Colosseum

Room ID: 189

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
"SpaceJump"
"ScrewAttack"
{
  "partialRefill": {
    "type": "Super",
    "limit": 4
  }
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 200
  }
}
{
  "partialRefill": {
    "type": "Missile",
    "limit": 10
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

"h_canCrystalFlash"
From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing. Samus should usually enter the transition with the ability to stand in the next room. If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door; then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed.

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. Samus will typically come to rest at horizontal position 41. From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room. Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38. If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25. If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible). If Samus stops at position 23 or closer, the setup will have to be started over. If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less.

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Samus should usually enter the transition with the ability to stand in the next room. If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door; then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}
From: 1
Left Door
To: 1
Left Door

Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left. Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door. Then jump (to force crouch), angle up, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part. Press up while approaching the door to retract Grapple to avoid bonking the ceiling. Samus will typically come to rest at horizontal position 41. From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room. Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38. If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25. If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible). If Samus stops at position 23 or closer, the setup will have to be started over. If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less.

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}
From: 1
Left Door
To: 2
Bottom Right Door

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 60
}
"canShinechargeMovement"
"canMidairShinespark"
"canCarefulJump"
{
  "shinespark": {
    "frames": 125,
    "excessFrames": 20
  }
}
From: 1
Left Door
To: 2
Bottom Right Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 1,
    "maxExtraRunSpeed": "$2.4"
  }
}

Requires:

"canPreciseSpaceJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

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

Jumping to the first platform is relatively tight without a wall jump and requires disabling HiJump.

Requires:

{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 112,
    "excessFrames": 19
  }
}
Base (Basic)
Colosseum
From: 1
Left Door
To: 3
Top Right Door

While that one walljump near the end is a bit precise, it does not require a delayed walljump.

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canPreciseWalljump",
        "canConsecutiveWalljump"
      ]
    },
    {
      "and": [
        "Grapple",
        "canCarefulJump"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Requires:

"SpaceJump"
{
  "or": [
    {
      "ammo": {
        "type": "Missile",
        "count": 3
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    },
    "canUseGrapple",
    "canTrickyJump",
    "canDodgeWhileShooting",
    "Spazer",
    "Wave",
    "Plasma",
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Initiate a Shinespark 1 tile below the ceiling to cross all of the room. Shinesparking too high or too low will crash and Samus will likely fall into the sand.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 60
}
{
  "notable": "Full Halfie Shinespark"
}
"canShinechargeMovementComplex"
"canMidairShinespark"
"canTrickyJump"
{
  "shinespark": {
    "frames": 125,
    "excessFrames": 6
  }
}
IBJ (Hard)
Colosseum
From: 1
Left Door
To: 3
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "canSandIBJ",
    {
      "and": [
        "h_canUseSpringBall",
        "canJumpIntoIBJ"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Requires:

"Gravity"
"HiJump"
"canPlayInSand"
"canTrickySpringBallJump"
From: 1
Left Door
To: 3
Top Right Door

Use Grapple Beam to cross the room. The first two room segments can be safely grappled across from in the water. The third room segment grapple is tricky. It is possible to use the spikes as platforms instead.

Requires:

"canSuitlessMaridia"
"canDodgeWhileShooting"
"canPreciseGrapple"
{
  "or": [
    "canInsaneJump",
    "canPlayInSand"
  ]
}
{
  "or": [
    "HiJump",
    "canTrickyJump"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it.

Requires:

{
  "notable": "Spike Platforming with Move Assist (Left to Right)"
}
"canWalljump"
"Morph"
"canUseIFrames"
{
  "or": [
    "Grapple",
    {
      "and": [
        "canSuitlessMaridia",
        "canPlayInSand",
        "HiJump",
        "canNeutralDamageBoost",
        "canTrickySpringBallJump",
        {
          "spikeHits": 2
        }
      ]
    }
  ]
}
{
  "spikeHits": 1
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A springball rolling jump can be used to get past it.

Entrance condition:

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

Requires:

{
  "notable": "Spike Platforming with SpringBall (Left to Right)"
}
"canWalljump"
"Morph"
"canUseIFrames"
"h_canUseSpringBall"
"canMockball"
{
  "spikeHits": 3
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Land on each set of spikes as a way to jump to the next safe platform. The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canWalljump"
"canInsaneJump"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "spikeHits": 3
}
{
  "or": [
    "Morph",
    {
      "spikeHits": 2
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Climb a mochtroid with ice using the wall to help guide them. It is very easy to take damage if not preemptive with freezes. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Climb a mochtroid with ice using the wall to help guide them. Mochtroid damage is pretty hard to avoid, but it is possible.

Requires:

{
  "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
}
"canSuitlessMaridia"
"canMochtroidIceClimb"
"canPlayInSand"
"canCameraManip"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 1
  }
}

Requires:

"canPreciseSpaceJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ],
      [
        108,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Right Door

Jumping to the first platform is relatively tight without a wall jump and requires disabling HiJump.

Requires:

{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 112,
    "excessFrames": 5
  }
}
From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 1,
    "openEnd": 1,
    "maxExtraRunSpeed": "$1.9"
  }
}

Requires:

"Gravity"
"HiJump"
"canPreciseSpaceJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

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

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ],
      [
        7,
        2
      ]
    ]
  }
}
From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ],
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        28
      ],
      [
        2,
        29
      ]
    ]
  }
}

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Requires:

{
  "notable": "Frozen Mochtroid Grapple Clip Door Lock Skip"
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "canUseFrozenEnemies",
        "canCrouchJump",
        "canCeilingClip"
      ]
    },
    "h_canXRayMorphIceClip",
    "h_canHighPixelIceClip"
  ]
}
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

Requires:

{
  "notable": "Grapple Bomb Hang Door Lock Skip"
}
"Gravity"
"h_canBombThings"
"canGrappleBombHang"
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Retract Grapple while approaching the door. Samus should come to a stop about a tile in front of the door (at horizontal position 1753). Press right and then left, and Samus will fall through the floor. Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top. Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again. Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition.

Requires:

{
  "notable": "Unmorph Grapple Hang Door Lock Skip"
}
"Gravity"
"canUnmorphGrappleHang"
"canGrappleClip"

Bypasses door shell: true

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid is easiest by dropping into the sand and freezing it. Maintain a half-tile gap between the Mochtroid and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canPlayInSand"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

"h_canCrystalFlash"
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}
Base (Basic)
Colosseum
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "h_canFly",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canGravityJump"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Pause for the Gravity Jump as late as possible and then repause as soon as possible for the SpringBall Jump.

Requires:

"canTrickySpringBallJump"
"canGravityJump"
"canTrickyJump"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"h_canNavigateUnderwater"
"canMochtroidIceClimb"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

"h_canNavigateUnderwater"
"Grapple"
From: 2
Bottom Right Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 20
}
"h_canNavigateUnderwater"
{
  "shinespark": {
    "frames": 24,
    "excessFrames": 6
  }
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Perform the spring ball jump near max height. Place the first bomb between a few frames after the spring ball jump; ideally it should be just above the water line. Press pause a few frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in, then continue into an IBJ.

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"h_canMaxHeightSpringBallJump"
"canSpringFling"
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
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 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 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

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: 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": false,
    "minTiles": 1
  }
}

Requires:

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

Immediately when entering the room, turn around to the left while using X-ray and kill the Mochtroid, to prevent or minimize damage. Climb up 1 screen.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "or": [
    "Ice",
    "Wave",
    "Spazer",
    "Plasma",
    "Grapple",
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  }
}

Requires:

"canXRayClimb"

Bypasses door shell: true

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

Requires:

"canUnderwaterWalljump"
"canSpaceJumpWaterBounce"
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

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

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canXRayTurnaround"
"canGravityJump"
"HiJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}

Position as far left as possible, hanging over the ledge, and use X-Ray to turn around to the right. Perform a gravity jump into a spring ball jump. Immediately after the spring ball jump, unmorph to avoid bonking the wall and losing blue speed. Use a pause buffer to morph again without losing temporary blue: pause as early as possible, and hold angle and aim-down while the pause hits; during the black screen, hold only the down input, to buffer a morph; coming out of the pause, during the morphing animation roll from down to right, and then hold angle and unmorph to chain temporary blue.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 0
  }
}

