canBootless2WideUWJ (Beyond)

The ability to underwater wall jump without HiJump between two walls that are two tiles apart. Turn around before reaching the wall, then jump as early as possible to gain a small amount of height. With very precise execution, Samus will gain height very slowly. This requires Space Jump when breaking the water line.

Dependencies: canUnderwaterWalljump, canConsecutiveWalljump, canMidairWiggle, canSuitlessMaridia

Dev note: It is possible to bootless UWJ on a single wall as well, but that is not reasonable to ever expect.

Difficulty filter

Strats ()

From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 7
Top Right Left Item

After PLMs are overloaded, use a snail to climb to the right then bootless UWJ to the items.

Requires:

"canEnterGMode"
"canSnailClimb"
"canBootless2WideUWJ"
From: 13
Direct G-Mode Morph Junction (By Bottom Left Door)
To: 7
Top Right Left Item

It is barely possible to start a snail climb with just Spring Ball. Get a snail positioned such that it is on the bottom of an overhang above, and sticking out a bit to be usable as a platform. Use Spring Ball to jump and press against the snail for the maximum possible duration, in order to gain enough height to get onto it. PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Climb one snail to place the Power Bomb, then another to reduce the distance of the wall jump climb.

Requires:

"canEnterGMode"
{
  "notable": "G-Mode Overload PLMs - Power Bomb the Items"
}
{
  "or": [
    {
      "itemNotCollectedAtNode": 7
    },
    {
      "itemNotCollectedAtNode": 8
    }
  ]
}
"h_artificialMorphSpringBall"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
"canSnailClimb"
"canBootless2WideUWJ"

Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there.

From: 13
Direct G-Mode Morph Junction (By Bottom Left Door)
To: 7
Top Right Left Item

PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Climb one snail to place the Power Bomb, then another to reduce the distance of the wall jump climb.

Requires:

"canEnterGMode"
{
  "notable": "G-Mode Overload PLMs - Power Bomb the Items"
}
{
  "or": [
    {
      "itemNotCollectedAtNode": 7
    },
    {
      "itemNotCollectedAtNode": 8
    }
  ]
}
"h_usePowerBomb"
"h_usePowerBomb"
"canSnailClimb"
"canBootless2WideUWJ"

Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there.

From: 1
Left Door
To: 4
Platform Below Top Door

Perform a very long, very unforgiving, bootless underwater wall jump.

Requires:

{
  "notable": "Very Long Bootless Underwater Wall Jump"
}
"canBootless2WideUWJ"
"canBeExtremelyPatient"
"canSpringBallJumpMidAir"
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction

Sandfall bounce or spring ball jump to the first ledge, then bootless underwater wall jump to the water surface, then use Space Jump to escape.

Requires:

"canPlayInSand"
{
  "or": [
    "canSpringBallJumpMidAir",
    "canSandfallBounce"
  ]
}
"canBootless2WideUWJ"
"SpaceJump"