Setting up an enemy positioning to perform a very precise ceiling clip, typically with a frozen enemy. The enemy positioning will require a 2-3 pixel precision range, several pixels lower than what is possible with an X-Ray standup. A crouch jump is then required to clip through.
Dependencies: canCeilingClip, canUseEnemies
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" |
Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canTrickyGMode" "h_canPreciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. If you don't have Morph and X-Ray, you must shoot the Super while the Sciser is on the slope near the door, not on the door itself. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Requires: { "ammo": { "type": "Super", "count": 1 } } { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] } Bypasses door shell: true |
Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canBeVeryPatient" "canTrickyGMode" "h_canArtificialMorphBombs" { "or": [ { "and": [ "Morph", { "or": [ "HiJump", "canSpringBallJumpMidAir", "canSunkenTileWideWallClimb" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } "h_canPreciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Freeze a bug three tiles to the right of the morph tunnel entrance, directly under the tile where ceiling is higher. Jump onto the bug, crouch, and jump up. The bug must be at a very precise pixel height unless using XRay and Morph. Note that although the ceiling here is 3 tiles thick, only the bottom tile is solid; the other two are slopes pushing Samus up, allowing the trick to be done. Requires: { "notable": "Bug Ice Clip" } { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] } Dev note: This location does not work at the high pixel location, as Samus is forced into a crouch, likely because of the slope tiles above? |
Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm. Requires: { "notable": "Beetom Clip" } { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] } "Morph" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } { "or": [ "h_canPreciseIceClip", "canWalljump", "HiJump", "SpaceJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } { "or": [ "canCrumbleJump", "canWalljump", "HiJump", "SpaceJump" ] } Dev note: Morph is required to lure a Beetom. Morphless tunnel crawl should not be required. FIXME: An ice clip would allow for Moondance strats at 1 and 2 using a second Beetom. |
From: 13
Below Power Bomb Blocks - Main Junction
To: 12
Above Power Bomb Blocks - Main Junction
Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Requires: "h_canIceClip" |
From: 1
Left Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door (it may be easiest not to use the one that starts near the door). Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "h_canPreciseIceClip" Bypasses door shell: true |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. After clipping up, stand hanging slightly off the edge of the door frame to continue breaking the crumble blocks, allowing the Reo to pass up through them when it thaws. When the Reo is about to come up, after breaking the crumbles for the final time, move slightly left to the safety of the door frame, and crouch for a moment before pressing left to enter the door transition. Requires: "h_canPreciseIceClip" { "notable": "Reo Ice Clip Without Morph and X-Ray" } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Morph could help with this trick, but we use the morphless notable for difficulty placement. |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this strat, there is at most a two-frame window in which the Reo can be frozen. One frame (setup dependent) may let Samus crouch jump through the block; the next frame Samus can use Morph and X-Ray to clip through. Requires: { "notable": "Reo Ice Clip With Morph and X-Ray" } "h_canPreciseIceClip" "h_canXRayMorphIceClip" |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this setup, there is a one-frame window in which the Reo can be frozen. Without a precise setup, there is typically no way to clip through without Morph and X-Ray. Requires: { "notable": "Reo Ice Clip Without Morph and X-Ray" } "h_canPreciseIceClip" |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. The bug must be frozen at a height between where Samus is crouched and where she is standing. Once frozen, somehow track how long until the freeze effect expires, and when the bug will reach the crumble blocks. If the bug is off camera when not frozen, it will despawn. Refreeze the Zeb below the crumble blocks and ice clip up to reach the door. Requires: { "notable": "Zeb Ice Clip" } "canStaggeredWalljump" "canCameraManip" { "or": [ "Wave", "Spazer" ] } "h_canPreciseIceClip" |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Freeze a Zeela at a precise distance below the door in order to jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up. Requires: { "obstaclesCleared": [ "A" ] } "h_canIceClip" Bypasses door shell: true Dev note: FIXME: This could use an obstacle, so that it can be broken other ways, such as with screw or a speed ball. |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 4
Gamet Farm Junction
To: 3
Top Door
