Pseudo Screw the first ground hopper and focus fire on it until it dies while taking 2-3 hits. Kill the ceiling hopper while on the ground, crouched near the stair for some safety, or with Morph without risk. The third hopper can be killed with another Pseudo Screw with pause abuse, a Morph dodge, or a dodge by jumping over it while it lunges towards Samus. Entrance condition: { "comeInNormally": {} } Requires: "canPseudoScrew" "h_pauseAbuseMinimalReserveRefill" "h_pauseAbuseMinimalReserveRefill" "h_pauseAbuseMinimalReserveRefill" { "or": [ "h_pauseAbuseMinimalReserveRefill", "Morph" ] } { "or": [ "h_pauseAbuseMinimalReserveRefill", "canTrickyDodgeEnemies" ] } Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
To save a hit, jump over the third Sidehopper as it lunges towards Samus. Requires: "h_pauseAbuseMinimalReserveRefill" "h_pauseAbuseMinimalReserveRefill" "h_pauseAbuseMinimalReserveRefill" { "or": [ "Ice", { "and": [ "h_pauseAbuseMinimalReserveRefill", "h_pauseAbuseMinimalReserveRefill", "h_pauseAbuseMinimalReserveRefill" ] } ] } { "or": [ "canTrickyDodgeEnemies", "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: C |
Requires: "Morph" "canTrickyDodgeEnemies" "h_pauseAbuseMinimalReserveRefill" "h_pauseAbuseMinimalReserveRefill" { "or": [ "Ice", { "and": [ "h_pauseAbuseMinimalReserveRefill", "h_pauseAbuseMinimalReserveRefill" ] } ] } Clears obstacles: C |
Enter the room ready to kill the hoppers before they can hit Samus. Enter with a Charged Plasma shot ready, in a Screw Attack spin jump, or prepated to rapidly kill the hopper with Plasma and another beam. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" { "or": [ { "and": [ "Plasma", "Charge" ] }, { "and": [ "Plasma", "canTrickyDodgeEnemies", { "or": [ "Ice", "Wave" ] } ] }, "ScrewAttack" ] } Clears obstacles: C |
Roll into the room, fall off the step and roll into the corner. Either use a Power Bomb on entry, or unmorph at the bottom of the step and quickly kill the hoppers with Plasma. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "Morph" "canTrickyJump" { "or": [ "Plasma", { "and": [ "h_canUsePowerBombs", { "or": [ "canTrickyDodgeEnemies", { "enemyKill": { "enemies": [ [ "Sidehopper" ] ], "explicitWeapons": [ "Missile", "Super", "PowerBomb" ] } } ] } ] } ] } Clears obstacles: C |
Enter the room and immediately shoot a Missile and a Super to kill the first hopper. Quickly kill the second the same way or safely kill it with morph. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canTrickyDodgeEnemies" { "ammo": { "type": "Missile", "count": 1 } } { "ammo": { "type": "Super", "count": 1 } } { "or": [ "Morph", { "and": [ { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
Enter the room and immediately shoot a Missile and a Super to kill the first hopper. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canTrickyDodgeEnemies" { "ammo": { "type": "Missile", "count": 1 } } { "ammo": { "type": "Super", "count": 1 } } Dev note: This can then be paired with quickly leaving the room normally or with a G-Mode setup, if the door is unlocked. |
Roll into the room, fall off the step and roll into the corner. Roll to the right immediately as the floor hopper is going to take its second jump to get it off camera. Once it is off camera, stop and wait for the next hopper to jump towards Samus, then roll under it as it jumps again. Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: "canPrepareForNextRoom" "canTrickyDodgeEnemies" "canCameraManip" "h_canBombThings" Clears obstacles: A |
Roll into the room, fall off the step and roll into the corner. Roll to the right immediately as the floor hopper is going to take its second jump to get it off camera. Once it is off camera, stop and wait for the next hopper to jump towards Samus, then roll under it as it jumps again. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canTrickyDodgeEnemies" "canCameraManip" "h_canBombThings" Clears obstacles: A |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Kill or get the Beetom stuck below the platform, then lure a Zebbo to the left door. Be careful not to let the Zebbo go off camera or it will despawn. Requires: { "or": [ "canTrickyDodgeEnemies", { "obstaclesCleared": [ "A" ] }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It is possible to do this with a Beetom, avoiding the tricky jump, but we will ignore that here. |
From: 1
Left Door
To: 1
Left Door
Set up three frozen Beetoms, in a such a way that Samus can perform a moonfall between the two upper ones and land on the bottom one, then leave the room with stored fall speed. The bottom one should be frozen flush with the ledge, by shooting it while it is attached to Samus, standing on the lower floor. The top one should be frozen close to the ceiling. Because of an asymmetry in where Samus' shot spawns when facing left vs. right, moonfalling to the left has an advantage in that it allows refreezing both the lower two Beetoms while building up speed. Damage from attached Beetoms occurs once every 64 frames, based on the enemy's frame counter, which increments whenever the enemy is active regardless of whether it is attached to Samus; therefore, it is possible to avoid damage by not having a Beetom attached at these specific times. Requires: { "notable": "Ice Moonfall Leave with Stored Fall Speed" } "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Dev note: The fall speed stored is between 1 and 2 tiles. |
From: 2
Right Door
To: 2
Right Door
Set up three frozen Beetoms, in a such a way that Samus can perform a moonfall between the two upper ones and land on the bottom one, then leave the room with stored fall speed. The bottom one should be frozen flush with the ledge, by shooting it while it is attached to Samus, standing on the lower floor. The top one should be frozen close to the ceiling. Because of an asymmetry in where Samus' shot spawns when facing left vs. right, moonfalling to the left has an advantage in that it allows refreezing both the lower two Beetoms while building up speed. Damage from attached Beetoms occurs once every 64 frames, based on the enemy's frame counter, which increments whenever the enemy is active regardless of whether it is attached to Samus; therefore, it is possible to avoid damage by not having a Beetom attached at these specific times. Requires: { "notable": "Ice Moonfall Leave with Stored Fall Speed" } "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Dev note: The fall speed stored is between 1 and 2 tiles. |
From: 13
Central Junction
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing about 1.5 screens, the sound of the crumble blocks breaking is an indication that it is safe to end the climb, either by jumping up or by falling out to the right. Alternatively, there's no harm in continuing to climb, as the lack of door means it's impossible to climb beyond the destination. Requires: { "notable": "Wall Ice Clip X-Ray Climb" } "canWallIceClip" { "or": [ "h_canCrystalFlash", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } ] }, { "and": [ { "or": [ "canWalljump", "SpaceJump", "canInsaneJump" ] }, "canTrickyDodgeEnemies" ] } ] } "canXRayClimb" Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit. |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing a little over half a screen, it is possible to aim up and shoot the door (if it is blue) and listen for if it opens, to test if you are high enough to safely jump up. Alternatively, the sound of the crumble blocks breaking will indicate when Samus' feet are level with the bottom of the door. Requires: { "notable": "Wall Ice Clip X-Ray Climb" } "canWallIceClip" { "or": [ "h_canCrystalFlash", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } ] }, { "and": [ { "or": [ "canWalljump", "SpaceJump", "canInsaneJump" ] }, "canTrickyDodgeEnemies" ] } ] } "canXRayClimb" Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit. |
From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)
Requires: "canTrickySpringBallJump" { "or": [ "canConsecutiveWalljump", "HiJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph", "canResetFallSpeed", { "or": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } }, "canTrickyDodgeEnemies" ] } ] }, "canSpringFling" ] } { "or": [ "canTrickyJump", "canLateralMidAirMorph", "canSpringwall" ] } |
Enter the room with a Missile selected on auto-cancel, holding angle-up. Fire a Missile shot to kill the first Skree, then run right and immediately fire a beam shot to destroy the shot block. Run off the edge and down-grab onto the next platform. Run and jump directly up where the shot block used to be, moving quickly enough to dodge the Skree projectiles by going under them. Use a wall jump, HiJump, or a mid-air spring ball jump to make it up. Requires: "canAutoCancelWeapon" { "ammo": { "type": "Missile", "count": 1 } } "canTrickyDodgeEnemies" "canInsaneJump" { "or": [ { "and": [ "HiJump", { "heatFrames": 160 } ] }, { "and": [ "canWalljump", { "heatFrames": 180 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 195 } ] } ] } |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canTrickyDodgeEnemies", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_HeatedGModeOpenDifferentDoor" ] } |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. The local or global Sova can be used. To use the local one, keep it off camera when possible and horizontally boost to jump over both stairs at once. With Spring Ball or a moderately good IBJ, Samus should be able to get through the morph tunnel before the global Sova, otherwise it takes just over a minute for it to return. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBall" ] } { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 1
Top Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 3
Right Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_DirectHeatedGModeLeaveSameDoor" |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } Dev note: This is only useful if the item is Morph, because with Morph, another strat would have been used. |
Requires: { "heatFrames": 1880 } { "or": [ "canTrickyDodgeEnemies", "h_heatProof", { "and": [ "canTrickyJump", { "heatFrames": 350 }, { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. This requires luring the left Multiviola around the room multiple times. It is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill them with Supers or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" "canTrickyDodgeEnemies" { "or": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 3 } } ] } Dev note: It is possible to do this with nothing, but requires precise positioning and lucky drops. |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. While the item block is breaking, turn around to perform a Flatley jump to collect the item and jump to the ledge item in one motion. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: { "notable": "Power Bomb with Damage Boost" } "canFlatleyJump" "canTrickyDodgeEnemies" "canMidAirMorph" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } } { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 260 } Clears obstacles: A |
Requires: { "or": [ { "and": [ "canTrickyDodgeEnemies", { "heatFrames": 35 } ] }, "canInsaneJump", { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 60 } ] } ] } { "heatFrames": 195 } |
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. |
From: 1
Left Door
To: 2
Right Door
It is possible to lure the Geruta to be used as a platform with nothing but Ice. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. Requires: "h_heatProof" "canBePatient" "canCameraManip" "Morph" { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "ammo": { "type": "PowerBomb", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", { "or": [ "ScrewAttack", "h_canBombThings" ] } ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "canBeVeryPatient", { "or": [ "canLongIBJ", "canJumpIntoIBJ" ] } ] }, { "and": [ "canBeVeryPatient", "Grapple", { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it. |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up. Requires: "h_heatProof" "canBePatient" "canCameraManip" { "or": [ "canInsaneJump", "Ice", "h_lavaProof", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, { "and": [ "canUseIFrames", { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } }, { "lavaFrames": 55 } ] } ] } { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", "ScrewAttack" ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "canBeVeryPatient", "HiJump", "Grapple" ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it. |
Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Requires: "canTrickyUseFrozenEnemies" "HiJump" { "heatFrames": 1050 } { "or": [ "canTrickyDodgeEnemies", { "heatFrames": 110 } ] } { "or": [ "canInsaneJump", { "heatFrames": 500 } ] } Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG. |
Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze. Requires: { "notable": "Ice Only Geruta Platforming" } "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ { "and": [ "canResetFallSpeed", "canTrickyDodgeEnemies", { "heatFrames": 1000 }, { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 3 } } ] } ] } { "heatFrames": 3000 } |
Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below with a series of mid-air SpringBall jumps. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Be careful not to jump into the Geruta's path to avoid hitting it. Requires: { "notable": "SpringBall Freeze" } "canTrickyUseFrozenEnemies" "canSpringBallJumpMidAir" { "heatFrames": 1600 } { "or": [ "canTrickyDodgeEnemies", { "and": [ { "heatFrames": 110 }, { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } ] } ] } { "or": [ "canInsaneJump", { "heatFrames": 700 } ] } Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG. |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the pirates and under the first Multiviola, then return fast enough to avoid pirate lasers and contact with the second Multiviola. Requires: { "heatFrames": 765 } "canTrickyDodgeEnemies" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 4
Bottom Right Door
Use a complex lure to get the right-most Multiviola (which is initially moving to the left) to the bottom right door. Break a specific set of the speed blocks and let the Multiviola bounce off of them before breaking the rest. There are multiple ways to get the Multiviola to the right door, all of which require breaking the speed blocks to the left of the crumble bridge and some to them to the right. Break the speed blocks in one of the following ways: 1. The first 2 columns. 2. The first 8 columns. 3. The entire first chunk (10 columns). 4. The first chunk and all but the last column of the second (leaving an isolated block). 5. The first two chunks and all but the last column of the third (leaving an isolated stack of two blocks). Then let the Multiviola bounce several times until it is in a consistent pattern before breaking the rest. Note that option number 3 puts the Multiviola into an odd pattern where it has two distinct alternating cycles; wait for it to hit the right of the right stalactite, then the wall, then break the remaining blocks. Requires: "h_heatProof" "canBePatient" "canCameraManip" "SpeedBooster" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 3 } } ] } { "or": [ "canTrickyUseFrozenEnemies", "canTrickyDodgeEnemies" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It appears that there is no way to get the multiviola to get to one of the upper doors on the shaft; There are two known cycles to get it to start going up, but both get stuck in the same location. The first three Multiviolas aren't able to make it to the right shaft, regardless of how the door and speed blocks are manipulated. The fourth was tested by removing a single column of speed blocks at a time and clearing the rest before and after it gets to its cycle. The bottom door is rarely hit, but opening it during the cycle was not always tested thoroughly. It doesn't appear to be possible to lure it higher, but other things to try include: breaking speed blocks less than a column at a time, breaking some of the blocks then some more (not all of the remaining), or precisely timing the breaking of the crumble blocks. |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
While artificially morphed, carefully dodge or kill the enemies in the first half of the room. Go over the first set of Speed Blocks, then kill the first Red Pirate with a Power Bomb or after unmorphing. It is possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Without any Power Bombs, this requires precise movement with Spring Ball or very precise movement with just Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canTrickyJump" { "or": [ { "ammo": { "type": "PowerBomb", "count": 6 } }, { "and": [ { "or": [ { "and": [ "h_canArtificialMorphSpringBall", "canTrickyDodgeEnemies" ] }, { "and": [ "h_canArtificialMorphIBJ", "canInsaneJump" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_canArtificialMorphSpringBall" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_canArtificialMorphIBJ" ] } ] }, { "or": [ "h_canArtificialMorphPowerBomb", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } Dev note: It is possible to jump over the left bridge pirate, but it is incredibly precise and not expected. |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
Carefully dodge or kill the enemies in the first half of the room. With Morph, go over the first set of Speed Blocks, then kill the first Red Pirate or air ball over it. It is also possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_canUsePowerBombs", "ScrewAttack", "h_hasBeamUpgrade", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "Morph" { "or": [ "h_canUsePowerBombs", { "and": [ { "or": [ "h_canUseSpringBall", "h_canUseMorphBombs" ] }, { "or": [ "canLateralMidAirMorph", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } |
From: 5
Small Platforms Junction
To: 1
Left Door
Lure a Mella from the right by breaking the speed blocks or using Morph. Then you need to manipulate it to go high enough to be used as a stepping stone once frozen. Requires: "canTrickyUseFrozenEnemies" "canManipulateMellas" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 2 } } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } |
From: 5
Small Platforms Junction
To: 1
Left Door
Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge and then climb up to the door. Reposition the Mella once towards the door, and before it finishes moving, stand in the doorframe so that the next Mella movement will hit Samus. If it drops below the camera it will be necessary to go back down and raise it again. Requires: "canManipulateMellas" "canCameraManip" "canBePatient" "canTrickyJump" { "or": [ "SpaceJump", "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 2 } } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 5
Small Platforms Junction
To: 3
Item
Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used as a stepping stone once frozen. Without movement items it may be necessary to continue manipulating it from above, jumping and aiming down to freeze it. Requires: "canTrickyUseFrozenEnemies" "canManipulateMellas" { "or": [ { "and": [ "canBePatient", "canWalljump" ] }, "canBeVeryPatient" ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 2 } } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } |
From: 5
Small Platforms Junction
To: 3
Item
Lure a Mella from the right by breaking the speed blocks or using Morph. Then you need to manipulate it to go high enough to be used as a stepping stone once frozen. Requires: "canManipulateMellas" "canTrickyUseFrozenEnemies" "HiJump" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 2 } } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } |
Despawn the gate in indirect G-mode then cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "ScrewAttack" ] }, { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. Then exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 3 } } ] } { "heatFrames": 110 } Clears obstacles: A |
Come in Shinecharging, Leave Shinecharged (Pirate Dodge Wall Climb)
(Expert)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Carefully jump around the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" "canWalljump" "canTrickyDodgeEnemies" { "heatFrames": 145 } { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: { "heatFrames": 270 } "canTrickyDodgeEnemies" Exit condition: { "leaveWithSidePlatform": { "height": 6, "runway": { "length": 4, "openEnd": 2 }, "obstruction": [ 5, 6 ] } } Dev note: FIXME: An option of killing the Pirate can also be possible. |
From: 1
Left Door
To: 1
Left Door
Requires: { "heatFrames": 280 } "canTrickyJump" { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canHitbox", "canTrickyDodgeEnemies" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 2 ] } } Dev note: Max extra run speed $6.8. |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 280 } "canTrickyJump" { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canHitbox", "canTrickyDodgeEnemies" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 2 ] } } Dev note: Max extra run speed $6.8. |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then run or Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way. Requires: { "notable": "Kihunter Manipulation from Middle Door" } "h_canNavigateHeatRooms" "canStopOnADime" "canTrickyDodgeEnemies" { "or": [ "HiJump", "canWalljump" ] } { "heatFrames": 490 } |
Safely clear the shot blocks from the ground to avoid drawing fire from the space pirate. Diagonal shots from the door effectively clear a path through the shot blocks, or firing vertically from below can work too. Requires: "canDodgeWhileShooting" { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 175 } ] }, { "and": [ "HiJump", "canTrickyDodgeEnemies", { "heatFrames": 140 } ] }, { "heatFrames": 225 } ] } |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Read the movements of the Kihunters and jump over or roll under them as appropriate. Changing platforms is the hardest part: jumping extra high and morphing works sometimes, other times jump short and roll under. Requires: { "notable": "Dodge Going Up" } "h_canNavigateHeatRooms" "canTrickyDodgeEnemies" { "or": [ { "and": [ "canWallJumpInstantMorph", "canPreciseWalljump" ] }, { "and": [ "SpeedBooster", "HiJump", "canMidAirMorph" ] } ] } { "heatFrames": 540 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Wait for the Kihunters to move away from where Samus will jump up. This may mean Hitboxing through the middle KiHunter multiple times. Requires: "h_canNavigateHeatRooms" "Plasma" "canHitbox" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", "SpaceJump" ] } "canTrickyJump" { "heatFrames": 600 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "canTrickyDodgeEnemies" { "heatFrames": 90 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 120 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 100 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 180 } { "or": [ "Wave", { "heatFrames": 40 } ] } { "or": [ "HiJump", "canWalljump" ] } Clears obstacles: A |
Attack Phantoon with one or two Missile shots, then fire a charged Plasma shot when it comes back around; use X-Ray repeatedly while the charged Plasma shot is in contact with Phantoon, to wait out Phantoon's i-frames, making it possible to kill in one cycle. Note that using a charged Plasma shot initially (without first using Missiles) would cause Phantoon to immediately close its eye and not take any more damage during that cycle. Requires: "Charge" "Plasma" { "or": [ { "ammo": { "type": "Missile", "count": 1 } }, { "and": [ { "resourceCapacity": [ { "type": "Missile", "count": 1 } ] }, { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Phantoon", "type": "flame", "hits": 1 } } ] } ] } ] } "canXRayWaitForIFrames" { "or": [ "canTrickyDodgeEnemies", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Phantoon", "type": "flame", "hits": 2 } }, { "enemyDamage": { "enemy": "Phantoon", "type": "contact", "hits": 2 } } ] }, { "and": [ "canTrickyJump", { "enemyDamage": { "enemy": "Phantoon", "type": "flame", "hits": 1 } }, { "enemyDamage": { "enemy": "Phantoon", "type": "contact", "hits": 1 } } ] } ] } |
Requires: { "or": [ { "and": [ "Gravity", "canTrickyDodgeEnemies" ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 4, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.F. |
Requires: { "or": [ { "and": [ "Gravity", "canTrickyDodgeEnemies" ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 4, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.F. |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 4.4375 } } Requires: "canWaterShineCharge" { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } } { "or": [ { "shinespark": { "frames": 43, "excessFrames": 26 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 25 } } ] } ] } { "or": [ { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } }, "h_pauseAbuseMinimalReserveRefill", { "and": [ "canControlShinesparkEnd", "canUseSpeedEchoes", { "resourceAtMost": [ { "type": "RegularEnergy", "count": 29 } ] } ] }, { "and": [ "canInsaneJump", "canTrickyDodgeEnemies" ] } ] } { "or": [ "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "Ice", "Plasma" ] } ] } |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canTrickyJump" "h_canShineChargeMaxRunway" { "or": [ { "shinespark": { "frames": 43, "excessFrames": 26 } }, { "and": [ "canDodgeWhileShooting", "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 25 } } ] } ] } { "or": [ { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } }, "h_pauseAbuseMinimalReserveRefill", { "and": [ "canControlShinesparkEnd", "canUseSpeedEchoes", { "resourceAtMost": [ { "type": "RegularEnergy", "count": 29 } ] } ] }, { "and": [ "canInsaneJump", "canTrickyDodgeEnemies" ] } ] } { "or": [ "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "Ice", "Plasma" ] } ] } |
Run with 7 tiles (no openend) of speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" "canDodgeWhileShooting" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canDownGrab" ] }, { "and": [ "Charge", "Plasma", "canDownGrab" ] }, { "and": [ "Plasma", "canHitbox", "canDownGrab" ] }, "canTrickyDodgeEnemies" ] } |
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 Dev note: FIXME: Is it worth adding a suitless bootless strat that follows this and gets back to the left without another hit? |
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 |
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 |
Carefuly avoid hiting the crab, by jumping under it to the right. Entrance condition: { "comeInWithGrappleJump": { "position": "left" }, "comesThroughToilet": "any" } Requires: "canTrickyDodgeEnemies" |
Fire a charged Plasma shot, then use X-Ray repeatedly while the shot is in contact with Draygon, to wait out Draygon's i-frames. It is possible to one-cycle, which is easiest with a full beam, alternatively, it is possible to Morph under the swoop and two-cycle it. Note that if Samus is crouched when Draygon dies, she will stand up; this can be used to see when the fight has ended. Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "canTrickyDodgeEnemies", { "or": [ "Gravity", "canInsaneJump", { "enemyDamage": { "enemy": "Draygon", "type": "turretProjectile", "hits": 1 } } ] } ] }, "h_canBreakThreeDraygonTurrets" ] } "canXRayWaitForIFrames" "Charge" "Plasma" { "or": [ "canTrickyDodgeEnemies", "Morph", { "and": [ "Ice", "Wave" ] }, { "enemyDamage": { "enemy": "Draygon", "type": "contact", "hits": 1 } } ] } Clears obstacles: f_DefeatedDraygon |
Kill the bottom Mochtroid with Bombs or a Power Bomb, roll into the tunnel with Gravity, or avoid it with nothing. With no items, move left and cross about half way across the room before switching back to the right. This will make the Mochtroid move left and give Samus enough time to get to the morph tunnel without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyDodgeEnemies", "Gravity", "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
Requires: "Gravity" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyDodgeEnemies" ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 2, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.9. |
Requires: "Gravity" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyDodgeEnemies" ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 2, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.9. |
From: 3
Junction Below Right Door
To: 2
Right Door
Requires: { "notable": "Puyo Clip Precise Freeze" } "Gravity" "h_canPreciseIceClip" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } }, "Wave", "canPreciseGrapple" ] } |
From: 3
Junction Below Right Door
To: 2
Right Door
Freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Standing on a side of the room and shooting forward will freeze the Puyo at the correct height. Requires: { "notable": "Puyo Clip" } "Gravity" "h_canXRayMorphIceClip" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } }, "Wave", "canPreciseGrapple" ] } |
From: 3
Junction Below Right Door
To: 2
Right Door
Freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Standing on a side of the room and shooting forward will freeze the Puyo at the correct height. Requires: { "notable": "Puyo Clip" } "h_canXRayMorphIceClip" "canTrickyJump" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } }, "Wave", "canPreciseGrapple" ] } |
From: 4
Junction Below Sand Entrance
To: 1
Left Door
If entering from the sandfall above, come in at the far left of the transition, with either a spin-jump or i-frames, to avoid the Evir shot; land on the right side of the pillar to the left, being careful to not bring left Evir on camera. If coming from the right side of the room, then moonwalk on the center pillar to scroll the camera as far right as possible, to avoid getting hit by an Evir shot; alternatively, jump slightly to the left and freeze the Evir, then return back to the center pillar before jumping across the sand. Freeze the right Evir and jump onto it. Quickly move left and fire an angle-down shot to freeze the left Evir before it descends too far. Jump onto the left Evir, back up to the right side of it to maximize space to build momentum, and jump to the left onto the sand and then onto the ledge. If Samus does not quite get enough height to make it onto the ledge, then break spin, turn around to the right, land on the sand again, and do a turnaround spin-jump to the left. If the Evirs descend too far, it is possible to use a Power Bomb to bring them back up again, but caution is needed to avoid killing the first Evir, and it is difficult to avoid getting shot. Requires: { "notable": "Suitless Bootless Evir Freeze (Center to Left)" } "canSuitlessMaridia" "canTrickyJump" "canTrickyUseFrozenEnemies" "canPlayInSand" "canCameraManip" { "or": [ "canTrickyDodgeEnemies", { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 2 } } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_pauseAbuseMinimalReserveRefill", "h_pauseAbuseMinimalReserveRefill" ] } ] } Dev note: This strat is still possible after falling through the sandpit after being centered by the toilet by landing towards the right, then crossing back left. |
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the Spring Ball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible. Requires: { "notable": "Spring Ball HiJump" } "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canSpringFling" "canPlayInSand" { "or": [ { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBomb" ] } }, "canTrickyDodgeEnemies", "h_pauseAbuseMinimalReserveRefill" ] } |
From: 4
Below Sand Entrance
To: 2
Right Door
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir", "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
The first Spring Ball jump is performed farther away from the sand tile so Samus can build up momentum and height before entering the sand fall. The second jump must be made from the right half of the solid tile (but not the rightmost pixels.) The third jump will land on the sand and must be followed by a jump off of the sand. Falling into the sand will often result in a soft lock. Only the far left section of sand, near the door, can be escaped with a crouch jump. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canCarefulJump", "canSpringBallJumpMidAir" ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
From: 2
Left Door
To: 2
Left Door
Requires: { "enemyDamage": { "enemy": "Blue Sidehopper", "type": "contact", "hits": 1 } } "canUseIFrames" "canTrickyDodgeEnemies" Exit condition: { "leaveWithSidePlatform": { "height": 2, "runway": { "length": 10, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: Max extra run speed $2.4. |
Jump from the left platform and mid air morph to bounce through the lava quickly. This is only useful when morphing before reaching the ceiling. Requires: { "acidFrames": 45 } "canBounceBall" "canLateralMidAirMorph" "can4HighMidAirMorph" { "or": [ { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] }, { "and": [ "canTrickyDodgeEnemies", "canMetroidAvoid", { "acidFrames": 5 } ] } ] } Dev note: Freezing a Metroid while exiting the acid is difficult but manageable. |
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", "Ice" ] }, "ScrewAttack", "canPseudoScrew", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } "canPreciseSpaceJump" Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 31, "openEnd": 1 } } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", "Ice" ] }, "ScrewAttack", "canPseudoScrew", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } "canTrickyJump" "SpaceJump" Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 31, "openEnd": 1 } } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Requires preopening the door, so this is more difficult than a normal MetroidAvoid. FIXME: Blue speed can be used to protect against metroid damage, in the canTrickyDodgeEnemies case; but could there be a scenario where having blue speed is incompatible for what is needed in the next room? We made the 'blue' property for this kind of thing; the trouble is that the entrance conditions are written for either blue or not-blue, not either. |
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", "Ice" ] }, "ScrewAttack", "canPseudoScrew", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } "canTrickySpringBallBounce" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 1 }, "landingRunway": { "length": 3, "openEnd": 1 }, "minExtraRunSpeed": "$1.3", "movementType": "controlled" } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: It is possible to open the door and leave with a controlled bounce in one motion. But then avoiding damage becomes unreliable. |
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", "Ice" ] }, "ScrewAttack", "canPseudoScrew", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } "canPreciseSpaceJump" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 31, "openEnd": 1 }, "landingRunway": { "length": 3, "openEnd": 1 } } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It is possible to open the door with ammo and mockball out in one motion. But the timing makes it harder than crossing the room multiple times. |
From: 1
Left Door
To: 2
Right Door
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", "Ice" ] }, "ScrewAttack", "canPseudoScrew", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } "canTrickyJump" "canPreciseSpaceJump" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 1 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "uncontrolled" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
At max non-speed run speed, Spring Ball bounce on both platforms and avoid all acid. Land on the right side of the first platform to avoid the second Metroid. Bouncing on the second platform will usually avoid the third Metroid. Requires: "canSpringBallBounce" "canCarefulJump" { "or": [ { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] }, { "and": [ "canTrickyJump", "canMetroidAvoid", "canTrickyDodgeEnemies" ] }, { "metroidFrames": 270 } ] } |
Requires: { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", { "or": [ "Ice", "ScrewAttack", "canPseudoScrew", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } ] } ] }, { "or": [ "f_KilledMetroidRoom3", { "obstaclesCleared": [ "f_KilledMetroidRoom3" ] } ] } ] } { "canShineCharge": { "usedTiles": 29, "openEnd": 2 } } { "or": [ { "shinespark": { "frames": 75 } }, { "and": [ "canShinechargeMovementComplex", { "shinespark": { "frames": 50 } } ] } ] } Exit condition: { "leaveWithSpark": {} } |
Requires: "canTrickyJump" { "or": [ "canTrickyDodgeEnemies", { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "canPseudoScrew", { "metroidFrames": 100 } ] } ] }, { "or": [ "f_KilledMetroidRoom3", { "obstaclesCleared": [ "f_KilledMetroidRoom3" ] } ] } ] } "SpaceJump" Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 29, "openEnd": 1 } } } |
Requires: "canTrickyJump" { "or": [ "canTrickyDodgeEnemies", { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "canPseudoScrew", { "metroidFrames": 100 } ] } ] }, { "or": [ "f_KilledMetroidRoom3", { "obstaclesCleared": [ "f_KilledMetroidRoom3" ] } ] } ] } "SpaceJump" Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 29, "openEnd": 1 } } } |
From: 2
Right Door
To: 2
Right Door
Requires: "canTrickyJump" { "or": [ "canTrickyDodgeEnemies", { "and": [ "canMetroidAvoid", { "metroidFrames": 100 } ] }, { "or": [ "f_KilledMetroidRoom3", { "obstaclesCleared": [ "f_KilledMetroidRoom3" ] } ] } ] } Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 29, "openEnd": 2 }, "landingRunway": { "length": 5, "openEnd": 2 }, "movementType": "controlled" } } |
Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spin jump or down-back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. I-frames can be acquired from a Rinka hit, a turret shot, or from the Zebetite itself. Note that Zebetites cause i-frames but deal no damage. If Screw Attack is equipped, then a down-back must be used, since spin jumping will cancel i-frames. With Ice+Wave, Samus can freeze the Rinka from above with an angle-down shot; Otherwise Samus must go below, press against the wall, and freeze it with an upward shot. With Ice+Plasma, Samus must be crouched when firing the shot. Requires: { "notable": "Ice Zebetite Skip" } "canUseIFrames" "canTrickyUseFrozenEnemies" "Morph" { "or": [ { "and": [ "Wave", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, "canTrickyJump" ] } { "or": [ { "disableEquipment": "ScrewAttack" }, "canDownBack" ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mother Brain 1", "type": "turret", "hits": 1 } } ] } "i_MotherBrainBarrier1Clear" "i_MotherBrainBarrier2Clear" "i_MotherBrainBarrier3Clear" "i_MotherBrainBarrier4Clear" Dev note: This technically requires f_KilledZebetites1 to not be set, but there is minimal risk of loss of access, because there is no reason to kill any Zebs without being able to kill them all. It is also possible to Ice Zeb skip through the second Zeb with a morph/unmorph/remorph on a frozen Rinka; this is known as a Remorph Zebetite Skip or a Spring Ball Zebetite Skip. Technically this strat involves `canWallIceClip` but we don't include that requirement, since the positioning of the Rinka is freely normalized, which makes the trick easier than this tech would normally imply. FIXME: It is possible to Ice Zeb Skip out, but it is much harder and would only be useful if getting here with canRiskPermanentLossOfAccess. |
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered
Freeze the Pirates and use them as platforms to climb the room. Sometimes the Pirates may decide to climb the wrong way; patience may be required to wait for them to come back. If enough energy is available, it can be easier to use i-frames to jump up through a Pirate and freeze it from above, compared to jumping around it. Requires: "canBePatient" "canTrickyUseFrozenEnemies" "canTrickyDodgeEnemies" { "or": [ "Wave", "Spazer", { "ammo": { "type": "Missile", "count": 8 } }, "canBeVeryPatient" ] } { "or": [ { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 4 } }, "canInsaneJump" ] } Dev note: Plasma is hard to use effectively as it's easy to accidentally kill the Pirates with it. |