The ability to enter Morph Ball while in the air, where the vertical space or time in which Samus needs to morph is moderately constrained. There can be an expectation to Morph quickly as well, usually following a jump from the ground. In air physics this includes jumping and morphing in a 4 tile high space, into a morph tunnel that is not at the top of that space. In water physics this includes jumping and morphing in a 3 tile high space (Samus takes up 2.625 tiles when standing).
Dependencies: canTrivialMidAirMorph
|
Entrance condition: {
"comeInShinecharging": {
"length": 9,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark" |
|
Requires: "f_DefeatedBombTorizo"
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 4
Middle Right Door
To: 4
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
{
"or": [
"h_ClimbWithoutLava",
{
"obstaclesNotCleared": [
"B"
]
}
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 28,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 2
},
{
"doorUnlockedAtNode": 5
}
]
},
{
"canShineCharge": {
"usedTiles": 29,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 2
},
{
"doorUnlockedAtNode": 5
},
{
"canShineCharge": {
"usedTiles": 30,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]}
{"nodeId":5,"types":["ammo"],"requires":[]} |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"or": [
{
"and": [
"Plasma",
{
"shineChargeFrames": 160
}
]
},
{
"and": [
"Ice",
"Plasma",
{
"shineChargeFrames": 105
}
]
},
{
"and": [
"Wave",
"Plasma",
{
"shineChargeFrames": 120
}
]
},
{
"and": [
"Charge",
"Ice",
"Wave",
"Spazer",
{
"shineChargeFrames": 105
}
]
},
{
"and": [
{
"or": [
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
},
{
"shineChargeFrames": 130
}
]
},
{
"and": [
"canShinechargeMovementTricky",
"canInsaneJump",
{
"shineChargeFrames": 105
}
]
}
]
}
"canMidAirMorph"
"h_spikeSuitSpikeHitLeniency"
{
"spikeHits": 1
}
"canTrickySpikeSuit"
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
} |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
"h_CrystalSparkWithoutLenience"
]
}
]
}Dev note: No lenience, because Power Bombs can be farmed from the Alcoons. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
}
}Requires: {
"or": [
"Plasma",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"and": [
"Charge",
"Ice",
"Wave",
"Spazer"
]
},
{
"and": [
"canShinechargeMovementTricky",
{
"shineChargeFrames": 175
}
]
}
]
}
"canMidAirMorph"
"h_spikeSuitSpikeHitLeniency"
{
"spikeHits": 1
}
"canTrickySpikeSuit"
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
} |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
From: 1
Left Doorway
To: 1
Left Doorway
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 2
Right Doorway
To: 2
Right Doorway
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
From: 1
Left Door
To: 2
Right Door
Tight movement is needed to enter with a shinecharge, carry it through the morph tunnel, and spark out the right door in time. Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
}
}Requires: "canMidAirMorph"
"canShinechargeMovementTricky"
{
"shineChargeFrames": 175
}
{
"shinespark": {
"frames": 7,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {
"position": "bottom"
}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}Dev note: There doesn't appear to be enough time to spark out in a 'top' position. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 38,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 30,
"steepDownTiles": 9,
"openEnd": 1
}
}
"h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSparkWithoutLenience" Dev note: No lenience, because refilling at the Ship is possible. |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 13,
"openEnd": 0,
"steepUpTiles": 2,
"steepDownTiles": 2
}
}Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 7,
"openEnd": 1,
"steepDownTiles": 1
}
}Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 5
Alcatraz Door
To: 5
Alcatraz Door
Entrance condition: {
"comeInShinecharging": {
"length": 10,
"openEnd": 0,
"steepUpTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, 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 the Geemer as it turns onto the middle slope of the left wall to escape - it helps to freeze the Geemer from below. Alternatively, use a Super to knock it off the wall and freeze it mid-air. Requires: "h_ZebesIsAwake"
"canMidAirMorph"
"canTrickyUseFrozenEnemies"
{
"or": [
"canBeVeryPatient",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
{
"or": [
{
"and": [
"canTrickyDodgeEnemies",
{
"or": [
"canDash",
"h_crouchJumpDownGrab",
"canInsaneJump"
]
}
]
},
{
"and": [
"HiJump",
"canTrickyJump",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
} |
From: 5
Alcatraz Door
To: 8
Central Junction
Requires: "canMidAirMorph" "canCarefulJump" "SpaceJump" |
|
Requires: "HiJump" "canMidAirMorph" "canTrickyDashJump" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 25,
"steepUpTiles": 3,
"steepDownTiles": 3,
"openEnd": 1
}
}
"h_CrystalSpark" |
|
Requires: "h_ZebesIsAwake"
{
"cycleFrames": 1860
}
{
"or": [
{
"resetRoom": {
"nodes": [
3,
4,
6,
7
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"cycleFrames": 420
},
{
"or": [
"ScrewAttack",
"h_useMorphBombs",
{
"and": [
{
"getBlueSpeed": {
"usedTiles": 25,
"steepUpTiles": 3,
"steepDownTiles": 3,
"openEnd": 1
}
},
"canCarefulJump",
"h_blueJump"
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 240
},
"Morph"
]
},
{
"and": [
"Morph",
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"cycleFrames": 420
},
{
"or": [
"h_bombThings",
{
"and": [
"SpaceJump",
"canMidAirMorph",
"canCarefulJump"
]
},
{
"and": [
{
"notable": "Alcatraz Escape"
},
"canPreciseWalljump",
"canConsecutiveWalljump",
"canWallJumpInstantMorph"
]
},
{
"and": [
"canTrickySpringBallJump",
"canTrickyJump"
]
},
{
"and": [
"HiJump",
"canTrickyDashJump",
"canMidAirMorph"
]
}
]
}
]
}
]
}Resets obstacles: R-Mode Farm cycle drops: 11 Geemer (blue) Dev note: A two-way farming strat could be added, e.g. if it is possible to reset the room at both the top-right and the bottom. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 6,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 14,
"openEnd": 0,
"steepUpTiles": 1,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "Wave" "h_CrystalSpark" |
|
Requires: {
"obstaclesCleared": [
"B"
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 18,
"steepUpTiles": 1,
"steepDownTiles": 1,
"openEnd": 1
}
},
{
"and": [
{
"canShineCharge": {
"usedTiles": 19,
"steepUpTiles": 1,
"steepDownTiles": 1,
"openEnd": 1
}
},
{
"doorUnlockedAtNode": 1
}
]
}
]
}
"h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Shinecharge before touching the acid. Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: FIXME: A variant could be added which dips into the acid, but we are not including first-try Crystal Sparks. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 0,
"steepUpTiles": 1,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: FIXME: There could be an in-room Crystal Spark in the middle of the room. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 0,
"steepUpTiles": 1,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark" |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Jump to lay a Power Bomb above ground height, to both break the Power Bomb blocks and kill the Beetoms. The top two Space Pirates will also be killed. Requires: {
"cycleFrames": 650
}
{
"resetRoom": {
"nodes": [
2
]
}
}
"h_usePowerBomb"
{
"or": [
"canMidAirMorph",
"h_useSpringBall"
]
}Clears obstacles: A Farm cycle drops: 2 Beetom, 2 Green Space Pirate (standing) |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Middle Right Door
To: 2
Middle Right Door
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 1150
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3,
4
]
}
},
{
"cycleFrames": 1400
}
]
}
]
}
{
"or": [
{
"haveBlueSuit": {}
},
"ScrewAttack",
"Wave",
"Spazer",
"Plasma",
{
"and": [
"Charge",
"canDodgeWhileShooting",
{
"cycleFrames": 500
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 240
}
]
}
]
}
"h_usePowerBomb"
{
"or": [
"canMidAirMorph",
"h_useSpringBall"
]
}Resets obstacles: A Farm cycle drops: 5 Green Space Pirate (standing), 2 Beetom Dev note: This strat mainly exists as a way to farm Beetoms in case the room cannot be reset at node 2; in this case, the Pirates along the way come almost for free, and it also works at node 2. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 3
},
{
"doorUnlockedAtNode": 4
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 3
},
{
"doorUnlockedAtNode": 4
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
|
Requires: "h_shinechargeMaxRunway"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, since the Kagos are a reasonable enough Power Bomb farm. |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "Gravity"
{
"canShineCharge": {
"usedTiles": 29,
"steepUpTiles": 5,
"steepDownTiles": 1,
"openEnd": 0
}
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Scisers. |
|
Requires: "canWaterShineCharge"
{
"canShineCharge": {
"usedTiles": 20,
"openEnd": 1
}
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_underwaterCrystalSparkWithoutLenience"
]
},
"h_underwaterCrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Scisers. |
|
Requires: {
"canShineCharge": {
"usedTiles": 33,
"steepUpTiles": 2,
"steepDownTiles": 5,
"openEnd": 0
}
}
{
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
"h_CrystalSparkWithoutLenience"
]
}
]
}Dev note: No lenience, because Power Bombs can be farmed from the Scisers. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 3
Junction (Left side Pit)
To: 1
Left Door
Find the Choot that is closest to the surface of the water, crouch jump under it and damage boost onto the dry platform to the left. Requires: {
"notable": "Suitless Damage Boost Water Escape"
}
"canSuitlessMaridia"
"canHorizontalDamageBoost"
"h_underwaterCrouchJump"
{
"enemyDamage": {
"enemy": "Choot",
"type": "contact",
"hits": 1
}
} |
From: 4
Junction (Right side Pit)
To: 2
Right Door
In the center of the room, freeze the Skultera at the highest point in its cycle. Then use a max height Spring Ball jump to escape the water and land on the above platform. Use spacejump to continue to the door. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "h_underwaterMaxHeightSpringBallJump" "SpaceJump" |
|
Use one of the pillars to spin jump to the waterline then bounce on the surface, or crouch jump from a pillar and down grab onto a Kamer platform. Once on the top of the room, Space Jump to the right door. Requires: "canSuitlessMaridia"
"HiJump"
"SpaceJump"
{
"or": [
"canSpaceJumpWaterBounce",
"h_underwaterCrouchJumpDownGrab"
]
} |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Crouch jump down grab to get over the first two pillars. For the third pillar, crouch jump to time a damage boost on the Skultera. The initial jump is fairly lenient; jump approximately when the fish is over the sloped tile a few tiles away from Samus, Hold down at any time after jumping, then down grab the ledge by also pressing forward 10 to 30 frames after Samus' Energy lowers. With Morph, the jump is much tighter, with a 15 frame window, but the the forward press is no longer necessary, as the fish boosts Samus onto the ledge. Requires: {
"notable": "Suitless Damage Boost Underwater Pillar"
}
"canSuitlessMaridia"
"canTrickyJump"
"canNeutralDamageBoost"
"h_underwaterCrouchJump"
{
"or": [
{
"and": [
"canDownGrab",
{
"noBlueSuit": {}
}
]
},
"canMidAirMorph"
]
}
{
"enemyDamage": {
"enemy": "Skultera",
"type": "contact",
"hits": 1
}
} |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Crouch jump down grab to get onto the first pillar. This can be done by holding shoot to prevent the use of the flash suit. Jump out then diagonally spark back onto the platform just above the first pillar to use the least amount of Energy. Requires: "canSuitlessMaridia"
"h_underwaterCrouchJumpDownGrab"
"h_storedSpark"
{
"shinespark": {
"frames": 9,
"excessFrames": 4
}
} |
From: 4
Junction (Right side Pit)
To: 4
Junction (Right side Pit)
Requires: "Gravity"
{
"canShineCharge": {
"usedTiles": 22,
"steepUpTiles": 3,
"steepDownTiles": 3,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 10,
"openEnd": 0,
"steepUpTiles": 2,
"steepDownTiles": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Lower Section - Bottom Left Door
To: 1
Lower Section - Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 23,
"openEnd": 0,
"steepUpTiles": 1,
"steepDownTiles": 6
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 5
Lower Section - Bottom Right Door
To: 5
Lower Section - Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0,
"steepDownTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 23,
"steepUpTiles": 6,
"steepDownTiles": 1,
"openEnd": 1
}
},
{
"and": [
{
"canShineCharge": {
"usedTiles": 24,
"steepUpTiles": 6,
"steepDownTiles": 1,
"openEnd": 1
}
},
{
"doorUnlockedAtNode": 1
}
]
},
{
"and": [
"Gravity",
"h_shinechargeMaxRunway"
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]} |
|
Requires: {
"canShineCharge": {
"usedTiles": 19,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 31,
"openEnd": 0
}
},
{
"and": [
{
"obstaclesCleared": [
"C"
]
},
{
"canShineCharge": {
"usedTiles": 43,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark" |
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item
While carrying a blue suit, take damage from the Reo after mid-air morphing, to get a boost from it. It helps to crouch jump, using X-Ray to cancel the shinecharge if needed. A standing jump can also work, but with more precision. It is best to unmorph as soon as possible after taking damage, while Samus still has knockback. A slightly later unmorph, after knockback expires, can also work but depends on collision oscillation. Requires: {
"haveBlueSuit": {}
}
{
"notable": "Ceiling Damage Boost"
}
"h_ZebesIsAwake"
{
"tech": "canNeutralDamageBoost"
}
"canMidAirMorph"
"canTrickyDodgeEnemies"
{
"or": [
{
"and": [
"h_blueSuitXRayCancelShinecharge",
"canCrouchJump"
]
},
"canInsaneJump"
]
}
{
"enemyDamage": {
"enemy": "Reo",
"type": "contact",
"hits": 1
}
}Dev note: Technically a blue suit would not be required for this strat, so the `haveBlueSuit` requirement could be dropped, but without a blue suit there would be no reason to do it this way, and the name would be misleading. |
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item
Reveal the item and then setup to jump into an IBJ. As Samus starts falling, unmorph to extend Samus' hitbox high enough to reach the item after bouncing on the bomb. Requires: "canCrouchJump"
"canMidAirMorph"
{
"tech": "canJumpIntoIBJ"
}
"canUnmorphBombBoost"Dev note: It is a JumpIntoIBJ that bounces on a single bomb or Power Bomb. |
From: 2
Top Left Door
To: 2
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally. Requires: "h_ZebesIsAwake"
{
"or": [
"h_usePowerBomb",
{
"and": [
{
"obstaclesCleared": [
"B"
]
},
"Morph"
]
},
{
"obstaclesCleared": [
"C"
]
}
]
}
{
"or": [
{
"obstaclesCleared": [
"A"
]
},
"ScrewAttack",
{
"haveBlueSuit": {}
},
{
"and": [
"h_useMorphBombs",
"canMidAirMorph"
]
}
]
}
"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canCameraManip"Clears obstacles: A, B Dev note: FIXME: It is possible to ceiling ice clip the top block. |
|
Requires: {
"or": [
"h_usePowerBomb",
{
"obstaclesCleared": [
"C"
]
}
]
}
"h_useMorphBombs"
{
"or": [
{
"and": [
"SpaceJump",
"canMidAirMorph"
]
},
"canLongIBJ",
{
"and": [
"canConsecutiveWalljump",
"canWallJumpInstantMorph"
]
}
]
}Clears obstacles: A, B, C |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 9,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_ZebesNotAwake" "h_CrystalSpark" |
|
Requires: {
"obstaclesCleared": [
"C"
]
}
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 30,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 14,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
"h_CrystalSpark"Clears obstacles: A |
|
Requires: {
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
"h_CrystalSpark"Dev note: FIXME: There could be a variant with a max runway that uses the bottom runway, but it can only be used once and would be slow to retry. |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Collects items: 5 |
From: 2
Top Right Door
To: 2
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 20,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 20,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Firefleas. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 16,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Firefleas. |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 16,
"openEnd": 1
}
},
{
"and": [
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
]
}
]
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]}Dev note: No lenience, because Power Bombs can be farmed from the Firefleas. |
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 3
Above Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: A |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Requires: {
"obstaclesNotCleared": [
"A"
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 5
},
{
"doorUnlockedAtNode": 6
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 5
},
{
"doorUnlockedAtNode": 6
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Clears obstacles: A Unlocks doors: {"nodeId":5,"types":["ammo"],"requires":[]}
{"nodeId":6,"types":["ammo"],"requires":[]} |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: A |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Enter with G-Mode. Jump to the top of the shaft. Place a Power Bomb against the ceiling next to the shot block (do not touch the scroll block). Drop back to the bottom of the shaft, roll against the bomb block until Samus passes through. Jump through the crumble block and through the morph tunnel. Once Samus can stand up, do so and use X-Ray to switch to R-Mode: be sure to hold X-Ray until it fully widens. Bomb the block, roll back through the tunnel and stop next to the crumble block. Use a Power Bomb or Five-Bomb Drop to clear the lower bomb block. Wait next to the crumble block until the global Zeela is visible coming down the right wall. Wait until the last possible moment to touch the crumbe block and allow the Zeela through, and immediately roll away to avoid getting hit by it. Lead it back through the Morph tunnel. Jump up to the box with the item. Wait for the Zeela to leave if needed, then Crystal Flash inside. Damage back down using the Zeela. If this needs multiple laps, use a Super to knock it down off the right wall before it can enter the item box. Lead it back through the Morph tunnel and into the Etecoons shaft. Let the Zeela pass going up the left wall and wait until it has moved far enough up before using a Crystal Flash. Use the Zeela to damage back down, shinecharge on the runway, and jump into the Zeela to interrupt. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "Morph"
"h_usePowerBomb"
"canMidAirMorph"
"h_bombThings"
{
"or": [
"h_usePowerBomb",
{
"and": [
"Charge",
"h_useMorphBombs"
]
}
]
}
"canBeVeryPatient"
"h_CrystalFlashForReserveEnergy"
{
"or": [
{
"disableEquipment": "ETank"
},
{
"resourceAtMost": [
{
"type": "ReserveEnergy",
"count": 5
}
]
}
]
}
{
"or": [
"canConsecutiveWalljump",
"canLongIBJ",
"SpaceJump"
]
}
{
"or": [
{
"disableEquipment": "ETank"
},
{
"ammo": {
"type": "Super",
"count": 3
}
}
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
},
{
"and": [
"h_frozenEnemyRunway",
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"canShineCharge": {
"usedTiles": 18,
"openEnd": 1
}
}
]
}
]
}
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Clears obstacles: A |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Requires: {
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 15
Right Etecoon Shaft - Upper Tunnel Entrance
Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
{
"and": [
"canTrivialMidAirMorph",
{
"or": [
"SpaceJump",
"canConsecutiveWalljump"
]
}
]
},
{
"and": [
"canIBJ",
"canBombHorizontally"
]
}
]
}Dev note: Doable with just a very long IBJ, but if bombing horizontally is too hard, that will be too. |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 10
Right Etecoon Shaft - Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_CrystalSparkWithoutLenience",
"h_MissileRefillStationAllAmmo"
]
}
]
}Dev note: No lenience, if the refill station refills Power Bombs. |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
From: 2
Top Right Door
To: 2
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 10,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 0
}
},
{
"and": [
{
"obstaclesCleared": [
"B"
]
},
{
"canShineCharge": {
"usedTiles": 30,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Dev note: FIXME: This door's runway is long enough to add a version that uses it while entering, but the hopper needs to be dealt with. |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 20,
"openEnd": 0
}
},
{
"and": [
"h_shinechargeMaxRunway",
"can4HighMidAirMorph",
"canInsaneJump"
]
}
]
}
"h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 32,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: A Dev note: More tiles are available, but the ceiling is low. |
From: 2
Right Side - Top Door
To: 2
Right Side - Top Door
Entrance condition: {
"comeInShinecharging": {
"length": 17,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: A |
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 3
Left Side - Top Middle Door (Main Entrance)
Entrance condition: {
"comeInShinecharging": {
"length": 24,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 7
Right Side - Door Behind Super Block
To: 7
Right Side - Door Behind Super Block
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 8
Right Side - Bottom Door
To: 8
Right Side - Bottom Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: D |
|
Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
|
Farm the Zeb pipe just above the 'main' left door. Shinecharge on the ledge below, then hop back up and get interrupted by a Zeb. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
}
{
"refill": [
"Energy"
]
}
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt"Clears obstacles: F |
From: 9
Left Side - Bottom Door