Requires:

"canXRayTurnaround"
"canGravityJump"
"canSpringBallJumpMidAir"
"canInsaneJump"
"canChainTemporaryBlue"
"canPauseRemorphTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 20,
        "excessFrames": 6
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 7
          }
        }
      ]
    },
    {
      "and": [
        "canGravityJump",
        {
          "shinespark": {
            "frames": 10,
            "excessFrames": 6
          }
        }
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"Gravity"
"h_canArtificialMorphIBJ"
Base (Basic)
Colosseum
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "canWalljump",
        "HiJump"
      ]
    },
    "canConsecutiveWalljump",
    "Grapple"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Requires:

"SpaceJump"
{
  "or": [
    {
      "ammo": {
        "type": "Missile",
        "count": 3
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    },
    "canUseGrapple",
    "canTrickyJump",
    "canDodgeWhileShooting",
    "Spazer",
    "Wave",
    "Plasma",
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Initiate a Shinespark 1 tile below the ceiling to cross all of the room. Shinesparking too high or too low will crash and Samus will likely fall into the sand.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 60
}
{
  "notable": "Full Halfie Shinespark"
}
"canShinechargeMovementComplex"
"canMidairShinespark"
"canTrickyJump"
{
  "shinespark": {
    "frames": 125
  }
}
IBJ (Very Hard)
Colosseum
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
"canSandIBJ"
From: 3
Top Right Door
To: 1
Left Door

Requires:

"Gravity"
"HiJump"
"canPlayInSand"
"canTrickySpringBallJump"
From: 3
Top Right Door
To: 1
Left Door

Requires:

"canSuitlessMaridia"
"canDodgeWhileShooting"
"canPreciseGrapple"
{
  "or": [
    "canInsaneJump",
    "canPlayInSand"
  ]
}
{
  "or": [
    "HiJump",
    "canTrickyJump"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling).

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
  "spikeHits": 1
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canInsaneJump"
      ]
    }
  ]
}
"canBombJumpWaterEscape"
"canJumpIntoIBJ"
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Landing on spikes aiming down with no other direction pressed can help control the knockback. Requires knowing the position of every spike in the room. The final spike jump is very difficult.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canPreciseWalljump"
"canInsaneJump"
"canUseIFrames"
{
  "spikeHits": 3
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be. Mochtroid movement and freeze timing gets harder at the waterline.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be.

Requires:

{
  "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
}
"canSuitlessMaridia"
"canTrickyJump"
"canPlayInSand"
"canMochtroidIceClimb"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 2,
    "openEnd": 1
  }
}

Requires:

"canPreciseSpaceJump"
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        5,
        3
      ],
      [
        7,
        2
      ]
    ]
  }
}
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ],
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ]
    ]
  }
}

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        13
      ]
    ]
  }
}

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        28
      ],
      [
        2,
        29
      ]
    ]
  }
}

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Wall jump to the first platform then spark while standing, or spark from the right door - one tile lower than the Grapple blocks.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 121,
        "excessFrames": 4
      }
    },
    {
      "and": [
        "canPreciseWalljump",
        {
          "shinespark": {
            "frames": 110,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
Base (Basic)
Colosseum
From: 3
Top Right Door
To: 2
Bottom Right Door

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

Entrance condition:

{
  "comeInShinecharging": {
    "length": 2,
    "openEnd": 0
  }
}

Requires:

"canChainTemporaryBlue"
"canXRayTurnaround"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Top Right Door
To: 2
Bottom Right Door

Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

{
  "notable": "Stored Moonfall Grapple Door Lock Skip"
}
"canGrappleClip"

Bypasses door shell: true

From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. Heavy lag can typically be avoided by holding right during the bottom half of the swing. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 1751). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763; then roll from right to down-right to enter the transition (at horizontal positon 1771).

Requires:

"Gravity"
"canGrappleBombHang"
"h_canBombThings"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. Pressing right while inside the transition tiles will trigger the transition. Continue holding Grapple through the transition to initiate a teleport in the next room. If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right. If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door. Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        13
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Grapple to the fifth Grapple block below the door (the first one fully above the water line), jump off from it, and morph. Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block. Then jump (to force crouch), angle down, and grapple. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door. To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending. Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning. While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens). Samus should usually come to a stop one tile in front of the door (at horizontal position 1751). Roll from pressing right to pressing diagonally down-right to enter the transition. If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763; then roll from right to down-right to enter the transition (at horizontal positon 1771).

Requires:

"Gravity"
"canUnmorphGrappleHang"

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        108,
        12
      ]
    ]
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Requires:

"h_canCrystalFlash"
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 189,
  "name": "Colosseum",
  "area": "Maridia",
  "subarea": "Inner",
  "subsubarea": "Pink",
  "roomAddress": "0x7D72A",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x001a7e0",
      "doorOrientation": "left",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 2,
      "name": "Bottom Right Door",
      "nodeType": "door",
      "nodeSubType": "green",
      "nodeAddress": "0x001a7f8",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "water"
        }
      ]
    },
    {
      "id": 3,
      "name": "Top Right Door",
      "nodeType": "door",
      "nodeSubType": "red",
      "nodeAddress": "0x001a7ec",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Colosseum Mochtroids",
      "enemyName": "Mochtroid",
      "quantity": 8,
      "betweenNodes": [
        1,
        3
      ]
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1,
          "devNote": "FIXME: A crossroom jump into water can be used to shinespark across to 1."
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 3,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    }
  ],
  "strats": [
    {
      "id": 1,
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 1
        }
      }
    },
    {
      "id": 2,
      "link": [
        1,
        1
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canNavigateUnderwater",
        "h_canFrozenEnemyRunway",
        {
          "or": [
            "canMochtroidIceClimb",
            {
              "and": [
                "Gravity",
                {
                  "or": [
                    "SpaceJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform.",
        "Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up."
      ],
      "devNote": "There are many other ways to get into position, but they would require manipulating the Mochtroid as much as canMochtroidIceClimb expects."
    },
    {
      "id": 3,
      "link": [
        1,
        1
      ],
      "name": "Mochtroid Farm",
      "requires": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "SpaceJump",
        "ScrewAttack",
        {
          "partialRefill": {
            "type": "Super",
            "limit": 4
          }
        },
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 200
          }
        },
        {
          "partialRefill": {
            "type": "Missile",
            "limit": 10
          }
        }
      ]
    },
    {
      "id": 4,
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 5,
      "link": [
        1,
        1
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      },
      "flashSuitChecked": true
    },
    {
      "id": 6,
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bottom Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing.",
        "Samus should usually enter the transition with the ability to stand in the next room.",
        "If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door;",
        "then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed."
      ]
    },
    {
      "id": 7,
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Top Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold left while near the top of the swing, and hold angle down for the middle of the swing.",
        "Press up while approaching the door to retract Grapple to avoid bonking the ceiling.",
        "Samus will typically come to rest at horizontal position 41.",
        "From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room.",
        "Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38.",
        "If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25.",
        "If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible).",
        "If Samus stops at position 23 or closer, the setup will have to be started over.",
        "If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less."
      ]
    },
    {
      "id": 8,
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bombless, Bottom Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left.",
        "Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part.",
        "Samus should usually enter the transition with the ability to stand in the next room.",
        "If needing to make sure that Samus can stand, or to ensure the transition happens further to the right, retract Grapple by pressing up while approaching door;",
        "then after coming to a stop, roll from holding left to holding diagonal down-left to approach the door at a controlled low speed."
      ]
    },
    {
      "id": 9,
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Teleport (Bombless, Top Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom of the room, jump off from it, morph, and press against the Grapple wall to the left.",
        "Unmorph slightly before the peak of the jump (an 8-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel or two inside the second Grapple block below the door.",
        "Then jump (to force crouch), angle up, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To avoid heavy lag, hold down during the bottom part of the swing, and hold angle up during the top part.",
        "Press up while approaching the door to retract Grapple to avoid bonking the ceiling.",
        "Samus will typically come to rest at horizontal position 41.",
        "From here it is possible to roll from pressing left to pressing diagonally down-left to enter the transition, though this will create heavy lag and Samus will not be able to stand in the next room.",
        "Alternatively, only briefly press diagonally down-left and then press up, bringing Samus to a stop further left, typically at one of three positions 25, 28, or 38.",
        "If Samus stops at position 38, then the process can be repeated to move closer to the door again, with a possibility of reaching position 25.",
        "If Samus then stops at positions 25 or 28, then rolling from left to down-left will bring Samus into the transition in a pose that will be able to stand, and at horizontal position 21 (as far right as possible).",
        "If Samus stops at position 23 or closer, the setup will have to be started over.",
        "If needed to transition further to the left, it can be done from position 28 by rolling from left to down (with a brief down-left input), to result in a transition at a position of 20 or less."
      ]
    },
    {
      "id": 10,
      "link": [
        1,
        2
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 60
        },
        "canShinechargeMovement",
        "canMidairShinespark",
        "canCarefulJump",
        {
          "shinespark": {
            "frames": 125,
            "excessFrames": 20
          }
        }
      ],
      "flashSuitChecked": true
    },
    {
      "id": 11,
      "link": [
        1,
        2
      ],
      "name": "Blue Space Jump, Leave With Temporary Blue",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 2,
          "openEnd": 1,
          "maxExtraRunSpeed": "$2.4"
        }
      },
      "requires": [
        "canPreciseSpaceJump",
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 85,
      "link": [
        1,
        2
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 112,
            "excessFrames": 19
          }
        }
      ],
      "note": "Jumping to the first platform is relatively tight without a wall jump and requires disabling HiJump."
    },
    {
      "id": 12,
      "link": [
        1,
        3
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        {
          "or": [
            {
              "and": [
                "HiJump",
                "canWalljump"
              ]
            },
            {
              "and": [
                "canPreciseWalljump",
                "canConsecutiveWalljump"
              ]
            },
            {
              "and": [
                "Grapple",
                "canCarefulJump"
              ]
            }
          ]
        }
      ],
      "note": "While that one walljump near the end is a bit precise, it does not require a delayed walljump."
    },
    {
      "id": 13,
      "link": [
        1,
        3
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump",
        {
          "or": [
            {
              "ammo": {
                "type": "Missile",
                "count": 3
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 3
              }
            },
            "canUseGrapple",
            "canTrickyJump",
            "canDodgeWhileShooting",
            "Spazer",
            "Wave",
            "Plasma",
            "ScrewAttack",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ]
    },
    {
      "id": 14,
      "link": [
        1,
        3
      ],
      "name": "Full Halfie Shinespark (Forward)",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 60
        },
        {
          "notable": "Full Halfie Shinespark"
        },
        "canShinechargeMovementComplex",
        "canMidairShinespark",
        "canTrickyJump",
        {
          "shinespark": {
            "frames": 125,
            "excessFrames": 6
          }
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Initiate a Shinespark 1 tile below the ceiling to cross all of the room.",
        "Shinesparking too high or too low will crash and Samus will likely fall into the sand."
      ]
    },
    {
      "id": 15,
      "link": [
        1,
        3
      ],
      "name": "IBJ",
      "requires": [
        "Gravity",
        {
          "or": [
            "canSandIBJ",
            {
              "and": [
                "h_canUseSpringBall",
                "canJumpIntoIBJ"
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 16,
      "link": [
        1,
        3
      ],
      "name": "SpringBall Jump",
      "requires": [
        "Gravity",
        "HiJump",
        "canPlayInSand",
        "canTrickySpringBallJump"
      ]
    },
    {
      "id": 17,
      "link": [
        1,
        3
      ],
      "name": "Suitless Grapple",
      "requires": [
        "canSuitlessMaridia",
        "canDodgeWhileShooting",
        "canPreciseGrapple",
        {
          "or": [
            "canInsaneJump",
            "canPlayInSand"
          ]
        },
        {
          "or": [
            "HiJump",
            "canTrickyJump"
          ]
        }
      ],
      "note": [
        "Use Grapple Beam to cross the room. The first two room segments can be safely grappled across from in the water.",
        "The third room segment grapple is tricky. It is possible to use the spikes as platforms instead."
