Understanding game behavior related to how the planet is awakened. The planet is awakened by unlocking any gray door locked by killing enemies in the room (not including bosses or minibosses). Pit Room, Baby Kraid Room, Metal Pirates Room, and Plasma Room are the places where this can be done in the randomizer. Awakening the planet causes enemies to spawn in Parlor, Climb, Morph Ball Room, Construction Zone, and Blue Brinstar Energy Tank Room. It also causes the item in the left side of Morph Ball Room and in The Final Missile to spawn. The item and enemies in Pit Room do not spawn until entering with Morph and Missiles collected, regardless of whether the planet is awake. If the quality-of-life option 'All items spawn from start' is enabled, as it is by default, then the items will already be spawned anyway, but awakening the planet can still matter because of its effects on enemies.
Dev note: This tech is for understanding how the planet is awakened and how to utilize that. As such, strats that require the planet to not be awakened, with canRiskPermanentLossOfAccess, are also not in logic without this tech.
Diagonal shinespark to break the bomb blocks to the morph tunnel on the right. Spark from the lowest platform that is only one tile from the right wall (part of the bottom right door will be on screen). From this platform, the shinespark must be done from a crouch. It is possible to set up a frozen pirate on the right wall to stop the shinespark early. Requires: { "notable": "Behemoth Shinespark" } "Morph" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 135, "excessFrames": 124 } }, { "and": [ { "shinespark": { "frames": 1, "excessFrames": 1 } }, "canTrickyUseFrozenEnemies", "h_ZebesIsAwake" ] } ] } { "or": [ "h_ClimbWithoutLava", "h_lavaProof", { "obstaclesNotCleared": [ "B" ] } ] } Dev note: For the frozen pirate strat, it is assumed that Samus can farm the energy after the spark, resulting in no damaging shinespark frames. FIXME: It is still possible to set up a frozen pirate, even when shinecharging on the floor. |
Requires: "h_ZebesIsAwake" { "or": [ "h_ClimbWithoutLava", "h_lavaProof", { "obstaclesNotCleared": [ "B" ] } ] } { "or": [ { "and": [ { "resetRoom": { "nodes": [ 1 ] } }, { "cycleFrames": 2350 } ] }, { "and": [ { "resetRoom": { "nodes": [ 2 ] } }, { "or": [ "h_canUseMorphBombs", "ScrewAttack" ] }, { "cycleFrames": 2270 } ] }, { "and": [ { "resetRoom": { "nodes": [ 3 ] } }, "h_canUseMorphBombs", { "cycleFrames": 2695 } ] }, { "and": [ { "resetRoom": { "nodes": [ 4 ] } }, "h_canUseMorphBombs", { "cycleFrames": 2480 } ] }, { "and": [ { "resetRoom": { "nodes": [ 5 ] } }, { "cycleFrames": 1905 } ] } ] } Resets obstacles: A, B Dev note: FIXME: Shinesparking can also be a viable option, in case it is patched to not cost energy. |
From: 1
Top Left Door
To: 1
Top Left Door
Destroy the bomb wall to open a path for the Geemer to hit Samus through the transition. If using a PB be careful not to kill the Geemer. Place the PB far left, next to the door, as the Geemer is leaving the flat part of the ceiling. Requires: "h_ZebesIsAwake" "h_canDestroyBombWalls" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 5
Alcatraz Door
There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally", { "and": [ "canNeutralDamageBoost", "h_ZebesIsAwake", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } ] } |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" "canBePatient" |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
There is a Geemer just below the door that only moves while on camera. Requires: "h_canFrozenEnemyRunway" "h_ZebesIsAwake" Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1, "steepUpTiles": 1 } } |
Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 5
Alcatraz Door
There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. With a regular G-mode setup and no suits, a single Geemer hit would kill Samus. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, a Power Bomb, placed precisely and as early as possible, can be used to jump onto the ledge and go around to the left entrance to Alcatraz (necessary since the Power Bomb blast will render the bomb blocks solid, unable to be turned to air). A Geemer hit can also be tanked by having Varia or Gravity or by coming in with higher energy (e.g. with G-mode immobile). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
It takes approximately 3.5 minutes for a global Geemer to reach this location. If using a Super, fire between 19 and 33 seconds after entering the room, then wait approximately 30 more seconds to be hit. Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Dev note: FIXME: Should manipulating global enemies off screen be a tech? |
From: 5
Alcatraz Door
To: 5
Alcatraz Door
It takes approximately 3.5 minutes for a global Geemer to reach this location, but this can be reduced by using a Super between 19 and 33 seconds after entering the room, to make a Geemer fall and take a shorter path. Requires: "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again. Requires: { "notable": "Alcatraz Escape Double Damage Boost" } "h_ZebesIsAwake" "HiJump" "Morph" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
From: 5
Alcatraz Door
To: 8
Central Junction
Enter with direct G-Mode artificial morph, and perform a Crystal Flash to refill reserve energy. Do this all the way to the left, to prevent the Geemer from being destroyed by the lingering light orb. Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Either way, after the Geemer comes down into Alcatraz, shoot a Super to knock it off the ledge to make it bypass the light orb. Damage down until one Geemer hit away from running out of energy. If Samus has at least one Energy Tank, it will take longer to damage down, in which case an additional Super can be used to knock the Geemer onto the floating platform, to allow unlimited time for damaging down. A final Super can be used to knock the Geemer off the floating platform. Set reserves to manual, stand next to the bomb blocks, and wait for the Geemer to approach. Just before taking a hit, press pause. During the fade-out, hold forward to land quickly after knockback. At a precise moment just before the pause hits, jump and aim down; the aim-down can be buffered before jumping, e.g. by rolling from forward to down through a diagonal input. Set reserves to auto, then unpause while continuing to hold jump. If successful, the forced stand-up will occur close to the ceiling and while Samus still has upward momentum, allowing Samus to clip through. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Alcatraz Escape G-Mode Crystal Flash Then Forced Standup" } "h_ZebesIsAwake" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 3 } } "h_canArtificialMorphCrystalFlash" "canPauseAbuse" { "autoReserveTrigger": {} } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } Dev note: FIXME: A version of this strat could be added with canRiskPermanentLossOfAccess requiring fewer Supers and time, if Samus has no tanks. |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze it just after it starts climbing the bomb blocks. Spin-jump above it, which will put Samus into a forced crouch where X-Ray cannot be used. Use Grapple to kill a second Geemer, restoring the ability to use X-Ray. Use X-Ray to stand up, then jump up through the ceiling. Requires: { "notable": "Alcatraz Escape with Grapple X-Ray Ceiling Clip" } "h_ZebesIsAwake" "canBePatient" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "h_canPreciseIceClip" "canUseGrapple" "canXRayStandUp" Dev note: Morph could also be used instead of Grapple, but with Morph there is an easier strat that goes up through the tunnel to the left. |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall with a 4-8 pixel gap between it and the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then hold forward (or forward and down) 5 frames later to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws. Requires: { "notable": "Alcatraz Escape with HiJump Ceiling Clip" } "HiJump" "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } { "tech": "canPreciseCeilingClip" } "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "canInsaneJump" |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze the Geemer as it turns onto the middle slope of the left wall to escape - it helps to freeze the geemer from below. Alternatively, use a Super to knock it off the wall and freeze it mid-air. Requires: "h_ZebesIsAwake" "canMidAirMorph" "canTrickyUseFrozenEnemies" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } { "or": [ "canTrickyJump", { "and": [ "canCarefulJump", { "ammo": { "type": "Super", "count": 1 } } ] } ] } Dev note: This is only really useful without wall jumps. |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Requires: "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Wait 2 minutes for a global Geemer, or use a Super to grab a closer one. Requires: "h_canFrozenEnemyRunway" "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1, "steepUpTiles": 1 } } |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Freeze a Geemer on the bottom of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip into the tile left of the door. Press up to get out of crouch and lose the stored vertical speed (so that X-Ray works). Then turn-around, open the door, and go into the door transition as the third Geemer hits you. Falling off the frozen Geemers requires relatively high precision: This setup is a 4 frame window, not too far left, so you can get to the door transition, not too far right such that you enter the transition when falling. Requires: { "notable": "Downward G-Mode Setup with Ice" } "h_ZebesIsAwake" "canEnemyStuckMoonfall" "canFreeFallClip" "canTrickyUseFrozenEnemies" "canDownwardGModeSetup" Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Line up with the far right or left side of doorframe in the room below, to be able to not fall back through after entry, as the door remains open. Be careful not to fall into the door while being hit by the Geemer. Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Use a Super to bring a Geemer down to the bottom floating platform. Freeze this Geemer along with a Geemer on the floor and use them to perform an enemy-stuck moonfall. After gaining sufficient speed, move toward the door and clip through the door shell. Falling with too much speed can cause Samus to go out of bounds. Requires: "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 1 } } "canEnemyStuckMoonfall" "canFreeFallClip" "canTrickyUseFrozenEnemies" Bypasses door shell: true |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Freeze a Geemer on the right of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip past the floating platform below, past the door shell, and into the transition. This setup is highly precise; if you do not have the right speed you may land on the platform below or the door shell. Falling with too much speed can also cause Samus to go out of bounds. Requires: { "notable": "Ice Moonfall Door Lock Skip Without Supers" } "h_ZebesIsAwake" "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" "canFreeFallClip" Bypasses door shell: true |
From: 8
Central Junction
To: 1
Top Left Door
Place the Power Bomb below the bomb blocks as the Geemer is leaving the flat part of the ceiling to break it and let the Geemer through. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Central Junction
To: 1
Top Left Door
After the Geemer is near, destroy the bomb wall using blue speed from the right. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" { "getBlueSpeed": { "usedTiles": 25, "steepUpTiles": 3, "steepDownTiles": 3, "openEnd": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_ZebesIsAwake" { "resetRoom": { "nodes": [ 3, 4, 6, 7 ] } } { "refill": [ "Missile" ] } { "partialRefill": { "type": "Energy", "limit": 250 } } Dev note: FIXME: Other nodes could be used to reset the room, with additional requirements. |
Shoot a Super at the wall, while the Sciser is directly above Samus. If Samus is on the right side of the door, it will require two Supers, one to knock it down to the platform above her, then another to drop it on her. Requires: { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 2 } } Dev note: This is just requiring 2 Supers, since the horizontal positioning of Samus is not modeled. |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "h_ZebesIsAwake" { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Missile" ] } { "partialRefill": { "type": "Energy", "limit": 200 } } Resets obstacles: A, B, C, D |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Lure the Reo from the right and freeze it in the correct position when it swoops down. Note that using a frozen Geemer may be useful and is easier to setup, particularly if shortcharging out the door. Requires: "h_ZebesIsAwake" "h_canFrozenEnemyRunway" { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Dev note: The Reo can be set up flush with the runway or 3 pixels higher. FIXME: Find and add a description for a normalized setup for this and possibly remove the Reo hit. |
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item
Have Samus shoot the shot block revealing the item and then quickly get hit by an enemy at the peak of her jump in order to reach the item. No directional inputs should be held while getting hit by the enemy in order to have a neutral boost and reach the item. This is traditionally done with the swooping Reo; after a few failed tries, it may help to reset the room to reposition it. The global Geemer may be easier to use, although it takes longer to get there; jump as it starts moving horizontally again while it is 3 tiles away from the item. Requires: { "notable": "Ceiling Damage Boost" } "h_ZebesIsAwake" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } Dev note: Although the Reo is traditionally used for the boost, the Geemer does less damage and should still put this in logic with low energy. |
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item
Requires: "h_ZebesIsAwake" "canUseFrozenEnemies" |
From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)
It is possible to roll off of the ledge and avoid the Geemers, but it is somewhat tight and the timing is likely earlier than expected. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_ZebesIsAwake" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } Dev note: An immobile strat only takes one hit on entry, skipping the Geemer hit, which is modeled by going 1->6->5. It may often be possible to come in indirect and still have enough i-frames to get through the Geemers, but Samus may be coming from a doorless room like Crateria Tube. This is not easy to model and isn't worth doing, because the player will almost certainly have canTrickyJump enabled. |
From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)
The eye scanners are particularly annoying while in g-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Flashing Lights" } { "or": [ "h_ZebesNotAwake", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } Dev note: Although there would be no enemies and the strat would be free, these options are here as a way to avoid the canRiskPermanentLossOfAccess. |
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_ZebesIsAwake" "canUseIFrames" Dev note: It is possible to roll off of the ledge go through the Geemers before Samus' i-frames expire. Alternatively, it is possible to roll over them, but it is somewhat tight and the timing is likely earlier than expected. |
From: 2
Top Left Door
To: 2
Top Left Door
Falling down the shaft and breaking the crumble block does not require Morph. Requires: "h_ZebesIsAwake" { "obstaclesCleared": [ "A", "B" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 2
Top Left Door
Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ" ] } Exit condition: { "leaveWithGModeSetup": {} } |
G-Mode Setup - Get Hit By Geemer - Broken Power Bomb Blocks
(Extreme)
Blue Brinstar Energy Tank Room
From: 2
Top Left Door
To: 2
Top Left Door
Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } "h_canUsePowerBombs" { "canShineCharge": { "usedTiles": 42, "openEnd": 0 } } { "shinespark": { "frames": 43 } } Exit condition: { "leaveWithGModeSetup": {} } |
Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally. Requires: "h_ZebesIsAwake" { "or": [ "h_canUsePowerBombs", { "and": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] }, { "obstaclesCleared": [ "C" ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "ScrewAttack", { "and": [ "h_canUseMorphBombs", "canMidAirMorph" ] } ] } "canTrickyUseFrozenEnemies" "canTrickyJump" "canCameraManip" Clears obstacles: A, B |
From: 4
Right Item
To: 2
Top Left Door
Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally. Once Samus is close to the top Bomb Block, freeze one Geemer low and jump as high as possible before placing a power bomb. Continue climbing with the Geemer that survives. Requires: "h_ZebesIsAwake" { "or": [ "h_canUsePowerBombs", { "and": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] }, { "obstaclesCleared": [ "C" ] } ] } "h_canUsePowerBombs" "canTrivialMidAirMorph" "canTrickyUseFrozenEnemies" "canTrickyJump" "canBePatient" "canCameraManip" Clears obstacles: A, B |
From: 4
Right Item
To: 2
Top Left Door
Keep the two Geemers on screen while moving to the right side of the room. Freeze the second Geemer as it exits the Morph Tunnel, with the Crumble block. Use a Super Missile to knock the first Geemer down and freeze it at the pixel perfect height. Become stuck in the wall after using Grapple to kill the frozen Geemer as it walks through Samus, firing to the left. This re-enables XRay climbing. Requires: { "notable": "Geemer Ice Stuck XRay Climb" } "h_ZebesIsAwake" "canWallIceClip" "canXRayClimb" "Grapple" { "ammo": { "type": "Super", "count": 1 } } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } Dev note: FIXME: The Reo can be used to avoid spending a Super, but it's chaotic. |
Shoot a Super at the wall, while the Geemer is moving vertically. If it is on the bottom of the shot blocks, it will not fall. Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 1 } } |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ZebesIsAwake" { "or": [ { "and": [ { "resetRoom": { "nodes": [ 1, 2 ] } }, { "cycleFrames": 150 } ] }, { "and": [ "Morph", { "resetRoom": { "nodes": [ 3 ] } }, { "or": [ { "cycleFrames": 510 }, { "and": [ "Wave", { "cycleFrames": 340 } ] } ] } ] } ] } |
From: 1
Top Left Door
To: 1
Top Left Door
Use a Super to knock a Geemer off the ceiling, and freeze it mid-air over the Koma (face statue) on the left. Perform a moonfall between the Geemer and the Koma to leave with stored fall speed. Requires: { "notable": "Ice Moonfall Leave with Stored Fall Speed" } "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 1 } } "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Dev note: The fall speed stored is between 1 and 2 tiles. |
Shoot a Super at the wall, while the Geemer is moving vertically. If it is on the bottom of the shot blocks, it will not fall. Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 1 } } |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Use a Super to knock a Geemer off the ceiling, and freeze it mid-air over the Koma (face statue) on the right. Perform a moonfall between the Geemer and the Koma to leave with stored fall speed. Requires: { "notable": "Ice Moonfall Leave with Stored Fall Speed" } "h_ZebesIsAwake" { "ammo": { "type": "Super", "count": 1 } } "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Dev note: The fall speed stored is between 1 and 2 tiles. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Requires: "Morph" "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInNormally": {} } Requires: "h_ZebesNotAwake" Clears obstacles: C Dev note: The obstacle isn't really cleared, but should enable all strats that require it to be. |
Requires: { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_ZebesNotAwake" Clears obstacles: D |