Holding the direction buttons down and then also backwards in order to move forwards, while in the correct falling state.
From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube
Spark flush against the right wall (diagonal helps) then quickly down back to barely get into the pipe. Requires: "canDownBack" "canShinechargeMovementComplex" { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } { "shinespark": { "frames": 15 } } |
From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube
excessFrames don't matter much here, as Samus can farm before and after. Requires: "canDownBack" { "useFlashSuit": {} } { "shinespark": { "frames": 3, "excessFrames": 0 } } |
Entrance condition: { "comeInShinecharged": { "framesRequired": 115 } } Requires: "canDownBack" "canShinechargeMovementTricky" Exit condition: { "leaveShinecharged": { "framesRemaining": "auto" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInShinecharged": { "framesRequired": 125 } } Requires: { "or": [ { "enemyKill": { "enemies": [ [ "Sova" ] ], "explicitWeapons": [ "ScrewAttack", "Wave", "Spazer", "Plasma", "Missile", "Super" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Sova" ] ], "explicitWeapons": [ "PowerBeam" ] } }, "canDownBack" ] } ] } "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": { "framesRemaining": "auto" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1, "gentleDownTiles": 2 } } Requires: "canShinechargeMovementComplex" { "or": [ "canDownBack", { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveShinecharged": { "framesRemaining": 85 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1, "gentleDownTiles": 2 } } Requires: "canShinechargeMovementTricky" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 30 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Left Door
To: 4
Bottom Right Door
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 30 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Left Door
To: 4
Bottom Right Door
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 60 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Entrance condition: { "comeInShinecharged": { "framesRequired": 135 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": "auto" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Middle Right Door
To: 4
Bottom Right Door
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 30 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Middle Right Door
To: 4
Bottom Right Door
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 60 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Top Right Door
To: 2
Middle Left Door
Shoot the top Sova while falling to delay its movement. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 70 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharged": { "framesRequired": 140 } } Requires: "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": "auto" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Fall around the floating platform with either a Downback or by jumping down with a Spinjump. Requires: { "or": [ { "and": [ { "doorUnlockedAtNode": 3 }, { "doorUnlockedAtNode": 5 }, { "canShineCharge": { "usedTiles": 14, "openEnd": 0 } } ] }, { "and": [ { "or": [ { "doorUnlockedAtNode": 3 }, { "doorUnlockedAtNode": 5 } ] }, { "canShineCharge": { "usedTiles": 13, "openEnd": 0 } } ] }, { "canShineCharge": { "usedTiles": 12, "openEnd": 0 } } ] } "canShinechargeMovementComplex" "canDownBack" Exit condition: { "leaveShinecharged": { "framesRemaining": 30 } } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} {"nodeId":4,"types":["ammo"],"requires":[]} {"nodeId":5,"types":["ammo"],"requires":[]} |
There is a hole in the left side wall that Samus can fit into by shrinking her hitbox. Once in the wall, stand up if crouched then turnaround into a buffered spinjump to jump out of the acid. Requires: { "tech": "canPartialFloorClip" } "canSuitlessLavaDive" { "or": [ { "and": [ "canLateralMidAirMorph", "canDownBack", "canTrickyJump", { "acidFrames": 108 } ] }, { "and": [ "canTrickyJump", { "heatFrames": 30 }, { "acidFrames": 136 } ] }, { "and": [ { "heatFrames": 90 }, { "acidFrames": 216 } ] } ] } { "heatFrames": 285 } |
From: 1
Left Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_canNavigateHeatRooms" { "or": [ "canDownBack", "canCarefulJump" ] } { "heatFrames": 120 } |
From: 6
