While performing a stationary vertical jump and after the first down press, Morph with down and forward being pressed on the same frame (neither before the other). Doing this immediately gives a noticable horizontal speed boost. This is most useful underwater where acceleration is slower.
Dependencies: canMidAirMorph, canLateralMidAirMorph, canTrivialMidAirMorph
From: 4
Junction (Right side Pit)
To: 2
Right Door
Freeze the Choot when it swings right on its jump. Quickly get on top of it by first getting onto the pillar to the left, or with a SpringBall Jump. Perform a precise spring ball jump to get to the far right ledge, while avoiding hitting the water surface. While on the ledge, stand on the raised ground to the right and jump to the surface, then space jump across the water to the left. Requires: "canTrickyUseFrozenEnemies" "canTrickySpringBallJump" { "or": [ { "and": [ "canResetFallSpeed", "canTrickyJump" ] }, "canStationaryLateralMidAirMorph", "canSpringFling" ] } "canSpaceJumpWaterBounce" "canWalljump" |
From: 4
Junction (Right side Pit)
To: 2
Right Door
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canTrickyUseFrozenEnemies", "canTrickySpringBallJump", { "or": [ "canResetFallSpeed", "canStationaryLateralMidAirMorph", "canSpringFling" ] } ] } ] } { "useFlashSuit": {} } { "shinespark": { "frames": 11, "excessFrames": 5 } } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Freeze one crab on the lip of the overhead opening and another on the edge of a doors platform then springballjump up. Use a Stationary Lateral Mid-Air Morph to gain enough jump height without bonking the ceiling. It is possible with a crouch jump to not need the second crab. Requires: { "notable": "Suitless Crab Climb Superless with Springball" } "canSuitlessMaridia" "canTrickyJump" "canTrickySpringBallJump" "canTrickyUseFrozenEnemies" "canStationaryLateralMidAirMorph" |
From: 2
Bottom Right Door
To: 1
Bottom Left Door
Run into the room to gain temporary blue with a water shinecharge. Use X-ray along with HiJump and/or Spring Ball to chain it through the room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canStationaryLateralMidAirMorph" { "or": [ { "and": [ "HiJump", "canTrickySpringBallJump" ] }, { "and": [ { "or": [ "HiJump", "canTrickySpringBallJump" ] }, "canBeVeryPatient" ] } ] } "canXRayTurnaround" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Right Door
To: 3
Top Right Door
Run into the room to gain temporary blue with a water shinecharge. Use X-ray along with HiJump to chain it through the room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canStationaryLateralMidAirMorph" "HiJump" { "or": [ "canBeVeryPatient", "canTrickySpringBallJump" ] } "canXRayTurnaround" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
The second jump is harder than a normal mid-air springball jump. Use either a stationary lateral mid air morph, to gain enough horizontal momentum, or a SpringFling to reduce Samus' fall speed as soon as it begins to build up. Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
From: 5
Platform Junction Near Top Left Door
To: 4
Top Left Door
Jump towards the door with a Springball Jump, jumping as late as possible. A Flatley style jump can position Samus over the edge of the ledge, closer to the door, allowing for an earlier Springball jump. The slight fall from a Flatley Jump helps with the Springball jump, but then Samus must unmorph to extend her hitbox to touch the transition. A Stationary Lateral MidAir Morph also helps with this jump. Unmorphing after a missed jump can return Samus to the ledge to try again. Requires: { "notable": "Top Left Direct Jump" } "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canTrickyJump", "canStationaryLateralMidAirMorph" ] } |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door
Requires: "canSuitlessMaridia" "canCarefulJump" "canSpringBallJumpMidAir" { "or": [ "canTrickyJump", "canStationaryLateralMidAirMorph", "canSpringFling" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "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: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } |
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "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: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } |
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_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canTrickyUseFrozenEnemies" |
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_canMaxHeightSpringBallJump", { "or": [ "Wave", "Spazer" ] } ] }, "Plasma" ] } { "or": [ "h_canMaxHeightSpringBallJump", "canStationaryLateralMidAirMorph" ] } |
From: 1
Top Left Door
To: 5
Top Door
If HiJump or Spring Ball is available, use a Gravity jump from the top of the island; otherwise, use the higher ledge to the left, jump slightly early to avoid getting too much jump height (to avoid bonking the ceiling Grapple blocks), and quickly do a stationary lateral mid-air morph. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canGravityJump" "canLongChainTemporaryBlue" { "or": [ "HiJump", "canTrickySpringBallJump", { "and": [ "canStationaryLateralMidAirMorph", "canInsaneJump" ] } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "right" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction
Climb the crabs on the right and use them to bring down the center crab, who is already on the highest peak. Damage down the crab while watching it loop around, then ride the crab up the left side. Freeze the crab at the top of the highest peak, stand on it to jump to the left. Use a Stationary Lateral MidAir Morph to get enough momentum for the SpringBall jump to reach the left ledge. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canTrickyUseFrozenEnemies" |
Requires: { "or": [ "HiJump", { "and": [ "canTrickySpringBallJump", "canSuitlessMaridia", { "or": [ "canTrickyJump", "canSpringFling", "canStationaryLateralMidAirMorph" ] } ] } ] } |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "h_waterGetBlueSpeed" "HiJump" "canLongChainTemporaryBlue" "canBeExtremelyPatient" "canXRayTurnaround" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "can4HighMidAirMorph" |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Use double spring ball jumps to reach the top-right of the room with temporary blue. To cross the two gaps at the top of the room to the left while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "HiJump" "canLongChainTemporaryBlue" "canBeExtremelyPatient" "canXRayTurnaround" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "can4HighMidAirMorph" |
Use a double spring ball jump to reach the top of the room with temporary blue. To cross the two gaps at the top of the room while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "HiJump" "canLongChainTemporaryBlue" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "canBeVeryPatient" |
Requires either a spring fling or a stationary lateral midair morph with an unmorph to reset fall speed. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canSpringFling", { "and": [ "canStationaryLateralMidAirMorph", "canResetFallSpeed" ] } ] } |
Stand on the edge of the sand and place a Bomb; unmorph (leaving Samus crouched), then press forward to enter the sand when the bomb flashes yellow for the second time. Once the Bomb puts Samus into a jumping pose where Samus is suspended mid-air slightly above the sand, press jump; then aim down precisely when the bomb begins to propel Samus upward. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 2-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Bomb explosion and will end up stuck in the sand. There is an 8-frame window for when to press jump, as it can be buffered during the period that the bomb begins interacting with Samus: if Samus jumps too early or late, she will get stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. The timing for the jump is between 6 frames before or 1 frame after the down press. The amount of time that Samus holds forward after entering the sand is unimportant, as long as it is released before the aim-down. Requires: { "notable": "Sand Bomb Boost (Left to Right)" } "canSandBombBoost" "canInsaneJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
Stand on the edge of the sand and place a Power Bomb; unmorph (leaving Samus crouched), then wait a moment before pressing forward to enter the sand. On the exact frame when the Power Bomb begins to propel Samus upward, press down, and press jump on the same frame or one frame later. Move right to press against the wall before mid-air morphing (alternatively, a stationary lateral morph can work). There is a 13-frame window for when to enter the sand: if Samus enters the sand too early, she will sink slightly too far, resulting in not quite enough height to reach the tunnel; if Samus enters the sand too late, she will not get properly boosted by the Power Bomb explosion and will end up stuck in the sand. The timing for the aim-down press is frame-perfect: it must be pressed on the first frame that Samus begins being propelled upward by the Power Bomb. if Samus aims down too early, she will get stuck in the sand; if Samus aims down too late, she will not get enough height to reach the tunnel. if Samus jumps too early or late, she will get stuck in the sand. The amount of time that Samus holds forward when entering the sand should be between 2 and 11 frames. Requires: { "notable": "Sand Bomb Boost (Left to Right)" } { "tech": "canSandBombBoost" } "h_canUsePowerBombs" "canInsaneJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
From: 1
Bottom Left Door
To: 2
Right Door
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing; the first Power Bomb must be placed at a specific time, about 1 tile to the left of the first set of Speed blocks; the second Power Bomb should be placed as early as possible after coming off cooldown. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canChainTemporaryBlue" "canStationaryLateralMidAirMorph" { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
From: 2
Right Door
To: 1
Bottom Left Door
Chain temporary blue across the room in order to break the Speed blocks, using Spring Ball to speed up the process. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing; the first Power Bomb must be placed at a specific time, about 1 tile to the left of the first set of Speed blocks; the second Power Bomb should be placed as early as possible after coming off cooldown. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "canStationaryLateralMidAirMorph" "canSpringBallBounce" "canSpringBallJumpMidAir" "can4HighMidAirMorph" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 1
Left Door
Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. Without HiJump, this is most easy to do by positioning as far right as possible on the ledge and performing a stationary lateral morph. Lay the Power Bomb relatively low and continue moving right for about another half a tile. turn around left while morphed, then unmorph after Samus begins to descend, to reset Samus' fall speed; hold angle-up, and wait a moment after Samus is unmorphed before using Grapple (to wait until the bomb or Power Bomb is about to explode). Press and hold down soon after the Grapple attaches. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus can reach the transition at horizontal position 20, or at positions 19 or 21 by pressing up at a specific time just before reaching the transition. Requires: "h_canBreakOneDraygonTurret" "can4HighMidAirMorph" "canGrappleBombHang" "h_canBombThings" "canStationaryLateralMidAirMorph" { "draygonElectricityFrames": 50 } { "or": [ "canInsaneJump", { "draygonElectricityFrames": 50 } ] } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } |
From: 2
Right Door
To: 4
Top Right Ledge Junction
SpringBall 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 SpringBall jump part of the way over and land on a Bomb explosion to cross the rest of the distance. Requires: "canSuitlessMaridia" "HiJump" "h_canMaxHeightSpringBallJump" "canTrickyJump" { "or": [ "canStationaryLateralMidAirMorph", { "and": [ { "tech": "canJumpIntoIBJ" }, "canBombHorizontally" ] } ] } |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
When the Cacatac on the ground fires a spike, perform a springball Jump to break the waterline and then hit the spike for extra height. Requires: { "notable": "Springball Spike Boost" } "HiJump" "canSuitlessMaridia" "canTrickyJump" "canTrickySpringBallJump" { "or": [ "canInsaneJump", "canStationaryLateralMidAirMorph" ] } "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 2 } } |
SpringBall jump just as Samus exits the water to reach the distant ledge. A Crouch jump makes the SpringBall jump easier, but at the cost of some horizontal movement. Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInBlueSpinning": { "maxExtraRunSpeed": "$3.0", "unusableTiles": 0 } } Requires: { "notable": "Enter with Shinespark from the Bottom Right" } "canLongChainTemporaryBlue" "canStationaryLateralMidAirMorph" "can4HighMidAirMorph" "canUseEnemies" |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Enter with Shinespark from the Bottom Right" } "canLongChainTemporaryBlue" "canStationaryLateralMidAirMorph" "can4HighMidAirMorph" "canUseEnemies" |
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_canMaxHeightSpringBallJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } ] } |
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" "canTrickySpringBallJump" "canTrickyJump" "canJumpIntoRespawningBlock" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the springball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible. Requires: { "notable": "Spring Ball HiJump" } "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canSpringFling" "canPlayInSand" { "or": [ { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBomb" ] } }, "canTrickyDodgeEnemies", "h_pauseAbuseMinimalReserveRefill" ] } |
From: 4
Junction Below Sand Entrance
To: 2
Right Door
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_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" |
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. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir", "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
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_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" |