Using Speed Booster and jumping with a precise runway length in order to jump higher than with a slightly shorter or longer run. This works because of the extreme non-linearity of the speed to jump height ratio, when Speed Booster is active.
Dependencies: canTrickyJump, canCarefulJump
Enter the room with a very specific run speed to jump from the door, and land a speedball perfectly in the tunnel to break the Bomb block. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 0, "minExtraRunSpeed": "$5.2", "maxExtraRunSpeed": "$5.F" } } Requires: { "notable": "Morph Tunnel SpeedBall" } "canInsaneJump" "canSpeedball" "canTrickyDashJump" "canSlowShortCharge" Dev note: There is 1 unusable tile in this runway. Speeds between $6.2 and $6.A can also work but are more difficult. |
Enter the room with a very specific run speed to jump from the door, squeeze by the ceiling, and land a speedball perfectly in the tunnel to break the Bomb block. Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "openEnd": 0, "minExtraRunSpeed": "$4.4", "maxExtraRunSpeed": "$4.7" } } Requires: { "notable": "Morph Tunnel SpeedBall" } "canSpeedball" "canTrickyDashJump" "canSlowShortCharge" "canInsaneJump" "canBeExtremelyPatient" Dev note: There is 1 unusable tile in this runway. The canBeExtremelyPatient requirement is for difficulty placement. |
This strat is fairly precise. All jumps should be as small as possible. Using at least one-tap short charge, jump off the ledge and descend as much as possible while keeping space jump active. Once approaching the wall, be sure to jump again to continue through all of the bomb blocks. If HiJump is available, it is much easier to use the blue space jump strat from the ground. Requires: { "notable": "Blue Space Jump (Top)" } "canBlueSpaceJump" "canTrickyDashJump" { "getBlueSpeed": { "usedTiles": 30, "openEnd": 2 } } Clears obstacles: A Dev note: Although there is a larger runway available, minimizing the speed is important. |
Requires: "HiJump" "canMidAirMorph" "canTrickyDashJump" |
From: 2
Upper Right Section - Top Right Door
To: 2
Upper Right Section - Top Right Door
Requires: "HiJump" "canTrickyDashJump" "canWalljump" { "canShineCharge": { "usedTiles": 25, "steepUpTiles": 4, "openEnd": 1 } } "canShinechargeMovementComplex" { "shineChargeFrames": 125 } Exit condition: { "leaveShinecharged": {} } |
From: 2
Upper Right Section - Top Right Door
To: 2
Upper Right Section - Top Right Door
Requires: "HiJump" { "canShineCharge": { "usedTiles": 23, "steepUpTiles": 4, "openEnd": 1 } } "canTrickyDashJump" "canShinechargeMovementComplex" { "shineChargeFrames": 150 } Exit condition: { "leaveShinecharged": {} } |
From: 2
Upper Right Section - Top Right Door
To: 2
Upper Right Section - Top Right Door
Gain a shinecharge while running left-to-right. Continue running right for a precise distance of 7 tiles, then jump and walljump to reach the top-right door with shinecharge frames remaining. Requires: { "canShineCharge": { "usedTiles": 18, "steepUpTiles": 4, "openEnd": 1 } } "canTrickyDashJump" "canWalljump" "canShinechargeMovementTricky" "canInsaneJump" { "shineChargeFrames": 170 } Exit condition: { "leaveShinecharged": {} } |
From: 2
Upper Right Section - Top Right Door
To: 2
Upper Right Section - Top Right Door
Gain a shinecharge while bonking the door below the top-right door. Then turn around, run a precise distance of 7 tiles, and jump and walljump to approach the top-right door and shinespark out. Requires: { "canShineCharge": { "usedTiles": 32, "steepUpTiles": 4, "openEnd": 1 } } "canTrickyDashJump" "canWalljump" "canShinechargeMovementTricky" { "shinespark": { "frames": 10 } } Exit condition: { "leaveWithSpark": {} } |
From: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To: 14
Morph Maze Junction (Below Super Block)
Requires: "canEnterGMode" { "or": [ { "and": [ "SpaceJump", "Morph" ] }, "h_canArtificialMorphLongIBJ", { "and": [ "canTrickyDashJump", "canSpringBallJumpMidAir", "HiJump" ] } ] } |
From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 10
Left Morph Maze Item
To overload the PLMs, place a PB precisely to the right of the bottom of the second overhang above the door to the Moat. This is at the max jump height without HiJump. Placing the PB higher or lower will not overload the PLMs without many PBs. Requires: { "notable": "G-mode Overload PLMs by PBing Missile Item" } "canEnterGMode" { "itemNotCollectedAtNode": 10 } "h_canUsePowerBombs" { "or": [ "SpaceJump", "canLongIBJ", { "and": [ "canTrickyDashJump", "canTrickySpringBallJump", "HiJump" ] } ] } Clears obstacles: B Dev note: This link is used to get the item and return, so there is no canRiskPermanentLossOfAccess. |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "canTrickyDashJump" "canShinechargeMovementComplex" { "shineChargeFrames": 140 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 140 } "canTrickyDashJump" "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } "canTrickyDashJump" "canShinechargeMovementComplex" { "shinespark": { "frames": 4, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction
Run a precise distance, to hit a peak of the speed vs height graph. With Samus' back against the closed door, jump about a tile before hitting the right wall. Requires: "canTrickyDashJump" "canTrickySpringBallJump" |
From: 1
Left Door
To: 1
Left Door
Build run speed and jump into the left wall, turning around without changing Samus' pixel position. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen. Requires: { "notable": "Reverse Gate Glitch" } { "obstaclesCleared": [ "A" ] } "canTrickyDashJump" "canOffScreenSuperShot" Clears obstacles: B Dev note: The reverse gate glitch requires killing the enemies first, so it's required here. |
Jump into the room and onto the Grapple block. Requires a runway of only 2 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 1.4375 } } Requires: "canPrepareForNextRoom" "HiJump" "canTrickyDashJump" "canDisableEquipment" Dev note: It can be done with no open ends, but it's a fair bit tighter. |
Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 25 } } Requires: "canPrepareForNextRoom" "canTrickyDashJump" |
From: 2
Right Door
To: 3
Top Junction
Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 32, 0 ] ] } } Requires: "canTrickyDashJump" "canInsaneJump" Dev note: This requires extra run speed of either $6.0 or $6.1 |
Jump at the end of the runway in-room. Assumes that a runway of exactly 29 tiles is used in the adjacent room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 29 } } Requires: "canTrickyDashJump" Dev note: This requires extra run speed of exactly $6.0 or $6.1 when jumping. |
From: 2
Right Door
To: 3
Top Junction
Using exactly 2 runway tiles (with open end) in the other room, jump at the very end of the runway in-room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2 } } Requires: "canTrickySpringBallJump" "canTrickyDashJump" |
Carefully kill the Cacatac, then it is possible to get up with just Speed Booster. With Samus's back against the door, jump just before hitting the right wall. This is not easier with the door open. Requires: "canTrickyDashJump" { "obstaclesNotCleared": [ "B" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } ] } ] } |
Run and jump from the safe stair to just reach the door ledge. To avoid walljumping, use a full speed jump or jump from on top of the spikes (stairs or floor). Requires: "HiJump" "SpeedBooster" { "or": [ { "and": [ "canWalljump", { "or": [ "canTrickyJump", { "spikeHits": 1 } ] } ] }, { "and": [ "canTrickyDashJump", "h_canBackIntoCorner", "canInsaneJump" ] }, { "and": [ "canTrickyDashJump", { "spikeHits": 1 } ] } ] } |
From: 9
Junction (Top Rippers)
To: 9
Junction (Top Rippers)
To kill the Rippers with a single Power Bomb without breaking the ledge, place the bomb just above the second Ripper. Requires: "h_canUsePowerBombs" "canCarefulJump" { "or": [ "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", { "and": [ "HiJump", "canTrickyDashJump" ] }, { "and": [ "canJumpIntoIBJ", { "or": [ "canStaggeredIBJ", "canDoubleBombJump" ] } ] } ] } Clears obstacles: B |
Run along the bottom of the pit to build speed for a speedy jump. Only run 7.5 tiles left to right. If done optimally, no wall jump is required. Requires: "canTrickyDashJump" |
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door
Use 7 tiles from the adjacent runway then use Spring Ball at the peak of the jump and bounce off the Waver to get up onto the top left ledge. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 7 } } Requires: "canTrickyDashJump" "canTrickySpringBallJump" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } |
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_canArtificialMorphMovement" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", "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 |
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: { "notable": "Speedjump (Right to Left)" } "canTrickyDashJump" { "heatFrames": 150 } |
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 } |
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. |
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 } |
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_canMaxHeightSpringBallJump", "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" |
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 |
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 |
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_canHeatedBlueGateGlitch", { "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. |
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 } |
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: 1
Top Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that 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": 1, "excessFrames": 1 } } ] } ] } "Plasma" "h_heatedGModePauseAbuse" "canInsaneJump" Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma. |
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: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that 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" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 1, "excessFrames": 1 } } ] } ] } "Plasma" "h_heatedGModePauseAbuse" "canInsaneJump" Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. |
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. |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "HiJump" "canShinechargeMovementTricky" "canTrickyDashJump" { "shineChargeFrames": 175 } { "shinespark": { "frames": 6, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 1
Top Left Door
Leave Gamet drops uncollected to prevent them from respawning. Run right-to-left to gain a shinecharge, then use between 1 and 2 tiles of remaining runway to gain speed to reach the top-left with a wall jump. Requires: "HiJump" "h_runOverRespawningEnemies" { "or": [ { "canShineCharge": { "usedTiles": 16, "gentleUpTiles": 2, "gentleDownTiles": 4, "openEnd": 1 } }, { "and": [ { "doorUnlockedAtNode": 3 }, { "canShineCharge": { "usedTiles": 17, "gentleUpTiles": 2, "gentleDownTiles": 4, "openEnd": 1 } } ] } ] } "canShinechargeMovementTricky" "canTrickyDashJump" "canWalljump" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
Leave With Spark (Tricky Dash Jump, Wall Jump, Bottom Position)
(Expert)
Post Crocomire Farming Room
From: 1
Top Left Door
To: 1
Top Left Door
Leave Gamet drops uncollected to prevent them from respawning. Run left-to-right to gain a shinecharge, then run back to the left to gain speed to reach the top-left with a wall jump. By leaving the right door closed and sliding into it, the frame window for the tricky dash jump will align with the last two possible frames to jump at the end of the runway. Requires: "h_runOverRespawningEnemies" { "canShineCharge": { "usedTiles": 18, "gentleUpTiles": 2, "gentleDownTiles": 4, "openEnd": 1 } } "canShinechargeMovementTricky" "canTrickyDashJump" "canWalljump" { "shinespark": { "frames": 12, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } |
Come In Shinecharging, Leave Shinecharged (HiJump, Tricky Dash Jump)
(Expert)
Post Crocomire Farming Room
From: 3
Bottom Right Door
To: 1
Top Left Door
Kill the Gamets with SpeedBooster and then jump directly up to the top left door. It helps to have low run speed while gaining the shinecharge: this makes it easier to control the position where Samus gains the shinecharge (which should be as far right as possible while still killing the Gamets); and it minimizes the distance that Samus slides while gaining the shinecharge, allowing more runway to gain speed for the jump. Entrance condition: { "comeInShinecharging": { "length": 10, "openEnd": 0, "gentleDownTiles": 4 } } Requires: "HiJump" "canShinechargeMovementComplex" "canTrickyDashJump" { "shineChargeFrames": 160 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Doesn't require opening the bottom right door. Just using the available space and jumping late enough. It does require killing the Gamets and leaving the drops there so they don't kill your momentum. Requires: { "notable": "Speedy Jump" } "h_runOverRespawningEnemies" "canTrickyDashJump" "canWalljump" |
From: 1
Left Door
To: 3
Item
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 80 } { "or": [ { "and": [ "canWalljump", { "shinespark": { "frames": 20 } } ] }, "canTrickyDashJump" ] } "HiJump" "canShinechargeMovement" "canMidairShinespark" { "shinespark": { "frames": 60 } } |
Entrance condition: { "comeInShinecharging": { "length": 9, "openEnd": 0 } } Requires: { "or": [ { "and": [ "canWalljump", { "shinespark": { "frames": 20 } } ] }, "canTrickyDashJump" ] } "HiJump" "canShinechargeMovement" "canMidairShinespark" { "shinespark": { "frames": 60 } } |
Requires: "HiJump" "canTrickyDashJump" "canTrickySpringBallJump" |
From: 2
Middle Right Door
To: 3
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2 } } Requires: { "notable": "Transition Screwjump" } "h_canNavigateHeatRooms" "ScrewAttack" "HiJump" "canTrickyDashJump" "canWalljump" { "heatFrames": 150 } 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_canUseMorphBombs" { "heatFrames": 200 } Clears obstacles: A |
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. |
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 } |
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 } ] } ] } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "canTrickyDashJump" "h_canNavigateHeatRooms" { "heatFrames": 200 } Unlocks doors: {"types":["powerbomb"],"requires":[{"heatFrames":60}]} |
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_canNavigateHeatRooms" { "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 } |
Requires a very precise runway length in the previous room of 15 tiles with no open end. Jump while under or to the right of the Bull. Samus's speed no longer changes once hitting the water, so the jump is very forgiving, while the runway length is not. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 14.4375 } } Requires: "canTrickyDashJump" |
Requires: "canSuitlessMaridia" "canTrickyDashJump" "canWalljump" |
Requires: "HiJump" "canTrickyDashJump" |
Requires: "canMidAirMorph" "Gravity" "canWalljump" "canTrickyDashJump" |
Requires: "Gravity" { "or": [ "canWalljump", "SpaceJump", "canLongIBJ", { "and": [ "canJumpIntoIBJ", "canBombHorizontally" ] }, { "and": [ "HiJump", "canTrickyDashJump" ] }, { "and": [ "canUseFrozenEnemies", "HiJump", "SpeedBooster" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires running a very precise distance of 7 tiles in the adjacent room, to hit a peak of the speed vs height graph. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 7 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "canTrickyDashJump" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } ] }, { "and": [ "Gravity", "canUseFrozenEnemies", { "or": [ "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canSpringBallJumpMidAir" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump", { "and": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", "canTrickySpringBallJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Bottom Right Door
To: 4
Top Door
Requires a runway of at least 18 tiles in the adjacent room. Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope. Continue up the rest of the way to reach the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18 } } Requires: { "notable": "Cross Room Platform Stuck Wiggle to Top Door" } { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canInsaneJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Run from right with Speedbooster in the room below, and jump during a spike in the speed-to-jumpHeight chart. Jump against the left side of the door frame to cancel horizontal momentum before passing through the transition. Stay to the right of the fish as you go up. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 9, "maxLeftPosition": 7, "minRightPosition": 21 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable only with Post Crocomire Jump Room (after clearing the Power Bomb blocks). |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Morph while descending through the door transition in order to bounce after the transition. Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway. For the lowest speed in this range, a spring ball jump is needed to make it up; to prepare for this case, pause immediately when entering the room in order to unequip Spring Ball after the bounce. Entrance condition: { "comeInSpinning": { "speedBooster": true, "unusableTiles": 1, "minExtraRunSpeed": "$2.0", "maxExtraRunSpeed": "$2.3" } } Requires: "canSuitlessMaridia" "canTrickyDashJump" "canTrickySpringBallBounce" "canDoubleSpringBallJumpMidAir" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Use Spring Ball to bounce after the transition. Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway. For the lowest speed in this range, a spring ball jump is needed to make it up; to prepare for this case, pause immediately when entering the room in order to unequip Spring Ball after the bounce. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 6.4375, 0 ] ] } } Requires: "canSuitlessMaridia" "canTrickyDashJump" "canTrickySpringBallBounce" "canDoubleSpringBallJumpMidAir" |
Run with 7 tiles (no openend) of speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" "canDodgeWhileShooting" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canDownGrab" ] }, { "and": [ "Charge", "Plasma", "canDownGrab" ] }, { "and": [ "Plasma", "canHitbox", "canDownGrab" ] }, "canTrickyDodgeEnemies" ] } |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Bring 4 full tiles of run speed from the adjacent room in order to jump (after the transition) up to the far left ledge. Either kill the Fish enemy, or jump from the bottom of the slope to pass underneath it. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 4 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canTrickyDashJump" |
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction
Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 6, "maxLeftPosition": 2.5, "minRightPosition": -2.5 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canTrickyDashJump" "canDownGrab" |
From: 3
Bottom Right Door
To: 7
Lower Hills Junction
Run left-to-right in the room below using SpeedBooster over a specific distance, and jump up through the door. Hold left through the transition to avoid hitting the crab. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 9, "maxLeftPosition": -6, "minRightPosition": 2 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable to Lower Norfair Escape Power Bomb Room with the left pillar broken. It is much easier to do if the right pillar is unbroken. |
From: 3
Bottom Right Door
To: 7
Lower Hills Junction
Run right-to-left in the room below using SpeedBooster over a very precise distance, jump, immediately turn back right, and break spin before reaching the transition. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8, "maxHeight": 8, "maxLeftPosition": -2, "minRightPosition": 6 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable to Spore Spawn Kihunter Room. |
From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction
Run and jump up through the door using SpeedBooster in the room below, jumping during a spike in the speed-to-jumpHeight chart. Immediately after jumping, break spin and turn left to allow you to run longer and to avoid hitting the crab. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 10, "maxLeftPosition": -38.5, "minRightPosition": -2 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable in Crocomire's Room and the Post Crocomire Jump Room (with Power Bomb blocks broken). |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
Come in with speed in a specific range (extra run speed between $2.0 and $2.3), corresponding to using about 7 tiles of runway. Bounce on the two islands below, in order to make it up to the top-left part of the room. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "controlled", "remoteAndLandingMinTiles": [ [ 6.4375, 0 ] ] } } Requires: "canTrickyDashJump" "canTrickySpringBallBounce" |
The run and jump is done from the middle peak in the floor. Not the one closest to the bottom right door. Run from the left edge to just right of the peak, jump and wall jump on the overhang. It may be worthwhile to kill the Powamps and crabs first. Requires: "Gravity" "HiJump" "canTrickyDashJump" "canWalljump" Clears obstacles: A, B Dev note: It is possible to bring 2 crabs with gravity and a wall jump, but is relatively pointless. |
From: 9
Platform Below Top Door
To: 5
Top Door
Requires: "Gravity" "canWalljump" "canTrickyDashJump" |
Run right-to-left to gain a shinecharge on the upper right ledge. Use a gravity jump, Space Jump, or HiJump to approach the door above and spark out. Requires: "Gravity" { "or": [ "SpaceJump", "canGravityJump", { "and": [ "HiJump", { "or": [ "canWalljump", "canTrickyDashJump" ] } ] } ] } { "canShineCharge": { "usedTiles": 20, "gentleUpTiles": 3, "gentleDownTiles": 1, "steepUpTiles": 1, "openEnd": 0 } } "canShinechargeMovementComplex" "canMidairShinespark" { "shinespark": { "frames": 8 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: With some of these methods it is technically possible (but harder) to reach the door transition with a few frames remaining. |
Requires: "Gravity" "HiJump" "canTrickyDashJump" |
From: 11
Upper Left Ledge Junction
To: 5
Top Door
Run right-to-left to gain a shinecharge on the ledge near the top-left door, and Space Jump to the top center door with shinecharge frames remaining. This is a very short runway, making it an exceptionally difficult short-charge. Requires: { "notable": "Top Left Shinecharge" } "Gravity" "SpaceJump" "canTrickyDashJump" { "canShineCharge": { "usedTiles": 11, "steepUpTiles": 5, "openEnd": 2 } } "canShinechargeMovementComplex" { "shineChargeFrames": 165 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Door
To: 3
Bottom Right Ledge
Run left-to-right in the room below using SpeedBooster over a specific distance, and jump up through the door. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8, "maxHeight": 9, "maxLeftPosition": -6, "minRightPosition": 2 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable to Acid Snakes Tunnel, and to Lower Norfair Escape Power Bomb Room with the left pillar broken. |
From: 2
Bottom Door
To: 3
Bottom Right Ledge
Run right-to-left in the room below using SpeedBooster over a very precise distance, jump, immediately turn back right, and break spin before reaching the transition. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8, "maxHeight": 9, "maxLeftPosition": -2, "minRightPosition": 6 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable to Acid Snakes Tunnel and Spore Spawn Kihunter Room. |
Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed. Requires: { "notable": "Blue Space Jump" } "Gravity" "canPreciseSpaceJump" { "or": [ { "and": [ "canDisableEquipment", "h_stutterWaterGetBlueSpeed" ] }, { "and": [ { "getBlueSpeed": { "usedTiles": 20, "openEnd": 2 } }, { "or": [ "HiJump", "canTrickyDashJump" ] } ] } ] } |
From: 5
Right Door
To: 7
Top Right Left Item
In the previous room, perform a relatively precise 1-tap in order to gain blue speed with momentum in a specific range, then spin jump through the door transition. Depending on Samus' speed and position, either perform a speedball or an uncontrolled bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInBlueSpinning": { "minExtraRunSpeed": "$4.0", "maxExtraRunSpeed": "$4.3", "unusableTiles": 1 } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "canTrickyDashJump" "canSpeedball" "canTrickySpringBallBounce" "canMomentumConservingMorph" |
From: 5
Right Door
To: 7
Top Right Left Item
In the previous room, perform a relatively precise 1-tap in order to gain blue speed with momentum in a specific range, then use spring ball to bounce through the door transition. Bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$4.0", "maxExtraRunSpeed": "$4.3" } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" "canTrickySpringBallBounce" "canMomentumConservingMorph" |
From: 2
Bottom Right Door
To: 3
Top Right Door
Requires running a precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph (at extra run speed $2.0 or $2.1). This needs a last-frame Space Jump in the previous room. At the lower of the two possible speeds ($2.0), the jump must be done very low through the door; at the higher speed ($2.1) there is a relatively large window of vertical positions that work. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canPreciseSpaceJump" "canInsaneJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
Requires running a very precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
From: 1
Left Door
To: 4
Platform Below Top Door
Requires running a very precise distance equivalent to a runway of 7 tiles with no open end in the adjacent room, to hit a peak in the speed / height relationship. The spring ball jump is used after landing near the top, to get to the platform below the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canSpringBallJumpMidAir" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
Requires running a very precise distance of 12 tiles in the adjacent room and down grabbing onto the platform (extra run speed exactly $3.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDownGrab" Dev note: FIXME: With 6.4375 tiles, it is possible to reach the floor below the floating platform; there's currently no node there, but with a flash suit it would be possible to spark up from there. |
From: 1
Left Door
To: 4
Platform Below Top Door
Use a platform below the door in the other room to jump through the door while aiming down, carrying upward momentum into this room. Hold down and back through the transition, to perform a momentum-conserving turnaround past the corner. Perform a mid-air Spring Ball jump, timing a pause to hit soon after the mid-air jump. Unequip Spring Ball, lay a Bomb about half a tile below the peak of the jump. Press pause at the peak of the jump, tp reequip Spring Ball immediately after Samus is boosted by the bomb. Buffer a jump out of the unpause, to get a second Spring Ball jump and make it up. Entrance condition: { "comeInWithSidePlatform": { "platforms": [ { "minHeight": 1, "maxHeight": 1, "minTiles": 7.4375, "speedBooster": true, "obstructions": [ [ 1, 0 ] ], "requires": [], "note": [ "This applies to Warehouse Entrance." ] } ] } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" "canMomentumConservingTurnaround" "canUnderwaterBombIntoSpringBallJump" |
From: 1
Left Door
To: 4
Platform Below Top Door
Requires gaining a specific amount of speed by running a distance equivalent to a runway of 7 tiles with no open end in the adjacent room, to hit a peak in the speed / height relationship. Unmorph to maintain momentum while sliding along the ceiling near the entrance. The spring ball jump is used after landing near the top, to get to the platform below the door. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 6.4375, 1 ] ] } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" "canSpringBallJumpMidAir" |
There is a very precise speed where the HiJumpless speedjump is doable. Starting against the left wall, jump just to the left of the rightmost pipe sticking out of the ground. Requires: "Gravity" "canTrickyDashJump" "canPreciseWalljump" |
Requires: "Gravity" "HiJump" "SpeedBooster" { "or": [ "canWalljump", "canTrickyDashJump" ] } |
Requires: "canXMode" "h_XModeSpikeHit" "h_XModeSpikeHit" "h_canShineChargeMaxRunway" "canShinechargeMovementTricky" "canTrickyJump" "Gravity" { "or": [ { "and": [ "HiJump", "canTrickyDashJump" ] }, { "and": [ "canFastWalljumpClimb", "canPreciseWalljump" ] }, { "and": [ "SpaceJump", "canInsaneJump", { "shinespark": { "frames": 3 } } ] } ] } "canMidairShinespark" { "shinespark": { "frames": 5 } } Exit condition: { "leaveWithSpark": {} } Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount). |
From: 2
Right Door
To: 4
Top Right Ledge Junction
Requires a runway of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" |
The in-room runway with the door closed works but is somewhat precise. With the door open the jump is easier, but only use a small portion of the runway that was occupied by the door. Requires: "Gravity" "HiJump" "canTrickyDashJump" |
Requires a gaining a precise amount of run speed using 19 tiles before jumping in the adjacent room (with extra run speed $4.0 or $4.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18.4375 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
This requires gaining speed by running a precise distance of 7 tiles (extra run speed of $2.0 or $2.1). Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 34 } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
This requires gaining speed by running a precise distance of 7 tiles (extra run speed of $2.0 or $2.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "SpaceJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
This requires gaining speed by running a precise distance of 7 tiles (extra run speed of $2.0 or $2.1). Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canTrickySpringBallJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
This requires gaining speed by running a precise distance of 34 tiles (extra run speed of $6.0 or $6.1). Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 34, 1 ] ] } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
This requires gaining speed by running a precise distance of 7 tiles (extra run speed of $2.0 or $2.1). Immediately pause after the transition to unequip Spring Ball. Then equip Spring Ball again and perform a mid-air spring ball jump. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 6.4375, 1 ] ] } } Requires: "canTrickyDashJump" "canDoubleSpringBallJumpMidAir" "canCrossRoomJumpIntoWater" |
Tricky Cross Room Spring Ball Bounce into Spring Ball Jump, Leave With Temporary Blue
(Extreme)
Halfie Climb Room
From: 2
Bottom Left Door
To: 4
Top Right Door
Gaining blue speed with a precise amount of run speed (extra run speed of $2.0 or $2.1), and bounce through the transition. After the transition, press pause, unmorph, aim down, and unequip Spring Ball. Buffer a morph out of the pause. Pause again to equip Spring Ball and perform a mid-air spring ball jump, chaining temporary blue to the top of the room. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "any", "minExtraRunSpeed": "$2.0", "maxExtraRunSpeed": "$2.1" } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canPauseRemorphTemporaryBlue" "canDoubleSpringBallJumpMidAir" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Left Door
To: 1
Top Left Door
Requires a runway of at least 7 tiles (with no open end) in the adjacent room. A momentum conserving turnaround is easier than a midair wiggle. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" { "or": [ "canMomentumConservingTurnaround", "canMidairWiggle" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canMidairWiggle" "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "movementType": "any", "remoteAndLandingMinTiles": [ [ 6.4375, 1 ] ] } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Gaining blue speed with a precise amount of run speed (extra run speed of $2.0 or $2.1), and bounce through the transition. After the transition, unmorph, hold an angle button, aim down, and pause near the peak of Samus' jump. Buffer a morph out of the pause to continue chaining temporary blue. Use a spring ball jump to escape the water. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "any", "minExtraRunSpeed": "$2.0", "maxExtraRunSpeed": "$2.1" } } Requires: "canTrickyDashJump" "canCrossRoomJumpIntoWater" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" "canTrickySpringBallJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Bottom Left Door
To: 2
Top Right Door
It is possible to jump to the top door using a runway of just one tile with Speed Booster and no HiJump. Requires a last-frame jump and down press that is late but not immediately before the turnaround. With a second-to-last-frame jump it is still possible but more precise. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 1 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDisableEquipment" |
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 6 } } Requires: "canTrickyDashJump" Dev note: This is mainly useful as an alternative to crouch-jump down-grab in order to preserve a flash suit. |
Gain speed using between 36 and 42 tiles of runway (extra run speed between $6.4 and $6.F). Unmorph to retain blue speed to pass safely through the Rippers. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "any", "minExtraRunSpeed": "$6.4" } } Requires: "HiJump" "canTrickyDashJump" "canInsaneJump" "canDownGrab" |
Gain speed using at least 33 runway tiles in the other room. To avoid the Rippers, break spin and turn around right and then left. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 33 } } Requires: "HiJump" "canTrickyDashJump" "canInsaneJump" "canDownGrab" |
From: 3
Middle Right Door
To: 4
Top Right Door
Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 34 } } Requires: "canTrickyDashJump" "canLateralMidAirMorph" "canTrickySpringBallJump" Dev note: An extra run speed of at least $6.0 or $6.1 is needed. |
From: 4
Top Right Door
To: 5
Top Junction
Entrance condition: { "comeInWithMockball": { "speedBooster": true, "adjacentMinTiles": 20, "remoteAndLandingMinTiles": [ [ 18.4375, 0 ] ] } } Requires: "canTrickyDashJump" "h_canUseSpringBall" Dev note: An extra run speed of $4.0 and $4.1 works; speeds of at least $4.5 also work. |
From: 2
Bottom Door
To: 1
Left Door
Using SpeedBooster in the room below, start running at a precise position to be able to jump during a spike in the speed-to-jumpHeight chart. Break spin before the transition to expand Samus' hitbox and trigger the transition early, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 10, "maxLeftPosition": -33.5, "minRightPosition": -7 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "SpeedBooster" "canTrickyDashJump" "canInsaneJump" Dev note: This strat is applicable with Crocomire's Room and the Post Crocomire Jump Room. |
From: 2
Bottom Door
To: 1
Left Door
Shortcharge from right to left while finishing in the plants to the right of the raised plateau, then tricky dash jump up to the left door. Requires: "Gravity" "canShinechargeMovementComplex" "canTrickyDashJump" { "canShineCharge": { "usedTiles": 20, "gentleUpTiles": 2, "gentleDownTiles": 4, "steepUpTiles": 1, "steepDownTiles": 2, "openEnd": 1 } } { "shineChargeFrames": 165 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Door
To: 4
Water Level Junction
Run left-to-right in the room below using SpeedBooster over a specific distance, and jump up through the door. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 9, "maxLeftPosition": -6, "minRightPosition": 2 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This strat is applicable to Acid Snakes Tunnel, and to Lower Norfair Escape Power Bomb Room with the left pillar broken. |
From: 1
Left Door
To: 2
Right Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce on the platform in front of the door, then bounce on the second-to-last pillar. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canInsaneJump" |
From: 1
Left Door
To: 2
Right Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Cross the room by bouncing on the pillars. Then chain temporary blue into the next room. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canInsaneJump" "canChainTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: The 'canBeVeryPatient' requirement is for difficulty placement as this is quite precise and unforgiving. |
Stand at an effective distance of between about 20 and 21 tiles from the door. Run through the door, and jump any time after the transition, holding jump through the entire room to make it to the other side. Samus will go over the Evirs, so there is no need for blue speed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 19.3625, "maxTiles": 21.25 } } Requires: { "notable": "Cross-Room Speed Jump over Evirs" } "canPlayInSand" "canCrossRoomJumpIntoWater" "canTrickyDashJump" |
From: 2
Right Door
To: 1
Left Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce across the room, destroying the Evirs along the path, then bounce on the sand at the left side of the room, and unmorph to go straight up in the single-tile-wide space with no sandfall; perform a pause remorph to chain temporary blue to the door. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Right to Left)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: The 'canBeVeryPatient' requirement is for difficulty placement as this is quite precise and unforgiving. Bouncing on the pillars is also possible, as an alternative to doing a pause remorph. |
Stand at an effective distance of about 20 tiles from the door. Run through the door, and jump any time after the transition, holding jump through the entire room to make it to the other side. Samus will go over the Evirs, so there is no need for blue speed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 19.3625, "maxTiles": 20.3 } } Requires: { "notable": "Cross-Room Speed Jump over Evirs" } "canPlayInSand" "canCrossRoomJumpIntoWater" "canTrickyDashJump" Dev note: This needs an extra run speed of at least $4.4, and ideally not much more than that. A little higher run speed can also work but may require releasing jump near the peak to avoid getting caught on the overhang. |
Run into the room using exactly 20 tiles of runway (with an open end) in the other room, or up to 11 pixels more or 1 pixel less (getting extra run speed $4.5 or $4.6). Jump toward the end of the runway, quickly aim down, and then morph when close to the ceiling. Land on the last pillar, turning around to the left (while still morphed) to instantly cancel Samus' horizontal speed if needed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 19.9375, "maxTiles": 20.6875 } } Requires: { "notable": "Tricky Speedy Airball (Left to Right)" } "canSuitlessMaridia" "canTrickyDashJump" "canLateralMidAirMorph" Dev note: The reason to hold the aim-down pose is because its lower base horizontal speed makes it easier to avoid bonking the overhang when entering with speed $4.6 (the larger of the two speeds that work); an alternative that can also work is to jump on the earlier part of the runway and do a quicker morph. Speeds above $4.6 cause Samus to bonk the ceiling, losing all vertical speed, or the overhang, losing all horizontal speed; there is a significant amount of vertical speed to lose, even though it may not appear that way because of how the sandfalls push Samus down. It is technically possible to make it across with a speed of $4.4, but it requires a last-frame jump and a tight morph, and it would be easier in that case to just spin jump across and not morph. Speeds in the range from $4.0 - $4.3 give a spike in jump speed, resulting in an early ceiling bonk. |
Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 19.4375, "maxTiles": 19.8125 } } Requires: { "notable": "Tricky Speedy Jump (Left to Right)" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" Dev note: Speeds above $4.4 cause Samus to bonk the ceiling, losing all vertical speed, or the overhang, losing all horizontal speed; there is a significant amount of vertical speed to lose, even though it may not appear that way because of how the sandfalls push Samus down. Speeds in the range from $4.0 - $4.3 give a spike in jump speed, resulting in a ceiling bonk even earlier. Speeds below $4.0 are not close to enough to make it across. |
From: 2
Right Door
To: 5
Left Pillar Junction
Run into the room with an exact amount of speed, by using 7.5 tiles of runway or up to 4 pixels more (getting extra run speed exactly $2.3). After entering the room, jump from the last tile or two of runway, perform a lateral mid-air morph, and land on the pillar just past the last Evir. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 7.5, "maxTiles": 7.75 } } Requires: { "notable": "Tricky Speedy Airball (Right to Left)" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" "canLateralMidAirMorph" "canPlayInSand" Dev note: A speed of $2.2 can also work but it requires a last-frame jump and a tight lateral mid-air morph. |
From: 2
Right Door
To: 5
Left Pillar Junction
Run into the room using between 11 and 12 tiles of runway in the other room (extra run speed between $2.D and $3.1). Jump somewhat soon after entering the room, and land on the pillar just past the last Evir. To get a controlled landing, it can help to turn around while still in spin, then break spin to stop instantly. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 10.4375 } } Requires: { "notable": "Tricky Speedy Jump (Right to Left)" } "canSuitlessMaridia" "canPlayInSand" "canTrickyDashJump" Dev note: A run speed of $2.C also works but requires a last-frame jump; speeds $3.2 and $3.3 can also work with a late jump. Note that there's not a spike in the jump height at this range of values; the 'canTrickyDashJump' is just because of the narrowness of the range that works well: lower speeds will not make it onto the ledge, and higher speeds will catch on a ceiling overhang. There are other, higher ranges of speed values that can also work but they are generally harder to control. |