To: 4
Left Side - Door Behind Power Bomb Blocks
Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Overload PLMs using the camera scroll blocks on the path upward, then go through the bomb blocks. Go up to the Sidehopper pit and go up through the crumble blocks and through to the next room. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canComplexGMode" "h_CrystalFlash" "canMidAirMorph" Exit condition: {
"leaveWithGMode": {
"morphed": false
}
} |
From: 9
Left Side - Bottom Door
To: 9
Left Side - Bottom Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
From: 13
Central Junction
To: 4
Left Side - Door Behind Power Bomb Blocks
The Crumble Block next to the Power Bomb Blocks does not respawn, so it's possible to enter from this door, grab the items, and return without breaking the Power Bomb blocks. Requires: {
"notable": "Return Through Crumble Blocks"
}
"canMidAirMorph"
{
"obstaclesCleared": [
"C"
]
} |
From: 13
Central Junction
To: 4
Left Side - Door Behind Power Bomb Blocks
Freeze a Zeb inside of the crumble blocks below the entrance to the Power Bomb room and use it to get stuck inside the crumble blocks, breaking them. Repeatedly freeze a left facing Zeb from the enemy spawner lower in the room. Freeze it close to the right side of the crumble block so that Samus will attach to the enemy when rolling into it. Finally, jump with Bombs or SpringBall to break the crumble block. Requires: {
"notable": "Wall Ice Clip the Mission Impossible Crumble Blocks"
}
"canWallIceClip"
"Wave"
{
"or": [
"h_useSpringBall",
{
"and": [
"canMidAirMorph",
"h_useMorphBombs"
]
}
]
}Clears obstacles: C |
|
Requires: {
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 14
G-Mode Morph, Behind the Power Bomb Blocks
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers, or in front of the bomb block at the top left door. Safely kill the enemies, then mid-air morph and go through the crumble blocks. Requires: "canGMode" "canMidAirMorph" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
{
"obstaclesNotCleared": [
"B"
]
}
{
"canShineCharge": {
"usedTiles": 16,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: A |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0,
"steepDownTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 21,
"openEnd": 0,
"steepDownTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 21,
"steepUpTiles": 2,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 9,
"openEnd": 0,
"steepDownTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 16,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 16,
"openEnd": 1
}
},
{
"and": [
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]} |
|
Requires: "Gravity"
"h_shinechargeMaxRunway"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Zeros. |
From: 3
Dry Platform Junction
To: 3
Dry Platform Junction
Requires: {
"canShineCharge": {
"usedTiles": 32,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 3
Dry Platform Junction
To: 3
Dry Platform Junction
Requires: {
"or": [
"SpaceJump",
"canPreciseWalljump",
"canTrickySpringBallJump",
{
"and": [
"h_useSpringBall",
"canIBJ",
{
"tech": "canJumpIntoIBJ"
}
]
}
]
}
{
"canShineCharge": {
"usedTiles": 32,
"openEnd": 1
}
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Zeros. Only Includes methods to get to 3 quickly. FIXME: With a heated room and the vanilla 5 Energy from small drops, farming would not be possible without Varia, Gravity, or energy free shinesparks. |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: The Yapping Maw won't notice Samus if she doesn't fall off the ledge, so there should be no risk of crashing the game. |
From: 3
Top Right Door
To: 3
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Run into the leftmost Sidehopper with blue speed, then Crystal Spark on the solid ground at the end of the runway. Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 21,
"openEnd": 0,
"minExtraRunSpeed": "$1.1"
},
"comesInHeated": "no"
}Requires: "canShinechargeMovementComplex"
{
"canShineCharge": {
"usedTiles": 24,
"openEnd": 0
}
}
"h_CrystalSpark"Clears obstacles: A, B Dev note: An in-room variant is not included, because it would require resetting the room each attempt and dealing with the Sidehoppers. |
|
Requires: {
"obstaclesCleared": [
"B"
]
}
"canNeutralDamageBoost"
{
"or": [
"canMidAirMorph",
"canCarefulJump"
]
}
{
"thornHits": 1
} |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"canBePatient",
{
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
"canIBJ",
"canSpringBallJumpMidAir"
]
},
"h_CrystalSparkWithoutLenience"
]
}
]
}Dev note: Lenience is not included for variants that can kill the Zeros and climb back up quickly. |
From: 1
Top Left Door
To: 1
Top Left Door
It takes around 3 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. One setup is to do regular jumps while aiming down until the camera stops lowering, and then let the Zero move off camera. And then crouch jump and morph directly into it, while holding right. Requires: "canBeVeryPatient"
"canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_crouchJumpDownGrab"
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
}Exit condition: {
"leaveWithGModeSetup": {}
} |
From: 2
Middle Left Door
To: 2
Middle Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Clears obstacles: B Dev note: No lenience, because Power Bombs can be farmed from the Zeros. |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. One setup is to do regular jumps while aiming down until the camera stops lowering, and then let the Zero move off camera. And then crouch jump and morph directly into it, while holding right. Requires: "canBeVeryPatient"
"canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_crouchJumpDownGrab"
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
}Exit condition: {
"leaveWithGModeSetup": {}
} |
|
Let the Zero (Caterpillar) climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. One setup is to do regular jumps while aiming down until the camera stops lowering, and then let the Zero move off camera. And then crouch jump and morph directly into it, while holding right. Requires: "canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"canCrouchJump"
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
} |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Zeros. |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
{
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
"canIBJ",
"canSpringBallJumpMidAir"
]
},
"h_CrystalSparkWithoutLenience"
]
}
]
}Dev note: Lenience is not included. Only variants that can kill the Zeros and climb back up quickly are included. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a good Power Bomb farm. |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. One setup is to do regular jumps while aiming down until the camera stops lowering, and then let the Zero move off camera. And then crouch jump and morph directly into it, while holding right. Requires: "canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"canCrouchJump"
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
}Exit condition: {
"leaveWithGModeSetup": {}
}Dev note: It takes around 50 seconds to get the Zero to this door. |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
{
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
"canIBJ",
"canSpringBallJumpMidAir"
]
},
"h_CrystalSparkWithoutLenience"
]
}
]
}Dev note: Lenience is not included for variants that can kill the Zeros and climb back up quickly. |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Requires: {
"obstaclesCleared": [
"A"
]
}
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 0
}
}
{
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
{
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
"canIBJ",
"canSpringBallJumpMidAir"
]
},
"h_CrystalSparkWithoutLenience"
]
}
]
}
{
"resetRoom": {
"nodes": [
5
]
}
}Clears obstacles: A Resets obstacles: B Dev note: Lenience is not included for variants that can kill the Zeros and climb back up quickly. Requires resetting the room at 5, to prevent requiring doing something slow to open the gate. |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
It takes around 2 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. One setup is to do regular jumps while aiming down until the camera stops lowering, and then let the Zero move off camera. And then crouch jump and morph directly into it, while holding right. Requires: "canBePatient"
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"obstaclesCleared": [
"A"
]
}
]
}
"canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_crouchJumpDownGrab"
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
}Exit condition: {
"leaveWithGModeSetup": {}
} |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Open the gate, farm the Cacatacs and Zeros, while leading one back up to the Morph tunnel. Shinecharge under the gate, then get hit by the Zero to interrupt. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"ammo": {
"type": "Super",
"count": 1
}
}
"Morph"
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"or": [
{
"and": [
{
"resourceMissingAtMost": [
{
"type": "Super",
"count": 1
}
]
},
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
},
{
"and": [
{
"resourceMissingAtMost": [
{
"type": "PowerBomb",
"count": 0
}
]
},
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 15
}
}
]
}
]
}
]
}
]
}
{
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
"canIBJ",
"canSpringBallJumpMidAir",
"canTrickyUseFrozenEnemies",
{
"and": [
"canNeutralDamageBoost",
{
"or": [
{
"and": [
"canTrickyDodgeEnemies",
"h_crouchJumpDownGrab",
{
"enemyDamage": {
"enemy": "Cacatac",
"type": "spike",
"hits": 1
}
}
]
},
{
"and": [
"canMidAirMorph",
"canTrickyJump",
"canCrouchJump",
{
"enemyDamage": {
"enemy": "Zero",
"type": "contact",
"hits": 1
}
}
]
}
]
}
]
}
]
}
"canBePatient"
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 0
}
}
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Clears obstacles: A, B |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a save. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
"h_CrystalSparkWithoutLenience",
{
"or": [
"Grapple",
"SpaceJump"
]
}
]
}
]
}Dev note: No lenience, for variants that can quickly farm Power Bombs from the Firefleas. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, because Power Bombs can be farmed from the Firefleas. |
|
Avoid getting blue until the end of the runway. It is possible to farm Power Bombs from the Beetom below. Entrance condition: {
"comeInShinecharging": {
"length": 10,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
"h_CrystalSpark",
{
"and": [
"h_enemyDrops",
"canBePatient",
"h_CrystalSparkWithoutLenience"
]
}
]
} |
From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Clears obstacles: A Dev note: No lenience, because the Power Bomb will kill the Beetom which will give a Power Bomb. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a good Power Bomb farm. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 5
Top Right Door
To: 5
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 7
Junction (Bottom of Room)
To: 7
Junction (Bottom of Room)
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 3
},
{
"doorUnlockedAtNode": 4
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 3
},
{
"doorUnlockedAtNode": 4
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":4,"types":["ammo"],"requires":[]} |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Top Right Door
To: 2
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" "h_MissileRefillStationAllAmmo" Dev note: No lenience, if the refill station refills Power Bombs. This room is shorter than the 3 tile limit normally used for these strats; it is only included if it can refill Power Bombs. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Clears obstacles: door_1 |
|
Requires: {
"or": [
"f_DefeatedKraid",
{
"obstaclesCleared": [
"f_DefeatedKraid"
]
}
]
}
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"or": [
{
"or": [
"f_DefeatedKraid",
{
"obstaclesCleared": [
"f_DefeatedKraid"
]
}
]
},
"h_KraidCameraFix"
]
}
"h_CrystalSpark"Clears obstacles: door_2 |
|
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a save. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
},
{
"and": [
{
"obstaclesCleared": [
"A"
]
},
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"types":["ammo"],"requires":[]} |
|
Requires: {
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
}
"h_CrystalSpark"Dev note: FIXME: Coming in from the left would incorrectly require a Super to get here and another to return. |
|
Requires: {
"obstaclesCleared": [
"C"
]
}
{
"or": [
{
"canShineCharge": {
"usedTiles": 17,
"openEnd": 1
}
},
{
"and": [
{
"obstaclesNotCleared": [
"D"
]
},
{
"canShineCharge": {
"usedTiles": 31,
"openEnd": 1
}
}
]
}
]
}
"h_CrystalSpark"Dev note: FIXME: This assumes the left door is not a Power Bomb locked door. Otherwise Samus would need to shinecharge the other direction and would break the floor blocks |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 3
Top Right Door
To: 3
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
"canMidAirMorph",
"h_useSpringBall",
"canIBJ"
]
}
{
"obstaclesCleared": [
"A"
]
} |
|
Requires: "h_usePowerBomb"
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"canIBJ"
]
}Clears obstacles: A, B, C |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 6,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "canTrickyDodgeEnemies" "h_CrystalSpark" |
From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "h_useMorphBombs"
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"canIBJ"
]
} |
|
Requires: {
"haveBlueSuit": {}
}
"Morph"
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"canIBJ"
]
} |
From: 6
Middle Right Door
To: 6
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0,
"gentleUpTiles": 2
}
}Requires: "h_heatedCrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" Dev note: Only one of the two shot block tiles are included in the runway to prevent needing to move much before Crystal Sparking. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Use a very well timed and precise walljump into morph to hit the global Sova so that the damage bonks Samus up to the door ledge. Aim for the lowest part of slope looking wall tile, where it does not look possible to make contact with a walljump, and fully delay the jump. To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again. Requires: {
"notable": "Sova Morph Only Boost"
}
"canInsaneWalljump"
"canMidAirMorph"
"canNeutralDamageBoost"
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 1050
} |
From: 4
Bottom Junction (Cleared Runway)
To: 4
Bottom Junction (Cleared Runway)
Requires: "h_shinechargeMaxRunway" "h_heatedCrystalSpark" |
From: 5
Bottom Right Junction
To: 2
Right Door
Wait for the global Sova to begin climbing the wall below the door. Time a crouch jump to touch the Sova as it begins to climb lip of the ledge to the door. Just before the collision, place a Bomb or Power Bomb. Reserves will activate which will suspend Samus in the air on top of the Bomb while it explodes. This will give two height boosts, allowing Samus to reach the door. Requires: {
"notable": "Sova Boost"
}
{
"obstaclesNotCleared": [
"R-Mode"
]
}
"h_bombThings"
"canMidAirMorph"
"canTrickyJump"
"canCrouchJump"
"canManageReserves"
"canCameraManip"
{
"heatFrames": 830
}
{
"autoReserveTrigger": {
"minReserveEnergy": 85
}
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 90
} |
From: 5
Bottom Right Junction
To: 2
Right Door
Wait for the global Sova to begin climbing the wall below the door. Have Reserves set to manual and couch jump up above the Sova as it turns the lip of the ledge. Before touching the Sova, pause, so that Samus will recieve a small damage boost followed by pause screen appearing. Set Reserves back to auto which will end Samus' i-frames enabling a second damage boost. Without Morphball, this requires a blind damage boost. Requires: {
"notable": "Sova Boost"
}
{
"obstaclesNotCleared": [
"R-Mode"
]
}
"canCrouchJump"
"canInsaneJump"
{
"or": [
"canMidAirMorph",
"canOffScreenMovement"
]
}
"canCameraManip"
"canReserveDoubleDamageBoost"
{
"heatFrames": 830
}
{
"autoReserveTrigger": {
"minReserveEnergy": 85
}
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 90
} |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 28,
"gentleUpTiles": 3,
"gentleDownTiles": 3,
"openEnd": 0
}
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Kagos is a reasonable enough Power Bomb farm. |
|
Enter with R-Mode, disable any E-Tanks and farm the Kago to put Energy into reserves. Get into postion under the top blocks and disable Varia. Time a down jump to reach the apex as reserves trigger. Release down during the reserve refill. A mid air morph increases the frame window Samus can clip through the blocks. Entrance condition: {
"comeInWithRMode": {}
}Requires: "h_heatProof"
"canMidAirMorph"
"canRModeStandupClip"
"h_RModeCanRefillReserves"
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 100
}
}
{
"disableEquipment": "Varia"
}
{
"autoReserveTrigger": {
"implicitHeatFrames": "suitless"
}
}
{
"suitlessHeatFrames": 30
}Dev note: FIXME: Add suitless version. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Requires: "Grapple"
{
"heatFrames": 155
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 35
}
]
},
{
"heatFrames": 80
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 15
}
]
} |
|
Requires: "Grapple"
{
"heatFrames": 165
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 20
}
]
},
{
"heatFrames": 90
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Requires: "canDash"
"Grapple"
{
"heatFrames": 145
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 20
}
]
},
{
"heatFrames": 90
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 6,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Jump from below the respawning shot block into a Crystal Flash. Use Grappling Beam as the Crystal Flash finishes to be placed next to the door. Do not aim down as the Crystal Flash finishes. Requires: "h_heatProof" "h_jumpIntoCrystalFlashClip" "Grapple" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a save. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a save. |
|
Requires: "h_shinechargeMaxRunway"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_CrystalSparkWithoutLenience"
]
},
"h_CrystalSpark"
]
}Dev note: No lenience, since the Beetoms are a good Power Bomb farm. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Requires: "h_heatProof"
"canMidAirMorph"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"cycleFrames": 320
}
{
"or": [
{
"and": [
"canDash",
{
"or": [
"Plasma",
{
"and": [
"Spazer",
{
"cycleFrames": 20
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 40
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 15
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 30
}
]
},
{
"cycleFrames": 200
}
]
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 50
}
]
}
]
}Collects items: 3 Farm cycle drops: 1 Geruta |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Violas are a good Power Bomb farm. |
From: 2
Middle Left Door
To: 2
Middle Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0,
"gentleUpTiles": 2
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Violas are a good Power Bomb farm. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Violas are a good Power Bomb farm. |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 3
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Violas are a good Power Bomb farm. |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Violas are a good Power Bomb farm. |
|
Requires: {
"canShineCharge": {
"usedTiles": 16,
"openEnd": 1
}
}
"h_heatedCrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Use a Crystal Flash to clip through the ceiling, where there is one solid tile with 2 empty tiles above it. Use Grapple as the Crystal Flash is ending to be forced above the solid tile. Requires: "h_heatProof" "h_jumpIntoCrystalFlashClip" "Grapple" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. |
|
The right and left runways are the same length, use whichever side has a door that can be opened. Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 1
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
}
]
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 1
}
}
]
}
]
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]}
{"nodeId":2,"types":["ammo"],"requires":[]}Dev note: No lenience, since the Gamets are a good Power Bomb farm. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. |
From: 4
Gamet Farm Junction
To: 3
Top Door
Position below the door, jump when Samus reaches 7 Energy, and mid-air morph, timed so that reserves trigger while Samus still has upward momentum just before Samus would hit the door. If done properly, the R-mode standup will cause Samus to clip past the door shell. With a mid-air morph, this has a 5-frame window for the jump. Otherwise, with a jump aim-down it has a 3-frame window. If Spring Ball is available, jumping in Spring Ball increases the window to 6 frames. In any case, it may help to pause abuse: instead of jumping at a precise Energy value, set reserves to manual, wait until Samus is close to zero Energy, and press pause a moment before jumping, so that Samus is at 0 energy and in position just below the door when the pause hits. Then set reserves to auto (and re-equip Varia if available), and unpause. Requires: {
"obstaclesCleared": [
"R-Mode"
]
}
"canDash"
"canRModeStandupClip"
"canInsaneJump"
{
"or": [
"canMidAirMorph",
"canBeVeryPatient"
]
}
{
"heatFrames": 210
}
{
"disableEquipment": "Varia"
}
{
"autoReserveTrigger": {}
}
{
"heatFrames": 5
}Bypasses door shell: true |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
To optimize the Grapple swings for minimal heat damage, 1) hold forward and angle-up the entire time, 2) press down to extend Grapple immediately after each Grapple attachment, 3) release Grapple soon after Samus swings past vertical, 4) re-press Grapple as quickly as possible after release. If there is no runway (or only 1 tile) to gain momentum from the neighboring room, it is faster to begin grappling as quickly as possible, rather than doing a big jump. Requires: "Grapple"
