The ability to crouch before jumping to reach higher ledges. Commonly paired with a down-grab or a mid-air Spring Ball jump.
Diagonal shinespark up the climb to break the bomb blocks to the top right morph tunnel. A consistent place to spark from is the small platform below the bomb block, using a crouch jump and then a diagonal spark (not a crouched diagonal spark). Entrance condition: { "comeInShinecharged": { "framesRequired": 55 }, "comesThroughToilet": "no" } Requires: { "notable": "Behemoth Shinespark" } "canShinechargeMovementComplex" { "or": [ "canCrouchJump", "canMidairShinespark" ] } { "shinespark": { "frames": 5 } } |
From: 1
Top Door
To: 3
Top Right Door
Diagonal shinespark up the climb to break the bomb blocks to the top right morph tunnel. A consistent place to spark from is the small platform below the bomb block, using a crouch jump and then a diagonal spark (not a crouched diagonal spark). Entrance condition: { "comeInShinecharged": { "framesRequired": 65 }, "comesThroughToilet": "yes" } Requires: { "notable": "Behemoth Shinespark" } "canShinechargeMovementComplex" { "or": [ "canCrouchJump", "canMidairShinespark" ] } { "shinespark": { "frames": 5 } } |
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. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again. Requires: { "notable": "Alcatraz Escape Double Damage Boost" } "h_ZebesIsAwake" "HiJump" "Morph" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
Requires: { "or": [ "canCarefulJump", "canUseFrozenEnemies", "SpaceJump", { "and": [ "Gravity", { "or": [ "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canIBJ", "canSpringBallJumpMidAir" ] } ] } ] } |
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" "canCrouchJump" { "enemyDamage": { "enemy": "Choot", "hits": 1, "type": "contact" } } |
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 springball jump to escape the water and land on the above platform. Use spacejump to continue to the door. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "h_canMaxHeightSpringBallJump" "SpaceJump" |
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. Right after taking damage, switch to a down grab to land on top of the pillar. This is made easier by taking the damage boost while Morphed. Requires: { "notable": "Suitless Damage Boost Underwater Pillar" } "canSuitlessMaridia" "canTrickyJump" "canNeutralDamageBoost" { "or": [ "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "enemyDamage": { "enemy": "Skultera", "hits": 1, "type": "contact" } } |
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" { "or": [ "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "useFlashSuit": {} } { "shinespark": { "frames": 9, "excessFrames": 4 } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "canWalljump", "HiJump", "Gravity", "canTrickySpringBallJump", "h_canCrouchJumpDownGrab" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
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" |
Requires: "h_canCrouchJumpDownGrab" |
Gain a shinecharge on the long, lower platform in the screen above, then carry it left and down. Use crumble quick drops, land on the floor at the bottom, spin jump left into the doorway, and activate the spark. The required movement here is very precise, as the 180 shinecharge frames is only barely enough. Requires: { "notable": "Leave With Spark To The Left" } { "obstaclesNotCleared": [ "A" ] } "h_canCrouchJumpDownGrab" { "canShineCharge": { "usedTiles": 17, "openEnd": 0 } } "canShinechargeMovementTricky" "canQuickCrumbleEscape" { "shinespark": { "frames": 1 } } Exit condition: { "leaveWithSpark": {} } |
Use the runway on the screen above to gain a shinecharge near the edge of the runway. Requires: { "or": [ "canWalljump", "HiJump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } } "canShinechargeMovement" Exit condition: { "leaveShinecharged": { "framesRemaining": 85 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_canCrouchJumpDownGrab" Clears obstacles: A |
From: 2
Right Door
To: 3
Top Junction
Start the elevator ride by using Screw Attack or Pseudo Screw in the hole. Kago the elevator to fall back in and hit the elevator again. This is much easier while the elevator is still rising, but can still be done with Morph afterwards. Unless HiJump is owned, this will need to be done once more to get high enough to get to the blue gate. Requires: { "notable": "Screw and Kago to Ride the Elevator" } "canKago" { "or": [ "ScrewAttack", "canPseudoScrew" ] } { "or": [ { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] }, "canTrickyJump", "Morph" ] } Clears obstacles: B |
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. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
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. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. Requires: "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "canCrouchJump" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } |
From: 2
Middle Left Door
To: 5
Top Right Door (Through Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Requires: "h_canCrouchJumpDownGrab" |
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. Requires: "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "canCrouchJump" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 5
Top Right Door (Through Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
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. Requires: "canBePatient" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room
Requires: { "or": [ "h_canTrickySpringwall", { "and": [ "h_canMaxHeightSpringBallJump", "canNeutralDamageBoost" ] } ] } { "spikeHits": 1 } |
Using a crouch jump, get the Beetom attach to Samus. Quickly freeze it before it deals damage, if Samus is at very low energy. Requires: "canTrickyUseFrozenEnemies" "h_canCrouchJumpDownGrab" { "obstaclesNotCleared": [ "A" ] } |
Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: "Charge" { "or": [ "Wave", "Spazer", "Plasma", "canBePatient" ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
Only 2 Missiles are needed to get Kraid to stand up, after which they are farmable. Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: { "ammo": { "type": "Missile", "count": 2 } } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
4 supers are required to kill Kraid. Only 1 is needed to get him to stand up, after which they are farmable, even though the drop rate is low. Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: { "or": [ { "ammo": { "type": "Super", "count": 5 } }, { "and": [ { "ammo": { "type": "Super", "count": 4 } }, "canDodgeWhileShooting" ] }, { "and": [ { "ammo": { "type": "Super", "count": 3 } }, "canDodgeWhileShooting", "canBePatient" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canDodgeWhileShooting", "canBeVeryPatient" ] } ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
From: 2
Bottom Right Door
To: 5
Kihunter Junction
This crouch jump down grab is a little tighter than most. The Kihunters can be killed from below but there is a chance one will drop down the hole. Watch them before breaking the shot block. Requires: "h_canCrouchJumpDownGrab" Clears obstacles: C, D |
Requires: "canUseFrozenEnemies" { "or": [ "canTrickyUseFrozenEnemies", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } |
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" } "h_canBombThings" "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' IFrames enabling a second damage boost. Without Morphball, this requires a blind damage boost. Requires: { "notable": "Sova Boost" } "canCrouchJump" "canInsaneJump" { "or": [ "canMidAirMorph", "canOffScreenMovement" ] } "canCameraManip" "canReserveDoubleDamageBoost" { "heatFrames": 830 } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 280 } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 260 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 310 } |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 290 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Climb the room and open the top door, so that the Multiviola will reach the second door. Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab", "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": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 200 } |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 100 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
From: 6
Left Shaft - Top Junction
To: 1
Left Shaft - Top Left Door
Requires: { "or": [ "canWalljump", "HiJump", "h_canCrouchJumpDownGrab" ] } { "heatFrames": 60 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
From: 6
Left Shaft - Top Junction
To: 6
Left Shaft - Top Junction
Requires: "h_heatProof" { "or": [ "canDodgeWhileShooting", "ScrewAttack", "Wave", "Ice", "Spazer", "Plasma" ] } { "or": [ "canWalljump", "HiJump", "h_canCrouchJumpDownGrab" ] } { "resetRoom": { "nodes": [ 1, 2, 3, 4 ], "mustStayPut": false } } { "partialRefill": { "type": "Missile", "limit": 12 } } { "refill": [ "PowerBomb" ] } |
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": 750 } { "lavaFrames": 120 } { "or": [ "canWalljump", { "and": [ { "or": [ "canCrouchJump", "canDownGrab" ] }, { "heatFrames": 110 }, { "lavaFrames": 20 } ] } ] } |
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": 700 } { "lavaFrames": 130 } { "or": [ "canWalljump", { "and": [ { "or": [ "canCrouchJump", "canDownGrab" ] }, { "heatFrames": 220 }, { "lavaFrames": 70 } ] } ] } |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: "h_canCrouchJumpDownGrab" { "heatFrames": 125 } |
Uses a bomb boost at the end of a mid-air SpringBall jump. Also requires a crouchjump and downgrab to complete the maneuver. Requires: { "notable": "SpringBall Bomb Boost" } "canSpringBallJumpMidAir" "canUnmorphBombBoost" "h_canCrouchJumpDownGrab" { "heatFrames": 800 } |
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" "canNeutralDamageBoost" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 2 } } |
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_canUsePowerBombs" "canCrouchJump" "canCarefulJump" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Sova", "hits": 1, "type": "contact" } } Clears obstacles: A, B, C |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: { "comeInShinecharged": { "framesRequired": 85 } } Requires: { "doorUnlockedAtNode": 1 } "canMidAirMorph" "h_canCrouchJumpDownGrab" "canShinechargeMovementTricky" { "shinespark": { "frames": 20, "excessFrames": 0 } } { "heatFrames": 285 } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: { "doorUnlockedAtNode": 1 } "canShinechargeMovementTricky" "canMidAirMorph" "h_canCrouchJumpDownGrab" { "shinespark": { "frames": 19, "excessFrames": 0 } } { "heatFrames": 370 } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 4
Junction Below Morph Tunnel
To: 2
Middle Right Door
Requires: "canCrouchJump" "canMidAirMorph" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 420 } |
Requires: { "or": [ "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir" ] } |
From: 1
Left Door
To: 4
Center Platform Junction
Wait for the water to be rising and perform a max height SpringBall Jump. Requires: "canSuitlessMaridia" "HiJump" "h_canMaxHeightSpringBallJump" |
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate
Either freeze the Puyos immediately on the stairs, or at the highest part of their jump to barely jump up to the ledge with HiJump. Requires: "Gravity" "HiJump" "canTrickyUseFrozenEnemies" { "or": [ "h_canCrouchJumpDownGrab", "Spazer", "Wave", "Plasma" ] } |
From: 4
Top Right Door
To: 4
Top Right Door
Lure the Gamets while using the Kamer, then get up to the doorway with a quick crouch jump + down grab or by other means. Requires: { "or": [ "HiJump", "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", { "and": [ "canTrickyJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canInsaneJump", "canPreciseGrapple" ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "notable": "Damage Boost" } "canTrickyJump" { "or": [ "h_canCrouchJumpDownGrab", "canWalljump" ] } "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Gamet", "type": "contact", "hits": 1 } } |
From: 5
Main Junction
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_canCrouchJumpDownGrab" "canTrickyJump" |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpeedBooster", "h_canCrouchJumpDownGrab", "canIBJ" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Middle Right Door
To: 3
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "HiJump", "h_canFly", "canArtificialMorph" ] } "canXRayClimb" Bypasses door shell: true |
Requires: { "heatFrames": 80 } { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 440 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 80 } ] } ] } |
From: 5
Below Left Door Junction
To: 1
Left Door
Perform a gravity jump followed by a springball jump to reach the left side door. The gravity jump timing is very precise. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "HiJump" "canTrickyJump" "canGravityJump" "h_canCrouchJumpDownGrab" "canSpringBallJumpMidAir" { "heatFrames": 600 } { "acidFrames": 600 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Acid allows for more time than water to perform Spring Ball jumps. This gives just barely enough time to fit in three spring ball jumps. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "h_heatProof" "canSuitlessLavaDive" "canCrouchJump" "h_canDoubleSpringBallJumpWithHiJump" "canTrickyJump" { "acidFrames": 330 } { "acidFrames": 1000 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "canUseFrozenEnemies" "h_canCrouchJumpDownGrab" { "heatFrames": 700 } { "or": [ { "and": [ "h_canUsePowerBombs", { "heatFrames": 50 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 5
Firefleas Bottom Left Platform Junction
To: 7
Fireflea Statue's Claw Junction
Set up to Damage boost off the highest Fireflea at the apex of your jump, next to the Ridley claw. It's precise, and can only be attempted once. Morphing can make the boost a little easier. Requires: "HiJump" "canHorizontalDamageBoost" "canTrickyJump" "canCrouchJump" { "enemyDamage": { "enemy": "Fireflea", "hits": 1, "type": "contact" } } |
Requires: { "obstaclesCleared": [ "B" ] } { "heatFrames": 160 } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "canSpringBallJumpMidAir", "HiJump", { "and": [ "SpaceJump", { "heatFrames": 20 } ] }, { "and": [ "canSpringBallBombJump", { "heatFrames": 50 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 60 } ] } ] } |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 2
Top Right Door
Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. The Crumble Jump is done by aiming down (not immediately) after jumping, then changing Samus' hitbox once above the crumble blocks, and jumping again. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canPreciseIceClip" "canPartialFloorClip" "canTrickyJump" "canCrumbleJump" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "canSpringBallJumpMidAir", "HiJump", "SpaceJump", "canJumpIntoIBJ" ] } |
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 2
Top Right Door
Freeze the Multiviola on the left side, just below the solid block. XRay standup and jump to clip up, then jump again to get on top of the bomb blocks. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "h_canXRayMorphIceClip" { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "canSpringBallJumpMidAir", "HiJump", "SpaceJump", "canJumpIntoIBJ" ] } |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Wait for the Kihunters to move away from where Samus will jump up. This may mean Hitboxing through the middle KiHunter multiple times. Requires: "h_canNavigateHeatRooms" "Plasma" "canHitbox" { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", "SpaceJump" ] } "canTrickyJump" { "heatFrames": 600 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Firing upwards has a good chance of hitting multiple Kihunters. And charge shot double hits will instantly kill a Kihunter. Requires: "h_canNavigateHeatRooms" "Ice" "Wave" "Plasma" { "or": [ "Charge", { "heatFrames": 240 } ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 550 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Fire up from below and try not to jump too high as that will out the camera in a bad position. Requires: "h_canNavigateHeatRooms" "Ice" "Wave" "Spazer" { "or": [ "Charge", "canCarefulJump", "h_heatProof" ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 1520 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "h_canNavigateHeatRooms" { "obstaclesCleared": [ "A" ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", { "heatFrames": 1820 } ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 390 } |
Fire up from below and try not to jump too high as that will put the camera in a bad position. Requires: "h_canNavigateHeatRooms" "Plasma" { "or": [ "canCarefulJump", { "heatFrames": 100 } ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 1360 } Clears obstacles: A |
Requires: "h_canNavigateHeatRooms" "ScrewAttack" { "or": [ "canWalljump", { "and": [ "h_canCrouchJumpDownGrab", { "heatFrames": 120 }, { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } ] }, "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } } ] } ] } { "heatFrames": 500 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Shoot them from below. It is possible for the KiHunters to fall through the gaps in the side, but is unlikely. Jumping may lower the camera position making it harder to shoot the KiHunters. But once it is lowered, jump to make them active and vulnerable to damage. Requires: "h_heatProof" "canBePatient" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ] } } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb" ] } ] } Clears obstacles: A |
Fire up from below and try not to jump too high as that will put the camera in a bad position. Requires: "h_canNavigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "or": [ "canCarefulJump", { "heatFrames": 210 } ] } { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 1300 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "h_canNavigateHeatRooms" { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 300 }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 300 } ] }, "SpaceJump" ] } { "heatFrames": 570 } { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 3 } } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "h_canNavigateHeatRooms" "Wave" "Plasma" { "or": [ "h_canCrouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 940 } Clears obstacles: A |
Requires: "canUseEnemies" { "or": [ { "and": [ "canWalljump", { "heatFrames": 390 } ] }, { "and": [ "canConsecutiveWalljump", "canCarefulJump", { "heatFrames": 330 } ] }, { "and": [ "HiJump", { "heatFrames": 490 } ] }, { "and": [ "h_canCrouchJumpDownGrab", { "heatFrames": 610 } ] } ] } |
Requires: { "notable": "Bull Boost" } "canSuitlessMaridia" "HiJump" "canUseEnemies" "canNeutralDamageBoost" "canCrouchJump" "Morph" { "enemyDamage": { "enemy": "Bull", "hits": 1, "type": "contact" } } |
Requires: { "or": [ "canWalljump", "HiJump", "h_canFly", "SpeedBooster", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", "canSpringBallBombJump", "canUseFrozenEnemies" ] } |
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. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "HiJump" { "or": [ "canMidAirMorph", "h_canUseSpringBall" ] } { "or": [ "canCrouchJump", "canDownGrab" ] } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
Requires: "Gravity" { "or": [ "canWalljump", "h_canFly", { "and": [ "HiJump", "canTrickyDashJump" ] }, { "and": [ "canUseFrozenEnemies", "HiJump", "SpeedBooster" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } |
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 have a larger window for storing the shinecharge. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" { "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_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "Ice", "Plasma" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "canConsecutiveWalljump", { "and": [ "HiJump", "canWalljump" ] }, "h_canFly", { "and": [ "HiJump", "canTrickyDashJump" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } ] }, { "and": [ "Gravity", "canUseFrozenEnemies", { "or": [ "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canSpringBallJumpMidAir" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump", { "and": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", "canTrickySpringBallJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "h_canMaxHeightSpringBallJump", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 1
Bottom Door
To: 3
Middle Right Door
Crouch jump up through the left side of the door transition. Angle up and shoot the fish twice on the way up, then aim down and shoot three more times as needed until it is frozen. Land on the fish, wait until it is flashing, then jump and freeze it again further to left as needed, until you can spin jump to the left to reach the platforms. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 7, "maxLeftPosition": 2, "minRightPosition": -2 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canCrouchJump" "canTrickyUseFrozenEnemies" { "or": [ "Wave", "Spazer", "Plasma" ] } |
Crouch jump up through the door with HiJump equipped, aligning with the left side of the door frame. Stay to the right of the fish as you go up. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 8.5, "maxLeftPosition": -1, "minRightPosition": -1 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canCrouchJump" "HiJump" |
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: "canCrossRoomJumpIntoWater" "canInsaneJump" { "or": [ "h_canCrouchJumpDownGrab", "canUseFrozenEnemies" ] } |
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_canCrouchJumpDownGrab", "canUseFrozenEnemies" ] } |
Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 10, "maxLeftPosition": -1, "minRightPosition": -1 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canCrouchJump" "canTrickySpringBallJump" |
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: "canCrossRoomJumpIntoWater" "canTrickyJump" { "or": [ "h_canCrouchJumpDownGrab", "canUseFrozenEnemies" ] } |
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_canUseSpringBall" "canCrossRoomJumpIntoWater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } |
From: 4
Top Right Door
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 PBs 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. Afterwards, 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, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "canCrouchJump" ] } ] } "canTrickyUseFrozenEnemies" "Wave" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "canGravityJump" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Jump with either Springball or HiJump onto the global Sciser 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" ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "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_canMaxHeightSpringBallJump", { "or": [ "Wave", "Spazer" ] } ] }, "Plasma" ] } { "or": [ "h_canMaxHeightSpringBallJump", "canStationaryLateralMidAirMorph" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
The first crab, coming down, is a bit tricky to freeze fast enough without any other beams or a missile. Prevent it from coming on screen until Samus is in position to hit it accurately. The global crab coming up can be used as a backup if the speed blocks are not broken. Requires: "canSuitlessMaridia" "HiJump" "canTrickyUseFrozenEnemies" { "or": [ "h_canCrouchJumpDownGrab", { "obstaclesNotCleared": [ "A" ] } ] } |
Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", { "obstaclesNotCleared": [ "A" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } } ] } { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "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_canCrouchJumpDownGrab", "canUseEnemies" ] } |
Time a pause before jumping to give a significant momentum boost in order to reach the Grapple Block. Requires: "h_canMaxHeightSpringBallJump" "canSpringFling" Clears obstacles: B |
From: 1
Top Left Door
To: 9
Spawn At Junction 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": { "framesRequired": 110 } } Requires: { "notable": "Shinespark Down-Grab to the Grapple Blocks (Left to Top)" } "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canHorizontalShinespark" { "shinespark": { "frames": 56, "excessFrames": 0 } } |
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": [ "canCrazyCrabClimb", "h_canCrouchJumpDownGrab" ] }, "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_canNavigateUnderwater" "canBombGrappleJump" "h_canCrouchJumpDownGrab" |
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_canNavigateUnderwater" "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Stand on higher ground on the right side and face left. Crouch jump and immediately press left (almost simultaneously) to avoid bonking the ceiling. Requires: "Gravity" "h_canCrouchJumpDownGrab" "canTrickyJump" |
From: 2
Bottom Left Door
To: 8
Higher Hill Junction
Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 10, "maxHeight": 10, "maxLeftPosition": 2, "minRightPosition": -2 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canCrouchJump" "canSpringBallJumpMidAir" |
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 or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "HiJump" "canTrickyJump" "canCameraManip" { "or": [ "canUnderwaterWalljump", "h_canCrouchJumpDownGrab", "canFlatleyJump", "canInsaneJump" ] } Clears obstacles: A, B |
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). This is possible to do without a crouch jump, but it is much harder. Requires: "canSuitlessMaridia" "canPreciseGrapple" { "or": [ "canCrouchJump", "canTrickyJump" ] } |
From: 2
Bottom Door
To: 3
Bottom Right Ledge
Standing on the platform in the room below, crouch jump up through the door transition, then down-grab onto the platform. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 7, "maxHeight": 7, "maxLeftPosition": 1, "minRightPosition": -1.5 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "h_canCrouchJumpDownGrab" |
From: 2
Bottom Door
To: 3
Bottom Right Ledge
Standing on the platform in the room below, jump up through the door. Either a crouch jump or a down grab (or both) must be used to make it onto the ledge. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 10, "maxHeight": 10, "maxLeftPosition": 1, "minRightPosition": 0 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "HiJump" { "or": [ "canCrouchJump", "canDownGrab" ] } |
From: 2
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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 2
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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right 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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right 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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canUseEnemies", { "and": [ "canCrouchJump", "canTrickyJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 6
Top 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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 6
Top 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. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
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: "canCrouchJump" { "or": [ "canTrickyJump", "canMorphTurnaround" ] } |
From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 7
Top Right Left Item
After PLMs are overloaded, use a snail to help climb to the top right items. Requires: "canEnterGMode" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
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" "canCrouchJump" |
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" } "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandGrappleBoost" "canInsaneJump" "canMidAirMorph" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Use the respawning Zoas to double jump up to the Morph Ball maze. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canBombGrappleJump" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Kill all of the enemies and leave drops uncollected so that the Zoas will not be in the way. Stand on the edge of the sand and place a Bomb and wait briefly before entering the sand. Let the Bomb explosion push Samus up for a few frames before simultaneously jumping and aiming down. Then move left to land on the Morph tunnel ledge. Jumping too early can lead to a softlock but jumping too late usually exits the sand safely. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandBombBoost" "canInsaneJump" |
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. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandGrappleBoost" "canInsaneJump" |
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_canJumpIntoCrystalFlashClip" "canSuitlessMaridia" { "or": [ "HiJump", "canSpringBallJumpMidAir", { "and": [ "h_canCrouchJumpDownGrab", "canCarefulJump" ] }, "canUseFrozenEnemies" ] } |
Requires: { "or": [ "HiJump", "canSpringBallJumpMidAir", "Gravity", "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 20, "excessFrames": 11 } }, { "and": [ "Gravity", { "shinespark": { "frames": 18, "excessFrames": 9 } } ] } ] } |
From: 2
Right Door
To: 1
Bottom Left Door
Crouch under the crumble blocks while aiming upward, using both angle buttons then 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. 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: jump out, morph, and press against the upper left wall; briefly tap left to land on the edge; then perform a morph turnaround face right without moving. Requires: { "notable": "Mochtroid Ice Clip" } "canCeilingClip" "canUseFrozenEnemies" { "or": [ "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "or": [ "canTrickyJump", "canMorphTurnaround" ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
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_canJumpIntoCrystalFlashClip" "canSuitlessMaridia" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } |
Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition. Requires: { "notable": "Frozen Mochtroid Grapple Clip Door Lock Skip" } { "or": [ { "and": [ "Gravity", "canUseFrozenEnemies", "canCrouchJump", "canCeilingClip" ] }, "h_canXRayMorphIceClip", "h_canHighPixelIceClip" ] } "canGrappleClip" Bypasses door shell: true |
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_canMaxHeightSpringBallJump" "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" } "HiJump" "canPreciseWalljump" "canIframeSpikeJump" { "spikeHits": 1 } "canNeutralDamageBoost" { "or": [ "canHorizontalDamageBoost", { "spikeHits": 1 } ] } "h_canMaxHeightSpringBallJump" { "or": [ "canSpringFling", { "and": [ { "spikeHits": 1 }, "canInsaneJump" ] } ] } "canBombJumpWaterEscape" "canJumpIntoIBJ" |
Entrance condition: { "comeInShinecharged": { "framesRequired": 60 } } Requires: "h_canNavigateUnderwater" { "shinespark": { "frames": 40, "excessFrames": 6 } } { "or": [ "canCrouchJump", "Gravity", "HiJump", "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Freeze a crab multiple times to climb the upper section. It may be easier to climb the left shaft by knocking the crab off the wall, or by bringing up a crab from the lower area. Requires: { "notable": "Ice Only Crab Climb" } "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" "canCarefulJump" { "or": [ "canCrouchJump", "Gravity", "HiJump", "canSpringBallJumpMidAir", { "ammo": { "type": "Super", "count": 1 } } ] } |
Requires around 19 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18.4375 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" { "or": [ "canCrouchJump", "Gravity", "HiJump", "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Entrance condition: { "comeInSpaceJumping": { "minTiles": 12.4375, "speedBooster": true } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canCrouchJump" |
Requires running a very precise distance of 12 tiles in the adjacent room (extra run speed exactly $3.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDownGrab" { "or": [ "canCrouchJump", "Gravity", "HiJump", "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
After storing the shinecharge, spin jump back to the left and spark aligned against the right side of the left shaft. At the top of the room, hold right in order to land on the platform below the door. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2 } } Requires: "canStutterWaterShineCharge" "canShinechargeMovementComplex" "h_canShineChargeMaxRunway" { "shinespark": { "frames": 40, "excessFrames": 6 } } { "or": [ "canCrouchJump", "Gravity", "HiJump", "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 37, "excessFrames": 2 } }, { "and": [ "HiJump", { "shinespark": { "frames": 33, "excessFrames": 7 } } ] } ] } { "or": [ "canCrouchJump", "HiJump", "canSpringBallJumpMidAir" ] } |
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" "canCrouchJump" "canTrickyJump" |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", "canUseFrozenEnemies", { "and": [ "canTrickyJump", "canDownGrab" ] } ] } |
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump", "canUseFrozenEnemies" ] } |
From: 2
Right Door
To: 3
Top Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: "canCrouchJump" |
Requires: "h_canCrystalFlash" "canCrouchJump" |
From: 2
Right Door
To: 4
Top Right Ledge Junction
There is just enough distance for a MidAir SpringBall jump to reach without HiJump. Requires: "Gravity" "canSpringBallJumpMidAir" { "or": [ "HiJump", { "and": [ "h_canMaxHeightSpringBallJump", "canSpringFling" ] } ] } |
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
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_canMaxHeightSpringBallJump" "canSpringFling" "canBombJumpWaterEscape" "canJumpIntoIBJ" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
1) Crouch jump and then SpringBall jump. 2) Bomb-Grapple-Jump using the distant Cacatac who is above the water. 3) SpringBall jump again just as Samus exits the water. Requires: { "notable": "HiJumpless Double SpringBall Jump and Bomb-Grapple-Jump" } "canBombGrappleJump" "canDoubleSpringBallJumpMidAir" "h_canMaxHeightSpringBallJump" |
From: 6
East Cactus Alley Junction (Right of Morph Tunnel)
To: 5
Bottom Middle Junction
Requires: "canSuitlessMaridia" { "or": [ { "spikeHits": 1 }, "canSpringBallJumpMidAir", { "and": [ "HiJump", { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canSpaceJumpWaterEscape" ] } ] }, { "and": [ "canIBJ", "canBombJumpWaterEscape" ] } ] } { "or": [ { "spikeHits": 1 }, "HiJump" ] } |
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_canMaxHeightSpringBallJump" |
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: { "or": [ "canCrouchJump", "h_UnderwaterCrouchJumpWithFlashSuit" ] } { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 13, "excessFrames": 3 } }, { "and": [ "canSunkenTileWideWallClimb", { "shinespark": { "frames": 13, "excessFrames": 9 } } ] } ] } |
Requires: "canSuitlessMaridia" "HiJump" "canCrouchJump" "canBombJumpWaterEscape" "canIBJ" |
From: 5
Junction Below Left Item
To: 3
Top Left Item
Reach the left side item using a single bomb explosion barely reach it. Use HiJump to reach the water line and then use a Bomb Jump Water Escape motion to Bomb jump out of the water. Do not Morph until fully out of the water to place the Bomb with the correct height. And do not place the Bomb at the max possible height, but a little lower where it will bounce Samus higher. Requires: { "notable": "Suitless HiJump Perfect Bomb Boost" } "canSuitlessMaridia" "HiJump" "canCrouchJump" "canBombJumpWaterEscape" |
From: 1
Top Left Door
To: 1
Top Left Door
Position near the edge of the ledge, crouch jump out into a mid-air morph, and press left against the wall. Unmorph while approaching the peak of the jump (an 8-frame window), then use Grapple immediately (a 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. 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. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again. Requires: "Gravity" "canCrouchJump" "canUnmorphGrappleHang" Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } |
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: 2
Bottom Left Door
To: 2
Bottom Left Door
Align against the wall, then crouch jump into a mid-air morph. Unmorph while approaching the peak of the jump (an 8-frame window), then use Grapple immediately (a 2-frame window) to get stuck standing a pixel or two inside the first Grapple block above the door. Then jump (to force crouch), angle down, and grapple. 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. To avoid heavy lag, hold down through the entire swing. Continue holding Grapple through the door transition to initiate a teleport in the next room. If needing to stand up in the next room (e.g. for an X-Ray climb), then enter the transition while swinging slowly, e.g. after coming to a stop directly below the block. If needing to transition at horiziontal position 21 (as far right as possible), then additionally roll from pressing left to pressing diagonally up-left just before the transition. The game may lag heavily if Samus enters a retracted position; if this happens, hold down to extend Grapple again. Requires: "Gravity" "canCrouchJump" "canUnmorphGrappleHang" Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } |
Requires: { "resetRoom": { "nodes": [ 1, 2 ], "mustStayPut": false } } "Gravity" { "or": [ "h_canCrouchJumpDownGrab", "canUseFrozenEnemies", "canGravityJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "h_canFly", "canSpringBallBombJump" ] } { "refill": [ "Super", "Energy" ] } |
Requires: "Gravity" { "or": [ "h_canCrouchJumpDownGrab", "canUseFrozenEnemies", "canGravityJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "h_canFly", "canSpringBallBombJump" ] } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canTrickySpringBallJump" "canCrouchJump" |
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" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canSuitlessMaridia", "h_canMaxHeightSpringBallJump" ] } ] } |
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. Requires: "canSuitlessMaridia" { "or": [ "canPrepareForNextRoom", "canPlayInSand" ] } "HiJump" "h_canMaxHeightSpringBallJump" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" "canCarefulJump" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["canTrickyJump"]} |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]} |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" "canCarefulJump" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":3,"types":["super"],"requires":[]} {"nodeId":3,"types":["powerbomb"],"requires":["canTrickyJump"]} |
From: 5
Junction Below Right Door
To: 3
Right Door
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
It is possible to get out of the sand with nothing. While holding down, crouch jump then press forward diagonal to clip into the wall enough to jump out. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canEscapeSand" |
It is possible to get out of the sand with nothing. While holding down, crouch jump then press forward diagonal to clip into the wall enough to jump out. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canEscapeSand" |
Requires: { "or": [ "HiJump", "h_canFly", "canWalljump", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir" ] } |
Kill or tank the Menus or spin jump directly from the safety to the right up to the ledge. With a spin jump, Samus can make it to the ledge without a wall jump or other means. Requires: "HiJump" { "or": [ "h_canUsePowerBombs", "ScrewAttack", "Plasma", { "and": [ "Ice", "Wave", "Spazer" ] }, { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 2 } } ] } { "or": [ "canCarefulJump", "canCrouchJump", "canDownGrab", "canWalljump" ] } |
From: 2
Bottom Right Door
To: 1
Left Vertical Door
Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "canTrickyUseFrozenEnemies" "h_canCrouchJumpDownGrab" |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" { "or": [ "h_canCrouchJumpDownGrab", "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_canCrouchJumpDownGrab" ] }, { "and": [ "canStationarySpinJump", "canSunkenTileWideWallClimb" ] } ] } |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "h_canFly", "SpeedBooster", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", "canGravityJump" ] } |
From: 2
Bottom Door
To: 4
Water Level Junction
Standing on the platform in the room below, crouch jump up and press right against the door frame through the transition. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 10, "maxHeight": 10, "maxLeftPosition": 1, "minRightPosition": 2 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canCrouchJump" |
From: 2
Bottom Door
To: 4
Water Level Junction
Standing on the platform in the room below, jump up (crouch jump makes it easier) and press right against the door frame through the transition. After the transition, perform a spring ball jump mid-air to reach the ledge. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 7, "maxHeight": 7, "maxLeftPosition": 1, "minRightPosition": 1 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" "canTrickySpringBallJump" { "or": [ "canCrouchJump", "canTrickyJump" ] } |
From: 2
Bottom Door
To: 4
Water Level Junction
The fish can safely be damaged from the door until they are ready to be used as platforms. Requires: "h_canNavigateUnderwater" "canUseFrozenEnemies" { "or": [ "canTrickyUseFrozenEnemies", "HiJump", "canSpringBallJumpMidAir", "Gravity", "h_canCrouchJumpDownGrab" ] } |
From: 4
Water Level Junction
To: 1
Left Door
Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canTrickyJump" |
Getting out with only Gravity and no wall jump requires a tight crouch jump and down grab while above the water: Position very close to the edge, and press forward immediately after crouch jumping (almost simultaneously). Requires: "Gravity" "canTrickyJump" "h_canCrouchJumpDownGrab" |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab" ] } |
This is a max height springball jump. Requires: "canSuitlessMaridia" "h_canMaxHeightSpringBallJump" |
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 } } ] } ] } |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "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_canCrouchJumpDownGrab", "canTwoTileSqueeze", "Morph" ] } |
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" |
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", { "or": [ "canDownGrab", "canSpringBallJumpMidAir", "canConsecutiveWalljump" ] } ] }, "h_canMaxHeightSpringBallJump" ] } |
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_canMaxHeightSpringBallJump" "canSpringFling" "canBombJumpWaterEscape" "canJumpIntoIBJ" "canDoubleBombJump" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "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. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "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_canMaxHeightSpringBallJump" { "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. Requires: { "notable": "Suitless Damage Boost (Center to Left)" } "canSuitlessMaridia" "canPlayInSand" "canInsaneJump" { "or": [ "canCrouchJump", "h_UnderwaterCrouchJumpWithFlashSuit" ] } "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_canCrouchJumpDownGrab" ] } |
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" |
Requires: { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_canCrouchJumpDownGrab", "canJumpIntoIBJ", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", "ScrewAttack", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |