canCrossRoomJumpIntoWater (Hard)

Using the momentum from jumping through a doorway from normal to water physics.

Dependencies: canSuitlessMaridia

Difficulty filter

Strats ()

From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 6 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. With the minimal runway length, this requires precise timing.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 5.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canInsaneJump"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Only requires a runway of 6 tiles (with no open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel. If the runway length is minimal, the aim-down input must be delayed a bit (rather than buffered through the transition), so that Samus moves at a slightly higher horizontal speed for longer.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 5.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Only requires a runway of 5 tiles (with an open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 5
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 3.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 6
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 3.5625
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 3.5625
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        4.5625,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through. If the runway is very short and the bounce is not on the last frame before the transition, then it may be necessary to perform a spring ball jump; in this case, pause soon after entering the room in order to unequip spring ball.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "uncontrolled",
    "remoteAndLandingMinTiles": [
      [
        3,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Continue moving right to avoid a crab hit, then morph again to make it through.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "uncontrolled",
    "remoteAndLandingMinTiles": [
      [
        3.5625,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 3.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Requires a runway of at least 3 tiles (with an open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Scisor. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 3.5625
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        4.5625,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage. If the runway is very short and the bounce is not on the last frame before the transition, then it may be necessary to perform a spring ball jump; in this case, pause soon after entering the room in order to unequip spring ball.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        3,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Unmorph just before hitting the ceiling, to conserve upward momentum. Then turn around, morph, and move through the tunnel to the right, avoiding crab damage.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "uncontrolled",
    "remoteAndLandingMinTiles": [
      [
        3.5625,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 1
Bottom Left Door
To: 4
Top Left Door

Requires a runway of at least 4 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 4
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Bottom Left Door
To: 4
Top Left Door

Requires a runway of at least 18 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 18
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 1
Bottom Left Door
To: 4
Top Left Door

Requires a runway of at least 22 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 22
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Cross Room jump and aim towards the left side where the fish is. Shooting at it from below can deal damage sooner to get a faster freeze. Hug the frozen fish to gain the extra height needed to climb on top.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyUseFrozenEnemies"
"canInsaneJump"
"canDownGrab"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires a runway of at least 4 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 4
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires a runway of at least 3 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyJump"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickySpringBallJump"
"canInsaneJump"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires a runway of at least 12 tiles (with no open end) in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 11.4375
  }
}

Requires:

"SpeedBooster"
"canCrossRoomJumpIntoWater"
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires a runway of at least 10 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"SpeedBooster"
"canCrossRoomJumpIntoWater"
"canSpringBallJumpMidAir"
"canTrickyJump"
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"
From: 1
Left Doorway
To: 4
Top Door

Only requires a runway of 7 tiles in the adjacent room, but an extra tile makes for an easier jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 7.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Doorway
To: 4
Top Door

Only requires a runway of 1 tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canTrickyJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Right Door
To: 4
Top Door

Assumes a runway of at least 21 tiles in the adjacent room. End Samus' momentum where no platforms are over head. Shoot the door while rising to pass through.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canMidairWiggle"
"canTrickyJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
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"]}
From: 3
Top Right Doorway
To: 4
Top Door

Only requires a runway of 7 tiles in the adjacent room, but an extra tile makes for an easier jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 7.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Top Right Doorway
To: 4
Top Door

Only requires a runway of one tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canTrickyJump"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Bottom Door
To: 3
Middle Right Door

Crouch jump up through the left side of the door transition. Angle up and shoot the fish twice on the way up, then aim down and shoot three more times as needed until it is frozen. Land on the fish, wait until it is flashing, then jump and freeze it again further to left as needed, until you can spin jump to the left to reach the platforms.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 7,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canCrouchJump"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
From: 1
Bottom Door
To: 3
Middle Right Door

Crouch jump up through the door with HiJump equipped, aligning with the left side of the door frame. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 8.5,
    "maxLeftPosition": -1,
    "minRightPosition": -1
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canCrouchJump"
"HiJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Run and jump up through the door using HiJump and SpeedBooster in the room below using at least 1 tile of runway. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 9,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"HiJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Jump straight up through the door with HiJump equipped, aligning with the left side of the door frame. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 8,
    "maxLeftPosition": -1,
    "minRightPosition": -1.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Jump straight up through the door with HiJump equipped, passing through the Toilet. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 8.5,
    "maxLeftPosition": -1,
    "minRightPosition": -1
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. With limited runway, this may require a very precise jump. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": -0.5,
    "minRightPosition": 2.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"canInsaneJump"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies"
  ]
}
From: 1
Bottom Door
To: 3
Middle Right Door

Spin jump against the left side of the door frame, then use Space Jump to jump straight up through the door. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithSpaceJumpBelow": {},
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Bottom Door
To: 3
Middle Right Door

Run from left with Speedbooster in the room below and jump up through the door. Perform a snap turnaround to the left to cancel horizontal momentum before passing through the transition. This is done by turning around and then canceling spin, e.g. by shooting. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canMidairWiggle"
From: 1
Bottom Door
To: 3
Middle Right Door

Run from right with Speedbooster in the room below, and 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": 10,
    "maxLeftPosition": 7,
    "minRightPosition": 39
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
From: 1
Bottom Door
To: 3
Middle Right Door

Spin jump to the left through the transition. Bonking the left side of the door frame works but is not required. Hold left through the transition to avoid the fish and land on the platform to the left. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies"
  ]
}
From: 1
Bottom Door
To: 3
Middle Right Door

Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -1,
    "minRightPosition": -1
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canCrouchJump"
"canTrickySpringBallJump"
From: 1
Bottom Door
To: 3
Middle Right Door

Run 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"
From: 1
Bottom Door
To: 3
Middle Right Door

Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": -0.5,
    "minRightPosition": 4.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies"
  ]
}
From: 1
Bottom Door
To: 3
Middle Right Door

Wall jump relatively low off the right side of the door frame of the room below. Stay to the right of the fish as you go up.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canMidairWiggle"
From: 2
Bottom Right Door
To: 3
Middle Right Door

Only requires a runway of one tile in the adjacent room. Bomb boost through the doorway, then use spring ball to get to the bottom left ledge. To avoid hitting the Skultera, place the bomb a few pixels from the doorway. One way to setup the positioning of the bomb is to place it, unmorph, rotate, and remorph

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

{
  "tech": "canSpringBallBombJump"
}
"h_canUseSpringBall"
"canCrossRoomJumpIntoWater"
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab"
  ]
}
From: 2
Bottom Right Door
To: 3
Middle Right Door

Run with enough speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. At slightly higher run speeds, Samus can jump from the bottom of the slope and avoid the fish.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canDodgeWhileShooting"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "Charge",
        "Plasma"
      ]
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canKago",
        "canLateralMidAirMorph",
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Skultera",
                "type": "contact",
                "hits": 1
              }
            },
            "h_pauseAbuseMinimalReserveRefill"
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Middle Right Door

Run with enough speed to jump (after the transition) to reach the far left ledge.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canCarefulJump"
From: 2
Bottom Right Door
To: 3
Middle Right Door

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: 1
Top Left Door
To: 4
Top Right Door

In the other room, use 6 runway tiles to gain an extra run speed of exactly $1.D, with Speed Booster unequipped. Jump into a lateral mid-air morph and touch the door transition while descending close to the ground. Hold jump to do an uncontrolled bounce immediately after the transition. Pause as Samus passes under the first ceiling Grapple block. Equip Speed Booster and unequip Spring Ball, to get a spring fling. Pause again and re-equip Spring Ball to get a second spring fling. Continue holding jump to bounce on both Grapple platforms with uncontrolled bounces; Samus must bounce on the left edge of the first platform in order to just barely make the bounce on the right edge of the second platform. Perform one more spring fling, by unequipping Spring Ball as Samus begins to descend. Samus should make it into the nook below the right door; A Flatley jump into mid-air spring ball jump will get Samus up to the door.

Entrance condition:

{
  "comeInSpinning": {
    "speedBooster": false,
    "unusableTiles": 3,
    "minExtraRunSpeed": "$1.D",
    "maxExtraRunSpeed": "$1.D"
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Left to Right"
}
"SpeedBooster"
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canFlatleyJump"
"canTrickySpringBallJump"
From: 2
Bottom Left Door
To: 5
Top Door

Run and jump up through the door using SpeedBooster in the room below. Bonk the door frame as you pass through the transition, to cancel your horizontal momentum. You need a vertical speed of exactly 7.8800 when passing through the transition, which requires the jump to be frame perfect. After the transition, as you reach the wall, begin holding right. Begin holding angle up at any time before approaching the door (and you can continue holding it until the end of the strat). As you approach the door (an 8-frame window), while holding angle up, release right for exactly one frame. This will put Samus into a pose aiming diagonally up and to the right. Immediately fire a shot to open the door (within the same 8-frame window); if successful, you will just barely clear the grapple block and pass through the door. Several things can cause you to bonk the grapple block: 1) entering the room with too much vertical speed, 2) not pressing against the wall as you come up, 3) releasing right for more than one frame, 4) releasing right too early. As an alternative to releasing right for one frame, you can instead press shot for one frame: if successful, Samus' pose will change to aiming diagonally without a shot being fired; if shot is pressed for more than one frame, then a shot will be fired horizontally, and the cooldown will prevent you from firing diagonally in time.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 9,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "notable": "Cross Room Jump through Top Door"
}
"canCrossRoomJumpIntoWater"
"SpeedBooster"
"HiJump"
"canInsaneJump"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Standing on the platform in the room below, crouch jump and perform a spring ball jump mid-air just before reaching the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canCrouchJump"
"canSpringBallJumpMidAir"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Space Jump up through the door of the room below with HiJump equipped.

Entrance condition:

{
  "comeInWithSpaceJumpBelow": {},
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Left Door
To: 8
Higher Hill 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": {
    "minHeight": 8,
    "maxHeight": 9,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"SpeedBooster"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Standing on a platform in the room below, jump straight up through the door with HiJump equipped.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 6,
    "maxHeight": 7,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Run and jump up through the door using SpeedBooster in the room below. Bonk the door frame or turn back left soon enough to cancel rightward momentum before passing through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 9,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpringBallJumpMidAir"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Wall jump relatively high off either side of the door frame in the room below.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "or": [
    "canTrickyJump",
    "canTrickySpringBallJump",
    "HiJump"
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 9
Platform Below Top Door

Run and jump using SpeedBooster in the room below, with HiJump equipped. Bonk the door frame before passing through the transition, to cancel your horizontal momentum. After the transition, as you reach the wall, begin holding right. Land on the small platform below the top door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"HiJump"
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction

Wall jump from a high position on either side of the door frame, pass through the Toilet, and down-grab onto the ledge. The Toilet affects Samus' vertical spawn position, making this jump possible.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canPreciseWalljump"
"canDownGrab"
"canTrickyJump"
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction

Run and jump up through the door using SpeedBooster in the room below. Turn to the left immediately after jumping, to allow running further and to cancel the rightward momentum before passing through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": 0
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
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: 4
Top Right Door

Run and jump up through the door using SpeedBooster in the room below, with HiJump equipped. Immediately after jumping, break spin and turn left to avoid hitting the crab (alternatively, you can wiggle after the transition). It helps to use a little less than the full runway. Make it all the way up to the top right door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"HiJump"
"canTrickyJump"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Standing on a platform in the room below, jump straight up through the door, with HiJump equipped.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Space Jump up through the door of the room below.

Entrance condition:

{
  "comeInWithSpaceJumpBelow": {},
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Run left-to-right in the room below using SpeedBooster, and jump up through the door. Hold left through the transition to avoid hitting the crab.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canSpringBallJumpMidAir"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Standing on a platform in the room below, jump straight up through the door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 7,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
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"
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"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Wall jump off either side of the door frame in the room below.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction

Run and jump up through the door using HiJump and SpeedBooster in the room below and Springball Jump at the top of the jump.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 6,
    "maxLeftPosition": 2.5,
    "minRightPosition": -2.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"SpeedBooster"
"canTrickySpringBallJump"
From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction

Run and jump up through the door using HiJump and SpeedBooster in the room below and Springball Jump at the peak of the jump.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 7,
    "maxLeftPosition": 2.5,
    "minRightPosition": -2.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"SpeedBooster"
"canTrickySpringBallJump"
"canTrickyJump"
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"
From: 3
Bottom Right Door
To: 10
Upper Right Ledge Junction

Wall jump off either side of the door frame in the room below and Springball Jump at the height of the jump.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canTrickySpringBallJump"
"canTrickyJump"
From: 4
Top Right Door
To: 9
Platform Below Top Door

In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). After the transition, jump to slightly less than full height, performing a lateral mid-air morph just early enough to avoid bonking the ceiling Grapple block. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"SpeedBooster"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
From: 4
Top Right Door
To: 9
Platform Below Top Door

In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). Enter the room either in a mockball (or process of mockballing), or descending from a controlled Spring Ball bounce. Just after the transition, jump or bounce to slightly less than full height. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": false,
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        6.4375,
        0
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"SpeedBooster"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Come in with high speed and jump after the transition to cross the room. Precise timing is needed to jump to the correct height: too high and Samus will bonk the Grapple block, too low and Samus will not make it onto the ledge. A Powamp may be in the path of the jump but can be destroyed with blue speed.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 31
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed). If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. While descending and before bouncing on the first Grapple platform, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring flings will not work, assuming Speed Booster is not equipped.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "adjacentMinTiles": 4,
    "remoteAndLandingMinTiles": [
      [
        0.4375,
        1
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
"canInsaneJump"
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction

Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 5 or more runway tiles worth of speed (at least $1.8 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. Bounce on the first Grapple platform. Then perform a 'spring fling' by unequipping Spring Ball while descending, to reset Samus' vertical speed and be able to make it across room. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring fling will not work, assuming Speed Booster is not equipped.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "adjacentMinTiles": 8,
    "remoteAndLandingMinTiles": [
      [
        4.4375,
        2
      ]
    ]
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
"canSpringFling"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Standing on the platform in the room below, crouch jump up through the door transition, then down-grab onto the platform.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": 1,
    "minRightPosition": -1.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"h_canCrouchJumpDownGrab"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Standing on the platform in the room below, jump up through the door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 9,
    "maxLeftPosition": 1,
    "minRightPosition": 0
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Standing on the platform in the room below, jump up through the door. Either a crouch jump or a down grab (or both) must be used to make it onto the ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": 1,
    "minRightPosition": 0
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
{
  "or": [
    "canCrouchJump",
    "canDownGrab"
  ]
}
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Space Jump up through the door of the room below.

Entrance condition:

{
  "comeInWithSpaceJumpBelow": {},
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Using SpeedBooster in the room below, run left-to-right and jump, pressing against the right side of the door frame through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Standing on the platform in the room below, perform a spring ball jump mid-air just before reaching the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickySpringBallJump"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Standing on the platform in the room below, jump up through the door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 6,
    "maxHeight": 6,
    "maxLeftPosition": 1,
    "minRightPosition": 0
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
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"
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"
From: 2
Bottom Door
To: 3
Bottom Right Ledge

Wall jump up through the door of the room below, using either side of the door frame.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Left Door
To: 5
Item

Entrance condition:

{
  "comeInShinechargedJumping": {}
}

Requires:

{
  "shineChargeFrames": 25
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canShinechargeMovement"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 55
  }
}
From: 1
Left Door
To: 5
Item

Needs near max horizontal speed coming from about 40 runway tiles in the adjacent room. Jump after the transition. Running a longer on the short runway is more difficult at maximum speed, but will increase the success of the jump. A crisp momentum conserving morph can also make up for a jump that is buffered through the door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 40
  }
}

Requires:

"canInsaneJump"
"canLateralMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"

Needs a runway of 7 tiles with no open end in the adjacent room, to get enough height. This is a peak of height with speed booster, no hjb, while underwater. Jump before the transition with SpeedBooster off and then SpeedBooster back on after reaching the ceiling and Morphing.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canLateralMidAirMorph"
"canDisableEquipment"
"canCrossRoomJumpIntoWater"
"canSpringBallBounce"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "canInsaneJump",
    {
      "and": [
        "Plasma",
        "canTrickyJump"
      ]
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 4
Right Door
To: 6
Junction Right of Morph Passage

Entrance condition:

{
  "comeInShinechargedJumping": {}
}

Requires:

{
  "shineChargeFrames": 20
}
"Morph"
"canCrossRoomJumpIntoWater"
"canShinechargeMovement"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 46,
    "excessFrames": 3
  }
}
From: 4
Right Door
To: 6
Junction Right of Morph Passage

If using at least 8 tiles of runway, jump before going down the first slope. If using 7 tiles of runway, Samus will get a higher jump; in this case, jump later, after going down the first slope

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
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"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"HiJump"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canDownGrab"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canJumpIntoIBJ"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}
From: 2
Bottom Right Door
To: 3
Top Right Door

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: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 2
Bottom Right Door
To: 3
Top Right Door

Gain speed using at least 18 tiles of runway, then Space Jump through the door transition.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 18.4375
  }
}

Requires:

"canPreciseSpaceJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Left Door
To: 4
Platform Below Top Door

Only requires a runway of approximately 1 tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"HiJump"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Left Door
To: 4
Platform Below Top Door

Requires around 19 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 18.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
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"
From: 1
Left Door
To: 4
Platform Below Top Door

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Left Door
To: 4
Platform Below Top Door

Unmorphing helps with avoiding the crab. The spring ball jump is used to get through the door after landing near the top.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        18.4375,
        1
      ]
    ]
  }
}

Requires:

"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canSpringBallJumpMidAir"
From: 1
Left Door
To: 4
Platform Below Top Door

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"
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"
From: 1
Left Door
To: 2
Right Door

Requires a runway of at least 2 tiles in the adjacent room. Jump as late as possible to avoid the ledge hanging over the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 2
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"

Clears obstacles: door_1

From: 1
Left Door
To: 2
Right Door

Requires a runway of at least 3 tiles (with no open end) in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 2.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"

Clears obstacles: door_1

From: 1
Left Door
To: 2
Right Door

Requires a runway of at least 2 tiles (with no open end) in the adjacent room. Jump as late as possible to avoid the ledge hanging over the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"

Clears obstacles: door_1

From: 1
Left Door
To: 2
Right Door

Requires an air ball and a runway of only 1 tile in the adjacent room. Aim to morph on contact with the ceiling to slide accross it for extra distance.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canLateralMidAirMorph"
"canTrickyJump"

Clears obstacles: door_1

From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 0.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyDashJump"

Clears obstacles: door_1

From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tile in the adjacent room, although it is easier with more.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