{
"heatFrames": 320
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
"canComplexCarryFlashSuit",
{
"heatFrames": 130
}
]
}
]
} |
|
To optimize the Grapple swings for minimal heat damage, 1) hold forward and angle-up the entire time, 2) press down to extend Grapple immediately after each Grapple attachment, 3) release Grapple soon after Samus swings past vertical, 4) re-press Grapple as quickly as possible after release. If there is no runway (or only 1 tile) to gain momentum from the neighboring room, it is faster to begin grappling as quickly as possible, rather than doing a big jump. Requires: "Grapple"
{
"heatFrames": 320
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
"canComplexCarryFlashSuit",
{
"heatFrames": 130
}
]
}
]
} |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Requires: {
"or": [
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
}
]
}
"h_heatedCrystalSpark"Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]}
{"nodeId":2,"types":["ammo"],"requires":[]} |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_enemyDrops" "h_heatedCrystalSpark" Dev note: It is expected that Samus will get hit by the Dragon's fireballs, but also that she can grab the Sova's drop each attempt to regain what was lost. |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. While the item block is breaking, turn around to perform a Flatley jump to collect the item and jump to the ledge item in one motion. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canFlatleyJump"
"canTrickyDodgeEnemies"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
],
[
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 260
}
"h_trickyToCarryFlashSuit"Clears obstacles: A Collects items: 3 |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canTrickyJump"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
],
[
"Dragon",
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 270
}
"h_trickyToCarryFlashSuit"Clears obstacles: A |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. A second Power Bomb will be needed to clear the remaining Dragons for the return trip. Requires: "canDash"
{
"notable": "Power Bomb with Damage Boost"
}
"canTrickyJump"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
"enemyDamage": {
"enemy": "Dragon",
"type": "fireball",
"hits": 1
}
}
{
"enemyKill": {
"enemies": [
[
"Dragon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 180
}
"h_trickyToCarryFlashSuit"Dev note: Would be better if we could model 1 PB consumed + dragons half-dead. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 5,
"openEnd": 0,
"gentleDownTiles": 1
}
}Requires: "h_shinechargeMaxRunway"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0,
"gentleUpTiles": 3,
"gentleDownTiles": 1
}
}Requires: "Wave"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. |
From: 2
Top Right Door
To: 2
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 2
Top Right Door
To: 2
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 1
Left Shaft - Top Left Door
To: 1
Left Shaft - Top Left Door
Store the shinecharge while falling off the ledge then quickly morph and place the Power Bomb on the descent. Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 1
}
}Requires: "canShinechargeMovementTricky"
"canInsaneJump"
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Alcoons are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Alcoons are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"gentleUpTiles": 4,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 13,
"gentleUpTiles": 4,
"openEnd": 0
}
}
]
}
]
}
{
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Alcoons are a good Power Bomb farm. |
From: 3
Left Shaft - Middle Right Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Alcoons are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 3
Left Shaft - Middle Right Door
To: 7
Left Shaft - Middle Junction
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 120
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 110
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 150
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 155
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 180
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 45
}
]
}
]
} |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Alcoons are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Requires: "canComplexGMode"
{
"or": [
"canWalljump",
"HiJump",
"SpaceJump",
"h_heatedCrouchJumpDownGrab",
"Wave"
]
}
{
"heatFrames": 950
}
{
"or": [
"canTrickyJump",
"Wave",
"Spazer",
"Plasma",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"enemyDamage": {
"enemy": "Alcoon",
"type": "fireball",
"hits": 1
}
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
} |
|
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 130
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 115
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 150
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 155
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 180
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 40
}
]
}
]
} |
From: 5
Far Right Door
To: 5
Far Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 100
}
]
},
{
"and": [
"canWalljump",
"ScrewAttack",
{
"heatFrames": 85
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 95
}
]
},
{
"and": [
"HiJump",
"ScrewAttack",
{
"heatFrames": 75
}
]
},
{
"and": [
"HiJump",
"Plasma",
{
"heatFrames": 70
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 100
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 115
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 120
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 30
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]}
{"types":["powerbomb"],"requires":[{"heatFrames":70}]}Dev note: The heat frames account for bad scenarios of where the Multiviola may be (entering from node 4), which is why Screw Attack can be helpful. |
From: 6
Left Shaft - Top Junction
To: 1
Left Shaft - Top Left Door
Requires: "canDash"
{
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 80
}
]
},
{
"and": [
"canWalljump",
"ScrewAttack",
{
"heatFrames": 60
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 80
}
]
},
{
"and": [
"HiJump",
"ScrewAttack",
{
"heatFrames": 60
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 80
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 80
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 90
}
]
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 8,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
|
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 75
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 60
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 110
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 95
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 120
}
]
}
]
} |
From: 7
Left Shaft - Middle Junction
To: 4
Left Shaft - Top Right Door
Requires: "canDash"
{
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 55
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 40
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 90
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 75
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 100
}
]
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 4,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 150
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 110
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 270
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
"h_heatedCrouchJumpDownGrab",
{
"enemyKill": {
"enemies": [
[
"Multiviola"
]
],
"explicitWeapons": [
"Missile",
"Super",
"Wave",
"Plasma"
]
}
},
{
"heatFrames": 200
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 205
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 40
}
]
}
]
} |
From: 8
Left Shaft - Bottom Junction
To: 3
Left Shaft - Middle Right Door
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 85
}
]
},
{
"and": [
"canWalljump",
"ScrewAttack",
{
"heatFrames": 65
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 75
}
]
},
{
"and": [
"HiJump",
"ScrewAttack",
{
"heatFrames": 55
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 80
},
{
"or": [
{
"noBlueSuit": {}
},
"canXRayCancelShinecharge",
"canMidAirMorph",
{
"heatFrames": 60
}
]
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 100
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 95
}
]
}
]
} |
From: 8
Left Shaft - Bottom Junction
To: 3
Left Shaft - Middle Right Door
Requires: "canDash"
{
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 65
}
]
},
{
"and": [
"canWalljump",
"ScrewAttack",
{
"heatFrames": 45
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 55
}
]
},
{
"and": [
"HiJump",
"ScrewAttack",
{
"heatFrames": 35
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 60
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 80
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 75
}
]
}
]
}Exit condition: {
"leaveWithRunway": {
"length": 4,
"openEnd": 1
}
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
|
Requires: {
"or": [
{
"and": [
"canWalljump",
{
"heatFrames": 160
}
]
},
{
"and": [
"canWalljump",
"ScrewAttack",
{
"heatFrames": 140
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 135
}
]
},
{
"and": [
"HiJump",
"ScrewAttack",
{
"heatFrames": 105
}
]
},
{
"and": [
"h_heatedCrouchJumpDownGrab",
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 195
},
{
"or": [
{
"noBlueSuit": {}
},
"canXRayCancelShinecharge",
"canMidAirMorph",
{
"heatFrames": 60
}
]
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 210
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 280
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 40
}
]
}
]
} |
|
Requires: {
"or": [
{
"and": [
{
"obstaclesNotCleared": [
"A"
]
},
"h_shinechargeMaxRunway"
]
},
{
"canShineCharge": {
"usedTiles": 18,
"gentleUpTiles": 12,
"openEnd": 1
}
}
]
}
"h_heatedCrystalSpark"Clears obstacles: A Dev note: FIXME: This, and likely other strats in the room, need to be sure that the lava trap is not currently active. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Spin-jump across both sets of lava, trying to minimize the time spent in lava. To get onto the first pillar, either use a wall jump off the pillar, or use the Tripper briefly as a platform by crouch jumping or down grabbing onto it. Requires: "canSuitlessLavaDive"
{
"heatFrames": 710
}
{
"lavaFrames": 120
}
{
"or": [
"canWalljump",
{
"and": [
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
},
{
"heatFrames": 110
},
{
"lavaFrames": 20
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"heatFrames": 70
},
{
"lavaFrames": 10
}
]
}
]
} |
|
Spin-jump across both sets of lava, trying to minimize the time spent in lava. To get onto the first pillar, either use a wall jump off the pillar, or use the Tripper briefly as a platform by crouch jumping or down grabbing onto it. Requires: "canSuitlessLavaDive"
{
"heatFrames": 710
}
{
"lavaFrames": 120
}
{
"or": [
"canWalljump",
{
"and": [
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
},
{
"heatFrames": 220
},
{
"lavaFrames": 70
}
]
}
]
}
{
"or": [
"canDash",
{
"and": [
{
"heatFrames": 70
},
{
"lavaFrames": 10
}
]
}
]
} |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 3
Top Right Door
To: 3
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0
}
}Requires: {
"or": [
{
"and": [
"h_enemyDrops",
"h_heatedCrystalSparkWithoutLenience"
]
},
"h_heatedCrystalSpark"
]
}Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab. |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
}
}Requires: "h_heatedCrystalSpark" |
|
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "Grapple"
{
"heatFrames": 320
}
{
"or": [
"canInsaneJump",
{
"and": [
"canTrickyDodgeEnemies",
{
"heatFrames": 60
}
]
},
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Geruta"
]
],
"explicitWeapons": [
"Missile",
"Super",
"Wave",
"Spazer",
"Plasma"
]
}
},
{
"heatFrames": 50
}
]
},
{
"heatFrames": 160
}
]
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"heatFrames": 20
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 80
}
]
} |
From: 9
Right of Crumble Bridge, Left of Main Shaft Speed Blocks
To: 2
Far Left Door
Kill the two pirates while in health bomb range, to force Energy drops. It is possible to jump over the second pirate to then fight it on solid ground. Samus needs a large Energy drop with 75% damage reduction, or both large Energy drops otherwise. Cross the speed blocks by tanking a pirate laser hit and boosting up. Requires: "canDash"
"h_heatProof"
{
"or": [
"h_hasBeamUpgrade",
{
"ammo": {
"type": "Missile",
"count": 2
}
},
{
"ammo": {
"type": "Super",
"count": 2
}
},
"ScrewAttack"
]
}
{
"resourceAtMost": [
{
"type": "Energy",
"count": 29
}
]
}
"h_partialEnemyDamageReduction"
{
"or": [
"h_fullEnemyDamageReduction",
"canBeVeryLucky"
]
}
"canMidAirMorph"
"canNeutralDamageBoost" |
From: 9
Right of Crumble Bridge, Left of Main Shaft Speed Blocks
To: 2
Far Left Door
Kill the first pirate, then jump over or kill the second. It is possible to jump straight into the first morph tunnel. Without a way to kill the pirates, it is instead possible to tank or pause abuse a hit and then Samus will have i-frames when running through the second one. Cross the speed blocks with Bombs, a Power Bomb, Spring Ball, or by tanking a pirate laser hit and boosting up. The rest of the room can be tricky to cross damageless, particularly if Samus has no way to kill the enemies. Carefully avoid the Multiviola in the middle of the sloped section by slowing down, and kill the last Multiviola to prevent it hitting Samus in the transition. Requires: "canDash"
"canMidAirMorph"
"canTrickyJump"
{
"or": [
{
"enemyDamage": {
"enemy": "Red Space Pirate (standing)",
"type": "contact",
"hits": 1
}
},
"Plasma",
{
"ammo": {
"type": "Missile",
"count": 1
}
},
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"and": [
"Ice",
"Wave",
"Spazer"
]
},
{
"and": [
"Ice",
"Spazer",
{
"heatFrames": 30
}
]
},
{
"and": [
"Ice",
"Wave",
{
"heatFrames": 30
}
]
},
{
"and": [
"Wave",
"Spazer",
{
"heatFrames": 30
}
]
},
{
"and": [
{
"or": [
"Ice",
"Wave",
"Spazer",
"ScrewAttack"
]
},
{
"heatFrames": 50
}
]
},
{
"and": [
"canPseudoScrew",
{
"heatFrames": 85
}
]
},
{
"and": [
"canPauseAbuse",
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 1
}
]
},
{
"resourceConsumed": [
{
"type": "ReserveEnergy",
"count": 1
}
]
}
]
}
]
}
{
"or": [
"h_useSpringBall",
{
"and": [
"h_bombThings",
{
"heatFrames": 60
}
]
},
{
"and": [
"canNeutralDamageBoost",
{
"enemyDamage": {
"enemy": "Red Space Pirate (standing)",
"type": "laser",
"hits": 1
}
},
{
"heatFrames": 120
}
]
}
]
}
{
"or": [
"h_heatProof",
"canTrickyDodgeEnemies",
{
"enemyDamage": {
"enemy": "Multiviola",
"type": "contact",
"hits": 1
}
}
]
}
{
"or": [
"Plasma",
"ScrewAttack",
{
"ammo": {
"type": "Missile",
"count": 5
}
},
{
"ammo": {
"type": "Super",
"count": 5
}
},
{
"heatFrames": 150
}
]
}
{
"heatFrames": 970
}Dev note: canTrickyJump is used to simplify the logic, as there is no feasible way to get to this node without SpeedBooster without this skill level. |
|
Requires: "h_heatProof"
"canUseGrapple"
{
"resetRoom": {
"nodes": [
2
]
}
}
{
"cycleFrames": 250
}
{
"or": [
{
"noFlashSuit": {}
},
{
"and": [
"canMidAirMorph",
{
"cycleFrames": 30
}
]
}
]
}Resets obstacles: A Farm cycle drops: 2 Sova |
|
Crouch jump and let the Sova move into Samus from the right, to get a upward boost, then hold left to boost horizontally to the ledge. Then crouch jump from the slope on the left, and morph into a neutral damage boost. Requires: {
"notable": "Sova Boost"
}
"Morph"
"canCrouchJump"
"canTrickyJump"
{
"or": [
"canInsaneMidAirMorph",
"canHorizontalDamageBoost"
]
}
"h_midAirMorphDamageBoost"
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 2
}
} |
|
Requires: {
"or": [
"canLongIBJ",
"canJumpIntoIBJ",
{
"and": [
"canMidAirMorph",
{
"or": [
"canWalljump",
"SpaceJump",
"canUseFrozenEnemies"
]
}
]
},
{
"and": [
"canUseFrozenEnemies",
"h_useSpringBall"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
}
]
} |
|
Requires: {
"or": [
"h_bombThings",
{
"obstaclesCleared": [
"C"
]
}
]
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"canIBJ"
]
}Clears obstacles: C |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
"Morph"
{
"or": [
"h_useMorphBombs",
{
"haveBlueSuit": {}
}
]
}
{
"or": [
{
"and": [
"canFarmWhileShooting",
{
"or": [
"ScrewAttack",
{
"and": [
"canMidAirMorph",
{
"cycleFrames": 60
}
]
}
]
},
{
"cycleFrames": 490
}
]
},
{
"cycleFrames": 610
}
]
}Clears obstacles: A, B Resets obstacles: C, D Farm cycle drops: 1 Sova |
|
Requires: {
"resetRoom": {
"nodes": [
4
]
}
}
"h_useMorphBombs"
{
"cycleFrames": 630
}
{
"or": [
"h_speedDash",
{
"and": [
"canMockball",
{
"cycleFrames": 50
}
]
}
]
}
{
"or": [
"ScrewAttack",
{
"and": [
{
"or": [
"canMidAirMorph",
"SpringBall"
]
},
{
"cycleFrames": 120
}
]
}
]
}Clears obstacles: A, B Resets obstacles: C, D Farm cycle drops: 1 Sova |
From: 7
Junction Below Power Bomb Blocks
To: 2
Middle Left Door
Place a Power Bomb to break the Power Bomb blocks and the bomb blocks, without killing the global Sova. Wait 30-50 seconds for the Sova to get into position. Crouch jump, morph, and hold right against the wall, hitting the Sova from below while near the peak of Samus's jump. Continue holding right to pass through the Sova and onto the ledge above. Requires: {
"notable": "Sova Boost"
}
"h_usePowerBomb"
"canCrouchJump"
"canTrickyJump"
"h_midAirMorphDamageBoost"
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}Clears obstacles: A, B, C Dev note: This is only notable with wall jumps disabled. FIXME: Consider also adding a Mella version of this strat. It takes longer to setup but allows retrying. The Mella version does slightly less damage. With either the Mella or Sova, you could kill it and collect its drop after getting onto the ledge; for the Sova you'd have to wait for it to come back around. |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
"canWalljump",
{
"and": [
"HiJump",
"canSpringBallJumpMidAir",
"h_doubleEquipmentScreenCycleFrames",
{
"cycleFrames": 40
}
]
},
{
"and": [
"Morph",
{
"cycleFrames": 380
}
]
}
]
}
{
"or": [
{
"and": [
"canMidAirMorph",
"Plasma",
"canTrickyJump",
{
"cycleFrames": 600
}
]
},
{
"and": [
"canMidAirMorph",
"Plasma",
"canInsaneJump",
{
"cycleFrames": 520
}
]
},
{
"and": [
{
"or": [
"Wave",
"Spazer",
"Plasma",
"Grapple",
{
"cycleFrames": 45
}
]
},
{
"cycleFrames": 700
}
]
}
]
}
{
"or": [
{
"noFlashSuit": {}
},
{
"cycleFrames": 150
}
]
}Farm cycle drops: 3 Sova |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"shineChargeFrames": 85
}
{
"doorUnlockedAtNode": 1
}
"canMidAirMorph"
"h_crouchJumpDownGrab"
"canShinechargeMovementTricky"
{
"shinespark": {
"frames": 20,
"excessFrames": 0
}
}
{
"heatFrames": 285
}Unlocks doors: {"types":["ammo"],"requires":["never"]}Dev note: Unlocking the door would be possible but would require more than the default amount of heat frames, which would need testing. |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0
}
}Requires: {
"doorUnlockedAtNode": 1
}
"canShinechargeMovementTricky"
"canMidAirMorph"
"h_crouchJumpDownGrab"
{
"shinespark": {
"frames": 19,
"excessFrames": 0
}
}
{
"heatFrames": 370
}Unlocks doors: {"types":["ammo"],"requires":["never"]}Dev note: Unlocking the door would be possible but would require more than the default amount of heat frames, which would need testing. |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"shineChargeFrames": 85
}
"canShinechargeMovementTricky"
"canMidAirMorph"
{
"shinespark": {
"frames": 20,
"excessFrames": 0
}
}
"h_usePowerBomb"
{
"heatFrames": 385
} |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"shineChargeFrames": 85
}
"canShinechargeMovementTricky"
"canMidAirMorph"
{
"shinespark": {
"frames": 20,
"excessFrames": 0
}
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 395
} |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0
}
}Requires: "canShinechargeMovementTricky"
"canMidAirMorph"
{
"shinespark": {
"frames": 19,
"excessFrames": 0
}
}
"h_usePowerBomb"
{
"heatFrames": 465
} |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0
}
}Requires: "canShinechargeMovementTricky"
"canMidAirMorph"
{
"shinespark": {
"frames": 19,
"excessFrames": 0
}
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 475
} |
|
Requires: "h_heatProof"
{
"resetRoom": {
"nodes": [
3
]
}
}
{
"or": [
{
"and": [
"canMidAirMorph",
"canTrickyJump",
{
"or": [
"HiJump",
"canWalljump"
]
},
"Plasma",
{
"cycleFrames": 540
}
]
},
{
"and": [
"canMidAirMorph",
{
"or": [
"Wave",
"Spazer",
"Plasma",
"Grapple",
{
"cycleFrames": 45
}
]
},
{
"cycleFrames": 690
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1140
}
]
}
]
}Farm cycle drops: 3 Sova |
From: 3
Bottom Right Door
To: 5
Junction Above Morph Tunnel
Reaching the Morph hole can be tricky with SpeedBooster but no HiJump. Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"shineChargeFrames": 70
}
"canMidAirMorph"
"canShinechargeMovementComplex"
{
"heatFrames": 210
}
{
"shinespark": {
"frames": 23,
"excessFrames": 3
}
} |
|
Requires: "canCrouchJump"
"canMidAirMorph"
{
"tech": "canNeutralDamageBoost"
}
{
"enemyDamage": {
"enemy": "Sova",
"type": "contact",
"hits": 1
}
}
{
"heatFrames": 470
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
|
Freeze a Sova once it enters one of the slots on the wall and then use it as a platform. Requires: "canMidAirMorph"
"canTrickyUseFrozenEnemies"
{
"or": [
{
"heatFrames": 780
},
{
"and": [
"canFarmWhileShooting",
{
"heatFramesWithEnergyDrops": {
"frames": 680,
"drops": [
{
"enemy": "Sova",
"count": 3
}
]
}
},
{
"heatFrames": 100
}
]
}
]
}
{
"or": [
"canDash",
{
"heatFrames": 20
}
]
} |
From: 4
Junction Below Morph Tunnel
To: 2
Middle Right Door
Smoothly jump into the morph tunnel while shooting the first Sova. Unmorph at the end of the tunnel to clear more Sovas as needed. Requires: "canMidAirMorph"
"canTrickyDodgeEnemies"
{
"or": [
"canPreciseWalljump",
"HiJump"
]
}
{
"enemyKill": {
"enemies": [
[
"Sova"
]
],
"explicitWeapons": [
"Wave",
"Spazer",
"Plasma"
]
}
}
"canFarmWhileShooting"
{
"heatFramesWithEnergyDrops": {
"frames": 100,
"drops": [
{
"enemy": "Sova",
"count": 3
}
]
}
}
"canDash"
{
"heatFrames": 120
} |
|
Requires laying PBs on the very edge of the platform by the doorway, mostly hanging over the lava, in order to double hit the rightmost Boyon. Requires: "canDash"
"canMidAirMorph"
"canWalljump"
"canCarefulJump"
{
"enemyKill": {
"enemies": [
[
"Boyon",
"Boyon",
"Boyon"
]
],
"explicitWeapons": [
"PowerBomb"
]
}
}
{
"heatFrames": 780
} |
|
Jump and shoot supers diagonally down at the rightmost Boyon. Jump at the edge of the platform and shoot just before hitting the ceiling, or start one tile left and shoot while at the ceiling. Requires: "canDash"
"canMidAirMorph"
"canWalljump"
"canCarefulJump"
{
"enemyKill": {
"enemies": [
[
"Boyon"
]
],
"explicitWeapons": [
"Super"
]
}
}
{
"heatFrames": 540
} |
|
Requires: "SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"canDash",
{
"heatFrames": 240
}
]
},
{
"heatFrames": 340
}
]
} |
|
Use the full runway in order to get a good jump. If entering without run speed, a last-frame jump would be needed to reach the necessary dash speed of $1.2 to shorten Samus' jump; alternatively, turn around and open the door to extend the runway and make the jump more lenient. Requires: "canMidAirMorph"
"canSpeedyJump"
{
"heatFrames": 240
} |
|
Requires: "canMidAirMorph"
"canWalljump"
{
"or": [
{
"and": [
"canDash",
"canUseIFrames",
{
"heatFrames": 330
},
{
"lavaFrames": 50
},
{
"enemyDamage": {
"enemy": "Boyon",
"type": "contact",
"hits": 1
}
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 370
},
{
"lavaFrames": 50
}
]
}
]
} |
|
Requires: {
"or": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
"canMidAirMorph",
{
"cycleFrames": 330
}
]
}
]
}
"h_heatProof"
{
"or": [
"h_lavaProof",
{
"and": [
"canFarmWhileShooting",
"canPreciseWalljump",
{
"cycleFrames": 15
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 10
}
]
}
]
}
{
"noBlueSuit": {}
}
"ScrewAttack"
{
"cycleFrames": 125
}Farm cycle drops: 1 Ripper 2 (red) |
From: 1
Left Door
To: 4
Center Platform Junction
Requires: "canSuitlessMaridia" "HiJump" "h_underwaterMaxHeightSpringBallJump" |
From: 3
Bottom Right Door
To: 4
Top Right Door
Crouch jump then down grab starting from the moving platform. A very fast crouch jump is necessary in order to not have lowered the platform too low. Requires: "h_crouchJumpDownGrab"
"canTrickyJump"
{
"or": [
{
"noBlueSuit": {}
},
"canMidAirMorph",
"canXRayCancelShinecharge"
]
} |
From: 5
Bottom Junction Right of Morph Tunnel
To: 6
Junction Below Acid Plug
Requires: {
"haveBlueSuit": {}
}
"canMidAirMorph"
{
"heatFrames": 135
} |
From: 6
Junction Below Acid Plug
To: 4
Junction Above Acid Plug, Without Acid
Requires: "h_heatProof" "h_bombThings" "h_jumpIntoCrystalFlashClip" "HiJump" "Grapple" Dev note: The extra Power Bomb or bombs is to get through the bomb blocks. |
|
Use a Crystal Flash to refill reserve energy. If Golden Torizo is alive, perform the Crystal Flash in the left corner of the room; otherwise it can be done near the door. Then use heat damage to trigger an R-mode forced standup near the crumble blocks with upward momentum, in order to clip up through them. Several different combinations of items and techniques can make this possible: 1) Space Jump, with a mid-air morph (not required but makes it easier), 2) HiJump and a mid-air Spring Ball jump, most easily by equipping both HiJump and SpringBall during the pause, 3) A walljump into Spring Ball jump, equipping Spring Ball soon after the wall jump into order to gain horizontal speed before the mid-air jump. 4) HiJump and Speedbooster, running and jumping into a mid-air morph, In every case, precise timing is needed to be in the correct location when reserves trigger, just below the crumbles but without bonking them. Having less upward momentum can provide more lenience for timing the forced standup clip, though if Samus' momentum is not enough to make it onto the ledge then a crumble jump may also be required. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"notable": "R-Mode Forced Standup Clip"
}
"canRModeStandupClip"
{
"or": [
{
"or": [
"f_DefeatedGoldenTorizo",
{
"obstaclesCleared": [
"f_DefeatedGoldenTorizo"
]
}
]
},
{
"heatFrames": 100
}
]
}
"h_heatedCrystalFlash"
{
"or": [
{
"and": [
"SpaceJump",
"can4HighMidAirMorph"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
"canMidAirMorph",
"canCrumbleJump"
]
},
{
"and": [
"h_trickySpringwall",
"canCrumbleJump"
]
}
]
}
{
"resourceCapacity": [
{
"type": "RegularEnergy",
"count": 99
}
]
}
{
"autoReserveTrigger": {}
}
{
"heatFrames": 100
}Clears obstacles: door_2 Dev note: FIXME: A variant of this strat could go to the item node instead of the door, possibly with slightly different heat frames at the end. FIXME: As an alternative to doing a Crystal Flash, Golden Torizo could be used as a farm, with canRiskPermanentLossOfAccess. |
|
Jump and lay a Power Bomb mid-air, to break the top bomb blocks. With a quick mid-air morph, the Power Bomb can be laid from within the top tile of the doorway; alternatively, Samus can jump away from the doorway and lay it higher. Requires: "canCarefulJump"
"canMidAirMorph"
"h_usePowerBomb"
{
"heatFrames": 150
}Clears obstacles: A Dev note: The heat frames include time for the Power Bomb explosion to progress far enough to not interfere with pausing for a spring ball jump afterward. |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Run in the adjacent room and jump through the door, to place a Bomb to break the top bomb blocks. Entrance condition: {
"comeInJumping": {
"speedBooster": "yes",
"minTiles": 6
}
}Requires: {
"notable": "Transition Speedy Jump with Bombs"
}
"HiJump"
"canSpeedyJump"
"canMidAirMorph"
"h_useMorphBombs"
{
"heatFrames": 155
}Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Entrance condition: {
"comeInJumping": {
"speedBooster": "yes",
"minTiles": 2
}
}Requires: {
"notable": "Transition Speedy Jump with Bombs"
}
"HiJump"
"canTrickyDashJump"
"canMidAirMorph"
"h_useMorphBombs"
{
"heatFrames": 155
}Clears obstacles: A |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Requires: "h_useMorphBombs"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"heatFrames": 340
},
{
"and": [
"HiJump",
{
"heatFrames": 250
}
]
}
]
}Clears obstacles: A Dev note: FIXME: add strats that enter spinning from node 2 and use Space Jump + Bombs to break the blocks; consider both air and water entry. |
|
Requires: {
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
"canDodgeWhileShooting",
{
"cycleFrames": 2370
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
"canMidAirMorph",
{
"or": [
{
"and": [
"canTrickyJump",
{
"cycleFrames": 2000
}
]
},
{
"and": [
{
"or": [
"Grapple",
"SpaceJump"
]
},
{
"cycleFrames": 2200
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
"canDodgeWhileShooting",
{
"cycleFrames": 2250
}
]
}
]
}
"h_usePowerBomb"
"h_usePowerBomb"
{
"or": [
"SpaceJump",
"canPreciseWalljump",
{
"and": [
"HiJump",
"canSpeedyJump"
]
}
]
}
{
"or": [
"canDash",
{
"cycleFrames": 500
}
]
}Clears obstacles: A Farm cycle drops: 2 Fireflea, 5 Fune Dev note: An extra Power Bomb can be used but an extra Fireflea farm is included in that case. |
|
Place a bomb just a bit left of the Fune and have it boost Samus horizontally to get over the Fune. The bomb can be placed at a similar time to when the Fune shoots a fireball. Alternatively, it is possible to land on a fireball to be boosted up. Requires: "h_useMorphBombs"
{
"or": [
{
"and": [
"canBombHorizontally",
{
"or": [
"Ice",
"canCarefulJump"
]
}
]
},
{
"and": [
"h_midAirMorphDamageBoost",
{
"enemyDamage": {
"enemy": "Fune",
"type": "fireball",
"hits": 1
}
}
]
}
]
} |
From: 1
Bottom Left Door
To: 2
Top Right Door
Entrance condition: {
"comeInWithRMode": {}
}Requires: "canRModeStandupClip"
"h_RModeCanRefillReserves"
"h_heatProof"
{
"or": [
"Plasma",
"ScrewAttack"
]
}
{
"or": [
"canMidAirMorph",
"canBeVeryPatient"
]
}
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 40
}
}
{
"disableEquipment": "Varia"
}
{
"autoReserveTrigger": {
"implicitHeatFrames": "suitless"
}
}
{
"suitlessHeatFrames": 30
} |
From: 6
Bottom Right Corner Junction
To: 4
Junction Below Bomb Blocks
Menu to Grappling Beam before the crystal flash ends and mash shoot while holding down to be forced on top of the solid block. Requires: "h_heatProof"
"h_jumpIntoCrystalFlashClip"
"Grapple"
{
"or": [
{
"obstaclesCleared": [
"D"
]
},
{
"obstaclesCleared": [
"F"
]
},
{
"enemyDamage": {
"enemy": "Multiviola",
"type": "contact",
"hits": 2
}
}
]
}Clears obstacles: A, B, D Dev note: It is considered free to kill the Multiviolas with Power Beam while heatproof, and heatproof is required for the CF clip. All of the bomb blocks will be destroyed while performing the Crystal Flash. |
|
Place the PBs next to the pillars in order to only use 2. Minimize acid by unmorphing high to land back on the jump spot or walljumping before placing the bomb. Entrance condition: {
"comeInNormally": {}
}Requires: {
"notable": "Two Power Bombs"
}
"canDash"
"canMidAirMorph"
"canCarefulJump"
{
"ammo": {
"type": "PowerBomb",
"count": 2
}
}
{
"or": [
{
"and": [
"canCarefulJump",
"canResetFallSpeed",
{
"heatFrames": 660
}
]
},
{
"and": [
"canWalljump",
{
"heatFrames": 660
},
{
"or": [
"canWallJumpInstantMorph",
{
"acidFrames": 30
}
]
}
]
},
{
"and": [
"Gravity",
{
"heatFrames": 660
},
{
"acidFrames": 30
}
]
},
{
"and": [
"canTrickyJump",
"canSuitlessLavaDive",
{
"heatFrames": 720
},
{
"acidFrames": 52
}
]
}
]
}
{
"or": [
"canTrickyJump",
{
"and": [
"Gravity",
{
"heatFrames": 180
},
{
"acidFrames": 56
}
]
},
{
"and": [
"canSuitlessLavaDive",
{
"heatFrames": 240
},
{
"acidFrames": 96
}
]
}
]
}
{
"or": [
"h_heatResistant",
"canPauseAbuse",
{
"resourceCapacity": [
{
"type": "RegularEnergy",
"count": 149
}
]
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":15},{"acidFrames":15}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":30},{"acidFrames":30}]}Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
|
Place the PBs next to the pillars in order to only use 2. Avoid acid during the first Power Bomb by walljumping before placing the bomb. Avoiding acid damage at the last jump is tricky but possible. Entrance condition: {
"comeInNormally": {}
}Requires: {
"notable": "Two Power Bombs"
}
"canDash"
"canMidAirMorph"
{
"ammo": {
"type": "PowerBomb",
"count": 2
}
}
"canCarefulJump"
{
"or": [
{
"and": [
"canWallJumpInstantMorph",
{
"heatFrames": 690
}
]
},
{
"and": [
"canWalljump",
{
"heatFrames": 660
},
{
"acidFrames": 36
}
]
},
{
"and": [
"canSuitlessLavaDive",
{
"heatFrames": 840
},
{
"acidFrames": 84
}
]
},
{
"and": [
"Gravity",
{
"heatFrames": 660
},
{
"acidFrames": 24
}
]
}
]
}
{
"or": [
"canInsaneJump",
{
"and": [
"canTrickyJump",
"canLateralMidAirMorph",
{
"heatFrames": 10
},
{
"acidFrames": 10
}
]
},
{
"and": [
"canPreciseWalljump",
{
"heatFrames": 50
},
{
"acidFrames": 32
}
]
},
{
"and": [
"Gravity",
{
"heatFrames": 20
},
{
"acidFrames": 20
}
]
},
{
"and": [
"canSuitlessLavaDive",
{
"heatFrames": 50
},
{
"acidFrames": 50
}
]
}
]
}
{
"or": [
"h_heatResistant",
"canPauseAbuse",
{
"resourceCapacity": [
{
"type": "RegularEnergy",
"count": 149
}
]
}
]
}Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30},{"acidFrames":20}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":75},{"acidFrames":58}]}Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
|
Stand next to the Crumble Blocks and jump into a Crystal Flash Clip to briefly clip into the ceiling above those blocks. Hold down exiting the Crystal Flash to shrink Samus' hitbox and on the next frame press forward to move above the Crumble blocks. Holding down and mashing forward sometimes works, or X-Ray can be used at the end of the Crystal Flash to more easily time the inputs. Requires: {
"notable": "Crystal Flash Clip"
}
"h_heatProof"
"h_jumpIntoCrystalFlashClip"
"canTrickyJump" |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Freeze the pirates to use as platforms to get up through the bomb blocks. Note that the pirates' hitboxes are larger than they seem. Requires: {
"notable": "Frozen Pirate Platforms"
}
"canTrickyUseFrozenEnemies"
"canDodgeWhileShooting"
"Charge"
"h_heatProof"
"canTrickyWalljump"
{
"or": [
"ScrewAttack",
{
"and": [
"h_bombThings",
"canMidAirMorph"
]
},
{
"obstaclesCleared": [
"A"
]
},
{
"haveBlueSuit": {}
}
]
}Clears obstacles: A Dev note: It is possible to place a PB on top of a frozen Pirate, but that requires keeping two alive or freezing one with Plasma and another beam. The 'Low Ice' strats can be used as a way to manipulate the pirates into position and do not have h_heatProof. |
From: 5
Junction Below Top Pirate
To: 1
Top Left Door
Jump and Morph to pass right above the pirate. This should be done as quickly as possible so the pirate does not have time to walk left. Requires: "HiJump"
"canTrickyJump"
"canMidAirMorph"
{
"heatFrames": 240
} |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Jump and Morph to pass right above the pirate. This should be done as quickly as possible so the pirate does not have time to walk left. Requires: "HiJump"
"canMidAirMorph"
"canTrickyJump"
{
"heatFrames": 160
} |
From: 6
Bottom Platform Junction With Pirates Killed
To: 6
Bottom Platform Junction With Pirates Killed
Requires: "canMidAirMorph"
"h_useMorphBombs"
{
"or": [
{
"and": [
"HiJump",
"SpaceJump",
"canConsecutiveWalljump",
{
"heatFrames": 440
}
]
},
{
"and": [
"SpaceJump",
"HiJump",
{
"heatFrames": 540
}
]
},
{
"and": [
"SpaceJump",
"canConsecutiveWalljump",
{
"heatFrames": 520
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 730
}
]
},
{
"and": [
"h_heatedSpringwall",
{
"heatFrames": 480
}
]
},
{
"and": [
"canLongIBJ",
"canBePatient",
{
"heatFrames": 4000
}
]
},
{
"and": [
"canLongIBJ",
"canJumpIntoIBJ",
{
"heatFrames": 2500
}
]
},
{
"and": [
"canJumpIntoIBJ",
"canDoubleBombJump",
{
"heatFrames": 1400
}
]
}
]
}Clears obstacles: A |
From: 6
Bottom Platform Junction With Pirates Killed
To: 6
Bottom Platform Junction With Pirates Killed
First use HiJump and wall jumps to break the leftmost set of bomb blocks on the bottom layer. Then use one of many movement options to break the next bomb blocks above. Requires: "canMidAirMorph"
"h_useMorphBombs"
"HiJump"
"canWalljump"
{
"heatFrames": 200
}
{
"or": [
{
"and": [
"SpaceJump",
{
"heatFrames": 235
}
]
},
{
"and": [
"h_heatedSpringwall",
{
"heatFrames": 210
}
]
},
{
"and": [
"canLongIBJ",
{
"heatFrames": 2000
}
]
},
{
"and": [
"canJumpIntoIBJ",
{
"heatFrames": 1250
}
]
},
{
"and": [
"canJumpIntoIBJ",
"canDoubleBombJump",
{
"heatFrames": 630
}
]
}
]
}Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Read the movements of the Kihunters and jump over or roll under them as appropriate. Changing platforms is the hardest part: jumping extra high and morphing works sometimes, other times jump short and roll under. Requires: {
"notable": "Dodge Going Up"
}
"canDash"
"canInsaneJump"
{
"or": [
{
"and": [
"canWallJumpInstantMorph",
"canPreciseWalljump"
]
},
{
"and": [
"canSpeedyJump",
"HiJump",
"canMidAirMorph"
]
}
]
}
{
"heatFrames": 540
}Clears obstacles: A, B |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: {
"or": [
"canDash",
{
"heatFrames": 40
}
]
}
{
"or": [
{
"obstaclesCleared": [
"A"
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"heatFrames": 10
},
{
"or": [
"Wave",
{
"heatFrames": 30
}
]
}
]
}
]
}
{
"or": [
{
"and": [
"h_heatedCrouchJumpDownGrab",
{
"heatFrames": 340
}
]
},
{
"and": [
"canWalljump",
{
"heatFrames": 290
}
]
},
{
"and": [
"HiJump",
{
"heatFrames": 240
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"heatFrames": 450
}
]
},
{
"and": [
"SpaceJump",
{
"heatFrames": 380
}
]
},
{
"and": [
"canIBJ",
"h_heatProof"
]
},
{
"and": [
"canJumpIntoIBJ",
{
"heatFrames": 660
},
{
"or": [
{
"obstaclesCleared": [
"A"
]
},
{
"heatFrames": 380
}
]
}
]
},
{
"and": [
"canSpringBallBombJump",
"h_additionalBomb",
"h_additionalBomb",
{
"heatFrames": 560
}
]
}
]
}Clears obstacles: B |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 1
Top Left Door
Dodge the Kihunters then shoot the shot blocks and escape. Requires: "h_heatedGMode"
{
"notable": "Dodge Going Up"
}
"h_navigateHeatRooms"
"canInsaneJump"
{
"or": [
{
"and": [
"canWallJumpInstantMorph",
"canPreciseWalljump"
]
},
{
"and": [
"canSpeedyJump",
"HiJump",
"canMidAirMorph"
]
}
]
}
{
"heatFrames": 220
} |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
{
"canShineCharge": {
"usedTiles": 36,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInGettingBlueSpeed": {
"length": 28,
"openEnd": 0
}
}Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 28,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
"h_shinechargeMaxRunway"
"h_CrystalSpark" |
|
Requires: {
"obstaclesCleared": [
"A"
]
}
"h_shinechargeMaxRunway"
"h_CrystalSpark" |
|
Requires: "h_jumpIntoCrystalFlashClip"
"Grapple"
{
"obstaclesNotCleared": [
"B"
]
}Exit condition: {
"leaveNormally": {}
}Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 5
Top Right Item
To: 1
Top Left Door
Fall through the Crumble blocks in order to damage down using either the spikes or repeated Shinesparks. Touching the Chozo statue will lock the camera in a less useful position. Menu to Grappling Beam before the crystal flash ends and mash shoot while holding down. Requires: {
"obstaclesCleared": [
"B"
]
}
"h_ShinesparksCostEnergy"
"h_jumpIntoCrystalFlashClip"
"Grapple"
"canOffScreenMovement"
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
{
"shinespark": {
"frames": 0,
"excessFrames": 0
}
}Exit condition: {
"leaveNormally": {}
}Unlocks doors: {"types":["ammo"],"requires":[]}Dev note: FIXME: If power is on, spikes or worker robots can damage Samus. but multiples of 60 may not put Samus into Crystal Flash range, and visiting the robots will lock the camera making the jump-into-CF much harder. |
From: 1
Top Left Door
To: 1
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
"h_CrystalSpark"Dev note: This requires the power off, because otherwise the sparks deal damage, and ending the runway just a bit shorter is too short to consider for a crystal spark. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0,
"steepDownTiles": 3
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"steepUpTiles": 3,
"openEnd": 0
}
},
{
"and": [
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 13,
"steepUpTiles": 3,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]} |
|
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: FIXME: This needs the item to be either collected or not spawned. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: FIXME: This needs the item to be either collected or not spawned. |
|
Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"openEnd": 0
}
},
{
"and": [
{
"or": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
}
]
},
{
"canShineCharge": {
"usedTiles": 13,
"openEnd": 0
}
}
]
},
{
"and": [
{
"doorUnlockedAtNode": 1
},
{
"doorUnlockedAtNode": 2
},
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
]
}
]
}
"h_CrystalSpark"Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]}
{"nodeId":2,"types":["ammo"],"requires":[]}Dev note: FIXME: This needs the item to be either collected or not spawned. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 9,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" Dev note: FIXME: The conveyor can make this longer if Phantoon is killed, but in a complex way. |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 20,
"openEnd": 0,
"steepDownTiles": 3
},
"comesInHeated": "no"
}Requires: {
"or": [
"Gravity",
{
"and": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
]
}
]
}
"h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"or": [
"Gravity",
{
"and": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
]
}
]
}
{
"canShineCharge": {
"usedTiles": 20,
"steepUpTiles": 3,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: "canStutterWaterShineCharge" "h_shinechargeMaxRunway" "h_underwaterCrystalSpark" |
|
Requires: {
"notable": "Bull Boost"
}
"canSuitlessMaridia"
"HiJump"
"canUseEnemies"
"canNeutralDamageBoost"
"h_underwaterCrouchJump"
"Morph"
{
"enemyDamage": {
"enemy": "Bull",
"type": "contact",
"hits": 1
}
} |
|
Entrance condition: {
"comeInShinecharging": {
"length": 8,
"openEnd": 0,
"steepUpTiles": 2
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 4.5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
"canShineCharge": {
"usedTiles": 14,
"openEnd": 0
}
}
"h_CrystalSpark"Dev note: With the power on, this gives a longer runway, but it is not reasonable to get to solid ground and place the Power Bomb. |
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)
Kago through the Workrobot by jumping, pressing down, then morphing and moving right just before hitting the robot. The bomb blocks can be broken with a bomb, Power Bomb, or using Screw Attack. If using bombs, be careful when breaking the bottom bomb block - if morphed, you will be pushed into it and stuck. To do this, place a bomb at the bottom, then a bomb at the peak boost height and unmorph before landing. Alternatively use a short jump morph. If the morph tunnel is open, kagoing through the robot will force Samus into it. Requires: "canMidAirMorph" "h_destroyBombWalls" "canKago" Dev note: If Phantoon is alive, 'Base' can be used instead. Note that this strat is useless in vanilla, as the item only spawns if Phantoon has been killed. |
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)
Kago into the worker robot and start running away from the wall until the bomb blocks are broken with SpeedBooster. The short charge taps are extremely precise because gaining too much run speed and Samus will exit the robot. Requires: {
"notable": "Robot Clip Run-In-Place"
}
"canMidAirMorph"
{
"getBlueSpeed": {
"usedTiles": 15,
"openEnd": 1
}
}
"canSlowShortCharge"
"canKago"Dev note: If Phantoon is dead, 'Blue Speed Jump' can be used instead. Note that this strat is useless in vanilla, as the item only spawns if Phantoon has been killed. |
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)
Kagoing into the worker robot will break the bomb block and push Samus into the morph tunnel. Requires: "canMidAirMorph"
"canKago"
{
"haveBlueSuit": {}
}Dev note: Note that this strat is useless in vanilla, as the item only spawns if Phantoon has been killed. |
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)
Kago into the worker robot and shinespark into the wall in order to break the bomb block. Either spark diagonally against the wall or horizontally while not crouched. Requires: "canMidAirMorph"
"canKago"
{
"useFlashSuit": {}
}
{
"shinespark": {
"frames": 1,
"excessFrames": 1
}
}Dev note: Note that this strat is useless in vanilla, as the item only spawns if Phantoon has been killed. |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0,
"steepDownTiles": 2
},
"comesInHeated": "no"
}Requires: {
"or": [
"Gravity",
{
"and": [
{
"not": "f_DefeatedPhantoon"
},
"canRiskPermanentLossOfAccess"
]
}
]
}
"h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 4,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
If the power is on, shinecharge near the doorway to no have the conveyor interfere with the Crystal Spark. Requires: "h_shinechargeMaxRunway" "h_CrystalSpark" |
From: 2
Top Left Door
To: 2
Top Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 13,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: "f_DefeatedPhantoon"
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"cycleFrames": 1740
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"cycleFrames": 1200
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
{
"cycleFrames": 1400
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
4
]
}
},
{
"cycleFrames": 1050
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
5
]
}
},
{
"cycleFrames": 1050
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
6
]
}
},
{
"cycleFrames": 1830
},
"h_useMorphBombs"
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
7
]
}
},
{
"cycleFrames": 2000
},
"Morph",
{
"or": [
"Wave",
"Bombs",
"Spazer"
]
},
{
"or": [
"Bombs",
"SpringBall",
{
"and": [
"canMidAirMorph",
"canCrouchJump"
]
}
]
}
]
}
]
}
{
"or": [
"ScrewAttack",
"Plasma",
{
"and": [
"Wave",
{
"cycleFrames": 60
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 330
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 900
}
]
}
]
}
{
"or": [
"canWalljump",
"h_crouchJumpDownGrab",
"HiJump",
"SpaceJump",
{
"and": [
"canIBJ",
{
"cycleFrames": 750
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"cycleFrames": 30
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}Resets obstacles: A, B, C, R-Mode Farm cycle drops: 4 Atomic |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0,
"steepDownTiles": 7
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 4
Top Right Door
To: 4
Top Right Door
There is additional movement expected to represent reaching the Atomics who appear when the power is on. Requires: {
"not": "f_DefeatedPhantoon"
}
{
"or": [
{
"and": [
{
"resetRoom": {
"nodes": [
1,
2,
3,
4,
5
]
}
},
{
"cycleFrames": 2000
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
6
]
}
},
{
"cycleFrames": 2000
},
"h_useMorphBombs"
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
7
]
}
},
{
"cycleFrames": 2000
},
"Morph",
{
"or": [
"Wave",
"Bombs",
"Spazer"
]
},
{
"or": [
"Bombs",
"SpringBall",
{
"and": [
"canMidAirMorph",
"canCrouchJump"
]
}
]
}
]
}
]
}
{
"or": [
"ScrewAttack",
"Plasma",
{
"and": [
"Wave",
{
"cycleFrames": 60
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 150
}
]
},
{
"and": [
"Ice",
"canDodgeWhileShooting",
{
"cycleFrames": 240
}
]
}
]
}
{
"or": [
"canWalljump",
"h_crouchJumpDownGrab",
"HiJump",
"SpaceJump",
{
"and": [
"canIBJ",
{
"cycleFrames": 750
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"cycleFrames": 30
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}Resets obstacles: A, B, C, R-Mode Farm cycle drops: 4 Custom Covern (Atomic) Dev note: This is Covern farm with a reduced drop chance so as to be applicable while powered off without breaking the powered on state. Cycle frames represent the slower of killing 4 atomics or killing 4 coverns. These Coverns have reduced Power Bomb and Super drop chance. |
From: 4
Top Right Door
To: 4
Top Right Door
Shinecharge near the top right door. Requires: {
"or": [
{
"canShineCharge": {
"usedTiles": 12,
"steepUpTiles": 7,
"openEnd": 1
}
},
{
"and": [
{
"doorUnlockedAtNode": 4
},
{
"canShineCharge": {
"usedTiles": 13,
"steepUpTiles": 7,
"openEnd": 1
}
}
]
}
]
}
"h_CrystalSpark" |
From: 5
Middle Right Door
To: 5
Middle Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 11,
"openEnd": 0,
"steepDownTiles": 6
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 6
Bottom Right Door
To: 6
Bottom Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled. Requires: {
"obstaclesCleared": [
"B"
]
}
{
"or": [
{
"and": [
"canCarefulJump",
"canMidAirMorph",
"canDisableEquipment"
]
},
"h_useSpringBall"
]
} |
From: 7
Bottom Door
To: 3
Bottom Left Door
Use the Covern to partial ceiling clip so your beam can reach the shot block of the ceiling at the end of the Morph tunnel to the left. It is possible to mid-air morph to get into the morph tunnel with nothing, from the Covern, the ground, or the stairs below. Requires: {
"notable": "Partial Covern Ice Clip"
}
"canTrickyUseFrozenEnemies"
"canCeilingClip"
{
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
"or": [
{
"and": [
"canCarefulJump",
"canMidAirMorph",
"canDisableEquipment"
]
},
"h_useSpringBall"
]
}Clears obstacles: B |
From: 7
Bottom Door
To: 3
Bottom Left Door
In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to shoot the shot blocks and escape. Entrance condition: {
"comeInWithRMode": {},
"comesThroughToilet": "any"
}Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
"or": [
"canBePatient",
"Plasma"
]
}
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
{
"or": [
{
"and": [
"canCarefulJump",
"canMidAirMorph",
"canDisableEquipment"
]
},
"h_useSpringBall"
]
}
{
"autoReserveTrigger": {}
}Clears obstacles: B Resets obstacles: R-Mode |
|
If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled. Requires: {
"or": [
"Wave",
"Spazer"
]
}
{
"or": [
{
"and": [
"canCarefulJump",
"canMidAirMorph",
"canDisableEquipment"
]
},
"h_useSpringBall"
]
}Clears obstacles: B |
|
Shinecharge on the left of the tunnel near the left item. This requires the power to be off because of the conveyors. Shinecharge right to left or left to right then move to the left a bit to avoid the low ceiling. Requires: {
"not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
"canShineCharge": {
"usedTiles": 16,
"steepUpTiles": 5,
"openEnd": 0
}
}
"h_CrystalSpark"Dev note: The runway is actually a half tile longer, but this will help prevent being stuck in the section with the low ceiling. |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 2,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "f_DefeatedPhantoon" "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. This room is shorter than the 3 tile limit normally used for these strats; it is only included because it has a save. |
|
Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work. Requires: {
"notable": "Suitless Green Gate Glitch"
}
{
"or": [
"h_underwaterGreenGateGlitch",
{
"obstaclesCleared": [
"A"
]
}
]
}Clears obstacles: A |
|
Requires: "Gravity"
{
"or": [
"canLongIBJ",
"canJumpIntoIBJ",
{
"and": [
"SpaceJump",
"canMidAirMorph"
]
},
{
"and": [
"HiJump",
"canWalljump",
"canMidAirMorph"
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir"
]
}
]
} |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
}
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 140
}
]
},
{
"and": [
"canKago",
{
"shineChargeFrames": 155
}
]
}
]
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 120
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"shineChargeFrames": 115
}
]
},
{
"shineChargeFrames": 130
}
]
}
{
"shinespark": {
"frames": 14,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
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"Dev note: This strat is included for completeness, but it is technically redundant with the airball strat, which may generally be preferable due to not risking a crab hit. |
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": "yes",
"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": "no",
"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": "yes",
"minTiles": 3
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canKago"
{
"or": [
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
},
"h_pauseAbuseMinimalReserveRefill"
]
}Dev note: Extra run speeds between $1.2 and about $2.5 can work. |
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": "no",
"minTiles": 6
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"Dev note: Jump low through the door with at least $1.D extra run speed. |
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": "yes",
"minTiles": 3.5625
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"Dev note: Jump low through the door with at least $1.5 extra run speed. |
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": "no",
"minTiles": 3.5625
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
"canKago"
{
"or": [
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
},
"h_pauseAbuseMinimalReserveRefill"
]
}Dev note: Jump low through the door with at least $1.4 extra run speed. |
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": "yes",
"minTiles": 3
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
"canKago"
{
"or": [
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
},
"h_pauseAbuseMinimalReserveRefill"
]
}Dev note: Jump low through the door with at least $1.2 extra run speed. |
|
Freeze a crab on the edge of the hole in the ceiling. Then get on top of it with Gravity and a wall jump, jump assist, or second frozen crab on the ground, or a suitless Spring Ball jump with HiJump. Requires: "canUseFrozenEnemies"
{
"or": [
{
"and": [
"Gravity",
{
"or": [
"HiJump",
"canWalljump",
"canSpringBallJumpMidAir",
"canTrickyUseFrozenEnemies"
]
},
{
"or": [
"canMidAirMorph",
"h_useSpringBall"
]
}
]
},
{
"and": [
"HiJump",
"canSpringBallJumpMidAir",
"canSuitlessMaridia"
]
}
]
} |
|
Requires: "canGravityJump"
{
"or": [
"canMidAirMorph",
"h_useSpringBall"
]
} |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Use a super to knock off a crab and freeze it mid-air. Then get on that crab, possibly using a door ledge Freeze a second crab on the edge of the hole above. Requires: {
"notable": "Suitless Crab Climb No Jump Assist"
}
"canMidAirMorph"
"canSuitlessMaridia"
{
"ammo": {
"type": "Super",
"count": 1
}
}
"canTrickyUseFrozenEnemies" |
|
Stand on a frozen crab, then freeze a second one on the edge of the hole above. Use a crouch jump and/or down grab to get onto the crab above. Alternatively, freeze a crab on the ceiling, overhanging the hole above, then flatley jump onto the crab. Requires: "canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"HiJump"
{
"or": [
"canMidAirMorph",
"h_useSpringBall"
]
}
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab",
"canFlatleyJump"
]
} |
|
Requires: "canMidAirMorph" "Gravity" "canWalljump" "canTrickyDashJump" |
From: 2
Bottom Left Door
To: 4
Top Right Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 135
}
]
},
{
"shineChargeFrames": 150
}
]
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 4
Top Right Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 120
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"shineChargeFrames": 115
}
]
},
{
"shineChargeFrames": 130
}
]
}
{
"shinespark": {
"frames": 7,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "Morph"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"HiJump",
{
"or": [
"canSpringBallJumpMidAir",
"canWalljump"
]
}
]
},
{
"and": [
"canTrickyUseFrozenEnemies",
"HiJump",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
"canTrickyUseFrozenEnemies",
"canOffScreenMovement"
]
},
{
"and": [
"canTrickyJump",
"canSpringBallJumpMidAir",
"canTrickyUseFrozenEnemies",
"canOffScreenMovement"
]
}
]
} |
From: 3
Bottom Right Door
To: 1
Top Left Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
}
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 140
}
]
},
{
"and": [
"canKago",
{
"shineChargeFrames": 155
}
]
}
]
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 1
Top Left Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 120
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"shineChargeFrames": 115
}
]
},
{
"shineChargeFrames": 130
}
]
}
{
"shinespark": {
"frames": 14,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 135
}
]
},
{
"shineChargeFrames": 150
}
]
}Exit condition: {
"leaveShinecharged": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Entrance condition: {
"comeInShinecharged": {}
}Requires: "canShinechargeMovementTricky"
"Gravity"
"SpaceJump"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
{
"shineChargeFrames": 120
}
]
},
{
"and": [
"HiJump",
"canSpeedyJump",
{
"shineChargeFrames": 115
}
]
},
{
"shineChargeFrames": 130
}
]
}
{
"shinespark": {
"frames": 7,
"excessFrames": 0
}
}Exit condition: {
"leaveWithSpark": {}
}Unlocks doors: {"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]} |
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": "no",
"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": "yes",
"minTiles": 3
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"Dev note: Extra run speeds between $1.2 and about $2.5 can work. |
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": "no",
"minTiles": 3.5625
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"Dev note: Jump low through the door with at least $1.5 extra run speed. |
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": "yes",
"minTiles": 3
}
}Requires: {
"notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"Dev note: Jump low through the door with at least $1.2 extra run speed. |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "Morph"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"HiJump",
{
"or": [
"canSpringBallJumpMidAir",
"canWalljump"
]
}
]
},
{
"and": [
"canTrickyUseFrozenEnemies",
"HiJump",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
"canTrickyUseFrozenEnemies",
"canOffScreenMovement"
]
},
{
"and": [
"canTrickyJump",
"canSpringBallJumpMidAir",
"canTrickyUseFrozenEnemies",
"canOffScreenMovement"
]
}
]
} |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: {
"comeInRunning": {
"speedBooster": "yes",
"minTiles": 4.4375
}
}Requires: "canWaterShineCharge"
{
"canShineCharge": {
"usedTiles": 23,
"openEnd": 2
}
}
{
"or": [
{
"shinespark": {
"frames": 43,
"excessFrames": 26
}
},
{
"and": [
"canMidairShinespark",
{
"shinespark": {
"frames": 38,
"excessFrames": 25
}
}
]
}
]
}
{
"or": [
{
"enemyDamage": {
"enemy": "Pink Space Pirate (standing)",
"type": "contact",
"hits": 1
}
},
{
"enemyKill": {
"enemies": [
[
"Pink Space Pirate (standing)"
]
],
"explicitWeapons": [
"Plasma"
]
}
},
"h_pauseAbuseMinimalReserveRefill",
{
"and": [
"canControlShinesparkEnd",
"canUseSpeedEchoes",
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 29
}
]
}
]
},
{
"and": [
"canInsaneJump",
"canTrickyDodgeEnemies"
]
}
]
}
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canSpringBallJumpMidAir",
{
"and": [
"Ice",
"Plasma"
]
}
]
} |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: {
"comeInRunning": {
"speedBooster": "yes",
"minTiles": 0.4375
}
}Requires: "canWaterShineCharge"
"canTrickyJump"
"h_shinechargeMaxRunway"
{
"or": [
{
"shinespark": {
"frames": 43,
"excessFrames": 26
}
},
{
"and": [
"canDodgeWhileShooting",
"canMidairShinespark",
{
"shinespark": {
"frames": 38,
"excessFrames": 25
}
}
]
}
]
}
{
"or": [
{
"enemyDamage": {
"enemy": "Pink Space Pirate (standing)",
"type": "contact",
"hits": 1
}
},
{
"enemyKill": {
"enemies": [
[
"Pink Space Pirate (standing)"
]
],
"explicitWeapons": [
"Plasma"
]
}
},
"h_pauseAbuseMinimalReserveRefill",
{
"and": [
"canControlShinesparkEnd",
"canUseSpeedEchoes",
{
"resourceAtMost": [
{
"type": "RegularEnergy",
"count": 29
}
]
}
]
},
{
"and": [
"canInsaneJump",
"canTrickyDodgeEnemies"
]
}
]
}
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canSpringBallJumpMidAir",
{
"and": [
"Ice",
"Plasma"
]
}
]
} |
From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate
It is possible to land on the platform with the pirate when it is facing away and shaking its head. Then quickly jump away or continuously shoot the pirate to prevent it from shooting. Requires: "canSuitlessMaridia"
{
"or": [
{
"and": [
"HiJump",
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canSpringBallJumpMidAir",
"canDodgeWhileShooting"
]
}
]
},
{
"and": [
"canTrickyJump",
"h_underwaterCrouchJumpDownGrab"
]
}
]
} |
From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate
Tank the pirate then quickly crouch jump and down grab or use HiJump to get to the ledge. Requires: "canSuitlessMaridia"
"canUseIFrames"
{
"enemyDamage": {
"enemy": "Pink Space Pirate (standing)",
"type": "contact",
"hits": 1
}
}
{
"or": [
"HiJump",
"h_underwaterCrouchJumpDownGrab",
{
"and": [
"canTrickyJump",
"canTrickySpringBallJump"
]
}
]
} |
From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate
Kill or freeze the pirate then crouch jump and down grab or use another method to get to the ledge. Requires: "canSuitlessMaridia"
"Plasma"
{
"or": [
"HiJump",
"canSpringBallJumpMidAir",
"h_underwaterCrouchJumpDownGrab",
"canUseFrozenEnemies"
]
} |
From: 1
Bottom Door
To: 3
Middle Right Door
Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. With limited runway, this may require a very precise jump. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish. Entrance condition: {
"comeInWithPlatformBelow": {
"maxHeight": 6,
"maxLeftPosition": -0.5,
"minRightPosition": 2.5
},
"comesThroughToilet": "yes"
}Requires: "canDash"
"canCrossRoomJumpIntoWater"
"canInsaneJump"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canUseFrozenEnemies"
]
}Dev note: This applies to Crab Maze, Forgotten Highway Elevator, and Red Brinstar Elevator Room. |
|
Spin jump to the left through the transition. Bonking the left side of the door frame works but is not required. Hold left through the transition to avoid the fish and land on the platform to the left. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish. Entrance condition: {
"comeInWithPlatformBelow": {
"maxHeight": 6,
"maxLeftPosition": 2,
"minRightPosition": -2
},
"comesThroughToilet": "no"
}Requires: "canCrossRoomJumpIntoWater"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canUseFrozenEnemies"
]
}Dev note: This doesn't work with passing through the Toilet (e.g. from Climb) because you would spawn higher and not be able to avoid the fish, given that no horiziontal speed is carried through the transition here. |
From: 1
Bottom Door
To: 3
Middle Right Door
Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish. Entrance condition: {
"comeInWithPlatformBelow": {
"maxHeight": 6,
"maxLeftPosition": -0.5,
"minRightPosition": 4.5
},
"comesThroughToilet": "yes"
}Requires: "canDash"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canUseFrozenEnemies"
]
}Dev note: This applies to Basement and Wrecked Ship Main Shaft. |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
},
"comesThroughToilet": "no"
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"Gravity",
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
"HiJump",
{
"or": [
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
},
"canSpringBallJumpMidAir",
{
"and": [
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJump"
]
}
]
}
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
"canTrickyUseFrozenEnemies",
"canBeVeryPatient",
{
"or": [
"canStationaryLateralMidAirMorph",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
}Clears obstacles: B |
From: 1
Bottom Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"Gravity",
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
"HiJump",
{
"or": [
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
},
"canSpringBallJumpMidAir",
{
"and": [
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJump"
]
}
]
}
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
"canTrickyUseFrozenEnemies",
"canBeVeryPatient",
{
"or": [
"canStationaryLateralMidAirMorph",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
} |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Only requires a runway of one tile in the adjacent room. Bomb boost through the doorway, then use spring ball to get to the bottom left ledge. To avoid hitting the Skultera, place the bomb a few pixels from the doorway. One way to setup the positioning of the bomb is to place it, unmorph, rotate, and remorph Entrance condition: {
"comeInWithBombBoost": {}
}Requires: {
"tech": "canSpringBallBombJump"
}
"h_useSpringBall"
"canCrossRoomJumpIntoWater"
{
"or": [
"Gravity",
"HiJump",
"canSpringBallJumpMidAir",
"h_underwaterCrouchJumpDownGrab"
]
} |
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"Gravity",
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
"HiJump",
{
"or": [
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
},
"canSpringBallJumpMidAir",
{
"and": [
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJump"
]
}
]
}
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
"canTrickyUseFrozenEnemies",
"canBeVeryPatient",
{
"or": [
"canStationaryLateralMidAirMorph",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
}Clears obstacles: B |
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": false
}
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"Gravity",
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
"HiJump",
{
"or": [
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
},
"canSpringBallJumpMidAir",
{
"and": [
"canTrickyUseFrozenEnemies",
"h_underwaterCrouchJump"
]
}
]
}
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
"canTrickyUseFrozenEnemies",
"canBeVeryPatient",
{
"or": [
"canStationaryLateralMidAirMorph",
{
"ammo": {
"type": "Super",
"count": 1
}
}
]
}
]
}
]
} |
From: 4
Top Right Door
To: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
Place bombs against the speed blocks until they are overloaded. Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": true
}
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
"h_artificialMorphBombs"
{
"or": [
{
"and": [
"h_artificialMorphSpringBall",
{
"or": [
"Gravity",
"HiJump"
]
}
]
},
{
"and": [
"Morph",
{
"or": [
"Gravity",
"HiJump",
"h_underwaterCrouchJump"
]
}
]
},
{
"and": [
"Gravity",
"h_artificialMorphCeilingBombJump"
]
},
{
"and": [
"Gravity",
"h_artificialMorphIBJ",
"canBeVeryPatient"
]
}
]
}Clears obstacles: B |
From: 4
Top Right Door
To: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
Entrance condition: {
"comeInWithGMode": {
"mode": "indirect",
"morphed": true
}
}Requires: {
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
"h_artificialMorphBombs"
{
"or": [
{
"and": [
"h_artificialMorphSpringBall",
{
"or": [
"Gravity",
"HiJump"
]
}
]
},
{
"and": [
"Morph",
{
"or": [
"Gravity",
"HiJump",
"h_underwaterCrouchJump"
]
}
]
},
{
"and": [
"Gravity",
"h_artificialMorphCeilingBombJump"
]
},
{
"and": [
"Gravity",
"h_artificialMorphIBJ",
"canBeVeryPatient"
]
}
]
} |
From: 5
Morph Passage Doorway
To: 7
Morph Tunnel Item
Turn HiJump and Gravity suit off before jumping and morphing into the tunnel. The crab will not come through the whole tunnel. Retreat to the right to avoid taking a hit. Requires: "canSuitlessMaridia"
{
"disableEquipment": "HiJump"
}
{
"disableEquipment": "Gravity"
}
"canMidAirMorph"
"h_complexToCarryFlashSuit" |
From: 7
Morph Tunnel Item
To: 5
Morph Passage Doorway
Turn HiJump and Gravity suit off before jumping and morphing into the tunnel. Requires: "canSuitlessMaridia"
{
"disableEquipment": "HiJump"
}
{
"disableEquipment": "Gravity"
}
"canMidAirMorph" |
From: 8
Bottom Junction
To: 3
Middle Right Door
Freeze the crab on the corner of the ledge and the fish near the wall but with enough space for Samus to fit through and jump up. Perform a stationary lateral midair morph and press against the fish to get enough height to get onto it. Requires: "canSuitlessMaridia" "h_underwaterMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canTrickyUseFrozenEnemies" |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken. Jump with either Springball or HiJump onto the global crab while it is climbing the section above the Speed locked item. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. If the Speed blocks are broken, the global crab will not be able to reach this part of the room. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "canSuitlessMaridia"
{
"obstaclesNotCleared": [
"A"
]
}
{
"obstaclesNotCleared": [
"R-Mode"
]
}
"h_underwaterCrouchJump"
"canInsaneJump"
{
"or": [
"h_underwaterMaxHeightSpringBallJump",
"HiJump"
]
}
{
"or": [
"h_midAirMorphReserveDoubleDamageBoost",
{
"and": [
"canReserveDoubleDamageBoost",
"canOffScreenMovement",
"h_trickyToCarryFlashSuit"
]
}
]
}
{
"autoReserveTrigger": {
"minReserveEnergy": 85
}
}
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
} |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Be sure not to get the first downward moving crab on screen until Samus is in position to quickly and accurately shoot and freeze it. This is much tighter with spring ball relative to HiJump. Performing a max height spring ball jump from the frozen crab can get Samus to the next ledge. Getting to the ledge with the fish is particularly precise. Either stand at the very edge of the platform and perform a very precise max heigh spring ball jump, or stand against the left wall and and perform a slightly less tight stationary lateral morph into spring ball jump. Requires: "canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canTrickySpringBallJump"
"canDodgeWhileShooting"
{
"or": [
"canInsaneJump",
{
"and": [
"Spazer",
"Wave"
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
{
"or": [
"Wave",
"Spazer"
]
}
]
},
"Plasma"
]
}
{
"or": [
"h_underwaterMaxHeightSpringBallJump",
"canStationaryLateralMidAirMorph"
]
} |
From: 10
Direct G-Mode Morph, On Ledge Above Speed Blocks
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 Power Bombs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Samus can use the second Power Bomb to Crystal Flash to have enough Energy to take a crab hit or to get some Reserve Energy, but then she will not be able to use X-Ray to exit G-Mode, and will require a Reserve Trigger. If Samus uses the first Power Bomb to Crystal Flash, she is no longer able to place a second. Samus then needs to jump into the speed-locked item and hit the crab to trigger Reserves and exit G-Mode. This can be done with HiJump, Gravity, Spring Ball, or Ice. Turn around while inside the item to collect it. Requires: "canPowerBombItemOverloadPLMs"
{
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"h_artificialMorphCrystalFlash"
{
"or": [
"h_artificialMorphPowerBomb",
{
"and": [
{
"itemNotCollectedAtNode": 7
},
"canRiskPermanentLossOfAccess"
]
}
]
}
{
"or": [
"HiJump",
"Gravity",
"canSpringBallJumpMidAir",
{
"and": [
"h_underwaterCrouchJump",
"canTrickyUseFrozenEnemies"
]
}
]
}
{
"autoReserveTrigger": {}
}Dev note: An item is expected at node 6, otherwise this strat isn't useful. It takes 2 PBs to overload PLMs, or only 1 if both items are uncollected. FIXME: If Samus has a lot of tanks, it could take too much time to damage down. Ice can be used to take multiple hits from a crab before it leaves. |
From: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item
Samus can Crystal Flash to have enough Energy to take a crab hit or to get some Reserve Energy, but then she will not be able to use X-Ray to exit G-Mode, and will require a Reserve Trigger. The Crystal Flash needs to be done before unmorphing, while being careful not to kill the global crab. Samus then needs to jump into the speed-locked item and hit the crab to trigger Reserves and exit G-Mode. This can be done with HiJump, Gravity, Spring Ball, or Ice. Turn around while inside the item to collect it. Wait for the global crab to get into position. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room. Requires: "canComplexGMode"
{
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"h_artificialMorphCrystalFlash"
{
"or": [
"Gravity",
"HiJump",
"canSpringBallJumpMidAir",
{
"and": [
"h_underwaterCrouchJump",
"canTrickyUseFrozenEnemies"
]
}
]
}
{
"autoReserveTrigger": {}
}
{
"obstaclesCleared": [
"B"
]
}Dev note: Samus needs to use Bombs or Power Bombs to overload PLMs, so Morph or artificial Morph is already required. FIXME: If Samus has a lot of tanks, it could take too much time to damage down. Ice can be used to take multiple hits from a crab before it leaves. |
From: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item
Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. If using Bombs, it is important to freeze the crab with all other beams turned off, so that the crab has 30 remaining Energy or less. Place a Bomb or Power Bomb, then quickly get into the crouch position and use X-Ray to exit G-Mode before it goes off. It is important to be crouched, not standing, and have Gravity off, or the bomb will boost Samus and she will be stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room. It is possible to kago the bomb boost in order to do this strat with Gravity still equipped. Requires: "canComplexGMode"
{
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"canTrickyUseFrozenEnemies"
{
"or": [
"Gravity",
"HiJump",
"h_underwaterCrouchJump",
"canSpringBallJumpMidAir"
]
}
{
"or": [
{
"disableEquipment": "Gravity"
},
"canKago"
]
}
"h_bombThings" |
From: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item
Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item. Samus will now be stuck on the crab, and if it thaws and hits her, she will be pushed up and stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room. Requires: "canComplexGMode"
{
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"canTrickyUseFrozenEnemies"
{
"or": [
"Gravity",
"HiJump",
"h_underwaterCrouchJump",
"canSpringBallJumpMidAir"
]
}Clears obstacles: C |
From: 12
G-Mode Junction By Middle Right Door
To: 10
Direct G-Mode Morph, On Ledge Above Speed Blocks
Climb to the ledge left of the morph tunnel item. With Ice, carefully and quickly freeze the last crab high enough to use as a platform. With a slow ascent, such as with Spring Ball and Ice, the crab will need to circle the entire room, it is possible to use a Super when it passes the speed blocks to speed this up significantly. Requires: {
"obstaclesCleared": [
"B"
]
}
"Morph"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"Gravity",
"canTrickyUseFrozenEnemies"
]
},
{
"and": [
"HiJump",
{
"or": [
"canSpringBallJumpMidAir",
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
}
]
}
]
},
{
"and": [
"HiJump",
"canTrickyUseFrozenEnemies",
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
}
]
},
{
"and": [
"h_underwaterMaxHeightSpringBallJump",
"canTrickyUseFrozenEnemies",
"canBeVeryPatient"
]
}
]
}Dev note: FIXME: HiJump strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 12
G-Mode Junction By Middle Right Door
To: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
Place bombs against the speed blocks until they are overloaded. With a slow ascent, such as with Spring Ball and Ice, the crab will need to circle the entire room, it is possible to use a Super when it passes the speed blocks to speed this up significantly. Requires: "canComplexGMode"
{
"notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_useMorphBombs"
"h_navigateUnderwater"
{
"or": [
"canGravityJump",
{
"and": [
"Gravity",
"canWalljump"
]
},
{
"and": [
"HiJump",
{
"or": [
"canSpringBallJumpMidAir",
{
"and": [
{
"notable": "Underwater Walljumps"
},
"canUnderwaterWalljump"
]
}
]
}
]
},
{
"and": [
"canTrickyUseFrozenEnemies",
{
"or": [
"HiJump",
"Gravity",
"h_underwaterMaxHeightSpringBallJump"
]
}
]
}
]
}
{
"or": [
{
"and": [
"Gravity",
"h_useSpringBall"
]
},
{
"and": [
"HiJump",
"h_useSpringBall"
]
},
{
"and": [
"Gravity",
"canCeilingBombJump"
]
},
"canBeVeryPatient"
]
} |
|
Requires: {
"or": [
"Gravity",
{
"obstaclesNotCleared": [
"A"
]
},
{
"enemyDamage": {
"enemy": "Kame (Tatori)",
"type": "contact",
"hits": 1
}
}
]
}
{
"or": [
"Gravity",
"HiJump",
"canSpringBallJumpMidAir",
"h_underwaterCrouchJumpDownGrab",
"canUseEnemies"
]
} |
|
Jump over or on to Mama Turtle. The easiest method is to jump over her by jumping on her babies, or to Morph under her. Requires: "canSuitlessMaridia"
"canTrickyJump"
{
"or": [
"canSpringBallJumpMidAir",
"h_underwaterCrouchJumpDownGrab",
"canUseEnemies"
]
} |
From: 1
Top Left Door
To: 9
Platform Below Top Door
Crouch on the lowest stair, then shinespark horizontally to bonk at the top corner of the grapple block. Down grab to get onto it. Entrance condition: {
"comeInShinecharged": {}
}Requires: {
"shineChargeFrames": 110
}
{
"notable": "Shinespark Down-Grab to the Grapple Blocks (Left to Top)"
}
"canSuitlessMaridia"
"h_underwaterCrouchJumpDownGrab"
"canHorizontalMidairShinespark"
{
"shinespark": {
"frames": 56,
"excessFrames": 0
}
}Dev note: This is only done suitless, as with Gravity, you can gravity jump up there. A similar strat can be done from the top right door, but it doesn't have a nice setup and has to be done midair. FIXME: Add a variant with canControlShinesparkEnd. |
|
Near the bottom left door, there are three pathways upwards: one directly above the door and two to the right. Between the right pathways, is a crab moving to the right. Shooting a Super against the wall will make it fall off and move left. Climb the crab up the left wall. Watch out for the crab above that is heading into the morph tunnel. Jump to the right platform before the upward crab goes into the tunnel. Lure the crab out of the hole by running to the right of the hill then back left or use moonwalk to scroll the camera. Near the end is particularly tricky. When the crab is on the underside of the metal blocks, freeze it and use it as a stepping platform. To do this, crouch jump and while moving upwards, hold left against the crab to get extra vertical movement. Down grabbing at the top is helpful. Requires: "canSuitlessMaridia"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
{
"or": [
{
"and": [
"h_underwaterCrouchJumpDownGrab",
"canBePatient"
]
},
"HiJump",
"canSpringBallJumpMidAir"
]
}
"canCameraManip"
{
"ammo": {
"type": "Super",
"count": 1
}
} |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Position 2 Scisers so that they can each be used for a Bomb-Grapple-Jump, back to back. This gives a total of 3 jumps to climb from the bottom of the room up to one of the lower peaks. In the likely event of failure, the room will need to be reset and the crabs repositioned for the next attempt. Requires: {
"notable": "Double Crab Bomb-Grapple-Jump"
}
"h_navigateUnderwater"
"canBombGrappleJump"
"h_underwaterCrouchJumpDownGrab" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Jump with either Springball or HiJump onto a Sciser while it is climbing the right-most mountain. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. This gains barely enough height to reach the ledge above. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "h_navigateUnderwater"
"h_underwaterCrouchJump"
"canInsaneJump"
{
"or": [
"h_underwaterMaxHeightSpringBallJump",
"HiJump"
]
}
{
"or": [
"h_midAirMorphReserveDoubleDamageBoost",
{
"and": [
"canReserveDoubleDamageBoost",
"canOffScreenMovement",
"h_trickyToCarryFlashSuit"
]
}
]
}
{
"autoReserveTrigger": {
"minReserveEnergy": 85
}
}
{
"enemyDamage": {
"enemy": "Sciser",
"type": "contact",
"hits": 1
}
} |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climb the bottom right wall of the room with Ice and HiJump while also luring a crab to the next platform to be used to ascend the next wall. The trickiest part of the climb is getting past the final overhang. This can be done with an underwater wall jump if the crab is low, a precise crouch jump and down grab if it is higher, or a flatley jump off of the crab if it is higher still. Two crabs makes it significantly easier to lure one to the top - simply let one go ahead of Samus. For a faster setup, one crab may be used by perform the final jump as it is unfreezing so it starts moving upward. Then go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip. Requires: {
"notable": "Right Crab Climb with Only HiJump"
}
"canSuitlessMaridia"
"canCrazyCrabClimb"
"HiJump"
"canTrickyJump"
"canCameraManip"
{
"or": [
"canUnderwaterWalljump",
"h_underwaterCrouchJumpDownGrab",
"canFlatleyJump",
"canInsaneJump"
]
}Clears obstacles: A, B |
|
Requires: "h_navigateUnderwater"
{
"or": [
"h_useSpringBall",
"canMidAirMorph",
{
"and": [
"Gravity",
"canBombHorizontally"
]
},
{
"and": [
"Gravity",
"canLongIBJ",
"canJumpIntoIBJ"
]
},
{
"and": [
"Gravity",
"canTrivialMidAirMorph",
{
"or": [
"SpaceJump",
"canUseFrozenEnemies"
]
}
]
},
{
"and": [
"canTrivialMidAirMorph",
"canDisableEquipment"
]
}
]
}Dev note: It's possible to get in without a mid-air morph by rolling off from above, but that requires disabling Gravity and/or crab hits and the crab not killed. That's a lot of work to avoid something simple and barely reasonable at that level anyways. |
From: 8
Higher Hill Junction
To: 6
Left Morph Passage Doorway
Requires: "Gravity"
"canMidAirMorph"
"h_EverestMorphTunnelExpanded"
{
"canShineCharge": {
"usedTiles": 12,
"steepUpTiles": 5,
"steepDownTiles": 5,
"openEnd": 1
}
}
{
"shineChargeFrames": 110
}Exit condition: {
"leaveShinecharged": {}
}Dev note: The frames remaining accounts for time needed to unmorph before going through the transition. Leaving with a shinecharge could be done even if the morph tunnel isn't expanded, but this would mean leaving shinecharged while morphed, which wouldn't technically adhere to what this exit condition specifies. |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Crouch at the edge of the overhang. Jump and just after the peak of the jump, grapple to the grapple blocks. This strat is finicky, and failure doesn't usually allow a second try (assuming the Powamp is not there). Be sure not to hold angle while crouch jumping, or Samus will not gain the extra height from the crouch jump. Requires: "canSuitlessMaridia"
"canPreciseGrapple"
"h_underwaterCrouchJump"
"canInsaneJump"
{
"noFlashSuit": {}
}Dev note: This is possible to do without a crouch jump, but it is much harder. |
|
Entrance condition: {
"comeInShinecharged": {},
"comesThroughToilet": "any"
}Requires: {
"shineChargeFrames": 5
}
{
"shinespark": {
"frames": 25,
"excessFrames": 6
}
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
|
Enter on the right side of the doorway to be able to get up out of the water and onto the top platform. Entrance condition: {
"comeInWithSpark": {},
"comesThroughToilet": "no"
}Requires: {
"shinespark": {
"frames": 25,
"excessFrames": 6
}
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
|
Requires: "h_storedSpark"
{
"or": [
{
"shinespark": {
"frames": 22,
"excessFrames": 7
}
},
{
"and": [
"HiJump",
{
"shinespark": {
"frames": 20,
"excessFrames": 7
}
}
]
},
{
"and": [
"canTrickyUseFrozenEnemies",
{
"shinespark": {
"frames": 20,
"excessFrames": 7
}
}
]
}
]
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
|
Requires: {
"or": [
"HiJump",
"canWalljump",
"SpaceJump",
{
"and": [
"canIBJ",
"canBombHorizontally"
]
},
"canSpringBallJumpMidAir"
]
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
|
Requires: "h_storedSpark"
{
"shinespark": {
"frames": 11,
"excessFrames": 8
}
}
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
"h_bombThings"
]
} |
From: 1
Middle Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInWithTemporaryBlue": {}
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"canLongChainTemporaryBlue"
{
"ammo": {
"type": "PowerBomb",
"count": 1
}
}
"h_doubleSpringBallJumpWithHiJump"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
}
"canBeExtremelyPatient" |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInRunning": {
"speedBooster": "yes",
"minTiles": 0.4375
}
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"h_waterGetBlueSpeed"
"h_doubleSpringBallJumpWithHiJump"
"canChainTemporaryBlue"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
} |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInWithTemporaryBlue": {}
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"h_doubleSpringBallJumpWithHiJump"
"canChainTemporaryBlue"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
} |
|
Chain temporary blue to reach the Speed blocks below the items. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInWithTemporaryBlue": {}
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"HiJump"
"canChainTemporaryBlue"
"canTrickySpringBallJump"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: {
"or": [
"Gravity",
"HiJump",
"canSpringBallJumpMidAir",
"canUseEnemies",
{
"and": [
"h_underwaterCrouchJump",
"canTrickyJump"
]
}
]
}Exit condition: {
"leaveWithGMode": {
"morphed": false
}
} |
|
Requires: {
"resetRoom": {
"nodes": [
6
]
}
}
{
"or": [
"h_useMorphBombs",
{
"haveBlueSuit": {}
}
]
}
"canDodgeWhileShooting"
{
"or": [
{
"and": [
"Gravity",
{
"cycleFrames": 2805
}
]
},
{
"and": [
"HiJump",
{
"cycleFrames": 2870
}
]
},
{
"and": [
"h_underwaterCrouchJump",
{
"or": [
"canTrickyJump",
"canMorphTurnaround"
]
},
{
"cycleFrames": 3405
}
]
}
]
}Resets obstacles: A Farm cycle drops: 2 Yard |
|
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: {
"comeInWithTemporaryBlue": {
"direction": "right"
},
"comesThroughToilet": "any"
}Requires: {
"notable": "Suitless Temporary Blue To Items"
}
"canSuitlessMaridia"
"canChainTemporaryBlue"
{
"ammo": {
"type": "PowerBomb",
"count": 1
}
}
"h_doubleSpringBallJumpWithHiJump"
{
"or": [
"canXRayCeilingClip",
{
"and": [
"h_jumpIntoCrystalFlashClip",
"Grapple"
]
}
]
} |
|
Crouch on rightmost pixel of the ledge to the left of the door, jump then move over quickly without spin jumping. The timing for the forward press needs to be between 0 and 5 frames after pressing jump (a 6-frame window). Samus's subpixel position is important: X position needs to be at least $64.4000, this is the rightmost 75% of the rightmost pixel. Morph provides an easier setup. From below the ledge, press left against the wall, jump, mid-air morph, and tap left to move slightly onto the ledge. Requires: "canSuitlessMaridia"
"h_underwaterCrouchJump"
{
"or": [
"canTrickyJump",
"canMorphTurnaround"
]
} |
From: 11
G-Mode Overloaded PLMs (By Bottom Left Door)
To: 7
Top Right Left Item
Requires: "canGMode"
"canSnailClimb"
{
"or": [
"Gravity",
"h_underwaterMaxHeightSpringBallJump",
{
"and": [
"HiJump",
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
}
]
}
]
} |
From: 13
Direct G-Mode Morph (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. Requires: "canPowerBombItemOverloadPLMs"
{
"notable": "G-Mode Overload PLMs - Power Bomb the Items"
}
{
"or": [
{
"itemNotCollectedAtNode": 7
},
{
"itemNotCollectedAtNode": 8
}
]
}
"h_artificialMorphSpringBall"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
"h_navigateUnderwater"
"canSnailClimb"
{
"or": [
"Gravity",
{
"and": [
"HiJump",
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
}
]
}
]
}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 (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. Requires: "canPowerBombItemOverloadPLMs"
{
"notable": "G-Mode Overload PLMs - Power Bomb the Items"
}
{
"or": [
{
"itemNotCollectedAtNode": 7
},
{
"itemNotCollectedAtNode": 8
}
]
}
"h_usePowerBomb"
"h_usePowerBomb"
"h_navigateUnderwater"
"canSnailClimb"
{
"or": [
"Gravity",
"h_underwaterMaxHeightSpringBallJump",
{
"and": [
"HiJump",
{
"or": [
"h_underwaterCrouchJump",
"canDownGrab"
]
}
]
}
]
}Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
|
Requires: "Gravity"
{
"or": [
"canMidAirMorph",
"h_useSpringBall",
{
"and": [
"canIBJ",
"canBombHorizontally"
]
}
]
}Collects items: 5 |
|
Entrance condition: {
"comeInShinechargedJumping": {}
}Requires: {
"shineChargeFrames": 25
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canHorizontalMidairShinespark"
{
"shinespark": {
"frames": 55,
"excessFrames": 0
}
}Collects items: 5 |
|
Lure a Puyo close to the sand and use it to Bomb-Grapple-Jump up to the Morph Ball maze. It helps to predict the jump pattern of the enemy. Requires: {
"notable": "Puyo Bomb-Grapple-Jump"
}
"canSuitlessMaridia"
"canBombGrappleJump"
"h_underwaterCrouchJump"Collects items: 5 |
|
Lure a Puyo close to the sand to use for a Sand Grapple Boost. As it is close to entering the sand, land on the sand and crouch. Very quickly after crouching shoot the grapple and jump. As soon as the Puyo is killed aim down to escape the sand. If the timings don't work out just right, too much height is lost to the sand. Crouching in sand is also a high softlock risk. Requires: {
"notable": "Sand Grapple Boost (Left to Right)"
}
"h_underwaterCrouchJumpDownGrab"
"canSandGrappleBoost"
"canInsaneJump"
"canMidAirMorph"Collects items: 5 |
|
Requires: "canSuitlessMaridia"
{
"or": [
{
"and": [
"canTrickySpringBallJump",
{
"or": [
"h_underwaterCrouchJump",
"canLateralMidAirMorph"
]
}
]
},
{
"and": [
"HiJump",
"h_useSpringBall"
]
},
{
"and": [
"HiJump",
"canMidAirMorph"
]
}
]
}Collects items: 5 |
From: 4
Right Door
To: 4
Right Door
Fill up with the Zoas. Shinecharge near the Zoa pit - or cross the Morph tunnel and use the full-length runway there, then get interrupted by a Zoa. Entrance condition: {
"comeInWithRMode": {}
}Requires: "Gravity"
{
"refill": [
"Energy"
]
}
{
"or": [
{
"and": [
"canSuitlessMaridia",
"canMidAirMorph",
{
"disableEquipment": "Gravity"
}
]
},
{
"canShineCharge": {
"usedTiles": 23,
"gentleUpTiles": 4,
"openEnd": 1
}
}
]
}
"h_shinechargeMaxRunway"
{
"autoReserveTrigger": {}
}
"canRModeSparkInterrupt"Clears obstacles: A |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Requires: "canSuitlessMaridia" "h_underwaterCrouchJumpDownGrab" "canBombGrappleJump" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Use the respawning Zoas as a grapple target to get a sand boost in order to reach the ledge above. Shoot Grapple just after landing on the sand. Jump as soon as the Zoa is hit, and aim down to escape the sand. Avoid getting hit by killing the extra Zoas since falling into the sand is a softlock. If carrying a flash suit, hold angle-down while shooting the Zoa and jumping. Requires: "h_underwaterCrouchJumpDownGrab" "canSandGrappleBoost" |
From: 5
Item
To: 6
Junction Right of Morph Passage
Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" "h_complexToCarryFlashSuit" |
From: 6
Junction Right of Morph Passage
To: 5
Item
Requires: "canSuitlessMaridia"
"canMidAirMorph"
{
"disableEquipment": "Gravity"
}
{
"disableEquipment": "HiJump"
}
"h_complexToCarryFlashSuit"Collects items: 5 |
|
Requires: {
"resetRoom": {
"nodes": [
1
]
}
}
{
"or": [
{
"and": [
"Gravity",
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"Wave",
"Spazer",
{
"haveBlueSuit": {}
}
]
},
{
"cycleFrames": 720
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 770
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 770
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1020
}
]
}
]
}
]
},
{
"and": [
"HiJump",
{
"cycleFrames": 1650
}
]
},
{
"and": [
"canTrickyJump",
"h_underwaterCrouchJumpDownGrab",
{
"cycleFrames": 2280
}
]
}
]
}Farm cycle drops: 2 Puyo |
|
Requires: {
"haveBlueSuit": {}
}
{
"or": [
"h_underwaterCrouchJump",
"Gravity",
"HiJump",
"canTrickyUseFrozenEnemies"
]
} |
From: 1
Bottom Left Door
To: 2
Right Door
Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. With no jump assists, use a frozen Mochtroid as a platform to get to the ledge above the door. Requires: {
"notable": "Mochtroid Ice Clip"
}
"h_navigateUnderwater"
"canUseFrozenEnemies"
{
"disableEquipment": "Gravity"
}
{
"or": [
"Gravity",
"HiJump",
"canTrickyUseFrozenEnemies"
]
}
"h_underwaterCrouchJump"
{
"or": [
"canTrickyJump",
{
"and": [
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Mochtroid",
"type": "contact",
"hits": 1
}
}
]
},
{
"enemyDamage": {
"enemy": "Mochtroid",
"type": "contact",
"hits": 2
}
}
]
}Dev note: The canCeilingClip was left out, because this is easier than all other clips, and can instead be a notable in a lower difficulty. |
From: 1
Bottom Left Door
To: 2
Right Door
Lure a Mochtroid, stand below the crumbles, and perform a suitless jump and aim down, timed so that the reserve trigger forced standup happens just before Samus contacts the crumbles and still has upwards momentum. Release down before the refill completes, pressing down again when Samus approaches the peak of her jump. If Morph is available a jump morph can be used for more leniency, giving a 8 frame window compared to 3 frames for the regular jump. If Spring Ball is also available, jumping in Spring Ball increases the window to 9 frames. Entrance condition: {
"comeInWithRMode": {},
"comesThroughToilet": "any"
}Requires: "canRModeStandupClip"
{
"disableEquipment": "ETank"
}
{
"disableEquipment": "Gravity"
}
{
"disableEquipment": "HiJump"
}
{
"resourceAvailable": [
{
"type": "Energy",
"count": 99
}
]
}
{
"or": [
"canBeVeryPatient",
{
"and": [
"canMidAirMorph",
"canBePatient"
]
}
]
}
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
{
"autoReserveTrigger": {}
} |
From: 1
Bottom Left Door
To: 2
Right Door
Lure a Puyo close to the crumble blocks and time it so you can kill it and collect its drop without getting hit. Alternativly you can start with more health and time the PowerBomb explosion with a Puyo hit to collect the drop automatically. Requires: "canBeExtremelyPatient"
"canSuitlessMaridia"
{
"tech": "canJumpIntoCrystalFlashClip"
}
"h_underwaterCrouchJumpDownGrab"
"h_10PowerBombCrystalFlash"
{
"resetRoom": {
"nodes": [
1
]
}
} |
From: 1
Bottom Left Door
To: 2
Right Door
Find the crumble blocks and crystal flash mid-air, just below them. They are on the far right of the ceiling of the bottom right pathway. Hold down as the CF ends to break the non-respawning crumble blocks. This is for the much harder version, without Gravity and Bombs. Requires: "h_jumpIntoCrystalFlashClip"
"canSuitlessMaridia"
{
"or": [
"HiJump",
"canSpringBallJumpMidAir",
{
"and": [
"h_underwaterCrouchJumpDownGrab",
"canCarefulJump"
]
},
"canUseFrozenEnemies"
]
} |
|
Requires: {
"or": [
"HiJump",
"canSpringBallJumpMidAir",
"Gravity",
"h_underwaterCrouchJumpDownGrab"
]
}
{
"useFlashSuit": {}
}
{
"or": [
{
"shinespark": {
"frames": 20,
"excessFrames": 11
}
},
{
"and": [
"Gravity",
{
"shinespark": {
"frames": 18,
"excessFrames": 9
}
}
]
}
]
} |
|
Requires: {
"haveBlueSuit": {}
}
{
"or": [
"h_underwaterCrouchJump",
"Gravity",
"HiJump",
"canUseFrozenEnemies",
"canBootless2WideUWJ"
]
} |
From: 2
Right Door
To: 1
Bottom Left Door
Use the middle section of pipes as a platform to reach the top level, above the Mochtroid. A crouch jump and down grab is enough if the jump begins on the rightmost 75% of the rightmost pixel. Getting into this position can be made easier with a morph turnaround: Spin jump out, turn left then quickly break spin (i.e. with a shot or angle button), morph and press against the upper left wall, then briefly tap left on the descent to land on the edge. Then perform a morph turnaround by pressing right for a very short time to face right without moving. Unmorph and jump to the right by pressing right immediately after jumping (on the same frame or up to 5 frames later), and down grab on the upper right ledge. With the Mochtroid, crouch under the crumble blocks to the left. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. Requires: {
"notable": "Mochtroid Ice Clip"
}
"canCeilingClip"
"canUseFrozenEnemies"
"canMorphTurnaround"
"h_underwaterCrouchJumpDownGrab"
{
"or": [
"canTrickyJump",
{
"enemyDamage": {
"enemy": "Mochtroid",
"type": "contact",
"hits": 1
}
}
]
} |
From: 2
Right Door
To: 1
Bottom Left Door
Use the middle section of pipes as a platform to reach the top level, above the Mochtroid. A crouch jump and down grab is enough if the jump begins on the rightmost 75% of the rightmost pixel. Getting into this position can be done by moonwalking to a certain pixel and then turning around to the right to end on the right-most pixel. With random subpixels, Samus will fall off 25% of the time when turning around to the right. If Samus starts on the correct pixel and does not fall off when turning around, then she is guaranteed to be on subpixels that will work for the jump. Crouch jump, pressing right immediately after jumping (on the same frame or up to 5 frames later), then down grab on the upper right ledge. Alternatively, moonwalking onto the correct pixel one frame at a time, stopping as soon as it is reached, can guarantee that Samus will not fall when turning around. With the Mochtroid, crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. Requires: {
"notable": "Mochtroid Ice Clip"
}
"canCeilingClip"
"canUseFrozenEnemies"
"canTrickyJump"
"h_underwaterCrouchJumpDownGrab" |
From: 2
Right Door
To: 1
Bottom Left Door
Lure a Mochtroid, stand below the crumbles, and perform a suitless jump and aim down, timed so that the reserve trigger forced standup happens just before Samus contacts the crumbles and still has upwards momentum. Release down before the refill completes, pressing down again when Samus approaches the peak of her jump. If Morph is available a jump morph can be used for more leniency, giving an 8-frame window compared to 3 frames for the regular jump. If Spring Ball is also available, jumping in Spring Ball increases the window to 9 frames. Entrance condition: {
"comeInWithRMode": {}
}Requires: "canRModeStandupClip"
{
"disableEquipment": "ETank"
}
{
"disableEquipment": "Gravity"
}
{
"disableEquipment": "HiJump"
}
{
"resourceAvailable": [
{
"type": "Energy",
"count": 99
}
]
}
{
"or": [
"canBeVeryPatient",
{
"and": [
"canMidAirMorph",
"canBePatient"
]
}
]
}
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
{
"autoReserveTrigger": {}
} |
From: 2
Right Door
To: 1
Bottom Left Door
Find the crumble blocks and crystal flash mid-air, just below them. They are on the far left of the ceiling of the middle left pathway. Hold down as the CF ends to break the non-respawning crumble blocks. This is for the much harder version, without Gravity and Bombs. Requires: "h_jumpIntoCrystalFlashClip"
"canSuitlessMaridia"
{
"or": [
{
"and": [
"h_underwaterCrouchJumpDownGrab",
"canTrickyJump"
]
},
"HiJump",
"Gravity",
"canSpringBallJumpMidAir"
]
} |
|
Requires: "h_navigateUnderwater"
{
"or": [
{
"and": [
"h_underwaterCrouchJumpDownGrab",
"canTrickyJump"
]
},
"HiJump",
"Gravity",
"canSpringBallJumpMidAir"
]
}Exit condition: {
"leaveWithGModeSetup": {
"knockback": false
}
} |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"Gravity",
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 720
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 760
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 785
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 800
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 820
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 1060
}
]
}
]
},
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
{
"cycleFrames": 150
}
]
}
]
},
{
"and": [
{
"or": [
{
"and": [
{
"or": [
"Plasma",
"Wave",
"Spazer",
"Grapple",
{
"haveBlueSuit": {}
}
]
},
{
"cycleFrames": 1710
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 2010
}
]
}
]
},
{
"or": [
"HiJump",
{
"and": [
"canTrickyJump",
"h_underwaterCrouchJumpDownGrab",
{
"cycleFrames": 315
}
]
}
]
}
]
}
]
}Farm cycle drops: 1 Mochtroid, 2 Puyo |
|
Perform the spring ball jump near max height. Place the first bomb between a few frames after the spring ball jump; ideally it should be just above the water line. Press pause a few frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in, then continue into an IBJ. Requires: {
"notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_underwaterMaxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ" |
|
Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling). Requires: {
"notable": "Bomb Jump Water Escape"
}
"canDash"
"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
"spikeHits": 1
}
"canNeutralDamageBoost"
{
"or": [
"canHorizontalDamageBoost",
{
"spikeHits": 1
}
]
}
"h_underwaterMaxHeightSpringBallJump"
{
"or": [
"canSpringFling",
{
"and": [
{
"spikeHits": 1
},
"canInsaneJump"
]
}
]
}
"canBombJumpWaterEscape"
"canJumpIntoIBJ"Dev note: The IBJ at the left side of the room can be done without a 'spring fling' but is far more precise: the first bomb must be placed exactly two frames before the spring ball jump, and the spring ball jump should be performed just before max height, during the 4-frame window between 2 and 5 frames before the last possible frame to jump (there are also 1-frame windows at 0 and 8 frames before the last frame). FIXME: This can be possible to do while carrying a blue suit, with much greater difficulty. |
|
Freeze a crab below the opening, and another one at the ceiling on the lip of the entrance. Stand on a frozen crab and crouch jump to the one on the ceiling. When against the top crab, press into it to be pushed up onto it. Requires: {
"notable": "Ice Only Crab Climb"
}
"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"h_underwaterCrouchJump"
"canTrickyJump" |
|
Requires: "canSuitlessMaridia"
"HiJump"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canSpringBallJumpMidAir",
"canUseFrozenEnemies",
{
"and": [
"canTrickyJump",
"canDownGrab"
]
}
]
} |
|
Requires: "canSuitlessMaridia"
"canSpringBallJumpMidAir"
{
"or": [
"h_underwaterMaxHeightSpringBallJump",
"HiJump",
"canUseFrozenEnemies"
]
} |
|
Requires: {
"or": [
{
"resetRoom": {
"nodes": [
2
]
}
},
{
"and": [
{
"resetRoom": {
"nodes": [
1
]
}
},
{
"or": [
{
"and": [
"Gravity",
{
"cycleFrames": 180
}
]
},
{
"and": [
"HiJump",
"h_underwaterCrouchJumpDownGrab",
{
"cycleFrames": 540
}
]
}
]
}
]
},
{
"and": [
{
"resetRoom": {
"nodes": [
3
]
}
},
"Gravity",
{
"or": [
"canWalljump",
"HiJump",
"SpaceJump"
]
},
{
"cycleFrames": 460
}
]
}
]
}
{
"or": [
{
"and": [
"Gravity",
"canDash",
{
"or": [
{
"and": [
"Grapple",
{
"cycleFrames": 300
}
]
},
{
"and": [
"ScrewAttack",
{
"cycleFrames": 360
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 370
}
]
},
{
"and": [
"canPseudoScrew",
{
"cycleFrames": 400
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 430
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 460
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 690
}
]
},
{
"cycleFrames": 800
}
]
}
]
},
{
"and": [
"Gravity",
{
"haveBlueSuit": {}
},
{
"cycleFrames": 570
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 640
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 670
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 720
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 750
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 1000
}
]
},
{
"and": [
"Ice",
{
"cycleFrames": 1050
}
]
},
{
"cycleFrames": 1120
}
]
}Resets obstacles: R-Mode Farm cycle drops: 3 Sciser Dev note: Other, slower methods are possible for resetting the room using the upper doors. |
|
Requires: "canSuitlessMaridia" "h_underwaterCrouchJump" |
From: 4
Platform Below Top Door
To: 4
Platform Below Top Door
Requires: {
"resetRoom": {
"nodes": [
3
]
}
}
"canTrickyJump"
{
"or": [
{
"and": [
"Gravity",
{
"or": [
"ScrewAttack",
{
"haveBlueSuit": {}
}
]
},
{
"cycleFrames": 120
}
]
},
{
"and": [
"Plasma",
{
"cycleFrames": 150
}
]
},
{
"and": [
"canFarmWhileShooting",
"Wave",
"Spazer",
{
"cycleFrames": 160
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 160
}
]
}
]
}
{
"or": [
{
"and": [
"Grapple",
"canPrepareForNextRoom",
{
"or": [
"canResetFallSpeed",
"canPreciseWalljump"
]
},
"canFarmWhileShooting",
"h_underwaterCrouchJump"
]
},
"HiJump",
"Gravity",
{
"and": [
"canSpringBallJumpMidAir",
"h_doubleEquipmentScreenCycleFrames",
{
"cycleFrames": 55
}
]
}
]
}Resets obstacles: R-Mode Farm cycle drops: 1 Sciser Dev note: FIXME: for the Grapple case, a water entry above can work as an alternative to wall jump or unmorph. |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"Gravity",
{
"or": [
{
"and": [
"canWalljump",
{
"cycleFrames": 740
}
]
},
{
"and": [
"SpaceJump",
{
"cycleFrames": 790
}
]
},
{
"and": [
"HiJump",
"canTrickyDashJump",
{
"cycleFrames": 795
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
{
"or": [
"HiJump",
"canSpringFling"
]
},
{
"cycleFrames": 920
},
"h_doubleEquipmentScreenCycleFrames"
]
},
{
"and": [
"canDiagonalBombJump",
{
"cycleFrames": 1380
}
]
}
]
}
]
},
{
"and": [
"canSuitlessMaridia",
{
"or": [
{
"and": [
"HiJump",
"canSpaceJumpWaterBounce",
"canWalljump",
{
"cycleFrames": 810
}
]
},
{
"and": [
"HiJump",
"canSpaceJumpWaterEscape",
{
"cycleFrames": 850
}
]
},
{
"and": [
"HiJump",
"h_underwaterMaxHeightSpringBallJump",
"canTrickyJump",
"canStationaryLateralMidAirMorph",
{
"cycleFrames": 1070
},
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}
]
}
]
}Resets obstacles: R-Mode Farm cycle drops: 2 Cacatac |
From: 2
Right Door
To: 4
Top Right Ledge Junction
Spring Ball jump just as Samus exits the water to reach the distant ledge. To get enough horizontal distance, either use a Stationary Lateral Mid-Air Morph with a crouch jump for extra height, or spin jump out before morphing. Or Spring Ball jump part of the way over and land on a Bomb explosion to cross the rest of the distance. Requires: "canSuitlessMaridia"
"HiJump"
"h_underwaterMaxHeightSpringBallJump"
{
"or": [
"canStationaryLateralMidAirMorph",
{
"and": [
{
"tech": "canJumpIntoIBJ"
},
"canBombHorizontally"
]
}
]
}Dev note: The canCrouchJump is not required but makes the strat easier The canStationaryLateralMidAirMorph is not strictly required but better describes the difficulty. |
From: 3
Junction Left of Morph Tunnel
To: 6
Junction Right of Morph Tunnel
Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" "h_complexToCarryFlashSuit" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
Perform the spring ball jump near max height. Place the first bomb after the spring ball jump; just above the water line. Press pause just after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. Requires: {
"notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_underwaterMaxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
1) Crouch jump and then Spring Ball jump. 2) Bomb-Grapple-Jump using the distant Cacatac who is above the water. 3) Spring Ball jump again just as Samus exits the water. Requires: {
"notable": "HiJumpless Double Spring Ball Jump and Bomb-Grapple-Jump"
}
"canBombGrappleJump"
"canDoubleSpringBallJumpMidAir"
"h_underwaterMaxHeightSpringBallJump" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
When the Cacatac on the ground fires a spike, perform a Spring Ball jump to break the waterline and then hit the spike for extra height. Requires: {
"notable": "Spring Ball Spike Boost"
}
"h_underwaterCrouchJump"
"HiJump"
"canSuitlessMaridia"
"canTrickyJump"
"canTrickySpringBallJump"
{
"or": [
"canInsaneJump",
"canStationaryLateralMidAirMorph"
]
}
"canNeutralDamageBoost"
{
"enemyDamage": {
"enemy": "Cacatac",
"type": "spike",
"hits": 2
}
}Dev note: The crouch jump is not strictly necessary but it helps significantly. |
|
Requires: "Gravity"
{
"or": [
"canWallJumpInstantMorph",
{
"and": [
"SpaceJump",
"Morph",
{
"or": [
"canMidAirMorph",
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Boulder",
"type": "contact",
"hits": 1
}
}
]
}
]
}
]
} |
|
Requires: "Gravity"
"Morph"
"canPlayInSand"
{
"or": [
{
"and": [
{
"or": [
"canWalljump",
"canGravityJump",
"HiJump"
]
},
{
"or": [
"canMidAirMorph",
"canDodgeWhileShooting",
{
"enemyDamage": {
"enemy": "Boulder",
"type": "contact",
"hits": 1
}
}
]
}
]
},
{
"and": [
"canSpringBallJumpMidAir",
"canTrickyJump"
]
},
{
"and": [
"h_useSpringBall",
"canJumpIntoIBJ"
]
},
{
"and": [
"canTrickyJump",
"can4HighMidAirMorph",
"canJumpIntoIBJ"
]
}
]
}Dev note: FIXME: WallJump + canMidAirMorph is actually a canWallJumpInstantMorph. |
From: 1
Top Sand Entrance
To: 5
Junction Below Left Item
It's possible to get out of the sand suitless and without HiJump after falling from the chute, by hugging the left side and moving quickly. Requires: "canSuitlessMaridia" "canPlayInSand" "h_underwaterMaxHeightSpringBallJump" |
|
While against the left wall, crouch jump and spark diagonally at the top of the jump. The easiest way to crouch jump without using the flash suit is to hold shot. Requires: "h_underwaterCrouchJump"
{
"useFlashSuit": {}
}
{
"or": [
{
"shinespark": {
"frames": 13,
"excessFrames": 3
}
},
{
"and": [
"canSunkenTileWideWallClimb",
{
"shinespark": {
"frames": 13,
"excessFrames": 9
}
}
]
}
]
} |
|
Requires: "HiJump" "h_underwaterCrouchJump" "canBombJumpWaterEscape" "canIBJ" |
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
}
}
]
} |
|
Stationary lateral midair morph into a SpringBall jump just as Samus exits the water to reach the distant ledge. This can either be done from a crouch jump from the last pixel, giving an 8-frame window to jump while out of the water, or from a spin jump, which gives a 2-frame window to jump while out of the water. Samus could also start from a standing position, requiring the last pixel and only giving a 2-frame window. Requires: "canSuitlessMaridia"
"HiJump"
"canTrickyJump"
"canTrickySpringBallJump"
"canStationaryLateralMidAirMorph"
{
"or": [
"h_underwaterCrouchJump",
"canInsaneJump"
]
} |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canTrickySpringBallJump" "h_underwaterCrouchJump" |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Get to the left side of the room while avoiding the hole in the ground, jump up through the Morph tunnel. Jump up to the ledge with either Gravity, HiJump and a Crouch Jump Down Grab, or a maximum height Spring Ball Jump. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: "Morph"
"h_navigateUnderwater"
{
"or": [
"Gravity",
{
"and": [
"HiJump",
"h_underwaterCrouchJumpDownGrab"
]
},
"h_underwaterMaxHeightSpringBallJump"
]
} |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
HiJump with a good jump from the sand can reach the Solid Rock Maze region. Use the sandfall if Samus gets stuck in the sand. Bouncing on the sand as springball can reach the above maze by altering Samus' fall height, like by bouncing under the solid ledge before trying to jump up. Perform a max height Spring Ball jump, starting from a crouch jump, in order to make it up onto the ledge. Requires: "canSuitlessMaridia"
{
"or": [
"canPrepareForNextRoom",
"canPlayInSand"
]
}
"HiJump"
"h_underwaterMaxHeightSpringBallJump"Dev note: Jumping through the sandfall is failable enough to require canPlayInSand This is not a traditional max height spring ball jump, as it requires HiJump and crosses the waterline, but it requires similar inputs and precision. |
|
Requires: "canMidAirMorph"
"Gravity"
{
"or": [
"canWallJumpInstantMorph",
"canCarefulJump"
]
} |
From: 7
Below Morph Tunnel Junction
To: 5
Morph Tunnel Junction
Requires: "canSuitlessMaridia"
"canMidAirMorph"
{
"or": [
{
"and": [
"HiJump",
"canPreciseWalljump",
"canWallJumpInstantMorph"
]
},
{
"and": [
"HiJump",
"canSpaceJumpWaterEscape"
]
},
{
"and": [
"canPreciseWalljump",
"canSpaceJumpWaterBounce"
]
}
]
} |
|
Must come in from the right door and jump at the end of the runway to scroll the camera up without bringing the menu's on screen. Requires: "HiJump"
"canCameraManip"
{
"or": [
"h_bombThings",
"h_useSpringBall",
{
"and": [
"canMidAirMorph",
"Gravity",
"canTrickyJump"
]
},
"h_threeTileJumpMorph"
]
}
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 1
}
}
{
"enemyDamage": {
"enemy": "Menu",
"type": "contact",
"hits": 1
}
}
"canSlopeSpark"
"h_XModeSpikeHitLeniency"
{
"shinespark": {
"frames": 9,
"excessFrames": 9
}
}Dev note: FIXME: implement numeric enemy damage |
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel
With Gravity, it's possible to move forward and mid-air morph into the morph passage. The momentum can push Samus into the tunnel, no need to press forward while in mid-air. Requires: "canMidAirMorph"
"Gravity"
"canTrickyJump"
{
"obstaclesCleared": [
"A"
]
} |
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel
Farm the two Owtches for energy and clear away all but one Menu from the left. Shinecharge through the tunnel and use the Menus from the left to interrupt. Entrance condition: {
"comeInWithRMode": {}
}Requires: {
"or": [
"h_bombThings",
"h_useSpringBall",
{
"and": [
"canMidAirMorph",
"Gravity",
"canTrickyJump"
]
},
"h_threeTileJumpMorph"
]
}
{
"or": [
"h_CrystalFlashForReserveEnergy",
{
"and": [
"h_RModeCanRefillReserves",
{
"or": [
{
"and": [
{
"enemyKill": {
"enemies": [
[
"Owtch",
"Owtch"
]
],
"excludedWeapons": [
"PowerBomb"
]
}
},
{
"enemyKill": {
"enemies": [
[
"Menu",
"Menu"
]
],
"explicitWeapons": [
"Missile",
"Plasma",
"Ice+Wave+Spazer"
]
}
}
]
},
"h_usePowerBomb"
]
},
{
"partialRefill": {
"type": "ReserveEnergy",
"limit": 20
}
}
]
}
]
}
{
"canShineCharge": {
"usedTiles": 22,
"openEnd": 2
}
}
{
"autoReserveTrigger": {
"maxReserveEnergy": 95
}
}
"canRModeSparkInterrupt" |
From: 2
Bottom Right Door
To: 1
Left Vertical Door
Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "canTrickyUseFrozenEnemies" "h_underwaterCrouchJumpDownGrab" |
|
Requires: "canSuitlessMaridia"
"HiJump"
"canSpringBallJumpMidAir"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump",
"canWalljump"
]
} |
|
Use the Skultera to get onto the top right platform. There are two distinct ways to get up using the top Skultera. 1. Freeze it at the bottom of its path to the left. Crouch jump and down grab to get onto it. The positioning is very precise. 2. Freeze it about a half-tile from the right wall and very quickly stationary spin jump and quickly walljump mash to get up before it thaws. This may be easier by jumping away from the wall, towards the fish, to gain height faster. Requires: {
"notable": "Frozen Fish Climb"
}
"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
"or": [
{
"and": [
"canTrickyJump",
"h_underwaterCrouchJumpDownGrab"
]
},
{
"and": [
"canStationarySpinJump",
"canSunkenTileWideWallClimb"
]
}
]
} |
|
Requires: "canSuitlessMaridia"
"canSpringBallJumpMidAir"
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump"
]
} |
|
Requires: "h_navigateUnderwater"
"canUseFrozenEnemies"
{
"or": [
"canTrickyUseFrozenEnemies",
"HiJump",
"canSpringBallJumpMidAir",
"Gravity",
"h_underwaterCrouchJumpDownGrab"
]
} |
|
Crouch jump just before the water reaches its maximum. Wait until Samus reaches the peak of the jump; then in quick succession press down and then forward (or diagonal down-forward). This only works as a way out of the water on the right side. The problem with pressing down pre-maturely is that it shrinks Samus' hitbox vertically, causing Samus to escape the water, which results in a shortened jump height because of the larger vertical acceleration that applies when Samus is in air physics. Requires: "canSuitlessMaridia" "h_underwaterCrouchJumpDownGrab" "canTrickyJump" |
|
Requires: "canSuitlessMaridia" "h_underwaterMaxHeightSpringBallJump" Dev note: FIXME add a slightly easier variant that damage boosts off of the Choot. |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "h_navigateUnderwater"
{
"or": [
"Gravity",
"HiJump",
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump",
"canUseFrozenEnemies"
]
}Exit condition: {
"leaveWithGMode": {
"morphed": false
}
} |
|
Kill, freeze, or dodge the Yapping Maws. Kill the Zoa and wait for its drop to disappear. Just before it disappears, move into the sand and crouch. Press forward when near the transition to stand up and touch the transition on the first frame of standing. If the drop is an ammo drop, Samus can collect the drop and not have to wait for it to respawn. To do this, sink slightly into the sand before collecting the drop, then crouch and stand up to touch the transition and get hit by the Zoa. Note that if the Yapping Maw grabs Samus after touching the transition, the G-mode setup can still work. Requires: "h_navigateUnderwater"
"canPlayInSand"
"canDownwardGModeSetup"
{
"or": [
"Ice",
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"obstaclesCleared": [
"A"
]
},
{
"obstaclesCleared": [
"B"
]
},
"canTrickyGMode",
{
"and": [
"canInsaneJump",
{
"or": [
"Gravity",
"HiJump",
"canWalljump",
{
"and": [
"h_underwaterCrouchJumpDownGrab",
{
"doorUnlockedAtNode": 1
}
]
},
{
"and": [
"h_underwaterCrouchJumpDownGrab",
{
"doorUnlockedAtNode": 3
}
]
}
]
}
]
}
]
}Exit condition: {
"leaveWithGModeSetup": {}
}Unlocks doors: {"nodeId":1,"types":["super"],"requires":["canTrickyJump"]}
{"nodeId":1,"types":["missiles","powerbomb"],"requires":["never"]}
{"nodeId":3,"types":["super"],"requires":["canTrickyJump"]}
{"nodeId":3,"types":["missiles","powerbomb"],"requires":["never"]} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "direct",
"morphed": false
}
}Requires: "h_navigateUnderwater"
{
"or": [
"Gravity",
"HiJump",
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump",
"canUseFrozenEnemies"
]
}Exit condition: {
"leaveWithGMode": {
"morphed": false
}
} |
|
Requires: "canSuitlessMaridia"
"canCarefulJump"
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump"
]
}
{
"doorUnlockedAtNode": 1
}Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":["canDodgeWhileShooting"]}
{"nodeId":1,"types":["super"],"requires":[]}
{"nodeId":1,"types":["powerbomb"],"requires":["canTrickyJump"]} |
|
Requires: "canSuitlessMaridia"
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"obstaclesCleared": [
"A"
]
}
]
}
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump"
]
}
{
"doorUnlockedAtNode": 1
}Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]} |
|
Requires: "canSuitlessMaridia"
"canCarefulJump"
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump"
]
}
{
"doorUnlockedAtNode": 3
}Unlocks doors: {"nodeId":3,"types":["missiles"],"requires":["canDodgeWhileShooting"]}
{"nodeId":3,"types":["super"],"requires":[]}
{"nodeId":3,"types":["powerbomb"],"requires":["canTrickyJump"]} |
|
Requires: "canSuitlessMaridia"
{
"or": [
{
"ammo": {
"type": "Super",
"count": 1
}
},
{
"obstaclesCleared": [
"B"
]
}
]
}
{
"or": [
"canWalljump",
"h_underwaterCrouchJumpDownGrab",
"canTrickySpringBallJump"
]
}
{
"doorUnlockedAtNode": 3
}Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 3
Junction Below Right Door
It is recommended to shoot the ceiling block immediately upon room entry to bring one of the Puyos down so that it will not be a problem later. Requires: "canSuitlessMaridia"
"h_underwaterMaxHeightSpringBallJump"
{
"or": [
"can4HighMidAirMorph",
"canStationaryLateralMidAirMorph",
{
"and": [
"canNeutralDamageBoost",
{
"enemyDamage": {
"enemy": "Puyo",
"type": "contact",
"hits": 2
}
}
]
}
]
} |
|
Requires: "canSuitlessMaridia"
"HiJump"
{
"or": [
"canSpringBallJumpMidAir",
"h_underwaterCrouchJumpDownGrab",
"canUseFrozenEnemies"
]
} |
|
Involves breaking the top left Puyo free and then freezing it while it falls. Walk to the end of the door platform and wait for the above puyo to land on the shot block. It will float there until its next jump, where it will slowly descend. Requires: "canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"canTwoTileSqueeze",
"Morph"
]
} |
|
Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
{
"or": [
{
"and": [
"Gravity",
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 230
}
]
},
{
"and": [
"Grapple",
{
"cycleFrames": 270
}
]
},
{
"and": [
"Wave",
{
"cycleFrames": 300
}
]
},
{
"and": [
"Spazer",
{
"cycleFrames": 330
}
]
},
{
"and": [
"canDodgeWhileShooting",
{
"cycleFrames": 650
}
]
}
]
}
]
},
{
"and": [
"canSuitlessMaridia",
"canDodgeWhileShooting",
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"HiJump"
]
},
{
"or": [
{
"and": [
"Grapple",
{
"cycleFrames": 530
}
]
},
{
"cycleFrames": 890
}
]
}
]
}
]
}Farm cycle drops: 3 Puyo Dev note: More Puyos could be farmed at the bottom of the room, but it doesn't seem worth modeling. |
From: 3
Junction Below Right Door
To: 2
Right Door
Place a PB up against the crumble blocks, then jump and midair morph into that same position at the end of the explosion while holding CF inputs. Immediately after the CF, hold down to break the crumble blocks. Requires: "h_jumpIntoCrystalFlashClip" "canSuitlessMaridia" |
|
The sand does not impede Samus in G-Mode. Carefully jump over the first two Evirs. Crouch against the pillar and wait a brief moment before jumping and down grabbing onto it. Lure the third Evir's projectile by jumping then crouch jump and down grab the second pillar. Getting onto the final pillar is the hardest part, which requires a subpixel precise jump. Carefully lure the Evir projectile while getting into position, one pixel from the right edge. Stand and spinjump to the right. Note that running before jumping doesn't help. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "canSuitlessMaridia" "h_underwaterCrouchJumpDownGrab" "canInsaneJump" |
|
The sand does not impede Samus in G-Mode. Enter the room on the right half of the transition, where both Evirs will be off camera to avoid their projectiles. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: "h_navigateUnderwater"
{
"or": [
"canInsaneJump",
{
"enemyDamage": {
"enemy": "Evir",
"type": "particle",
"hits": 1
}
}
]
}
{
"or": [
"Gravity",
"HiJump",
"canSpringBallJumpMidAir",
{
"and": [
"h_underwaterCrouchJumpDownGrab",
"canInsaneJump"
]
}
]
} |
From: 4
Junction Below Sand Entrance
To: 5
Right Pillar
From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Jump on the sand to the right while freezing the Evir as high as possible. Refreeze the Evir so it is a slightly higher platform than the right pillar. Perform a spring ball jump with a stationary lateral mid-air morph from the left side of the current platform to get onto the Evir. Use a running jump off of the Evir. As a backup, it may be possible to make the Evir rise again by hitting it with a PB - place the PB in the air to avoid double hitting and killing it. Requires: {
"notable": "Suitless Bootless Evir Freeze (Center to Right)"
}
"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
"h_underwaterMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph" |
|
Requires: "canSuitlessMaridia"
{
"or": [
{
"and": [
"HiJump",
{
"or": [
"canDownGrab",
"canSpringBallJumpMidAir",
"canConsecutiveWalljump"
]
}
]
},
"h_underwaterMaxHeightSpringBallJump"
]
} |
From: 5
Junction Above Grapple Block
To: 2
East Leg Right Door
Wait the water tide to reach its peak, then crouch jump into a spring ball jump into an IBJ. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. When close to the top, perform a spring ball jump to reach the ledge; release jump as soon as Samus is high enough to clear the ledge, in order to avoid taking a Menu hit. Requires: {
"notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_underwaterMaxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
"canLongIBJ"
"canDoubleBombJump"Dev note: This trick can technically be done without a 'spring fling' but is extremely precise. |
|
Requires: "Gravity"
{
"or": [
"canIBJ",
"canSpringBallBombJump",
"canSpringBallJumpMidAir",
{
"and": [
"canMidAirMorph",
{
"or": [
"canWalljump",
"HiJump",
"canGravityJump",
"SpaceJump",
{
"and": [
"canUnmorphBombBoost",
"canTrickyJump"
]
}
]
}
]
},
{
"and": [
"h_useSpringBall",
{
"or": [
"HiJump",
"canGravityJump"
]
}
]
}
]
} |
|
Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
}
}Requires: "h_navigateUnderwater"
{
"or": [
"canTrickyDodgeEnemies",
"h_underwaterCrouchJumpDownGrab",
"HiJump",
"Gravity",
"canSpringBallJumpMidAir"
]
}
{
"or": [
"canTrickyDodgeEnemies",
{
"enemyDamage": {
"enemy": "Evir",
"type": "particle",
"hits": 1
}
}
]
} |
|
Dodging the Evirs can be tricky. Enter on the far right side, facing left, and hold left on entry to dodge them reliably. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: "h_navigateUnderwater"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"HiJump",
"Gravity",
"canSpringBallJumpMidAir"
]
}
{
"or": [
"canInsaneJump",
{
"enemyDamage": {
"enemy": "Evir",
"type": "particle",
"hits": 1
}
}
]
} |
|
Dodging the Evirs can be tricky. Enter on the far right side, facing left, and hold left on entry to dodge them reliably. Entrance condition: {
"comeInWithGMode": {
"mode": "any",
"morphed": false
},
"comesThroughToilet": "any"
}Requires: "h_navigateUnderwater"
{
"or": [
"h_underwaterCrouchJumpDownGrab",
"HiJump",
"Gravity",
"canSpringBallJumpMidAir"
]
}
{
"or": [
"canInsaneJump",
{
"enemyDamage": {
"enemy": "Evir",
"type": "particle",
"hits": 1
}
}
]
} |
From: 4
Below Sand Entrance
To: 2
Right Door
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. It is possible to use a very precise spring fling instead of a stationary lateral mid-air morph, but it is harder. Requires: {
"notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_underwaterMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
"canInsaneJump"
{
"or": [
{
"enemyKill": {
"enemies": [
[
"Evir",
"Evir"
]
],
"explicitWeapons": [
"Super",
"Missile",
"PowerBombPeriphery",
"Plasma"
]
}
},
"canTrickyDodgeEnemies"
]
} |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
The first Spring Ball jump is performed farther away from the sand tile so Samus can build up momentum and height before entering the sand fall. The second jump must be made from the right half of the solid tile (but not the rightmost pixels.) The third jump will land on the sand and must be followed by a jump off of the sand. Falling into the sand will often result in a soft lock. Only the far left section of sand, near the door, can be escaped with a crouch jump. Requires: {
"notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_underwaterMaxHeightSpringBallJump"
{
"or": [
{
"enemyKill": {
"enemies": [
[
"Evir"
],
[
"Evir"
]
],
"explicitWeapons": [
"Super",
"Missile",
"PowerBombPeriphery",
"Plasma"
]
}
},
"canTrickyDodgeEnemies"
]
} |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
Use the projectile from a fully submerged Evir to boost Samus into the sandfall, providing just enough height to make the first and hardest jump. Time the projectile to hit Samus when at the maximum height from a jump. The hit must be on the right side of Samus and with no inputs held, but also hold forward during the damage knockback to move through the sandfall. Getting a good jump while on the right side of the next floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar. Set reserves to manual to pause abuse the projectile hit. Setting them to auto works too, ideally with no more than 1 energy in reserves. Requires: {
"notable": "Suitless Damage Boost (Center to Left)"
}
"canSuitlessMaridia"
"canPlayInSand"
"canInsaneJump"
"h_underwaterCrouchJump"
"canNeutralDamageBoost"
{
"or": [
{
"enemyDamage": {
"enemy": "Evir",
"type": "particle",
"hits": 1
}
},
"h_pauseAbuseMinimalReserveRefill"
]
} |
|
Fall into the sand and roll all the way to the left, through an invisible tile and under the door platform. Shoot upwards to break part of the platform, then perform a crouch jump and down grab or a tile-wide wall jump climb to escape. Requires: "canSuitlessMaridia"
"Morph"
{
"or": [
"canSunkenTileWideWallClimb",
"h_underwaterCrouchJumpDownGrab"
]
} |
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: {
"notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_underwaterMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
"canInsaneJump" |
|
Requires: {
"canShineCharge": {
"usedTiles": 15,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: {
"notable": "Baby Skip Without Wave or Speed"
}
{
"obstaclesNotCleared": [
"A"
]
}
"canMidAirMorph"
"HiJump"
"canTrickyJump"
"canBabyMetroidAvoid"
"h_trickyToCarryFlashSuit" |
|
Jump over the Baby Metroid to avoid getting grabbed. Use Wave plus a Wide Beam to clear much of the seaweed with each shot. The classic counter clockwise skip ends with a mid air morph into the transition. Requires: {
"obstaclesNotCleared": [
"A"
]
}
"Wave"
{
"or": [
"Spazer",
"Plasma"
]
}
"canMidAirMorph"
"HiJump"
"canSpeedyJump"
"canTrickyJump"
"canBabyMetroidAvoid"
"h_trickyToCarryFlashSuit"Dev note: A wide beam is used to avoid picking off stray seaweeds since that is a skill used in waveless skip. |
|
Requires: {
"canShineCharge": {
"usedTiles": 28,
"openEnd": 0
}
}
"h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" Dev note: No lenience, because reloading from the save is possible. |
|
Requires: {
"or": [
"f_KilledMetroidRoom1",
{
"obstaclesCleared": [
"f_KilledMetroidRoom1"
]
}
]
}
{
"canShineCharge": {
"usedTiles": 23,
"openEnd": 1
}
}
"h_CrystalSpark"Dev note: FIXME: This may be possible with the Metroids alive, but is probably not worth considering. |
|
Requires: {
"or": [
"f_KilledMetroidRoom1",
{
"obstaclesCleared": [
"f_KilledMetroidRoom1"
]
}
]
}
{
"canShineCharge": {
"usedTiles": 31,
"openEnd": 1
}
}
"h_CrystalSpark"Dev note: FIXME: This may be possible with the Metroids alive, but is probably not worth considering. |
|
The Rinka spawns can make this a bit tricky. Shinecharge right to left and Crystal Spark before the end of the runway, or left to right and quickly move to the right platform to avoid the Rinkas. Requires: {
"or": [
"f_KilledMetroidRoom3",
{
"obstaclesCleared": [
"f_KilledMetroidRoom3"
]
}
]
}
{
"canShineCharge": {
"usedTiles": 29,
"openEnd": 1
}
}
"canInsaneJump"
"h_CrystalSpark"Dev note: FIXME: This may be possible with the Metroids alive, or shinecharging in using the right door but both are probably not worth considering. |
|
Requires: "Morph"
{
"or": [
"f_KilledZebetites4",
{
"obstaclesCleared": [
"f_KilledZebetites4"
]
}
]
}
{
"or": [
{
"and": [
"canTrickyJump",
"canMidAirMorph"
]
},
{
"and": [
"canCarefulJump",
"h_useSpringBall"
]
},
{
"and": [
{
"enemyDamage": {
"enemy": "Rinka",
"type": "contact",
"hits": 1
}
},
{
"or": [
"canTrivialMidAirMorph",
"canNeutralDamageBoost",
"h_useSpringBall",
"h_bombThings"
]
}
]
}
]
} |
From: 5
Between First and Second Zebetite
To: 6
Between Second and Third Zebetite
Requires: "Morph"
{
"or": [
"f_KilledZebetites2",
{
"obstaclesCleared": [
"f_KilledZebetites2"
]
}
]
}
{
"or": [
{
"and": [
"canTrickyJump",
"canMidAirMorph"
]
},
{
"and": [
"canCarefulJump",
"h_useSpringBall"
]
},
{
"and": [
{
"enemyDamage": {
"enemy": "Rinka",
"type": "contact",
"hits": 1
}
},
{
"or": [
"canTrivialMidAirMorph",
"canNeutralDamageBoost",
"h_useSpringBall",
"h_bombThings"
]
}
]
}
]
}
{
"enemyDamage": {
"enemy": "Mother Brain 1",
"type": "turret",
"hits": 1
}
} |
From: 6
Between Second and Third Zebetite
To: 5
Between First and Second Zebetite
Requires: "Morph"
{
"or": [
"f_KilledZebetites2",
{
"obstaclesCleared": [
"f_KilledZebetites2"
]
}
]
}
{
"or": [
{
"and": [
"canTrickyJump",
"canMidAirMorph"
]
},
{
"and": [
"canCarefulJump",
"h_useSpringBall"
]
},
{
"and": [
{
"enemyDamage": {
"enemy": "Rinka",
"type": "contact",
"hits": 1
}
},
{
"or": [
"canTrivialMidAirMorph",
"canNeutralDamageBoost",
"h_useSpringBall",
"h_bombThings"
]
}
]
}
]
}
{
"enemyDamage": {
"enemy": "Mother Brain 1",
"type": "turret",
"hits": 1
}
} |
|
Requires: "Morph"
{
"or": [
"f_KilledZebetites4",
{
"obstaclesCleared": [
"f_KilledZebetites4"
]
}
]
}
{
"or": [
{
"and": [
"canTrickyJump",
"canMidAirMorph"
]
},
{
"and": [
"canCarefulJump",
"h_useSpringBall"
]
},
{
"and": [
{
"enemyDamage": {
"enemy": "Rinka",
"type": "contact",
"hits": 1
}
},
{
"or": [
"canTrivialMidAirMorph",
"canNeutralDamageBoost",
"h_useSpringBall",
"h_bombThings"
]
}
]
}
]
} |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 12,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"canShineCharge": {
"usedTiles": 21,
"openEnd": 0
}
}
"h_CrystalSpark" |
|
Requires: "canSpeedyJump" "h_shinechargeMaxRunway" "h_CrystalSpark" Clears obstacles: A Dev note: This is listed here because its free to get from 1 to 2 with SpeedBooster alone, but only with being able to dash. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 5,
"openEnd": 1
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
|
Requires: {
"obstaclesNotCleared": [
"A"
]
}
{
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 2
Right Door
To: 4
Top of Shaft Without Acid Triggered
Clear the Pirates near the door. Jump into a Crystal Flash clip where the ceiling is a single tile thick. Switch to Grappling Beam before the Crystal Flash ends and mash shoot while holding down. Requires: {
"obstaclesNotCleared": [
"R-Mode"
]
}
"h_jumpIntoCrystalFlashClip"
"HiJump"
"Grapple" |
From: 4
Top of Shaft Without Acid Triggered
To: 4
Top of Shaft Without Acid Triggered
Requires: {
"canShineCharge": {
"usedTiles": 25,
"openEnd": 1
}
}
"h_CrystalSpark" |
From: 1
Left Door
To: 1
Left Door
Entrance condition: {
"comeInShinecharging": {
"length": 7,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 3,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSpark" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: {
"comeInShinecharging": {
"length": 1,
"openEnd": 0
},
"comesInHeated": "no"
}Requires: "h_CrystalSparkWithoutLenience" "h_MissileRefillStationAllAmmo" Dev note: No lenience, if the refill station refills Power Bombs. This room is shorter than the 3 tile limit normally used for these strats; it is only included if it can refill Power Bombs. |