
}

Exit condition:

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

Bypasses door shell: true

From: 6
Top Door
To: 6
Top Door

It is easiest to use a single snail on the bottom of the ceiling to the right of the door. Use at least a small amount of momentum before jumping over towards the snail.

Entrance condition:

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

Requires:

"h_canArtificialMorphSpringBall"
"canUseEnemies"
"canTrickyJump"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}

Bypasses door shell: true

From: 9
Junction Below Top Door
To: 6
Top Door

Involves waiting around for a snail to come along, in order to reach the door by jumping while standing on it.

Requires:

"canUseEnemies"
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack.

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 100
  }
}

Requires:

{
  "notable": "Enter with Shinespark from the Bottom Right"
}
"Morph"
"canSuitlessMaridia"
"canUseEnemies"
"canHorizontalShinespark"
{
  "shinespark": {
    "frames": 91,
    "excessFrames": 4
  }
}
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack.

Entrance condition:

{
  "comeInBlueSpinning": {
    "unusableTiles": 0,
    "maxExtraRunSpeed": "$3.0"
  }
}

Requires:

{
  "notable": "Enter with Shinespark from the Bottom Right"
}
"canLongChainTemporaryBlue"
"canStationaryLateralMidAirMorph"
"can4HighMidAirMorph"
"canUseEnemies"
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Jump forward to save some health before Shinesparking Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack.

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 125
  }
}

Requires:

{
  "notable": "Enter with Shinespark from the Bottom Right"
}
"Morph"
"canSuitlessMaridia"
"canUseEnemies"
"canHorizontalShinespark"
"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 70,
    "excessFrames": 4
  }
}
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

{
  "notable": "Enter with Shinespark from the Bottom Right"
}
"canLongChainTemporaryBlue"
"canStationaryLateralMidAirMorph"
"can4HighMidAirMorph"
"canUseEnemies"
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Go under the Oums to lure one and use it to get to the left. Shinespark to get up the next ledge.

Requires:

"Morph"
"canUseEnemies"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 4,
    "excessFrames": 2
  }
}