Bring a Gamet from the farm and freeze it at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. Requires: { "heatFrames": 560 } "h_canIceClip" Bypasses door shell: true |
Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Requires: "h_canIceClip" |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canManipulateMellas" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Freeze a Mella at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Requires: "canManipulateMellas" "h_canIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Bypasses door shell: true |
Freeze the Mella at a precise location in order to jump through the crumble block, then wall jump up the long channel and mid-air morph to get out. One normalized way to do this: Kill the first two Mellas, moonwalk to the right until the third Mella just barely goes off-camera, fire a shot, and move left to scroll the Mella back on-camera just before the shot would despawn, in order to freeze it at a specific height. While it is frozen, kill the remaining Mellas, and press against the wall of Speed blocks. Perform an action that changes Samus' pose (e.g., press an angle button, jump, or crouch/uncrouch) in order to be able to moonwalk from that position. Moonwalk backwards 5 pixels, then jump straight up, and continue holding jump while pressing right, to perform a buffered turn-around spin jump to the right. If executed correctly, the Mella will move horizontally left and will be at a good height to be able to freeze and clip through the crumble block with a crouch jump. Get on top of the Mella with a mid-air morph, position under the crumble block, then unmorph for the crouch jump. Quickly spin-jump to re-enter the shaft after breaking the crumble block. Tip: if Samus moonwalks back further than 5 pixels, press against the Speed blocks again before trying to moonwalk back again, to avoid possibly getting bad subpixels. Requires: { "notable": "Mella Ice Clip" } "Morph" "canMoonwalk" "canManipulateMellas" "h_canPreciseIceClip" { "or": [ "canConsecutiveWalljump", { "and": [ "HiJump", "canWalljump" ] } ] } Dev note: The manipulation can also work with moonwalking back between 6 and 10 pixels, but depending on the exact position the bug may move at a shallow angle rather than exactly horizontally; in this case, the bug should be frozen a bit early (i.e. further right), to ensure it does not re-enter its idle animation where its height would become unpredictable. FIXME: Investigate if there is a normalized setup for freezing in the high-pixel position. FIXME: A freestyle version (or alternative normalized setup?) of the strat could be added, to avoid the canMoonwalk requirement, using X-Ray or a very precise freeze to get up. |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Requires: "canEnterGMode" "canManipulateMellas" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 2
Top Right Door
Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. The Crumble Jump is done by aiming down (not immediately) after jumping, then changing Samus' hitbox once above the crumble blocks, and jumping again. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canPreciseIceClip" "canPartialFloorClip" "canTrickyJump" "canCrumbleJump" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "canSpringBallJumpMidAir", "HiJump", "SpaceJump", "canJumpIntoIBJ" ] } Dev note: This may be possible with a high pixel ice clip. |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks
Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Very quickly jump and morph to place a bomb against the bomb blocks. Or break the crumble blocks and use SpringBall to jump again to place the bomb. Then jump again while the Multiviola is still frozen to clip through. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canPreciseIceClip" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "obstaclesNotCleared": [ "A" ] } "h_canUseMorphBombs" { "or": [ "h_canUseSpringBall", "can4HighMidAirMorph" ] } Clears obstacles: B |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks
Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Break the bomb blocks with a Power Bomb before bringing the Multiviola up for the clip. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canPreciseIceClip" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "or": [ "h_canUsePowerBombs", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks
Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Jump and aim down to break the crumble blocks. Then quickly spinjump to break the bomb blocks with Screw Attack. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canPreciseIceClip" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } "ScrewAttack" { "obstaclesNotCleared": [ "A" ] } Clears obstacles: B |
Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Be careful to avoid the Workrobot's invisible, stationary lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "f_DefeatedPhantoon" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Requires: "f_DefeatedPhantoon" "h_canIceClip" Bypasses door shell: true |
Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "f_DefeatedPhantoon" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 1
Top Door
To: 1
Top Door
Freeze an Atomic at a precise distance below the door in order to crouch-jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. If Phantoon is not defeated, stand on the stairs so that Samus is just a few pixels lower, then freeze the Covern low in its cycle. Alternatively, freeze it high then perform a tight down grab to get onto it for a pixel perfect clip. Requires: "h_canIceClip" Bypasses door shell: true |
From: 1
Top Door
To: 1
Top Door
Freeze an Atomic or Covern at a precise distance below the door in order to jump up and clip through the door shell. If Phantoon is defeated, it is possible to lure the Atomic from below the shot blocks by placing a Power Bomb. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. If Phantoon is not defeated, stand on the stairs so that Samus is just a few pixels lower, then freeze the Covern low in its cycle. Alternatively, freeze it high then perform a tight down grab to get onto it for a pixel perfect clip. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. FIXME: If Phantoon is not defeated, this does not require Morph or artificial morph. |
Freeze a crab at a very precise position in order to clip through the center Morph tunnel without a way to see. Use a frozen crab on the opposite wall in order to better time the crab being used for clipping and as a way to climb on top of it. Ice Beam on its own has a high chance of hitting a wall instead of the crab; straight vertical shots can help. Gravity has a 2 pixel clip window while Suitless there is only 1 pixel up higher which requires a precise down grab to get onto the crab. Requires: { "notable": "Ice Clip" } "h_canNavigateUnderwater" "canOffScreenMovement" { "or": [ { "and": [ "Gravity", "h_canPreciseIceClip" ] }, { "and": [ "HiJump", "h_canHighPixelIceClip" ] } ] } Dev note: FIXME: It is possible to crab climb with nothing but ice and walljumps. |
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail. Requires: "Gravity" "canUseEnemies" { "or": [ "canPreciseCeilingClip", "canXRayCeilingClip" ] } |
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail. Requires: "Gravity" "canUseEnemies" { "or": [ "canPreciseCeilingClip", "canXRayCeilingClip" ] } |
Sparking up right from a snail can save some Energy. With very little Energy, spark up the center of the speed blocks to clear both sides, then snail clip through the last one. It may be helpful to turn around before sparking so the snail doesn't hit Samus. Requires: "canUseEnemies" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 13, "excessFrames": 4 } }, { "and": [ { "shinespark": { "frames": 13, "excessFrames": 10 } }, { "or": [ "canHighPixelCeilingClip", { "and": [ "Gravity", "canPreciseCeilingClip" ] }, { "and": [ "Gravity", "canXRayCeilingClip" ] } ] } ] } ] } |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" "h_canHighPixelIceClip" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is a separate strat from the double high-pixel variant, as the first high-pixel clip is fairly lenient with free retries, unlike the top one. |
To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
To get a crab at the top of the room, either use a Super to knock off the central crab, or bring the bottom global crab by breaking the shot block in the middle of the room and using Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Without Morph and X-Ray, Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. With Morph and X-Ray, knock the crab off while on the ceiling one tile lower than the doorshell for a one-frame freeze window. This has a two-frame window with Gravity or HiJump. Requires: { "notable": "Crab Ice Clip Door Lock Skip" } { "ammo": { "type": "Super", "count": 1 } } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "notable": "Ice Only Crab Climb" }, "Gravity", "HiJump", "canTrickySpringBallJump" ] } { "or": [ "h_canXRayMorphIceClip", { "and": [ "Gravity", "h_canPreciseIceClip" ] } ] } Bypasses door shell: true |
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" ] } |
Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
Manipulate a Pirate to climb to the top of the room on the left side. If Morph and X-Ray are available, morph on the top platform while waiting for the Pirate to climb up, triggering it to jump at a normalized height. Otherwise, crouch on the right platform second from the top, waiting for the Pirate to climb down, again triggering it to jump at a normalized height. In either case, freeze the Pirate near the center of the door, and use it to clip up through the door. After jumping from right-to-left, Pirates will begin climbing up. After jumping from left-to-right, Pirates will begin climbing down. They will change direction when colliding with a block, or at random (with 50% chance) after climbing a distance of about 5 tiles. While climbing, they will fire a laser and jump across the room if the center vertical position of Samus and the Pirate differ by at most 32 pixels. Requires: { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] } Bypasses door shell: true Dev note: A high-pixel ceiling clip does not appear possible, though this could use more testing. |
Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |