Uses the uninteruptable frames of turning around in order to continue moving after hitting a solid object. Can be used to make it through an opening door, or barely just past a ledge. It is often beneficial to be in a downward pose when hitting the ceiling, in order to shrink Samus' hitbox to delay contact.
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 6 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. With the minimal runway length, this requires precise timing. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 5.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canInsaneJump" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 6 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 3 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" |
From: 1
Bottom Left Door
To: 4
Top Left Door
Requires a runway of at least 4 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 4 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Cross Room jump and aim towards the left side where the fish is. Shooting at it from below can deal damage sooner to get a faster freeze. Hug the frozen fish to gain the extra height needed to climb on top. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyUseFrozenEnemies" "canInsaneJump" "canDownGrab" { "or": [ "Wave", "Spazer", "Plasma" ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 4 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires a runway of at least 3 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 3 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyJump" |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickySpringBallJump" "canInsaneJump" |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires running a very precise distance of 7 tiles in the adjacent room, to hit a peak of the speed vs height graph. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 7 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1.4375 } } Requires: "canMomentumConservingTurnaround" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 15, "excessFrames": 3 } }, { "and": [ "HiJump", { "shinespark": { "frames": 12, "excessFrames": 3 } } ] } ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang. The cross room jump requires an adjacent runway of 3 tiles (with no open end) with HiJump disabled. Perform a turnaround just before hitting the ceiling. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 2.4375 } } Requires: "canLongUnderwaterWalljump" "canTrickyJump" "canDisableEquipment" "canMomentumConservingTurnaround" |
From: 5
Platform Junction Near Top Left Door
To: 4
Top Left Door
Jump towards the door with HiJump equipped. A Flatley style jump can position Samus over the edge of the ledge, closer to the door. Turning around while facing down, just before touching the ceiling, is another way to move Samus a few pixels closer to the door. Requires: { "notable": "Top Left Direct Jump" } "canSuitlessMaridia" "HiJump" "canTrickyJump" { "or": [ "canFlatleyJump", "canMomentumConservingTurnaround" ] } |
From: 2
Bottom Right Door
To: 4
Top Door
Requires a runway of at least 18 tiles in the adjacent room. Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope. Continue up the rest of the way to reach the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18 } } Requires: { "notable": "Cross Room Platform Stuck Wiggle to Top Door" } { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canInsaneJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Right Door
To: 3
Top Right Door
Requires running a precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph (at extra run speed $2.0 or $2.1). This needs a last-frame Space Jump in the previous room. At the lower of the two possible speeds ($2.0), the jump must be done very low through the door; at the higher speed ($2.1) there is a relatively large window of vertical positions that work. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canPreciseSpaceJump" "canInsaneJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "HiJump" "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
Requires a runway of one tile in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canJumpIntoIBJ" "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } |
Requires running a very precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
From: 2
Bottom Right Door
To: 3
Top Right Door
Requires a runway of one tile in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canTrickySpringBallJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Gain speed using at least 18 tiles of runway, then Space Jump through the door transition. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 18.4375 } } Requires: "canPreciseSpaceJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Only requires a runway of approximately 1 tile in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "HiJump" "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 1
Left Door
To: 4
Platform Below Top Door
Requires around 19 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18.4375 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 1
Left Door
To: 4
Platform Below Top Door
Requires running a very precise distance equivalent to a runway of 7 tiles with no open end in the adjacent room, to hit a peak in the speed / height relationship. The spring ball jump is used after landing near the top, to get to the platform below the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canSpringBallJumpMidAir" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Requires running a very precise distance of 12 tiles in the adjacent room and down grabbing onto the platform (extra run speed exactly $3.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDownGrab" |
Only requires a runway of approximately 1 tile in the adjacent room. Take two Mochtroid hits or kill it using a Power Bomb or 5 Bombs. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "canJumpIntoIBJ" { "or": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "and": [ "canCeilingBombJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "and": [ "canDoubleBombJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } ] } "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyJump" |
From: 2
Bottom Left Door
To: 4
Top Right Door
Requires a runway of 1 tile in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "HiJump" "canMomentumConservingTurnaround" "canTrickySpringBallJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Requires a runway of 1 tile in the adjacent room. A momentum conserving turnaround is easier than a midair wiggle. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 0.4375 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" { "or": [ "canMomentumConservingTurnaround", "canMidairWiggle" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Requires a runway of at least 7 tiles (with no open end) in the adjacent room. A momentum conserving turnaround is easier than a midair wiggle. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" { "or": [ "canMomentumConservingTurnaround", "canMidairWiggle" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
The lenient version requires a runway of at about 10 tiles in the adjacent room. A momentum conserving turnaround is easier than climbing the right side of the room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 10 } } Requires: "canCrossRoomJumpIntoWater" { "or": [ "canMomentumConservingTurnaround", "canMidairWiggle" ] } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires a runway of at least 2 tiles (with no open end) in the adjacent room. This is typically easier without Speed Booster depending on the exact runway length and requires disabling HiJump. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1.4375 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyJump" "canDisableEquipment" |
From: 1
Bottom Left Door
To: 2
Top Right Door
Gain speed from a remote runway in the previous room, and Space Jump through the bottom of the doorway. Entrance condition: { "comeInSpaceJumping": { "speedBooster": "any", "minTiles": 2 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyJump" |
From: 1
Bottom Left Door
To: 2
Top Right Door
It is possible to jump to the top door using a runway of just one tile with Speed Booster and no HiJump. Requires a last-frame jump and down press that is late but not immediately before the turnaround. With a second-to-last-frame jump it is still possible but more precise. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 1 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDisableEquipment" |
From: 2
Bottom Door
To: 4
Water Level Junction
Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. With limited runway for gaining horizontal speed, the timing of the jump and turn-around may be very precise. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8.5, "maxHeight": 9, "maxLeftPosition": -1.5, "minRightPosition": 1.5 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canMomentumConservingTurnaround" "canInsaneJump" |
From: 2
Bottom Door
To: 4
Water Level Junction
Run left-to-right and spin jump from the platform in the room below, passing through the transition without bonking the door. Pass through the Toilet, and then perform a momentum conserving turnaround to make it onto the ledge. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 7, "maxHeight": 7, "maxLeftPosition": -2.5, "minRightPosition": 0.5 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canMomentumConservingTurnaround" |
From: 2
Bottom Door
To: 4
Water Level Junction
Gain a few tiles of run speed and jump through the transition, without bonking against the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 10, "maxHeight": 10, "maxLeftPosition": -4, "minRightPosition": 0 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "SpeedBooster" "canMomentumConservingTurnaround" |
From: 2
Bottom Door
To: 4
Water Level Junction
Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8, "maxHeight": 9, "maxLeftPosition": -3, "minRightPosition": 0 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canMomentumConservingTurnaround" |
From: 2
Bottom Door
To: 4
Water Level Junction
Spin jump from the platform in the room below, pressing right against the door frame through the transition. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 7, "maxHeight": 7, "maxLeftPosition": 1, "minRightPosition": 2 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canMomentumConservingTurnaround" |
From: 2
Bottom Door
To: 4
Water Level Junction
Do a low spin jump and press against the right side of the door frame. Wall jump as low as possible, jumping as soon as possible after moving away from the wall. Immediately turn back to the right and try to press against the door frame again before the transition, while maintaining spin. After the transition, typically a momentum-conserving turnaround is needed to avoid bonking. Entrance condition: { "comeInWithWallJumpBelow": { "minHeight": 2 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" { "or": [ "canInsaneWalljump", { "and": [ "canPreciseWalljump", "canMomentumConservingTurnaround" ] } ] } |
From: 1
Left Door
To: 3
Junction Below Right Door
Quickly shoot to break the shot block and then do a momentumConservingTurnaround to ascend into the little region. Another movement item will be needed to get closer to the crumble blocks. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 2 } } Requires: "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" { "or": [ "canUseFrozenEnemies", "canSpringBallJumpMidAir", "HiJump" ] } |
From: 1
Left Door
To: 3
Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 4
Junction Below Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: { "notable": "Cross Room Jump with Screw Attack" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" |
From: 2
Right Door
To: 3
Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 4
Junction Below Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: { "notable": "Cross Room Jump with Screw Attack" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" |