Executing a strat that has a high chance to fail due to random elements such as enemy drops. This is used where failure is unforgiving and may result in a death or slow process to reattempt.
Dependencies: canBeLucky
|
Kill all three Boyons for energy, or Crystal Flash. If you need to freeze Boyons for extra runway, disable Ice Beam to force them to unfreeze so you can interrupt spark. If you end up killing all four Boyons, you can also dip in the acid for the spark interrupt. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"enemyKill": {
"enemies": [
[
"Boyon",
"Boyon",
"Boyon"
]
],
"excludedWeapons": [
"PseudoScrew"
]
}
},
{
"or": [
{
"and": [
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 5
}
}
]
},
{
"and": [
"canBeVeryLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
]
}
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 0
}
},
{
"and": [
"canTrivialUseFrozenEnemies",
{
"canShineCharge": {
"usedTiles": 31,
"openEnd": 0
}
},
{
"disableEquipment": "Ice"
}
]
}
]
}
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Clears obstacles: A |
|
If you come from the upper section, use the Zeb Farm to fill up. Otherwise you have one Skultera or the Ripper 2 availble for reserve farming, or else Crystal Flash. Run underwater for the shinecharge and jump into the second Skultera's path to interrupt. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
{
"or": [
{
"resourceMissingAtMost": [
{
"type": "ReserveEnergy",
"count": 0
}
]
},
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"or": [
{
"and": [
"canBePatient",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 5
}
}
]
},
{
"and": [
{
"or": [
"canBeVeryLucky",
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Ripper 2 (green)"
]
],
"excludedWeapons": [
"Super"
]
}
},
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 0
}
]
}
]
}
]
},
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
]
}
]
}
"Gravity"
"h_shinechargeMaxRunway"
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Resets obstacles: R-Mode Dev note: FIXME: Needs to track kill of the Ripper 2 in case this makes door #4 inaccessible. |
|
Due to R-Mode Entry, getting hit by the Sidehopper can only be avoided by a quick Screw Attack after releasing the X-Ray Scope. You can attempt to farm the two ground Sidehoppers for Reserve Energy. Otherwise, you must use a Crystal Flash. Leave the ceiling Sidehopper alive to clear the runway for a shortcharge. Initiate the shinespark in midair so that Samus is in the path to be hit. Entrance condition: {
"comeInWithRMode": {}
}Requires: "h_ZebesIsAwake"
{
"or": [
"ScrewAttack",
{
"and": [
{
"enemyDamage": {
"enemy": "Sidehopper",
"type": "contact",
"hits": 1
}
},
{
"enemyKill": {
"enemies": [
[
"Sidehopper",
"Sidehopper"
]
],
"explicitWeapons": [
"Missile",
"Super",
"PowerBomb",
"Plasma"
]
}
}
]
}
]
}
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"or": [
{
"and": [
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 0
}
]
}
]
},
"canBeVeryLucky"
]
},
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
"canTrickyDodgeEnemies"
"canShinechargeMovementComplex"
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 0
}
}
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Clears obstacles: C Dev note: FIXME: More equipment combinations can work. |
|
The hoppers have a poor energy drop rate. The rightmost two can be killed easily for two chances at a drop, otherwise a Crystal Flash must be used to get reserves. Entrance condition: {
"comeInWithRMode": {}
}Requires: "h_ZebesIsAwake"
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_usePowerBomb",
"h_RModeCanRefillReserves",
{
"or": [
{
"and": [
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 0
}
]
}
]
},
"canBeVeryLucky"
]
},
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
{
"or": [
{
"and": [
{
"getBlueSpeed": {
"usedTiles": 21,
"openEnd": 1
}
},
"canSpeedball"
]
},
"h_bombThings"
]
}
{
"canShineCharge": {
"usedTiles": 21,
"openEnd": 1
}
}
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Clears obstacles: A, B, C |
From: 4
Top Left Junction
To: 4
Top Left Junction
Kill both Sidehoppers for energy, or else Crystal Flash (kill both Sidehoppers anyway so you have the runway free). Use the spikes for pause-abuse interrupt. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
{
"obstaclesCleared": [
"A"
]
}
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 0
}
]
},
{
"or": [
{
"and": [
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 5
}
}
]
},
{
"and": [
"canBeVeryLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
]
}
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 16,
"openEnd": 0
}
},
{
"and": [
{
"spikeHits": 1
},
"canUseIFrames",
{
"canShineCharge": {
"usedTiles": 23,
"openEnd": 0
}
}
]
}
]
}
{
"autoReserveTrigger": {}
}
"canRModePauseAbuseSparkInterrupt"Resets obstacles: R-Mode |
From: 1
Left Door
To: 1
Left Door
Kill the hoppers. Use Spike X-Mode to gain shine charge, then use manual reserve and pause abuse on the spikes to interrupt the shinespark. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
{
"obstaclesCleared": [
"A"
]
}
{
"or": [
{
"and": [
"h_CrystalFlashForReserveEnergy",
"h_usePowerBomb",
"canOffScreenMovement"
]
},
{
"and": [
"h_RModeCanRefillReserves",
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 0
}
]
},
{
"or": [
{
"and": [
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 5
}
}
]
},
{
"and": [
"canBeVeryLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
]
}
]
}
"h_destroyBombWalls"
"h_spikeXModeShinecharge"
"canBeVeryPatient"
"canPauseAbuse"
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Resets obstacles: R-Mode, C |
|
Four Boyons to farm have a poor chance of providing reserve energy. Once you have it, damage down to 20/10/5 energy and jump into the plant with forward moement for shinecharge. Jump high above a Boyon and interrupt, or use the thorns and pause abuse. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Boyon",
"Boyon",
"Boyon"
]
]
}
},
"h_RModeCanRefillReserves",
{
"resourceMissingAtMost": [
{
"type": "Missile",
"count": 0
}
]
},
{
"or": [
{
"and": [
"canBeLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 5
}
}
]
},
{
"and": [
"canBeVeryLucky",
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
]
}
]
}
"canSamusEaterStandUp"
{
"samusEaterCycles": 1
}
"h_shinechargeMaxRunway"
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt" |
|
Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it. Requires: {
"notable": "Frozen Beetom Ice Climb"
}
"canTrickyUseFrozenEnemies"
"canFlatleyJump"
{
"or": [
{
"enemyDamage": {
"enemy": "Beetom",
"type": "contact",
"hits": 9
}
},
{
"and": [
"canBeVeryPatient",
{
"enemyDamage": {
"enemy": "Beetom",
"type": "contact",
"hits": 4
}
}
]
},
{
"and": [
"canBeVeryLucky",
{
"enemyDamage": {
"enemy": "Beetom",
"type": "contact",
"hits": 1
}
},
{
"refill": [
"Energy"
]
}
]
}
]
} |
From: 1
Left Door
To: 1
Left Door
Phantoon will place stationary, invisible flames, which need to be avoided while starting to Crystal Flash. Crystal Flash and have Phantoon spawn on top of Samus to trigger reserves. Requires a lot of luck. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
}
}Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
"canBeVeryLucky"
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
"ammo": {
"type": "Missile",
"count": 10
}
}
{
"ammo": {
"type": "Super",
"count": 10
}
}
{
"ammo": {
"type": "PowerBomb",
"count": 10
}
}Clears obstacles: door_1 |
From: 5
Junction Below Left Item
To: 3
Top Left Item
Use HiJump to reach the water line, wait to morph until fully out of the water, place a Power Bomb at the correct height, and use it to boost just high enough to collect the item. Do not place the Power Bomb at the maximum possible height, but a little lower where it will bounce Samus higher. Requires: {
"notable": "Suitless HiJump Perfect Bomb Boost"
}
"HiJump"
"h_underwaterCrouchJump"
"canBombJumpWaterEscape"
{
"or": [
"canBeVeryLucky",
{
"ammo": {
"type": "PowerBomb",
"count": 8
}
}
]
} |
From: 1
Top Door
To: 2
Right Door
At the bottom of the room, Crystal Flash below a wall pirate to have it walk into Samus. The pirate will randomly walk up and down and wall, but if it sees Samus and jumps across, it will start climbing up the left wall or down the right wall. With a lot of luck, the pirate will sometimes climb down and hit Samus before it goes off camera. Be sure to avoid any stationary, invisible lasers that they might place. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
},
"comesThroughToilet": "no"
}Requires: {
"or": [
"h_artificialMorphMovement",
"canBeVeryLucky"
]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
"ammo": {
"type": "Missile",
"count": 10
}
} |