The ability to escape from the bottom of a sand pit in water without Gravity Suit. This means escaping 1-tile deep pits with a sandfall overtop without HiJump but with the help of the solid ledge or a frozen enemy. This also applies to escaping deeper sand pits with HiJump but no sandfall. This does not include deep sand pits with a sandfall or 1-tile sand pits with no sandfall. This is done by holding down and then crouch jumping to become unstuck, then transitioning to another action to ascend through the sand.
Dependencies: canPlayInSand, canDownGrab, canSuitlessMaridia, canCrouchJump
Dev note: This only requires the tech of canCrouchJump, because it is an underwater crouch jump and can be done with a flash suit. If the sand were somehow not in water (or gravity forced on), then the sand would be trivial to escape and wouldn't need the crouch jump.
Requires: "canSuitlessMaridia" "canPlayInSand" { "or": [ "HiJump", "canEscapeSand", "h_useMorphBombs" ] } |
Requires: "canSuitlessMaridia" "canPlayInSand" { "or": [ "HiJump", "canEscapeSand", "h_useMorphBombs" ] } |
It is possible to get out of the sand with nothing. Press against the wall, hold down, crouch jump while continuing to hold down, then down-grab immediately by rolling from down to diagonal down-forward. Before crouching, either wait to get i-frames from a Zoa hit, or kill the Zoas and leave their drops uncollected somewhere out of the way. Requires: "canEscapeSand" Dev note: This strat is unimportant logically, since there are easier ways to cross the room, but in practice it is useful, so it is good for it to be documented here. |
It is possible to get out of the sand with nothing. Press against the wall, hold down, crouch jump while continuing to hold down, then down-grab immediately by rolling from down to diagonal down-forward. Before crouching, either wait to get i-frames from a Zoa hit, or kill the Zoas and leave their drops uncollected somewhere out of the way. Requires: "canEscapeSand" Dev note: This strat is unimportant logically, since there are easier ways to cross the room, but in practice it is useful, so it is good for it to be documented here. |
Requires: { "or": [ "HiJump", "Gravity", "canEscapeSand" ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Zoa", "type": "contact", "hits": 1 } } ] } { "cycleFrames": 165 } Farm cycle drops: 3 Zoa |
Requires: { "or": [ "HiJump", "Gravity", "canEscapeSand" ] } { "or": [ "Spazer", "Wave", "Plasma", "Grapple", { "and": [ "Gravity", "ScrewAttack", { "cycleFrames": 30 } ] } ] } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Zoa", "type": "contact", "hits": 1 } } ] } { "cycleFrames": 130 } Farm cycle drops: 3 Zoa |