Junction By Left Door (Right of Pit)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_canNavigateHeatRooms" { "or": [ "canDownBack", "canCarefulJump" ] } { "heatFrames": 120 } |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canCarefulJump" { "or": [ "canTrickyJump", "canDownBack" ] } { "or": [ "Charge", "Spazer", "Plasma", "Wave", "canInsaneJump" ] } { "heatFrames": 540 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Charge", "Spazer", "Plasma", "Wave", { "and": [ "canInsaneJump", { "or": [ "canDownBack", "Morph" ] } ] } ] } { "heatFrames": 540 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Very quickly move through the room to meet the bottom KiHunter in a position where it is possible to jump over it. Down back through the shot blocks. If coming through the right door, Morphing may be easier. Jump over the KiHunter where it dips while moving left. Additionally, build full run speed before jumping to land all the way next to the door. Requires: "canInsaneJump" "canDodgeWhileShooting" "canPrepareForNextRoom" { "or": [ "Charge", "Spazer", "Plasma", "Wave" ] } "canDownBack" { "heatFrames": 420 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Use Plasma to run through Kihunters instead of waiting. Requires: "h_canNavigateHeatRooms" "canHitbox" "Plasma" { "or": [ "canDownBack", { "and": [ "canCarefulJump", { "heatFrames": 50 } ] }, { "heatFrames": 130 } ] } { "heatFrames": 410 } |
From: 1
Top Left Door
To: 5
Junction Below Top Pirate
It is possible to get past the pirate without waiting by moving fast enough, or by making it turn around. Landing on the floating platform will make the fall simpler without scrolling the camera enough to activate the pirate. Requires: { "or": [ { "and": [ "canInsaneJump", { "heatFrames": 110 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] }, { "and": [ "canTrickyJump", { "heatFrames": 145 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] } ] } |
Requires: "canDodgeWhileShooting" "canCarefulJump" { "notable": "Shoot Down and Grab Right Item" } { "or": [ "Wave", "Spazer", "h_canUsePowerBombs", { "and": [ "canTrickyJump", "canDodgeWhileShooting", { "ammo": { "type": "Missile", "count": 5 } } ] }, { "and": [ "canTrickyJump", "canResetFallSpeed", "canDownBack" ] }, "canInsaneJump" ] } |
From: 5
Top Junction
To: 4
Top Right Door
Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox. Requires: { "notable": "SpringFling into Top Right Door" } "canInsaneJump" "canSpringFling" "canResetFallSpeed" "canDownBack" |
Using movement tricks to reduce fall speed even slightly can avoid touching the sand. A Flatley style turnaround over the grapple block hole reduces fall speed some, but also needs a down back or a tiny jump. Requires: "canSuitlessMaridia" { "or": [ { "and": [ "canFlatleyJump", { "or": [ "canTrickyJump", "canDownBack" ] } ] }, "canWalljump", "canResetFallSpeed" ] } |
Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spin jump or down-back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. I-frames can be acquired from a Rinka hit, a turret shot, or from the Zebetite itself. Note that Zebetites cause i-frames but deal no damage. If Screw Attack is equipped, then a down-back must be used, since spin jumping will cancel i-frames. With Ice+Wave, Samus can freeze the Rinka from above with an angle-down shot; Otherwise Samus must go below, press against the wall, and freeze it with an upward shot. With Ice+Plasma, Samus must be crouched when firing the shot. Requires: { "notable": "Ice Zebetite Skip" } "canTrickyUseFrozenEnemies" "Morph" { "or": [ { "and": [ "Wave", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, "canTrickyJump" ] } { "or": [ { "disableEquipment": "ScrewAttack" }, "canDownBack" ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mother Brain 1", "type": "turret", "hits": 1 } } ] } "i_Objective1Complete" "i_Objective2Complete" "i_Objective3Complete" "i_Objective4Complete" |
From: 3
Bottom of Shaft
To: 1
Left Door
Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the left side, keeping between the Pirates and the platforms. If Morph is available, use it to reset fall speed by unmorphing soon after taking damage from the bottom Pirate. With greater difficulty, the bottom Pirate can be avoided, resetting fall speed soon after getting past it. If Morph is not available, then take damage from the bottom Pirate, press against the left wall, and fire a carefully timed shot downward to open the door; in this case, use a down-back to fall directly into the doorway. If done quickly enough, it is possible to avoid any acid damage. Requires: { "notable": "Reverse Bootless Walljumpless Space Jump" } "canPreciseSpaceJump" { "or": [ { "and": [ "canInsaneJump", "canResetFallSpeed" ] }, { "and": [ "canInsaneJump", "canDownBack", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] }, { "and": [ "canResetFallSpeed", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] } ] } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |