From: 1
Left Door
To: 2
Right Door
Use Space Jump, Spring Ball, to carry blue speed across the room; alternatively, use a long series of temporary blue chains. Entrance condition: { "comeInGettingBlueSpeed": { "length": 13, "openEnd": 1 } } Requires: "canChainTemporaryBlue" { "or": [ { "and": [ "canSpeedball", "canSpringBallBounce", { "heatFrames": 490 } ] }, { "and": [ "SpaceJump", { "heatFrames": 420 } ] }, { "and": [ "canSpeedball", "canLongChainTemporaryBlue", { "heatFrames": 780 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } Dev note: This is not useful unless heat damage is increased or Energy capacity is reduced. |
From: 1
Left Door
To: 3
Top Door
Use Space Jump, Spring Ball, to carry blue speed across the room; alternatively, use a long series of temporary blue chains. Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 1 } } Requires: "canChainTemporaryBlue" { "or": [ { "and": [ "canSpeedball", "canSpringBallBounce", { "heatFrames": 400 } ] }, { "and": [ "SpaceJump", { "heatFrames": 420 } ] }, { "and": [ "canSpeedball", "canLongChainTemporaryBlue", { "heatFrames": 670 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "right" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 50 } |
Requires: { "heatFrames": 70 } |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
From: 2
Right Door
To: 1
Left Door
Use Space Jump, Spring Ball, to carry blue speed across the room; alternatively, use a long series of temporary blue chains. Entrance condition: { "comeInGettingBlueSpeed": { "length": 13, "openEnd": 1 } } Requires: "canChainTemporaryBlue" { "or": [ { "and": [ "canSpeedball", "canSpringBallBounce", { "heatFrames": 490 } ] }, { "and": [ "SpaceJump", { "heatFrames": 420 } ] }, { "and": [ "canSpeedball", "canLongChainTemporaryBlue", { "heatFrames": 790 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 80 } |
Break spin to trigger the transition early, or use a wall jump. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 65 } "canShinechargeMovementComplex" { "heatFrames": 65 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 50 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 50 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 40 } { "shinespark": { "frames": 8 } } { "heatFrames": 50 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Missiles could unlock the door with more shinespark frames available. |
From: 2
Right Door
To: 3
Top Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 1 } } Requires: { "heatFrames": 80 } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Missiles could unlock the door but would end with fewer shinespark frames available. |
From: 2
Right Door
To: 3
Top Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: "canXRayTurnaround" "canXRayCancelShinecharge" "canChainTemporaryBlue" { "heatFrames": 240 } Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Right Door
To: 3
Top Door
Gain the shinecharge below the right edge of the door above to avoid bringing the Dragon on-camera. Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 0 } } Requires: { "or": [ { "heatFrames": 245 }, { "and": [ { "heatFrames": 85 }, "canXRayCancelShinecharge" ] } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Requires: { "or": [ { "canShineCharge": { "usedTiles": 13, "openEnd": 1 } }, { "and": [ { "doorUnlockedAtNode": 2 }, { "canShineCharge": { "usedTiles": 14, "openEnd": 1 } }, { "heatFrames": 20 } ] } ] } { "heatFrames": 240 } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: FIXME: One Power Bomb would open both doors. |
Requires: { "heatFrames": 65 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "h_backIntoCorner" { "heatFrames": 100 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -2, "rightPosition": 6 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This includes time to moonwalk back against the right door, without shooting it open. An additional tile could be used by opening the right door but there is not yet any known application. |
From: 2
Right Door
To: 3
Top Door
Requires: { "heatFrames": 80 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -2, "rightPosition": 2 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "heatFrames": 210 } |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
Requires: { "heatFrames": 55 } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 50 } "canShinechargeMovementComplex" { "heatFrames": 50 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Door
To: 2
Right Door
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 30 } "canShinechargeMovementComplex" { "shinespark": { "frames": 10, "excessFrames": 0 } } { "heatFrames": 50 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } |
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -7.5, "rightPosition": 6 } } Dev note: An additional tile could be used by opening the right door but there is not yet any known application. |
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -2.5, "rightPosition": 2.5 } } |
Requires: { "heatFrames": 210 } |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
Requires: { "heatFrames": 80 } |
From: 4
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "heatFrames": 10 } Exit condition: { "leaveWithRunway": { "length": 14, "openEnd": 1 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "heatFrames": 210 } Unlocks doors: {"types":["missiles"],"requires":[]} |
From: 4
Gamet Farm Junction
To: 2
Right Door
Requires: { "heatFrames": 440 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} |
Requires: { "heatFrames": 155 } Exit condition: { "leaveWithRunway": { "length": 14, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":40}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 210 } |
From: 4
Gamet Farm Junction
To: 3
Top Door
Bring a Gamet from the farm and freeze it at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. Requires: { "heatFrames": 560 } "h_iceClip" Bypasses door shell: true |
Requires: { "heatFrames": 220 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 220 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -7.5, "rightPosition": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "or": [ { "and": [ { "heatFrames": 0 }, "canPauseAbuse" ] }, { "heatFrames": 60 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
Requires: "h_heatedCrystalFlash" |
Enter the room with a Missile selected on auto-cancel, holding angle-up. Fire a Missile shot to kill the first Skree, then run right and immediately fire a beam shot to destroy the shot block. Run off the edge and down-grab onto the next platform. Run and jump directly up where the shot block used to be, moving quickly enough to dodge the Skree projectiles by going under them. Use a wall jump, HiJump, or a mid-air spring ball jump to make it up. Requires: "canAutoCancelWeapon" { "ammo": { "type": "Missile", "count": 1 } } "canTrickyDodgeEnemies" "canInsaneJump" { "or": [ { "and": [ "HiJump", { "heatFrames": 160 } ] }, { "and": [ "canWalljump", { "heatFrames": 180 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 195 } ] } ] } |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "heatFrames": 350 } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "HiJump" { "or": [ { "heatFrames": 570 }, { "and": [ "canXRayCancelShinecharge", { "heatFrames": 420 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Shoot diagonally to clear the Skree and shot block before jumping and sparking diagonally mid-air to the above area. Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" "canMidairShinespark" { "heatFrames": 300 } { "shinespark": { "frames": 14, "excessFrames": 3 } } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Shoot diagonally to clear the Skree and shot block before jumping and sparking diagonally mid-air to the above area. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 80 } "canShinechargeMovementComplex" "canMidairShinespark" { "heatFrames": 270 } { "shinespark": { "frames": 13, "excessFrames": 3 } } |
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 260 } |
Requires: "canJumpIntoRespawningBlock" { "heatFrames": 625 } |
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be. Requires: "canPreciseWalljump" "canTrickyJump" { "heatFrames": 220 } |
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be. Requires: "HiJump" "canTrickyJump" { "heatFrames": 200 } |
Shoot the Skree and shotblock from the door. While avoiding Skree projectiles, jump to the next bubble platform followed by jumping directly up where the shot block used to be, performing a mid-air spring ball jump to make it up to the ledge. Requires: "canTrickySpringBallJump" "canTrickyJump" { "heatFrames": 240 } |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 1600 } Clears obstacles: A |
Requires: { "or": [ { "heatFrames": 230 }, { "and": [ "canHorizontalDamageBoost", { "heatFrames": 160 }, { "enemyDamage": { "enemy": "Skree", "type": "contact", "hits": 1 } } ] } ] } |
From: 2
Top Right Door
To: 1
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" { "or": [ { "heatFrames": 550 }, { "and": [ "canXRayCancelShinecharge", { "heatFrames": 380 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Top Right Door
To: 1
Bottom Left Door
Fall through the shot blocks and shoot around the Skree to open the door without falling into the lava to shinespark out of the room. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" { "heatFrames": 165 } { "shinespark": { "frames": 15 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Right Door
To: 1
Bottom Left Door
Fall through the shot blocks and shoot around the Skree to open the door without falling into the lava to shinespark out of the room. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 115 } "canShinechargeMovementTricky" { "heatFrames": 165 } { "shinespark": { "frames": 15 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Destroy the shot block by standing on top of it, jumping, aiming down, and shooting at the moment that you land. This requires precision because the beam projectile will immediately despawn while off-camera. Less precise alternatives include using a bomb, Power Bomb, or Grapple, if available. With the shot block destroyed, fall down through the opening and jump back up, and the camera will be fixed. Requires: { "obstaclesCleared": [ "A" ] } "canOffScreenMovement" { "heatFrames": 160 } Resets obstacles: A |
Requires: { "heatFrames": 10 } Dev note: Heat frames here are artifically lower to allow using canPauseAbuse on the farm. This is compensated for by extra heat frames on the farm itself as an alternative to canPauseAbuse. |
Requires: { "heatFrames": 50 } |
Requires: { "heatFrames": 240 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "heatFrames": 15 } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 1 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: The blocks respawn, so no need to split this in two runways. While waiting for respawn would take additional heat frames, the spawner makes that more or less inconsequential. |
Requires: { "obstaclesNotCleared": [ "A" ] } { "or": [ { "and": [ { "heatFrames": 0 }, "canPauseAbuse" ] }, { "heatFrames": 50 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
When off-camera, the Gamets still spawn but cannot be destroyed with beams or other projectiles. Requires: { "obstaclesCleared": [ "A" ] } "canOffScreenMovement" { "or": [ "ScrewAttack", "h_useMorphBombs", "Grapple" ] } { "or": [ { "and": [ { "heatFrames": 0 }, "canPauseAbuse" ] }, { "heatFrames": 50 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 1000 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 650 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$1.E" } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 750 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: Lower run speeds can also work but may be more difficult or require more heat damage. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: { "heatFrames": 240 } { "shinespark": { "frames": 57, "excessFrames": 0 } } |
Exit G-mode then air ball into the lava to take fewer heat frames. Kill the Gerutas beforehand to make it easier to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canLateralMidAirMorph" { "heatFrames": 60 } { "lavaFrames": 20 } Clears obstacles: A |
Requires: { "heatFrames": 300 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "canCarefulJump" "canMockball" { "heatFrames": 180 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" { "heatFrames": 200 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" { "heatFrames": 140 } |
Requires: "canTrickyJump" { "heatFrames": 220 } Dev note: FIXME: Jumping fully over the platform, and killing the sova before landing on it is a little faster, with no movement items. |
From: 1
Left Door
To: 4
Junction Above Item
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 5 } } Requires: "canTrickyJump" { "heatFrames": 200 } Dev note: FIXME: Jumping fully over the platform, and killing the sova before landing on it is a little faster, with no movement items. |
From: 2
Right Door
To: 1
Left Door
Carefully planned movement is needed to avoid damage from the Gerutas, and to avoid bonking on the overhangs. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "HiJump" "canLongChainTemporaryBlue" { "heatFrames": 955 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 150 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. There is a Sova below the door that can be lured over to it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 0, "gentleUpTiles": 2 } } Requires: "canShinechargeMovementTricky" "canHorizontalShinespark" { "heatFrames": 225 } { "shinespark": { "frames": 53, "excessFrames": 0 } } { "heatFrames": 105 } |
Requires: "h_heatedCrystalFlash" |
Jump on entry, as the Sova is not global and barely off screen. It is possible to use a Super to speed it up. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 425 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 160 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Generally, coming from the left works, but that would require modeling the room traversal too. |
Exit G-mode then air ball into the lava to take fewer heat frames. Kill the Gerutas beforehand to make it easier to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canLateralMidAirMorph" { "heatFrames": 60 } { "lavaFrames": 20 } Clears obstacles: A |
Requires: { "heatFrames": 250 } |
Requires: "canTrickyJump" { "or": [ "ScrewAttack", { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] }, { "heatFrames": 5 } ] } { "heatFrames": 220 } |
Requires: { "heatFrames": 200 } { "or": [ { "lavaFrames": 50 }, { "and": [ "Gravity", { "lavaFrames": 40 } ] } ] } { "or": [ { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, { "obstaclesCleared": [ "A" ] } ] } |
Requires: { "or": [ "Plasma", "ScrewAttack", { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 280 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
Build speed on the central platform and jump to the door. Requires: "canCarefulJump" { "heatFrames": 176 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":25}]} |
Requires: { "heatFrames": 250 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: { "heatFrames": 240 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0, "gentleDownTiles": 2, "startingDownTiles": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "canTrickyJump" { "heatFrames": 160 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 4
Junction Above Item
To: 2
Right Door
Requires: "canTrickyJump" { "heatFrames": 150 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0, "gentleDownTiles": 2, "startingDownTiles": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":60}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "Morph" { "heatFrames": 350 } { "or": [ { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 36 } ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, { "enemyKill": { "enemies": [ [ "Geruta" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBomb", "ScrewAttack", "Plasma", "Ice+Spazer", "Ice+Wave", "Wave+Spazer", "Charge+Wave", "Charge+Spazer", "PseudoScrew" ] } } ] } Clears obstacles: A |
Requires: "Morph" { "heatFrames": 350 } { "or": [ { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 36 } ] } ] } { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } |
Requires: "h_heatedCrystalFlash" Clears obstacles: A |
Requires: "h_heatedCrystalFlash" |
It is possible to use a Super to speed up the Sova. Knocking it off while it is on the overhang above requires rapid switching to get to X-Ray in time. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 560 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 420 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Generally, coming from the right works, but that would require modeling the room traversal too. |
Unmorph after exiting the morph tunnel and get to the other side of the room. Killing the Dessgeegas can be done with no beam upgrades; Samus can jump over them while shooting the last few hits or retreat to the left. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" { "or": [ "canTrickyJump", "h_artificialMorphPowerBomb", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Sm. Dessgeega", "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "HiJump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", "canTrickyDashJump", { "and": [ "canTrickyUseFrozenEnemies", "canWalljump" ] }, { "and": [ { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } }, { "shinespark": { "frames": 9, "excessFrames": 5 } } ] }, { "and": [ "canInsaneWalljump", "canWallJumpInstantMorph", "canUnmorphBombBoost", "canDownGrab" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_heatedGModeOpenDifferentDoor" ] } Dev note: FIXME: Methods that require a Sova damage boost could be added |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" { "or": [ "canTrickyDodgeEnemies", { "and": [ "h_artificialMorphPowerBomb", "h_artificialMorphPowerBomb" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_heatedGModeOpenDifferentDoor" ] } |
Requires: { "heatFrames": 150 } |
From: 1
Left Door
To: 5
Bottom Right Junction
Normalized movement through the room can be used to manipulate the Sm. Dessgeegas and do this strat reliably without heat protection. The following is one way to do this; other approaches may also be possible. Before entering the room, damage down to between 127 and 159 energy, and unequip Speed Booster if it is collected. Position one pixel away from the door in the previous room. Hold angle-down (and optionally dash), enter the door transition, then hold shot while continuing to hold forward, angle-down, and dash. The shot block will be destroyed by the buffered shot. Continue holding right and dash to run under both Sm. Dessgeegas. After running under the second one, stop for a moment to prevent it from scrolling off camera. Morph, roll all the way against the right wall and quickly lay a Power Bomb. Move slightly to the left to avoid being bounced by the Power Bomb explosion. As the Sm. Dessgeega approaches, roll under it to the left to avoid being hit. Roll back to the right to collect its Power Bomb drop (which should be a ground level) and return to where the Power Bomb was laid, in time to perform the Crystal Flash inputs. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 0, "maxTiles": 0.0625 } } Requires: { "notable": "10 Power Bomb Crystal Flash" } "canPrepareForNextRoom" { "heatFrames": 570 } "h_heated10PowerBombCrystalFlash" Dev note: The heat frames include about a half second of leniency to position in the previous room in case it is also heated. FIXME: Find some way to properly express being above health bomb range, though it shouldn't be a serious problem here. Without heat protection, this is already accounted for by the heatFrames (though this is a bit hacky). With heat protection, it should be possible to farm a bit to get out of health bomb range. |
From: 1
Left Door
To: 5
Bottom Right Junction
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "canShinechargeMovement" "canHorizontalShinespark" { "heatFrames": 155 } { "shinespark": { "frames": 54, "excessFrames": 15 } } { "heatFrames": 105 } |
Cross the room and go through the morph tunnel. Without any morph movement items, carefully air ball over the Sova and use it to damage boost into the tunnel or wait for the global Sova. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "h_bombThings", "h_useSpringBall", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } }, { "or": [ { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. The local or global Sova can be used. To use the local one, keep it off camera when possible and horizontally boost to jump over both stairs at once. With Spring Ball or a moderately good IBJ, Samus should be able to get through the morph tunnel before the global Sova, otherwise it takes just over a minute for it to return. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBall" ] } { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1180 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Generally, coming from the left works, but that would require modeling the room traversal too. |
Exit G-mode below the shot blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } Dev note: This is just used to save Energy, when Samus doesn't have a way to get though the morph tunnel. |
From: 2
Right Door
To: 3
Bottom Left Junction
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 105 } "canShinechargeMovement" "canHorizontalShinespark" { "heatFrames": 195 } { "shinespark": { "frames": 58, "excessFrames": 0 } } { "heatFrames": 105 } |
From: 2
Right Door
To: 5
Bottom Right Junction
A normalized entrance to the room can be used to manipulate the Sm. Dessgeegas and do this strat reliably without heat protection. The following is one way to do this; other approaches may also be possible. Before entering the room, damage down to between 90 and 125 energy. Position one pixel away from the door in the previous room. Enter the door transition (with or without holding dash), then hold dash and left until falling off the platform. Turn around and hold right, landing in the corner. Morph and lay a Power Bomb. Move slightly to the left to avoid being bounced by the Power Bomb explosion. As the Sm. Dessgeega approaches, roll under it to the left to avoid being hit. Roll back to the right to collect its Power Bomb drop (which should be a ground level) and return to where the Power Bomb was laid, in time to perform the Crystal Flash inputs. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 0, "maxTiles": 0.0625 } } Requires: { "notable": "10 Power Bomb Crystal Flash" } "canPrepareForNextRoom" { "heatFrames": 420 } "h_heated10PowerBombCrystalFlash" Dev note: The heat frames include about a half second of leniency to position in the previous room in case it is also heated. FIXME: Find some way to properly express being above health bomb range, though it shouldn't be a serious problem here. Without heat protection, this is already accounted for by the heatFrames (though this is a bit hacky). With heat protection, it should be possible to farm a bit to get out of health bomb range. |
Requires: { "heatFrames": 150 } |
Only one bomb is needed after using a spinjump to get into the two tile tunnel. Requires: "h_bombThings" { "heatFrames": 450 } |
Requires: "h_useSpringBall" { "heatFrames": 375 } |
From: 3
Bottom Left Junction
To: 1
Left Door
Guide the morph tunnel Sova on top of the shot blocks by keeping it on camera. Move the camera away once it is on top of the shot blocks. It will not move while off camera. Stand directly below the OffCamera Sova and fire up and jump to break the shot blocks. Either lower its health while guiding it, or as it begins to fall, there is time. As it falls, shoot again to freeze it at the right height. As a backup, the same Sova can be frozen on the left wall, dropped from the shot blocks again, or frozen on the right wall. Requires: { "notable": "Left Door Frozen Sova Step" } "canTrickyUseFrozenEnemies" "canTrickyJump" "canCameraManip" { "heatFrames": 1100 } |
Either race the nearby Sova to the morph tunnel or wait for it to come back through the morph tunnel and use a Super to knock it off behind Samus. Alternatively, it is possible to wait for the global Sova to come around. Build speed on the lower platform and jump towards the morph tunnel while performing a Midair Morph to reach the Sova in time. Guiding the local Sova around through the shot block again can be faster, but is not expected. Requires: "canNeutralDamageBoost" "Morph" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "or": [ { "and": [ "canTrickyJump", "canLateralMidAirMorph", "canCameraManip", { "heatFrames": 340 } ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 560 } ] }, { "heatFrames": 2700 } ] } Dev note: The global Sova is moving while the player reaches this node and this heatFrame count reflects that. |
Requires: { "or": [ "canPreciseWalljump", "SpaceJump", { "and": [ "HiJump", { "or": [ "canWalljump", "SpeedBooster" ] } ] } ] } { "heatFrames": 210 } |
Requires: "canTrickyUseFrozenEnemies" "canWalljump" { "heatFrames": 950 } Dev note: FIXME: It is possible but very precise to avoid the wall jump requirement here. |
Use a very well timed and precise walljump into morph to hit the global Sova so that the damage bonks Samus up to the door ledge. Aim for the lowest part of slope looking wall tile, where it does not look possible to make contact with a walljump, and fully delay the jump. To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again. Requires: { "notable": "Sova Morph Only Boost" } "canInsaneWalljump" "canMidAirMorph" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 1050 } |
Requires: "h_heatedCrystalFlash" |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "enemyKill": { "enemies": [ [ "Sm. Dessgeega", "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super" ] } } { "heatFrames": 100 } |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "or": [ "Wave", "Spazer" ] } { "heatFrames": 200 } |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "Plasma" { "heatFrames": 100 } |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "heatFrames": 350 } |
From: 3
Bottom Left Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "ScrewAttack" { "heatFrames": 100 } |
Requires: "canMockball" { "heatFrames": 100 } |
Requires: { "heatFrames": 150 } { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } |
From: 4
Bottom Junction (Cleared Runway)
To: 1
Left Door
It is possible to shoot upwards from the ground then immediately as the shot is leaving the screen, press up and jump to shinespark without delay. A Charge shot can help, as it slows down the shot. Requires: "canHeroShot" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "heatFrames": 250 } { "shinespark": { "frames": 22, "excessFrames": 3 } } Dev note: FIXME: Some of the heatFrames should come after the shinespark |
From: 4
Bottom Junction (Cleared Runway)
To: 1
Left Door
Kill the enemies, break the shot block, then use the bottom to charge a spark. Quickly climb up before the block respawns, and continue through the left door. Requires: "HiJump" "canShinechargeMovementComplex" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "or": [ "canPreciseWalljump", "canTrickyJump", "SpaceJump" ] } { "heatFrames": 540 } { "shineChargeFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":240}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} |
From: 4
Bottom Junction (Cleared Runway)
To: 1
Left Door
Kill the enemies, then use the bottom to charge a spark. Shoot the shot block from the ground and follow it up so that it breaks, and continue through the left door. Requires: "HiJump" "canShinechargeMovementComplex" "canHeroShot" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "or": [ "canPreciseWalljump", "canTrickyJump", "SpaceJump" ] } { "heatFrames": 310 } { "shineChargeFrames": 155 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":500}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":180}]} |
Jump and shoot the block, then quickly run away and back to charge the shinespark and shine through before the block respawns. Requires: { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "heatFrames": 500 } { "shinespark": { "frames": 22, "excessFrames": 3 } } Dev note: FIXME: Some of the heatFrames should come after the shinespark |
From: 4
Bottom Junction (Cleared Runway)
To: 1
Left Door
With plasma, it is possible to shoot the block from the ground and immediately shinespark. Other beams will disappear off-screen before Samus has moved up enough. A charge shot can be used instead, as it moves a bit slower, but there is a relatively small window. Requires: "Plasma" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "heatFrames": 250 } { "shinespark": { "frames": 22, "excessFrames": 3 } } Dev note: FIXME: Some of the heatFrames should come after the shinespark |
From: 4
Bottom Junction (Cleared Runway)
To: 1
Left Door
This is a precise strat which requires maximum run speed. Perform a spin jump right next to the left wall. Shoot the block as Samus is about to leap through it, and land next to the door. A down grab makes this a little easier. Requires: "canTrickyDashJump" { "heatFrames": 150 } |
From: 4
Bottom Junction (Cleared Runway)
To: 2
Right Door
Kill the enemies and use the bottom to charge a spark. Quickly climb then spark through the right door. Requires: "HiJump" "canShinechargeMovementComplex" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "heatFrames": 320 } { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":180}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":120}]} |
Requires: "canShinechargeMovement" { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } } { "heatFrames": 380 } { "shinespark": { "frames": 16, "excessFrames": 4 } } Dev note: FIXME: Some of the heatFrames should come after the shinespark |
From: 4
Bottom Junction (Cleared Runway)
To: 2
Right Door
This is a precise strat which requires maximum run speed. Jump when passing under the floating platform and barely avoid hitting the rightmost wall. Wall jump on the horizontal spire near to the door. Requires: { "notable": "Speedjump (Left to Right)" } "canTrickyDashJump" { "or": [ "canWalljump", "h_heatProof", "canInsaneJump" ] } { "heatFrames": 150 } |
Requires: { "heatFrames": 100 } |
From: 4
Bottom Junction (Cleared Runway)
To: 4
Bottom Junction (Cleared Runway)
Requires: "h_heatedCrystalFlash" |
From: 4
Bottom Junction (Cleared Runway)
To: 5
Bottom Right Junction
Requires: { "heatFrames": 0 } |
Requires: { "or": [ { "and": [ "HiJump", { "heatFrames": 70 } ] }, { "and": [ "SpaceJump", { "heatFrames": 125 } ] } ] } |
Requires: { "or": [ { "and": [ "canIBJ", { "heatFrames": 1020 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 510 } ] } ] } |
Requires: { "or": [ { "and": [ "canJumpIntoIBJ", { "heatFrames": 450 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 300 } ] } ] } |
Requires: "canSpringBallJumpMidAir" { "heatFrames": 200 } |
From: 5
Bottom Right Junction
To: 2
Right Door
Requires: { "or": [ { "and": [ "HiJump", { "heatFrames": 50 } ] }, { "and": [ "SpaceJump", { "heatFrames": 105 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
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_bombThings" "canMidAirMorph" "canTrickyJump" "canCrouchJump" "canManageReserves" "canCameraManip" { "heatFrames": 830 } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
From: 5
Bottom Right Junction
To: 2
Right Door
Wait for the global Sova to begin climbing the wall below the door. Have Reserves set to manual and couch jump up above the Sova as it turns the lip of the ledge. Before touching the Sova, pause, so that Samus will recieve a small damage boost followed by pause screen appearing. Set Reserves back to auto which will end Samus' i-frames enabling a second damage boost. Without Morphball, this requires a blind damage boost. Requires: { "notable": "Sova Boost" } "canCrouchJump" "canInsaneJump" { "or": [ "canMidAirMorph", "canOffScreenMovement" ] } "canCameraManip" "canReserveDoubleDamageBoost" { "heatFrames": 830 } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
Wait for the global Sova to begin climbing the wall below the door. Time a walljump into instant morph where Samus boosts off of the Sova with the right timing to bounce up to the door's ledge. The jump must be a fully delayed walljump. Normalizing the camera can help with timing the walljump. The damage boost can be attempted again when the Sova climbs down the left wall, or by knocking it off the wall with a Super Missile. Requires: { "notable": "Sova Boost" } "canInsaneWalljump" "canWallJumpInstantMorph" "canNeutralDamageBoost" "canCameraManip" { "heatFrames": 830 } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
From: 5
Bottom Right Junction
To: 2
Right Door
Use a fully delayed walljump to gain enough horizontal distance to place a bomb past the lip of the overhang. Unmorph to hover in the air above the bomb while it explodes. Ride the explosion into a down-grab to reach the ledge. Requires: "canInsaneWalljump" "canWallJumpInstantMorph" "canUnmorphBombBoost" "canDownGrab" { "heatFrames": 215 } |
Requires: "canDodgeWhileShooting" { "heatFrames": 350 } |
Requires: { "heatFrames": 160 } { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "enemyKill": { "enemies": [ [ "Sm. Dessgeega", "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super" ] } } { "heatFrames": 100 } |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "or": [ "Wave", "Spazer" ] } { "heatFrames": 200 } |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "Plasma" { "heatFrames": 100 } |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: { "heatFrames": 350 } |
From: 5
Bottom Right Junction
To: 4
Bottom Junction (Cleared Runway)
Requires: "ScrewAttack" { "heatFrames": 100 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 150 } |
From: 1
Top Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canChainTemporaryBlue" { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canXRayTurnaround" { "heatFrames": 350 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovement" { "heatFrames": 150 } { "shineChargeFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canWalljump", "canTrickyJump" ] }, { "and": [ "canWalljump", "canUseIFrames", { "spikeHits": 1 } ] }, "h_IBJFromSpikes" ] } "h_heatedGModeOpenDifferentDoor" |
From: 1
Top Left Door
To: 3
Right Door
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the door. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_artificialMorphBombHorizontally" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 1
Top Left Door
To: 3
Right Door
Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphIBJ" "h_artificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_heatedGModeOpenDifferentDoor" |
With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "h_maxHeightSpringBallJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canPreciseGrapple" ] } "h_heatedGModeOpenDifferentDoor" |
Requires: { "heatFrames": 250 } Clears obstacles: A |
From: 1
Top Left Door
To: 4
Item
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the item. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_artificialMorphBombHorizontally" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canInsaneWalljump", { "and": [ "HiJump", "canUseIFrames", { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } }, { "or": [ "canWalljump", "SpeedBooster" ] } ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "heatFrames": 0 } |
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "heatFrames": 25 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "heatFrames": 0 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1 } } Requires: "HiJump" "canXRayTurnaround" "canSpringBallJumpMidAir" "canPauseRemorphTemporaryBlue" { "heatFrames": 380 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "HiJump" "canLateralMidAirMorph" "canInsaneJump" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" { "heatFrames": 360 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Blue Cross-Room Jump, Leave With Temporary Blue (Speedy Jump, Spring Ball Jump)
(Extreme)
Double Chamber
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "canLateralMidAirMorph" "canTrickySpringBallJump" "canInsaneJump" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" { "heatFrames": 440 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Spin jump into the room with at least 1 tile of run speed. Then perform a mid-air Spring Ball jump to reach the ledge above. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "HiJump" "canPrepareForNextRoom" "canSpringBallJumpMidAir" { "heatFrames": 120 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Spin jump into the room with at least 1 tile of run speed. Perform a lateral mid-air morph into a spring ball jump. Press against the left side of the first moving platform to gain enough height to get on top of it. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "canPrepareForNextRoom" "canLateralMidAirMorph" "canTrickySpringBallJump" "canTrickyJump" { "heatFrames": 160 } |
Requires: "canDelayedWalljump" "canConsecutiveWalljump" "canTrickyJump" "canUseEnemies" { "or": [ { "heatFrames": 190 }, { "and": [ "canPrepareForNextRoom", { "heatFrames": 120 } ] } ] } |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 1, "excessFrames": 1 } } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: This is only for strats without Morph, otherwise the strats can stop at 7 first. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" "h_heatedGModeOpenDifferentDoor" |
Requires: "HiJump" "SpaceJump" { "heatFrames": 120 } { "or": [ "canPrepareForNextRoom", { "heatFrames": 70 } ] } |
Requires: "HiJump" "canSpringBallJumpMidAir" { "heatFrames": 160 } |
Requires: { "or": [ "canLongIBJ", { "and": [ "HiJump", "canJumpIntoIBJ" ] } ] } { "heatFrames": 1450 } |
Requires: "canShinechargeMovementComplex" "HiJump" { "or": [ "SpaceJump", { "and": [ "canPreciseWalljump", "canTrickyJump" ] } ] } { "heatFrames": 400 } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "shineChargeFrames": 150 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":240}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":100}]} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1 } } Requires: "HiJump" "canSpringBallJumpMidAir" { "canShineCharge": { "usedTiles": 19, "gentleUpTiles": 2, "gentleDownTiles": 2, "openEnd": 1 } } "canPauseRemorphTemporaryBlue" { "heatFrames": 550 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 40 } { "shinespark": { "frames": 27, "excessFrames": 4 } } { "heatFrames": 200 } |
Requires: { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "or": [ { "shinespark": { "frames": 27, "excessFrames": 4 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } { "heatFrames": 380 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 1 } { "shinespark": { "frames": 1, "excessFrames": 1 } } "canShinesparkDeepStuck" "canXRayClimb" "canBePatient" { "heatFrames": 1600 } |
Requires: "SpaceJump" { "heatFrames": 200 } { "or": [ "canPrepareForNextRoom", { "heatFrames": 100 } ] } |
Run from the right wall to 2/3 of the way across the room and jump up onto the moving platforms. Requires: "SpeedBooster" "HiJump" { "heatFrames": 350 } |
Run under the second moving platform from the right to trigger it to move down. Then run back to the left wall, run again to the right, and jump when on the center of the mound just to the right below the platform. Requires: "canTrickyDashJump" { "heatFrames": 450 } |
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. It is possible to freeze or kill the Fune with a Super or Power Bomb to make things easier. Requires: { "notable": "Walljump Climb Using the Kamer" } "canPreciseWalljump" "canConsecutiveWalljump" "canUseEnemies" { "or": [ { "heatFrames": 560 }, { "and": [ "canCarefulJump", { "heatFrames": 360 } ] }, { "and": [ "canTrickyJump", { "heatFrames": 240 } ] }, { "and": [ { "or": [ "canUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] }, { "heatFrames": 432 } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "heatFrames": 456 } ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. Requires: { "notable": "Walljump Climb Using the Kamer" } "HiJump" "canUseEnemies" "canWalljump" { "or": [ { "heatFrames": 360 }, { "and": [ "canCarefulJump", { "heatFrames": 250 } ] } ] } |
Requires: "h_heatedCrystalFlash" |
Requires: "canShinechargeMovement" { "heatFrames": 300 } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "shineChargeFrames": 40 } Exit condition: { "leaveShinecharged": {} } |
Requires: { "heatFrames": 320 } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 28, "openEnd": 0, "gentleDownTiles": 3, "gentleUpTiles": 3 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $5.0 |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Requires: { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "heatFrames": 320 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } |
From: 2
Bottom Left Door
To: 3
Right Door
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canWalljump", "canTrickyJump" ] }, { "and": [ "canWalljump", "canUseIFrames", { "spikeHits": 1 } ] }, "h_IBJFromSpikes" ] } "h_heatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 3
Right Door
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the door. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_artificialMorphBombHorizontally" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 3
Right Door
Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphIBJ" "h_artificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_heatedGModeOpenDifferentDoor" |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark, then Grapple the Ripper or ceiling blocks. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "h_maxHeightSpringBallJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canTrickyDashJump", "canPreciseGrapple" ] }, { "and": [ "canPreciseGrapple", { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 4 } } Requires: "HiJump" { "heatFrames": 220 } Clears obstacles: A |
Jump through the door transition, and wall jump off the second moving platform to get on top. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 1 } } Requires: "canPrepareForNextRoom" "HiJump" "canWalljump" "canTrickyJump" { "heatFrames": 260 } Clears obstacles: A |
Spin jump into the room with at least 2 tiles of run speed. Perform a lateral mid-air morph into a spring ball jump. Land on the second moving platform. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 2 } } Requires: "canPrepareForNextRoom" "canLateralMidAirMorph" "canTrickySpringBallJump" "canTrickyJump" { "heatFrames": 280 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Item
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the item. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_artificialMorphBombHorizontally" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canInsaneWalljump", { "and": [ "HiJump", "canUseIFrames", { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } }, { "or": [ "canWalljump", "SpeedBooster" ] } ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Requires: "HiJump" "SpaceJump" { "heatFrames": 250 } Clears obstacles: A |
Requires: "HiJump" "SpeedBooster" { "heatFrames": 220 } Clears obstacles: A |
Requires: "HiJump" "canSpringBallJumpMidAir" { "heatFrames": 250 } Clears obstacles: A |
Run to the right, wait a moment for the platforms to come down, then wall jump off the second platform from the right. Requires: "HiJump" "canWalljump" "canTrickyJump" { "heatFrames": 380 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphIBJ" { "heatFrames": 0 } |
From: 2
Bottom Left Door
To: 4
Item
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphIBJ" { "heatFrames": 25 } Clears obstacles: A |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } { "heatFrames": 0 } |
From: 2
Bottom Left Door
To: 4
Item
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } { "heatFrames": 25 } Clears obstacles: A |
Requires: { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "shinespark": { "frames": 24, "excessFrames": 8 } } { "heatFrames": 300 } { "or": [ "canHeroShot", { "heatFrames": 100 } ] } Clears obstacles: A |
Requires: "SpaceJump" { "heatFrames": 310 } Clears obstacles: A |
Run under the furthest right moving platform to trigger it to move down. Then run back to the left wall, run again to the right, and jump when on the center of the mound just to the left below the platform. Shoot straight up to open the gate on the way up. Requires: "canTrickyDashJump" { "heatFrames": 380 } Clears obstacles: A |
Starting from the left wall, run to the right and when on the center of the mound just to the right of the second moving platform from the right. Wall jump off of the platform as it moves down. Requires: "canTrickyDashJump" "canWalljump" { "heatFrames": 300 } Clears obstacles: A |
Requires: "Morph" { "heatFrames": 200 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "heatFrames": 0 } |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Samus will not be visible during the climb. At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 3
Right Door
To: 1
Top Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: This is only for strats that can't go to 7 - variants without Morph, or without a way to get back up after going down. |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: This is only for strats that can't go to 7 - variants without Morph. |
Requires: "h_heatedCrystalFlash" |
From: 3
Right Door
To: 3
Right Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedDirectGModeLeaveSameDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canSpringBallJumpMidAir", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, { "and": [ "h_IBJFromSpikes", "h_IBJFromSpikes" ] }, { "and": [ "h_IBJFromSpikes", "canCameraManip", "canMoonwalk" ] } ] } "h_heatedDirectGModeLeaveSameDoor" |
From: 3
Right Door
To: 3
Right Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_usePowerBomb", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" "h_heatedDirectGModeLeaveSameDoor" |
From: 3
Right Door
To: 3
Right Door
Charge a spark along the bottom of the room and use it to spark through the right side door. Requires opening the door and shutter first. Requires: { "notable": "Shinespark through Wave Beam Door" } "HiJump" "Morph" { "or": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 240 } ] } { "or": [ { "and": [ "canTrickyDashJump", "canWalljump" ] }, "SpaceJump" ] } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "heatFrames": 780 } { "shinespark": { "frames": 57 } } Exit condition: { "leaveWithSpark": {} } |
From: 3
Right Door
To: 3
Right Door
Charge a spark along the bottom of the room and use it to spark through the right side door. Requires opening the door and shutter first. Requires: { "notable": "Shinespark through Wave Beam Door" } "HiJump" { "or": [ "SpaceJump", "Grapple" ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "Wave", { "and": [ "h_heatedBlueGateGlitch", { "heatFrames": 60 } ] } ] } { "or": [ { "and": [ "canTrickyDashJump", "canWalljump" ] }, "SpaceJump" ] } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "heatFrames": 780 } { "shinespark": { "frames": 57 } } Exit condition: { "leaveWithSpark": {} } Dev note: A hero shot variation of this strat might be possible, starting from a node to the left; if nothing else it could be done with a shortcharge on the 12-tile platform to the left. |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_shinechargeMaxRunway" "HiJump" { "heatFrames": 480 } { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: It is possible to do this with two, is it reasonable? |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_XModeSpikeHit" "canWalljump" "h_shinechargeMaxRunway" { "heatFrames": 540 } { "shinespark": { "frames": 5 } } Exit condition: { "leaveWithSpark": {} } Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canSpringBallJumpMidAir", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_usePowerBomb", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
Requires: "Grapple" { "heatFrames": 180 } |
Position Samus into the bottom right corner, using i-frames to run and jump from the crumble blocks, and then wall jump to make it onto the ledge. If using a spike hit to gain i-frames, be sure to be holding forward (left) when landing, in order to get pushed back into the corner. If using the Ripper to gain i-frames, perform a damage boost from a relatively low position, in order to land quickly enough to reach the crumble blocks before i-frames run out. Requires: { "notable": "Hijumpless Spike Speedjump" } { "or": [ { "spikeHits": 1 }, { "and": [ { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } }, "canHorizontalDamageBoost", "canInsaneJump" ] } ] } "canUseIFrames" "canTrickyDashJump" "canPreciseWalljump" { "heatFrames": 300 } |
Run off or perform a short hop off the ledge into the Ripper and damage boost to the left of the spikes. Using the i-frames from the Ripper, quickly jump from the spikes to the item. With HiJump, it is also possible to avoid the damage boost and land right of the crumble blocks and get a good jump to the left. Requires: "canPrepareForNextRoom" "canUseIFrames" { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } } { "or": [ "canHorizontalDamageBoost", { "and": [ "HiJump", "canTrickyJump" ] } ] } { "or": [ { "and": [ "HiJump", "canWalljump" ] }, "canTrickySpringBallJump" ] } { "heatFrames": 300 } Dev note: FIXME: It is possible to avoid the Ripper and jump off of the crumble blocks. With a Spring Ball jump, this requires an very precise jump and very quick pause to get as much horizontal speed as possible before the second jump. With HiJump + Wall Jump, it is possible to crumble spin jump from the first crumbles to the second crumbles and then wall jump. |
Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 0 } } Requires: "canHorizontalShinespark" { "heatFrames": 140 } { "shinespark": { "frames": 45, "excessFrames": 14 } } |
Entrance condition: { "comeInWithSpark": {} } Requires: { "heatFrames": 140 } { "shinespark": { "frames": 51, "excessFrames": 14 } } Dev note: The item will not be forced to be collected if the spark was in the top position. |
Requires: "SpaceJump" { "heatFrames": 160 } |
Requires: "canUseIFrames" { "spikeHits": 1 } "canWalljump" "HiJump" { "heatFrames": 300 } |
Requires: "h_heatedIBJFromSpikes" { "heatFrames": 1100 } |
Requires: "canUseIFrames" { "spikeHits": 1 } "SpeedBooster" "HiJump" { "heatFrames": 200 } |
Requires: "canUseIFrames" { "spikeHits": 1 } "canSpringBallJumpMidAir" { "heatFrames": 300 } |
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 4 } } Requires: "canSpringFling" "canLateralMidAirMorph" "canCarefulJump" { "heatFrames": 120 } |
A short hop from the door can bounce on the crumbles. Just be careful of being pushed back onto the crumble blocks by the spikes. Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canTrickyJump" "canMidairShinespark" "h_shinechargeMaxRunway" { "heatFrames": 400 } { "shinespark": { "frames": 12, "excessFrames": 4 } } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
Requires: { "heatFrames": 250 } |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } Dev note: This is only useful if the item is Morph, because with Morph, another strat would have been used. |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_usePowerBomb", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes", "canCeilingBombJump", { "and": [ "canBombHorizontally", "canIBJ", "h_usePowerBomb" ] } ] } { "heatFrames": 0 } |
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes", "canCeilingBombJump", { "and": [ "canBombHorizontally", "canIBJ", "h_usePowerBomb" ] } ] } { "heatFrames": 0 } Dev note: With Grapple, Morph isn't needed, but there's no reason to go there without Morph. |
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_usePowerBomb", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
Requires: { "heatFrames": 250 } { "or": [ { "and": [ "Wave", { "heatFrames": 100 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Requires: { "heatFrames": 250 } "h_heatedBlueGateGlitch" Clears obstacles: A |
Requires: "Grapple" { "heatFrames": 180 } |
Requires: "Grapple" { "heatFrames": 160 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "canUseIFrames" { "spikeHits": 1 } "HiJump" "SpeedBooster" { "heatFrames": 250 } |
Requires: "canUseIFrames" { "spikeHits": 1 } "canSpringBallJumpMidAir" { "heatFrames": 300 } |
Requires: "SpaceJump" { "heatFrames": 160 } |
Requires: "SpaceJump" { "heatFrames": 140 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "h_heatedIBJFromSpikes" { "heatFrames": 1100 } |
Requires: "canWalljump" { "heatFrames": 300 } |
Requires: "canWalljump" { "heatFrames": 280 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
A short hop from the ledge can bounce on the crumbles and into the spikes. Just be careful of being pushed back onto the crumble blocks by the spikes. Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "canTrickyJump" "canUseIFrames" "canMidairShinespark" "h_shinechargeMaxRunway" { "heatFrames": 480 } { "shinespark": { "frames": 11, "excessFrames": 4 } } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 160 } |
Requires: "Morph" { "heatFrames": 200 } |
Requires: "h_heatedCrystalFlash" |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canIBJ", "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 2
Bottom Left Door
Requires: "Morph" "h_heatedGModeOpenDifferentDoor" |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canIBJ", "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Requires: "Morph" "h_heatedGModeOpenDifferentDoor" |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "canTrickySpringBallBounce" { "heatFrames": 865 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Fire a shot on the way up to clear the shot block. Perform a mockball but unmorph after exiting the Morph hole and Kill the Geruta while falling, if possible. Fire a shot to open the door, then jump forward and Shinespark out. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" "canMidairShinespark" "canMockball" { "or": [ { "enemyKill": { "enemies": [ [ "Geruta" ] ], "explicitWeapons": [ "Missile", "Super", "Wave", "Spazer", "Plasma" ] } }, { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } ] } { "heatFrames": 200 } { "shinespark": { "frames": 16, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "Morph" { "or": [ { "heatFrames": 260 }, { "and": [ { "heatFrames": 130 }, { "enemyKill": { "enemies": [ [ "Geruta" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "Wave" ] } } ] } ] } |
Requires: "Morph" { "heatFrames": 170 } { "enemyKill": { "enemies": [ [ "Geruta" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma" ] } } |
Requires: "Morph" { "heatFrames": 300 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canTrickySpringBallBounce" { "heatFrames": 650 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 190 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Raise the elevator with Wave, Missiles, a Super, a Power Bomb, or a Bomb Spread to then cross the room with less heat damage. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "Morph" { "or": [ "Wave", { "ammo": { "type": "Super", "count": 1 } }, { "ammo": { "type": "Missile", "count": 3 } }, "h_usePowerBomb", { "and": [ "Charge", "h_useMorphBombs" ] }, { "and": [ "h_lavaProof", "ScrewAttack", "canKago" ] } ] } { "heatFrames": 160 } Dev note: FIXME: The item would be collected (before the heat frames) if Samus entered in direct G-mode. |
Requires: "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedDirectGModeLeaveSameDoor" |
Requires: { "heatFrames": 50 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
Requires: { "heatFrames": 150 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall", { "and": [ "h_usePowerBomb", { "heatFrames": 260 } ] }, { "and": [ "Morph", "Wave", { "heatFrames": 180 } ] } ] } { "heatFrames": 200 } Dev note: The Wave and Power Bomb options ride the rising tower, to avoid a mid-air morph. |
Requires: { "heatFrames": 150 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":80}]} |
Requires: { "heatFrames": 130 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":80}]} |
Requires: "h_heatedCrystalFlash" |
Lay a Power Bomb immediately after killing the Viola, in order to get a Power Bomb drop even if full on Power Bombs. Jump straight up to collect the drop, then remorph and hold the Crystal Flash inputs. Requires: { "heatFrames": 260 } "h_heated10PowerBombCrystalFlash" { "heatFrames": 80 } Dev note: The heat frames here could be tightened by adding another node. |
Requires: "h_heatedCrystalFlash" |
From: 1
Top Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphMovement", "h_artificialMorphBombHorizontally" ] } "h_heatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
Requires: { "heatFrames": 100 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } { "heatFrames": 85 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "shinespark": { "frames": 21 } } { "heatFrames": 60 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "heatFrames": 100 } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "heatFrames": 60 } { "shinespark": { "frames": 17, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This strat is probably only useful if shinesparks are modified to not cost energy. |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canChainTemporaryBlue" { "heatFrames": 310 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 1
Top Left Door
To: 4
Top Right Door
Knock the top Viola off twice to get it to the door quickly. Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
From: 1
Top Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: { "heatFrames": 110 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 2
Middle Left Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1, "gentleUpTiles": 2 } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 900 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canTrickySpringBallBounce" "canXRayTurnaround" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Middle Left Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" "h_heatedGModeOffCameraDoor" |
Requires: "h_heatedCrystalFlash" |
Requires: "Morph" { "heatFrames": 225 } { "or": [ { "heatFrames": 10 }, "canMockball", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 2
Middle Left Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_heatedGModeOffCameraDoor" |
From: 2
Middle Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1, "gentleUpTiles": 2 } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 860 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canTrickySpringBallBounce" "canXRayTurnaround" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Middle Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" "h_heatedGModeOffCameraDoor" |
From: 2
Middle Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: "Morph" { "heatFrames": 165 } { "or": [ { "heatFrames": 10 }, "canMockball", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Requires: "Morph" { "heatFrames": 260 } { "or": [ { "and": [ "Wave", { "heatFrames": 30 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Requires: "Morph" { "heatFrames": 260 } "h_heatedBlueGateGlitch" Clears obstacles: A |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphMovement" "h_heatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Lay a Power Bomb immediately after killing the Viola, in order to get a Power Bomb drop even if full on Power Bombs. Jump straight up to collect the drop, then remorph and hold the Crystal Flash inputs. Requires: { "heatFrames": 240 } "h_heated10PowerBombCrystalFlash" { "heatFrames": 70 } |
Requires: "h_heatedCrystalFlash" |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 4
Top Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 1430 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 3
Bottom Left Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: { "heatFrames": 130 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: { "heatFrames": 100 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } { "heatFrames": 85 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "shinespark": { "frames": 21 } } { "heatFrames": 60 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: { "heatFrames": 100 } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "heatFrames": 60 } { "shinespark": { "frames": 17, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This strat is probably only useful if shinesparks are modified to not cost energy. |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canChainTemporaryBlue" { "heatFrames": 310 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 4
Top Right Door
To: 2
Middle Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 4
Top Right Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphMovement", "h_artificialMorphBombHorizontally" ] } "h_heatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
Lay a Power Bomb immediately after killing the Viola, in order to get a Power Bomb drop even if full on Power Bombs. Jump straight up to collect the drop, then remorph and hold the Crystal Flash inputs. Requires: { "heatFrames": 270 } "h_heated10PowerBombCrystalFlash" { "heatFrames": 90 } Dev note: The heat frames here could be tightened by adding another node. |
Requires: "h_heatedCrystalFlash" |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
From: 4
Top Right Door
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: { "heatFrames": 100 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 1
Top Left Door
Requires: { "heatFrames": 150 } |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 1
Top Left Door
Use a Super to knock off the top Viola in the lower half. Knock it off when it on the bottom just left of middle to have it fall all the way. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 2130 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } { "or": [ { "and": [ "Wave", { "heatFrames": 30 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: { "ammo": { "type": "Super", "count": 1 } } "Morph" { "heatFrames": 980 } { "or": [ "Wave", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":300}]} Dev note: Could save some heat frames by starting at 1 or 2, or by leaving the Viola just off camera, in the morph tunnel and gate glitch. |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_heatedBlueGateGlitch" Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } { "or": [ { "and": [ "Wave", { "heatFrames": 30 } ] }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 0, "gentleDownTiles": 4 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":70}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_heatedBlueGateGlitch" Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 0, "gentleDownTiles": 4 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":90}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Requires: { "heatFrames": 130 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["never"]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Requires: { "heatFrames": 160 } Exit condition: { "leaveWithRunway": { "length": 14, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 4
Top Right Door
Requires: { "heatFrames": 150 } |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 4
Top Right Door
With two Supers, knock the top Viola off twice to get it to the door quickly. Otherwise, use one Super to knock off the very bottom Viola. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 820 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 720 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: "h_heatedCrystalFlash" |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_heatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_heatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_heatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
From: 6
Right Side, In G-Mode
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: "h_heatedGMode" { "heatFrames": 0 } Dev note: This is used to then go through the morph tunnel. Artificial morph is only be helpful in indirect, as Samus would be off camera and can't gate glitch. |
Requires: "h_heatedCrystalFlash" |
Requires: { "canShineCharge": { "usedTiles": 16, "openEnd": 1 } } { "heatFrames": 225 } { "shineChargeFrames": 40 } Exit condition: { "leaveShinecharged": {} } |
Requires: { "heatFrames": 250 } Exit condition: { "leaveWithSidePlatform": { "height": 1, "runway": { "length": 16, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $3.9 |
Requires: { "canShineCharge": { "usedTiles": 16, "openEnd": 0 } } { "heatFrames": 250 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "or": [ { "lavaFrames": 300 }, { "and": [ "SpaceJump", { "lavaFrames": 260 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessLavaDive" { "lavaFrames": 370 } { "or": [ "HiJump", { "lavaFrames": 25 } ] } { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", { "lavaFrames": 10 } ] }, { "and": [ "canBombJumpWaterEscape", { "lavaFrames": 30 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: Artificial morph jump into Crystal Flash clip doesn't seem to be possible. More testing could help. FIXME: The thread the needle strats could be added to save a small amount of Energy, but may not be reasonable. |
Requires: { "heatFrames": 90 } |
Gain a specifc amount of speed by running from a standstill, starting slightly more than 3 tiles from the edge of the Ridley statue jaw. Jump on the last possible frame (second-to-last frame may also work, depending on subpixels). If successful, Samus will avoid bonking the wall and will land directly in front of the Namihe. Requires: { "notable": "Thread the Needle Entry" } { "or": [ "canSuitlessLavaDive", "Gravity" ] } "canInsaneJump" { "heatFrames": 200 } { "lavaFrames": 60 } Dev note: Starting horizontal positions between $F2 and $FB will work consistently with a last-frame jump. Positions further left can also work but may require an earlier jump. Gravity only makes about 1 or 2 frames of difference here, which we ignore. |
The Namihe fireballs don't move while in G-mode, making it safe to IBJ straight up and out of the lava. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_lavaProof" "Gravity" "h_artificialMorphLongIBJ" "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Triple Spring Ball jump through the Lava Dive. Start with a Gravity jump, then delay the second jump as much as possible, and get all of the pauses close to as early as possible. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Artificial Morph, Triple Spring Ball Jump" } { "tech": "canDoubleSpringBallJumpMidAir" } "h_artificialMorphSpringBall" "canInsaneJump" { "lavaFrames": 275 } { "gravitylessLavaFrames": 200 } "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Triple Spring Ball jump through the Lava Dive. Delay the second jump as much as possible, and get all of the pauses close to as early as possible. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Artificial Morph, Triple Spring Ball Jump" } "h_artificialMorphDoubleSpringBallJump" "canInsaneJump" { "gravitylessLavaFrames": 640 } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "disableEquipment": "SpeedBooster" } { "lavaFrames": 190 } "canSuitlessLavaDive" "canGravityJump" { "or": [ { "and": [ "HiJump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 125 } ] }, { "and": [ "canStaggeredWalljump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 230 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Many strats without Gravity have been skipped for now. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Gravity" "SpaceJump" { "disableEquipment": "SpeedBooster" } { "lavaFrames": 280 } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: GT Max Suitless climb could be added, but is likely not reasonable. |
Wall jump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Pausing early in order to get more horizontal distance by equiping Spring Ball may help. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "HiJump" } "Gravity" "canSpringwall" "HiJump" "canUseEnemies" { "lavaFrames": 180 } "h_heatedGModeOpenDifferentDoor" Dev note: This strat is not useful unless Samus has lava proof but not heat proof. Otherwise, the non-G-mode variant can be used. FIXME: These lava frames are lenient, they are what it would take without Gravity (the non-G-mode variant also doesnt account for Gravity). |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 60 } |
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } { "lavaFrames": 1300 } Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } Requires: "canXRayClimb" { "heatFrames": 2800 } { "lavaFrames": 2500 } Bypasses door shell: true |
Requires: "h_heatedCrystalFlash" |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "Gravity" "SpaceJump" { "heatFrames": 340 } { "lavaFrames": 280 } { "or": [ { "disableEquipment": "SpeedBooster" }, { "and": [ { "heatFrames": 120 }, { "lavaFrames": 120 } ] } ] } |
From: 2
Right Door
To: 3
Above Lava Junction
BounceBall into the Lava, Unmorphing with good timing to sink faster and drift effeciently towards the bottom right Namihe. Walljump at about eye height (4 pixel window) to gain enough height to reach the center portion of ceiling. While rising, wiggle to shrink Samus' hitbox. Some walljump positions will not need to wiggle, when walljumping far away from the Namihe. Jumping, from the wall, around the next lowest overhang is very precise and taking any extra time to position will increase the amount of lava damage being taken. It may help to disable HiJump for this part. Then Walljump again to exit the Lava and reach the left ledge. Requires: { "notable": "GT Max Suitless Right Side Climb" } "canSuitlessLavaDive" "canUseEnemies" "HiJump" "canBounceBall" "canMidairWiggle" "canConsecutiveWalljump" "canInsaneWalljump" { "gravitylessLavaFrames": 392 } { "heatFrames": 515 } |
Store the shinespark on the last possible pixels of runway. Quickly drop to the nearby namihe and damage boost using its flame. Hold the damage boost until just before being below the above platform and spark upwards Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1 } } Requires: { "notable": "Shinespark" } "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canShinechargeMovementTricky" "canHorizontalDamageBoost" { "shinespark": { "frames": 33 } } { "heatFrames": 320 } { "lavaFrames": 155 } { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } } |
From: 2
Right Door
To: 4
Lava, Left Wall
Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava and Bounce down to the bottom. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 4 } } Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canCarefulJump" "canBounceBall" { "heatFrames": 330 } { "lavaFrames": 290 } Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup. |
From: 2
Right Door
To: 4
Lava, Left Wall
Build up a little run speed and do a small jump into the lava. Morph before reaching the lava, Bounce, and Unmorph shortly after sink slightly before floating down to the stairs. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canTrickyJump" "canBounceBall" { "heatFrames": 435 } { "lavaFrames": 305 } |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "Gravity" { "heatFrames": 250 } { "lavaFrames": 190 } { "or": [ { "disableEquipment": "SpeedBooster" }, { "and": [ { "heatFrames": 50 }, { "lavaFrames": 50 } ] } ] } |
From: 2
Right Door
To: 5
Lava, Center Namihe
Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava, Bounce, and Unmorph shortly after sink slightly before floating down to the stairs. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 4 } } Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canCarefulJump" "canBounceBall" { "heatFrames": 230 } { "lavaFrames": 190 } Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup. |
From: 2
Right Door
To: 5
Lava, Center Namihe
Build up a little run speed and do a small jump into the lava. Morph before reaching the lava, Bounce, and Unmorph shortly after sink slightly before floating down to the stairs. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canTrickyJump" "canBounceBall" { "heatFrames": 330 } { "lavaFrames": 200 } |
Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } { "heatFrames": 330 } { "lavaFrames": 270 } |
Requires: { "heatFrames": 105 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":10}]} |
Requires: { "canShineCharge": { "usedTiles": 16, "openEnd": 1 } } { "heatFrames": 115 } { "shineChargeFrames": 40 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" |
From: 3
Above Lava Junction
To: 5
Lava, Center Namihe
Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } { "heatFrames": 130 } { "lavaFrames": 80 } { "or": [ "Gravity", { "and": [ { "heatFrames": 20 }, { "lavaFrames": 20 } ] } ] } |
Begin on top of the lower left Namihe Jump into a double IBJ with such timing that Samus passes above the fired flame and such a way that there is no horizontal speed. A forward jump with run not held will work. Begin diagonal bomb jumping once past the start of the 2nd spike group from the top. Requires: { "notable": "Diagonal Bomb Jump" } "h_heatProof" "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canJumpIntoIBJ" "canLongIBJ" "canDoubleBombJump" "canDiagonalBombJump" "canStaggeredIBJ" "canInsaneJump" { "heatFrames": 1560 } { "lavaFrames": 1520 } Dev note: heatProof because each attempt at this strat costs so many heat frames and its hard enough already. |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Walljump off of the lower half of the Upper-Left Namihe to cross to the right side wall. Continue Walljumping up from there, waiting for the above flame to pass if it is in the way. Requires: { "notable": "HiJump" } "HiJump" "canSuitlessLavaDive" "canUseEnemies" "canPreciseWalljump" "canStaggeredWalljump" { "heatFrames": 270 } { "gravitylessLavaFrames": 240 } |
Walljump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Delay the pause until in position to perform the Spring Ball jump because Lava physics will reduce Samus' horizontal momentum. It may help to also delay the Morph. Requires: { "notable": "HiJump" } { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canSpringwall" "HiJump" "canUseEnemies" { "heatFrames": 195 } { "lavaFrames": 180 } Dev note: Works with or without Gravity This Springwall is easier than regular SpringWalls because the lava slows down the required inputs. |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain i-frames and then very quickly walljump up the spikes and across to the right side wall. Requires: { "notable": "HiJumpless Nahime Morph Kago" } "canSuitlessLavaDive" "canInsaneWalljump" "canInsaneJump" "canUseIFrames" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canKago" { "heatFrames": 510 } { "gravitylessLavaFrames": 480 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 2 } } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Requires: { "notable": "HiJumpless Suitless Double Springball Jump" } "canSuitlessLavaDive" "canUseEnemies" "canDoubleSpringBallJumpMidAir" "canSpringwall" "canPreciseWalljump" { "heatFrames": 270 } { "gravitylessLavaFrames": 240 } |
Requires: "h_heatedLavaCrystalFlash" |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ { "and": [ "Gravity", { "heatFrames": 180 }, { "lavaFrames": 180 } ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "heatFrames": 140 }, { "lavaFrames": 140 } ] }, { "and": [ { "heatFrames": 210 }, { "lavaFrames": 210 } ] } ] } |
Requires: "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } { "or": [ { "and": [ { "disableEquipment": "SpeedBooster" }, { "heatFrames": 270 }, { "lavaFrames": 220 } ] }, { "and": [ { "disableEquipment": "SpeedBooster" }, "SpaceJump", "canCarefulJump", { "heatFrames": 225 }, { "lavaFrames": 180 } ] }, { "and": [ { "heatFrames": 330 }, { "lavaFrames": 300 } ] } ] } |
Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } { "or": [ { "and": [ "HiJump", { "heatFrames": 270 }, { "lavaFrames": 270 } ] }, { "and": [ { "heatFrames": 295 }, { "lavaFrames": 295 } ] } ] } { "or": [ "canTrickyJump", { "and": [ { "heatFrames": 60 }, { "lavaFrames": 60 } ] } ] } { "or": [ { "and": [ "SpaceJump", "canCarefulJump", { "heatFrames": 100 } ] }, { "and": [ "canWalljump", { "heatFrames": 60 } ] }, { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 100 } ] }, { "and": [ "canBombJumpWaterEscape", { "heatFrames": 180 }, { "lavaFrames": 30 } ] }, { "and": [ "HiJump", { "heatFrames": 60 }, { "lavaFrames": 10 } ] } ] } Dev note: Varia no etanks is barely possible with vanilla Varia. Assumes waiting for the first namihe fireball if you are not practiced with the room. |
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction
Align with the above platform and scroll the camera left by walking into the left side of the bottom-most tiles. Freeze both left side Namihes and begin bomb jumping Requires: "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canJumpIntoIBJ" "canLongIBJ" "canDoubleBombJump" "Plasma" "Ice" "canCameraManip" { "heatFrames": 1040 } { "lavaFrames": 1020 } |
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction
Gravity jump from two platforms below the lowest-right Namihe. Double Spring Ball Jump out of the lava without HiJump. Requires: "canSuitlessLavaDive" "canGravityJump" "canDoubleSpringBallJumpMidAir" { "heatFrames": 400 } { "lavaFrames": 100 } { "gravitylessLavaFrames": 200 } |
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction
Double Spring Ball Jump from below the lowest-right Namihe. Double Spring Ball Jumps are easier in Lava than in Water. Requires: "canSuitlessLavaDive" "h_doubleSpringBallJumpWithHiJump" { "heatFrames": 255 } { "gravitylessLavaFrames": 225 } |
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction
Gravity jump from below the Lowest-Right Namihe. A crouch jump or walljump can help exit the lava in one jump, but are not required. Requires: "canSuitlessLavaDive" "canGravityJump" "HiJump" { "heatFrames": 155 } { "gravitylessLavaFrames": 125 } { "lavaFrames": 20 } |
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction
Gravity jump from below the Lowest-Right Namihe. Walljump using the right side wall to reach the top of the lava, avoiding the Namihe fireball. Turning Gravity Suit back on can reduce lava damage, but may make the walljumps more difficult. Requires: "canSuitlessLavaDive" "canGravityJump" "canStaggeredWalljump" { "heatFrames": 290 } { "gravitylessLavaFrames": 230 } { "lavaFrames": 20 } Dev note: Assumes Gravity is not reenabled until after the strat is complete. A left wall gravity jump would save a small number of gravityless lava frames at the cost of more heat and lava frames. |
Use the bottommost right side Namihe to generate a flame and walk with it to the bottommost left Namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there. Requires: { "notable": "HiJumpless Dive" } "canSuitlessLavaDive" "canUseIFrames" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canCameraManip" { "heatFrames": 600 } { "gravitylessLavaFrames": 500 } { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } } |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ { "and": [ "Gravity", { "heatFrames": 195 }, { "lavaFrames": 195 } ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "heatFrames": 150 }, { "lavaFrames": 150 } ] }, { "and": [ { "heatFrames": 200 }, { "lavaFrames": 200 } ] } ] } |
Requires: "h_heatedLavaCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 55 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "shinespark": { "frames": 21 } } { "heatFrames": 55 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: { "heatFrames": 55 } { "shineChargeFrames": 20 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 1 } } Requires: { "heatFrames": 120 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "heatFrames": 55 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "heatFrames": 55 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 30 } Dev note: 60 frames to cross the room, but 40 to and from the elevator, so the other 10 frames are listed in 3->4. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } "canShinechargeMovementComplex" "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 30 } Exit condition: { "leaveShinecharged": {} } |
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 90 } { "shineChargeFrames": 50 } Exit condition: { "leaveShinecharged": {} } |
From: 1
Left Door
To: 4
Elevator
Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 0 } } Requires: "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 40 } { "shineChargeFrames": 15 } Exit condition: { "leaveShinecharged": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: { "heatFrames": 55 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "shinespark": { "frames": 21 } } { "heatFrames": 55 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: { "heatFrames": 55 } { "shineChargeFrames": 25 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 1 } } Requires: { "heatFrames": 120 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "heatFrames": 55 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "heatFrames": 55 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 30 } Dev note: 60 frames to cross the room, but 40 to and from the elevator, so the other 10 frames are listed in 3->4. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } "canShinechargeMovementComplex" "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 30 } Exit condition: { "leaveShinecharged": {} } |
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 90 } { "shineChargeFrames": 50 } Exit condition: { "leaveShinecharged": {} } |
From: 2
Right Door
To: 4
Elevator
Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 0 } } Requires: "h_LowerNorfairElevatorDownwardFrames" { "heatFrames": 40 } { "shineChargeFrames": 15 } Exit condition: { "leaveShinecharged": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 50 } "canShinechargeMovementComplex" "h_LowerNorfairElevatorUpwardFrames" { "heatFrames": 50 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Elevator
To: 1
Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 20 } "h_LowerNorfairElevatorUpwardFrames" { "shinespark": { "frames": 6 } } { "heatFrames": 50 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 50 } "canShinechargeMovementComplex" "h_LowerNorfairElevatorUpwardFrames" { "heatFrames": 50 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Elevator
To: 2
Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 20 } "h_LowerNorfairElevatorUpwardFrames" { "shinespark": { "frames": 6 } } { "heatFrames": 50 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Riding the elevator without enough energy will cause a reserve trigger in the next room, reducing the total heat damage dealt. Entrance condition: { "comeInNormally": {} } Requires: "canManageReserves" { "autoReserveTrigger": {} } { "heatFrames": 0 } Dev note: FIXME: If the previous room is also heated, the reserve won't trigger until after this elevator ride as well, but it will trigger during heat damage. |
Riding the elevator without enough energy will cause a reserve trigger in the next room, reducing the total heat damage dealt. Requires: "canManageReserves" { "autoReserveTrigger": {} } { "heatFrames": 0 } Exit condition: { "leaveNormally": {} } Dev note: FIXME: If the next room is also heated, the reserve won't trigger until after that elevator ride as well, but then the reserve will trigger during heat damage. |
Requires: { "or": [ { "and": [ { "doorUnlockedAtNode": 1 }, { "doorUnlockedAtNode": 2 }, { "canShineCharge": { "usedTiles": 14, "openEnd": 0 } } ] }, { "and": [ { "or": [ { "doorUnlockedAtNode": 1 }, { "doorUnlockedAtNode": 2 } ] }, { "canShineCharge": { "usedTiles": 13, "openEnd": 0 } } ] }, { "canShineCharge": { "usedTiles": 12, "openEnd": 0 } } ] } { "heatFrames": 240 } "h_LowerNorfairElevatorDownwardFrames" { "shineChargeFrames": 50 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":[{"heatFrames":110}]} {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 1880 } { "or": [ "canTrickyDodgeEnemies", "h_heatProof", { "and": [ "canTrickyJump", { "heatFrames": 350 }, { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "or": [ { "heatFrames": 440 }, { "and": [ { "heatFrames": 360 }, { "or": [ "canTrickyJump", { "and": [ { "heatFrames": 30 }, "canDodgeWhileShooting", { "or": [ "Plasma", "Wave", "Spazer", "ScrewAttack", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } ] } ] } |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1 } } Requires: "canPreciseSpaceJump" { "heatFrames": 230 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 760 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
The Magdollite flames can be killed for drops. The left Multiviola will be in the way and should be killed too. Requires: "canFarmWhileShooting" { "heatFramesWithEnergyDrops": { "frames": 440, "drops": [ { "enemy": "Magdollite", "count": 7 }, { "enemy": "Multiviola", "count": 1 } ] } } { "heatFrames": 100 } |
Stand next to the Magdollites while they are rising so that they place their invisible flames low and out of the way. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", "Wave", "Spazer", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, "h_usePowerBomb", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "h_heatedGModeOpenDifferentDoor" |
The height for the Shinespark can be easily gotten by jumping against the door, up to the ceiling. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 16 } "canShinechargeMovementComplex" "canMidairShinespark" { "shinespark": { "frames": 57, "excessFrames": 4 } } { "heatFrames": 210 } |
The height for the Shinespark can be easily gotten by jumping against the door, up to the ceiling. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" "canMidairShinespark" { "shinespark": { "frames": 57, "excessFrames": 4 } } { "heatFrames": 210 } |
Requires: "SpaceJump" { "or": [ "ScrewAttack", { "and": [ "canPrepareForNextRoom", "canPseudoScrew" ] } ] } { "heatFrames": 300 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" "canCarefulJump" { "or": [ "ScrewAttack", { "and": [ "canPrepareForNextRoom", "canPseudoScrew" ] } ] } { "heatFrames": 230 } |
Requires: { "or": [ { "heatFrames": 420 }, { "and": [ { "heatFrames": 335 }, { "or": [ "canInsaneJump", { "and": [ "canDodgeWhileShooting", { "or": [ "Plasma", "Wave", "Spazer", "ScrewAttack", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } ] }, { "and": [ { "heatFrames": 360 }, "canTrickyJump" ] } ] } |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1 } } Requires: "canPreciseSpaceJump" { "heatFrames": 220 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$0.A" } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 790 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: A run speed of $0.7 would be enough to make the first jump (and even less could work with an additional jump). The slightly higher speed of $0.A saves a few heat frames, making it reasonable enough to get through on 1 tank. This constraint is mostly a technicality since these speeds are all lower than a human player would use. |
Requires: "canFarmWhileShooting" { "heatFramesWithEnergyDrops": { "frames": 240, "drops": [ { "enemy": "Magdollite", "count": 5 } ] } } { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Magdollite", "count": 3 } ] } } { "heatFrames": 90 } |
Stand on low platforms as the Magdollites are rising so that they place their invisible flames low and out of the way. After the third Magdollite is a Multiviola that can easily hit Samus; kill or dodge it by crouching just left of the Magdollite. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", "Ice", "Wave", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, "h_usePowerBomb", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "h_heatedGModeOpenDifferentDoor" Dev note: Methods for crossing the room without canTrickyJump require killing the left Multiviola in two hits or less. |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
The height for the Shinespark can be easily gotten by jumping against the door, up to the ceiling. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 16 } "canShinechargeMovementComplex" "canMidairShinespark" { "shinespark": { "frames": 57, "excessFrames": 4 } } { "heatFrames": 210 } |
The height for the Shinespark can be easily gotten by jumping against the door, up to the ceiling. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" "canMidairShinespark" { "shinespark": { "frames": 57, "excessFrames": 4 } } { "heatFrames": 210 } |
Without Screw or pseudo screw, it is possible to carefully space jump over the left Multiviola. Requires: "SpaceJump" { "or": [ "ScrewAttack", { "and": [ "canPrepareForNextRoom", "canPseudoScrew" ] }, "canPreciseSpaceJump" ] } { "heatFrames": 310 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" { "or": [ "ScrewAttack", { "and": [ "canPrepareForNextRoom", "canPseudoScrew" ] } ] } { "heatFrames": 230 } |
Requires: "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 570 } Exit condition: { "leaveWithGModeSetup": {} } Dev note: Could save some heat frames by setting this up while crossing the room. |
From: 1
Right Door
To: 1
Right Door
Very quickly cross the room, collecting both items without falling into the lava. A Power Bomb in the middle of the room sets up the Sova drops and adds lag which makes the block item easier to collect with a Flatley jump. Farming the left sova and middle dragon increases the chances of getting enough health drops, but it may still not be possible with poor drop luck. Pause abuse can be useful for reaching the right side drops if the left side's luck was bad. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: { "or": [ "Wave", "Plasma", "Spazer", "canBeVeryPatient" ] } { "enemyKill": { "enemies": [ [ "Sova", "Sova", "Sova", "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMockball" "canPreciseWalljump" "canInsaneJump" "canPauseAbuse" "canFarmWhileShooting" "canBePatient" { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFrames": 392 } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } Dev note: Not notable because it is safer to collect the items in separate trips. The first OR block is for farming the left sova for more consistency, or resetting to retry the strat multiple times. canBePatient indicates a chance of failure even if everything is performed correctly. |
Requires: "h_heatedCrystalFlash" |
From: 1
Right Door
To: 1
Right Door
Carefully jump over the Dragon's fireballs while the Sova is approaching, or wait on the edge of the platform, under the fireballs, for one second before using the Super. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 210 } { "or": [ "canTrickyJump", { "heatFrames": 70 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Requires: { "notable": "Power Bomb with Damage Boost" } { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 2 } } "canFlatleyJump" "canTrickyJump" { "or": [ { "tech": "canUsePowerBombLag" }, "canInsaneJump" ] } { "heatFrames": 400 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
After teleporting, press down to retract Grapple and swing to the right. Then swing to the left to the platform with the Chozo ball item. The Sova should fall from the ceiling before Samus would hit it. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 120 } |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. While the item block is breaking, turn around to perform a Flatley jump to collect the item and jump to the ledge item in one motion. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: { "notable": "Power Bomb with Damage Boost" } "canFlatleyJump" "canTrickyDodgeEnemies" "canMidAirMorph" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } } { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 260 } Clears obstacles: A |
From: 1
Right Door
To: 2
Chozo Ball Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip. Requires: { "notable": "Power Bomb with Damage Boost" } "canTrickyJump" "canMidAirMorph" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } } { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 270 } Clears obstacles: A |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "SpaceJump" { "heatFrames": 140 } |
Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: "canDownGrab" { "shinespark": { "frames": 39 } } { "heatFrames": 142 } |
From: 1
Right Door
To: 2
Chozo Ball Item
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 13 } "canMidairShinespark" { "shinespark": { "frames": 38, "excessFrames": 1 } } { "heatFrames": 160 } |
From: 1
Right Door
To: 2
Chozo Ball Item
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canMidairShinespark" { "shinespark": { "frames": 37, "excessFrames": 1 } } { "heatFrames": 160 } |
From: 1
Right Door
To: 2
Chozo Ball Item
Clear the Dragons while moving towards the items with Space Jump and Screw Attack to make for a faster exit later. Requires: "SpaceJump" "ScrewAttack" "canTrickyJump" { "heatFrames": 199 } Clears obstacles: A |
Requires: "SpaceJump" { "heatFrames": 199 } |
Requires: "h_lavaProof" { "or": [ "h_heatProof", { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 100 } ] } ] } |
The buffered item pickup is still viable. When using it to jump to the right, it is important to have prevented the middle Dragon from shooting to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
Requires: "h_lavaProof" { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ], [ "Dragon" ] ], "explicitWeapons": [ "Missile" ] } }, { "heatFrames": 280 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ], [ "Dragon" ] ], "explicitWeapons": [ "Super", "Plasma", "ScrewAttack" ] } }, { "heatFrames": 230 } ] } ] } Clears obstacles: A |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Clear the Sovas while standing in a safe spot from the Dragon Fireballs. Bring each Dragon on screen one at a time so that there are fewer projectiles to avoid. Requires: "canCameraManip" "canDodgeWhileShooting" { "heatFrames": 840 } |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Bring each Dragon on screen one at a time so that there are fewer projectiles to avoid. Place one Power Bomb on the right side to clear the right Dragon and Sovas. Then use a second Power Bomb after waiting for the middle Dragon to finishing firing. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 840 } Clears obstacles: A |
Requires: { "or": [ { "and": [ "canTrickyDodgeEnemies", { "heatFrames": 35 } ] }, "canInsaneJump", { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 60 } ] } ] } { "heatFrames": 195 } |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Spazer", "Wave", "Plasma", "ScrewAttack" ] } { "heatFrames": 210 } |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: { "or": [ { "ammo": { "type": "Super", "count": 3 } }, "Plasma", "Ice" ] } { "heatFrames": 570 } Clears obstacles: A Dev note: Ice can move through the room more quickly but must spend time refreezing the dragons. |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. A second Power Bomb will be needed to clear the remaining Dragons for the return trip. Requires: { "notable": "Power Bomb with Damage Boost" } "canTrickyJump" "canMidAirMorph" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } } { "enemyKill": { "enemies": [ [ "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 180 } Dev note: Would be better if we could model 1 PB consumed + dragons half-dead. |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: "SpaceJump" { "heatFrames": 180 } |
Return while collecting Sova drops. Requires: "canFarmWhileShooting" "canTrickyJump" { "or": [ "Wave", "Plasma", "Spazer" ] } { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFramesWithEnergyDrops": { "frames": 130, "drops": [ { "enemy": "Sova", "count": 3 } ] } } { "heatFrames": 80 } |
Requires: "SpaceJump" { "heatFrames": 210 } |
Requires: "h_heatedCrystalFlash" |
From: 2
Chozo Ball Item
To: 4
Junction Above Hidden Platform Item
Requires: { "heatFrames": 90 } |
Requires: "h_lavaProof" { "or": [ "h_heatProof", { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 130 } ] } ] } |
Requires: "h_lavaProof" { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ], [ "Dragon" ] ], "explicitWeapons": [ "Missile" ] } }, { "heatFrames": 310 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ], [ "Dragon" ] ], "explicitWeapons": [ "Super", "Plasma", "ScrewAttack" ] } }, { "heatFrames": 260 } ] } ] } Clears obstacles: A |
Requires: { "heatFrames": 70 } { "or": [ { "and": [ { "or": [ "canPreciseWalljump", { "and": [ "HiJump", "canWalljump" ] } ] }, { "lavaFrames": 30 } ] }, { "and": [ "Gravity", { "lavaFrames": 20 } ] } ] } |
From: 3
Hidden Platform Item
To: 2
Chozo Ball Item
Requires: "canSpringBallJumpMidAir" { "heatFrames": 80 } { "lavaFrames": 25 } |
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item
Requires: { "heatFrames": 50 } { "or": [ { "and": [ "canWalljump", { "lavaFrames": 30 } ] }, { "and": [ "HiJump", { "lavaFrames": 30 } ] }, { "and": [ "Gravity", { "lavaFrames": 20 } ] }, { "and": [ "canTrickyUseFrozenEnemies", { "obstaclesNotCleared": [ "A" ] }, { "lavaFrames": 30 } ] }, { "and": [ { "heatFrames": 190 }, { "lavaFrames": 65 } ] } ] } |
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item
Time the breaking of the hidden item block with a spinjump to avoid falling into the lava. Turnaround just before the item fanfare begins and then hold jump to buffer a spinjump. Requires: "canInsaneJump" "canFlatleyJump" { "heatFrames": 30 } |
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item
Use Ice to freeze the Sova in a position where Samus can collect the item without falling into the lava. Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 30 } Dev note: The cost comes from setting up the freeze. Collecting the item and returning to 4 will be instantaneous. |
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item
Requires: "canSpringBallJumpMidAir" { "heatFrames": 80 } { "lavaFrames": 25 } |
Requires: { "or": [ "canTrickyJump", "SpaceJump", { "and": [ { "obstaclesCleared": [ "A" ] }, { "or": [ "canCarefulJump", { "heatFrames": 90 } ] } ] } ] } { "heatFrames": 210 } |
From: 4
Junction Above Hidden Platform Item
To: 1
Right Door
Requires: { "or": [ { "ammo": { "type": "Missile", "count": 9 } }, { "ammo": { "type": "Super", "count": 3 } }, "Plasma", "Ice" ] } { "heatFrames": 570 } Clears obstacles: A Dev note: Ice can move through the room more quickly but must spend time refreezing the dragons. |
From: 4
Junction Above Hidden Platform Item
To: 1
Right Door
Return with careful jumps, avoiding Dragons. Requires: "canCarefulJump" { "heatFrames": 480 } |
From: 4
Junction Above Hidden Platform Item
To: 1
Right Door
Return while collecting Sova drops. Requires: "canFarmWhileShooting" { "or": [ "Wave", "Plasma", "Spazer" ] } { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFramesWithEnergyDrops": { "frames": 120, "drops": [ { "enemy": "Sova", "count": 2 } ] } } { "heatFrames": 40 } |
From: 4
Junction Above Hidden Platform Item
To: 2
Chozo Ball Item
Requires: { "heatFrames": 60 } |
From: 4
Junction Above Hidden Platform Item
To: 3
Hidden Platform Item
Requires: { "heatFrames": 0 } |
Requires: { "heatFrames": 10 } |
Requires: { "heatFrames": 50 } |
From: 2
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 220 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Involves leaving some drops hanging after killing the Gamets so they don't respawn. Requires: "h_runOverRespawningEnemies" { "heatFrames": 0 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0, "gentleUpTiles": 1, "gentleDownTiles": 3 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Health drops are collected while using this runway, offsetting any heat frames used to get into position. |
Requires: { "or": [ { "and": [ { "heatFrames": 0 }, "canPauseAbuse" ] }, { "heatFrames": 50 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
Requires: { "heatFrames": 10 } "h_heatedCrystalFlash" { "heatFrames": 40 } Dev note: The extra heat frames are for moving between the door and the platform. |
Requires: { "heatFrames": 80 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 3 } } |
Requires: { "heatFrames": 80 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -3.5, "rightPosition": 3.5 } } |
Requires: { "heatFrames": 120 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 115 } "canShinechargeMovementComplex" { "heatFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 100 } "canShinechargeMovementComplex" { "heatFrames": 120 } { "shinespark": { "frames": 5 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_heatedGModeOffCameraDoor" |
Requires: { "heatFrames": 105 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_heatedGModeOffCameraDoor" |
Requires: { "heatFrames": 180 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 140 } "canShinechargeMovementComplex" "HiJump" { "heatFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Right Door
To: 1
Top Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 360 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 40 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 75 } |
From: 2
Top Right Door
To: 1
Top Door
After teleporting, briefly press down to extend Grapple, then press up to retract it again. Release Grapple to fall onto the platform below the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 100 } { "or": [ "canOffScreenMovement", { "heatFrames": 80 } ] } |
Requires: { "heatFrames": 150 } "HiJump" |
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" "HiJump" { "heatFrames": 150 } { "shineChargeFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 175 } { "shinespark": { "frames": 8 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 180 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 3 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 180 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": 0, "rightPosition": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 150 } "HiJump" Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": 0, "rightPosition": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 120 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 125 } { "heatFrames": 125 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Right Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } { "shinespark": { "frames": 5 } } { "heatFrames": 120 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Right Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: { "heatFrames": 115 } { "shineChargeFrames": 105 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Right Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 290 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Requires: { "heatFrames": 125 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 3
Bottom Right Door
To: 1
Top Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 710 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 3
Bottom Right Door
To: 1
Top Door
Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 590 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 40 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 75 } |
From: 3
Bottom Right Door
To: 1
Top Door
After teleporting, briefly press down to extend Grapple, then press up to retract it again. Release Grapple to fall onto the platform below the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 100 } "canOffScreenMovement" |
Requires: { "heatFrames": 145 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 140 } "canShinechargeMovementComplex" { "heatFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 115 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 125 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 155 } { "shinespark": { "frames": 6, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 90 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 125 } { "shinespark": { "frames": 4, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" { "heatFrames": 205 } { "shineChargeFrames": 170 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 175 } { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 165 } { "shineChargeFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 140 } { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 140 } { "shineChargeFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 115 } { "shineChargeFrames": 110 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 195 } { "shinespark": { "frames": 9, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This Leave With Spark variation is included since leaving with frames remaining is tight. For shorter runway uses (or with HiJump), a spark variation is not needed as you can leave with plenty of frames. |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 1 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 490 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 390 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Requires: "HiJump" { "heatFrames": 120 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
Partially cross the room until a Sova falls from the ceiling, follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the first Sova after the one that falls, while it is on the right side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2000 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 13 } "canMidairShinespark" { "heatFrames": 205 } { "shinespark": { "frames": 92, "excessFrames": 5 } } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$1.2" } } Requires: "canLongChainTemporaryBlue" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 1350 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: "canMidairShinespark" { "heatFrames": 195 } { "shinespark": { "frames": 95, "excessFrames": 5 } } |
To save Energy, it is possible to lure a Sova to the right door and pause abuse to grab its Energy drop on G-mode exit. The left-most Sova falls into the lava and walks to the right. It is important to prevent the Dragons from shooting too many fireballs, as they will eventually prevent drops from appearing. Keeping the Sova on camera and moving a reasonable amount of the time will prevent the drops from being overloaded. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Requires: { "heatFrames": 1390 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 540 } ] }, { "heatFrames": 660 } ] } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 0 } } Requires: "Morph" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "enemyDamage": { "enemy": "Dragon", "type": "contact", "hits": 1 } } { "heatFrames": 480 } |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canMidairShinespark" { "heatFrames": 210 } { "shinespark": { "frames": 90, "excessFrames": 5 } } |
Building runspeed can speed up the room a noticable amount. Requires: "SpaceJump" { "heatFrames": 460 } |
Building runspeed can speed up the room a noticable amount. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "SpaceJump" { "heatFrames": 370 } |
Entrance condition: { "comeInSpeedballing": { "runway": { "length": 3, "openEnd": 1 } } } Requires: "canSpeedball" "canSlowShortCharge" { "heatFrames": 360 } Dev note: FIXME: Coming in already in speedball wouldn't work here, so this isn't the right entrance condition. After a new entrance condition is developed which can properly represent this, it should be switched to use it. 5 Unusable tiles. |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 13 } "canMidairShinespark" { "heatFrames": 205 } { "shinespark": { "frames": 92, "excessFrames": 3 } } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$1.2" } } Requires: "canLongChainTemporaryBlue" { "heatFrames": 1450 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: "canMidairShinespark" { "heatFrames": 195 } { "shinespark": { "frames": 95, "excessFrames": 3 } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Cross more than half way across the room until a Sova falls from the ceiling then follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the Sova just before that, while it is on the right side of it's thin platform. Requires: { "heatFrames": 1780 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2050 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
Build up run speed to travel farther when jumping. Requires: { "heatFrames": 540 } { "or": [ "canTrickyJump", { "heatFrames": 160 } ] } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 0 } } Requires: "Gravity" { "enemyDamage": { "enemy": "Dragon", "type": "contact", "hits": 1 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 500 } { "lavaFrames": 360 } |
Spark in line with the top of the door. Sparking too low or too high will crash early. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canMidairShinespark" { "heatFrames": 210 } { "shinespark": { "frames": 90, "excessFrames": 3 } } |
Requires: "SpaceJump" { "heatFrames": 450 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "SpaceJump" { "heatFrames": 390 } |
Jump to the first long platform then use a the full platform to jump and mockball through the lava. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 0 } } Requires: "Gravity" "canTrickyJump" "canMockball" { "enemyDamage": { "enemy": "Dragon", "type": "contact", "hits": 1 } } { "heatFrames": 480 } { "lavaFrames": 240 } |
Requires: "h_heatedCrystalFlash" |
Cross more than half way across the room until a Sova falls from the ceiling. Alternatively, to save Energy, use a Super to knock off the second Sova from the right, while it is on the left side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 320 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Shaft - Top Left Door
To: 1
Left Shaft - Top Left Door
Requires: "h_heatedCrystalFlash" |
From: 1
Left Shaft - Top Left Door
To: 1
Left Shaft - Top Left Door
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 1380 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. The Alcoons are global, so it is best to kill those at the top of the room and either kill or avoid those lower, depending on if Samus has a way to kill them quickly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } |
From: 1
Left Shaft - Top Left Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 830 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 1
Left Shaft - Top Left Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 1
Left Shaft - Top Left Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 1 } } Requires: { "or": [ { "and": [ "canShinechargeMovementComplex", { "heatFrames": 225 }, { "shinespark": { "frames": 15, "excessFrames": 0 } } ] }, { "and": [ "canShinechargeMovementTricky", { "heatFrames": 215 }, { "shinespark": { "frames": 6, "excessFrames": 0 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Shaft - Top Left Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 505 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 1
Left Shaft - Top Left Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to bomb from the edge of the top door runway into the hidden morph tunnel, but if Samus is not at the edge, she will bonk and fall. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphBombHorizontally", "canTrickyJump" ] }, "h_artificialMorphJumpIntoIBJ", { "and": [ "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, "h_artificialMorphSpringBallBombJump" ] } "h_heatedGModeOffCameraDoor" |
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ { "and": [ "canBombHorizontally", "canTrickyJump" ] }, "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_heatedGModeOffCameraDoor" Dev note: It is possible to go from 5->1 with a bomb spread, but it requires difficult off-screen movement to escape the room. |
Requires: { "heatFrames": 100 } |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0, "gentleUpTiles": 4 } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 1220 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 1440 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Requires: "h_heatedCrystalFlash" |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Enter the room and crouch next to the closed door. After the Multiviola hits the door, open it and it will be on a trajectory to hit Samus the next pass. Requires: { "heatFrames": 920 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "heatFrames": 280 } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Quickly ledge grab the platform to run below the Multiviola and get ahead of it. Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 1, "gentleUpTiles": 4 } } Requires: "HiJump" "canShinechargeMovementComplex" "canTrickyJump" { "heatFrames": 150 } { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: 1 unused tile since you must jump earlier for this strat. |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0, "gentleUpTiles": 4 } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 365 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 380 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0, "gentleUpTiles": 4 } } Requires: "canShinechargeMovementComplex" { "or": [ "HiJump", "canWalljump" ] } { "shinespark": { "frames": 5 } } { "heatFrames": 230 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: "canUseFrozenEnemies" { "heatFrames": 450 } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_heatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: "canIBJ" { "heatFrames": 1200 } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "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: 2
Left Shaft - Bottom Right Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0, "gentleUpTiles": 4 } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 700 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 840 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Left Shaft - Bottom Right Door
To: 4
Left Shaft - Top Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_heatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 3 } } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "or": [ "h_artificialMorphBombs", { "ammo": { "type": "PowerBomb", "count": 4 } } ] } ] } ] } "h_heatedGModeOffCameraDoor" |
From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_heatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 890 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 1020 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: FIXME: This could be done with lower run speed, at the cost of more heat frames. |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Requires: { "heatFrames": 200 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[{"heatFrames":10}]} |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 145 } "canShinechargeMovementComplex" { "shinespark": { "frames": 18 } } { "heatFrames": 190 } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" { "heatFrames": 180 } { "shineChargeFrames": 170 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "shinespark": { "frames": 5 } } { "heatFrames": 220 } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 610 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoon places, and to prevent it from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill the Alcoon or avoid it then kill the Multiviola near the door without too much delay. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModeOpenDifferentDoor", "h_heatedGModePauseAbuse" ] } |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
Requires: { "heatFrames": 140 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0, "gentleDownTiles": 4 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30}]} |
From: 3
Left Shaft - Middle Right Door
To: 3
Left Shaft - Middle Right Door
Requires: "h_heatedCrystalFlash" |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "heatFrames": 310 } |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 140 } "HiJump" "canTrickyJump" "canShinechargeMovementComplex" { "shinespark": { "frames": 9 } } { "heatFrames": 170 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 370 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 380 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: FIXME: This could be done with lower run speed, at the cost of more heat frames. |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "HiJump" "canTrickyJump" "canShinechargeMovementTricky" { "heatFrames": 170 } { "shineChargeFrames": 165 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Wait for the Alcoon to walk off the edge. Use it and the Multiviola as platforms. Spawn the Alcoon, then run back to the right so it will not stop and fire projectiles. Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 1300 } |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_heatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Jump the Alcoon and kill the Multiviola, then IBJ. Requires: "canIBJ" { "heatFrames": 1950 } |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "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: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 2 } } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "or": [ "h_artificialMorphBombs", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } ] } "h_heatedGModeOffCameraDoor" |
From: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_heatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "canXRayTurnaround" "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 490 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 580 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: FIXME: This could be done with lower run speed, at the cost of more heat frames. |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "HiJump" "canTrickyJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "or": [ { "ammo": { "type": "Missile", "count": 1 } }, "Plasma" ] } { "shinespark": { "frames": 14 } } { "heatFrames": 190 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_crouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 4
Left Shaft - Top Right Door
To: 2
Left Shaft - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 945 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 4
Left Shaft - Top Right Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill them or avoid them then kill the Multiviola near the door without too much delay. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModeOpenDifferentDoor", "h_heatedGModePauseAbuse" ] } |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "heatFrames": 220 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["powerbomb"],"requires":[{"heatFrames":10}]} |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: { "or": [ { "and": [ "canShinechargeMovementComplex", { "heatFrames": 215 }, { "shinespark": { "frames": 15, "excessFrames": 0 } } ] }, { "and": [ "canShinechargeMovementTricky", { "heatFrames": 195 }, { "shinespark": { "frames": 5, "excessFrames": 0 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canXRayCancelShinecharge" "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 500 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
Requires: { "heatFrames": 200 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":65}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30}]} |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Requires: "h_heatedCrystalFlash" |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab", "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": {} } |
From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } "h_heatedGModeOffCameraDoor" |
From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_heatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "heatFrames": 200 } |
From: 4
Left Shaft - Top Right Door
To: 6
Left Shaft - Top Junction
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 830 } |
Kill the enemies, then IBJ. Requires: "canIBJ" { "heatFrames": 750 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
From: 5
Far Right Door
To: 1
Left Shaft - Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
Requires: "h_heatedCrystalFlash" |
Requires: "h_useMorphBombs" { "heatFrames": 1130 } |
Requires: "h_usePowerBomb" { "heatFrames": 850 } |
Requires: "Morph" "ScrewAttack" { "heatFrames": 780 } |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_crouchJumpDownGrab" ] } { "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: "canUseFrozenEnemies" { "heatFrames": 600 } |
Kill the enemies, then IBJ. Requires: "canIBJ" { "heatFrames": 1500 } |
From: 6
Left Shaft - Top Junction
To: 1
Left Shaft - Top Left Door
Requires: { "or": [ "canWalljump", "HiJump", "h_crouchJumpDownGrab" ] } { "heatFrames": 60 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
Requires: { "heatFrames": 150 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["powerbomb"],"requires":[{"heatFrames":20}]} |
From: 6
Left Shaft - Top Junction
To: 4
Left Shaft - Top Right Door
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":20}]} |
Requires: "h_heatedCrystalFlash" Dev note: FIXME: A Crystal Flash at node 2 could be added to logic, but would have to take into account the lava rising (if entering from the right door, with Speedbooster collected, without the lava having finished rising before). |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2100 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 650 } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" Clears obstacles: A |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2200 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 630 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "obstaclesNotCleared": [ "A" ] } "SpeedBooster" { "heatFrames": 360 } Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } "SpeedBooster" "canHeroShot" { "heatFrames": 290 } Exit condition: { "leaveWithRunway": { "length": 45, "openEnd": 1 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "obstaclesNotCleared": [ "A" ] } "h_shinechargeMaxRunway" { "heatFrames": 360 } { "shineChargeFrames": 35 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "or": [ { "heatFrames": 650 }, { "and": [ "SpeedBooster", { "heatFrames": 360 } ] } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "or": [ { "heatFrames": 650 }, { "and": [ "SpeedBooster", { "heatFrames": 360 } ] } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 650 } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ "h_heatProof", { "and": [ { "heatFrames": 690 }, { "or": [ { "ammo": { "type": "Super", "count": 3 } }, { "ammo": { "type": "Missile", "count": 6 } }, "ScrewAttack", "Plasma", "Spazer", "Wave" ] } ] } ] } { "or": [ { "and": [ "canCarefulJump", { "heatFrames": 420 } ] }, { "and": [ { "heatFrames": 720 }, { "lavaFrames": 60 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} Dev note: This can be used for collecting the item without needing to reset the room. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2250 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } { "lavaFrames": 1600 } Bypasses door shell: true Dev note: FIXME: Add a way to model the flag that gets set in this room after outrunning the lava, with SpeedBooster collected. That would be a way to avoid the lavaFrames. We also could have a canRiskPermanentLossOfAccess version based on not having SpeedBooster. |
Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 630 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Align with the right side of a wall or door then turn around and shinespark in order to avoid colliding with a slope. Requires: { "obstaclesCleared": [ "A" ] } "canShinechargeMovementComplex" "canHorizontalShinespark" "h_shinechargeMaxRunway" { "heatFrames": 335 } { "shinespark": { "frames": 221 } } Dev note: There is enough time to visit 3 and return to 2 before performing this strat with the shinespark. The obstacle being broken means Samus has run far enough to charge a shinespark. |
Requires: { "obstaclesNotCleared": [ "A" ] } "SpeedBooster" { "heatFrames": 360 } Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } "SpeedBooster" "canHeroShot" { "heatFrames": 290 } Exit condition: { "leaveWithRunway": { "length": 45, "openEnd": 1 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "obstaclesNotCleared": [ "A" ] } "h_shinechargeMaxRunway" { "heatFrames": 360 } { "shineChargeFrames": 35 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "or": [ { "heatFrames": 650 }, { "and": [ "SpeedBooster", { "heatFrames": 360 } ] } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "or": [ { "heatFrames": 650 }, { "and": [ "SpeedBooster", { "heatFrames": 360 } ] } ] } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2500 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "heatFrames": 25 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
Requires: { "heatFrames": 25 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 80 } Dev note: There is no G-Mode strat added here, as it would require immobile and indirect to have enough energy and would only save a few frames. |
Requires: { "heatFrames": 80 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
Requires: { "heatFrames": 60 } Exit condition: { "leaveWithRunway": { "length": 3.5, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$1.A" } } Requires: "SpaceJump" "canChainTemporaryBlue" { "heatFrames": 330 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":90}]} {"types":["powerbomb"],"requires":[{"heatFrames":90}]} Dev note: The minimum speed $1.A is arbitrary; lower speeds could work with larger heatFrames. FIXME: set up a mechanism to automate heat frames required in cases like this. |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "or": [ { "and": [ "canHorizontalShinespark", { "shinespark": { "frames": 76, "excessFrames": 4 } }, { "heatFrames": 210 } ] }, { "and": [ "canShinechargeMovement", "canMidairShinespark", { "shinespark": { "frames": 67, "excessFrames": 4 } }, { "heatFrames": 300 } ] } ] } |
From: 1
Left Door
To: 2
Right Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Damage boost towards then freeze the Leftmost enemy as it extends. Morph and unmorph while above the middle Yapping Maw to land on it just above the lava line. Ignore the rightmost Yapping Maw. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Frozen Maw Platforms" } "canResetFallSpeed" "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ "canHorizontalDamageBoost", { "and": [ { "spikeHits": 2 }, { "lavaFrames": 30 }, { "heatFrames": 240 } ] } ] } "canUseIFrames" { "spikeHits": 2 } { "lavaFrames": 15 } { "heatFrames": 580 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_heatedGModeOpenDifferentDoor" |
From: 1
Left Door
To: 2
Right Door
Samus can ceiling bomb jump up gentle slopes. Going down gentle slopes is also possible but harder, instead an unmorph to reset fall speed is recommended here. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphLongCeilingBombJump" "h_artificialMorphResetFallSpeed" "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "lavaFrames": 150 }, { "spikeHits": 7 } ] }, { "and": [ { "notable": "Suitless Damage Boosts" }, { "lavaFrames": 80 }, { "spikeHits": 3 }, "canUseIFrames", "canHorizontalDamageBoost" ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "lavaFrames": 100 }, { "spikeHits": 2 }, { "or": [ "canUseIFrames", "canHorizontalDamageBoost" ] } ] }, { "and": [ { "notable": "Frozen Maw Platforms" }, "canResetFallSpeed", "canTrickyUseFrozenEnemies", "canTrickyJump", "canHorizontalDamageBoost", "canUseIFrames", { "spikeHits": 2 }, { "lavaFrames": 15 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. |
Requires: "Grapple" { "heatFrames": 450 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "Gravity" "canCarefulJump" "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 350 } { "lavaFrames": 20 } |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 14 } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 240 } { "lavaFrames": 10 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "SpaceJump" { "heatFrames": 350 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "SpaceJump" { "heatFrames": 330 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" { "heatFrames": 310 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 4 } } Requires: "SpaceJump" { "heatFrames": 285 } |
Entrance condition: { "comeInWithSpark": {} } Requires: { "shinespark": { "frames": 80, "excessFrames": 4 } } { "heatFrames": 210 } |
Requires: "SpaceJump" { "heatFrames": 390 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 12.4375 } } Requires: "SpaceJump" { "heatFrames": 195 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 17 } } Requires: "SpaceJump" { "heatFrames": 175 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 26 } } Requires: "SpaceJump" { "heatFrames": 145 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6 } } Requires: "SpaceJump" { "heatFrames": 250 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 9 } } Requires: "SpaceJump" { "heatFrames": 225 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 45 } } Requires: "SpaceJump" { "heatFrames": 120 } |
From: 1
Left Door
To: 2
Right Door
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Suitless Damage Boosts" } { "heatFrames": 520 } { "lavaFrames": 80 } { "spikeHits": 3 } "canUseIFrames" "canHorizontalDamageBoost" |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 21 } } Requires: "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 200 } { "lavaFrames": 11 } Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats. |
From: 1
Left Door
To: 2
Right Door
It may help to perform the first jump with HiJump disabled. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCarefulJump" "HiJump" { "disableEquipment": "HiJump" } "canSpringBallBounce" { "spikeHits": 3 } { "heatFrames": 350 } { "lavaFrames": 32 } |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 8 } } Requires: "canTrickyJump" "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 311 } { "lavaFrames": 22 } |
Requires: { "heatFrames": 820 } { "lavaFrames": 150 } { "spikeHits": 7 } |
Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canUseIFrames", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping. Requires: "Gravity" "canXMode" "h_XModeSpikeHit" { "heatFrames": 200 } { "lavaFrames": 15 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1, "minExtraRunSpeed": "$1.A" } } Requires: "SpaceJump" "canChainTemporaryBlue" { "heatFrames": 330 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":90}]} {"types":["powerbomb"],"requires":[{"heatFrames":90}]} Dev note: The minimum speed $1.A is arbitrary; lower speeds could work with larger heatFrames. FIXME: set up a mechanism to automate heat frames required in cases like this. |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "or": [ { "and": [ "canHorizontalShinespark", { "shinespark": { "frames": 76, "excessFrames": 4 } }, { "heatFrames": 210 } ] }, { "and": [ "canShinechargeMovement", "canMidairShinespark", { "shinespark": { "frames": 67, "excessFrames": 4 } }, { "heatFrames": 300 } ] } ] } |
From: 2
Right Door
To: 1
Left Door
While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Morph and unmorph while above the rightmost Yapping Maw to land on it just above the lava line. Ignore the second Yapping Maw. Freeze the Leftmost enemy as it extends. Delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Frozen Maw Platforms" } "canResetFallSpeed" "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ "canHorizontalDamageBoost", { "and": [ { "spikeHits": 1 }, { "lavaFrames": 20 }, { "heatFrames": 240 } ] } ] } "canUseIFrames" { "spikeHits": 2 } { "lavaFrames": 15 } { "heatFrames": 580 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Samus can ceiling bomb jump up gentle slopes. Going down gentle slopes is also possible but harder, instead an unmorph to reset fall speed is recommended here. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphLongCeilingBombJump" "h_artificialMorphResetFallSpeed" "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "lavaFrames": 150 }, { "spikeHits": 7 } ] }, { "and": [ { "notable": "Suitless Damage Boosts" }, { "lavaFrames": 80 }, { "spikeHits": 3 }, "canUseIFrames", "canHorizontalDamageBoost" ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "lavaFrames": 100 }, { "spikeHits": 2 }, { "or": [ "canUseIFrames", "canHorizontalDamageBoost" ] } ] }, { "and": [ { "notable": "Frozen Maw Platforms" }, "canResetFallSpeed", "canTrickyUseFrozenEnemies", "canTrickyJump", "canHorizontalDamageBoost", "canUseIFrames", { "spikeHits": 2 }, { "lavaFrames": 15 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. |
Requires: "Grapple" { "heatFrames": 450 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "Gravity" "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 350 } { "lavaFrames": 20 } |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 14 } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 240 } { "lavaFrames": 10 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "SpaceJump" { "heatFrames": 350 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "SpaceJump" { "heatFrames": 330 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" { "heatFrames": 310 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 4 } } Requires: "SpaceJump" { "heatFrames": 285 } |
Entrance condition: { "comeInWithSpark": {} } Requires: { "shinespark": { "frames": 80, "excessFrames": 4 } } { "heatFrames": 210 } |
Requires: "SpaceJump" { "heatFrames": 390 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 12.4375 } } Requires: "SpaceJump" { "heatFrames": 195 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 17 } } Requires: "SpaceJump" { "heatFrames": 175 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 26 } } Requires: "SpaceJump" { "heatFrames": 145 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6 } } Requires: "SpaceJump" { "heatFrames": 250 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 9 } } Requires: "SpaceJump" { "heatFrames": 225 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 45 } } Requires: "SpaceJump" { "heatFrames": 120 } |
From: 2
Right Door
To: 1
Left Door
Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving. Requires: { "notable": "Suitless Damage Boosts" } { "heatFrames": 520 } { "lavaFrames": 80 } { "spikeHits": 3 } "canUseIFrames" "canHorizontalDamageBoost" |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 21 } } Requires: "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 200 } { "lavaFrames": 11 } Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats. |
From: 2
Right Door
To: 1
Left Door
It may help to perform the first jump with HiJump disabled. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCarefulJump" "HiJump" { "disableEquipment": "HiJump" } "canSpringBallBounce" { "spikeHits": 3 } { "heatFrames": 350 } { "lavaFrames": 32 } |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 8 } } Requires: "canTrickyJump" "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 311 } { "lavaFrames": 22 } |
Requires: { "heatFrames": 820 } { "lavaFrames": 150 } { "spikeHits": 7 } |
Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canUseIFrames", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
Enter X-mode in the spikes near the door. Release forward to make Samus move forward at a rate of 1 pixel per frame. After passing the third Yapping Maw, when Samus appears to move forward, this is the indication that the camera scroll has locked against the opposite side of the room, which is a good cue for when to stop, by holding forward again. To avoid taking another spike hit, press jump, then release dash to exit X-mode while jumping. Requires: "Gravity" "canXMode" "h_XModeSpikeHit" { "heatFrames": 200 } { "lavaFrames": 15 } |
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 2
Right Door
Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off). Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 600 } { "lavaFrames": 70 } |
From: 1
Left Door
To: 2
Right Door
Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off). Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 3 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 600 } { "lavaFrames": 60 } |
From: 1
Left Door
To: 2
Right Door
Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off). Requires: "canBounceBall" "canInsaneJump" "canWalljump" { "heatFrames": 600 } { "lavaFrames": 80 } |
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 } ] } ] } |
It is possible to jump onto the first Tripper early enough that Samus can crouch under all of the first spikes. Jump onto it as early as possible; pressing against the wall above the first spike and breaking spin and falling neutrally can help and avoid touching the spike. Moving to the left side of the Tripper is important and Moonwalk can help. Using the second Tripper can save a lot of lava damage. With wall jumps, ride the Tripper and wall jump twice above the middle spike, fall into the lava and jump back onto the Tripper and wall jump on the opposite side of the middle spike until it returns. Without wall jumps, jump into the lava in front of the Tripper, spin jump once to move quickly then again to land on the Tripper after the middle spike. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "lavaFrames": 175 }, { "and": [ { "or": [ "HiJump", "canWalljump", "Gravity" ] }, { "lavaFrames": 100 } ] }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 25 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 35 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_artificialMorphSpringBall" ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to start a Diagonal IBJ from the sinking tripper, but it's very precise (3 frame window if Samus doesn't move). One of these frames gives a normal IBJ, which shouldn't be expected (1 frame for the first Bomb, then 3 frames for the second). |
If you have Speed Booster, unequip it to be able to run faster in the lava. Requires: "Gravity" { "heatFrames": 360 } { "lavaFrames": 130 } { "or": [ "canCarefulJump", { "heatFrames": 40 } ] } |
Use the Tripper to cross the first lava pit while avoiding all damage from the spikes and lava. If you do not have Morph, this is tricky but can be done by carefully timing a jump against the pillar and releasing the d-pad inputs, to land on the Tripper as early as possible. This allows the Tripper to sink low enough that crouching on the Tripper is enough to avoid spike damage. From the Tripper, run and jump directly onto the first pillar past the shutter; it can help to moonwalk back left on the Tripper to maximize run speed for the jump. From the pillar, run and jump directly into the lava rather than waiting for the second Tripper. Perform quick spin jumps to minimize lava damage. Requires: { "or": [ "canTrickyJump", "Morph" ] } "canSuitlessLavaDive" { "heatFrames": 760 } { "lavaFrames": 60 } Dev note: Wall jumps are not needed for this strat and would not be helpful. |
Requires: "Morph" { "heatFrames": 1050 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 590 } { "lavaFrames": 70 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 3 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 590 } { "lavaFrames": 60 } |
From: 2
Right Door
To: 1
Left Door
Perform a bounceball to minimize lava damage. Ride the second Tripper. Requires: "canInsaneJump" "canBounceBall" "canWalljump" { "heatFrames": 590 } { "lavaFrames": 80 } |
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 } ] } ] } |
With wall jumps, ride the Tripper and wall jump twice above the middle spike, fall into the lava and jump back onto the Tripper and wall jump on the opposite side of the middle spike until it returns. Without wall jumps, jump into the lava in front of the Tripper, spin jump once to move quickly then again to land on the Tripper after the middle spike. With a very precise timing, it is possible to ride the second Tripper without touching the lava, otherwise, cross the second pit with the same method as the first. To cross the second pit, jump onto the Tripper as early as possible, then position Samus as far right as possible; this can be made easier with Moonwalk. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "lavaFrames": 110 }, { "and": [ { "or": [ "HiJump", "canWalljump", "Gravity" ] }, { "lavaFrames": 40 } ] }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 25 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 35 } ] } ] } { "or": [ { "lavaFrames": 60 }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 35 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 40 } ] }, "canInsaneJump" ] } "h_heatedGModeOpenDifferentDoor" |
Morph and ride the Trippers. It is possible to Bomb boost off of the Tripper then IBJ until the next Tripper. It may help to roll into the Bomb to make the placement a little more lenient, but avoid falling off the Tripper to be able to keep trying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_artificialMorphSpringBall", { "and": [ "canInsaneJump", "h_artificialMorphIBJ" ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to cross the room with Power Bombs, but requires avoiding killing the off-screen Tripper with them. |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
If you have Speed Booster, unequip it to be able to run faster in the lava. Requires: "Gravity" { "heatFrames": 360 } { "lavaFrames": 130 } { "or": [ "canCarefulJump", { "heatFrames": 40 } ] } |
Wait for the Tripper to approach the right platform, then run onto and off its left side. Spin jump to the left one time, then jump up onto the right side of the Tripper. Run to the left and jump directly onto the first pillar after the shutter. Spin jump across the remaining lava, trying to minimize the time spent in lava. Requires: "canSuitlessLavaDive" "canTrickyJump" { "heatFrames": 780 } { "lavaFrames": 100 } Dev note: Wall jumps are not needed for this strat. |
Ride the first Tripper, using Morph to avoid spike damage. From the Tripper, run and jump directly onto the first pillar after the shutter. Spin jump across the remaining lava, trying to minimize the time spent in lava. Requires: "canSuitlessLavaDive" "Morph" { "heatFrames": 780 } { "lavaFrames": 70 } Dev note: Wall jumps are not needed for this strat. |
Requires: "Morph" { "heatFrames": 1050 } |
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
From: 1
Top Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "Wave" { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canXRayTurnaround" "canLongChainTemporaryBlue" { "heatFrames": 560 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 1
Top Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 1 } } Requires: "Wave" "canShinechargeMovementTricky" { "heatFrames": 160 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 1
Top Left Door
To: 2
Bottom Left Door
Requires: { "or": [ "Wave", { "obstaclesCleared": [ "A" ] } ] } { "or": [ { "canShineCharge": { "usedTiles": 12, "openEnd": 1 } }, { "and": [ { "canShineCharge": { "usedTiles": 13, "openEnd": 1 } }, { "doorUnlockedAtNode": 1 } ] } ] } "canShinechargeMovementTricky" { "heatFrames": 250 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[{"obstaclesCleared":["A"]}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } "canShinechargeMovementComplex" { "heatFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 12, "openEnd": 1 } } Requires: "canChainTemporaryBlue" { "heatFrames": 140 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 80 } "canShinechargeMovementComplex" { "heatFrames": 100 } { "shinespark": { "frames": 16, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 35 } "canShinechargeMovementTricky" "canHeroShot" { "heatFrames": 85 } { "shinespark": { "frames": 37, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 155 } { "shineChargeFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse. |
Requires: { "heatFrames": 75 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canLongChainTemporaryBlue" "canXRayTurnaround" { "or": [ { "and": [ "HiJump", { "heatFrames": 690 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 745 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 60 } ] } Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 1 } } |
From: 2
Bottom Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canLongChainTemporaryBlue" { "or": [ { "and": [ "HiJump", { "heatFrames": 680 } ] }, { "and": [ "canTrickySpringBallJump", "canXRayTurnaround", { "heatFrames": 775 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 120 } { "or": [ { "heatFrames": 30 }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } Dev note: Ice clipping through the shot blocks is not considered reasonable, as Samus can't use X-ray, kill any Gamets, or likely take a hit. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } "canShinechargeMovementComplex" { "heatFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 12, "openEnd": 1 } } Requires: "canChainTemporaryBlue" { "heatFrames": 140 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 80 } "canShinechargeMovementComplex" { "heatFrames": 100 } { "shinespark": { "frames": 16, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 35 } "canShinechargeMovementTricky" "canHeroShot" { "heatFrames": 85 } { "shinespark": { "frames": 37, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 155 } { "shineChargeFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse. |
From: 3
Top Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get to the door transition above, without needing to open the door. Samus will not be visible during the climb. At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 3
Top Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "Wave" { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } "canLongChainTemporaryBlue" { "heatFrames": 460 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
From: 3
Top Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 1 } } Requires: "Wave" "canShinechargeMovementTricky" { "heatFrames": 160 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Bottom Left Door
Requires: { "or": [ "Wave", { "obstaclesCleared": [ "A" ] } ] } { "or": [ { "canShineCharge": { "usedTiles": 12, "openEnd": 1 } }, { "and": [ { "canShineCharge": { "usedTiles": 13, "openEnd": 1 } }, { "doorUnlockedAtNode": 2 } ] } ] } "canShinechargeMovementTricky" { "heatFrames": 255 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[{"obstaclesCleared":["A"]}]} |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 75 } |
Requires: { "heatFrames": 75 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":10}]} |
From: 4
Top Floating Platform Junction
To: 1
Top Left Door
Requires: { "heatFrames": 30 } Exit condition: { "leaveWithRunway": { "length": 12, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 75 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":10}]} |
From: 4
Top Floating Platform Junction
To: 3
Top Right Door
Requires: { "heatFrames": 30 } Exit condition: { "leaveWithRunway": { "length": 12, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 4
Top Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 35 } |
From: 5
Bottom Floating Platform Junction
To: 1
Top Left Door
Requires: { "heatFrames": 480 } { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door
Requires: { "heatFrames": 85 } { "obstaclesCleared": [ "A" ] } |
From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door
Requires: { "obstaclesCleared": [ "A" ] } { "heatFrames": 280 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door
Requires: { "heatFrames": 45 } { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 1 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 5
Bottom Floating Platform Junction
To: 3
Top Right Door
Requires: { "heatFrames": 510 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump" ] } { "heatFrames": 125 } |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: "h_crouchJumpDownGrab" { "heatFrames": 125 } |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Gamet", "type": "contact", "hits": 1 } } { "heatFrames": 350 } Dev note: A damage boost allows getting up without a crouch jump, e.g. to preserve a flash suit. |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: "canUseFrozenEnemies" { "heatFrames": 250 } |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Kill a Gamet and don't pick up its drops, so that they won't spawn while performing the IBJ. Requires: "canIBJ" { "heatFrames": 850 } |
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction
Requires: "canSpringBallJumpMidAir" { "heatFrames": 120 } |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "or": [ { "and": [ { "heatFrames": 0 }, "canPauseAbuse" ] }, { "heatFrames": 50 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 135 } "h_heatedBlueGateGlitch" Clears obstacles: A |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Farm before, during, and after the gate glitch in order to open the gate without wasting ammo or Energy. Requires: { "notable": "Gate Glitch With Farming" } { "heatFrames": 300 } "canGateGlitch" { "or": [ { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } Clears obstacles: A Dev note: There is still some leniency built in, so that perfect execution is not required, but Samus ends without losing resources. Without leniency, this can be done with about 235 heatFrames. |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 60 } "Wave" Clears obstacles: A |
Requires: "Morph" { "or": [ "canMockball", { "heatFrames": 35 } ] } { "heatFrames": 420 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Move quickly (when X-Ray is not active) to climb the shaft before the Fune fireballs would reach Samus. Entrance condition: { "comeInGettingBlueSpeed": { "length": 4, "openEnd": 1, "minExtraRunSpeed": "$4.7" } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 760 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} Dev note: The last runway tile is considered unusable, as Samus is likely to clip down through it. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Move quickly (when X-Ray is not active) to climb the shaft before the Fune fireballs would reach Samus. Entrance condition: { "comeInGettingBlueSpeed": { "length": 5, "openEnd": 1 } } Requires: "canTrickySpringBallBounce" "canLongChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 1020 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Enter the morph tunnel then exit G-mode. Shooting the shot block off screen can be done by jumping and shooting up or with Grapple or a Power Bomb. Getting positioned under the shot block can be done by walking into the camera scroll block and then walking against the right wall, jump to the left and walk a little more (about one more tile). This will also give some visibility of Samus. Without heat damage, it is recommended to jump up past the shot block and wait for it to respawn; with the block intact, Samus can't accidentally touch the lava. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "canOffScreenMovement" { "or": [ "h_artificialMorphMovement", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "h_heatProof" ] }, { "and": [ "h_heatProof", "h_lavaProof", { "or": [ "Gravity", "HiJump" ] } ] } ] } { "heatFrames": 1000 } Dev note: These heat frames are not very tight, as the room is difficult to do consistently. |
Requires: "Morph" { "or": [ "canMockball", { "heatFrames": 35 } ] } { "heatFrames": 380 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "Morph" "SpaceJump" { "or": [ "canMockball", { "heatFrames": 35 } ] } { "heatFrames": 405 } |
Entrance condition: { "comeInNormally": {} } Requires: "h_heatedCrystalFlash" Dev note: When coming from 1: A lava proof CF could CF at 1, otherwise going through this door should be less damage than staying in Lava. |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 60 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, "h_lavaProof" ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Damage through the lava could work, or maybe a Geruta damage boost. (Energy from immobile or CF) |
From: 1
Left Door
To: 2
Right Door
It is possible to lure the Geruta to be used as a platform with nothing but Ice. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphMovement" "h_heatedGModeOpenDifferentDoor" |
Requires: { "obstaclesCleared": [ "A" ] } { "heatFrames": 50 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ] ] } } Requires: { "heatFrames": 20 } |
Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 34 } } Requires: { "notable": "High Speed Gate Glitch" } "h_heatedGreenGateGlitch" { "ammo": { "type": "Super", "count": 1 } } "canInsaneJump" Clears obstacles: A Dev note: 1 extra tile is added so that you can jump into the door, simplifying the inputs a bit. |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_heatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks) |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Samus will not be visible during the climb. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
Requires: "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Enter from the right door and spin jump onto the first ledge while barely landing on the ledge in order to prevent getting the Geruta on camera. Walk against the left wall and jump to trigger the Geruta. It should now be moving leftwards. Stand on the next platform against the right wall and shoot the Geruta to get it one shot away from being frozen. After a few swoops, it will come down; either freeze it or tank a hit. Then go up and stand on the corner and freeze it when it is in position. The Geruta will be stuck below and keep swooping, so if Energy permits, Samus will have several attempts. Quickly shinecharge left to right, kill the Geruta and spark out the bottom right door. Entrance condition: { "comeInNormally": {} } Requires: { "notable": "Frozen Geruta Shinecharge" } "h_trickyFrozenEnemyRunway" "canCarefulJump" { "canShineCharge": { "usedTiles": 17, "openEnd": 1 } } "canShinechargeMovementTricky" { "heatFrames": 1260 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } "h_heatedDirectGModeLeaveSameDoor" |
From: 2
Right Door
To: 2
Right Door
Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", "canInsaneJump" ] } ] } "h_heatedDirectGModeLeaveSameDoor" Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks) |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } "h_heatedDirectGModeLeaveSameDoor" Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Use the platform at the top-right of the room to gain temporary blue, then chain it through the door. Requires: { "heatFrames": 1180 } { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } } "canLongChainTemporaryBlue" "canXRayTurnaround" { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } |
Position at the end of the runway (or up to 4 pixels away) at the top-right of the room, gain run speed, perform a last-frame jump and ceiling mockball, then equip or unequip Spring Ball in order to reset Samus' vertical speed and just barely make it onto the ledge with the item. Requires: { "notable": "Ceiling Mockball Spring Fling" } "SpeedBooster" "canInsaneJump" { "heatFrames": 500 } "canMomentumConservingMorph" "canSpringFling" { "or": [ "h_heatProof", "canBeVeryPatient" ] } |
To safely avoid Geruta damage, run left on the middle platform before jumping right, to manipulate the Geruta into swooping left. Alternatively, activate the spark quickly enough to avoid taking a Geruta hit. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canHorizontalShinespark" { "shinespark": { "frames": 70, "excessFrames": 12 } } "canShinechargeMovementComplex" { "heatFrames": 310 } |
From: 2
Right Door
To: 3
Item
Move quickly to avoid being hit by the Geruta before sparking. Samus can still take damage from the Geruta during the shinespark wind-up; this can be avoided by activating the spark quickly enough. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "canHorizontalShinespark" { "shinespark": { "frames": 70, "excessFrames": 12 } } "canShinechargeMovementTricky" { "heatFrames": 290 } { "or": [ { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, "canInsaneJump" ] } |
From: 2
Right Door
To: 3
Item
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } "canHorizontalShinespark" { "shinespark": { "frames": 70, "excessFrames": 12 } } "canShinechargeMovementComplex" { "heatFrames": 300 } |
From: 2
Right Door
To: 3
Item
Enter from the right door and spin jump onto the first ledge while barely landing on the ledge in order to prevent getting the Geruta on camera. Walk against the left wall and jump to trigger the Geruta. It should now be moving leftwards. Stand on the next platform against the right wall and shoot the Geruta to get it one shot away from being frozen. After a few swoops, it will come down; either freeze it or tank a hit. Then go up and stand on the corner and freeze it when it is in position. The Geruta will be stuck below and keep swooping, so if Energy permits, Samus will have several attempts. With full heat protection, Samus can quickly shinecharge left to right then run and spark midair to the left to save Energy. Entrance condition: { "comeInNormally": {} } Requires: { "notable": "Frozen Geruta Shinecharge" } "h_trickyFrozenEnemyRunway" "canCarefulJump" "canHorizontalShinespark" { "canShineCharge": { "usedTiles": 17, "openEnd": 1 } } { "heatFrames": 1050 } { "or": [ { "shinespark": { "frames": 55, "excessFrames": 15 } }, { "and": [ "h_heatProof", "canMidairShinespark", { "shinespark": { "frames": 32, "excessFrames": 15 } } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks) |
From: 2
Right Door
To: 3
Item
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphLongIBJ", "h_artificialMorphJumpIntoIBJ" ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_crouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] }, { "and": [ { "notable": "Ceiling Mockball Spring Fling" }, "SpeedBooster", "canInsaneJump", "canMomentumConservingMorph", "canSpringFling" ] } ] } { "heatFrames": 0 } Dev note: FIXME: Variants with shinesparking or Geruta damage boost can be added. (Energy from immobile, CF, or energy free sparks) |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "heatFrames": 0 } Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Requires: "Grapple" { "heatFrames": 600 } |
Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Requires: "canTrickyUseFrozenEnemies" "HiJump" { "heatFrames": 1050 } { "or": [ "canTrickyDodgeEnemies", { "heatFrames": 110 } ] } { "or": [ "canInsaneJump", { "heatFrames": 500 } ] } Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG. |
Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze. Requires: { "notable": "Ice Only Geruta Platforming" } "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ { "and": [ "canResetFallSpeed", "canTrickyDodgeEnemies", { "heatFrames": 1000 }, { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 3 } } ] } ] } { "heatFrames": 3000 } |
Requires: "canJumpIntoIBJ" "canBombHorizontally" { "heatFrames": 1650 } |
Requires: "HiJump" "canSpringBallJumpMidAir" { "heatFrames": 600 } |
Requires: "canHorizontalShinespark" { "canShineCharge": { "usedTiles": 15, "openEnd": 2 } } { "shinespark": { "frames": 50 } } { "heatFrames": 600 } |
Requires: "SpaceJump" { "heatFrames": 600 } |
Requires: "HiJump" "SpeedBooster" "canWalljump" { "heatFrames": 600 } |
Use mid-air Spring Ball jumps to manipulate the Geruta into position near the ledge. Then do a Spring Ball jump into a neutral damage boost (while still morphed) to reach the ledge. Requires: { "notable": "Spring Ball Jump into Damage Boost" } { "heatFrames": 1920 } "canTrickyDodgeEnemies" "canTrickySpringBallJump" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } |
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_crouchJumpDownGrab" { "heatFrames": 800 } { "or": [ "canInsaneJump", { "and": [ { "heatFrames": 250 }, "h_additionalBomb" ] } ] } |
Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below with a series of mid-air SpringBall jumps. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Be careful not to jump into the Geruta's path to avoid hitting it. Requires: { "notable": "SpringBall Freeze" } "canTrickyUseFrozenEnemies" "canSpringBallJumpMidAir" { "heatFrames": 1600 } { "or": [ "canTrickyDodgeEnemies", { "and": [ { "heatFrames": 110 }, { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } } ] } ] } { "or": [ "canInsaneJump", { "heatFrames": 700 } ] } Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG. |
Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 180 } ] }, { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 50 } ] } ] } Clears obstacles: A |
Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 160 } ] }, { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 50 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 17, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":70}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":120}]} |
Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 160 } ] }, { "and": [ { "obstaclesCleared": [ "A" ] }, { "heatFrames": 50 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 12, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":70}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":120}]} |
Requires: "Grapple" { "heatFrames": 500 } |
This can be done from the top right, single tile block. Requires: "HiJump" "canWalljump" { "heatFrames": 600 } |
Requires: "Morph" { "heatFrames": 400 } |
Requires: { "heatFrames": 350 } { "or": [ { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 45 } ] } ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Dragon", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Dragon" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "ScrewAttack" ] } } ] } |
Requires: "canHorizontalShinespark" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 90 } ] }, { "obstaclesCleared": [ "A" ] } ] } { "or": [ { "and": [ { "doorUnlockedAtNode": 1 }, { "heatFrames": 30 }, { "canShineCharge": { "usedTiles": 17, "openEnd": 0 } } ] }, { "canShineCharge": { "usedTiles": 16, "openEnd": 0 } } ] } { "shinespark": { "frames": 62, "excessFrames": 20 } } { "heatFrames": 450 } Clears obstacles: A Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":[{"heatFrames":30}]} {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "SpaceJump" { "heatFrames": 500 } |
This can be done from the top right, single tile block. Requires: "HiJump" "SpeedBooster" { "heatFrames": 500 } |
Requires: "h_heatedCrystalFlash" |
From: 1
Top of the Shaft Left Door
To: 1
Top of the Shaft Left Door
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 130 } |
From: 1
Top of the Shaft Left Door
To: 5
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 125 } "canShinechargeMovementComplex" { "heatFrames": 125 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top of the Shaft Left Door
To: 5
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } { "heatFrames": 130 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top of the Shaft Left Door
To: 5
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 105 } { "heatFrames": 130 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top of the Shaft Left Door
To: 5
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: { "heatFrames": 120 } { "shineChargeFrames": 95 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Entering with too little run speed causes Samus to 'trip', so the runway cannot reliably be used for short shortcharges. |
From: 1
Top of the Shaft Left Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: "h_heatedCrystalFlash" |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the pirates and under the first Multiviola, then return fast enough to avoid pirate lasers and contact with the second Multiviola. Requires: { "heatFrames": 765 } "canTrickyDodgeEnemies" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Requires: { "heatFrames": 600 } { "or": [ "SpeedBooster", { "heatFrames": 65 } ] } { "or": [ "SpeedBooster", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "and": [ "Ice", "Wave", "Spazer" ] }, { "and": [ "canDodgeWhileShooting", { "or": [ { "and": [ "Ice", "Wave" ] }, { "and": [ "Ice", "Spazer" ] }, { "and": [ "Wave", "Spazer" ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the first pirate and into the second, then jump over the again on the return. Requires: { "heatFrames": 720 } { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_getBlueSpeedMaxRunway" { "heatFrames": 380 } Clears obstacles: A |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
While artificially morphed, carefully dodge or kill the enemies in the first half of the room. Go over the first set of Speed Blocks, then kill the first Red Pirate with a Power Bomb or after unmorphing. It is possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Without any Power Bombs, this requires precise movement with Spring Ball or very precise movement with just Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canTrickyJump" { "or": [ { "ammo": { "type": "PowerBomb", "count": 6 } }, { "and": [ { "or": [ { "and": [ "h_artificialMorphSpringBall", "canTrickyDodgeEnemies" ] }, { "and": [ "h_artificialMorphIBJ", "canInsaneJump" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_artificialMorphSpringBall" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_artificialMorphIBJ" ] } ] }, { "or": [ "h_artificialMorphPowerBomb", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } Dev note: It is possible to jump over the left bridge pirate, but it is incredibly precise and not expected. |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
Carefully dodge or kill the enemies in the first half of the room. With Morph, go over the first set of Speed Blocks, then kill the first Red Pirate or air ball over it. It is also possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_usePowerBomb", "ScrewAttack", "h_hasBeamUpgrade", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "Morph" { "or": [ "h_usePowerBomb", { "and": [ { "or": [ "h_useSpringBall", "h_useMorphBombs" ] }, { "or": [ "canLateralMidAirMorph", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
Run through the speed blocks then carefully cross the crumble bridge, as it will mostly be air. Alternatively, a speedball will prevent PLMs from overloading and Samus can roll over the bridge. Kill the pirate after the bridge before it places its invisible lasers, preventing Samus from getting through damageless. Samus can simply run to the right and fall through the bridge to safety below the pirate and kill it from below. It is also possible to perform one precise jump to cross most of the bridge and kill the pirate while blue. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_getBlueSpeedMaxRunway" { "or": [ "canSpeedball", "canInsaneJump", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 0 } Dev note: It is possible to shinecharge before the bridge and spark vertically above it, then move the camera to kill the pirate with speed echoes, but this isn't really easier. |
From: 3
Bottom Door
To: 2
Far Left Door
Entrance condition: { "comeInWithPlatformBelow": { "maxLeftPosition": 0, "minRightPosition": 22, "minHeight": 9, "maxHeight": 10 }, "comesThroughToilet": "any" } Requires: "HiJump" { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } "canTrickyJump" "canSpeedball" { "heatFrames": 505 } Dev note: This strat is applicable only with Crocomire's Room and Post Crocomire Jump Room. |
From: 3
Bottom Door
To: 2
Far Left Door
In the room below, gain a precise amount of speed (extra run speed $6.0 or $6.1) then jump and aim down. After the transition, perform a speedball to cross the room. With a precisely timed unmorph and a buffered shot to open the door, it is possible to just barely make it through with no tanks. After unmorphing, walk instead of running, to avoid bonking the door. Coming from Crocomire's Room below, it works to use the full available runway length. Entrance condition: { "comeInWithPlatformBelow": { "maxLeftPosition": 0, "minRightPosition": 41.5, "minHeight": 10, "maxHeight": 10 }, "comesThroughToilet": "any" } Requires: "h_getBlueSpeedMaxRunway" "canTrickyDashJump" "canSpeedball" { "heatFrames": 392 } Dev note: This strat is applicable only with Crocomire's Room. |
Spark left through the speed blocks, then run to the right and back to get speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection and begins sparking about 3 tiles from the Speed blocks, start with between 72 and 87 energy or at least 105 energy; with a buffered crumble jump to the right, up to 93 energy can work. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 35 } { "notable": "Reverse Spark" } "canShinechargeMovement" "canHorizontalShinespark" { "or": [ { "shinespark": { "frames": 87, "excessFrames": 10 } }, { "and": [ "h_heatProof", "canControlShinesparkEnd", { "shinespark": { "frames": 87, "excessFrames": 44 } } ] } ] } { "heatFrames": 675 } "h_getBlueSpeedMaxRunway" { "or": [ "canSpeedball", { "heatFrames": 15 } ] } Clears obstacles: A |
Enter the room with between 93 and 102 energy and quickly mid-air spark to the left through the Speed blocks. After the shinespark ends, run left and press pause before reaching zero energy, tanking the Pirate hit while at zero energy. Refill some energy (at least 11), and continue running to the left, using i-frames to pass through the next Pirate. Continue to pause abuse several more times. Arm pumping may be used but is not required and has little benefit; in any case, arm pumping should not be used until beginning to run through the Speed blocks, otherwise Samus will not obtain blue speed in time and will bonk into them. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 35 } { "notable": "Reverse Spark With Pause Abuse" } "canShinechargeMovementTricky" "canTrickyJump" "canControlShinesparkEnd" "canPauseAbuse" { "resourceAvailable": [ { "type": "RegularEnergy", "count": 93 } ] } { "shinespark": { "frames": 0, "excessFrames": 0 } } { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 61 } ] } { "or": [ "canPreciseReserveRefill", { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 15 } ] } ] } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } { "heatFrames": 0 } Clears obstacles: A Dev note: The zero shinespark requirement is to satisfy the tests, by marking that the shinecharge is used; the actual shinespark energy usage is accounted for in the resourceConsumed. This could possibly be rewritten to express the energy usage in the normal way. We don't include a `h_ShinesparksCostEnergy` requirement here, because even if shinesparks don't cost energy, it is still possible to use heat damage to make the shinespark stop in the correct place. FIXME: the regular energy required could be reduced in that case. |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInWithSpark": {}, "comesThroughToilet": "any" } Requires: { "shinespark": { "frames": 6, "excessFrames": 6 } } { "heatFrames": 120 } Dev note: This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark. |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 70 } "canShinechargeMovementComplex" { "heatFrames": 70 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Door
To: 4
Bottom Right Door
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 40 } "canShinechargeMovementComplex" { "heatFrames": 70 } { "shinespark": { "frames": 8, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 50 } |
Entrance condition: { "comeInWithSpark": {}, "comesThroughToilet": "no" } Requires: { "shinespark": { "frames": 6 } } { "heatFrames": 85 } Dev note: This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark. |
From: 3
Bottom Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "heatFrames": 0 } |
From: 4
Bottom Right Door
To: 2
Far Left Door
Gain max run speed using a runway in the neighboring room, and jump through the door. With this amount of speed, it is possible to make it across without any tanks. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 1, "minExtraRunSpeed": "$7.0" } } Requires: { "notable": "Reverse Speedball" } "canTrickyJump" "canSpeedball" { "heatFrames": 370 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
From: 4
Bottom Right Door
To: 2
Far Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 2
Far Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } Requires: "canXRayClimb" { "heatFrames": 2800 } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 2
Far Left Door
Gain high run speed using a runway in the neighboring room, and jump through the door. With a precisely timed unmorph and a buffered shot to open the door, it is possible to just barely make it through with no tanks. After unmorphing, walk instead of running, to avoid bonking the door. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 1, "minExtraRunSpeed": "$6.5" } } Requires: { "notable": "Reverse Speedball" } "canInsaneJump" "canSpeedball" { "heatFrames": 392 } |
From: 4
Bottom Right Door
To: 2
Far Left Door
Break the speed blocks by jumping over the gap with blue speed and continuing through the room with a speedball. If entering with low speed, unmorph after killing the last Pirate at the bottom of the sloped section, in order to run and gain more speed for the rest of the room. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 0, "minExtraRunSpeed": "$2.4" } } Requires: { "notable": "Reverse Speedball" } "canSpeedball" { "heatFrames": 570 } Clears obstacles: A Dev note: A run speed of $2.3 can also work but with greater difficulty. FIXME: add strats for cross-room spring ball bounce (with momentum or temp blue) and Space Jump |
From: 4
Bottom Right Door
To: 2
Far Left Door
Spark left through the speed blocks, then run to the right and back to get speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection, begin the shinespark at the Speed blocks with between 68 and 84 energy, or at least 101 energy; with a buffered crumble jump to the right, up to 89 energy can work. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } { "notable": "Reverse Spark" } "canShinechargeMovement" "canHorizontalShinespark" { "or": [ { "shinespark": { "frames": 84, "excessFrames": 10 } }, { "and": [ "h_heatProof", "canControlShinesparkEnd", { "shinespark": { "frames": 84, "excessFrames": 45 } } ] } ] } { "heatFrames": 715 } "h_getBlueSpeedMaxRunway" { "or": [ "canSpeedball", { "heatFrames": 15 } ] } Clears obstacles: A |
Spark left through the speed blocks, then run to the right and back to get speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection, begin the shinespark at the door (in either this or the other room) with between 81 and 96 energy, or at least 113 energy; with a buffered crumble jump to the right, up to 102 energy can work. Entrance condition: { "comeInWithSpark": { "position": "bottom" } } Requires: { "notable": "Reverse Spark" } { "or": [ { "shinespark": { "frames": 94, "excessFrames": 10 } }, { "and": [ "h_heatProof", "canControlShinesparkEnd", { "shinespark": { "frames": 94, "excessFrames": 42 } } ] } ] } { "heatFrames": 650 } Clears obstacles: A |
From: 4
Bottom Right Door
To: 2
Far Left Door
Start a shinespark on the other side of the door with between 94 and 103 energy. After the shinespark ends, run left and press pause before reaching zero energy, tanking the Pirate hit while at zero energy. Refill some energy (at least 11), and continue running to the left, using i-frames to pass through the next Pirate. Continue to pause abuse several more times. Arm pumping may be used but is not required and has little benefit; in any case, arm pumping should not be used until beginning to run through the Speed blocks, otherwise Samus will not obtain blue speed in time and will bonk into them. Entrance condition: { "comeInWithSpark": { "position": "bottom" } } Requires: { "notable": "Reverse Spark With Pause Abuse" } "canShinechargeMovementTricky" "canTrickyJump" "canControlShinesparkEnd" "canPauseAbuse" { "resourceAvailable": [ { "type": "RegularEnergy", "count": 94 } ] } { "shinespark": { "frames": 0, "excessFrames": 0 } } { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 61 } ] } { "or": [ "canPreciseReserveRefill", { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 15 } ] } ] } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } { "heatFrames": 0 } Clears obstacles: A Dev note: The zero shinespark requirement is to satisfy the tests, by marking that the shinecharge is used; the actual shinespark energy usage is accounted for in the resourceConsumed. This could possibly be rewritten to express the energy usage in the normal way. We don't include a `h_ShinesparksCostEnergy` requirement here, because even if shinesparks don't cost energy, it is still possible to use heat damage to make the shinespark stop in the correct place. FIXME: the regular energy required could be reduced in that case. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } "canShinechargeMovementComplex" { "heatFrames": 55 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" |
From: 4
Bottom Right Door
To: 5
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canInsaneJump" "canBePatient" { "or": [ { "enemyDamage": { "enemy": "Cacatac", "type": "contact", "hits": 1 } }, "Plasma", { "and": [ "Wave", "Spazer" ] } ] } { "shineChargeFrames": 177 } { "shinespark": { "frames": 10, "excessFrames": 0 } } { "heatFrames": 220 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The canBePatient requirement represents the possible need to retry in case bad RNG causes a Cac spike hit to mess up the strat. |
Requires: { "heatFrames": 50 } |
From: 4
Bottom Right Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: { "heatFrames": 160 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 145 } "canShinechargeMovementComplex" { "heatFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 130 } "canWalljump" "canShinechargeMovementComplex" { "heatFrames": 130 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 70 } "HiJump" "canShinechargeMovementComplex" { "heatFrames": 120 } { "shinespark": { "frames": 18, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Ledge Grabs, Bottom Position)
(Very Hard)
Crocomire Speedway
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "canShinechargeMovementComplex" { "heatFrames": 145 } { "shinespark": { "frames": 16, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 90 } "canWalljump" "canShinechargeMovementComplex" { "heatFrames": 135 } { "shinespark": { "frames": 16, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 160 } { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Requires: { "heatFrames": 130 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 1, "gentleUpTiles": 4 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
From: 5
Top Right Door
To: 1
Top of the Shaft Left Door
Requires: "canTrickyJump" { "or": [ "HiJump", "canPreciseWalljump" ] } { "heatFrames": 140 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
From: 5
Top Right Door
To: 2
Far Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Bypasses door shell: true |
From: 5
Top Right Door
To: 2
Far Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } Requires: "canXRayClimb" { "heatFrames": 2800 } Bypasses door shell: true |
Either jump over a Cacatac or tank a spike hit. Perform a mid-air spark through the speed blocks. Then run to the right and back to get speed to go through the rest. If performing the spark with low energy, there is a risk of ending the spark above the spikes or in front of the Pirate; to be safe, assuming Samus has heat protection, begin the shinespark with between 73 and 88 energy, or at least 106 energy; with a buffered crumble jump to the right, up to 94 energy can work. Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 1 } } Requires: { "notable": "Reverse Spark" } "canShinechargeMovementTricky" "canTrickyJump" { "or": [ { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 1 } }, "canBePatient" ] } { "or": [ { "shinespark": { "frames": 88, "excessFrames": 11 } }, { "and": [ "h_heatProof", "canControlShinesparkEnd", { "shinespark": { "frames": 88, "excessFrames": 44 } } ] } ] } { "heatFrames": 825 } "h_getBlueSpeedMaxRunway" { "or": [ "canSpeedball", { "heatFrames": 15 } ] } Clears obstacles: A Dev note: The canBePatient represents retrying until RNG works out to be able to jump over one of the Cacatacs without taking a hit. There is a possibility of getting a lucky drop from one of the two Pirates; but since it is low probability, we don't model it. The speedball exit is technically not a valid way to leave normally (e.g. in case the next room is heated and Samus needs to jump); but if necessary, it is possible to unmorph near the transition. |
From: 5
Top Right Door
To: 2
Far Left Door
Either jump over a Cacatac, tank a spike hit, or farm it if possible. While preparing to spark left through the speed blocks, press pause so that the pause hits during the shinespark wind-up Using reserves, try to refill to exactly 84 energy, the minimum amount needed to reliably break through the Speed blocks (assuming no heat protection). Hold jump and left while unpausing, to buffer activating the horizontal shinespark. After the shinespark ends, run left and press pause before reaching zero energy, tanking the Pirate hit while at zero energy. Refill to between about 11 and 13 energy, and continue running to the left, using i-frames to pass through the next Pirate. Continue to pause abuse 4 more times, trying to refill to between 11 and 13 energy each time except for the last. Arm pumping may be used but is not required and has little benefit; in any case, arm pumping should not be used until beginning to run through the Speed blocks, otherwise Samus will not obtain blue speed in time and will bonk into them. Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 1 } } Requires: { "notable": "Reverse Spark With Pause Abuse" } "canShinechargeMovementTricky" "canTrickyJump" "canControlShinesparkEnd" "canPauseAbuse" { "resourceAvailable": [ { "type": "RegularEnergy", "count": 99 } ] } { "shinespark": { "frames": 0, "excessFrames": 0 } } { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 80 } ] } { "or": [ { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 20 } ] }, { "and": [ { "resourceMissingAtMost": [ { "type": "Super", "count": 0 } ] }, { "or": [ { "ammo": { "type": "Missile", "count": 1 } }, "Grapple", "Plasma", { "and": [ "Wave", "Spazer" ] } ] } ] } ] } { "or": [ "canPreciseReserveRefill", { "resourceConsumed": [ { "type": "ReserveEnergy", "count": 15 } ] } ] } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } { "heatFrames": 0 } Clears obstacles: A Dev note: The zero shinespark requirement is to satisfy the tests, by marking that the shinecharge is used; the actual shinespark energy usage is accounted for in the resourceConsumed. This could possibly be rewritten to express the energy usage in the normal way. We don't include a `h_ShinesparksCostEnergy` requirement here, because even if shinesparks don't cost energy, it is still possible to use heat damage to make the shinespark stop in the correct place. FIXME: the regular energy required could be reduced in that case. |
From: 5
Top Right Door
To: 3
Bottom Door
Setup a moondance such that Samus will fall through 2 tiles. Perform a moonfall near the edge of the ledge, then quickly aim down and turn around to the right. Use caution to avoid being hit by a Cacatac spike. The horizontal position for performing the moonfall is lenient: it does not need to be done at the very edge, just far enough left to avoid the Cac below. Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "heatFrames": 70 } "canFreeFallClip" |
From: 5
Top Right Door
To: 4
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canTrickyJump" { "or": [ { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 1 } }, "canBePatient" ] } { "shinespark": { "frames": 10, "excessFrames": 0 } } { "heatFrames": 210 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: The canBePatient represents retrying until RNG works out to be able to jump over one of the Cacatacs without taking a hit. |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 215 } |
From: 5
Top Right Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Requires: { "obstaclesCleared": [ "A" ] } "h_getBlueSpeedMaxRunway" { "heatFrames": 500 } Dev note: The blocks will already be broken, the blue speed is to kill the enemies. |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":70}]} |
Requires: { "heatFrames": 300 } |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 1
Top of the Shaft Left Door
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Requires: "h_heatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 2
Far Left Door
The crumble bridge will be air. Either tank a spike hit, carefully Space Jump over it, or with SpeedBooster, use the full runway to run over the pit. Note that there is a slight incline just before the bridge, which can be used as an indicator for where to Space Jump. Requires: { "or": [ { "and": [ "canTrickyJump", "SpaceJump" ] }, "SpeedBooster", { "spikeHits": 1 } ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 3
Bottom Door
Requires: "h_heatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 4
Bottom Right Door
Requires: "h_heatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 5
Top Right Door
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Requires: "h_heatedGModeOpenDifferentDoor" |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 1
Top of the Shaft Left Door
The speed block platform above the bottom door will not be usable, so Samus must blindly wall jump up the first ledge or use some assist. There is some visibility on the left side of the screen, which is useful in determining which ledge she is on. The Cacatacs will not be able to damage Samus off screen. Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir" ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. FIXME: It is possible to X-Ray climb from inside the speed blocks. Count shots to determine Samus' position. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 3
Bottom Door
Walk back and forth until it is obvious Samus is on the doorshell. Use X-Ray, jump, and shoot down at the bottom of the jump, this may take a couple attempts. For a faster exit, place a Bomb on the door, then quickly unmorph and use X-Ray. With Grapple it is faster still; use X-Ray while crouched, then quickly use Grapple while angling down. Requires: "h_heatedGMode" { "or": [ { "heatFrames": 160 }, { "and": [ "h_useMorphBombs", { "heatFrames": 85 } ] }, { "and": [ "canUseGrapple", { "heatFrames": 50 } ] } ] } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. It's possible to use a Bomb while still artificially morphed, but that only saves a few heat frames and is ignored. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 4
Bottom Right Door
Requires: "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 5
Top Right Door
The speed block platform above the bottom door will not be usable, so Samus must blindly wall jump up the first ledge or use some assist. There is some visibility on the left side of the screen, which is useful in determining which ledge she is on. The Cacatacs will not be able to damage Samus off screen. Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir" ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 6
Bottom Right Junction
Exit G-Mode and jump back and forth to fix the camera. If Samus exits G-Mode while in the camera scroll block next to the speed blocks, the camera won't fix. Requires: "h_heatedGMode" { "heatFrames": 250 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 200 } |
From: 1
Top Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "heatFrames": 375 } { "or": [ "canXRayCancelShinecharge", { "heatFrames": 160 } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":["canInsaneJump"]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 45 } |
From: 1
Top Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 405 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } "canHorizontalShinespark" { "shinespark": { "frames": 20 } } { "heatFrames": 175 } |
Jump and aim down to lower the camera so the middle platform Sova starts moving. Then shoot the shot block and walljump off the left side of the middle platform to reach the item. Requires: "canPreciseWalljump" "canTrickyJump" "canCameraManip" { "heatFrames": 300 } Clears obstacles: A |
Requires: "SpaceJump" { "heatFrames": 150 } Clears obstacles: A |
Requires: "h_useSpringBall" { "heatFrames": 200 } |
Requires: "canCrumbleJump" { "heatFrames": 150 } |
Requires: "canCrumbleJump" "canTrickyJump" { "heatFrames": 150 } Clears obstacles: A |
Jump and aim down to lower the camera so the middle platform Sova starts moving. Then freeze it by aiming down, shoot the shot block, and use the Sova as a stable platform. Requires: { "notable": "Top Item Frozen Sova" } "canTrickyUseFrozenEnemies" "canCarefulJump" "canCameraManip" { "heatFrames": 350 } Clears obstacles: A Dev note: Wall jumping and using the same frozen Sova, or falling onto the Sova just below the item and then jumping to the top Sova could be added, but this would require an obstacle to ensure they haven't fallen or died, and is not really easier than a crumble jump. |
From: 2
Bottom Right Door
To: 1
Top Right Door
Requires: "canCrumbleJump" "canTrickyJump" { "heatFrames": 800 } Dev note: This is only really useful without wall jumps. |
Climb up the left, freeze the top-left Sova, and use it as a platform to reach the door. Requires: "canTrickyUseFrozenEnemies" "canConsecutiveWalljump" { "heatFrames": 800 } |
Climb the solid crumble blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Lure a Sova from the bottom to top of the room. If wall jumping, it may be easiest to follow behind the Sova and pass it at the top of the room. Requires: { "heatFrames": 2060 } { "or": [ "h_useSpringBall", { "and": [ "canStaggeredWalljump", { "heatFrames": 100 } ] }, { "and": [ "SpaceJump", { "heatFrames": 100 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} Dev note: FIXME: This could be doable with an x-ray climb and then carefully and slowly returning the camera. This is also possible with a very large number of crumble jumps. |
After the teleport, immediately press down to extend Grapple to avoid bonking on the ceiling overhang; note that buffering the down input through the transition will not work. Then swing over to the door. Samus will be visible but off-camera; swinging back and forth to fix the camera is possible, at the cost of additional heat damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 80 } |
From: 2
Bottom Right Door
To: 1
Top Right Door
After the teleport, immediately press down to extend Grapple to avoid bonking on the ceiling overhang; note that buffering the down input through the transition will not work. Then swing over to the door. Crumble jump in case the swing does not make it all the way to the door. Samus will be visible but off-camera; swinging back and forth to fix the camera is possible, at the cost of additional heat damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 120 } { "or": [ "canOffScreenMovement", { "heatFrames": 180 } ] } |
Walljump up the right, then setup a walljump on the top-right crumble platform directly from the right wall. Requires: "HiJump" "canConsecutiveWalljump" { "heatFrames": 500 } |
Walljump up the right, then walljump off the top-middle crumble platform then off the top-right one. Requires: "canPreciseWalljump" "canConsecutiveWalljump" { "heatFrames": 500 } |
Kill the Sova on the bottom-right platform, then IBJ right next to the left of the platform. Samus can align with the left side of the platform by jumping into it. Changing the IBJ speed may be necessary to get past the second Sova. Requires: "canLongIBJ" "canStaggeredIBJ" { "heatFrames": 4000 } |
It has to be setup really close to the left side of the right platforms, otherwise it also requires a crumble jump at the top. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } { "shinespark": { "frames": 59 } } { "heatFrames": 250 } |
Use SpaceJump to get to the top. Requires: "SpaceJump" { "heatFrames": 1000 } |
Requires: "h_useSpringBall" { "heatFrames": 800 } |
From: 2
Bottom Right Door
To: 1
Top Right Door
Walljump up the right then do one crumble jump on the top middle platform. Requires: "canCrumbleJump" "canConsecutiveWalljump" { "heatFrames": 600 } |
Walljump up the right, then use SpaceJump at the top. Requires: "SpaceJump" "canConsecutiveWalljump" { "heatFrames": 500 } |
Walljump up the right then SpringBall bounce on top of the highest Crumble Block platform to reach the door. Requires: "h_useSpringBall" "canConsecutiveWalljump" { "heatFrames": 500 } |
Climb up 3 screens. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 4000 } "canBePatient" Dev note: Heat frames split into the actual climb and the setup in the adjacent room. |
Requires: { "heatFrames": 20 } "h_heatedCrystalFlash" { "heatFrames": 20 } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 370 } { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_useSpringBall", "canCrumbleJump", "canTrickyJump", { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 80 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: It is possible to jump into the room if it is dry, but these options are easy enough to ignore adding that. Opening the door with missiles will usually not add any heat frames, but will if using IBJ or a doorframe jump. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
To minimize heat frames, briefly wait for the Sova to be on the top right of the platform before knocking it off to shorten its path to the door. Requires: "h_frozenEnemyRunway" { "heatFrames": 360 } { "or": [ "canCrumbleJump", "HiJump", "canWalljump" ] } Exit condition: { "leaveWithRunway": { "length": 2, "openEnd": 1 } } Dev note: There are more alternatives to the single canCrumbleJump, but it is basically assumed at this difficulty. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Requires: { "heatFrames": 135 } "canTrickyJump" Exit condition: { "leaveWithSidePlatform": { "height": 2, "runway": { "length": 3, "openEnd": 2 }, "obstruction": [ 3, 2 ] } } Dev note: Max extra run speed $1.5 |
Requires: { "heatFrames": 20 } Exit condition: { "leaveWithRunway": { "length": 1, "openEnd": 1 } } |
Requires: "canConsecutiveWalljump" { "heatFrames": 550 } |
IBJ against the left-most wall. Changing the IBJ speed may be necessary to get past the Sova. Requires: "canLongIBJ" "canStaggeredIBJ" { "heatFrames": 4000 } |
It is easiest to do a diagonal shinespark up the left wall, then hold left, angle down, and spam shoot to easily grab the item. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } { "shinespark": { "frames": 59 } } { "heatFrames": 250 } |
Requires: { "obstaclesCleared": [ "A" ] } "canPreciseWalljump" "canTrickyJump" { "heatFrames": 300 } |
Requires: "SpaceJump" { "obstaclesCleared": [ "A" ] } { "heatFrames": 175 } |
Requires: "h_useSpringBall" { "heatFrames": 250 } |
Requires: "canCrumbleJump" { "heatFrames": 200 } |
Requires: { "heatFrames": 250 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 115 } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } |
Requires: { "heatFrames": 190 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 90 } "canShinechargeMovementComplex" { "heatFrames": 140 } { "shinespark": { "frames": 24, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "openEnd": 1, "minExtraRunSpeed": "$1.D", "maxExtraRunSpeed": "$2.F" } } Requires: { "or": [ { "and": [ "canBlueSpaceJump", { "heatFrames": 215 } ] }, { "and": [ "canTrickySpringBallBounce", { "heatFrames": 215 } ] }, { "and": [ "canLongChainTemporaryBlue", { "heatFrames": 370 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 45 } "canShinechargeMovementTricky" { "heatFrames": 110 } { "shinespark": { "frames": 34, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 240 } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 170 } "canTrickyUseFrozenEnemies" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 5, "openEnd": 2 }, "landingRunway": { "length": 3, "openEnd": 1 } } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Freezing two Trippers would also be possible. |
Requires: { "heatFrames": 170 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" "canCarefulJump" { "heatFrames": 135 } |
Requires: { "heatFrames": 210 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "canShinechargeMovementComplex" { "heatFrames": 155 } { "shinespark": { "frames": 25, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "openEnd": 1, "minExtraRunSpeed": "$1.9", "maxExtraRunSpeed": "$2.F" } } Requires: "canChainTemporaryBlue" { "or": [ { "and": [ "canBlueSpaceJump", { "heatFrames": 215 } ] }, { "and": [ "canTrickySpringBallBounce", { "heatFrames": 215 } ] }, { "and": [ "canLongChainTemporaryBlue", "canInsaneJump", { "heatFrames": 380 } ] } ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":50}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 45 } "canShinechargeMovementTricky" { "heatFrames": 110 } { "shinespark": { "frames": 36, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 330 } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 190 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" "canCarefulJump" { "heatFrames": 135 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
Requires: "canTrickyUseFrozenEnemies" { "heatFrames": 140 } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } |
Requires: { "heatFrames": 40 } "h_heatedCrystalFlash" |
From: 1
Top Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Top Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, then shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","powerbomb"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} |
From: 1
Top Right Door
To: 1
Top Right Door
Wait 80 seconds for the Sova to get into position, then freeze it to bridge the gap and significantly extend the runway. The other Sovas can be farmed or used as a backup. Requires: "h_frozenEnemyRunway" "canBePatient" { "heatFrames": 4800 } Exit condition: { "leaveWithRunway": { "length": 10, "openEnd": 1 } } Dev note: Because the Sovas are global, strats could be added that start from the other doors to tighten the total frame count, but it will typically require heatProof either way. |
From: 1
Top Right Door
To: 1
Top Right Door
Requires: { "heatFrames": 105 } Exit condition: { "leaveWithSidePlatform": { "height": 1, "runway": { "length": 2, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.B |
Requires: { "heatFrames": 5 } Exit condition: { "leaveWithRunway": { "length": 1, "openEnd": 1 } } |
From: 1
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canTrivialMidAirMorph" { "or": [ "canUsePowerBombLag", { "and": [ "canInsaneJump", "canOffScreenMovement" ] } ] } { "heatFrames": 200 } { "shinespark": { "frames": 17, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: Technically Samus isn't moving off-camera but is close to the edge; 'canOffScreenMovement' is for the difficulty of timing the unmorph, given limited visibility of the end of the passage and the Sova. If a Power Bomb is available, then lag from the explosion can make the movement much easier. |
From: 1
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, "h_artificialMorphSpringBallBombJump" ] } "h_heatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
From: 1
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_heatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
Requires: { "heatFrames": 750 } Unlocks doors: {"types":["powerbomb"],"requires":[]} |
Requires: "Wave" "Ice" { "heatFrames": 530 } Unlocks doors: {"types":["powerbomb"],"requires":[]} |
From: 1
Top Right Door
To: 3
Bottom Right Door
Requires: "Wave" "Ice" { "heatFrames": 525 } Exit condition: { "leaveWithRunway": { "length": 12, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Top Right Door
To: 3
Bottom Right Door
Requires: "Wave" "Ice" { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 545 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super","powerbomb"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
From: 1
Top Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1200 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "canPseudoScrew" { "heatFrames": 540 } Unlocks doors: {"types":["powerbomb"],"requires":[]} |
Requires: "ScrewAttack" { "heatFrames": 525 } Unlocks doors: {"types":["powerbomb"],"requires":[]} Dev note: The bottom Fune shoots a fireball which wastes all of the time save of a Leave with Runway strat. |
Requires: { "heatFrames": 100 } |
From: 2
Middle Right Door
To: 1
Top Right Door
Kill the Sovas or wait at around 25 seconds for them to get out of the way before going down and passing them while climbing to the top door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" "canOffScreenMovement" "h_heatedGModeOffCameraDoor" Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected. |
From: 2
Middle Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "Morph" "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Middle Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, get to and shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. There is enough time to go around the left side of the room if Samus can't climb the right side. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } "Morph" { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["never"]} |
To minimize heat damage, immediately after landing use Grapple to open the door while running towards it, then jump over the gap and through the door. If the door is grappled too late, it may interfere with the jump. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 75 } |
Requires: "h_heatedCrystalFlash" |
From: 2
Middle Right Door
To: 2
Middle Right Door
It takes about 2.5 minutes for the Sova to get to this door and hit Samus. With Morph, Samus can shoot the shot block as the Sova is coming down to save some time. Alternatively, use a Super as the third Sova has started going off screen to speed it up to 40 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "and": [ { "heatFrames": 2340 }, { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_heatProof", "canBePatient" ] }, { "and": [ "Morph", "canBePatient", { "heatFrames": 5925 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Middle Right Door
To: 2
Middle Right Door
Wait 3 minutes for the Sova to get into position, or 100 seconds with Morph by going ahead of them to break the shot blocks as they get there. This can be further reduced to 45 seconds with a Super by knocking a Sova off after it exits the morph tunnel. The other Sovas can be farmed or used as a backup. Requires: "h_frozenEnemyRunway" { "or": [ { "and": [ "h_heatProof", "canBeVeryPatient" ] }, { "and": [ "h_heatProof", "canBePatient", "Morph" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2600 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Dev note: Because the Sovas are global, strats could be added that start from the other doors to tighten the total frame count, but it will typically require heatProof either way. |
From: 2
Middle Right Door
To: 3
Bottom Right Door
Kill the Sovas or wait at least 20 seconds for them to get out of the way before going to the bottom door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" "h_heatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected. |
From: 2
Middle Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1200 } "Morph" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "Morph" { "heatFrames": 200 } |
Requires: { "heatFrames": 330 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":25}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } { "doorUnlockedAtNode": 1 } "canMidAirMorph" "h_crouchJumpDownGrab" "canShinechargeMovementTricky" { "shinespark": { "frames": 20, "excessFrames": 0 } } { "heatFrames": 285 } Unlocks doors: {"types":["ammo"],"requires":["never"]} Dev note: Unlocking the door would be possible but would require more than the default amount of heat frames, which would need testing. |
From: 3
Bottom Right Door
To: 1
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: { "doorUnlockedAtNode": 1 } "canShinechargeMovementTricky" "canMidAirMorph" "h_crouchJumpDownGrab" { "shinespark": { "frames": 19, "excessFrames": 0 } } { "heatFrames": 370 } Unlocks doors: {"types":["ammo"],"requires":["never"]} Dev note: Unlocking the door would be possible but would require more than the default amount of heat frames, which would need testing. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. |
From: 3
Bottom Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, get to and shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["canTrickyJump"]} |
To minimize heat damage, immediately after landing use Grapple to open the door while running towards it, then jump over the gap and through the door. If the door is grappled too late, it may interfere with the jump. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 75 } |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } "canShinechargeMovementTricky" "canMidAirMorph" { "shinespark": { "frames": 20, "excessFrames": 0 } } "h_usePowerBomb" { "heatFrames": 385 } |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } "canShinechargeMovementTricky" "canMidAirMorph" { "shinespark": { "frames": 20, "excessFrames": 0 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 395 } |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" "canMidAirMorph" { "shinespark": { "frames": 19, "excessFrames": 0 } } "h_usePowerBomb" { "heatFrames": 465 } |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" "canMidAirMorph" { "shinespark": { "frames": 19, "excessFrames": 0 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 475 } |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, "h_artificialMorphSpringBallBombJump" ] } "h_heatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_heatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
Kill the Fune before Crystal Flashing. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 20 } "h_heatedCrystalFlash" |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1140 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Requires: { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "h_usePowerBomb", { "heatFrames": 190 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
Requires: { "or": [ "canTrivialMidAirMorph", { "and": [ "h_useSpringBall", "HiJump" ] } ] } { "heatFrames": 80 } |
From: 3
Bottom Right Door
To: 5
Junction Above Morph Tunnel
Reaching the Morph hole can be tricky with SpeedBooster but no HiJump. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 70 } "canMidAirMorph" "canShinechargeMovementComplex" { "heatFrames": 210 } { "shinespark": { "frames": 23, "excessFrames": 3 } } |
Requires: "canCrouchJump" "canMidAirMorph" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 420 } |
Requires: { "or": [ { "and": [ "HiJump", { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } ] }, { "and": [ "SpaceJump", "canTrivialMidAirMorph", { "heatFrames": 40 } ] }, { "and": [ "canWalljump", "canTrivialMidAirMorph" ] }, "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 900 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 240 } ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", { "heatFrames": 120 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 300 } ] } ] } { "or": [ "h_heatProof", { "and": [ "Wave", "Plasma" ] }, "h_usePowerBomb" ] } { "heatFrames": 260 } |
Freeze a Sova once it enters one of the slots on the wall and then use it as a platform. Requires: "canMidAirMorph" "canTrickyUseFrozenEnemies" { "heatFrames": 840 } |
From: 4
Junction Below Morph Tunnel
To: 2
Middle Right Door
Smoothly jump into the morph tunnel while killing the Sovas. Unmorph at the end of the tunnel to clear more Sovas is needed. Requires: "canMidAirMorph" "canTrickyJump" { "or": [ "canPreciseWalljump", "HiJump" ] } { "or": [ { "enemyKill": { "enemies": [ [ "Sova" ] ], "explicitWeapons": [ "Wave", "Spazer", "Plasma", "PowerBomb" ] } }, { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } ] } { "heatFrames": 230 } |
Requires: { "or": [ { "and": [ "HiJump", { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } ] }, { "and": [ "SpaceJump", "canTrivialMidAirMorph", { "heatFrames": 40 } ] }, { "and": [ "canWalljump", "canTrivialMidAirMorph" ] }, "canSpringBallJumpMidAir", { "and": [ "canJumpIntoIBJ", { "heatFrames": 240 } ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", { "heatFrames": 120 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 300 } ] } ] } { "heatFrames": 260 } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } Dev note: Base IBJ should kill the Sovas or go around. |
Requires: "Morph" { "heatFrames": 100 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":50}]} |
From: 4
Junction Below Morph Tunnel
To: 3
Bottom Right Door
Requires: "Morph" { "heatFrames": 140 } Exit condition: { "leaveWithRunway": { "length": 12, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30}]} |
From: 4
Junction Below Morph Tunnel
To: 3
Bottom Right Door
Requires: "Morph" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 145 } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "heatFrames": 180 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[]} Dev note: FIXME: unlocksDoors: powerbomb would not have an ammo cost as one is used as part of the strat. |
From: 4
Junction Below Morph Tunnel
To: 4
Junction Below Morph Tunnel
Requires: "h_heatedCrystalFlash" |
From: 4
Junction Below Morph Tunnel
To: 5
Junction Above Morph Tunnel
Requires: { "or": [ { "and": [ "canWalljump", { "heatFrames": 100 } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir", { "heatFrames": 160 } ] }, { "and": [ "SpaceJump", { "heatFrames": 180 } ] }, { "and": [ "SpaceJump", "HiJump", { "heatFrames": 120 } ] } ] } Dev note: It is faster to go around than to climb with Ice. |
Requires: { "heatFrames": 150 } |
Requires: "h_usePowerBomb" { "heatFrames": 200 } |
The Sovas should be killed if you are heat proof. Requires: "Morph" { "heatFrames": 150 } { "or": [ "h_heatProof", { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } ] } |
From: 5
Junction Above Morph Tunnel
To: 4
Junction Below Morph Tunnel
Requires: { "heatFrames": 50 } |
Requires: "h_heatedCrystalFlash" |
Requires laying PBs on the very edge of the platform by the doorway, mostly hanging over the lava, in order to double hit the rightmost Boyon. Requires: "canMidAirMorph" "canWalljump" "canCarefulJump" { "enemyKill": { "enemies": [ [ "Boyon", "Boyon", "Boyon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 780 } |
Jump and shoot supers diagonally down at the rightmost Boyon. Jump at the edge of the platform and shoot just before hitting the ceiling, or start one tile left and shoot while at the ceiling. Requires: "canMidAirMorph" "canWalljump" "canCarefulJump" { "enemyKill": { "enemies": [ [ "Boyon" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 540 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 145 } "canLateralMidAirMorph" "canTrickyJump" "canShinechargeMovementTricky" { "heatFrames": 190 } { "shinespark": { "frames": 21, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canLateralMidAirMorph" "canTrickyJump" "canShinechargeMovementTricky" { "heatFrames": 235 } { "shinespark": { "frames": 22, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "Morph" "canTrivialUseFrozenEnemies" { "heatFrames": 350 } |
Getting across the lava while artificially morphed requires an HBJ or Spring Fling. For the Spring Fling, jump immediately before the pause triggers. With Morph, Samus can air ball across. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", { "or": [ "SpaceJump", "canTrivialUseFrozenEnemies" ] } ] }, { "and": [ "canLateralMidAirMorph", "canTrickyJump" ] }, { "and": [ "h_artificialMorphSpringFling", "canTrickyJump" ] }, "h_artificialMorphHBJ", { "and": [ "Gravity", "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally", { "lavaFrames": 160 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Requires: "Gravity" { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } { "heatFrames": 330 } { "lavaFrames": 25 } Dev note: FIXME: Add a lava dip + spring ball midair strat, and a HiJump + damage boost strat. |
A well-executed lateral mid-air morph can get into the passage without taking a hit. Otherwise, the Boyon can be used to push Samus into the passage. Requires: "canLateralMidAirMorph" { "or": [ "canTrickyJump", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] } ] } { "heatFrames": 350 } Dev note: It's possible to get into the passage by a non-mockball mid-air morph, it just needs to be fairly late. Due to its risk and not really being easier, it's not included here |
Requires: "canMidAirMorph" "SpeedBooster" "canCarefulJump" { "heatFrames": 275 } |
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall", { "and": [ "h_bombThings", { "heatFrames": 80 } ] } ] } { "heatFrames": 270 } { "or": [ { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 25 } ] } ] } { "or": [ { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } }, { "heatFrames": 30 } ] } |
Getting across the lava while artificially morphed requires an HBJ or Bomb boosting out and freezing a Boyon below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", "canTrickyUseFrozenEnemies" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canInsaneJump", { "or": [ "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: It is also possible with a rolling speed bomb boost down back. |
Spring Fling or IBJ across the right pit and damage boost or lava dive in the second; to Spring Fling, jump immediately before the pause triggers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_artificialMorphSpringFling", "canTrickyJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } { "or": [ { "and": [ { "notable": "Impressive Damage Boost" }, "canHorizontalDamageBoost", "canTrickyJump", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] }, { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 25 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
An ice shot can shoot through the wall below the Morph tunnel and can freeze the Boyon even without Wave. Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall", { "and": [ "h_bombThings", { "heatFrames": 80 } ] } ] } { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canUseFrozenEnemies", "Wave" ] } ] } { "heatFrames": 300 } |
Unmorph with the right timing to damage boost using the Boyon who is closest to the Morph tunnel in order to avoid taking any lava damage. Requires: { "notable": "Impressive Damage Boost" } "canHorizontalDamageBoost" "canTrivialMidAirMorph" "canTrickyJump" { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } { "heatFrames": 220 } |
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
From: 1
Right Door
To: 1
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedDirectGModeLeaveSameDoor" Dev note: An indirect option could be added to just get to the item without heat damage, but that would require very unusual room layouts and isn't worth the effort. |
Requires: { "heatFrames": 100 } |
Requires: { "heatFrames": 65 } |
Requires: { "heatFrames": 55 } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "h_heatedCrystalFlash" |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 180 } |
From: 1
Top Right Door
To: 3
Acid Chozo Statue
Grapple teleporting here will spawn Samus inside the wall behind the Acid Chozo statue. To escape, perform a Crystal Flash to stand up, then morph and roll out to the right. Samus will be visible but off-camera, making the movement tricky. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 220 } "h_CrystalFlash" { "heatFrames": 20 } "canOffScreenMovement" Clears obstacles: A |
From: 1
Top Right Door
To: 3
Acid Chozo Statue
After teleporting, press down to retract Grapple. Samus will be inside the Power Bomb blocks behind the Acid Chozo statue hand. Use a Power Bomb, wait to begin falling, then hold right to roll out under the hand. Samus will be visible but off-camera, making the movement tricky. Holding right too early after laying the Power Bomb will cause Samus to get stuck inside the Chozo hand; in this case, Samus can get out by unmorphing, remorphing, and rolling to the right on top of the hand. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "h_usePowerBomb" { "heatFrames": 220 } "canOffScreenMovement" Clears obstacles: A |
Requires: "h_navigateHeatRooms" "canSuitlessLavaDive" "Gravity" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "canGravityJump", { "and": [ "canJumpIntoIBJ", { "acidFrames": 1050 }, { "heatFrames": 1050 } ] } ] } { "acidFrames": 100 } { "heatFrames": 255 } |
Try to jump to the far left side raised ledges to reduce the time spent in acid. This could mean turning off HiJump, or airballing to jump farther. Requires: "h_navigateHeatRooms" "canSuitlessLavaDive" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir" ] } { "acidFrames": 116 } { "heatFrames": 285 } |
Entrance condition: { "comeInWithSpark": {} } Requires: "h_navigateHeatRooms" { "heatFrames": 125 } { "shinespark": { "frames": 36 } } |
Begin with SpeedBooster unequipped, and run&jump over the acid into an airball. Once Samus begins falling, equip SpringBall and SpeedBooster to safely land on the other side near the statue. Requires: "canSpringFling" "canDisableEquipment" "SpeedBooster" "canTrickyJump" "canLateralMidAirMorph" { "heatFrames": 210 } |
There is a hole in the left side wall that Samus can fit into by shrinking her hitbox. Once in the wall, stand up if crouched then turnaround into a buffered spinjump to jump out of the acid. Requires: { "tech": "canPartialFloorClip" } "canSuitlessLavaDive" { "or": [ { "and": [ "canLateralMidAirMorph", "canDownBack", "canTrickyJump", { "acidFrames": 108 } ] }, { "and": [ "canTrickyJump", { "heatFrames": 30 }, { "acidFrames": 136 } ] }, { "and": [ { "heatFrames": 90 }, { "acidFrames": 216 } ] } ] } { "heatFrames": 285 } Dev note: Not notable because it only skips a walljump. |
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } { "heatFrames": 100 } |
From: 1
Top Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Enter the room in Direct G-mode, otherwise the acid will still be present. Jump in the vertical shaft to touch the camera scroll block and overload PLMs, then roll through the bomb blocks. Exit G-mode and jump multiple times to fix the camera before crossing the section with the Holtzes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_artificialMorphMovement" { "heatFrames": 200 } Dev note: It is possible but not expected to cross the lower section while completely blind. The Holtz still damage Samus, and the middle one is low enough to make it difficult to bomb boost across. Other strats in the room are ignored because Samus needs real Morph and Varia or a lot of Energy to use the statue, and there is no way to overload PLMs to go through the bomb blocks from the bottom of the room. |
Requires: "h_heatedCrystalFlash" |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 440 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Right Door
To: 3
Acid Chozo Statue
Grapple teleporting here will spawn Samus inside the wall behind the Acid Chozo statue. To escape, perform a Crystal Flash to stand up, then morph and roll out to the right. Samus will be visible but off-camera, making the movement tricky. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 220 } "h_CrystalFlash" { "heatFrames": 20 } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 3
Acid Chozo Statue
After teleporting, press down to retract Grapple. Samus will be inside the Power Bomb blocks behind the Acid Chozo statue hand. Use a Power Bomb, wait to begin falling, then hold right to roll out under the hand. Samus will be visible but off-camera, making the movement tricky. Holding right too early after laying the Power Bomb will cause Samus to get stuck inside the Chozo hand; in this case, Samus can get out by unmorphing, remorphing, and rolling to the right on top of the hand. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "h_usePowerBomb" { "heatFrames": 220 } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Wait for the first Holtz to attack then either use the Magdollite for i-frames, or avoid the projectiles and continue dodging bats. Requires: "h_navigateHeatRooms" { "or": [ "canTrickyJump", { "and": [ "canHorizontalDamageBoost", "canUseIFrames", { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 1 } } ] } ] } { "heatFrames": 330 } |
Requires: "h_navigateHeatRooms" "ScrewAttack" { "heatFrames": 270 } |
From: 2
Bottom Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Requires: "h_navigateHeatRooms" "Charge" "Ice" "Wave" "Plasma" { "heatFrames": 360 } |
From: 2
Bottom Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Entrance condition: { "comeInWithSpark": {} } Requires: "h_navigateHeatRooms" { "heatFrames": 125 } { "shinespark": { "frames": 41, "excessFrames": 6 } } |
From: 2
Bottom Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Wait for the first Holtz before trying to cross. Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } } { "heatFrames": 375 } |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 300 } |
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } { "heatFrames": 300 } |
From: 3
Acid Chozo Statue
To: 3
Acid Chozo Statue
Requires: "h_activateAcidChozo" { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" { "heatFrames": 180 } "canManageReserves" { "autoReserveTrigger": {} } { "heatFrames": 50 } Clears obstacles: f_UsedAcidChozoStatue |
Requires: "h_heatedCrystalFlash" |
From: 3
Acid Chozo Statue
To: 3
Acid Chozo Statue
Using the Crystal Flash Power Bomb to clear the statue can save some heat frames. Requires: "h_heatedCrystalFlash" "h_activateAcidChozo" { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 920 } Clears obstacles: f_UsedAcidChozoStatue |
Requires: "h_activateAcidChozo" { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" { "heatFrames": 1020 } Clears obstacles: f_UsedAcidChozoStatue |
From: 3
Acid Chozo Statue
To: 4
Junction Above Acid Plug, Without Acid
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } { "heatFrames": 100 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 250 } Dev note: 4 requires that the acid is gone. |
From: 4
Junction Above Acid Plug, Without Acid
To: 3
Acid Chozo Statue
Requires: "h_navigateHeatRooms" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", { "and": [ { "or": [ "canLongIBJ", "canJumpIntoIBJ" ] }, { "heatFrames": 780 } ] } ] } { "heatFrames": 200 } |
From: 4
Junction Above Acid Plug, Without Acid
To: 4
Junction Above Acid Plug, Without Acid
Requires: "h_heatedCrystalFlash" |
From: 4
Junction Above Acid Plug, Without Acid
To: 5
Bottom Junction Right of Morph Tunnel
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_useMorphBombs" { "heatFrames": 400 } |
From: 4
Junction Above Acid Plug, Without Acid
To: 5
Bottom Junction Right of Morph Tunnel
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_usePowerBomb" { "heatFrames": 250 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door
Wait for the Magdollite to attack then either use it for i-frames, or jump over the swooping Holtzes. Requires: "h_navigateHeatRooms" { "or": [ "canTrickyJump", { "and": [ "canHorizontalDamageBoost", "canUseIFrames", { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 1 } } ] } ] } { "heatFrames": 375 } |
Requires: "h_navigateHeatRooms" "ScrewAttack" { "heatFrames": 240 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door
Requires: "h_navigateHeatRooms" "Charge" "Ice" "Wave" "Plasma" { "heatFrames": 375 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door
Requires: { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 820 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 660 } ] }, { "and": [ "canHorizontalDamageBoost", "canUseIFrames", { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 1 } }, { "heatFrames": 660 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door
Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } }, "canCarefulJump" ] } { "heatFrames": 330 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 4
Junction Above Acid Plug, Without Acid
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_useMorphBombs" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 1020 } ] } ] } { "heatFrames": 600 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 4
Junction Above Acid Plug, Without Acid
Requires: "h_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_usePowerBomb" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 1020 } ] } ] } { "heatFrames": 300 } |
From: 5
Bottom Junction Right of Morph Tunnel
To: 5
Bottom Junction Right of Morph Tunnel
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 95 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} { "types": [ "missiles", "powerbomb" ], "requires": [ { "heatFrames": 385 }, { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } ] } |
Requires: { "heatFrames": 120 } { "or": [ "Morph", "Ice", "ScrewAttack", { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } Dev note: This assumes we must wait for the Rippers to pass (or freeze or kill them). |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInNormally": {} } Requires: "h_usePowerBomb" { "canShineCharge": { "usedTiles": 18, "openEnd": 0 } } "canShinechargeMovement" { "heatFrames": 630 } { "shinespark": { "frames": 43, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInNormally": {} } Requires: "ScrewAttack" { "canShineCharge": { "usedTiles": 18, "openEnd": 0 } } "canShinechargeMovement" { "heatFrames": 585 } { "or": [ "canTrickyJump", { "heatFrames": 200 } ] } { "shinespark": { "frames": 43, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 1
Left Door
Use Supers to kill all the Rippers and open the green gate. From the right door, run right-to-left to gain a shinecharge; use the remaining runway (at least about 10 tiles) to gain speed to jump to the left and cross the room quickly. Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "canShineCharge": { "usedTiles": 17, "openEnd": 1 } } "canShinechargeMovementTricky" { "heatFrames": 870 } { "shineChargeFrames": 175 } { "shinespark": { "frames": 15, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "or": [ { "canShineCharge": { "usedTiles": 18, "openEnd": 0 } }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "canShineCharge": { "usedTiles": 28, "openEnd": 0 } }, { "heatFrames": 100 } ] } ] } "canShinechargeMovement" { "heatFrames": 645 } { "or": [ "canTrickyJump", { "and": [ { "heatFrames": 200 }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } ] } { "or": [ { "shinespark": { "frames": 43, "excessFrames": 0 } }, { "and": [ "canShinechargeMovementComplex", { "shinespark": { "frames": 27, "excessFrames": 0 } }, { "heatFrames": 10 } ] }, { "and": [ "canShinechargeMovementTricky", { "shinespark": { "frames": 17, "excessFrames": 0 } }, { "heatFrames": 135 } ] } ] } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInNormally": {} } Requires: "canHorizontalDamageBoost" "canTrickyJump" { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } { "canShineCharge": { "usedTiles": 18, "openEnd": 0 } } "canShinechargeMovement" { "heatFrames": 525 } { "shinespark": { "frames": 43, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Despawn the gate in indirect G-mode then Power Bomb the Rippers and cross the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Timing the Power Bomb to kill some but not all of the lower three Rippers is necessary if farming on the right side of the room. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "canTrickyJump", "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Despawn the gate in indirect G-mode then Power Bomb the Rippers and exit G-mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "heatFrames": 110 } Clears obstacles: A |
Despawn the gate in indirect G-mode then cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "ScrewAttack" ] }, { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. Then exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 3 } } ] } { "heatFrames": 110 } Clears obstacles: A |
The room is a bit trickier to cross in direct G-mode because the Ripper cycle with the gate. Cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; either way, it also requires a precise jump over all three lower Rippers when most of the way across the room, or a morph under the first and quick jump over the next two. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "heatFrames": 0 } |
The room is a bit trickier to cross in direct G-mode because the Ripper cycle with the gate. Power Bomb the Rippers on entry then cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 0 } |
From: 1
Left Door
To: 3
Junction Left of Green Gate
This strat just saves one Ripper hit when tanking the Rippers because of the i-frames when taking the hit to regain mobility. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: "h_heatedGMode" { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } { "heatFrames": 0 } |
From: 1
Left Door
To: 3
Junction Left of Green Gate
Requires: "h_navigateHeatRooms" "canFarmWhileShooting" { "resourceMissingAtMost": [ { "type": "Super", "count": 0 } ] } { "enemyKill": { "enemies": [ [ "Ripper 2 (red)", "Ripper 2 (red)" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFramesWithEnergyDrops": { "frames": 280, "drops": [ { "enemy": "Ripper 2 (red)", "count": 5 } ] } } { "heatFrames": 170 } |
The time lost by setting up a few strategic kills is pretty much offset by not having damage recoil. Requires: "h_navigateHeatRooms" { "heatFrames": 450 } { "enemyKill": { "enemies": [ [ "Ripper 2 (red)", "Ripper 2 (red)" ] ], "explicitWeapons": [ "Super", "PowerBomb" ] } } |
Requires: "h_navigateHeatRooms" { "heatFrames": 350 } "ScrewAttack" |
Requires: "h_navigateHeatRooms" { "heatFrames": 450 } { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 3 } } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Despawn the gate in indirect G-mode then cross the room by either rolling under the Rippers then unmorphing and dodging them while while crossing the room, or place a Power Bomb to kill all or most of them and cross the room. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "canInsaneJump", "h_artificialMorphPowerBomb" ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Despawn the gate in indirect G-mode then cross the room while killing, freezing, or tanking the Rippers. Without Morph, killing the lowest Ripper with a Super will make it possible but difficult to cross the room damageless. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canInsaneJump", { "ammo": { "type": "Super", "count": 1 } } ] }, { "ammo": { "type": "Super", "count": 3 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "ScrewAttack" ] }, { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 2
Right Door
To: 1
Left Door
Despawn the gate in indirect G-mode then cross the room while dodging the Rippers. It is possible to cross the room damageless without any items. Crouch under the first Rippers then jump with a precise timing to go over the next without hitting the highest ones. With two small forward spin jumps, jump over the three Rippers that come from behind. Move to the first platform and jump over them again. Cross the rest of the room while weaving through the Rippers to get to the left side. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyGMode" { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 470 } { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: These heatFrames are the worst case scenario, otherwise the entire room would need to be modeled. |
From: 2
Right Door
To: 2
Right Door
Despawn the gate in indirect G-mode then Power Bomb the Rippers and exit G-mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphPowerBomb" { "heatFrames": 110 } Clears obstacles: A Dev note: FIXME: It would be possible to enter in direct G-mode and use a power bomb then gate glitch and cross the room without the Rippers. |
From: 2
Right Door
To: 2
Right Door
Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", "Morph", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 110 } Clears obstacles: A |
Requires: { "or": [ "h_heatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 29, "openEnd": 1 } } |
Requires: "h_navigateHeatRooms" { "or": [ "h_heatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 100 } Clears obstacles: A |
It's more chaotic because the GGG's unreliability makes the room more variable, but one PB or 2 Super kills should usually do it. Requires: "h_navigateHeatRooms" { "heatFrames": 600 } { "enemyKill": { "enemies": [ [ "Ripper 2 (red)", "Ripper 2 (red)" ] ], "explicitWeapons": [ "Super", "PowerBomb" ] } } |
Requires: "h_navigateHeatRooms" { "heatFrames": 600 } "ScrewAttack" |
Requires: "h_navigateHeatRooms" { "heatFrames": 600 } { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } |
Requires: "h_navigateHeatRooms" { "heatFrames": 100 } { "or": [ { "and": [ { "heatFrames": 50 }, { "ammo": { "type": "Super", "count": 1 } } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} Dev note: FIXME: The gate can be opened from a distance to save some health. |
From: 3
Junction Left of Green Gate
To: 3
Junction Left of Green Gate
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedDirectGModeLeaveSameDoor" |
Avoid stepping on all three crumble blocks before moving through the item to overload PLMs, then go through the crumble blocks. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Note that if the item is not there, it is still possible to overload PLMs by using bomb spreads on crumble blocks that have never been stepped on. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ { "and": [ { "itemNotCollectedAtNode": 3 }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "Charge", "h_useMorphBombs" ] } ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
From: 1
Left Door
To: 2
Right Door
Avoid stepping on all three crumble blocks. Use many bomb spreads to place bombs on them and overload PLMs before going through. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Charge" "h_useMorphBombs" "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
Requires: { "notable": "Horizontal Bomb Jump" } "h_navigateHeatRooms" "canBombHorizontally" { "heatFrames": 160 } |
Requires: { "notable": "Crumble Jump" } "h_navigateHeatRooms" "canCrumbleJump" { "heatFrames": 80 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 4 } } Requires: "canTrickyJump" { "heatFrames": 50 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "canInsaneJump" { "heatFrames": 60 } |
Entrance condition: { "comeInWithSpark": { "position": "bottom" } } Requires: "h_navigateHeatRooms" { "shinespark": { "frames": 18, "excessFrames": 5 } } { "heatFrames": 100 } Dev note: Sparking in from the bottom position requires fewer heat frames, as you bonk the side of the item pedestal. FIXME: The heat frames for the crash animation occur after the item collection, which could matter if the item is an ETank. Likewise, one shinespark frame of damage occurs after the item collection (assuming not stopping early). |
Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: "h_navigateHeatRooms" { "shinespark": { "frames": 19, "excessFrames": 8 } } { "heatFrames": 120 } Dev note: Sparking in from the top position requires more heat frames, because you end up on top of the item pedestal and need to move off of it. FIXME: The heat frames for the crash animation (and for moving off the pedestal) occur after the item collection, which could matter if the item is an ETank. Likewise, 3 shinespark frames of damage occur after the item collection (assuming not stopping early). |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 70 } |
Requires: "h_navigateHeatRooms" "h_useSpringBall" { "heatFrames": 140 } |
From: 1
Left Door
To: 6
Golden Torizo Arena Junction (Fight Not Started)
Requires: "h_navigateHeatRooms" { "heatFrames": 200 } |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canTrickyDodgeEnemies", { "or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "canInsaneJump" ] } ] } ] } "h_heatedGModeOpenDifferentDoor" Clears obstacles: door_2 |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } Clears obstacles: door_2 |
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Samus will not be visible during the climb. If Golden Torizo is alive, the fight will be triggered but does not create any risk of damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } Clears obstacles: door_2 Bypasses door shell: true |
Use a Crystal Flash to refill reserve energy. If Golden Torizo is alive, perform the Crystal Flash in the left corner of the room; otherwise it can be done near the door. Then use heat damage to trigger an R-mode forced standup near the crumble blocks with upward momentum, in order to clip up through them. Several different combinations of items and techniques can make this possible: 1) Space Jump, with a mid-air morph (not required but makes it easier), 2) HiJump and a mid-air Spring Ball jump, most easily by equipping both HiJump and SpringBall during the pause, 3) A walljump into Spring Ball jump, equipping Spring Ball soon after the wall jump into order to gain horizontal speed before the mid-air jump. 4) HiJump and Speedbooster, running and jumping into a mid-air morph, In every case, precise timing is needed to be in the correct location when reserves trigger, just below the crumbles but without bonking them. Having less upward momentum can provide more lenience for timing the forced standup clip, though if Samus' momentum is not enough to make it onto the ledge then a crumble jump may also be required. Entrance condition: { "comeInWithRMode": {} } Requires: { "notable": "R-Mode Forced Standup Clip" } { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "heatFrames": 100 } ] } "h_heatedCrystalFlash" { "or": [ { "and": [ "SpaceJump", "can4HighMidAirMorph" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "SpeedBooster", "canMidAirMorph", "canCrumbleJump" ] }, { "and": [ "h_trickySpringwall", "canCrumbleJump" ] } ] } { "resourceCapacity": [ { "type": "RegularEnergy", "count": 99 } ] } { "autoReserveTrigger": {} } { "heatFrames": 100 } Clears obstacles: door_2 Dev note: FIXME: A variant of this strat could go to the item node instead of the door, possibly with slightly different heat frames at the end. FIXME: As an alternative to doing a Crystal Flash, Golden Torizo could be used as a farm, with canRiskPermanentLossOfAccess. |
If entering from the right door with Golden Torizo not yet defeated, come in already morphed, Crystal Flash immediately, then morph and roll under Golden Torizo. Requires: { "or": [ "canPrepareForNextRoom", { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] } ] } "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Wait long enough for the flag to be set, then Samus can then leave the room without exiting G-mode. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "notable": "Safe Spot Kill" } { "or": [ { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] }, "canInsaneJump" ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "heatFrames": 0 } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. Pause abuse and jump to collect the drops on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "or": [ "h_heatedIndirectGModeOpenSameDoor", "h_heatedGModePauseAbuse" ] } Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
From: 2
Right Door
To: 2
Right Door
With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Having GT start with his laser attack will also make it so there are no drops which can be collected at the end of the fight. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } "canInsaneJump" { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } "h_heatedIndirectGModeOpenSameDoor" Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
Wait to run under Golden Torizo as it jumps. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 415 } Exit condition: { "leaveWithRunway": { "length": 29, "openEnd": 0 } } Clears obstacles: door_2 Unlocks doors: {"types":["ammo"],"requires":[]} |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canTrickyDodgeEnemies", { "or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "canInsaneJump" ] } ] } ] } { "heatFrames": 0 } Clears obstacles: door_2 |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Get GT to jump away then again jump into IBJ and climb to the right item. With a speedy jump, it is possible to overload PLMs with one jump, then wait for it to get close and run under it and jump to the top right. Note that Samus can roll under GT, but when it attacks, it places stationary invisible projectiles, which may block Samus' path. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canInsaneJump", "h_artificialMorphJumpIntoIBJ" ] }, { "and": [ "canTrickyGMode", "h_artificialMorphDoubleBombJump" ] } ] } { "or": [ { "and": [ "h_artificialMorphPowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_useMorphBombs", { "heatFrames": 250 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 50 } ] } ] } Clears obstacles: door_2 |
From: 2
Right Door
To: 4
Hidden Right Item
Perform a momentum conserving morph through the transition. After the transition, quickly unmorph and continue holding up to retain temporary blue and break the bomb blocks. It may help (but is not required) to pause buffer the morph input. Entrance condition: { "comeInWithSidePlatform": { "platforms": [ { "minHeight": 2, "maxHeight": 2, "obstructions": [ [ 1, 0 ] ], "minTiles": 27.4375, "speedBooster": true, "note": [ "This applies to Dust Torizo Room and Noob Bridge." ] }, { "minHeight": 3, "maxHeight": 3, "obstructions": [ [ 1, 0 ] ], "minTiles": 28.2472, "speedBooster": true, "note": [ "This applies to Double Chamber." ] }, { "minHeight": 1, "maxHeight": 1, "obstructions": [ [ 3, 0 ] ], "minTiles": 28.2472, "speedBooster": true, "environment": "water", "requires": [ "canGravityJump" ], "note": [ "This applies to Below Botwoon Energy Tank and Botwoon Energy Tank Room." ] }, { "minHeight": 2, "maxHeight": 2, "obstructions": [ [ 3, 0 ] ], "minTiles": 31, "speedBooster": true, "requires": [ "canInsaneMidAirMorph" ], "note": [ "This applies to Metroid Room 1, Statues Hallway, and Baby Kraid Room." ] }, { "minHeight": 3, "maxHeight": 3, "obstructions": [ [ 3, 0 ] ], "minTiles": 41.4375, "speedBooster": true, "requires": [ "canInsaneMidAirMorph" ], "note": [ "This applies to Blue Brinstar Energy Tank Room (Power Bomb blocks broken), Bowling Alley (middle, power off), and Basement (power on)." ] }, { "minHeight": 3, "maxHeight": 3, "obstructions": [ [ 3, 2 ] ], "minTiles": 39.4375, "speedBooster": true, "note": [ "This applies to Metal Pirates Room." ] }, { "minHeight": 3, "maxHeight": 3, "obstructions": [ [ 5, 2 ] ], "minTiles": 37.4375, "speedBooster": true, "requires": [ "canInsaneMidAirMorph" ], "note": [ "This applies to Flyway." ] } ] } } Requires: { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] } "HiJump" "canMomentumConservingMorph" "canInsaneJump" { "heatFrames": 120 } Clears obstacles: door_2 Dev note: FIXME: This could maybe be possible without HiJump? If so, it would be significantly more difficult. |
Requires: "h_navigateHeatRooms" { "heatFrames": 50 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } Clears obstacles: door_2 |
From: 2
Right Door
To: 7
G-Mode Junction (Bottom of Room)
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. If GT starts with his laser attack, be sure to carefully jump over them before doing something else in the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } { "or": [ { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] }, "canInsaneJump" ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "heatFrames": 0 } Clears obstacles: f_DefeatedGoldenTorizo, door_2 Dev note: This exists because Samus can kill GT and stay in G-mode to then do something else in the room. |
Requires: { "notable": "Horizontal Bomb Jump" } "h_navigateHeatRooms" "canBombHorizontally" { "heatFrames": 190 } |
Requires: { "notable": "Crumble Jump" } "h_navigateHeatRooms" "canCrumbleJump" { "heatFrames": 100 } |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 90 } |
Requires: "h_navigateHeatRooms" "h_useSpringBall" { "heatFrames": 140 } |
Requires: "h_heatedCrystalFlash" |
From: 3
Top Left Item
To: 6
Golden Torizo Arena Junction (Fight Not Started)
Requires: "h_navigateHeatRooms" { "heatFrames": 200 } |
Requires: "h_heatedCrystalFlash" |
Requires: "h_navigateHeatRooms" { "heatFrames": 100 } Clears obstacles: A |
From: 4
Hidden Right Item
To: 6
Golden Torizo Arena Junction (Fight Not Started)
Requires: "h_navigateHeatRooms" { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 100 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 50 } |
Expects two IBJs; one to break a block, then another one to get back up. Requires: "h_navigateHeatRooms" { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] } { "or": [ "canLongIBJ", "canJumpIntoIBJ" ] } { "heatFrames": 3000 } Dev note: Needs strats for variations of IBJs, mainly for heatframe count. |
From: 5
Golden Torizo
To: 4
Hidden Right Item
This is kind of tricky because Screw off a walljump can only break bomb blocks if you change directions before bonking. Requires: "h_navigateHeatRooms" "ScrewAttack" "canPreciseWalljump" "canMidairWiggle" { "heatFrames": 200 } |
From: 5
Golden Torizo
To: 4
Hidden Right Item
Walljump up to reach the left ledge below the bomb blocks then perform an instant morph to place a bomb. Walljump up a second time and again instant morph off that left ledge to enter the 1 tile hole created by the bomb. Requires: "h_navigateHeatRooms" "h_useMorphBombs" "can3HighWallMidAirMorph" "canConsecutiveWalljump" { "heatFrames": 1100 } |
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } { "heatFrames": 350 } { "or": [ "canPreciseWalljump", "SpaceJump", { "and": [ "HiJump", { "or": [ "SpeedBooster", "canWalljump", "canSpringBallJumpMidAir" ] } ] } ] } |
From: 5
Golden Torizo
To: 4
Hidden Right Item
One vertical spark is needed to open up the area directly above. A running jump is used to jump high enough into the revealed hole for a horizontal spark. Requires: { "notable": "Right Item Double Shinespark" } "h_navigateHeatRooms" { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] } "canShinechargeMovementComplex" "HiJump" { "canShineCharge": { "usedTiles": 28, "openEnd": 0 } } { "heatFrames": 900 } { "shinespark": { "frames": 11 } } |
From: 5
Golden Torizo
To: 4
Hidden Right Item
One vertical spark is needed to open up the area directly above. Then, a second horizontal spark is performed where those blocks were cleared. Try to aim for the seam between tiles to break more blocks. And the left side of the opening may be slightly easier. Requires: { "notable": "Right Item Double Shinespark" } "h_navigateHeatRooms" { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] } "canShinechargeMovementComplex" "canPreciseWalljump" "canConsecutiveWalljump" { "canShineCharge": { "usedTiles": 28, "openEnd": 0 } } { "heatFrames": 900 } { "shinespark": { "frames": 11 } } |
Requires: "h_navigateHeatRooms" "SpaceJump" "ScrewAttack" { "heatFrames": 200 } |
Requires: "h_navigateHeatRooms" "HiJump" "SpeedBooster" "ScrewAttack" { "heatFrames": 150 } |
From: 5
Golden Torizo
To: 4
Hidden Right Item
Uses a Springwall to put a bomb on the left corner bomb block, then a second one to get in there. Then clears the rest of the bomb blocks normally. It winds up costing less heat frames than IBJ, if you fall. Requires: "h_navigateHeatRooms" "h_useMorphBombs" "h_heatedSpringwall" { "heatFrames": 900 } |
Midway through the fight, use a Crystal Flash to refill Samus' energy. Crystal Flashing while standing in the safe spot at GT's feet is safe. Requires: { "notable": "Crystal Flash During Fight" } "h_navigateHeatRooms" { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", "Ice", "Wave", "Plasma" ] } ] } { "heatFrames": 800 } "h_heatedCrystalFlash" { "heatFrames": 800 } Clears obstacles: f_DefeatedGoldenTorizo Dev note: FIXME: Other resource combinations can work; fewer supers + farm, weaker beam + more health, 2nd crystal flash. FIXME: Add heavy pause abuse strats for GT. |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms" { "heatFrames": 2150 } "Charge" "Wave" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 2 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 3 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms" { "heatFrames": 3600 } "Charge" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 2 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 6 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_navigateHeatRooms" { "heatFrames": 1800 } "Charge" "Ice" "Wave" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 3 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
Requires: "h_navigateHeatRooms" { "heatFrames": 1200 } { "ammo": { "type": "Super", "count": 30 } } { "enemyDamage": { "enemy": "Golden Torizo", "type": "super", "hits": 4 } } { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 5 } }, { "and": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "super", "hits": 2 } }, { "heatFrames": 200 } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo Dev note: No farming expected because that would change the heat frames. Supers count hard-coded because of GT's inherent 'dodging' ability. We could use an enemyKill if this were integrated into the enemy definition. It actually takes 29 supers but giving 1 extra in leniency since it's easy to miss |
From: 5
Golden Torizo
To: 5
Golden Torizo
Stand in the safe spot and fire Charge shots into GT. Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "Charge" "Wave" "Plasma" { "heatFrames": 1400 } Clears obstacles: f_DefeatedGoldenTorizo |
Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "Charge" "Plasma" { "heatFrames": 2000 } Clears obstacles: f_DefeatedGoldenTorizo |
Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "Charge" "Ice" "Wave" "Plasma" { "heatFrames": 1250 } Clears obstacles: f_DefeatedGoldenTorizo |
Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "Charge" "Ice" "Wave" "Spazer" { "heatFrames": 4000 } Clears obstacles: f_DefeatedGoldenTorizo |
This strat is assuming no farming. It requires 30 supers, but can be done with 29. This requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" { "heatFrames": 1200 } { "ammo": { "type": "Super", "count": 30 } } Clears obstacles: f_DefeatedGoldenTorizo Dev note: No farming expected because that would change the heat frames. Supers count hard-coded because of GT's inherent 'dodging' ability. We could use an enemyKill if this were integrated into the enemy definition. It actually takes 29 supers but giving 1 extra in leniency since it's easy to miss. |
From: 5
Golden Torizo
To: 5
Golden Torizo
This strat requires some farming. It assumes starting with 15 supers for one session of farming. A safe farming method is to face left while standing in the safe spot. Then fire straight up to shoot the orbs as they appear. Jump up while GT's beak is not open to collect the drops. Plasma allows all of the orbs to be broken at once. Grapple allows for more drops to be collected by shooting diagonally, and collecting the items using Grapple. Keep the number of current Missiles below 31 so that GT will be guaranteed to use the attack which creates drops. Firing Supers requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "canTrickyJump" { "ammo": { "type": "Super", "count": 15 } } { "or": [ { "and": [ "Plasma", { "heatFrames": 2700 } ] }, { "and": [ "canPreciseGrapple", { "heatFrames": 2700 } ] }, { "heatFrames": 3200 } ] } Clears obstacles: f_DefeatedGoldenTorizo Dev note: Listed Heat frames have been reduced by accounting for health drops. |
From: 5
Golden Torizo
To: 5
Golden Torizo
This strat requires much farming. It assumes a capacity of and starting with only 5 supers for five sessions of farming. A safe farming method is to face left while standing in the safe spot. Then fire straight up to shoot the orbs as they appear. Jump up while GT's beak is not open to collect the drops. Plasma allows all of the orbs to be broken at once. Grapple allows for more drops to be collected by shooting diagonally, and collecting the items using Grapple. Keep the number of current Missiles below 31 so that GT will be guaranteed to use the attack which creates drops. Firing Supers requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage. Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "canTrickyJump" "canBePatient" { "ammo": { "type": "Super", "count": 5 } } { "or": [ { "and": [ "Plasma", { "heatFrames": 3100 } ] }, { "and": [ "canPreciseGrapple", { "heatFrames": 3200 } ] }, { "heatFrames": 4500 } ] } Clears obstacles: f_DefeatedGoldenTorizo Dev note: Listed Heat frames have been reduced by accounting for health drops. |
From: 5
Golden Torizo
To: 5
Golden Torizo
Stand in the safe spot and fire Charge shots into GT. Requires: { "notable": "Safe Spot Kill" } "h_navigateHeatRooms" "Charge" { "heatFrames": 6500 } { "or": [ { "and": [ "Ice", "Wave" ] }, { "and": [ "Ice", "Spazer" ] }, { "and": [ "Wave", "Spazer" ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 2
Right Door
Requires: "h_navigateHeatRooms" { "heatFrames": 50 } |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item
Jump a before reaching the rightmost floor pillar. Requires: "h_navigateHeatRooms" "HiJump" "SpeedBooster" "canCarefulJump" "ScrewAttack" { "heatFrames": 200 } |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item
Avoid touching the ground below GT. Try not to touch GT without ScrewAttack active. Requires: "h_navigateHeatRooms" "SpaceJump" { "or": [ "ScrewAttack", { "and": [ "h_usePowerBomb", { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] }, { "heatFrames": 100 } ] } ] } { "heatFrames": 200 } |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item
Springball jump into GT to bounce to the upper level. Requires: "h_navigateHeatRooms" { "not": "f_DefeatedGoldenTorizo" } { "or": [ "canRiskPermanentLossOfAccess", "HiJump", { "and": [ "canTrickyJump", "canSpringwall" ] } ] } "canSpringBallJumpMidAir" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 1 } } { "ammo": { "type": "PowerBomb", "count": 1 } } { "heatFrames": 300 } Dev note: Strats can follow 6->5->4 if GT is defeated. |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item
Jump over the space below GT that is between the door and first foreground pillar and walljump up. Break the bomb blocks with a power bomb to make space. Then use Screw Attack to pass through the inactive GT. Requires: "h_navigateHeatRooms" "ScrewAttack" "canCarefulJump" "canPreciseWalljump" "h_usePowerBomb" { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } { "or": [ "HiJump", "canTrickyJump" ] } { "heatFrames": 350 } |
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 5
Golden Torizo
Requires: { "heatFrames": 0 } Clears obstacles: A |
From: 7
G-Mode Junction (Bottom of Room)
To: 1
Left Door
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the crumble blocks. Jumping through them a single time is enough to overload them for the next jump. It is possible to go though the crumble blocks while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canDelayedWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 7
G-Mode Junction (Bottom of Room)
To: 3
Top Left Item
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the crumble blocks. Jumping through them a single time is enough to overload them for the next jump. It is possible to go though the crumble blocks while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: "h_heatedGMode" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canDelayedWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } { "heatFrames": 0 } |
From: 7
G-Mode Junction (Bottom of Room)
To: 4
Hidden Right Item
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the bomb blocks near the right item. Jumping through them a single time is enough to overload them. It is possible to do this while dodging GT. With a speedy jump, it is possible to overload PLMs with one jump, then wait for it to get close and run under it and jump to the top right. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Requires: "h_heatedGMode" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_useMorphBombs", { "heatFrames": 250 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 50 } ] } ] } |
Requires: { "heatFrames": 10 } "h_heatedCrystalFlash" { "heatFrames": 10 } Clears obstacles: B |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
If using the full runway, turn around from the corner rather than backing into it. Requires: { "heatFrames": 120 } Exit condition: { "leaveWithSidePlatform": { "height": 1, "runway": { "length": 9, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $2.4. |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 135 } "HiJump" "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
To get up most quickly, after using Screw Attack to break up through the bomb blocks, use the next bomb blocks as a platform. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "HiJump" "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 135 } { "or": [ { "shinespark": { "frames": 3, "excessFrames": 0 } }, { "shineChargeFrames": 10 } ] } { "shinespark": { "frames": 3, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 145 } "ScrewAttack" "canWalljump" "canShinechargeMovementComplex" { "heatFrames": 170 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "HiJump" "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 125 } { "shineChargeFrames": 125 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "ScrewAttack" "canWalljump" "canShinechargeMovementComplex" { "heatFrames": 155 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "ScrewAttack" "canWalljump" "canShinechargeMovementComplex" { "heatFrames": 170 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Jump through the lowest part of the door to enter with enough momentum to break the bomb blocks with Screw Attack. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: { "doorUnlockedAtNode": 2 } "HiJump" "ScrewAttack" "canTrickyJump" { "heatFrames": 80 } Unlocks doors: {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 2
Middle Right Door
Jump through the lowest part of the door to enter with enough momentum to break the bomb blocks using SpeedBooster. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 0, "minExtraRunSpeed": "$2.A" } } Requires: "HiJump" "canTrickyJump" { "heatFrames": 80 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 25 } "h_navigateHeatRooms" { "heatFrames": 200 } { "shinespark": { "frames": 31, "excessFrames": 10 } } Clears obstacles: B |
From: 1
Bottom Left Door
To: 3
Top Right Door
Enter the room in Direct G-mode, with the item uncollected. Bomb the Chozo ball to overload PLMs then IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_artificialMorphLongIBJ" "h_heatedGModeOpenDifferentDoor" |
From: 1
Bottom Left Door
To: 3
Top Right Door
Enter the room in Direct G-mode, with the item uncollected. Shoot the Chozo ball to overload PLMs then climb the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" { "or": [ "SpaceJump", "canSpringwall" ] } "h_heatedGModeOpenDifferentDoor" |
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "SpaceJump" "h_heatedGModeOpenDifferentDoor" Clears obstacles: A, B |
From: 1
Bottom Left Door
To: 3
Top Right Door
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 2800 } Dev note: Heat frames split into the actual climb and the setup in the adjacent room. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 35 } { "heatFrames": 210 } { "or": [ { "shinespark": { "frames": 41, "excessFrames": 4 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 37, "excessFrames": 4 } } ] } ] } Clears obstacles: A, B |
Requires: "h_navigateHeatRooms" { "heatFrames": 60 } |
From: 1
Bottom Left Door
To: 4
Item
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } "canShinechargeMovementComplex" { "heatFrames": 55 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 4
Item
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 50 } { "shineChargeFrames": 50 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Enter the room in Direct G-mode, with the item uncollected. Shoot the Chozo ball to overload PLMs then climb the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" { "heatFrames": 0 } |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Jump through the lowest part of the door to enter with enough momentum to break the bomb blocks with Screw Attack. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: "ScrewAttack" "canTrickyJump" { "heatFrames": 50 } |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Jump through the lowest part of the door to enter with enough momentum to break the bomb blocks using SpeedBooster. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 0, "minExtraRunSpeed": "$2.A" } } Requires: "canTrickyJump" { "heatFrames": 50 } |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Bomb the blocks before exiting G-mode and jumping through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "h_artificialMorphBombs", "h_artificialMorphMovement" ] } ] } { "heatFrames": 80 } Clears obstacles: B |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 0 } Clears obstacles: B |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 900 } |
From: 2
Middle Right Door
To: 1
Bottom Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 110 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Middle Right Door
To: 1
Bottom Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 75 } "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 105 } { "shinespark": { "frames": 9, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Middle Right Door
To: 1
Bottom Left Door
In the previous room, press down precisely to gain the shinecharge while sliding off the ledge. Maintain the temporary blue state to break through the blocks at the bottom of the room. Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "h_shinechargeSlideTemporaryBlue" { "heatFrames": 115 } { "shineChargeFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "h_heatedGModeOpenDifferentDoor" Clears obstacles: B |
Requires: { "heatFrames": 40 } "h_heatedCrystalFlash" Clears obstacles: B |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canPrepareForNextRoom" { "heatFrames": 55 } { "doorUnlockedAtNode": 2 } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canCarefulJump" { "heatFrames": 55 } { "doorUnlockedAtNode": 2 } Unlocks doors: {"types":["super"],"requires":["canInsaneJump"]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Middle Right Door
To: 2
Middle Right Door
Requires: { "heatFrames": 190 } "HiJump" Exit condition: { "leaveWithSidePlatform": { "height": 8, "runway": { "length": 12, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } |
From: 2
Middle Right Door
To: 3
Top Right Door
Jump into the room with blue speed and a specific amount of horizontal momentum, morphing through the transition. Unmorph to clear Samus' horizontal momentum while retaining blue, to break the right-most bomb blocks above and reach the top of the room. It can help to pause buffer the morph: time a pause to hit just after Samus jumps and aims down, then hold down during the unpause black screen to buffer the morph. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$6.0", "maxExtraRunSpeed": "$6.1" } } Requires: "canTrickyDashJump" "canInsaneJump" "canLateralMidAirMorph" { "heatFrames": 120 } Clears obstacles: A Dev note: Higher run speeds could also work, but with greater difficulty. |
From: 2
Middle Right Door
To: 3
Top Right Door
Jump into the room with blue speed. Morph and unmorph to clear Samus' horizontal momentum while retaining blue, to break the right-most bomb blocks above and reach the top of the room. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$2.5", "maxExtraRunSpeed": "$2.F" } } Requires: "HiJump" "canLateralMidAirMorph" "canTrickyJump" { "heatFrames": 150 } Clears obstacles: A Dev note: Higher run speeds can also work, but with greater difficulty. |
From: 2
Middle Right Door
To: 3
Top Right Door
Jump into the room with blue speed and very low horizontal momentum, to break the left-most bomb block above and wall jump up. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$0.C", "maxExtraRunSpeed": "$0.F" } } Requires: "HiJump" "canInsaneJump" "canWalljump" { "heatFrames": 130 } Clears obstacles: A |
Requires: { "obstaclesCleared": [ "A" ] } "HiJump" "SpeedBooster" "canPreciseWalljump" "canCarefulJump" { "or": [ "canTrickyJump", "h_backIntoCorner" ] } { "doorUnlockedAtNode": 2 } { "heatFrames": 160 } Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
It may help to disable HiJump first and then re-equip it with the springball jump. Doing this, the springball jump may be buffered. Requires: { "obstaclesCleared": [ "A" ] } "HiJump" { "doorUnlockedAtNode": 2 } "canTrickySpringBallJump" "canLateralMidAirMorph" { "heatFrames": 120 } Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "SpaceJump" "h_heatedGModeOpenDifferentDoor" Clears obstacles: A |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 65 } |
From: 2
Middle Right Door
To: 3
Top Right Door
After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Requires: { "notable": "Grapple Teleport Inside Wall" } "canOffScreenMovement" "Morph" { "heatFrames": 200 } |
From: 2
Middle Right Door
To: 3
Top Right Door
Jump into the room and spark diagonally once above the center of the door vertically. Or diagonally spark anywhere that is not the bottom of the door in the previous room. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 5 } "canShinechargeMovementComplex" { "heatFrames": 180 } { "shinespark": { "frames": 19, "excessFrames": 4 } } Clears obstacles: A Dev note: TODO: Sparking diagonally through the door cannot be shown as an alternative. |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 215 } { "shinespark": { "frames": 31, "excessFrames": 4 } } Clears obstacles: A |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "SpaceJump" "ScrewAttack" { "heatFrames": 200 } Clears obstacles: A |
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6 } } Requires: { "notable": "Transition Screwjump" } "h_navigateHeatRooms" "ScrewAttack" "HiJump" "canWalljump" { "heatFrames": 150 } Clears obstacles: A |
From: 2
Middle Right Door
To: 3
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 7 } } Requires: { "notable": "Transition Screwjump" } "h_navigateHeatRooms" "ScrewAttack" "HiJump" { "heatFrames": 150 } Clears obstacles: A |
From: 2
Middle Right Door
To: 3
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2 } } Requires: { "notable": "Transition Screwjump" } "h_navigateHeatRooms" "ScrewAttack" "HiJump" "canTrickyDashJump" "canWalljump" { "heatFrames": 150 } Clears obstacles: A |
From: 2
Middle Right Door
To: 3
Top Right Door
Run through the doorway with enough momentum to break the bomb blocks with Screw. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 5.4375 } } Requires: { "notable": "Transition Screwjump" } "h_navigateHeatRooms" "ScrewAttack" "HiJump" "canTrickyJump" "canWalljump" { "heatFrames": 150 } Clears obstacles: A |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 1600 } Dev note: Heat frames split into the actual climb and the setup in the adjacent room. |
From: 2
Middle Right Door
To: 4
Item
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 85 } "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 85 } { "shineChargeFrames": 85 } Clears obstacles: B |
From: 2
Middle Right Door
To: 4
Item
Store the shinecharge just before the door transition, so that Samus slides off the ledge, to gain a temporary blue state to break the blocks. Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "h_shinechargeSlideTemporaryBlue" { "heatFrames": 80 } { "shineChargeFrames": 80 } Clears obstacles: B |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 19 } Clears obstacles: B |
Entrance condition: { "comeInNormally": {} } Requires: "ScrewAttack" "canPrepareForNextRoom" { "heatFrames": 90 } Clears obstacles: B |
From: 2
Middle Right Door
To: 4
Item
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canTemporaryBlue" { "heatFrames": 80 } Clears obstacles: B Dev note: If the previous room is heated and canXRayCancelShinecharge is not an option, then this strat saves heat frames compared to waiting out the shinecharge frames in the other room. |
From: 2
Middle Right Door
To: 4
Item
Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "heatFrames": 75 } Clears obstacles: B |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 50 } |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Jump into the room with blue speed, morphing and unmorphing to clear Samus' horizontal momentum while retaining blue. Use the blue to break the right-most bomb blocks above, then fall down. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$1.D", "maxExtraRunSpeed": "$2.F" } } Requires: "HiJump" "canLateralMidAirMorph" "canTrickyJump" { "heatFrames": 155 } Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb all the blocks before exiting G-mode near the lower bomb blocks. It is possible to fall back onto the door shell with artificial morph, then use Spring Ball to place a Power Bomb high enough. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_artificialMorphPowerBomb", "canArtificialMorph", "h_artificialMorphSpringBall" ] }, { "and": [ "h_usePowerBomb", { "or": [ "HiJump", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir" ] } ] } ] } "h_additionalBomb" { "heatFrames": 0 } Clears obstacles: A, B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb the upper blocks before exiting G-mode near the lower bomb blocks. It is possible to fall back onto the door shell with artificial morph, then use Spring Ball to place a Power Bomb high enough. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_artificialMorphPowerBomb", "canArtificialMorph", "h_artificialMorphSpringBall" ] }, { "and": [ "h_usePowerBomb", { "or": [ "HiJump", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir" ] } ] } ] } { "heatFrames": 0 } Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Requires: { "heatFrames": 50 } |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "heatFrames": 50 } |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb all the blocks before exiting G-mode near the lower bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphLongIBJ", { "and": [ "h_usePowerBomb", { "or": [ "canWalljump", "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } "h_additionalBomb" { "heatFrames": 0 } Clears obstacles: A, B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphPowerBomb", "h_artificialMorphBombs" ] } { "heatFrames": 0 } Clears obstacles: B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb the upper blocks before exiting G-mode near the lower bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphLongIBJ", { "and": [ "h_usePowerBomb", { "or": [ "canWalljump", "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } { "heatFrames": 0 } Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Run in the adjacent room and jump through the door, to place a Bomb to break the top bomb blocks. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6 } } Requires: { "notable": "Transition Speedjump with Bombs" } "HiJump" "canMidAirMorph" "h_useMorphBombs" { "heatFrames": 200 } Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 2 } } Requires: { "notable": "Transition Speedjump with Bombs" } "HiJump" "canTrickyDashJump" "canMidAirMorph" "h_useMorphBombs" { "heatFrames": 200 } Clears obstacles: A |
From: 3
Top Right Door
To: 1
Bottom Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 135 } "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 165 } { "shinespark": { "frames": 7, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Bottom Left Door
Press down precisely to gain the shinecharge while sliding off the ledge. Maintain the temporary blue state to break through the blocks at the bottom of the room. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "h_shinechargeSlideTemporaryBlue" { "heatFrames": 160 } { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "ScrewAttack" "canShinechargeMovementTricky" { "heatFrames": 190 } { "shinespark": { "frames": 7, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Bottom Left Door
Press down precisely to gain the shinecharge while sliding off the ledge. Maintain the temporary blue state to break through the blocks at the bottom of the room. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "h_shinechargeSlideTemporaryBlue" { "heatFrames": 165 } { "shinespark": { "frames": 3, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "h_heatedGModeOpenDifferentDoor" Clears obstacles: A, B |
From: 3
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 90 } "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 120 } { "shinespark": { "frames": 4, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharging, Leave Shinecharged (Full Runway, Screw Attack, Wall Jump)
(Very Hard)
Screw Attack Room
From: 3
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "ScrewAttack" "canShinechargeMovementComplex" "canWalljump" { "heatFrames": 145 } { "shineChargeFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Middle Right Door
Press down somewhat precisely to gain the shinecharge while breaking the bomb block. Then morph, roll off the edge, and unmorph near the door to shoot it open. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canResetFallSpeed" { "heatFrames": 120 } { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" "canWalljump" { "heatFrames": 145 } { "shineChargeFrames": 145 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 125 } { "shinespark": { "frames": 4, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "ScrewAttack" "canShinechargeMovementComplex" { "heatFrames": 130 } { "shinespark": { "frames": 4, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 2
Middle Right Door
Requires: { "obstaclesCleared": [ "A" ] } { "doorUnlockedAtNode": 2 } "canResetFallSpeed" "canTrickyJump" { "heatFrames": 145 } Unlocks doors: {"types":["super"],"requires":["canPrepareForNextRoom"]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "obstaclesCleared": [ "A" ] } { "doorUnlockedAtNode": 2 } "canResetFallSpeed" "Wave" { "heatFrames": 200 } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" Clears obstacles: A |
From: 3
Top Right Door
To: 3
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_artificialMorphPowerBomb", "h_artificialMorphBombs" ] } { "heatFrames": 0 } Clears obstacles: A |
From: 3
Top Right Door
To: 4
Item
Enter with a shinecharge, and use Screw Attack to break the bomb blocks and descend quickly. Reach the item while still having a shinecharge. Doing a moonfall can save a few frames. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 140 } "canShinechargeMovementTricky" "ScrewAttack" { "heatFrames": 140 } { "or": [ "canMoonfall", { "and": [ { "heatFrames": 5 }, { "shineChargeFrames": 5 } ] } ] } Clears obstacles: A, B Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 4
Item
Store a shinecharge then use Screw Attack to break through the bomb blocks down to the item location. Reach the item while still having a shinecharge. Doing a moonfall can save a few frames. Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "ScrewAttack" "canShinechargeMovementTricky" { "heatFrames": 155 } { "shineChargeFrames": 155 } { "or": [ "canMoonfall", { "and": [ { "heatFrames": 5 }, { "shineChargeFrames": 5 } ] } ] } Clears obstacles: B Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: Storing the shinecharge on the left side of the runway takes fine control over shinecharge spacing, but that is ok at this difficulty. |
From: 3
Top Right Door
To: 4
Item
Press down precisely to gain the shinecharge while sliding off the ledge. Maintain the temporary blue state to break through the blocks at the bottom of the room. Reach the item while still having a shinecharge. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 1 } } Requires: "h_shinechargeSlideTemporaryBlue" { "heatFrames": 140 } { "shineChargeFrames": 140 } Clears obstacles: A, B Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 19 } Clears obstacles: A, B |
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canPrepareForNextRoom" "canMoonfall" "canFreeFallClip" { "heatFrames": 85 } |
This expects the more controlled Temporary Blue to fall though the blocks, not storing a shinecharge on the first breakable block. Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canTemporaryBlue" "canXRayTurnaround" { "heatFrames": 285 } Clears obstacles: A, B |
This expects the more controlled Temporary Blue to fall though the blocks, not storing a shinecharge on the first breakable block. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canTemporaryBlue" { "heatFrames": 240 } Clears obstacles: A, B |
Requires: { "heatFrames": 120 } { "or": [ "ScrewAttack", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Requires: "h_useMorphBombs" { "heatFrames": 220 } Clears obstacles: A |
From: 3
Top Right Door
To: 5
Junction Above Bottom Blocks
Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 0 } } Requires: { "heatFrames": 120 } Clears obstacles: A Dev note: FIXME: Running in is not required. Entering the room with canBlueSpaceJump could work, for example. |
From: 3
Top Right Door
To: 5
Junction Above Bottom Blocks
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 0 } Clears obstacles: A |
From: 3
Top Right Door
To: 5
Junction Above Bottom Blocks
After teleporting, as Samus swings to the right, begin holding down to extend Grapple just as Samus is slightly right of vertical. Samus should swing back left and get stuck on the floor one tile to the right of the Grapple attachment point. Release Grapple and Samus will clip through the floor. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 170 } |
Requires: "h_usePowerBomb" { "heatFrames": 220 } Clears obstacles: A |
From: 3
Top Right Door
To: 5
Junction Above Bottom Blocks
Moonfall to clip through the Bomb blocks Break spin with Shot or Angle Aim to avoid clipping all the way to the bottom of the room. Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canPrepareForNextRoom" "canMoonfall" { "heatFrames": 90 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 60 } |
From: 4
Item
To: 1
Bottom Left Door
Requires: "canShinechargeMovementComplex" { "heatFrames": 60 } { "shineChargeFrames": 60 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 1
Bottom Left Door
Requires: "canShinechargeMovementComplex" { "heatFrames": 70 } { "shineChargeFrames": 25 } { "shinespark": { "frames": 15, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 2
Middle Right Door
Requires: "HiJump" "canShinechargeMovementComplex" { "or": [ "ScrewAttack", { "obstaclesCleared": [ "B" ] } ] } { "shineChargeFrames": 110 } { "heatFrames": 105 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 2
Middle Right Door
Requires: "HiJump" "canShinechargeMovementComplex" { "or": [ "ScrewAttack", { "obstaclesCleared": [ "B" ] } ] } { "shineChargeFrames": 80 } { "heatFrames": 105 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 2
Middle Right Door
Requires: "HiJump" "canShinechargeMovementComplex" { "or": [ "ScrewAttack", { "obstaclesCleared": [ "B" ] } ] } { "shineChargeFrames": 95 } { "heatFrames": 120 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 2
Middle Right Door
Requires: "canShinechargeMovementComplex" "canWalljump" { "or": [ "ScrewAttack", { "obstaclesCleared": [ "B" ] } ] } { "shineChargeFrames": 120 } { "heatFrames": 140 } { "shinespark": { "frames": 2, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "canShinechargeMovementComplex" { "shineChargeFrames": 40 } { "heatFrames": 240 } { "shinespark": { "frames": 27, "excessFrames": 10 } } Clears obstacles: B |
Requires: "canShinechargeMovementComplex" { "shineChargeFrames": 20 } { "heatFrames": 190 } { "shinespark": { "frames": 40, "excessFrames": 4 } } Clears obstacles: A, B |
Requires: "h_heatedCrystalFlash" Clears obstacles: B |
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } "h_useMorphBombs" { "heatFrames": 220 } Clears obstacles: B |
From: 4
Item
To: 5
Junction Above Bottom Blocks
Requires: { "heatFrames": 120 } { "obstaclesCleared": [ "B" ] } |
Requires: "h_usePowerBomb" { "heatFrames": 220 } Clears obstacles: B |
Requires: "ScrewAttack" { "heatFrames": 120 } Clears obstacles: B |
Requires: { "heatFrames": 80 } { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 440 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 80 } ] } ] } |
Requires: { "obstaclesCleared": [ "A" ] } "canLongIBJ" { "heatFrames": 1300 } Dev note: FIXME: This is a longer IBJ if B is broken with a power bomb (All the blocks are broken). FIXME: Add more IBJ variations. |
From: 5
Junction Above Bottom Blocks
To: 3
Top Right Door
Requires: "h_navigateHeatRooms" "canLongIBJ" "canPowerBombMidIBJ" { "heatFrames": 1300 } Clears obstacles: A |
Requires: "SpaceJump" { "or": [ { "obstaclesCleared": [ "A" ] }, "ScrewAttack" ] } { "heatFrames": 400 } |
Requires: { "obstaclesCleared": [ "A" ] } "h_heatedSpringwall" { "heatFrames": 245 } |
Requires: { "heatFrames": 40 } { "or": [ { "obstaclesCleared": [ "B" ] }, { "and": [ "ScrewAttack", { "heatFrames": 30 } ] } ] } Clears obstacles: B |
Requires: "h_useMorphBombs" { "heatFrames": 130 } Clears obstacles: B |
Requires: "h_usePowerBomb" { "heatFrames": 140 } Clears obstacles: B |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Requires: { "heatFrames": 40 } "h_heatedCrystalFlash" Clears obstacles: B |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Expects that Samus falls down afterwards. Requires: "canLongIBJ" { "heatFrames": 1150 } Clears obstacles: A Dev note: FIXME: This assumes B is not broken, add other IBJ variants. |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Requires: "h_usePowerBomb" "canTrivialMidAirMorph" { "heatFrames": 150 } Clears obstacles: A Dev note: FIXME: This doesn't quite break the blocks above, but going up after has more requirements. The canTrivialMidAirMorph could be avoided by using Spring Ball on entry or from the doorsill. |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Requires: "h_useMorphBombs" "SpaceJump" "canMidAirMorph" { "heatFrames": 250 } Clears obstacles: A |
From: 5
Junction Above Bottom Blocks
To: 5
Junction Above Bottom Blocks
Requires: "h_useMorphBombs" "h_heatedSpringwall" { "heatFrames": 250 } Clears obstacles: A |
Requires: { "obstaclesCleared": [ "A" ] } "h_heatedCrystalFlash" Resets obstacles: A Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Add acid-filled version of the Crystal Flash, and requirements to unlock the door with Missiles and Power Bombs. |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canPrepareForNextRoom" { "heatFrames": 55 } { "doorUnlockedAtNode": 1 } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: This would technically clear A, but depending on what is being done here, there will likely be too much acid to cross the room. |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canInsaneJump" { "heatFrames": 55 } { "doorUnlockedAtNode": 1 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This would technically clear A, but depending on what is being done here, there will likely be too much acid to cross the room. |
Requires: "canPrepareForNextRoom" { "or": [ "SpaceJump", "canWalljump" ] } { "heatFrames": 80 } { "doorUnlockedAtNode": 1 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This would technically clear A, but depending on what is being done here, there will likely be too much acid to cross the room. |
Cross the room while avoiding the pirate's stationary invisible lasers. On entry, fall to the right to land past the first pirate, then run and jump over the next pirate and continue to the top door. It is possible but precise to cross the room without any items or a wall jump by jumping from the slightly raised platform on the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canSpringBallJumpMidAir", "canInsaneJump", { "and": [ "Charge", "canTrickyUseFrozenEnemies", "Plasma", "canTrickyJump" ] } ] } "h_heatedGModeOpenDifferentDoor" |
Falling into the room while holding right is safe at low horizontal speed. Pirates can be shot with any weapon to prevent them from firing. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ "ScrewAttack", { "heatFrames": 60 } ] } { "heatFrames": 300 } Clears obstacles: A |
Entering with 3 tiles of run speed will let Samus pass under the ceiling and over the bottom center pirate. Pirates can be shot with any weapon to prevent them from firing. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "canCarefulJump" { "heatFrames": 300 } Clears obstacles: A |
From: 1
Left Door
To: 3
Bottom Platform Junction
Entering with 3 tiles of run speed will let Samus pass under the ceiling and over the bottom center pirate. Pirates can be shot with any weapon to prevent them from firing. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "canCarefulJump" { "heatFrames": 240 } Clears obstacles: A |
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "or": [ "ScrewAttack", { "heatFrames": 60 } ] } { "heatFrames": 300 } Clears obstacles: A Dev note: FIXME: There are better ways to fall to 3, but coming in with an unfamiliar speed could land Samus in a bad position. |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "SpaceJump" { "heatFrames": 500 } Clears obstacles: A |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 180 } Clears obstacles: A |
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "heatFrames": 180 } Clears obstacles: A |
Requires: "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 450 } { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Charge+Plasma" ] } } Exit condition: { "leaveWithRunway": { "length": 20, "openEnd": 1, "gentleUpTiles": 6 } } |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 220 } { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super", "ScrewAttack" ] } } Exit condition: { "leaveWithRunway": { "length": 20, "openEnd": 1, "gentleUpTiles": 6 } } |
Dive into the acid to the left of the first floating platform to quickly sink to the bottom of the room. It is possible to jump directly over the pirate at the bottom of the ramp directly to the gap between platforms. Falling in this way will land between platforms at the bottom of the room unless Samus slows or catches herself on the way down. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "canSuitlessLavaDive" { "or": [ "SpaceJump", "canTrickyJump", { "and": [ "canLateralMidAirMorph", "canCarefulJump" ] }, { "and": [ "ScrewAttack", "canCarefulJump" ] }, { "and": [ "h_heatProof", { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ] } }, "canCarefulJump" ] } ] } { "heatFrames": 140 } { "or": [ "canResetFallSpeed", "canPreciseWalljump", { "and": [ { "heatFrames": 60 }, { "acidFrames": 60 } ] } ] } { "heatFrames": 330 } { "acidFrames": 330 } |
From: 2
Right Door
To: 4
Center Floating Platforms Junction
Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "canSuitlessLavaDive" { "heatFrames": 180 } { "acidFrames": 80 } |
From: 2
Right Door
To: 5
Below Left Door Junction
Enter the room blue with very low run speed (e.g. with a 4-tap). Use a precisely timed jump to bonk the large stalagtite in the ceiling and fall through both pirates, killing them with the blue speed. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits. Entrance condition: { "comeInGettingBlueSpeed": { "length": 9, "openEnd": 1, "gentleDownTiles": 4 } } Requires: { "notable": "Reverse Acid Dive" } { "notable": "Reverse Thread the Needle" } { "obstaclesNotCleared": [ "A" ] } "canInsaneJump" "canSuitlessLavaDive" "canSlowShortCharge" { "heatFrames": 330 } { "acidFrames": 210 } |
From: 2
Right Door
To: 5
Below Left Door Junction
Begin running from the top of the second slope and jump at the bottom of the third slope, bonking the large stalagtite in the ceiling. Kill the first pirate with Screw Attack (or ahead of time with Charge+Plasma), and pass through the second pirate using a charged plasma shot. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits. Requires: { "notable": "Reverse Acid Dive" } { "notable": "Reverse Thread the Needle" } { "obstaclesNotCleared": [ "A" ] } "canInsaneJump" "canSuitlessLavaDive" "Charge" "Plasma" "canHitbox" { "or": [ "ScrewAttack", { "heatFrames": 210 } ] } { "heatFrames": 330 } { "acidFrames": 210 } |
SpaceJump diagonally towards the door through the acid. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "canSuitlessLavaDive" "Gravity" "SpaceJump" { "or": [ { "and": [ { "heatFrames": 330 }, { "acidFrames": 330 } ] }, { "and": [ "HiJump", { "heatFrames": 220 }, { "acidFrames": 220 } ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: Add requirements to unlock the door with Missiles and Power Bombs. |
Clear the runway by killing the pirate. Then Gravity jump after building as much run speed as possible. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "HiJump" "canTrickyDashJump" "canGravityJump" { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "ScrewAttack", "Super", "Charge+Plasma" ] } } { "heatFrames": 240 } { "acidFrames": 240 } { "gravitylessHeatFrames": 150 } { "gravitylessAcidFrames": 150 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This strat is only used to avoid walljumping. |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ "canCarefulJump", "ScrewAttack", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 1 } } ] } { "or": [ { "and": [ "canWalljump", { "heatFrames": 420 } ] }, { "and": [ "HiJump", { "heatFrames": 360 } ] }, { "and": [ "canTrickySpringBallJump", { "heatFrames": 520 } ] } ] } |
From: 3
Bottom Platform Junction
To: 4
Center Floating Platforms Junction
Requires: { "obstaclesCleared": [ "A" ] } "SpaceJump" { "heatFrames": 420 } |
From: 3
Bottom Platform Junction
To: 4
Center Floating Platforms Junction
Freeze a pirate to use as a platform. A very strong beam is required to stay out of the acid. Shooting the Pirate with two diagonal shots can help prevent it from being killed as it is frozen. Requires: { "obstaclesCleared": [ "A" ] } "Charge" "canTrickyUseFrozenEnemies" "Plasma" "canTrickyJump" { "heatFrames": 440 } |
From: 3
Bottom Platform Junction
To: 4
Center Floating Platforms Junction
Between the two pirates there is a short runway that can be used to jump to the higher platform. Requires: { "obstaclesCleared": [ "A" ] } "canInsaneJump" { "heatFrames": 480 } |
Avoid the pirate while moving through the acid to get closer to the wall. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "canSuitlessLavaDive" { "or": [ { "and": [ "Gravity", { "heatFrames": 120 }, { "acidFrames": 120 } ] }, { "and": [ { "heatFrames": 170 }, { "acidFrames": 170 } ] } ] } |
From: 4
Center Floating Platforms Junction
To: 1
Left Door
Land on the fourth platform from the top and build some speed to spacejump across straight to the door. The optimal platform can be hit by simpily holding right when entering the acid. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "Gravity" "SpaceJump" { "heatFrames": 360 } { "acidFrames": 360 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: Includes a little bit extra frame count to drop down two platforms first. |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ "canCarefulJump", "canPreciseWalljump", "ScrewAttack", "canSpringBallJumpMidAir", "SpaceJump", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 2 } } ] } { "heatFrames": 420 } |
Requires: { "obstaclesCleared": [ "A" ] } "HiJump" { "or": [ "SpeedBooster", { "heatFrames": 90 } ] } { "heatFrames": 270 } { "or": [ "canCarefulJump", "canLateralMidAirMorph", "ScrewAttack", { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Charge+Ice+Wave+Spazer" ] } }, { "heatFrames": 240 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Charge+Plasma" ] } }, { "heatFrames": 120 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 60 } ] } ] } |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)", "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Charge+Ice+Wave+Spazer", "Missile" ] } }, { "heatFrames": 900 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)", "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super", "Charge+Plasma" ] } }, { "heatFrames": 660 } ] } ] } |
From: 4
Center Floating Platforms Junction
To: 3
Bottom Platform Junction
Jump off the platform to the left with low horizontal speed and hold left to avoid landing on any pirates. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } { "or": [ { "and": [ "Gravity", { "heatFrames": 180 }, { "acidFrames": 180 } ] }, { "and": [ { "heatFrames": 240 }, { "acidFrames": 240 } ] } ] } |
From: 5
Below Left Door Junction
To: 1
Left Door
Climb to the top left door while in Acid. Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "Gravity" { "or": [ { "and": [ "HiJump", "canConsecutiveWalljump", { "heatFrames": 150 }, { "acidFrames": 150 } ] }, { "and": [ "canConsecutiveWalljump", { "heatFrames": 210 }, { "acidFrames": 210 } ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Below Left Door Junction
To: 1
Left Door
Requires: { "notable": "Reverse Acid Dive" } { "obstaclesNotCleared": [ "A" ] } "canConsecutiveWalljump" { "or": [ { "and": [ "HiJump", { "heatFrames": 280 }, { "acidFrames": 280 } ] }, { "and": [ { "heatFrames": 400 }, { "acidFrames": 400 } ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ { "and": [ "canConsecutiveWalljump", { "heatFrames": 300 } ] }, { "and": [ "canConsecutiveWalljump", "HiJump", { "heatFrames": 240 } ] }, { "and": [ "SpaceJump", { "heatFrames": 600 } ] }, { "and": [ "SpaceJump", "HiJump", { "heatFrames": 390 } ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
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_crouchJumpDownGrab" "canSpringBallJumpMidAir" { "heatFrames": 600 } { "acidFrames": 600 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This strat is only used to avoid walljumping. FIXME: Gravity heat reduction is disabled for part of this strat. |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: { "obstaclesNotCleared": [ "A" ] } "ScrewAttack" { "heatFrames": 80 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 300 } { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
Shoot the standing pirate with beam shots to prevent it from attacking. Let the wall pirate climb down a little bit to make passing it easier. Requires: { "or": [ "canSpringBallJumpMidAir", "canWalljump", "SpaceJump" ] } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 420 } |
Requires: "ScrewAttack" { "or": [ { "and": [ "SpaceJump", { "heatFrames": 155 } ] }, { "and": [ "canWalljump", { "heatFrames": 135 } ] } ] } |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "heatFrames": 100 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 135 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Come in with blue speed, killing the lower two Pirates, with enough momentum to jump all the way up to the door. Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 1, "minExtraRunSpeed": "$6.9" } } Requires: "canCarefulJump" { "heatFrames": 90 } Dev note: This can also be done with lower run speeds in specific ranges, namely between $2.0 and $2.1 or between $2.E and $3.1, but this would be much more difficult. |
From: 1
Top Left Door
To: 4
Top Right Door
Come in with blue speed, with enough momentum to jump, kill the lower two Pirates, and land on the platform above. Then either quickly jump through the door before the top Pirate fires its laser, or wait for it to jump to the other side and then jump over it. Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 1, "minExtraRunSpeed": "$3.E" } } Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 135 } Dev note: This can also be done with lower run speeds in specific ranges, namely between $2.0 and $2.1 or between $2.E and $3.1, but this would be much more difficult. |
From: 1
Top Left Door
To: 4
Top Right Door
Come in with blue speed, run through the lowest Pirate, continuing with a short jump to kill the one on the right wall. Next run a specific distance to get speed to jump onto the platform. Then either quickly jump through the door before the top Pirate fires a laser, or wait for it to jump across the room and then jump over it. Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 1 } } Requires: "canTrickyDashJump" { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 210 } |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 70 } "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "heatFrames": 105 } { "shinespark": { "frames": 12, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Wall Jump, Bottom Position)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 95 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 130 } { "shinespark": { "frames": 12, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Wall Jump, Top Position)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 105 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 140 } { "shinespark": { "frames": 11, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": true } } Requires: "canTrickyDashJump" "canTrickyDodgeEnemies" "canInsaneJump" { "heatFrames": 140 } |
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Run and jump onto the platform above and then up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "HiJump" "canShinechargeMovementComplex" { "heatFrames": 140 } { "shineChargeFrames": 130 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come in Shinecharging, Leave Shinecharged (HiJump Pirate Dodge Wall Climb)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Carefully jump around the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" "canWalljump" { "heatFrames": 115 } { "shineChargeFrames": 110 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come in Shinecharging, Leave Shinecharged (HiJump Screw Wall Climb)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Use Screw Attack to jump through the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "HiJump" "ScrewAttack" "canShinechargeMovementComplex" "canWalljump" { "heatFrames": 105 } { "shineChargeFrames": 100 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come in Shinecharging, Leave Shinecharged (Pirate Dodge Wall Climb)
(Expert)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Carefully jump around the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "canShinechargeMovementComplex" "canWalljump" "canTrickyDodgeEnemies" { "heatFrames": 145 } { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Use Screw Attack to jump through the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "ScrewAttack" "canShinechargeMovementComplex" "canWalljump" { "heatFrames": 125 } { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Crouch in front of the standing pirate to freely shoot charge shots. Shoot upon entering the room to interupt the pirate lazer attack. Stay far enough away from the wall to avoid the wall pirate. Jumping can be used to distract the wall pirate, in particular when trying to jump to the overhead platform. Requires: "Charge" "canUseFrozenEnemies" { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Super", "count": 2 } }, { "ammo": { "type": "Missile", "count": 8 } }, { "heatFrames": 550 } ] } { "heatFrames": 550 } |
After climbing the room, it is possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", { "and": [ "Charge", "canUseFrozenEnemies" ] }, { "and": [ "canTrickyDodgeEnemies", "canJumpIntoIBJ" ] } ] } { "heatFrames": 80 } Dev note: FIXME: It may be possible to kill the upper pirates in a way where Samus can collect their drops on the path to the door. FIXME: It is possible to kill the pirates then IBJ or tricky dash jump, but using the runway will require at least one laser hit. |
From: 1
Top Left Door
To: 4
Top Right Door
IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is possible to manipulate the bottom pirate to place several lasers, in order to overload them, and then IBJ over the pirate and IBJ again from the right corner. OVerloading the lasers can prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphIBJ" "canTrickyGMode" { "heatFrames": 80 } |
From: 1
Top Left Door
To: 4
Top Right Door
Use 3 Power Bombs to kill the pirate. If done quickly, it is possible to also kill one of the wall pirates. IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is also possible to manipulate the bottom pirate to place several lasers before killing it, in order to overload them and prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "ammo": { "type": "PowerBomb", "count": 3 } } "h_artificialMorphIBJ" "canInsaneJump" { "heatFrames": 80 } Clears obstacles: A Dev note: FIXME: It may be possible to kill the upper pirates in a way where Samus can collect their drops on the path to the door. |
Requires: "HiJump" { "or": [ "canDodgeWhileShooting", "ScrewAttack", { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 120 } |
Kill the pirates to free up the full runway for a speedy jump, or to start an IBJ. If the wall pirate jumps over a Samus who is not crouched, it will climb offscreen on its own. But may still need to be killed after. Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Charge" ] } }, { "heatFrames": 2100 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Charge+Plasma" ] } }, { "heatFrames": 240 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Charge+Ice+Wave+Spazer" ] } }, { "heatFrames": 660 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Missile", "Super" ] } }, { "heatFrames": 330 } ] } ] } { "or": [ { "and": [ "canTrickyDashJump", { "heatFrames": 180 } ] }, { "and": [ "canIBJ", { "heatFrames": 1320 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 540 } ] } ] } |
Requires: "canPreciseWalljump" { "or": [ "canTrickyJump", "ScrewAttack", { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 120 } |
Spark vertically on room entry. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 5 } { "shinespark": { "frames": 21, "excessFrames": 5 } } { "heatFrames": 250 } |
X-Ray climb up the left wall in order to jump to the center platform. Quickly kill the pirates before beginning the X-Ray climb. Climb to just above the door shell and do a turnaround spinjump to reach the platform. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 1 } } { "or": [ { "and": [ "canTrickyDodgeEnemies", { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)", "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Super", "Charge+Plasma" ] } } ] }, { "and": [ { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)", "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } } ] } ] } { "heatFrames": 1260 } Dev note: FIXME: other weapons could work for killing the Pirates, with more damage taken. |
Requires: { "heatFrames": 200 } { "or": [ { "and": [ { "heatFrames": 50 }, "h_usePowerBomb" ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 1
Top Left Door
To: 5
Bottom Junction
Place a Power Bomb then exit G-mode to break the blocks. If entering in indirect, without Morph, quickly place the Power Bomb and unmorph and start shooting the pirate, in order to prevent it from moving forward or placing invisible, stationary lasers over the way down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphPowerBomb" { "heatFrames": 120 } Clears obstacles: A |
Shoot at the Standing Pirate to prevent it from attacking. Then clip through the Power Bomb blocks with a moonfall. Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canMoonfall" { "heatFrames": 180 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1600 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 45 } { "shinespark": { "frames": 12 } } "h_usePowerBomb" { "heatFrames": 400 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 1 } "canShinesparkDeepStuck" { "shinespark": { "frames": 1, "excessFrames": 1 } } "canXRayClimb" { "heatFrames": 1600 } |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "heatFrames": 60 } { "shinespark": { "frames": 21 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: { "heatFrames": 20 } { "shineChargeFrames": 20 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 3
Bottom Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "heatFrames": 50 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 3
Bottom Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "heatFrames": 50 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 50 } |
From: 2
Bottom Left Door
To: 5
Bottom Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: A |
From: 3
Bottom Right Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1650 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 105 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 45 } { "shinespark": { "frames": 12 } } "h_usePowerBomb" { "heatFrames": 400 } Clears obstacles: A |
From: 3
Bottom Right Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 1 } { "shinespark": { "frames": 1, "excessFrames": 1 } } "canShinesparkDeepStuck" "canXRayClimb" { "heatFrames": 1650 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "heatFrames": 60 } { "shinespark": { "frames": 21 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: { "heatFrames": 20 } { "shineChargeFrames": 20 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: { "heatFrames": 50 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: { "heatFrames": 50 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" |
The camera will not follow Samus so beams and missiles despawn instantly and the Pirates are inactive. The Grapple Beam still fully extends and Power Bombs turn the Pirates active. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: "canOffScreenMovement" { "heatFrames": 125 } |
Requires: { "heatFrames": 50 } |
From: 3
Bottom Right Door
To: 5
Bottom Junction
Place a Power Bomb at the top of the room, then exit G-mode to have the blocks above break. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: A |
Falling to the right of the floating platform is faster. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } ] } { "or": [ "canTrickyJump", { "heatFrames": 20 } ] } { "heatFrames": 115 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 115 } { "heatFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 75 } { "heatFrames": 110 } { "shinespark": { "frames": 14 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: { "heatFrames": 115 } { "shineChargeFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Falling to the right of the floating platform is faster. Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "heatFrames": 135 } |
Avoid getting hit by one of the pirate's stationary, invisible lasers on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 105 } |
Fall onto the platform, then wait for the pirate to jump back to the right before returning through the door. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 275 } |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canPrepareForNextRoom" { "heatFrames": 55 } { "doorUnlockedAtNode": 4 } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Top Right Door
To: 4
Top Right Door
Fall onto the platform, then wait for the pirate to jump back to the right before returning through the door. Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "heatFrames": 275 } |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canInsaneJump" { "heatFrames": 55 } { "doorUnlockedAtNode": 4 } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: { "heatFrames": 270 } "canTrickyDodgeEnemies" Exit condition: { "leaveWithSidePlatform": { "height": 6, "runway": { "length": 4, "openEnd": 2 }, "obstruction": [ 5, 6 ] } } Dev note: FIXME: An option of killing the Pirate can also be possible. |
From: 4
Top Right Door
To: 5
Bottom Junction
Fall behind the standing pirate in order to prevent it from placing invisible, stationary lasers over the way down. If entering in direct G-mode, it is possible to fall through the wall pirate, using the i-frames from the G-mode setup. If entering with Morph or a way to move while morphed, it is possible to land on the floating platform and manipulate the wall pirate into overloading the shots, making it safer to go down below. Place a Power Bomb then exit G-mode to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphPowerBomb" { "heatFrames": 120 } Clears obstacles: A |
Requires: "HiJump" { "heatFrames": 250 } { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 50 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
Requires: { "or": [ "canPreciseWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } { "heatFrames": 400 } { "or": [ "h_usePowerBomb", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} Dev note: Destroying the obstacle isn't seen to take extra time for two reasons. 1- It destroys the shot blocks as well which are assumed to be manually destroyed each time since they respawn. 2- Some of the time loss of waiting for the PB is offset by having to setup for the jump up anyway. |
The shot block may respawn while bomb jumping and can be cleared by weaving a Power Bomb into the IBJ, or with a bomb placed overhead while bomb jumping. The Power Bomb can be placed one tile higher than the doors to also clear the Power Bomb Blocks above at the same time. Requires: "canIBJ" { "or": [ { "and": [ { "or": [ "canBombAboveIBJ", "canPowerBombMidIBJ" ] }, { "heatFrames": 1000 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 510 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 480 } ] }, { "and": [ "canDoubleBombJump", "canJumpIntoIBJ", { "heatFrames": 300 } ] } ] } { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 50 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} Dev note: Placing a power bomb to break the shot block and the power bomb blocks without dropping the IBJ is the same level of control as canBombAboveIBJ. |
Requires: "canUseFrozenEnemies" "h_crouchJumpDownGrab" { "heatFrames": 700 } { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 50 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 5
Bottom Junction
To: 1
Top Left Door
Run from the right door and jump at the very end of the raised flat ground. Aim down any time before the peak of the jump in order to not fall out of the block. Note that Samus can destroy the Power Bomb blocks above while waiting for the block to respawn. Requires: "canJumpIntoRespawningBlock" "canTrickyJump" { "or": [ "canInsaneJump", "h_heatProof" ] } { "heatFrames": 550 } { "or": [ "h_usePowerBomb", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 5
Bottom Junction
To: 2
Bottom Left Door
Requires: { "heatFrames": 175 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 5
Bottom Junction
To: 3
Bottom Right Door
Requires: { "heatFrames": 175 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 5
Bottom Junction
To: 5
Bottom Junction
Lay a Power Bomb immediately after killing the Viola, in order to get a Power Bomb drop even if full on Power Bombs. Jump straight up to collect the drop, then remorph and hold the Crystal Flash inputs. Requires: { "obstaclesNotCleared": [ "A" ] } { "heatFrames": 185 } "h_heated10PowerBombCrystalFlash" { "heatFrames": 30 } Dev note: Destroying obstacle A from above would kill the Violas prematurely. FIXME: It is possible to get past their drops from above to still be able to use them; find out if there is a consistent setup for this. |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 1
Left Door
Use 17 Power Bombs while pressed against the crumble blocks to overload PLMs and go through the crumble blocks. With Morph, exit G-mode near the item then return to the left, without, exit in the middle of the room to break the crumble blocks. Anywhere else in the left section of the room requires one more Power Bomb. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "ammo": { "type": "PowerBomb", "count": 18 } } { "heatFrames": 240 } Dev note: Returning to the left avoids canRiskPermanentLossOfAccess. This might be useful with a crystal flash. |
From: 1
Left Door
To: 2
Top Door
Use 17 Power Bombs while pressed against the crumble blocks to overload PLMs and go through the crumble blocks. Anywhere else in the left section of the room requires one more Power Bomb. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "ammo": { "type": "PowerBomb", "count": 17 } } { "heatFrames": 50 } Dev note: It is possible to go to 3, but then it takes extra heat frames to get out, being almost the same as ending at 2 and going to 3. |
From: 1
Left Door
To: 2
Top Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphBombs" { "heatFrames": 50 } Dev note: It is possible to go to 3, but then it takes extra heat frames to get out, being almost the same as ending at 2 and going to 3. |
From: 1
Left Door
To: 3
Item
In the previous room, avoid triggering the transition too deeply (position 238), otherwise Samus ends up stuck too far right in the wall. After teleporting, Samus should be standing inside the wall. Wait a moment for the acid to lower, then retract Grapple by pressing up, which will pull Samus left and down. Hold left, and release Grapple while still holding left. Perform a turn-around spin jump (to the right). Then morph and roll out to the left. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } } Requires: { "notable": "Grapple Teleport Inside Wall" } "Morph" { "heatFrames": 180 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 100 } |
From: 2
Top Door
To: 1
Left Door
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 105 } "canShinechargeMovementComplex" "canQuickDrop" { "heatFrames": 105 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Quick Drop)
(Very Hard)
Lower Norfair Escape Power Bomb Room
From: 2
Top Door
To: 1
Left Door
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 95 } "canShinechargeMovementComplex" "canQuickDrop" { "heatFrames": 120 } { "shinespark": { "frames": 6, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Top Door
To: 1
Left Door
Use 9 Power Bombs against the right crumble blocks to overload PLMs and roll through the crumble blocks on the left. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "ammo": { "type": "PowerBomb", "count": 9 } } "h_heatedGModeOpenDifferentDoor" |
From: 2
Top Door
To: 1
Left Door
Bomb the side of the crumble blocks to overload PLMs and go through to the left door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" "h_artificialMorphBombs" "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: This and a few other variant could go to 3, but then it takes extra heat frames to get out, which is about the same overall, but the item could be Varia, Gravity, or an E-Tank making it possible when entering with less Energy. |
From: 2
Top Door
To: 2
Top Door
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } |
From: 2
Top Door
To: 2
Top Door
Requires: { "heatFrames": 70 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -2, "rightPosition": 2 } } |
From: 2
Top Door
To: 2
Top Door
Requires: { "heatFrames": 200 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -6, "rightPosition": 2 } } Dev note: This applies to getting onto the ledge in Red Fish Room, or onto the bottom ledge on the right side of Mt. Everest. It does not require opening the left door. An additional tile could be used by opening the door, but that does not yet appear to have an application. |
Requires: "h_navigateHeatRooms" { "heatFrames": 90 } |
Requires: { "heatFrames": 90 } Dev note: FIXME: Just reaching the node (as currently drawn in the room diagram) would be doable in 50 frames. We have 90 here because getting into the door takes a bit more time than that. Probably the room diagram should be redrawn with the node including the door only, not the platform below. |
From: 3
Item
To: 2
Top Door
Requires: { "heatFrames": 90 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "heatFrames": 90 } Exit condition: { "leaveWithPlatformBelow": { "height": 9, "leftPosition": -2, "rightPosition": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithSidePlatform": { "height": 1, "runway": { "length": 2, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.D. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 15 } "h_navigateHeatRooms" "canMidairShinespark" { "shinespark": { "frames": 57, "excessFrames": 4 } } { "heatFrames": 230 } |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 380 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 5 } } Requires: "h_navigateHeatRooms" "SpaceJump" "canPrepareForNextRoom" { "heatFrames": 260 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 135 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 15 } "h_navigateHeatRooms" "canMidairShinespark" { "shinespark": { "frames": 59, "excessFrames": 5 } } { "heatFrames": 190 } |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 320 } |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 260 } |
Be careful to avoid damage from the respawning Zebbos. They will not spawn if you are close enough to the door. Requires: "h_heatedCrystalFlash" |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 150 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":70}]} {"types":["powerbomb"],"requires":[{"heatFrames":250}]} Dev note: FIXME: Could maybe reduce the heat frames if coming from the farm or the left. |
Requires: "h_navigateHeatRooms" "canTrickyJump" { "heatFrames": 215 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 45 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 145 } |
From: 3
Left Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 280 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":130}]} {"types":["powerbomb"],"requires":[{"heatFrames":350}]} |
From: 3
Left Farm Junction
To: 1
Left Door
The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the right Zebbo starts moving to the left then freeze it after it starts moving left. Lure the Zebbo to the left and freeze it again to extend the runway while maintaining a half-tile gap between it and the runway to extend the runway as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo. Requires: "h_frozenEnemyRunway" { "heatFrames": 1000 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Be careful to avoid damage from the respawning Zebbos. Requires: "h_heatedCrystalFlash" |
From: 3
Left Farm Junction
To: 3
Left Farm Junction
Requires: { "heatFrames": 0 } "canPauseAbuse" "Grapple" "canBeVeryPatient" { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Energy", "Super", "PowerBomb" ] } |
Requires: "h_navigateHeatRooms" { "or": [ "canTrickyJump", { "heatFrames": 30 } ] } { "heatFrames": 180 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 60 } |
From: 4
Right Farm Junction
To: 2
Right Door
The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the left Zebbo starts moving to the right then freeze it after it starts moving right. Get onto the runway and freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo. With less Energy, it is possible to get the Zebbo into position by only freezing it once - after the small hop, jump towards the door and shoot downwards to freeze it in place. Requires: "h_frozenEnemyRunway" { "heatFrames": 300 } { "or": [ "canInsaneJump", { "heatFrames": 300 } ] } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_navigateHeatRooms" { "heatFrames": 210 } |
From: 4
Right Farm Junction
To: 4
Right Farm Junction
Be careful to avoid damage from the respawning Zebbos. Requires: "h_heatedCrystalFlash" |
From: 4
Right Farm Junction
To: 4
Right Farm Junction
Requires: { "heatFrames": 0 } "canPauseAbuse" "Grapple" "canBeVeryPatient" { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Energy", "Super", "PowerBomb" ] } |
Requires: "h_heatedCrystalFlash" |
From: 1
Left Door
To: 1
Left Door
Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold left to leave the room before the door closes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedDirectGModeLeaveSameDoor" |
From: 1
Left Door
To: 2
Right Vertical Door
Overload PLMs using the camera scroll blocks just right of the downard passageway by the left door. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canOffScreenMovement" "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } |
From: 1
Left Door
To: 2
Right Vertical Door
Be careful not to overload PLMs with the camera scroll blocks just right of the downard passageway by the left door; use the item to finish overloading PLMs. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canOffScreenMovement" "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Come In Blue Spinning, Space Jump Through Morph Tunnel
(Extreme)
Lower Norfair Spring Ball Maze Room
From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing. Entrance condition: { "comeInBlueSpinning": { "minExtraRunSpeed": "$6.E", "unusableTiles": 0 } } Requires: { "notable": "Air Speedball" } "canPreciseSpaceJump" "canInsaneJump" "canLateralMidAirMorph" "canSpeedball" "canMomentumConservingMorph" { "heatFrames": 110 } Dev note: This is possible with less extra speed but where you jump changes with your speed and room entry. |
Come In Getting Blue Speed, Space Jump Through Morph Tunnel
(Extreme)
Lower Norfair Spring Ball Maze Room
From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing. Entrance condition: { "comeInGettingBlueSpeed": { "length": 5, "openEnd": 1, "minExtraRunSpeed": "$5.B" } } Requires: { "notable": "Air Speedball" } "canPreciseSpaceJump" "canInsaneJump" "canLateralMidAirMorph" "canSpeedball" "canMomentumConservingMorph" { "heatFrames": 110 } |
From: 1
Left Door
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" { "heatFrames": 60 } |
From: 1
Left Door
To: 6
Junction By Left Door (Right of Pit)
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "h_navigateHeatRooms" { "heatFrames": 45 } |
From: 1
Left Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "heatFrames": 160 } |
From: 1
Left Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "or": [ "canDownBack", "canCarefulJump" ] } { "heatFrames": 120 } |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Requires: "h_heatedCrystalFlash" |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithSpark": {}, "comesThroughToilet": "any" } Requires: { "shinespark": { "frames": 5, "excessFrames": 5 } } { "heatFrames": 120 } Dev note: This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark. |
From: 2
Right Vertical Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Perform the crystal flash all the way against the left wall of the accessible tunnel, then jump through the ceiling. Requires: { "notable": "Crystal Flash Clip" } { "heatFrames": 100 } "h_heatedCrystalFlash" "canCeilingClip" { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } { "heatFrames": 175 } Clears obstacles: B Dev note: After the CF, a midair morph can be avoided with a single bomb, but midair morph is expected for this level. The heat frames are based on reaching the entrance of the last morph tunnel. FIXME: in the room diagram, draw node 5 using a smaller box to more precisely indicate this location. |
It is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns any stationary, invisible fireballs, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canUseFrozenEnemies", { "and": [ "canTrickyDashJump", "canTrickyDodgeEnemies" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 3
Bottom Horizontal Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphSpringBallBombJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 3
Bottom Horizontal Door
To: 1
Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
From: 3
Bottom Horizontal Door
To: 2
Right Vertical Door
PLMs will be overloaded using the camera scroll blocks while climbing the room. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. Note that it is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns and stationary, invisible lasers, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canUseFrozenEnemies", "canIBJ", { "and": [ "canTrickyDashJump", "canTrickyDodgeEnemies" ] } ] } "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } |
From: 3
Bottom Horizontal Door
To: 2
Right Vertical Door
It is tricky to climb the room without fully overloading PLMs. With Ice and either HiJump or Spring Ball, freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Alternatively, with Spring Ball and either HiJump, Bombs, or Power Bombs, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Once up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. This will finish overloading PLMs. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canOffScreenMovement" "canTrickyGMode" { "or": [ { "and": [ "canTrickyUseFrozenEnemies", "HiJump" ] }, { "and": [ "canTrickyUseFrozenEnemies", "h_useSpringBall" ] }, { "and": [ "HiJump", "h_useSpringBall" ] }, "canSpringBallBombJump" ] } "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
Requires: "h_heatedCrystalFlash" |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
It is tricky to climb the room without fully overloading PLMs. With Spring Ball, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canTrickyGMode" "h_artificialMorphSpringBall" { "or": [ "HiJump", "h_artificialMorphSpringBallBombJump" ] } "h_heatedDirectGModeLeaveSameDoor" |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
It is tricky to climb the room without fully overloading PLMs. Freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Up above, get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canTrickyGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "h_useSpringBall" ] } "h_heatedDirectGModeLeaveSameDoor" |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
Requires: { "heatFrames": 20 } Clears obstacles: C |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
Requires: "h_shinechargeMaxRunway" "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Plasma", "Wave+Spazer", "ScrewAttack", "Missile", "Super" ] } }, { "heatFrames": 420 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Spazer", "Wave", "PseudoScrew", "PowerBomb" ] } }, { "heatFrames": 530 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "PowerBeam" ] } }, { "heatFrames": 620 } ] } ] } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
It is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns any stationary, invisible fireballs, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canUseFrozenEnemies", { "and": [ "canTrickyDashJump", "canTrickyDodgeEnemies" ] } ] } { "heatFrames": 0 } |
From: 3
Bottom Horizontal Door
To: 4
Item
It is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns any stationary, invisible fireballs, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphSpringBallBombJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } { "heatFrames": 0 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" "ScrewAttack" { "or": [ "canCarefulJump", { "heatFrames": 40 } ] } { "heatFrames": 100 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Use blue speed to kill the Alcoons without stopping. Entrance condition: { "comeInGettingBlueSpeed": { "length": 7, "openEnd": 1, "gentleDownTiles": 4 } } Requires: "h_navigateHeatRooms" { "heatFrames": 60 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Get out of the wall if necessary; then do a blind jump over the Alcoon. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canOffScreenMovement" { "heatFrames": 80 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" "canCarefulJump" { "heatFrames": 199 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" "canDodgeWhileShooting" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Wave+Plasma" ] } }, { "and": [ "canPrepareForNextRoom", "Charge", "Wave", "Spazer" ] }, { "and": [ "canPseudoScrew", { "heatFrames": 30 } ] } ] } { "or": [ "canCarefulJump", { "heatFrames": 10 } ] } { "heatFrames": 100 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Alcoon", "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "Wave+Spazer" ] } } { "heatFrames": 200 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Alcoon", "type": "contact", "hits": 1 } } { "heatFrames": 180 } |
Requires: { "canShineCharge": { "usedTiles": 27, "gentleUpTiles": 2, "openEnd": 0 } } { "obstaclesCleared": [ "A" ] } { "heatFrames": 260 } "canShinechargeMovement" { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":240}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":240}]} Dev note: Most of the time 1 can be unlocked on the way to 4. |
From: 4
Item
To: 3
Bottom Horizontal Door
Shinecharge near the missile location, then fall down and shoot a beam shot through the lower half of the large stalactite. Shinespark to the right before the shot goes off screen, and have it open the door before Samus gets there. Requires: { "canShineCharge": { "usedTiles": 27, "gentleUpTiles": 2, "openEnd": 1 } } { "obstaclesCleared": [ "A" ] } { "heatFrames": 370 } "canShinechargeMovementComplex" "canHeroShot" { "shinespark": { "frames": 31 } } { "doorUnlockedAtNode": 3 } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Item
To: 3
Bottom Horizontal Door
Open the door to be able to spark out. Shinecharge near the missile location, then fall back down and spark out the right door. The door must have been opened prior in order to be able to spark out of it. Requires: { "canShineCharge": { "usedTiles": 27, "gentleUpTiles": 2, "openEnd": 1 } } { "obstaclesCleared": [ "A", "C" ] } { "heatFrames": 390 } "canShinechargeMovement" { "shinespark": { "frames": 35 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30}]} |
Leave Shinesparking Through Top of Door - Open Door First
(Very Hard)
Lower Norfair Spring Ball Maze Room
From: 4
Item
To: 3
Bottom Horizontal Door
Open the door to be able to spark out. Shinecharge near the missile location, then fall back down and run to the right before sparking out the right door. The Alcoons must have been cleared prior in order to be able to spark out. Requires: { "canShineCharge": { "usedTiles": 27, "gentleUpTiles": 2, "openEnd": 1 } } { "obstaclesCleared": [ "A", "C" ] } { "heatFrames": 390 } "canShinechargeMovementComplex" { "shinespark": { "frames": 30 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30}]} |
Requires: "h_heatedCrystalFlash" Clears obstacles: B |
From: 4
Item
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } { "obstaclesCleared": [ "B" ] } { "heatFrames": 199 } |
From: 4
Item
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } "h_useMorphBombs" { "heatFrames": 360 } Clears obstacles: B |
From: 4
Item
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } "h_usePowerBomb" { "heatFrames": 300 } Clears obstacles: B |
From: 4
Item
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" { "obstaclesCleared": [ "A" ] } { "heatFrames": 150 } |
From: 4
Item
To: 6
Junction By Left Door (Right of Pit)
Jump over the Alcoon's fireball and kill it and run through. Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "ScrewAttack", "PseudoScrew" ] } } { "heatFrames": 190 } Clears obstacles: A Dev note: Beams that take more than two shots are generally not quick enough to justify. |
From: 4
Item
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" { "or": [ { "and": [ "canDodgeWhileShooting", { "heatFrames": 200 } ] }, { "and": [ "Morph", { "heatFrames": 200 } ] }, { "and": [ { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } }, { "heatFrames": 160 } ] } ] } Clears obstacles: A |
From: 4
Item
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } } { "heatFrames": 170 } |
From: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
To: 2
Right Vertical Door
Requires: { "or": [ "h_useSpringBall", { "and": [ "canTrivialMidAirMorph", { "heatFrames": 30 } ] } ] } { "heatFrames": 520 } Unlocks doors: {"types":["powerbomb"],"requires":[]} |
From: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
To: 4
Item
Requires: { "or": [ "canTrivialMidAirMorph", { "and": [ "HiJump", "h_useSpringBall" ] } ] } { "heatFrames": 65 } Dev note: The heat frames are based on touching the item; from there, the amount of time required to reach the ground unmorphed is similar to the time needed to turn around for strats that approach the item node from the left. |
From: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Requires: "h_heatedCrystalFlash" |
From: 6
Junction By Left Door (Right of Pit)
To: 1
Left Door
Requires: "h_navigateHeatRooms" { "heatFrames": 60 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":20}]} |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Run under the Alcoon as it spawns Requires: "h_navigateHeatRooms" "canDodgeWhileShooting" { "heatFrames": 120 } Dev note: canDodgeWhileShooting represents the knowledge of how this Alcoon spawns and that you can run under it. |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Requires: "h_navigateHeatRooms" { "obstaclesCleared": [ "A" ] } { "heatFrames": 120 } |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Kill the Alcoon in one hit as it spawns. Requires: "h_navigateHeatRooms" "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } } { "heatFrames": 120 } Clears obstacles: A |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Requires: "h_navigateHeatRooms" { "or": [ { "and": [ "canDodgeWhileShooting", { "heatFrames": 200 } ] }, { "and": [ "Morph", { "heatFrames": 200 } ] }, { "and": [ { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } }, { "heatFrames": 160 } ] } ] } Clears obstacles: A |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Let the Alcoon spawn and then defeat it. Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Wave", "Ice+Spazer", "Plasma", "ScrewAttack", "PseudoScrew", "PowerBomb" ] } } { "heatFrames": 180 } Clears obstacles: A |
From: 6
Junction By Left Door (Right of Pit)
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Jump and Morph with a speedball to enter the morph tunnel and then use SpringBall to break the bomb blocks. Requires: { "notable": "Air Speedball" } "h_navigateHeatRooms" { "getBlueSpeed": { "usedTiles": 26, "gentleDownTiles": 2, "openEnd": 1 } } "canSpeedball" "canLateralMidAirMorph" "h_useSpringBall" { "heatFrames": 160 } Clears obstacles: B |
From: 6
Junction By Left Door (Right of Pit)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_heatedCrystalFlash" |
From: 6
Junction By Left Door (Right of Pit)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "heatFrames": 160 } |
From: 6
Junction By Left Door (Right of Pit)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_navigateHeatRooms" { "or": [ "canDownBack", "canCarefulJump" ] } { "heatFrames": 120 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" "canIBJ" { "or": [ { "and": [ "canBombHorizontally", { "heatFrames": 840 } ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", { "heatFrames": 290 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 480 } ] } ] } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump" ] } { "heatFrames": 180 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" "canUseFrozenEnemies" { "heatFrames": 330 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" "canIBJ" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "Wave+Spazer", "PseudoScrew", "ScrewAttack" ] } }, { "heatFrames": 270 } ] } { "heatFrames": 50 } { "or": [ { "and": [ "canDoubleBombJump", { "heatFrames": 500 } ] }, { "heatFrames": 860 } ] } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" "canSpringBallBombJump" { "heatFrames": 240 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "canTrickyDashJump" "h_navigateHeatRooms" { "heatFrames": 200 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Requires: "h_navigateHeatRooms" "canCarefulJump" { "heatFrames": 240 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Kill the Alcoon without stopping. Requires: "h_navigateHeatRooms" "canDodgeWhileShooting" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Wave+Plasma", "PseudoScrew", "ScrewAttack", "Charge+Wave+Spazer", "Shinespark" ] } }, { "and": [ "Plasma", "canHitbox" ] } ] } { "heatFrames": 120 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Alcoon", "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "Wave+Spazer" ] } } { "heatFrames": 240 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Alcoon", "type": "contact", "hits": 1 } } { "heatFrames": 180 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" "canIBJ" { "or": [ { "and": [ "canBombHorizontally", { "heatFrames": 820 } ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", { "heatFrames": 270 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 460 } ] } ] } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump" ] } { "heatFrames": 160 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" "canUseFrozenEnemies" { "heatFrames": 310 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" "canIBJ" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "Wave+Spazer", "PseudoScrew", "ScrewAttack" ] } }, { "heatFrames": 270 } ] } { "heatFrames": 50 } { "or": [ { "and": [ "canDoubleBombJump", { "heatFrames": 480 } ] }, { "heatFrames": 840 } ] } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_navigateHeatRooms" "canSpringBallBombJump" { "heatFrames": 220 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)
Jump from the bottom of the slope with about 6 tiles of run speed. Requires: "canTrickyDashJump" "h_navigateHeatRooms" { "heatFrames": 180 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_heatedCrystalFlash" |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Jump over the Alcoon and shoot open the door, then return. Requires: "canCarefulJump" { "heatFrames": 200 } Clears obstacles: C |
Requires: "h_heatedCrystalFlash" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Take the platforms one at a time. Requires: "h_navigateHeatRooms" "canCarefulJump" { "or": [ { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 2 } }, "Ice", { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "Super", "Plasma" ] } } ] } { "heatFrames": 700 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
High jumps for more control when landing. Requires: "h_navigateHeatRooms" { "or": [ { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 3 } }, { "and": [ "Ice", "Wave" ] }, { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "Wave+Plasma" ] } } ] } { "heatFrames": 900 } |
Wait for the Dragons to stop attacking and kill them with Power Bombs It can be faster to control Samus so the Power Bomb does not bounce her, or to avoid Dragon projectiles while Power Bombing them. Dragons must be on screen to take damage. Requires: "h_navigateHeatRooms" "Morph" { "enemyKill": { "enemies": [ [ "Dragon" ] ], "explicitWeapons": [ "PowerBombPeriphery" ] } } { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 2200 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 16 } "h_navigateHeatRooms" "canShinechargeMovement" "canMidairShinespark" { "shinespark": { "frames": 75, "excessFrames": 10 } } { "heatFrames": 270 } |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 510 } |
Requires: "h_navigateHeatRooms" "canTrickyJump" { "heatFrames": 570 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOpenDifferentDoor" |
Requires: "h_heatedCrystalFlash" |
Requires: "h_navigateHeatRooms" { "heatFrames": 360 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Taking the platforms one at a time is not fast enough to avoid the room hazards. Requires: "h_navigateHeatRooms" "canCarefulJump" { "or": [ { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 2 } }, { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "Super", "Plasma" ] } }, "Ice" ] } { "heatFrames": 700 } |
Shinecharge either right to left or left to right before horizontally sparking across the room. Use the raised step to the left or the lowered step to the right to be able to find the end of the runway. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canOffScreenMovement" "canMidairShinespark" "canShinechargeMovement" { "canShineCharge": { "usedTiles": 24, "openEnd": 1 } } { "shinespark": { "frames": 75, "excessFrames": 5 } } "h_heatedGModeOffCameraDoor" |
Space Jump across without falling. The Hibashi (fire pillars) can not hit Samus while off camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_heatedGModeOffCameraDoor" |
Requires: "h_navigateHeatRooms" "SpaceJump" { "or": [ "ScrewAttack", { "and": [ "canBlueSpaceJump", { "getBlueSpeed": { "usedTiles": 23, "openEnd": 2 } } ] } ] } { "heatFrames": 410 } |
High jumps for more control when landing. Requires: "h_navigateHeatRooms" { "or": [ { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 3 } }, { "and": [ "Ice", "Wave" ] }, { "enemyKill": { "enemies": [ [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "Wave+Plasma" ] } } ] } { "heatFrames": 1100 } |
Dragons must be on screen to take damage. Requires: "h_navigateHeatRooms" "Morph" { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 2200 } |
Requires: "h_navigateHeatRooms" "canMidairShinespark" "canShinechargeMovement" { "canShineCharge": { "usedTiles": 24, "openEnd": 1 } } { "shinespark": { "frames": 75, "excessFrames": 5 } } { "heatFrames": 380 } |
Use a two tile wide platform to get a good amount of running speed to avoid the room hazards. Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 450 } |
Requires: "h_navigateHeatRooms" "canTrickyJump" { "heatFrames": 500 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 330 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModeOffCameraDoor" |
Requires: "h_navigateHeatRooms" "SpaceJump" { "heatFrames": 250 } |
Riding the elevator without enough energy will cause a reserve trigger in the next room, reducing the total heat damage dealt. Entrance condition: { "comeInNormally": {} } Requires: "canManageReserves" { "autoReserveTrigger": {} } { "heatFrames": 0 } Dev note: FIXME: If the previous room is also heated, the reserve won't trigger until after this elevator ride as well, but it will trigger during heat damage. |
Requires: "h_heatedCrystalFlash" |
Riding the elevator without enough energy will cause a reserve trigger in the next room, reducing the total heat damage dealt. Requires: "canManageReserves" { "autoReserveTrigger": {} } { "heatFrames": 0 } Exit condition: { "leaveNormally": {} } Dev note: FIXME: If the next room is also heated, the reserve won't trigger until after that elevator ride as well, but then the reserve will trigger during heat damage. |
From: 4
Elevator
To: 4
Elevator
Requires: { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } "h_MainHallElevatorFrames" { "heatFrames": 210 } { "shineChargeFrames": 40 } Exit condition: { "leaveShinecharged": {} } |
Requires: { "canShineCharge": { "usedTiles": 24, "openEnd": 1 } } "canShinechargeMovement" "h_MainHallElevatorFrames" { "heatFrames": 300 } { "shineChargeFrames": 90 } Exit condition: { "leaveShinecharged": {} } |
Requires: { "heatFrames": 10 } "h_heatedCrystalFlash" { "heatFrames": 10 } |
From: 1
Left Door
To: 1
Left Door
Requires: { "heatFrames": 280 } "canTrickyJump" { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canHitbox", "canTrickyDodgeEnemies" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 2 ] } } Dev note: Max extra run speed $6.8. |
From: 1
Left Door
To: 1
Left Door
Requires: { "heatFrames": 130 } Exit condition: { "leaveWithSidePlatform": { "height": 2, "runway": { "length": 2, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.B |
Requires: { "heatFrames": 200 } { "obstaclesCleared": [ "A" ] } |
Requires: "canHitbox" { "heatFrames": 200 } |
Requires: "h_shinechargeMaxRunway" "canShinechargeMovement" { "or": [ "canHitbox", { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 180 } { "shineChargeFrames": 60 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":180}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":150}]} |
Requires: { "heatFrames": 125 } |
From: 1
Left Door
To: 3
Metal Pirates Junction
Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door. Requires: "canHitbox" "canInsaneJump" { "heatFrames": 100 } |
From: 1
Left Door
To: 3
Metal Pirates Junction
Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: { "notable": "Speed Echoes Kill" } { "obstaclesNotCleared": [ "A" ] } "canUseSpeedEchoes" "canHitbox" { "canShineCharge": { "usedTiles": 38, "openEnd": 2 } } { "or": [ { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } }, { "heatFrames": 60 } ] } { "or": [ { "and": [ "HiJump", { "shinespark": { "frames": 1 } }, { "shinespark": { "frames": 1 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 9 } }, { "shinespark": { "frames": 9 } } ] } ] } { "or": [ { "heatFramesWithEnergyDrops": { "frames": 630, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "canFarmWhileShooting", { "heatFramesWithEnergyDrops": { "frames": 360, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 270, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } Clears obstacles: door_1 |
Requires: { "heatFrames": 200 } { "obstaclesCleared": [ "A" ] } |
Requires: "canHitbox" { "heatFrames": 200 } |
Requires: "h_shinechargeMaxRunway" "canShinechargeMovement" { "or": [ "canHitbox", { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 180 } { "shineChargeFrames": 60 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":180}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":150}]} |
Requires: { "heatFrames": 10 } "h_heatedCrystalFlash" { "heatFrames": 10 } |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 280 } "canTrickyJump" { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canHitbox", "canTrickyDodgeEnemies" ] } ] } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 40, "openEnd": 0 }, "obstruction": [ 3, 2 ] } } Dev note: Max extra run speed $6.8. |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 130 } Exit condition: { "leaveWithSidePlatform": { "height": 2, "runway": { "length": 2, "openEnd": 1 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $0.B |
Requires: { "heatFrames": 125 } |
From: 2
Right Door
To: 3
Metal Pirates Junction
Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door. Requires: "canHitbox" "canInsaneJump" { "heatFrames": 100 } |
From: 2
Right Door
To: 3
Metal Pirates Junction
Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: { "notable": "Speed Echoes Kill" } { "obstaclesNotCleared": [ "A" ] } "canUseSpeedEchoes" "canHitbox" { "canShineCharge": { "usedTiles": 38, "openEnd": 2 } } { "or": [ { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } }, { "heatFrames": 60 } ] } { "or": [ { "and": [ "HiJump", { "shinespark": { "frames": 1 } }, { "shinespark": { "frames": 1 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 9 } }, { "shinespark": { "frames": 9 } } ] } ] } { "or": [ { "heatFramesWithEnergyDrops": { "frames": 630, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "canFarmWhileShooting", { "heatFramesWithEnergyDrops": { "frames": 360, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 270, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } Clears obstacles: door_2 |
Requires: { "heatFrames": 125 } Dev note: Timed from drop collection. FIXME: Samus will be closer to one door than the other. Drops will also spawn closer to a door which may or may not be the desired one. |
Requires: { "heatFrames": 125 } Dev note: Timed from drop collection. FIXME: Samus will be closer to one door than the other. Drops will also spawn closer to a door which may or may not be the desired one. |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Stand under the Metal Pirate as it does a dive kick and fire the plasma shot so that it stays with the Pirate longer, hitting twice. Uncharged shots can finish off a Pirate if Ice or Wave is also equipped. Requires: "Charge" "Plasma" "canTrickyJump" { "or": [ { "and": [ "Wave", "Ice", { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] }, { "and": [ { "or": [ "Ice", "Wave" ] }, "canInsaneJump", { "heatFramesWithEnergyDrops": { "frames": 260, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 260, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] }, { "and": [ "canInsaneJump", { "heatFramesWithEnergyDrops": { "frames": 350, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 350, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Requires: "Charge" "Plasma" { "or": [ { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, { "or": [ "Ice", "Wave" ] }, { "heatFramesWithEnergyDrops": { "frames": 700, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, "Ice", "Wave", { "heatFramesWithEnergyDrops": { "frames": 450, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, { "heatFramesWithEnergyDrops": { "frames": 950, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "canXRayWaitForIFrames", { "heatFramesWithEnergyDrops": { "frames": 210, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 210, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Requires: "canDodgeWhileShooting" "Charge" "Spazer" { "or": [ { "heatFramesWithEnergyDrops": { "frames": 4400, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "Ice", { "heatFramesWithEnergyDrops": { "frames": 3000, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "Wave", { "heatFramesWithEnergyDrops": { "frames": 2650, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "Ice", "Wave", { "heatFramesWithEnergyDrops": { "frames": 1750, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 6 } } ] } { "enemyKill": { "enemies": [ [ "Space Pirate (fighting)", "Space Pirate (fighting)" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFramesWithEnergyDrops": { "frames": 2700, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 8 } } ] } "Plasma" { "heatFramesWithEnergyDrops": { "frames": 2000, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] } { "enemyKill": { "enemies": [ [ "Space Pirate (fighting)", "Space Pirate (fighting)" ] ], "explicitWeapons": [ "Super" ] } } { "heatFramesWithEnergyDrops": { "frames": 450, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
If energy would fall into Health Bomb range, immediately collect some health drops so that the second wave of drops (from a single pirate) will be able to spawn Supers. Requires: "canFarmWhileShooting" { "or": [ { "and": [ { "resourceAvailable": [ { "type": "Energy", "count": 73 } ] }, { "ammo": { "type": "Super", "count": 4 } } ] }, { "ammo": { "type": "Super", "count": 5 } } ] } { "heatFramesWithEnergyDrops": { "frames": 225, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } { "heatFramesWithEnergyDrops": { "frames": 225, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } { "partialRefill": { "type": "Energy", "limit": 119 } } Clears obstacles: A Dev note: Collecting Super drops is shown by spending fewer to kill the pirates. |
Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door. Requires: "h_heatedGMode" { "or": [ { "ammo": { "type": "Super", "count": 6 } }, { "ammo": { "type": "Missile", "count": 36 } } ] } { "or": [ { "heatFrames": 45 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door. Requires: "h_heatedGMode" { "or": [ "Plasma", { "and": [ "Charge", "Spazer" ] }, { "and": [ "Charge", "Wave" ] }, { "and": [ "Spazer", "Ice", "Wave" ] }, { "and": [ "canBePatient", { "or": [ { "and": [ "Charge", "Ice" ] }, { "and": [ "Spazer", "Ice" ] }, { "and": [ "Spazer", "Wave" ] } ] } ] }, { "and": [ "canBeVeryPatient", { "or": [ "Charge", "Spazer" ] } ] } ] } { "or": [ { "heatFrames": 45 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Requires: "h_heatedGMode" { "heatFrames": 45 } |
The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door. Requires: "h_heatedGMode" "canTrickyGMode" { "notable": "Speed Echoes Kill" } { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } "canUseSpeedEchoes" { "or": [ { "heatFrames": 45 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and open the door and leave. Otherwise, it requires exiting G-mode at the left side of the room, shooting the door and returning to the right side of the room. Requires: "h_heatedGMode" { "or": [ { "ammo": { "type": "Super", "count": 6 } }, { "ammo": { "type": "Missile", "count": 36 } } ] } { "or": [ { "heatFrames": 190 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: FIXME: These heat frames would be lower if both doors were locked and either could be used to set the metal pirates kill flag. It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and open the door and leave. Otherwise, it requires exiting G-mode at the left side of the room, shooting the door and returning to the right side of the room. Requires: "h_heatedGMode" { "or": [ "Plasma", { "and": [ "Charge", "Spazer" ] }, { "and": [ "Charge", "Wave" ] }, { "and": [ "Spazer", "Ice", "Wave" ] }, { "and": [ "canBePatient", { "or": [ { "and": [ "Charge", "Ice" ] }, { "and": [ "Spazer", "Ice" ] }, { "and": [ "Spazer", "Wave" ] } ] } ] }, { "and": [ "canBeVeryPatient", { "or": [ "Charge", "Spazer" ] } ] } ] } { "or": [ { "heatFrames": 190 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: FIXME: These heat frames would be lower if both doors were locked and either could be used to set the metal pirates kill flag. It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Requires: "h_heatedGMode" { "heatFrames": 45 } |
The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and open the door and leave. Otherwise, it requires exiting G-mode at the left side of the room, shooting the door and returning to the right side of the room. Requires: "h_heatedGMode" "canTrickyGMode" { "notable": "Speed Echoes Kill" } { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } "canUseSpeedEchoes" { "or": [ { "heatFrames": 190 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: FIXME: These heat frames would be lower if both doors were locked and either could be used to set the metal pirates kill flag. It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Entrance condition: { "comeInNormally": {} } Requires: { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "heatFrames": 40 } |
Requires: { "obstaclesCleared": [ "C", "E" ] } "h_heatedCrystalFlash" |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: { "heatFrames": 145 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["canUseIFrames",{"heatFrames":150}]} Dev note: Unlocking the door with a Power Bomb will give Samus i-frames for one or two Dessgeega hits. |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
The Multiviola will immediately reach Samus at the door when entering the room. By entering the room in a jump and aiming down, there is just enough time to shoot the multiviola. Or by entering the room aiming diagonally down and firing a beam shot. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Multiviola" ] ], "explicitWeapons": [ "PseudoScrew", "ScrewAttack" ] } }, { "heatFrames": 30 } ] }, { "and": [ "canTrickyJump", { "enemyKill": { "enemies": [ [ "Multiviola" ] ], "explicitWeapons": [ "Missile", "Super" ] } }, { "heatFrames": 30 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Multiviola" ] ], "explicitWeapons": [ "Charge+Ice", "Ice+Wave", "Ice+Spazer" ] } }, { "heatFrames": 60 } ] }, { "enemyKill": { "enemies": [ [ "Multiviola" ] ], "explicitWeapons": [ "Plasma", "Charge+Spazer", "Charge+Wave" ] } } ] } { "heatFrames": 40 } Dev note: You can kill the Multiviola with a super without jumping but it would be a notable strat for being frame precise and its not worth separating it out. This does not clear obstacle E, because this is not the Multiviola that can be used for the ice clip. |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1 } } Requires: "canPrepareForNextRoom" { "heatFrames": 0 } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
This runway requires killing the Dessgeegas closest to the door, and taking a Multiviola hit if the Multiviola is alive. Requires: { "heatFrames": 250 } { "or": [ { "obstaclesCleared": [ "C" ] }, { "and": [ { "heatFrames": 100 }, { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "ScrewAttack" ] } } ] }, { "and": [ { "heatFrames": 350 }, { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Plasma", "Super", "Missile" ] } } ] } ] } Exit condition: { "leaveWithRunway": { "length": 45, "openEnd": 1 } } Dev note: The Multiviolas move out of the way if coming from the left, or they can be killed with the Dessgeegas. |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
The Multiviola can be killed by aiming diagonally down when entering the room and shooting a strong enough beam shot (not ice). Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" { "or": [ "Plasma", { "and": [ "Charge", { "or": [ "Wave", "Spazer" ] } ] } ] } { "heatFrames": 100 } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 1 } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: Taking a hit by the Multiviola isn't an option, as it will stop Samus' run and then the Dessgeega will be in the way. |
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "heatFrames": 40 } |
From: 1
Bottom Left Door
To: 6
Bottom Right Corner Junction
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1 } } Requires: { "heatFrames": 135 } Clears obstacles: C, E, F |
From: 1
Bottom Left Door
To: 6
Bottom Right Corner Junction
Time Plasma shots so that Samus can run through the first two Dessgeegas and gain blue speed. Shooting into the floor can give more control over the enemy i-frames. Requires: "canDodgeWhileShooting" "Plasma" "canHitbox" "h_getBlueSpeedMaxRunway" { "heatFrames": 145 } Clears obstacles: C, E, F |
More heat frames than shinespark frames because the shinespark bonk takes some time. Entrance condition: { "comeInWithSpark": {} } Requires: { "heatFrames": 160 } { "shinespark": { "frames": 77, "excessFrames": 2 } } Clears obstacles: C, E, F |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "obstaclesCleared": [ "C", "E" ] } { "heatFrames": 180 } |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: "canDodgeWhileShooting" "Charge" "Ice" "Wave" "Spazer" { "heatFrames": 1080 } Clears obstacles: C Dev note: Without canDodgeWhileShooting, tanking the damage and running through is best. |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega", "Multiviola", "Multiviola" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 480 } Clears obstacles: C, E |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 540 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: "Plasma" { "heatFrames": 380 } Clears obstacles: C, E |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "Plasma" "canDodgeWhileShooting" { "heatFrames": 480 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: "ScrewAttack" { "heatFrames": 230 } Clears obstacles: C Dev note: You can't catch the Multiviolas to kill them with Screw without reaching node 6. |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega", "Multiviola", "Multiviola" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 380 } Clears obstacles: C, E |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 380 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "heatFrames": 200 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 2 } } |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 240 } { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
Requires: { "heatFrames": 15 } "h_heatedCrystalFlash" Clears obstacles: A |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 180 } Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 12, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Max extra run speed $2.9. The `comeInNormally` condition is to ensure the shot blocks are intact; waiting for them to respawn could also be an option but would require more heat frames. |
From: 2
Top Right Door
To: 4
Junction Below Bomb Blocks
Requires: { "heatFrames": 160 } { "obstaclesNotCleared": [ "A" ] } { "or": [ "ScrewAttack", { "and": [ "h_useMorphBombs", { "heatFrames": 60 } ] }, { "obstaclesCleared": [ "B" ] } ] } Clears obstacles: B |
Place the power bomb while passing through the shot block gap (or before) to save some time. Requires: { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" { "heatFrames": 180 } Clears obstacles: A Dev note: We don't want the blocks to already be cleared (e.g. from Crystal Flash at node 2) because then we may need to crumble jump. FIXME: We could add a separate strat for the case where the blocks are already broken. |
From: 2
Top Right Door
To: 4
Junction Below Bomb Blocks
Carry Temporary Blue through the top door to break the left side of the bomb blocks. Morph while falling through the shot block to bounce on the crumble blocks towards the morph tunnel. Then unmorph near the wall to fall straight down with temporary blue, if needed. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "obstaclesNotCleared": [ "A" ] } "canPrepareForNextRoom" "canChainTemporaryBlue" "h_useSpringBall" { "heatFrames": 300 } Clears obstacles: B Dev note: You could jump into the room for the initial Temporary Blue and turn around with XRay twice, but this room is heated so that would be costly. |
From: 2
Top Right Door
To: 4
Junction Below Bomb Blocks
Carry Temporary Blue through the top door to break the left side of the bomb blocks. There is a small frame window where Samus can soft unmorph on the crumble blocks and jump again while retaining temporary blue. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Temporary Blue Crumble Jump without SpringBall" } { "obstaclesNotCleared": [ "A" ] } "canPrepareForNextRoom" "canChainTemporaryBlue" "canInsaneJump" "canCrumbleJump" { "heatFrames": 300 } Clears obstacles: B Dev note: You could jump into the room for the initial Temporary Blue and turn around with XRay twice, but this room is heated so that would be costly. |
From: 2
Top Right Door
To: 6
Bottom Right Corner Junction
Moonfall into the door transition and stay in spin to fall through the top 4 levels of solid tiles. A flatley style turnaround will land between the Bomb and Crumble blocks and can be continued with another Moonfall. Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canPrepareForNextRoom" "canMoonfall" "canFreeFallClip" { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } { "or": [ { "ammo": { "type": "Missile", "count": 3 } }, { "ammo": { "type": "Super", "count": 3 } }, "Plasma", "h_heatProof" ] } { "heatFrames": 300 } Dev note: Entering the room with a moonfall can be assumed always possible for comeInWithStoredFallSpeed. FIXME: This could benefit from another node below 4. |
Requires: "h_heatedCrystalFlash" |
Requires: "Morph" { "heatFrames": 120 } |
Requires: { "obstaclesCleared": [ "B" ] } { "heatFrames": 160 } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "canSpringBallJumpMidAir", "HiJump", { "and": [ "SpaceJump", { "heatFrames": 20 } ] }, { "and": [ "canSpringBallBombJump", { "heatFrames": 50 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 60 } ] } ] } |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
Jump and mid-air morph off a crumble block to begin the IBJ. Use double bomb jumps to make it up quickly before the shot block respawns. Requires: { "obstaclesCleared": [ "A" ] } "canCrumbleJump" "canInsaneJump" "canJumpIntoIBJ" "canDoubleBombJump" { "heatFrames": 360 } Dev note: This is likely to only be useful if the in-room item is Bombs, and Samus had to break the blocks with a Power Bomb to get to it. |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
Requires: { "obstaclesCleared": [ "A" ] } "HiJump" "canCrumbleJump" { "heatFrames": 180 } |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
Spinjump off a crumble block with just a tiny amount of run speed. That gives just enough height to be able to walljump out. Requires: { "notable": "Crumble Speedjump" } { "obstaclesCleared": [ "A" ] } "canCrumbleJump" "canTrickyDashJump" "canPreciseWalljump" "canInsaneJump" { "heatFrames": 180 } |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
This is possible by jumping on the crumble blocks into a mid-air spring ball jump, or by avoiding them. The crumbles can be avoided by starting with either an air ball, a 3 tile high mid-air morph, or a low spring wall. These are generally safer, as bouncing on the crumble blocks with Spring Ball is trivial. Requires: { "obstaclesCleared": [ "A" ] } "canTrickySpringBallJump" { "heatFrames": 250 } { "or": [ { "and": [ "can4HighMidAirMorph", "canSpringFling" ] }, { "and": [ "canLateralMidAirMorph", "canTrickyJump" ] }, "canCrumbleJump", { "and": [ "h_trickySpringwall", "canPreciseWalljump" ] } ] } |
Requires: { "obstaclesCleared": [ "A" ] } "SpaceJump" { "heatFrames": 180 } |
Shoot the block before starting or in mid-air, then use spring ball to bounce on the crumb blocks and start an IBJ. The shot block respawns quickly so it's pretty unforgiving on the IBJ executions. Conservatively placing bombs for the IBJ will not make it up in time, unless the block is broken while IBJing. Requires: { "obstaclesCleared": [ "A" ] } "canJumpIntoIBJ" "h_useSpringBall" { "or": [ "canTrickyJump", "canDoubleBombJump", "canBombAboveIBJ", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } { "heatFrames": 500 } |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
Requires: { "obstaclesCleared": [ "A" ] } "HiJump" "h_useSpringBall" { "heatFrames": 130 } |
Requires: "Morph" { "heatFrames": 80 } |
Requires: "h_useMorphBombs" { "heatFrames": 80 } Clears obstacles: B |
From: 4
Junction Below Bomb Blocks
To: 3
Item
Requires: "h_usePowerBomb" { "heatFrames": 80 } Clears obstacles: A |
From: 4
Junction Below Bomb Blocks
To: 3
Item
Position the Power Bomb far enough left to only partially clear the bomb blocks. Requires: { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" { "heatFrames": 95 } Clears obstacles: B Dev note: This is possible when ice clipping with the multiviola. |
Requires: { "obstaclesNotCleared": [ "A" ] } "h_useMorphBombs" { "heatFrames": 100 } Clears obstacles: B |
From: 4
Junction Below Bomb Blocks
To: 4
Junction Below Bomb Blocks
Requires: "h_heatedCrystalFlash" Clears obstacles: A |
From: 4
Junction Below Bomb Blocks
To: 4
Junction Below Bomb Blocks
Requires: "h_usePowerBomb" { "heatFrames": 120 } Clears obstacles: A |
From: 4
Junction Below Bomb Blocks
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "D" ] } { "heatFrames": 450 } |
From: 4
Junction Below Bomb Blocks
To: 6
Bottom Right Corner Junction
Requires: { "enemyKill": { "enemies": [ [ "Multiviola", "Multiviola" ], [ "Multiviola", "Multiviola", "Multiviola" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 500 } Clears obstacles: D |
From: 4
Junction Below Bomb Blocks
To: 6
Bottom Right Corner Junction
Requires: "ScrewAttack" { "heatFrames": 450 } Clears obstacles: D |
From: 4
Junction Below Bomb Blocks
To: 6
Bottom Right Corner Junction
Requires: { "or": [ { "and": [ "Wave", "Plasma" ] }, { "and": [ "Plasma", { "heatFrames": 300 } ] }, { "and": [ "Wave", "Ice", "Spazer", { "heatFrames": 300 } ] }, { "and": [ "Wave", { "heatFrames": 900 } ] } ] } { "heatFrames": 450 } Clears obstacles: D |
From: 4
Junction Below Bomb Blocks
To: 6
Bottom Right Corner Junction
Requires: { "heatFrames": 400 } { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 3 } } |
Taking damage off a Dessgeega at the far right, coming in from the top, allows you to charge a blue suit and get through to the door. Requires: { "or": [ { "obstaclesCleared": [ "F" ] }, { "and": [ "canUseIFrames", { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } ] } ] } { "getBlueSpeed": { "usedTiles": 23, "openEnd": 2 } } { "heatFrames": 200 } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 6
Bottom Right Corner Junction
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "F" ] } "h_heatedCrystalFlash" |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "obstaclesCleared": [ "F" ] } { "heatFrames": 150 } |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } }, { "heatFrames": 420 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 250 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "PowerBomb" ] } }, { "heatFrames": 350 } ] } ] } { "heatFrames": 150 } Clears obstacles: F |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "or": [ { "and": [ "Plasma", { "heatFrames": 250 } ] }, { "and": [ "Ice", "Wave", "Spazer", { "heatFrames": 600 } ] } ] } { "heatFrames": 150 } Clears obstacles: F |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: "ScrewAttack" { "heatFrames": 200 } Clears obstacles: F |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "excludedWeapons": [ "Bombs", "PseudoScrew" ] } } { "heatFrames": 3000 } Clears obstacles: F Dev note: Bombs excluded because there's no safe setup. |
From: 6
Bottom Right Corner Junction
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: { "heatFrames": 150 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "obstaclesCleared": [ "C" ] } { "heatFrames": 200 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "obstaclesCleared": [ "F" ] } { "heatFrames": 200 } { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } }, { "heatFrames": 300 } ] }, { "obstaclesCleared": [ "C" ] } ] } { "or": [ { "enemyKill": { "enemies": [ [ "Multiviola", "Multiviola" ] ], "explicitWeapons": [ "Missile" ] } }, { "obstaclesCleared": [ "E" ] } ] } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "obstaclesCleared": [ "F" ] } "Plasma" { "heatFrames": 500 } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: "ScrewAttack" { "heatFrames": 320 } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "obstaclesCleared": [ "F" ] } { "heatFrames": 200 } { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 200 } ] }, { "obstaclesCleared": [ "C" ] } ] } { "or": [ { "enemyKill": { "enemies": [ [ "Multiviola", "Multiviola" ] ], "explicitWeapons": [ "Super" ] } }, { "obstaclesCleared": [ "E" ] } ] } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "heatFrames": 250 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Requires: { "obstaclesCleared": [ "F" ] } "Plasma" "Wave" { "heatFrames": 400 } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "F" ] } { "heatFrames": 100 } |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "C" ] } "canDodgeWhileShooting" "Charge" "Ice" "Wave" "Spazer" { "heatFrames": 550 } Clears obstacles: F Dev note: Without canDodgeWhileShooting, tanking the damage and running through is best. |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "C" ] } { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 400 } Clears obstacles: F |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "C" ] } "Plasma" { "heatFrames": 400 } Clears obstacles: F |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: "ScrewAttack" { "heatFrames": 160 } Clears obstacles: F |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "C" ] } { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 200 } Clears obstacles: F |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "heatFrames": 150 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
Entrance condition: { "comeInNormally": {} } Requires: "h_heatedCrystalFlash" { "resetRoom": { "nodes": [ 1 ] } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 4, "openEnd": 1 } } Requires: "canBlueSpaceJump" { "heatFrames": 300 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} Dev note: This is considered faster than Space Screw because we can safely assume carried momentum from previous rooms. The heat frame count is conservative and assumes only the speed of a 4-tap. |
Cross the room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: { "notable": "Bombs" } "h_useMorphBombs" "canWallJumpInstantMorph" "canInsaneJump" "canResetFallSpeed" "canUnmorphBombBoost" "canSuitlessLavaDive" { "heatFrames": 1320 } { "acidFrames": 128 } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Cross the room with Bombs and minimal damage. Acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: { "notable": "Bombs" } "h_useMorphBombs" "Gravity" "canResetFallSpeed" "canJumpIntoIBJ" "canSuitlessLavaDive" { "enemyDamage": { "enemy": "Puromi", "type": "contact", "hits": 2 } } { "heatFrames": 1440 } { "acidFrames": 725 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":15},{"acidFrames":15}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 65 } { "heatFrames": 135 } "canMidairShinespark" { "or": [ { "and": [ { "shinespark": { "frames": 66, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "shinespark": { "frames": 66, "excessFrames": 15 } }, { "heatFrames": 165 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This assumes sparking near the pillars, since sparking near the door is already covered by the comeInWithSpark strat. 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 15 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1 } } Requires: { "heatFrames": 150 } "canMidairShinespark" { "or": [ { "and": [ { "shinespark": { "frames": 66, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "shinespark": { "frames": 66, "excessFrames": 15 } }, { "heatFrames": 165 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This assumes sparking near the pillars. 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 15 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: { "heatFrames": 79 } { "or": [ { "and": [ { "shinespark": { "frames": 79, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "shinespark": { "frames": 79, "excessFrames": 15 } }, { "heatFrames": 165 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 15 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" { "or": [ "SpaceJump", "canTrickyJump" ] } "h_heatedGModeOpenDifferentDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"or":["SpaceJump","canInsaneJump",{"acidFrames":15}]}]} |
Requires: "ScrewAttack" { "or": [ "canCarefulJump", { "heatFrames": 60 } ] } { "heatFrames": 490 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Requires: "ScrewAttack" "SpaceJump" { "heatFrames": 380 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "ScrewAttack" "SpaceJump" "canCarefulJump" { "heatFrames": 300 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
The power bombs can be placed pretty far from the next pillar in line. PB1 - Above the mound of dirt on the ground. PB2 - On pillar 2 (not on the Puromi Fire Snake). PB3 - Near pillar 5. Requires: "canCarefulJump" "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Puromi", "type": "contact", "hits": 1 } } ] } { "heatFrames": 670 } { "or": [ "canTrickyJump", { "and": [ "Gravity", { "heatFrames": 180 }, { "acidFrames": 56 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 240 }, { "acidFrames": 96 } ] } ] } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":15},{"acidFrames":15}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30},{"acidFrames":30}]} Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
Place the PBs next to the pillars in order to only use 2. Minimize acid by unmorphing high to land back on the jump spot or walljumping before placing the bomb. Requires: { "notable": "Two Power Bombs" } "canMidAirMorph" "canCarefulJump" { "ammo": { "type": "PowerBomb", "count": 2 } } { "or": [ { "and": [ "canCarefulJump", "canResetFallSpeed", { "heatFrames": 660 } ] }, { "and": [ "canWalljump", { "heatFrames": 660 }, { "or": [ "canWallJumpInstantMorph", { "acidFrames": 30 } ] } ] }, { "and": [ "Gravity", { "heatFrames": 660 }, { "acidFrames": 30 } ] }, { "and": [ "canTrickyJump", "canSuitlessLavaDive", { "heatFrames": 720 }, { "acidFrames": 52 } ] } ] } { "or": [ "canTrickyJump", { "and": [ "Gravity", { "heatFrames": 180 }, { "acidFrames": 56 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 240 }, { "acidFrames": 96 } ] } ] } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":15},{"acidFrames":15}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":30},{"acidFrames":30}]} Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "openEnd": 1 } } Requires: "canCarefulJump" "canBlueSpaceJump" { "heatFrames": 300 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":40}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":100}]} Dev note: This is considered faster than Space Screw because we can safely assume carried momentum from previous rooms. The heat frame count is conservative and assumes only the speed of a 4-tap. |
Cross the room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: { "notable": "Bombs" } "canWallJumpInstantMorph" "canInsaneJump" "canResetFallSpeed" "canUnmorphBombBoost" "canHBJ" "canSuitlessLavaDive" { "heatFrames": 1320 } { "acidFrames": 128 } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Cross the room with Bombs and minimal damage. Acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: { "notable": "Bombs" } "h_useMorphBombs" "Gravity" "canResetFallSpeed" "canJumpIntoIBJ" "canSuitlessLavaDive" { "enemyDamage": { "enemy": "Puromi", "type": "contact", "hits": 2 } } { "heatFrames": 1440 } { "acidFrames": 725 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":15},{"acidFrames":15}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Entrance condition: { "comeInShinecharged": {} } Requires: "canShinechargeMovement" "canHorizontalShinespark" { "shineChargeFrames": 65 } { "heatFrames": 135 } { "or": [ { "and": [ { "shinespark": { "frames": 67, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "shinespark": { "frames": 67, "excessFrames": 16 } }, { "or": [ { "and": [ "canControlShinesparkEnd", { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canWalljump" ] } ] } ] }, { "and": [ { "acidFrames": 10 }, { "heatFrames": 20 }, { "or": [ "HiJump", "canWalljump" ] } ] } ] }, { "heatFrames": 200 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This assumes sparking near the pillars, since sparking near the door is already covered by the comeInWithSpark strat. 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovement" "canHorizontalShinespark" { "or": [ { "and": [ { "heatFrames": 105 }, { "shinespark": { "frames": 67, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "heatFrames": 165 }, { "shinespark": { "frames": 67, "excessFrames": 16 } }, { "or": [ { "and": [ "canControlShinesparkEnd", { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canWalljump" ] } ] } ] }, { "and": [ { "acidFrames": 10 }, { "heatFrames": 20 }, { "or": [ "HiJump", "canWalljump" ] } ] } ] }, { "heatFrames": 200 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInWithSpark": { "position": "top" } } Requires: { "heatFrames": 79 } { "or": [ { "and": [ { "shinespark": { "frames": 79, "excessFrames": 5 } }, { "heatFrames": 105 } ] }, { "and": [ { "shinespark": { "frames": 79, "excessFrames": 16 } }, "canCarefulJump", { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canWalljump" ] }, { "acidFrames": 5 } ] }, { "heatFrames": 200 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: 5 excess frames is the maximum for which it is still be possible to reach the door without running out of energy, in the case where the shinespark ends at 29 energy and Samus has no heat protection (or reserves to refill from). The alternative with 16 excess frames is mainly useful in the heat-proof case. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" { "or": [ "SpaceJump", "canTrickyGMode", { "and": [ "canTrickyJump", "canPreciseWalljump", { "acidFrames": 10 } ] }, { "and": [ "canTrickyJump", { "acidFrames": 24 } ] } ] } "h_heatedGModeOpenDifferentDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50},{"acidFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110},{"acidFrames":110}]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Wait for the Puromis to pass so that Samus does not land on them. Requires: "canCarefulJump" "ScrewAttack" { "or": [ { "and": [ "canSuitlessLavaDive", { "heatFrames": 1800 }, { "acidFrames": 116 } ] }, { "and": [ "Gravity", { "heatFrames": 1800 }, { "acidFrames": 48 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Break the half pillar near the entrance, then run back to use the longer runway that this opens up. Requires: "ScrewAttack" "SpaceJump" { "heatFrames": 350 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":40}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":100}]} |
The power bombs can be placed far from the next pillar in line. PB1 - Near the broken pillar. PB2 - On the 2nd full pillar. PB3 - On the 4th full pillar. Wait for the Puromis to avoid damage but wait too long and the acid will cover the door. Requires: "Morph" "canCarefulJump" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ { "and": [ "canSuitlessLavaDive", { "heatFrames": 840 }, { "acidFrames": 206 } ] }, { "and": [ "Gravity", { "heatFrames": 810 }, { "acidFrames": 55 } ] } ] } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30},{"acidFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":75},{"acidFrames":58}]} Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
Break spin to leave some blocks intact in order to avoid damage from Puromis. Avoiding acid damage at the last jump is tricky but possible. Requires: "canTrickyJump" "ScrewAttack" { "heatFrames": 530 } { "or": [ "canLateralMidAirMorph", { "and": [ "canPreciseWalljump", { "heatFrames": 20 }, { "acidFrames": 10 } ] }, { "and": [ { "heatFrames": 20 }, { "acidFrames": 24 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Place the PBs next to the pillars in order to only use 2. Avoid acid during the first Power Bomb by walljumping before placing the bomb. Avoiding acid damage at the last jump is tricky but possible. Requires: { "notable": "Two Power Bombs" } "canMidAirMorph" { "ammo": { "type": "PowerBomb", "count": 2 } } "canCarefulJump" { "or": [ { "and": [ "canWallJumpInstantMorph", { "heatFrames": 690 } ] }, { "and": [ "canWalljump", { "heatFrames": 660 }, { "acidFrames": 36 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 840 }, { "acidFrames": 84 } ] }, { "and": [ "Gravity", { "heatFrames": 660 }, { "acidFrames": 24 } ] } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph", { "heatFrames": 10 }, { "acidFrames": 10 } ] }, { "and": [ "canPreciseWalljump", { "heatFrames": 50 }, { "acidFrames": 32 } ] }, { "and": [ "Gravity", { "heatFrames": 20 }, { "acidFrames": 20 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 50 }, { "acidFrames": 50 } ] } ] } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30},{"acidFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":75},{"acidFrames":58}]} Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
Break spin to leave some blocks intact in order to avoid damage from Puromis. Avoiding acid damage at the last jump is tricky but possible. Requires: "canInsaneJump" "ScrewAttack" { "heatFrames": 500 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Entrance condition: { "comeInNormally": {} } Requires: "h_heatedCrystalFlash" { "resetRoom": { "nodes": [ 2 ] } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 110 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: FIXME: Could maybe reduce the heat frames if coming from the farm or the right. FIXME: A Power Bomb can be used, but it's complex enough to be a separate strat. |
Requires: { "canShineCharge": { "usedTiles": 38, "openEnd": 0 } } { "heatFrames": 300 } { "acidFrames": 133 } "Gravity" "canSuitlessLavaDive" "canShinechargeMovementComplex" { "shineChargeFrames": 75 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "or": [ { "and": [ "SpeedBooster", { "heatFrames": 265 }, { "acidFrames": 112 } ] }, { "and": [ { "heatFrames": 300 }, { "acidFrames": 145 } ] } ] } "Gravity" "canSuitlessLavaDive" |
Turn back to the left after entering the room then run under the Holtzes. Damage from a Zebbo from the right farm to gain invulnerability frames, then jump through the last two Holtzes. Requires: "canTrickyJump" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } { "heatFrames": 390 } |
Requires: { "heatFrames": 500 } { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 2 } } { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } |
Entrance condition: { "comeInWithSpark": {} } Requires: { "heatFrames": 65 } { "shinespark": { "frames": 61, "excessFrames": 4 } } { "heatFrames": 95 } |
Kill or dodge the Holtz while crossing the room. With Plasma and Wave or Ice, it is possible to quickly kill the Holtz while at the left door. Otherwise, jump immediately on entry while Samus still has i-frames to get to the left of the first Zebbo and kill it. Carefully cross the room while killing the Holtz without luring them, or dodge them. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires not killing the right Zebbo until it is in location. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canTrickyGMode", { "and": [ "canTrickyDodgeEnemies", "Plasma", { "or": [ "Wave", "Ice" ] } ] }, { "and": [ "canInsaneJump", "Plasma" ] }, { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } ] } { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
Requires: "SpaceJump" "ScrewAttack" { "heatFrames": 340 } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" "ScrewAttack" { "heatFrames": 240 } |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1 } } Requires: "SpaceJump" { "heatFrames": 190 } |
From: 1
Left Door
To: 3
Farm Junction Free of Holtzes
Place a power bomb near the door, then move right and jump under the Holtzes to the first platform. Continue placing power bombs while avoiding the Holtzes and avoiding luring the third one to the right. Requires: "canTrickyJump" { "enemyKill": { "enemies": [ [ "Holtz", "Holtz" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 600 } |
Requires: { "enemyKill": { "enemies": [ [ "Holtz", "Holtz" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 2 } } { "heatFrames": 450 } |
Requires: { "or": [ "ScrewAttack", { "and": [ "Plasma", "Ice", "Wave" ] } ] } { "heatFrames": 100 } |
From: 1
Left Door
To: 3
Farm Junction Free of Holtzes
Turn back to the left after entering the room then run under the Holtzes. Avoid the third Holtz, then kill the fourth to clear the middle Zebbo farm. Requires: "canDodgeWhileShooting" { "or": [ "Plasma", { "and": [ "Ice", "Wave", "Spazer" ] } ] } { "heatFrames": 550 } |
Requires: { "or": [ "Plasma", { "and": [ "Ice", "Wave", "Spazer" ] } ] } { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } } { "heatFrames": 350 } |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } } ] } { "enemyKill": { "enemies": [ [ "Holtz", "Holtz" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 300 } |
Requires: { "canShineCharge": { "usedTiles": 38, "openEnd": 0 } } { "heatFrames": 390 } { "acidFrames": 133 } "Gravity" "canSuitlessLavaDive" "canShinechargeMovementComplex" { "shineChargeFrames": 75 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 2 } } { "heatFrames": 420 } |
Entrance condition: { "comeInWithSpark": {} } Requires: { "heatFrames": 65 } { "shinespark": { "frames": 60, "excessFrames": 4 } } { "heatFrames": 95 } |
Kill or dodge the Holtz while crossing the room. It's possible to kill the Holtz while staying safe; some of them can also be lured under platforms and out of the way. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyDodgeEnemies", "ScrewAttack", "Plasma", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Requires: "canTrickyJump" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } { "heatFrames": 315 } |
Requires: "SpaceJump" "ScrewAttack" { "heatFrames": 310 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "SpaceJump" "ScrewAttack" { "heatFrames": 230 } |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 3, "openEnd": 1 } } Requires: "SpaceJump" { "heatFrames": 200 } |
Requires: "h_heatedCrystalFlash" |
Immeidately jump over both Holtz and get back to the door quickly. Alternatively it is possible to wait by the door then time the lure of the second Holtz to sync the two together. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 150 } "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":225}]} {"types":["powerbomb"],"requires":[{"heatFrames":650}]} Dev note: FIXME: Could probably reduce the heat frames if coming from the farm or the left. |
On entry lure both Holtz. Kill one and freeze the other in position. Requires: "h_trickyFrozenEnemyRunway" { "heatFrames": 800 } { "or": [ { "and": [ "Wave", { "heatFrames": 500 } ] }, { "and": [ "Spazer", { "heatFrames": 500 } ] }, { "and": [ "Plasma", { "heatFrames": 200 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 0 } } Dev note: FIXME: These heatFrames can likely be tightened. |
Requires: { "enemyKill": { "enemies": [ [ "Holtz", "Holtz" ] ], "explicitWeapons": [ "Super", "PowerBomb" ] } } { "heatFrames": 550 } |
From: 2
Right Door
To: 3
Farm Junction Free of Holtzes
Requires: { "or": [ "Wave", "Spazer" ] } { "heatFrames": 950 } |
Requires: { "or": [ "canBePatient", "canDodgeWhileShooting" ] } { "heatFrames": 2400 } Dev note: This strat is below the normal threshold for canBePatient, but it is particularly tedious. |
Requires: { "or": [ "ScrewAttack", { "and": [ "Plasma", "Ice", "Wave" ] } ] } { "heatFrames": 100 } |
Requires: { "or": [ "Plasma", { "and": [ "Ice", "Wave", "Spazer" ] } ] } { "heatFrames": 500 } |
From: 2
Right Door
To: 3
Farm Junction Free of Holtzes
One easy way to do this is by waiting for the first Holtz to go under the first platform. Immediately when it hits the platform, move forward to lure the second Holtz. When they start going down, jump over them and quickly get to the left side of the first Zebbo farm, trapping 3 Holtzes underneath. Requires: "canTrickyJump" { "heatFrames": 400 } |
Leaving from the farm node assumes killing all the Holtzes and farming to full before exiting. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" { "heatFrames": 100 } |
From: 3
Farm Junction Free of Holtzes
To: 1
Left Door
Assumes killing all the Holtzes except for one that can be frozen to extend the runway. Get the Holtz stuck under the platform then farming to full before freezing it to extend the runway. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" "h_trickyFrozenEnemyRunway" { "heatFrames": 300 } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: Another strat could be added without the farm or heat resistance. |
From: 3
Farm Junction Free of Holtzes
To: 1
Left Door
Assumes killing all the Holtzes then farming to full. Morph on the ground near the Zebbo spawner then quickly unmorph and shoot as it starts to move horizontally. While on the runway near the door, freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" "h_frozenEnemyRunway" "Morph" { "heatFrames": 500 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: Another strat could be added without the farm or heat resistance. |
From: 3
Farm Junction Free of Holtzes
To: 1
Left Door
Requires: "h_heatResistant" { "heatFrames": 100 } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
Leaving from the farm node assumes killing all the Holtzes and farming to full before exiting. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" { "heatFrames": 100 } |
From: 3
Farm Junction Free of Holtzes
To: 2
Right Door
Assumes killing all the Holtzes except for one that can be frozen to extend the runway. Get the Holtz stuck under the platform then farming to full before freezing it to extend the runway. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" "h_trickyFrozenEnemyRunway" { "heatFrames": 300 } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: Another strat could be added without the farm or heat resistance. |
From: 3
Farm Junction Free of Holtzes
To: 2
Right Door
Assumes killing all the Holtzes then farming to full. Morph on the ground near the Zebbo spawner then quickly unmorph and shoot as it starts to move horizontally. While on the runway near the door, freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. Gaining Energy from the farm requires some sort of heat reduction. Requires: "h_heatResistant" "h_frozenEnemyRunway" "Morph" { "heatFrames": 500 } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: Another strat could be added without the farm or heat resistance. |
From: 3
Farm Junction Free of Holtzes
To: 3
Farm Junction Free of Holtzes
Crystal Flash to the left of the pipe to avoid the Holtzes. Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" Clears obstacles: A |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: { "heatFrames": 25 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "heatFrames": 60 } "canShinechargeMovementComplex" { "shinespark": { "frames": 22, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 0 } } Requires: { "shineChargeFrames": 45 } { "heatFrames": 45 } "canSlowShortCharge" "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: FIXME: a max run speed requirement should be included in the entrance condition. FIXME: A 'Full Runway' variant could also be added. |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: { "shineChargeFrames": 60 } { "heatFrames": 60 } "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "h_navigateHeatRooms" { "heatFrames": 40 } |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "canDodgeWhileShooting" "canCarefulJump" { "or": [ "canTrickyJump", "canDownBack" ] } { "or": [ "Charge", "Spazer", "Plasma", "Wave", "canInsaneJump" ] } { "heatFrames": 540 } |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Entering from water or without a way to shoot both blocks simultaneously, pause abuse the first KiHunter and then stay ahead of the other two. Entrance condition: { "comeInNormally": {} } Requires: "canDodgeWhileShooting" "canCarefulJump" { "heatFrames": 260 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 290 } |
From: 2
Bottom Right Vertical Door
To: 2
Bottom Right Vertical Door
Requires: "h_heatedCrystalFlash" |
From: 2
Bottom Right Vertical Door
To: 2
Bottom Right Vertical Door
Entrance condition: { "comeInWithSpark": {}, "comesThroughToilet": "any" } Requires: { "shinespark": { "frames": 4, "excessFrames": 4 } } { "heatFrames": 120 } Dev note: This strat is not useful in-room, but can satisfy a strat in the room before with an exit shinespark. |
Overload PLMs by rolling through the camera scroll block just right of the bomb blocks, then roll through the morph tunnel and use a bomb boost or Spring Ball to escape the tunnel and get to the door. Without a way to boost out of the tunnel, exit G-mode and use a two-turn X-Ray climb, then ceiling clip by jumping out of the tunnel. Note that the Kihunter is global, and will hit Samus. Without any way to know where the Kihunter will be, a contact hit is expected without Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_artificialMorphBombThings", "h_artificialMorphSpringBall", { "and": [ "canXRayClimb", "canCeilingClip", { "heatFrames": 450 }, { "or": [ "canTrickyGMode", { "heatFrames": 200 } ] } ] } ] } { "or": [ "ScrewAttack", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: It is also possible, but not expected, to kill the Kihunter by the door and use its drop to get out of the room. Because this is blind and there doesn't appear to be a way to fix the camera, it is not expected to climb higher in the room. FIXME: These door unlock heat frames could be lowered, but it depends on if the Kihunter is alive, and if Samus had to exit G-mode to get out of the tunnel. |
From: 2
Bottom Right Vertical Door
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "heatFrames": 240 } |
From: 2
Bottom Right Vertical Door
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "heatFrames": 240 } |
From: 2
Bottom Right Vertical Door
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_navigateHeatRooms" "Morph" "ScrewAttack" { "heatFrames": 220 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 45 } |
Overload PLMs by rolling through the camera scroll block just left of the bomb blocks, then roll through to the door. Jump and shoot down to hit the door, or use Grapple to save a few heat frames. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" { "heatFrames": 30 } "h_heatedGModeOffCameraDoor" Dev note: This door is slightly slower to get through than normal off-camera doors because it's vertical. |
Perform the Crystal Flash to the left, away from the door, to prevent the Kihunter from coming down. Requires: { "heatFrames": 20 } "h_heatedCrystalFlash" { "heatFrames": 20 } |
From: 3
Middle Right Door
To: 3
Middle Right Door
Requires: { "heatFrames": 150 } Exit condition: { "leaveWithGModeSetup": {} } |
Dodge or kill the Kihunters while climbing the room. It is possible to take it relatively slow, as there is no heat damage. Shoot the first shot block before exiting G-mode to then jump through it immediately after using X-Ray to save a small amount of heat damage. Note that with direct G-mode, it is possible to jump through the first Kihunter immediately on entry, as Samus will have i-frames. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "KiHunter Dodge" } "canTrickyDodgeEnemies" { "heatFrames": 125 } Dev note: Kill strats could be added, but it's not too hard to avoid them while taking it relatively slow. |
From: 3
Middle Right Door
To: 5
Top Junction Between Doors
The grapple teleport skips past the Kihunters. With good semi-blind movement, this makes it possible to reach the top with minimal heat damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 29 ] ] } } Requires: { "notable": "Grapple Teleport Semi-Blind Movement" } "canOffScreenMovement" { "heatFrames": 330 } |
From: 3
Middle Right Door
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "heatFrames": 410 } |
From: 3
Middle Right Door
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "heatFrames": 250 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: "h_navigateHeatRooms" "Wave" "Ice" "Spazer" { "heatFrames": 420 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: { "notable": "KiHunter Dodge" } "h_navigateHeatRooms" "canTrickyDodgeEnemies" { "heatFrames": 100 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then run or Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way. Requires: { "notable": "Kihunter Manipulation from Middle Door" } "h_navigateHeatRooms" "canStopOnADime" "canTrickyDodgeEnemies" { "or": [ "HiJump", "canWalljump" ] } { "heatFrames": 80 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: "ScrewAttack" { "heatFrames": 0 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Wait for the KiHunter to drop down on its own. Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } { "heatFrames": 120 } |
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: "h_navigateHeatRooms" "Wave" "Plasma" { "heatFrames": 300 } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 55 } { "heatFrames": 55 } "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 10 } { "heatFrames": 60 } "canShinechargeMovementComplex" { "shinespark": { "frames": 22, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 0 } } Requires: { "shineChargeFrames": 50 } { "heatFrames": 50 } "canSlowShortCharge" "canShinechargeMovementComplex" "canInsaneJump" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} Dev note: This direction is much more difficult than left-to-right, because the shot block is a tile closer to the door. FIXME: A max run speed requirement should be included in the entrance condition. FIXME: There could be a more appropriate tech to describe the precise shot, instead of canInsaneJump. FIXME: A 'Full Runway' variant could also be added. |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: { "shineChargeFrames": 60 } { "heatFrames": 60 } "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Requires: "h_heatedCrystalFlash" Clears obstacles: A |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: { "heatFrames": 25 } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
Requires: "h_navigateHeatRooms" { "heatFrames": 40 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Charge", "Spazer", "Plasma", "Wave", { "and": [ "canInsaneJump", { "or": [ "canDownBack", "Morph" ] } ] } ] } { "heatFrames": 540 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Entering from water or without a way to shoot both blocks simultaneously, pause abuse the first KiHunter and then stay ahead of the other two. Entrance condition: { "comeInNormally": {} } Requires: "canDodgeWhileShooting" "canTrickyJump" { "heatFrames": 260 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 300 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 40 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 40 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: "h_navigateHeatRooms" { "or": [ { "and": [ "ScrewAttack", { "heatFrames": 510 } ] }, { "and": [ "Charge", "Wave", "Ice", "Plasma", { "heatFrames": 570 } ] } ] } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Spazer", "Wave" ] } { "heatFrames": 500 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Very quickly move through the room to meet the bottom KiHunter in a position where it is possible to jump over it. Down back through the shot blocks. If coming through the right door, Morphing may be easier. Jump over the KiHunter where it dips while moving left. Additionally, build full run speed before jumping to land all the way next to the door. Requires: "canInsaneJump" "canDodgeWhileShooting" "canPrepareForNextRoom" { "or": [ "Charge", "Spazer", "Plasma", "Wave" ] } "canDownBack" { "heatFrames": 420 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Use Plasma to run through Kihunters instead of waiting. Requires: "h_navigateHeatRooms" "canHitbox" "Plasma" { "or": [ "canDownBack", { "and": [ "canCarefulJump", { "heatFrames": 50 } ] }, { "heatFrames": 130 } ] } { "heatFrames": 410 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Requires: "h_navigateHeatRooms" { "heatFrames": 1160 } |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 2
Bottom Right Vertical Door
Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "heatFrames": 270 } |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 2
Bottom Right Vertical Door
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "heatFrames": 270 } Dev note: FIXME This strat also unlocks node 2. Could add that in later? |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
Requires: "h_heatedCrystalFlash" Dev note: FIXME: This breaks the bomb blocks, but we don't have a way to represent this. Note that the blocks respawn too fast for this to be useful unless you have Spring Ball. |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Wait for the bomb blocks to reappear. Two crouches worth of height are needed before jumping through the rest of the blocks. Watch for the KiHunter to move right before jumping up to get a safe predicatable swoop. Requires: "h_navigateHeatRooms" "h_usePowerBomb" "canXRayClimb" "canCeilingClip" { "or": [ "ScrewAttack", { "and": [ "canTrickyJump", { "heatFrames": 90 } ] }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 810 } Dev note: This requires Power Bombs because it saves neither energy nor ammo using Bombs. |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Watch for the KiHunter to move right before jumping up to get a safe predicatable swoop. Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "or": [ "ScrewAttack", { "and": [ "canTrickyJump", { "heatFrames": 90 } ] }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 500 } |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Watch for the KiHunter to move right before jumping up to get a safe predicatable swoop. Requires: "h_navigateHeatRooms" "Morph" { "ammo": { "type": "PowerBomb", "count": 2 } } { "or": [ "ScrewAttack", { "and": [ "canTrickyJump", { "heatFrames": 90 } ] }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 400 } |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Watch for the KiHunter to move right before jumping up to get a safe predicatable swoop. Requires: "h_navigateHeatRooms" "h_usePowerBomb" "h_useSpringBall" { "or": [ "ScrewAttack", { "and": [ "canTrickyJump", { "heatFrames": 90 } ] }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 350 } |
From: 6
Inside Morph Tunnel (Right of Left Bomb Blocks)
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Use Xray to stand up. Jump to clip into the floor. Then another jump to clip through the ceiling block. Watch for the KiHunter to move right before jumping up to get a safe predicatable swoop. Requires: "h_navigateHeatRooms" "h_usePowerBomb" "canXRayStandUp" "canPartialFloorClip" "canCeilingClip" { "or": [ "ScrewAttack", { "and": [ "canTrickyJump", { "heatFrames": 90 } ] }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 520 } Dev note: This requires Power Bombs because it saves neither energy nor ammo using Bombs. It's slower than Spring Ball mainly because X-Ray scope won't activate during the Power Bomb explosion. |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 3
Middle Right Door
Requires: { "heatFrames": 0 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Requires: "h_navigateHeatRooms" "Wave" "Ice" "Spazer" { "heatFrames": 1160 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
The Middle KiHunter can be jumped past by waiting for the right timing, if it is in the way. Wait for the top KiHunter to exit the corridor and wait just below so that it will bonk the wall when it attempts to swoop, then jump past. It is possible the two KiHunters group up in the middle which may not be possible to pass without taking damage. Requires: { "notable": "KiHunter Dodge" } "h_navigateHeatRooms" "canTrickyDodgeEnemies" { "heatFrames": 710 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then run or Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way. Requires: { "notable": "Kihunter Manipulation from Middle Door" } "h_navigateHeatRooms" "canStopOnADime" "canTrickyDodgeEnemies" { "or": [ "HiJump", "canWalljump" ] } { "heatFrames": 490 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Be careful when Walljumping because Screw Attack does not provide protection at that time. Requires: "h_navigateHeatRooms" "ScrewAttack" { "heatFrames": 450 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 840 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Most RNG patterns group the top 2 KiHunters allowing for 0 or 1 hits but sometimes 2 hits are required. Requires: "h_navigateHeatRooms" { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } } { "heatFrames": 480 } |
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors
Requires: "h_navigateHeatRooms" "Wave" "Plasma" { "heatFrames": 840 } |
If using the full runway, press against the wall and turn around; do not back into the corner. Requires: { "heatFrames": 150 } Exit condition: { "leaveWithSidePlatform": { "height": 2, "runway": { "length": 12, "openEnd": 0 }, "obstruction": [ 1, 0 ] } } Dev note: Max extra run speed $2.B, or $2.C with Hi-Jump and a quick aim-down. |
Requires: "h_navigateHeatRooms" "Morph" { "heatFrames": 50 } |
Requires: "h_navigateHeatRooms" { "heatFrames": 50 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "heatFrames": 210 } "canMomentumConservingMorph" "canInsaneJump" Exit condition: { "leaveWithSidePlatform": { "height": 1, "runway": { "length": 9, "openEnd": 2 }, "obstruction": [ 2, 1 ] } } Dev note: Max extra run speed $2.9 This strat is included for completeness, though it apparently doesn't have any applications. |
Requires: { "heatFrames": 50 } |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canPrepareForNextRoom" { "heatFrames": 55 } { "doorUnlockedAtNode": 2 } Clears obstacles: door_2 Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "canInsaneJump" { "heatFrames": 55 } { "doorUnlockedAtNode": 2 } Clears obstacles: door_2 Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" { "or": [ "SpaceJump", "canWalljump" ] } { "heatFrames": 80 } { "doorUnlockedAtNode": 2 } Clears obstacles: door_2 Unlocks doors: {"types":["super"],"requires":["canTrickyJump"]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 100 } Clears obstacles: door_2 |
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 0, "remoteAndLandingMinTiles": [ [ 0, 0 ] ] } } Requires: { "heatFrames": 100 } Clears obstacles: door_2 |
Requires: { "heatFrames": 50 } |
Requires: "HiJump" "canSpringBallJumpMidAir" { "heatFrames": 210 } |
Requires: "SpaceJump" { "heatFrames": 250 } |
Requires starting on one of the last three pixels and then performing a last frame jump to get enough height. Requires: "HiJump" "SpeedBooster" "canTrickyJump" { "heatFrames": 320 } { "or": [ "canInsaneJump", { "heatFrames": 300 } ] } Dev note: This gives one leniency attempt without canInsaneJump. |
Requires: "canWalljump" { "heatFrames": 200 } |
Requires: "h_heatedCrystalFlash" |
Requires: { "notable": "Ridley without Heat Protection" } { "heatFrames": 0 } { "enemyKill": { "enemies": [ [ "Ridley" ] ] } } Clears obstacles: f_DefeatedRidley Dev note: Heat frames are accounted for as part of the enemyKill. |
Requires: "h_heatedCrystalFlash" |
Requires: { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 130 } ] }, { "heatFrames": 170 } ] } |
Entrance condition: { "comeInShinecharged": {} } Requires: "canShinechargeMovementComplex" { "shineChargeFrames": 130 } { "heatFrames": 130 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: "canShinechargeMovementComplex" { "shineChargeFrames": 105 } { "heatFrames": 140 } { "shinespark": { "frames": 9, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: "canShinechargeMovementComplex" { "shineChargeFrames": 95 } { "heatFrames": 125 } { "shinespark": { "frames": 10, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementTricky" { "or": [ { "and": [ "canDownBack", "canInsaneJump", { "shineChargeFrames": 125 }, { "heatFrames": 125 } ] }, { "and": [ { "shineChargeFrames": 160 }, { "heatFrames": 160 } ] } ] } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 3
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovementComplex" { "heatFrames": 170 } { "shinespark": { "frames": 10, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "ScrewAttack", "Charge+Ice+Wave+Plasma" ] } }, { "heatFrames": 240 } ] }, { "heatFrames": 360 } ] } |
From: 1
Top Left Door
To: 5
Junction Below Top Pirate
It is possible to get past the pirate without waiting by moving fast enough, or by making it turn around. Landing on the floating platform will make the fall simpler without scrolling the camera enough to activate the pirate. Requires: { "or": [ { "and": [ "canInsaneJump", { "heatFrames": 110 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] }, { "and": [ "canTrickyJump", { "heatFrames": 145 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] } ] } |
Hit the shot blocks at the top of the room with a Power Bomb or Wave before exiting G-mode to save some heat damage. Kill the pirate while it's in its head turning phase to prevent it from placing any stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" "SpaceJump" { "or": [ "Wave", "h_usePowerBomb", { "heatFrames": 40 } ] } { "or": [ "HiJump", "canWalljump", { "heatFrames": 20 } ] } { "heatFrames": 120 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 1
Top Left Door
Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks. Hit the shot blocks at the top of the room with a Power Bomb or Wave before exiting G-mode to save some heat damage. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "notable": "HiJump and Only Screw" } "HiJump" "ScrewAttack" "canInsaneWalljump" "canInsaneJump" "canConsecutiveWalljump" "canMidairWiggle" { "or": [ "Wave", "h_usePowerBomb", { "heatFrames": 40 } ] } { "heatFrames": 120 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Perform the Crystal Flash on the bottom part of the floating platform, to avoid taking damage. Afterward, reset the room if needed to manipulate the Pirates. Requires: { "heatFrames": 60 } "h_heatedCrystalFlash" { "heatFrames": 90 } { "resetRoom": { "nodes": [ 2 ] } } Resets obstacles: A |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Refreeze the Namihe after laying the Power Bomb, to avoid taking damage. Requires: "Plasma" "Ice" "h_heatedCrystalFlash" |
It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops. This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough). To do this, climb the room very quickly, before shots are overloaded - HiJump or wall jumps help, but are not required. It is also possible to wait for the shots to be overloaded and then exit G-mode, pause abuse, and kill the pirate before the pause triggers, but this is generally harder. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "SpaceJump" { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canInsaneJump" ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 3
Top Right Door
Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks. It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops. This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough). To do this requires not climbing the room too quickly - one or two failed attempts at breaking the bomb blocks should be plenty, then exit G-mode, pause abuse, and kill the pirate before the pause triggers with a precisely timed spin jump into it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "HiJump and Only Screw" } "HiJump" "ScrewAttack" "canInsaneWalljump" "canInsaneJump" "canConsecutiveWalljump" "canMidairWiggle" { "or": [ "h_heatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canTrickyGMode" ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Vertically Shinespark two tiles from the left on the floating platform. Shinesparking farther right will make it very likely a fireball hits Samus during the crash animation. There is a small position that crashes the shinespark early but does not take fireball damage. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } "canShinechargeMovement" "canMidairShinespark" { "or": [ { "and": [ "canShinechargeMovementTricky", { "shineChargeFrames": 10 }, { "shinespark": { "frames": 23, "excessFrames": 2 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 36, "excessFrames": 3 } } ] }, { "and": [ { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } }, { "shineChargeFrames": 10 }, { "shinespark": { "frames": 22 } }, { "heatFrames": 25 } ] } ] } { "heatFrames": 220 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Vertically Shinespark two tiles from the left on the floating platform. Shinesparking farther right will make it very likely a fireball hits Samus during the crash animation. There is a small position that crashes the shinespark early but does not take fireball damage. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canShinechargeMovement" "canMidairShinespark" { "or": [ { "and": [ "canShinechargeMovementTricky", { "shinespark": { "frames": 22, "excessFrames": 2 } } ] }, { "and": [ "canTrickyJump", { "shinespark": { "frames": 33, "excessFrames": 3 } } ] }, { "and": [ { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } }, { "shinespark": { "frames": 22 } }, { "heatFrames": 25 } ] } ] } { "heatFrames": 250 } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Use ScrewAttack to remove the left wall pirate and walljump high enough to place a power bomb to destroy the bomb blocks Then walljump up again to reach the upper region. Requires: "h_usePowerBomb" "canPreciseWalljump" "canConsecutiveWalljump" "canTrivialMidAirMorph" "HiJump" "ScrewAttack" { "heatFrames": 330 } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area. Requires: { "notable": "Low Ice Pirate Freeze" } "canTrickyUseFrozenEnemies" "Charge" "canPreciseWalljump" "canWalljumpWithCharge" "canTrivialMidAirMorph" "canTrickyDodgeEnemies" { "ammo": { "type": "Missile", "count": 1 } } { "ammo": { "type": "Super", "count": 1 } } { "ammo": { "type": "PowerBomb", "count": 1 } } { "heatFrames": 870 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region. Requires: { "notable": "New Low Ice Pirate Freeze" } "canTrickyUseFrozenEnemies" "Charge" "canPreciseWalljump" "canResetFallSpeed" "canWalljumpWithCharge" "h_useMorphBombs" "canWallJumpInstantMorph" "canTrickyDodgeEnemies" { "ammo": { "type": "Missile", "count": 4 } } { "ammo": { "type": "PowerBomb", "count": 1 } } { "heatFrames": 900 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Jump with some run speed to place the power bomb high enough to break the bomb blocks. During the explosion, jump through the left wall pirate and precisely walljump to reach the upper area. Requires: { "notable": "New Route with HiJump, Speed, and PowerBombs" } "HiJump" "SpeedBooster" "canPreciseWalljump" "canTrickyDodgeEnemies" "h_usePowerBomb" "canTrivialMidAirMorph" "canHitbox" { "heatFrames": 420 } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Ignore the Yellow Pirates by walljumping up the left side to start a diagonal bomb jump from the wall, including a power bomb to clear the bomb blocks. Two quick walljumps upon entering the room can position Samus to get the left pirate to jump to the right and jump over the right pirate's lazer attack. Jump up the left wall and begin bomb jumping starting with a power bomb. Requires: { "notable": "Power Bomb Diagonal Bomb Jump" } "canFastWalljumpClimb" "canWallJumpBombBoost" "canDiagonalBombJump" "h_usePowerBomb" { "heatFrames": 930 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: There is a very similar strat using an HBJ that is a little faster but more precise and overall harder. With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Avoid the bottom pirates and jump high enough to break the bomb blocks with a power bomb. During the explosion, climb the right wall passing through any pirates and use a movement item to reach the top. Requires: { "notable": "PowerBombs and a Jump Assist" } "canPreciseWalljump" "canHitbox" "h_usePowerBomb" "canTrivialMidAirMorph" "canTrickyJump" { "or": [ "canSpringwall", "HiJump", "SpaceJump" ] } { "heatFrames": 530 } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Requires: "SpaceJump" "ScrewAttack" { "or": [ { "and": [ "canConsecutiveWalljump", { "heatFrames": 240 } ] }, { "and": [ "HiJump", { "heatFrames": 240 } ] }, { "heatFrames": 360 } ] } |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Climb the room while avoiding wall pirates and Namihe flames. Immediately climb above the Namihe flames and wait for the wall pirate to jump across into Samus. Once the pirate starts going up, resume X-Ray climbing. This is a Two screen X-Ray climb. Watch for enemies when fixing the camera after the climb. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: { "notable": "X-Ray Climb" } "canXRayClimb" { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 2 } } { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } { "heatFrames": 2800 } Dev note: Two Namihe hits as leniency. |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
Requires: { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)", "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Charge+Plasma" ] } } { "heatFrames": 450 } |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
Requires: { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Charge+Ice+Wave+Spazer" ] } } { "heatFrames": 900 } |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
The bottom wall pirates can be killed while stacked to save ammo, but it is not expected. Requires: { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 600 } |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
Jump morph from the center platform to place the first Power Bomb Place two more on the platform itself to kill the bottom pirates Use a fourth to break the bomb blocks while also killing the last pirate. Requires: "canTrivialMidAirMorph" { "or": [ "canSpringBallJumpMidAir", "SpaceJump", "canWalljump", "canLongIBJ", "canJumpIntoIBJ", { "and": [ "SpeedBooster", "HiJump" ] } ] } { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)", "Yellow Space Pirate (wall)", "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "PowerBombPeriphery" ] } } { "heatFrames": 790 } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A Dev note: It's not really possible to hit all enemies with double-PB hits while not taking damage. Using Power Bomb Periphery is based on a strat that allows killing them and taking out the blocks with 4 PBs. This calculation ends up taking 5, leaving a spare PB. The movement item used does not increase heat frames except for IBJ in which case the PB can be used while IBJing. With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement. |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
Requires: "ScrewAttack" { "or": [ { "and": [ "canWalljump", { "heatFrames": 265 } ] }, { "and": [ "HiJump", { "heatFrames": 240 } ] }, { "heatFrames": 430 } ] } |
From: 2
Bottom Left Door
To: 6
Bottom Platform Junction With Pirates Killed
The bottom wall pirates can be killed while stacked to save ammo. Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 395 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ], [ "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 330 } ] } ] } |
Safely clear the shot blocks from the ground to avoid drawing fire from the space pirate. Diagonal shots from the door effectively clear a path through the shot blocks, or firing vertically from below can work too. Requires: "canDodgeWhileShooting" { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 175 } ] }, { "and": [ "HiJump", "canTrickyDodgeEnemies", { "heatFrames": 140 } ] }, { "heatFrames": 225 } ] } |
Entrance condition: { "comeInShinecharged": {} } Requires: "HiJump" "canShinechargeMovementTricky" { "shineChargeFrames": 140 } { "heatFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: "canShinechargeMovementTricky" { "or": [ { "and": [ { "shineChargeFrames": 135 }, { "heatFrames": 170 }, { "shinespark": { "frames": 11, "excessFrames": 0 } } ] }, { "and": [ "HiJump", { "shineChargeFrames": 125 }, { "heatFrames": 160 }, { "shinespark": { "frames": 7, "excessFrames": 0 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 1 } } Requires: "canShinechargeMovementTricky" { "or": [ "canWalljump", "canInsaneJump" ] } { "heatFrames": 205 } { "shinespark": { "frames": 6, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Hit the shot blocks at the top of the room with Wave before exiting G-mode to save some heat damage. Stand behind the pirate only while it is looking around to prevent it from turning and placing stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "Wave", { "heatFrames": 40 } ] } { "or": [ "HiJump", "canWalljump", { "heatFrames": 20 } ] } { "heatFrames": 120 } |
From: 3
Top Right Door
To: 1
Top Left Door
Hit the shot blocks at the top of the room with a Power Bomb before exiting G-mode to save some heat damage. Stand behind the pirate only while it is looking around to prevent it from turning and placing stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphPowerBomb" { "or": [ "HiJump", "canWalljump", { "heatFrames": 20 } ] } { "heatFrames": 120 } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: { "heatFrames": 50 } |
From: 3
Top Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Kill the Pirate, or climb quickly to minimize damage from it. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } { "or": [ { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 2 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 1 } } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } }, { "heatFrames": 120 } ] } ] } Bypasses door shell: true Dev note: It is possible to avoid all damage from the Pirate, but it's unclear if this can be done reliably or is RNG-dependent. |
From: 3
Top Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Climb quickly in order to minimize damage from the Namihe and the Pirate. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 34 ] ] } } Requires: "canXRayClimb" { "heatFrames": 2800 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 9 } } { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 1 } } Bypasses door shell: true |
Requires: { "or": [ "ScrewAttack", { "and": [ { "heatFrames": 60 }, { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } } ] } ] } { "heatFrames": 300 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "h_heatedGModeOpenDifferentDoor" Clears obstacles: A |
From: 3
Top Right Door
To: 2
Bottom Left Door
Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room. It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball. With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers. Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphPowerBomb" { "or": [ { "and": [ "h_artificialMorphPowerBomb", "canHitbox" ] }, "canLateralMidAirMorph", "h_artificialMorphSpringBall", { "and": [ "canTrickyGMode", "h_artificialMorphIBJ" ] }, { "and": [ "Morph", { "or": [ "Charge", { "ammo": { "type": "Super", "count": 3 } }, { "ammo": { "type": "Missile", "count": 9 } }, { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "h_artificialMorphBombs", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } { "heatFrames": 160 } Clears obstacles: A |
Requires: "h_heatedCrystalFlash" |
Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "ScrewAttack" ] } }, { "heatFrames": 100 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 150 } ] }, { "and": [ "Charge", "Plasma", "Wave", { "heatFrames": 200 } ] }, { "heatFrames": 330 } ] } |
From: 3
Top Right Door
To: 5
Junction Below Top Pirate
Requires: "canHitbox" { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 175 } ] }, { "and": [ "canDodgeWhileShooting", "Charge", "Plasma", { "heatFrames": 125 } ] } ] } |
From: 3
Top Right Door
To: 5
Junction Below Top Pirate
Requires: { "heatFrames": 80 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 50 } |
From: 3
Top Right Door
To: 5
Junction Below Top Pirate
Spinjump over the pirate. Aiming down mid jump can help. Clearing shot blocks first for more space will be slower. Requires: "canTrickyJump" { "heatFrames": 100 } |
Requires: { "heatFrames": 180 } { "or": [ "ScrewAttack", { "and": [ "h_usePowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_useMorphBombs", { "heatFrames": 200 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 4
Junction Above Bomb Blocks
To: 4
Junction Above Bomb Blocks
Requires: "h_heatedCrystalFlash" |
From: 4
Junction Above Bomb Blocks
To: 5
Junction Below Top Pirate
Requires: { "heatFrames": 200 } |
From: 4
Junction Above Bomb Blocks
To: 5
Junction Below Top Pirate
Requires: "HiJump" { "heatFrames": 150 } |
From: 5
Junction Below Top Pirate
To: 1
Top Left Door
Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "ScrewAttack", "Charge+Ice+Wave+Plasma" ] } }, { "heatFrames": 240 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Charge+Plasma" ] } }, { "heatFrames": 360 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 320 } ] } ] } |
From: 5
Junction Below Top Pirate
To: 1
Top Left Door
Jump and Morph to pass right above the pirate. This should be done as quickly as possible so the pirate does not have time to walk left. Requires: "HiJump" "canTrickyJump" "canMidAirMorph" { "heatFrames": 240 } |
From: 5
Junction Below Top Pirate
To: 1
Top Left Door
Requires: "canWallJumpInstantMorph" "canTrickyJump" "canInsaneWalljump" { "heatFrames": 290 } |
Requires: "canHitbox" "h_usePowerBomb" { "heatFrames": 280 } Unlocks doors: {"nodeId":3,"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 5
Junction Below Top Pirate
To: 1
Top Left Door
Requires: { "heatFrames": 520 } |
From: 5
Junction Below Top Pirate
To: 2
Bottom Left Door
Requires: "ScrewAttack" { "or": [ { "and": [ "canMoonfall", "canInsaneJump", { "heatFrames": 190 } ] }, { "and": [ "canDodgeWhileShooting", { "heatFrames": 220 } ] } ] } |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "ScrewAttack", "Charge+Ice+Wave+Plasma" ] } }, { "heatFrames": 180 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Charge+Plasma" ] } }, { "heatFrames": 280 } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Super" ] } }, { "heatFrames": 210 } ] } ] } |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Jump and Morph to pass right above the pirate. This should be done as quickly as possible so the pirate does not have time to walk left. Requires: "HiJump" "canMidAirMorph" "canTrickyJump" { "heatFrames": 160 } |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Walljump using the base of the platform the pirate is walking on and then Morph over its head. Requires: "canInsaneWalljump" "canWallJumpInstantMorph" "canTrickyJump" { "heatFrames": 160 } |
Requires: "canHitbox" "h_usePowerBomb" { "heatFrames": 180 } Unlocks doors: {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Requires: { "heatFrames": 100 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 40 } |
From: 5
Junction Below Top Pirate
To: 3
Top Right Door
Requires: { "heatFrames": 520 } |
From: 5
Junction Below Top Pirate
To: 4
Junction Above Bomb Blocks
Requires: { "heatFrames": 160 } |
From: 5
Junction Below Top Pirate
To: 5
Junction Below Top Pirate
Refreeze the Namihe after laying the Power Bomb, to avoid taking damage. Requires: "Plasma" "Ice" "h_heatedCrystalFlash" |
From: 5
Junction Below Top Pirate
To: 5
Junction Below Top Pirate
Perform the Crystal Flash on top of the Namihe. At the start of the Crystal Flash, Samus will take one Namihe contact hit (10 energy damage without suits). Requires: { "heatFrames": 40 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 1 } } "h_heatedCrystalFlash" { "heatFrames": 40 } |
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks
Requires: "HiJump" "canPreciseWalljump" "canConsecutiveWalljump" { "heatFrames": 300 } { "or": [ { "and": [ "canTrivialMidAirMorph", "h_usePowerBomb", { "heatFrames": 200 } ] }, { "and": [ "canDelayedWalljump", "canWallJumpInstantMorph", "h_useMorphBombs", { "heatFrames": 520 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks
Requires: "canLongIBJ" { "or": [ { "and": [ "canJumpIntoIBJ", { "heatFrames": 1460 } ] }, { "and": [ "canDoubleBombJump", { "heatFrames": 1000 } ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", { "heatFrames": 800 } ] }, { "heatFrames": 2000 } ] } { "or": [ "canPowerBombMidIBJ", { "and": [ "canBombAboveIBJ", "canStaggeredIBJ", { "heatFrames": 180 } ] }, { "and": [ "h_heatProof", "canBePatient" ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks
Requires: "SpaceJump" { "or": [ { "and": [ "canConsecutiveWalljump", { "heatFrames": 260 } ] }, { "heatFrames": 360 } ] } { "or": [ "ScrewAttack", { "and": [ "canTrivialMidAirMorph", "h_usePowerBomb", { "or": [ { "and": [ "canWalljump", { "heatFrames": 120 } ] }, { "heatFrames": 200 } ] } ] }, { "and": [ "canMidAirMorph", "h_useMorphBombs", { "or": [ { "and": [ "canConsecutiveWalljump", { "heatFrames": 520 } ] }, { "heatFrames": 800 } ] } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks
Requires: "h_heatedSpringwall" "canConsecutiveWalljump" { "heatFrames": 300 } { "or": [ { "and": [ "h_usePowerBomb", { "heatFrames": 180 } ] }, { "and": [ "h_useMorphBombs", { "heatFrames": 800 } ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 6
Bottom Platform Junction With Pirates Killed
To: 6
Bottom Platform Junction With Pirates Killed
Requires: "h_heatedCrystalFlash" |
Requires: "h_heatedCrystalFlash" |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Requires: "h_navigateHeatRooms" "Plasma" "Wave" { "heatFrames": 720 } Clears obstacles: A |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Wait for the top one to pass by. Jump down when the lower two are by the left wall and jump over them when they swoop. Requires: { "notable": "Dodge Going Down" } "h_navigateHeatRooms" "canTrickyJump" { "heatFrames": 500 } |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Shooting straight down can hit the KiHunter below. Jumping before shooting down can even double hit, instantly killing them. Requires: "h_navigateHeatRooms" "Charge" "Plasma" "Ice" "Wave" { "or": [ { "heatFrames": 360 }, "canTrickyJump" ] } { "heatFrames": 520 } Clears obstacles: A |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Requires: "h_navigateHeatRooms" "h_PlasmaHitbox" { "heatFrames": 420 } |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Shooting rapidly at an angle is faster than jumping and firing down. Requires: "h_navigateHeatRooms" "Spazer" "Ice" "Wave" { "heatFrames": 1210 } Clears obstacles: A |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Requires: "h_navigateHeatRooms" { "heatFrames": 400 } { "obstaclesCleared": [ "A" ] } |
Jump to the previous level when the enemy gets close, or fight entirely from safety. Requires: "h_navigateHeatRooms" "Plasma" { "or": [ "canDodgeWhileShooting", { "and": [ "Charge", { "heatFrames": 1800 } ] } ] } { "heatFrames": 1200 } Clears obstacles: A |
By moving quickly, the KiHunters will be in favourable positions. Otherwise wait until it is safe to continue. Requires: "h_navigateHeatRooms" "ScrewAttack" { "or": [ { "heatFrames": 100 }, { "and": [ "canCarefulJump", { "heatFrames": 50 } ] }, "canTrickyJump" ] } { "heatFrames": 330 } Clears obstacles: A |
Jump to the previous level when the enemy gets close, or fight entirely from safety. Two supers can hit per cycle when shooting from above. Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 800 } { "or": [ "canDodgeWhileShooting", { "and": [ "canCarefulJump", { "heatFrames": 800 } ] } ] } Clears obstacles: A |
From: 1
Top Left Door
To: 4
Junction Above Bomb Block
Wait for the first KiHunter to pass and then run through the remaining two. Requires: "h_navigateHeatRooms" { "heatFrames": 400 } { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } } |
Requires: "h_heatedCrystalFlash" |
Requires: "SpeedBooster" { "heatFrames": 240 } "canTrickyJump" "canLateralMidAirMorph" Exit condition: { "leaveWithSidePlatform": { "height": 3, "runway": { "length": 8, "openEnd": 0 }, "obstruction": [ 3, 0 ] } } Dev note: Max extra run speed $1.D. This strat is included for completeness, though it apparently doesn't have any applications. |
Requires: "h_navigateHeatRooms" "Morph" { "heatFrames": 660 } |
From: 2
Right Door
To: 4
Junction Above Bomb Block
Run into the acid to quickly jump over the first pillar. Build speed and jump over the second pillar to mockball through the tunnel without taking much acid damage. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 3 } } Requires: "h_navigateHeatRooms" "canMockball" "HiJump" "SpeedBooster" "canCarefulJump" "canWalljump" { "or": [ "canInsaneWalljump", { "acidFrames": 30 } ] } { "heatFrames": 310 } { "acidFrames": 5 } |
From: 2
Right Door
To: 4
Junction Above Bomb Block
Run into the acid to quickly jump over the first pillar. Build speed and jump over the second pillar to mockball through the tunnel without taking much acid damage. Requires: "h_navigateHeatRooms" "canMockball" "HiJump" "SpeedBooster" "canCarefulJump" "Gravity" { "heatFrames": 310 } { "acidFrames": 25 } |
From: 2
Right Door
To: 4
Junction Above Bomb Block
Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 4 } } Requires: "h_navigateHeatRooms" "SpaceJump" "Morph" "canTrickyJump" "canPrepareForNextRoom" { "heatFrames": 270 } |
From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canWalljump", "HiJump", { "and": [ "canInsaneJump", { "disableEquipment": "SpeedBooster" } ] } ] } { "heatFrames": 0 } |
From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)
Avoiding the acid completely requires precise movement. With Spring Ball and Bombs, jump into IBJ to delay while waiting for the acid. With just Spring Ball, perform a well-timed pause to trigger immediately after Samus jumps to get enough horizontal momentum to cross the second Hibashi and land in the alcove. A quick pause with a second spring fling on the descent can help a bit. With just Bombs, this is possible with well-timed, first-try double IBJs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphJumpIntoIBJ", { "and": [ "canTrickyGMode", "h_artificialMorphSpringFling" ] }, { "and": [ "canTrickyGMode", "h_artificialMorphDoubleBombJump", "h_artificialMorphBombHorizontally" ] } ] } { "heatFrames": 0 } Dev note: FIXME: Could add strats that take acid damage and are more lenient. |
Requires: "h_heatedCrystalFlash" |
Requires: "h_navigateHeatRooms" "Morph" { "heatFrames": 180 } Dev note: There's technically a bomb block to break, but it's impossible to reach this node without destroying it beforehand. |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Read the movements of the Kihunters and jump over or roll under them as appropriate. Changing platforms is the hardest part: jumping extra high and morphing works sometimes, other times jump short and roll under. Requires: { "notable": "Dodge Going Up" } "h_navigateHeatRooms" "canInsaneJump" { "or": [ { "and": [ "canWallJumpInstantMorph", "canPreciseWalljump" ] }, { "and": [ "SpeedBooster", "HiJump", "canMidAirMorph" ] } ] } { "heatFrames": 540 } Clears obstacles: A |
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_navigateHeatRooms" "Plasma" "canHitbox" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" "Ice" "Wave" "Plasma" { "or": [ "Charge", { "heatFrames": 240 } ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" "Ice" "Wave" "Spazer" { "or": [ "Charge", "canCarefulJump", "h_heatProof" ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 1520 } Clears obstacles: A Dev note: FIXME IBJ strats could be added with heat frames. |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "h_navigateHeatRooms" { "obstaclesCleared": [ "A" ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", { "heatFrames": 1820 } ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 390 } Dev note: SpringBallBombJump uses 3 power bombs total. |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Jump over the first KiHunter and attempt to either use i-frames to pass through the top KiHunter, or dodge it if possible. Requires: "h_navigateHeatRooms" { "or": [ "canWalljump", "HiJump" ] } "canTrickyJump" { "or": [ { "and": [ "canInsaneJump", "canUseIFrames", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] }, { "and": [ { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } }, { "heatFrames": 30 } ] } ] } { "heatFrames": 470 } Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Requires: "canTrickyDodgeEnemies" { "heatFrames": 90 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 120 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 100 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 180 } { "or": [ "Wave", { "heatFrames": 40 } ] } { "or": [ "HiJump", "canWalljump" ] } 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_navigateHeatRooms" "Plasma" { "or": [ "canCarefulJump", { "heatFrames": 100 } ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 1360 } Clears obstacles: A Dev note: FIXME IBJ strats could be added with heat frames. |
Requires: "h_navigateHeatRooms" "ScrewAttack" { "or": [ "canWalljump", { "and": [ "h_crouchJumpDownGrab", { "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 |
Fire up from below and try not to jump too high as that will put the camera in a bad position. Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "or": [ "canCarefulJump", { "heatFrames": 210 } ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" { "or": [ { "and": [ "canUseIFrames", "h_crouchJumpDownGrab" ] }, { "and": [ "canUseIFrames", "canWalljump" ] }, { "and": [ "canUseIFrames", "SpaceJump" ] }, "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 300 }, { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] }, { "and": [ "canJumpIntoIBJ", "canTrickyJump", { "heatFrames": 300 } ] } ] } { "or": [ "canTrickyJump", { "and": [ { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } }, { "heatFrames": 60 } ] } ] } { "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_navigateHeatRooms" "Wave" "Plasma" { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", { "and": [ "canSpringBallJumpMidAir", { "heatFrames": 120 } ] }, "SpaceJump", { "and": [ "canIBJ", "h_heatProof" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", { "heatFrames": 250 } ] } ] } { "heatFrames": 940 } Clears obstacles: A |
Wait for the acid to go down before entering the Morph tunnel, and again once reaching the other side. Requires: "h_navigateHeatRooms" "Morph" { "heatFrames": 750 } { "acidFrames": 16 } |
Requires: "h_navigateHeatRooms" "Morph" "Gravity" { "acidFrames": 32 } { "heatFrames": 510 } |
Requires: "h_navigateHeatRooms" "Morph" "SpaceJump" { "or": [ { "heatFrames": 660 }, { "and": [ "canCarefulJump", { "acidFrames": 2 }, { "heatFrames": 600 } ] } ] } |
From: 4
Junction Above Bomb Block
To: 2
Right Door
Requires: "h_navigateHeatRooms" "Morph" "canStaggeredWalljump" { "heatFrames": 660 } |
Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "heatFrames": 250 } |
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "heatFrames": 230 } |
Requires: "h_navigateHeatRooms" "Morph" "ScrewAttack" { "heatFrames": 200 } |
From: 4
Junction Above Bomb Block
To: 4
Junction Above Bomb Block
Requires: "h_heatedCrystalFlash" |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 1
Top Left Door
Dodge the Kihunters then shoot the shot blocks and escape. Requires: "h_heatedGMode" { "notable": "Dodge Going Up" } "h_navigateHeatRooms" "canInsaneJump" { "or": [ { "and": [ "canWallJumpInstantMorph", "canPreciseWalljump" ] }, { "and": [ "SpeedBooster", "HiJump", "canMidAirMorph" ] } ] } { "heatFrames": 220 } |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 1
Top Left Door
Kill the Kihunters then shoot the shot blocks and escape. Requires: "h_heatedGMode" { "obstaclesCleared": [ "A" ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ" ] } { "heatFrames": 200 } |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 3
Hidden Item
Use Screw Attack to break the bomb block and enter the morph tunnel. Roll to the left without falling off into the acid, unmorph and walk back to the right to press against the morph tunnel. Use X-Ray, Morph, then roll a little to the right to barely touch the camera scroll block, then move left towards the item while the camera fixes itself. Requires: "h_heatedGMode" "ScrewAttack" "Morph" { "heatFrames": 120 } Dev note: Even with very precise movement, it seems barely not possible to touch the item before PLMs are overloaded. |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 4
Junction Above Bomb Block
If going for the item, it is possible to place a Bomb or Power Bomb then exit G-mode to save a small number of heat frames. Requires: "h_heatedGMode" { "heatFrames": 0 } |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 5
G-Mode Morph Junction (Above Bomb Block)
Kill the Kihunters then either exit the room at the top or go to the item. Requires: "h_heatedGMode" { "or": [ { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "ScrewAttack" ] } }, { "and": [ "Ice", { "or": [ "Wave", "Spazer", "canBeVeryPatient", { "and": [ "Charge", "canBePatient" ] } ] } ] }, { "and": [ "Charge", { "or": [ "Wave", "Spazer", "canBeVeryPatient" ] } ] }, { "and": [ "Spazer", { "or": [ "Wave", "canBePatient" ] } ] } ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ" ] } { "heatFrames": 0 } Clears obstacles: A |
Requires: "h_heatedCrystalFlash" |
Ride the Spike Platform up and back down again to more easily position for using it as a runway. Requires: "canUseEnemies" { "heatFrames": 480 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "canUseEnemies" "canTrickyJump" { "heatFrames": 120 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } } Requires: { "heatFrames": 100 } |
Requires: "canUseEnemies" { "or": [ { "and": [ "canWalljump", { "heatFrames": 390 } ] }, { "and": [ "canConsecutiveWalljump", "canCarefulJump", { "heatFrames": 330 } ] }, { "and": [ "HiJump", { "heatFrames": 490 } ] }, { "and": [ "h_crouchJumpDownGrab", { "heatFrames": 610 } ] } ] } |
Climb the room and place a Power Bomb near the top before exiting G-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "h_usePowerBomb" { "heatFrames": 0 } Clears obstacles: A, B Dev note: It is possible to do this with artificial morph, but progressing anywhere else in the room requires Morph. FIXME: It looks like the heat frames going up from 5 don't take into account that the Power Bomb blocks could already be broken. |
Requires: "SpaceJump" { "or": [ { "heatFrames": 440 }, { "and": [ "HiJump", { "heatFrames": 350 } ] } ] } Dev note: FIXME: Heat count assumes the Kzan is blocking your path. |
Requires: "canTrickyJump" { "heatFrames": 420 } Dev note: FIXME: Heat count assumes the Kzan is blocking your path. |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" { "heatFrames": 2840 } |
Requires: { "heatFrames": 10 } "h_heatedCrystalFlash" |
Requires: { "heatFrames": 50 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } |
Requires: { "heatFrames": 50 } Exit condition: { "leaveWithPlatformBelow": { "height": 6, "leftPosition": -1.5, "rightPosition": 1.5 } } |
Requires: { "heatFrames": 50 } |
From: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
Get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs and move to the item to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" { "heatFrames": 0 } Dev note: It is possible to damage boost off of the Hibashi instead of requiring artificial morph movement, but there is no known way to get here with Energy and artificial morph (a Power Bomb will solidify the bomb block). |
From: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
Get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs and move to the item to the left. Then use a Power Bomb to activate the shutter. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: E Dev note: It is possible to damage boost off of the Hibashi instead of requiring artificial morph movement, but there is no known way to get here with Energy and artificial morph (a Power Bomb will solidify the bomb block). |
From: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
Raise the shutter by shooting a missile or upgraded beam at it. Stand on the right side of lowest safe tile and shoot diagonally down while crouched if using missiles, or standing otherwise. A basic beam shot will work if fired vertically down, onto the side of the spike. Then, get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Morph" "canTrickyJump" { "or": [ "canInsaneJump", { "ammo": { "type": "Super", "count": 1 } }, { "ammo": { "type": "Missile", "count": 1 } }, "Charge", "Ice", "Wave", "Spazer", "Plasma" ] } { "heatFrames": 0 } Clears obstacles: E |
Requires: "h_heatedCrystalFlash" |
Requires: "h_navigateHeatRooms" "Morph" { "heatFrames": 120 } { "obstaclesCleared": [ "B" ] } |
Requires: "h_navigateHeatRooms" "h_useMorphBombs" { "heatFrames": 160 } Clears obstacles: B |
Requires: "h_usePowerBomb" { "heatFrames": 180 } Clears obstacles: A, B |
From: 4
Junction Right of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "h_heatedCrystalFlash" Clears obstacles: A, B |
From: 4
Junction Right of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Use i-frames from the first Dessgeega to run through the remaining enemies and store a shinespark. 1-tap Shortcharge, then run back towards the Hoppers and try to hit all three at once by shinesparking horizontally as the ceiling hopper jumps down. Requires: { "canShineCharge": { "usedTiles": 25, "steepUpTiles": 4, "openEnd": 1 } } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } "canUseIFrames" "canShinechargeMovementComplex" "canHorizontalShinespark" { "shinespark": { "frames": 40 } } { "heatFrames": 330 } Clears obstacles: D |
Requires: "h_usePowerBomb" { "or": [ { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } }, { "and": [ "canHitbox", "canTrickyJump" ] } ] } { "heatFrames": 240 } Clears obstacles: A, B |
From: 4
Junction Right of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: { "heatFrames": 180 } { "obstaclesCleared": [ "A", "C" ] } |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "C" ] }, { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } ] } { "heatFrames": 180 } |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Wave+Plasma", "Ice+Plasma", "Super", "Missile" ] } } { "heatFrames": 210 } Clears obstacles: C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Ice+Wave+Spazer", "Plasma" ] } } { "heatFrames": 270 } Clears obstacles: C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" "Morph" { "ammo": { "type": "PowerBomb", "count": 2 } } { "or": [ "canHitbox", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } { "heatFrames": 420 } Clears obstacles: A, B, C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" { "or": [ "Charge", "Spazer" ] } { "heatFrames": 12000 } Clears obstacles: C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: "ScrewAttack" { "heatFrames": 180 } Clears obstacles: B, C |
From: 4
Junction Right of Power Bomb Blocks
To: 7
Junction Left of Morph Tunnel
Requires: { "obstaclesCleared": [ "D" ] } { "heatFrames": 120 } |
From: 4
Junction Right of Power Bomb Blocks
To: 7
Junction Left of Morph Tunnel
Requires: { "heatFrames": 120 } "canHitbox" "Plasma" |
From: 4
Junction Right of Power Bomb Blocks
To: 7
Junction Left of Morph Tunnel
Requires: { "heatFrames": 150 } "canHitbox" "h_usePowerBomb" Clears obstacles: A, B |
From: 4
Junction Right of Power Bomb Blocks
To: 7
Junction Left of Morph Tunnel
Requires: { "heatFrames": 140 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
From: 4
Junction Right of Power Bomb Blocks
To: 8
Junction Below Top Right Door
Requires: { "obstaclesCleared": [ "D" ] } { "getBlueSpeed": { "usedTiles": 20, "openEnd": 1 } } "canSpeedball" { "or": [ "h_useSpringBall", { "hibashiHits": 1 } ] } { "heatFrames": 300 } |
Requires: { "heatFrames": 450 } Dev note: FIXME: Assumes the Kzans are in their default positions |
Requires: "canKago" "canUseIFrames" "canResetFallSpeed" { "enemyDamage": { "enemy": "Kzan", "type": "contact", "hits": 1 } } { "heatFrames": 180 } Dev note: Useful when enemy damage can be reduced while still taking full heat damage. |
Requires: "canUseEnemies" { "heatFrames": 430 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":["never"]} Dev note: FIXME: Assumes the Kzans are in their default positions |
Requires: "canKago" "Morph" { "spikeHits": 1 } { "heatFrames": 270 } Dev note: About equivalent to waiting, if there is no form of damage reduction. |
From: 5
Junction Below Shot Block
To: 1
Bottom Left Door
Walk into a Spike and then Morph-Kago through the top Spike-Platform. Requires: "canKago" "Morph" "canUseEnemies" { "spikeHits": 1 } { "heatFrames": 250 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: About equivalent to waiting, if there is no form of damage reduction. |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Safely kill the left two Dessgeegas where the Power Bomb statue used to be. Lure the right side Ceiling hopper to the left before dealing with it. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "or": [ { "and": [ "Plasma", { "or": [ "Ice", "Wave" ] }, { "heatFrames": 540 } ] }, { "and": [ "canDodgeWhileShooting", "Plasma", { "heatFrames": 1020 } ] }, { "and": [ "canDodgeWhileShooting", "Ice", "Spazer", "Wave", { "heatFrames": 1800 } ] }, { "and": [ "canDodgeWhileShooting", "Spazer", { "heatFrames": 3000 } ] } ] } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Safely kill the left two Dessgeegas where the Power Bomb statue used to be. Lure the right side Ceiling hopper to the left before dealing with it. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 720 } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 5 } } "canDodgeWhileShooting" { "or": [ "canHitbox", { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } ] } { "heatFrames": 1080 } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } "ScrewAttack" { "heatFrames": 270 } Clears obstacles: A, B, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 600 } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "heatFrames": 240 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } Clears obstacles: A, B |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "A", "C", "D" ] } { "heatFrames": 120 } |
Requires: "h_heatedCrystalFlash" Clears obstacles: A, B |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Wave+Plasma", "Ice+Plasma", "Missile", "Super" ] } } { "heatFrames": 350 } Clears obstacles: A, B, C |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Stand crouched where the statue used to be to safely kill the Dessgeega. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Ice+Wave+Spazer", "Plasma", "PowerBomb" ] } } { "heatFrames": 420 } Clears obstacles: A, B, C Dev note: Hitboxing with a Power Bomb while breaking the statue is not reliable. |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Stand crouched where the statue used to be to safely kill the Dessgeega. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "or": [ "Charge", "Spazer" ] } { "heatFrames": 900 } Clears obstacles: A, B, C |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } "ScrewAttack" { "heatFrames": 240 } Clears obstacles: A, B, C |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_usePowerBomb" ] } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 255 } Clears obstacles: A, B |
From: 5
Junction Below Shot Block
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "A", "C" ] } { "heatFrames": 180 } |
From: 5
Junction Below Shot Block
To: 7
Junction Left of Morph Tunnel
Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Aim down after jumping in order to fully boost over the solid statue. Damage boost to the right and use i-frames to run through all of the enemies. Requires: { "notable": "HiJumpless Statue Clip Damage Boost" } { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" "canTrickyJump" "canPartialFloorClip" "canCeilingClip" "canHorizontalDamageBoost" "canUseIFrames" { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 225 } |
From: 5
Junction Below Shot Block
To: 7
Junction Left of Morph Tunnel
Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Damage boost to the right and use i-frames to run through all of the enemies. Requires: { "notable": "Statue Clip Damage Boost" } { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" "HiJump" "canPartialFloorClip" "canCeilingClip" "canHorizontalDamageBoost" "canUseIFrames" { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 225 } |
From: 5
Junction Below Shot Block
To: 8
Junction Below Top Right Door
Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Aim down after jumping in order to fully boost over the solid statue. Damage boost to the right and use i-frames to run through all of the enemies. Begin shortcharging while running through the Dessgeegas for a speedball. It may help to end the damage boost early, but then it becomes more difficult to stutter for the shortcharge. Requires: { "notable": "HiJumpless Statue Clip Damage Boost" } { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" "canPartialFloorClip" "canCeilingClip" "canTrickyJump" "canHorizontalDamageBoost" "canUseIFrames" { "getBlueSpeed": { "usedTiles": 16, "openEnd": 1 } } "canSpeedball" { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 390 } { "or": [ "h_useSpringBall", { "hibashiHits": 1 } ] } |
From: 5
Junction Below Shot Block
To: 8
Junction Below Top Right Door
Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Damage boost to the right and use i-frames to run through all of the enemies. Begin shortcharging while running through the Dessgeegas for a speedball. It may help to end the damage boost early, but then it becomes more difficult to stutter for the shortcharge. Requires: { "notable": "Statue Clip Damage Boost" } { "obstaclesNotCleared": [ "A" ] } "h_usePowerBomb" "HiJump" "canPartialFloorClip" "canCeilingClip" "canHorizontalDamageBoost" "canUseIFrames" { "getBlueSpeed": { "usedTiles": 16, "openEnd": 1 } } "canSpeedball" { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 390 } { "or": [ "h_useSpringBall", { "hibashiHits": 1 } ] } |
Requires: "Morph" { "heatFrames": 100 } { "obstaclesCleared": [ "B" ] } |
Requires: "h_useMorphBombs" { "heatFrames": 150 } Clears obstacles: B |
Requires: "h_navigateHeatRooms" "h_usePowerBomb" { "heatFrames": 210 } Clears obstacles: A, B Dev note: The xray climb would need to wait for the explosion. Other strats may break the block earlier. |
Requires: "ScrewAttack" "Morph" { "heatFrames": 120 } Clears obstacles: B |
From: 6
Junction Left of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Requires: { "heatFrames": 150 } { "obstaclesCleared": [ "C", "D" ] } |
From: 6
Junction Left of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Requires: { "or": [ { "obstaclesCleared": [ "C" ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "Ice+Wave+Spazer" ] } }, { "heatFrames": 75 } ] } ] } { "or": [ { "obstaclesCleared": [ "D" ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "Ice+Wave+Spazer" ] } }, { "heatFrames": 315 } ] } ] } { "heatFrames": 150 } Clears obstacles: C, D |
From: 6
Junction Left of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Requires: "ScrewAttack" { "heatFrames": 270 } Clears obstacles: C, D |
From: 6
Junction Left of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks
Requires: { "heatFrames": 170 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
From: 6
Junction Left of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: { "heatFrames": 150 } { "obstaclesCleared": [ "A", "C" ] } |
From: 6
Junction Left of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: { "or": [ "h_usePowerBomb", { "obstaclesCleared": [ "A" ] } ] } { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "Ice+Wave+Spazer" ] } } { "heatFrames": 360 } Clears obstacles: A, B, C |
From: 6
Junction Left of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: "h_usePowerBomb" "canHitbox" { "heatFrames": 240 } Clears obstacles: A, B |
From: 6
Junction Left of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: { "or": [ "h_usePowerBomb", { "obstaclesCleared": [ "A" ] } ] } "ScrewAttack" { "heatFrames": 240 } Clears obstacles: A, B, C |
From: 6
Junction Left of Power Bomb Blocks
To: 5
Junction Below Shot Block
Requires: { "or": [ "h_usePowerBomb", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } { "heatFrames": 240 } Clears obstacles: A, B |
From: 6
Junction Left of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: "h_heatedCrystalFlash" { "or": [ { "obstaclesCleared": [ "B" ] }, { "obstaclesCleared": [ "C" ] } ] } Clears obstacles: A, B Dev note: FIXME: This can have a side effect of damaging the Dessgeega which is not modelled. |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Let the right hopper jump twice towards Samus. At the start of the second jump, jump above where the ground Dessgeega can jump but below where the ceiling enemy can reach. Mockball below the third hopper. Requires: "Morph" { "or": [ "canTrickyJump", { "and": [ "h_usePowerBomb", "canCarefulJump", "canHitbox" ] } ] } "canMockball" { "heatFrames": 210 } Dev note: FIXME: The Power Bomb from breaking the tunnel bomb block could be used for this strat. |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Roll under the Dessgeegas until all three move off camera and stop chasing Samus. Roll directly from the Morph tunnel, past the first Dessgeega. Stop and let it jump left of Samus, then move it off camera on the next jump. Back away from the Left ground hopper then roll under it. Lastly, manipulate the ceiling hopper off camera if it has followed Samus this far. Requires: { "notable": "Avoid Dessgeegas by Rolling" } "Morph" "canCameraManip" { "heatFrames": 210 } |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "h_navigateHeatRooms" { "heatFrames": 120 } { "obstaclesCleared": [ "D" ] } |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "ScrewAttack" { "heatFrames": 150 } Clears obstacles: D |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "Plasma" { "or": [ "Ice", "Wave" ] } { "heatFrames": 480 } Clears obstacles: D |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 420 } Clears obstacles: D |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: { "heatFrames": 150 } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega" ], [ "Dessgeega" ] ], "explicitWeapons": [ "Missile", "PowerBomb", "Plasma", "Charge+Ice+Wave+Spazer" ] } } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 2 } } { "heatFrames": 1020 } Clears obstacles: D |
From: 7
Junction Left of Morph Tunnel
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } { "getBlueSpeed": { "usedTiles": 20, "steepDownTiles": 4, "openEnd": 1 } } "canCarefulJump" { "heatFrames": 200 } Clears obstacles: C |
From: 7
Junction Left of Morph Tunnel
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "C", "D" ] } { "getBlueSpeed": { "usedTiles": 20, "steepDownTiles": 4, "openEnd": 1 } } "canCarefulJump" { "tech": "canChainTemporaryBlue" } { "or": [ "canTrickyJump", { "noFlashSuit": {} } ] } { "heatFrames": 240 } Clears obstacles: B Dev note: It is easier to chainTemporaryBlue than to unmorph at the correct timing. |
From: 7
Junction Left of Morph Tunnel
To: 7
Junction Left of Morph Tunnel
Requires: "h_heatedCrystalFlash" Dev note: FIXME: This can have a side effect of damaging the Dessgeega or breaking the bomb blocks, neither of which are modeled. |
From: 7
Junction Left of Morph Tunnel
To: 7
Junction Left of Morph Tunnel
Use i-frames from the first Dessgeega to run through the remaining enemies and store a shinespark. It helps to run towards the first hopper to take damage and then not stutter. Mid-air spark to kill all three at once. Requires: { "canShineCharge": { "usedTiles": 17, "openEnd": 1 } } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } "canUseIFrames" "canMidairShinespark" "canShinechargeMovementComplex" { "shinespark": { "frames": 40 } } { "heatFrames": 310 } Clears obstacles: D |
From: 7
Junction Left of Morph Tunnel
To: 8
Junction Below Top Right Door
The hibashi hit can be avoided by waiting for the shutter to go up. That requires the use of one PB and more time than is worth unless heat proof. Requires: "h_heatResistant" "h_bombThings" { "or": [ "h_usePowerBomb", "canInsaneJump", { "obstaclesCleared": [ "E" ] } ] } { "heatFrames": 350 } Clears obstacles: E Dev note: Note that if using PBs, two is required. One each from h_bombThings, h_usePowerBomb. |
Requires: "h_useMorphBombs" { "heatFrames": 350 } { "hibashiHits": 1 } |
From: 7
Junction Left of Morph Tunnel
To: 8
Junction Below Top Right Door
Requires: "h_navigateHeatRooms" "Morph" { "ammo": { "type": "PowerBomb", "count": 2 } } { "heatFrames": 350 } { "hibashiHits": 1 } Clears obstacles: E |
Requires: { "heatFrames": 60 } |
From: 8
Junction Below Top Right Door
To: 2
Top Right Door
Requires: { "heatFrames": 60 } Exit condition: { "leaveWithDoorFrameBelow": { "height": 2 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 8
Junction Below Top Right Door
To: 2
Top Right Door
Requires: { "heatFrames": 60 } Exit condition: { "leaveWithPlatformBelow": { "height": 6, "leftPosition": -1.5, "rightPosition": 1.5 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 8
Junction Below Top Right Door
To: 7
Junction Left of Morph Tunnel
Requires: { "or": [ "canCarefulJump", { "hibashiHits": 1 } ] } "h_useMorphBombs" { "heatFrames": 300 } |
From: 8
Junction Below Top Right Door
To: 7
Junction Left of Morph Tunnel
Requires: { "or": [ "canCarefulJump", { "hibashiHits": 1 } ] } "Morph" { "ammo": { "type": "PowerBomb", "count": 2 } } { "or": [ { "heatFrames": 270 }, { "and": [ "canPrepareForNextRoom", { "heatFrames": 240 } ] } ] } Clears obstacles: E |
From: 8
Junction Below Top Right Door
To: 8
Junction Below Top Right Door
Requires: "h_heatedCrystalFlash" Clears obstacles: E Dev note: FIXME: This can have a side effect of damaging the Bomb block which is not modelled. |
From: 8
Junction Below Top Right Door
To: 8
Junction Below Top Right Door
Raise the shutter by shooting a missile or upgraded beam at it. Stand on the right side of lowest safe tile and shoot diagonally down while crouched if using missiles, or standing otherwise. A basic beam shot will work if fired vertically down, onto the side of the spike. Requires: "canTrickyJump" { "or": [ { "and": [ "canInsaneJump", { "heatFrames": 60 } ] }, { "ammo": { "type": "Super", "count": 1 } }, { "ammo": { "type": "Missile", "count": 1 } }, "Charge", "Ice", "Wave", "Spazer", "Plasma" ] } { "heatFrames": 40 } Clears obstacles: E Dev note: Power Bombs is handled by another strat. |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door
Exit G-mode while on the item pedestal, while off-camera, then return to the right through the Dessgeega that can't damage Samus off-screen. Use a Power Bomb and fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky. Requires: "h_heatedGMode" "canOffScreenMovement" "h_usePowerBomb" { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 550 } Dev note: FIXME: Strats could be added on remote acquire strats that use the item for the escape, such as Morph, explosives, or an E-Tank. |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door
With a way to move while morphed, use a Power Bomb while on the Power Bomb blocks and quickly exit G-mode. Otherwise, do so to the right of the Power Bomb blocks, quickly exit G-mode, and jump up and over to fall through the blocks. Fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky. Requires: "h_heatedGMode" "canOffScreenMovement" "h_artificialMorphPowerBomb" { "or": [ "h_artificialMorphMovement", { "heatFrames": 100 } ] } { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 350 } |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 2
Top Right Door
Exit G-mode while on the item pedestal, while off-camera, then return to the right through the Dessgeegas that can't damage Samus off-screen. It is possible to use a Power Bomb and quickly exiting G-mode to have the bomb block broken on exit, but this will also partially break the Power Bomb blocks and could make exit traversal less straightforward. Requires: "h_heatedGMode" "Morph" { "or": [ { "and": [ "h_useMorphBombs", { "heatFrames": 1000 } ] }, { "and": [ { "heatFrames": 850 }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } { "or": [ "canOffScreenMovement", { "heatFrames": 200 } ] } { "or": [ { "and": [ "canInsaneJump", { "heatFrames": 60 } ] }, { "obstaclesCleared": [ "E" ] }, "h_useSpringBall", { "hibashiHits": 1 }, { "ammo": { "type": "PowerBomb", "count": 1 } } ] } Dev note: FIXME: The Hibashi doesn't need a 4th PB in the power bomb case. |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 7
Junction Left of Morph Tunnel
Exit G-mode while on the item pedestal, while off-camera, then return to the right through the Dessgeegas that can't damage Samus off-screen. It is possible to use a Power Bomb and quickly exiting G-mode to have the bomb block broken on exit, but this will also partially break the Power Bomb blocks and could make exit traversal less straightforward. Requires: "h_heatedGMode" "Morph" { "or": [ { "and": [ "h_useMorphBombs", { "heatFrames": 800 } ] }, { "and": [ { "heatFrames": 700 }, { "ammo": { "type": "PowerBomb", "count": 2 } } ] } ] } { "or": [ "canOffScreenMovement", { "heatFrames": 200 } ] } |
Requires: "h_heatedCrystalFlash" |