{
  "or": [
    "canWalljump",
    "canTrickySpringBallJump",
    "SpaceJump"
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tile in the adjacent room, although it is easier with more.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"HiJump"
{
  "or": [
    "canWalljump",
    "canTrickyJump",
    "SpeedBooster"
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Top Right Ledge Junction

This assumes a runway of at least 2 tiles in the adjacent room, although it is easier with more.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 2
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more. Start the IBJ as far left as possible. The furthest right is just right of the waterfall. Turning around, carefully, is one way to lose forward momentum and begin the IBJ. At the top of the IBJ bomb to the left and unmorph to reset fall speed.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Cross Room Jump with IBJ"
}
"canJumpIntoIBJ"
"canBombHorizontally"
"canResetFallSpeed"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 17 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 17
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Assumes a runway of at least 18 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 18
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Use the bomb boost as Samus is going through the doorway, then spring ball after breaking the water, then ibj or use an unmorph bomb boost.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

{
  "notable": "Cross Room Jump with Spring Ball, Bomb Boost"
}
"canSpringBallBombJump"
"canCrossRoomJumpIntoWater"
{
  "or": [
    "canJumpIntoIBJ",
    "canUnmorphBombBoost"
  ]
}
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"
From: 1
Top Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. Use Space Jump or a wall jump after getting out of the water.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
{
  "or": [
    "canWalljump",
    "SpaceJump"
  ]
}
From: 1
Top Left Door
To: 4
Top Right Door

Assumes a runway of at least 4 tiles in the adjacent room. Use Space Jump or a wall jump after getting out of the water.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 4
  }
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "or": [
    "canWalljump",
    "SpaceJump"
  ]
}
From: 1
Top Left Door
To: 4
Top Right Door

Only requires a runway of approximately 1 tile in the adjacent room. Take two Mochtroid hits or kill it using a Power Bomb or 5 Bombs.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canJumpIntoIBJ"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    {
      "and": [
        "canCeilingBombJump",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyJump"
From: 1
Top Left Door
To: 4
Top Right Door

Requires a runway of 3 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
"HiJump"
From: 1
Top Left Door
To: 4
Top Right Door

Assumes a runway of 7 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 7
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 1
Top Left Door
To: 4
Top Right Door

Requires a runway of approximately 21 tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Top Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. Use a Spring Ball jump after getting out of the water.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canTrickySpringBallJump"
From: 1
Top Left Door
To: 4
Top Right Door

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: 1
Top Left Door

Only requires a runway of 1 tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. Use a spring ball jump after breaking the water, then ibj. Take two Mochtroid hits or use a double bomb jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canTrickySpringBallJump"
"canJumpIntoIBJ"
{
  "or": [
    "canDoubleBombJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"HiJump"
"canMomentumConservingTurnaround"
"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. There is just enough room to wall jump after breaking the water.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canPreciseWalljump"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 8 tiles in the adjacent room (extra run speed at least $2.5).

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 8
  }
}

Requires:

"HiJump"
"canDownGrab"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Assumes a runway of 9 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 9
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of at least 38 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 38
  }
}

Requires:

"canTrickyJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"SpaceJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 16
  }
}

Requires:

"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        39,
        1
      ]
    ]
  }
}

Requires:

"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

Requires running a precise distance of 34 tiles (extra run speed $6.0 or $6.1).

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"

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"
From: 2
Bottom Left Door
To: 1
Top Left Door

Only requires a runway of approximately 0.5 tiles in the adjacent room. SpringBall jump once on the way up, then use a Bomb to buy just enough time for a second SpringBall jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canUnderwaterBombIntoSpringBallJump"
"canDoubleSpringBallJumpMidAir"
From: 2
Bottom Left Door
To: 1
Top Left Door

Requires a runway of 1 tile in the adjacent room. A momentum conserving turnaround is easier than a midair wiggle.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 0.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
{
  "or": [
    "canMomentumConservingTurnaround",
    "canMidairWiggle"
  ]
}
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

The lenient version requires a runway of at about 10 tiles in the adjacent room. A momentum conserving turnaround is easier than climbing the right side of the room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "or": [
    "canMomentumConservingTurnaround",
    "canMidairWiggle"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Cross room jump onto the top middle platform before sparking. Requires a runway of 1 tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 0.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 16,
    "excessFrames": 9
  }
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

"canMidairWiggle"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        9,
        1
      ]
    ]
  }
}

Requires:

"canTrickyJump"
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": true,
    "movementType": "any",
    "remoteAndLandingMinTiles": [
      [
        17,
        1
      ]
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
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

The lenient version requires a runway of at least 5 tiles (with no open end) in the adjacent room. This is easier without Speed Booster and requires disabling HiJump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canDisableEquipment"
From: 1
Bottom Left Door
To: 2
Top Right Door

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 10,
    "excessFrames": 5
  }
}
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}
From: 1
Bottom Left Door
To: 2
Top Right Door

Gain speed from a remote runway in the previous room, and Space Jump through the bottom of the doorway.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": "any",
    "minTiles": 5
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Bottom Left Door
To: 2
Top Right Door

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        3.5625,
        1
      ]
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Bottom Left Door
To: 2
Top Right Door

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "uncontrolled",
    "remoteAndLandingMinTiles": [
      [
        2.5625,
        1
      ]
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 1
Bottom Left Door
To: 2
Top Right Door

Unmorph just before hitting the overhang, to conserve momentum to make it on top.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": "any",
    "movementType": "controlled",
    "remoteAndLandingMinTiles": [
      [
        2.5625,
        1
      ]
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 1
Bottom Left Door
To: 2
Top Right Door

Unmorph just before hitting the overhang, to conserve momentum to make it on top.

Entrance condition:

{
  "comeInWithSpringBallBounce": {
    "speedBooster": false,
    "movementType": "uncontrolled",
    "remoteAndLandingMinTiles": [
      [
        1.5625,
        1
      ]
    ]
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canMomentumConservingMorph"
From: 1
Bottom Left Door
To: 2
Top Right Door

Requires a runway of at least 2 tiles (with no open end) in the adjacent room. This is typically easier without Speed Booster depending on the exact runway length and requires disabling HiJump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyJump"
"canDisableEquipment"
From: 1
Bottom Left Door
To: 2
Top Right Door

Gain speed from a remote runway in the previous room, and Space Jump through the bottom of the doorway.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": "any",
    "minTiles": 2
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyJump"
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"
From: 1
Left Door
To: 2
Right Door

Only requires a runway of approximately 0.5 tiles in the adjacent room. Bomb boost through the doorway and hold right.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 1
Left Door

Only requires a runway of approximately 0.5 tiles in the adjacent room. Bomb boost through the doorway and hold left.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Bottom Door
To: 1
Left Door

Using SpeedBooster in the room below and the full length of the runway (starting with Samus hanging over the edge as far as possible), run and jump precisely to make it through without bonking the door frame. Break spin before the transition to expand Samus' hitbox and trigger the transition earlier, 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": 9,
    "maxLeftPosition": -38.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canTrickyJump"
"canInsaneJump"
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"
From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, crouch jump up and press right against the door frame through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": 1,
    "minRightPosition": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canCrouchJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. With limited runway for gaining horizontal speed, the timing of the jump and turn-around may be very precise.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8.5,
    "maxHeight": 9,
    "maxLeftPosition": -1.5,
    "minRightPosition": 1.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canMomentumConservingTurnaround"
"canInsaneJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Run left-to-right and spin jump from the platform in the room below, passing through the transition without bonking the door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": -2.5,
    "minRightPosition": 0.5
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Run left-to-right and spin jump from the platform in the room below, passing through the transition without bonking the door. Pass through the Toilet, and then perform a momentum conserving turnaround to make it onto the ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": -2.5,
    "minRightPosition": 0.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canMomentumConservingTurnaround"
From: 2
Bottom Door
To: 4
Water Level Junction

Run left-to-right and spin jump from the platform in the room below, passing through the transition without bonking the door.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": -5.5,
    "minRightPosition": -1.5
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Gain a small amount of speed (<1 tile is enough) and jump through the transition, pressing right against the door frame.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"SpeedBooster"
From: 2
Bottom Door
To: 4
Water Level Junction

Gain a few tiles of run speed and jump through the transition, without bonking against the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 10,
    "maxHeight": 10,
    "maxLeftPosition": -4,
    "minRightPosition": 0
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"SpeedBooster"
"canMomentumConservingTurnaround"
From: 2
Bottom Door
To: 4
Water Level Junction

Spin jump from the platform in the room below, pressing right against the door frame through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 9,
    "maxLeftPosition": 1,
    "minRightPosition": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 9,
    "maxLeftPosition": -3,
    "minRightPosition": 0
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canMomentumConservingTurnaround"
From: 2
Bottom Door
To: 4
Water Level Junction

Spin jump from the platform in the room below, pressing right against the door frame through the transition. Perform a momentum-conserving turn-around to make it around the corner of the ledge above.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": 1,
    "minRightPosition": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canMomentumConservingTurnaround"
From: 2
Bottom Door
To: 4
Water Level Junction

Do a wall jump from the right side of the door frame, three tiles below the door transition. Turn back around to the right before the transition, while maintaining spin.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 3
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"canPreciseWalljump"
From: 2
Bottom Door
To: 4
Water Level Junction

Do a low spin jump and press against the right side of the door frame. Wall jump as low as possible, jumping as soon as possible after moving away from the wall. Immediately turn back to the right and try to press against the door frame again before the transition, while maintaining spin. After the transition, typically a momentum-conserving turnaround is needed to avoid bonking.

Entrance condition:

{
  "comeInWithWallJumpBelow": {
    "minHeight": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "or": [
    "canInsaneWalljump",
    {
      "and": [
        "canPreciseWalljump",
        "canMomentumConservingTurnaround"
      ]
    }
  ]
}
From: 2
Bottom Door
To: 4
Water Level Junction

Gain run speed to the right and jump through the door without bonking the door frame. After the transition, continue holding right while remaining in spin jump. This strat could also be performed without passing through the Toilet, but a precise down-grab would be needed to get onto the ledge at the end; in this case it would be easier to perform a standing jump instead.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 6,
    "maxHeight": 6,
    "maxLeftPosition": -2.5,
    "minRightPosition": -0.5
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Use Space Jump to enter with rightward momentum and moderate vertical speed. This can be done by using Space Jump at an appropriate height and pressing against the right side of the door frame while entering the transition.

Entrance condition:

{
  "comeInWithSpaceJumpBelow": {},
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Bottom Door
To: 4
Water Level Junction

Using SpeedBooster in the room below, run and jump, pressing against the right side of the door frame through the transition without breaking spin. It may be necessary to use less runway than is available, to avoid getting too much vertical speed.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canTrickyJump"
From: 2
Bottom Door
To: 4
Water Level Junction

Using SpeedBooster in the room below, run and jump through the door without bonking the door frame or breaking spin. Perform a mid-air wiggle to make into onto either ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": -34.5,
    "minRightPosition": -7
  },
  "comesThroughToilet": "yes"
}

Requires:

"canCrossRoomJumpIntoWater"
"SpeedBooster"
"canInsaneJump"
"canMidairWiggle"
From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, jump up (crouch jump makes it easier) and press right against the door frame through the transition. After the transition, perform a spring ball jump mid-air to reach the ledge.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 7,
    "maxHeight": 7,
    "maxLeftPosition": 1,
    "minRightPosition": 1
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickySpringBallJump"
{
  "or": [
    "canCrouchJump",
    "canTrickyJump"
  ]
}
From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, perform a spring ball jump mid-air a few tiles below the transition. Hold right through the transition, and do not bonk the door frame.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 9,
    "maxHeight": 10,
    "maxLeftPosition": 1,
    "minRightPosition": 1
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickySpringBallJump"
"can4HighMidAirMorph"
From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, jump up and press right against the door frame through the transition.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 6,
    "maxHeight": 6,
    "maxLeftPosition": 1,
    "minRightPosition": 2
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
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"
From: 2
Bottom Door
To: 4
Water Level Junction

Standing on the platform in the room below, perform a spring ball jump mid-air a few tiles below the transition. It is necessary to morph very quickly after jumping in order to spring ball jump as low as necessary. Hold right through the transition, and do not bonk the door frame.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "minHeight": 8,
    "maxHeight": 8,
    "maxLeftPosition": 1,
    "minRightPosition": 1
  },
  "comesThroughToilet": "no"
}

Requires:

"canCrossRoomJumpIntoWater"
"can4HighMidAirMorph"
"canTrickySpringBallJump"
"canInsaneJump"
From: 1
Left Door
To: 3
Junction Below Right Door

Quickly shoot to break the shot block and then do a momentumConservingTurnaround to ascend into the little region. Another movement item will be needed to get closer to the crumble blocks.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 2
  }
}

Requires:

"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
{
  "or": [
    "canUseFrozenEnemies",
    "canSpringBallJumpMidAir",
    "HiJump"
  ]
}
From: 1
Left Door
To: 2
Right Door

Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump near the end of the platform, crossing the room. If Samus gains enough height from the jump, it is possible unmorph mid-air to discard horizontal speed at the right side of the room, then pause to remorph (`canPauseRemorphTemporaryBlue`). Otherwise, a precisely timed unmorph is needed to avoid bonking the door and losing the blue state; at certain speeds, it may be necessary to briefly release jump in order to control the height for the unmorph.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 1,
    "minExtraRunSpeed": "$4.4"
  }
}

Requires:

"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canInsaneJump"
"canChainTemporaryBlue"
"canBeVeryPatient"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 2
Right Door

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"
}
"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canTrickyDashJump"
From: 1
Left Door
To: 2
Right Door

Enter with enough run speed to jump (after the transition) across the full room using one SpringBall Jump. When exiting the first Sandfall, Samus will be rising still. That is the time to Springball jump.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

{
  "notable": "Cross-Room SpringBall Jump"
}
"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canTrickyJump"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Requires a runway of 7 tiles (with no open end) in the adjacent room. Jump into an air ball on room entry in order to get to the first pillar. Aim down after the transition to avoid hitting the overhang near the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canLateralMidAirMorph"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canCarefulJump",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Bomb boost through the doorway as close to the door transition as possible in order to get as far as possible.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and a short aiming down press before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Ice or Damage Boost"
}
"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Gain momentum in the room to the left, then jump at the edge of the runway in this room in order to jump off of the sand and land on the first pillar. Requires a runway of 7 tiles (with no open end) in the adjacent room, and killing the second Evir with a quick super or two plasma hits (note that the particle despawns as the Evir dies).

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"
{
  "enemyKill": {
    "enemies": [
      [
        "Evir"
      ]
    ],
    "explicitWeapons": [
      "Plasma",
      "Super"
    ]
  }
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

By entering the room with run speed, it is possible to jump over the pair of Evirs.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 3.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canCarefulJump"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

By entering the room with run speed, it is possible to jump over the pair of Evirs.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"HiJump"
"canCarefulJump"
From: 2
Right Door
To: 1
Left Door

Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump into an airball any time after the transition, crossing the room. At higher speeds, it may be necessary to unmorph at the left side of the room while still high in the air, to discard horizontal speed, then pause to remorph (`canPauseRemorphTemporaryBlue`).

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 1,
    "minExtraRunSpeed": "$4.4"
  }
}

Requires:

"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canInsaneJump"
"canPauseRemorphTemporaryBlue"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 1
Left Door

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"
}
"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canTrickyDashJump"
From: 2
Right Door
To: 1
Left Door

Enter with enough run speed to jump (after the transition) across the full room using one SpringBall Jump. When exiting the first Sandfall, Samus will be rising still. That is the time to Springball jump. Alternatively, an immediate pause can be used to SpringBall jump during the first narrow gap between Sandfalls. Sometimes Samus will land above the sand on the far left end of the room, where it will be necessary to unmorph and jump out.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 10
  }
}

Requires:

{
  "notable": "Cross-Room SpringBall Jump"
}
"canPlayInSand"
"canCrossRoomJumpIntoWater"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canTrickyJump"
From: 2
Right Door
To: 4
Junction Below Sand Entrance

Bomb boost through the doorway. Get the bomb boost while as close to the door transition as possible in order to get to the first pillar.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Junction Below Sand Entrance

Gain momentum in the room to the right, then jump immediately on entry in order to land on the first pillar. Jumping too late will likely put Samus into the pit. Requires a small runway of only one tile or less in the adjacent room. Jumping before the door transition will set Samus straight into an Evir projectile, knocking her into the sand.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
From: 1
Left Door
To: 1
Left Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Even if executed correctly, the trick can fail with 50% probability due to collision oscillation.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 4.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Even if executed correctly, the trick can fail with 50% probability due to collision oscillation.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"

Clears obstacles: A

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 13
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 4
Junction Below Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"
From: 2
Right Door
To: 2
Right Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Even if executed correctly, the trick can fail with 50% probability due to collision oscillation.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 4
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Even if executed correctly, the trick can fail with 50% probability due to collision oscillation.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"

Clears obstacles: A

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 13
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 4
Junction Below Top Door

Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Screw Attack"
}
"canInsaneJump"
"canCrossRoomJumpIntoWater"
"ScrewAttack"
"canMomentumConservingTurnaround"
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. Requires a runway of only approximately 0.5 tiles in the adjacent room. Perform an air ball before hitting the ceiling in order to land on the first pillar.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canLateralMidAirMorph"
"canCrossRoomJumpIntoWater"
"HiJump"
"canPlayInSand"
From: 1
Left Door
To: 5
Left Pillar Junction

Bomb boost through the doorway. Get the bomb boost while as close to the door transition as possible in order to get to the first pillar.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump at the edge of the runway in order to land on the first pillar. Requires a runway of at least 2 tiles (with no open end) in the adjacent room. Shrinking Samus' hitbox before landing makes the jump a little easier.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canPlayInSand"
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump after entering this room in order to land on the first pillar. Ensure that Speed Booster is disabled.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 5
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canCarefulJump"
From: 1
Left Door
To: 5
Left Pillar Junction

Enter with at least 1 tile of run speed from an air room, with Speedbooster unequipped. Jump from near the end of the runway (though a jump from 1-2 tiles away from the end can still work). Press pause while crossing the narrow first sandfall, then perform a lateral mid-air morph after exiting the sandfall. Equip both Spring Ball and Speed Booster, and perform a mid-air Spring Ball jump at somewhere close to the maximum height. Unequip Spring Ball while descending through the wide second sidefall.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Spring Fling with Momentum"
}
"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canLateralMidAirMorph"
"canTrickySpringBallJump"
"canSpringFling"
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. With a short runway of 4 tiles (with an open end) in the adjacent room, it is required to jump as late as possible at the edge of the runway in this room. Shrinking Samus' hitbox before landing makes the jump a little easier.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"