The ability to actively kill enemies to spawn drops and collect them while racing a timer. There is a low chance that the required drop(s) will not spawn. This does not apply to easy farm bugs, like Gamets.
Dependencies: canDodgeWhileShooting
The Magdollite flames can be killed for drops. The left Multiviola will be in the way and should be killed too. Requires: "canFarmWhileShooting" { "heatFramesWithEnergyDrops": { "frames": 440, "drops": [ { "enemy": "Magdollite", "count": 7 }, { "enemy": "Multiviola", "count": 1 } ] } } { "heatFrames": 100 } |
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. While luring the right Multiviola around the room, it is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill the middle Magdollite with a Super and stay away from the others when possible, or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. It is also possible to do this with nothing; stand on the right platform while the Magdollite shoots to the right, then go to left edge of the runway to the right, pause abuse and exit G-mode while crouching and shooting upwards to kill and collect the flame drops. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" { "or": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canFarmWhileShooting", "canInsaneJump" ] } ] } |
Requires: "canFarmWhileShooting" { "heatFramesWithEnergyDrops": { "frames": 240, "drops": [ { "enemy": "Magdollite", "count": 5 } ] } } { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Magdollite", "count": 3 } ] } } { "heatFrames": 90 } |
From: 1
Right Door
To: 1
Right Door
Very quickly cross the room, collecting both items without falling into the lava. A Power Bomb in the middle of the room sets up the Sova drops and adds lag which makes the block item easier to collect with a Flatley jump. Farming the left sova and middle dragon increases the chances of getting enough health drops, but it may still not be possible with poor drop luck. Pause abuse can be useful for reaching the right side drops if the left side's luck was bad. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: { "or": [ "Wave", "Plasma", "Spazer", "canBeVeryPatient" ] } { "enemyKill": { "enemies": [ [ "Sova", "Sova", "Sova", "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMockball" "canPreciseWalljump" "canInsaneJump" "canPauseAbuse" "canFarmWhileShooting" "canBePatient" { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFrames": 392 } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } Dev note: Not notable because it is safer to collect the items in separate trips. The first OR block is for farming the left sova for more consistency, or resetting to retry the strat multiple times. canBePatient indicates a chance of failure even if everything is performed correctly. |
Return while collecting Sova drops. Requires: "canFarmWhileShooting" "canTrickyJump" { "or": [ "Wave", "Plasma", "Spazer" ] } { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFramesWithEnergyDrops": { "frames": 130, "drops": [ { "enemy": "Sova", "count": 3 } ] } } { "heatFrames": 80 } |
From: 4
Junction Above Hidden Platform Item
To: 1
Right Door
Return while collecting Sova drops. Requires: "canFarmWhileShooting" { "or": [ "Wave", "Plasma", "Spazer" ] } { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFramesWithEnergyDrops": { "frames": 120, "drops": [ { "enemy": "Sova", "count": 2 } ] } } { "heatFrames": 40 } |
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. The Alcoons are global, so it is best to kill those at the top of the room and either kill or avoid those lower, depending on if Samus has a way to kill them quickly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" "canFarmWhileShooting" Dev note: The Sovas will not give drops if there are too many fireballs, but this shouldnt be a problem when leaving through the bottom door. |
It is possible to kill the Sovas and pick up their drops during a pause abuse, but they will only give drops if there are not too many Fune fireballs. With a ledge grab onto the top platform, it is possible to get all the Funes off camera. Alternatively, it is possible to kill or repeatedly freeze them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canBePatient" "h_heatedGModePauseAbuse" "canFarmWhileShooting" { "or": [ "canTrickyJump", "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } }, "h_canUsePowerBombs" ] } Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. The Power Bomb kill could be done with artificial morph, but it's not worth modeling. |
The hitbox on Croc's mouth may cause direct hits to miss, so jumping and shooting Supers horizontally is recommended. While Crocomire's farmables may drop Supers, the rate is too low to rely on. If you run out, Croc will most likely push you into the spikes. It takes 8 Supers to kill croc if you don't let it move forward. Requires: { "ammo": { "type": "Super", "count": 8 } } { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 4 } } ] } { "or": [ "canFarmWhileShooting", { "ammo": { "type": "Super", "count": 4 } } ] } Clears obstacles: f_DefeatedCrocomire Dev note: canFarmWhileShooting represents accurate shooting, not the ability to farm drops. |
From: 4
Central Junction
To: 4
Central Junction
This can be a very long fight if Crocomire is stingy with the farming phases. Farming requires careful dodging in order to minimize energy drops. Delay grabbing all of the drops until necessary to reduce the chance of running out of ammo. Requires: { "notable": "Crocomire with 5 Missiles" } "canFarmWhileShooting" "canBePatient" { "or": [ { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } } ] } { "resourceCapacity": [ { "type": "Missile", "count": 5 } ] } Clears obstacles: f_DefeatedCrocomire Dev note: This strat is notable, not because it's harder than its required tech, but because its tedious, RNG heavy, and players might not want to encounter it. Crocomire does not have a farming phase until he has been hit twice. It is possible to get to the farming phase with 1 PB, but sometimes Croc will just rush Samus into the spikes without ever having farm phases, so it is ignored here. |
From: 1
Left Door
To: 3
Junction Left of Green Gate
Requires: "h_canNavigateHeatRooms" "canFarmWhileShooting" { "resourceMissingAtMost": [ { "type": "Super", "count": 0 } ] } { "enemyKill": { "enemies": [ [ "Ripper 2 (red)", "Ripper 2 (red)" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFramesWithEnergyDrops": { "frames": 280, "drops": [ { "enemy": "Ripper 2 (red)", "count": 5 } ] } } { "heatFrames": 170 } |
From: 1
Left Door
To: 3
Metal Pirates Junction
Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: { "notable": "Speed Echoes Kill" } { "obstaclesNotCleared": [ "A" ] } "canUseSpeedEchoes" "canHitbox" { "canShineCharge": { "usedTiles": 38, "openEnd": 2 } } { "or": [ { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } }, { "heatFrames": 60 } ] } { "or": [ { "and": [ "HiJump", { "shinespark": { "frames": 1 } }, { "shinespark": { "frames": 1 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 9 } }, { "shinespark": { "frames": 9 } } ] } ] } { "or": [ { "heatFramesWithEnergyDrops": { "frames": 630, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "canFarmWhileShooting", { "heatFramesWithEnergyDrops": { "frames": 360, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 270, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark. |
From: 2
Right Door
To: 3
Metal Pirates Junction
Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: { "notable": "Speed Echoes Kill" } { "obstaclesNotCleared": [ "A" ] } "canUseSpeedEchoes" "canHitbox" { "canShineCharge": { "usedTiles": 38, "openEnd": 2 } } { "or": [ { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } }, { "heatFrames": 60 } ] } { "or": [ { "and": [ "HiJump", { "shinespark": { "frames": 1 } }, { "shinespark": { "frames": 1 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 9 } }, { "shinespark": { "frames": 9 } } ] } ] } { "or": [ { "heatFramesWithEnergyDrops": { "frames": 630, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "canFarmWhileShooting", { "heatFramesWithEnergyDrops": { "frames": 360, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 270, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark. |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
If energy would fall into Health Bomb range, immediately collect some health drops so that the second wave of drops (from a single pirate) will be able to spawn Supers. Requires: "canFarmWhileShooting" { "or": [ { "and": [ { "resourceAvailable": [ { "type": "Energy", "count": 73 } ] }, { "ammo": { "type": "Super", "count": 4 } } ] }, { "ammo": { "type": "Super", "count": 5 } } ] } { "heatFramesWithEnergyDrops": { "frames": 225, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } { "heatFramesWithEnergyDrops": { "frames": 225, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } { "partialRefill": { "type": "Energy", "limit": 119 } } Clears obstacles: A Dev note: Collecting Super drops is shown by spending fewer to kill the pirates. |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
Requires: { "or": [ "canIBJ", "canWalljump", "canSpringBallJumpMidAir" ] } { "or": [ { "enemyKill": { "enemies": [ [ "Menu", "Menu", "Menu" ] ], "explicitWeapons": [ "PowerBomb", "ScrewAttack", "Plasma", "Missile", "Super", "Grapple" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Menu", "Menu", "Menu" ] ] } }, { "or": [ "canFarmWhileShooting", { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } ] }, { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 3 } } ] } ] } ] } Dev note: The Menus are relatively hard to dodge, and would end up with the same requirements as killing them with the Power Beam. |