      ]
    },
    {
      "id": 18,
      "link": [
        1,
        3
      ],
      "name": "Spike Platforming with Move Assist (Left to Right)",
      "requires": [
        {
          "notable": "Spike Platforming with Move Assist (Left to Right)"
        },
        "canWalljump",
        "Morph",
        "canUseIFrames",
        {
          "or": [
            "Grapple",
            {
              "and": [
                "canSuitlessMaridia",
                "canPlayInSand",
                "HiJump",
                "canNeutralDamageBoost",
                "canTrickySpringBallJump",
                {
                  "spikeHits": 2
                }
              ]
            }
          ]
        },
        {
          "spikeHits": 1
        },
        {
          "or": [
            {
              "spikeHits": 1
            },
            "canHorizontalDamageBoost"
          ]
        }
      ],
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it."
      ]
    },
    {
      "id": 19,
      "link": [
        1,
        3
      ],
      "name": "Spike Platforming with SpringBall (Left to Right)",
      "entranceCondition": {
        "comeInRunning": {
          "minTiles": 2,
          "speedBooster": "any"
        }
      },
      "requires": [
        {
          "notable": "Spike Platforming with SpringBall (Left to Right)"
        },
        "canWalljump",
        "Morph",
        "canUseIFrames",
        "h_canUseSpringBall",
        "canMockball",
        {
          "spikeHits": 3
        },
        {
          "or": [
            {
              "spikeHits": 1
            },
            "canHorizontalDamageBoost"
          ]
        }
      ],
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A springball rolling jump can be used to get past it."
      ]
    },
    {
      "id": 20,
      "link": [
        1,
        3
      ],
      "name": "Spike Platforming with No Equipment (Left to Right)",
      "requires": [
        {
          "notable": "Spike Platforming with No Equipment"
        },
        "canWalljump",
        "canInsaneJump",
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "Morph",
            {
              "spikeHits": 2
            }
          ]
        }
      ],
      "note": [
        "Land on each set of spikes as a way to jump to the next safe platform.",
        "The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph."
      ],
      "devNote": "Positioning on the spikes is harder to control without morph."
    },
    {
      "id": 21,
      "link": [
        1,
        3
      ],
      "name": "Mochtroid Ice Climb (Left to Right)",
      "requires": [
        "h_canNavigateUnderwater",
        "canMochtroidIceClimb",
        "canPlayInSand",
        "canCameraManip",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Climb a mochtroid with ice using the wall to help guide them.",
        "It is very easy to take damage if not preemptive with freezes.",
        "Mochtroid movement and freeze timing gets harder at the waterline."
      ]
    },
    {
      "id": 22,
      "link": [
        1,
        3
      ],
      "name": "Mochtroid Suitless, HiJumpless Ice Climb (Left to Right)",
      "requires": [
        {
          "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
        },
        "canSuitlessMaridia",
        "canMochtroidIceClimb",
        "canPlayInSand",
        "canCameraManip",
        "canTrickyJump",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Climb a mochtroid with ice using the wall to help guide them.",
        "Mochtroid damage is pretty hard to avoid, but it is possible."
      ]
    },
    {
      "id": 23,
      "link": [
        1,
        3
      ],
      "name": "Blue Space Jump, Leave With Temporary Blue",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 2,
          "openEnd": 1
        }
      },
      "requires": [
        "canPreciseSpaceJump",
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 24,
      "link": [
        1,
        3
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ],
            [
              108,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 25,
      "link": [
        1,
        3
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      }
    },
    {
      "id": 26,
      "link": [
        1,
        3
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      }
    },
    {
      "id": 86,
      "link": [
        1,
        3
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 112,
            "excessFrames": 5
          }
        }
      ],
      "note": "Jumping to the first platform is relatively tight without a wall jump and requires disabling HiJump."
    },
    {
      "id": 27,
      "link": [
        2,
        1
      ],
      "name": "Blue Space Jump, Leave With Temporary Blue (Womple Jump)",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 1,
          "openEnd": 1,
          "maxExtraRunSpeed": "$1.9"
        }
      },
      "requires": [
        "Gravity",
        "HiJump",
        "canPreciseSpaceJump",
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "devNote": "This can be done at greater speed (at least up to $2.3) but would be more difficult."
    },
    {
      "id": 28,
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              5,
              3
            ],
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": []
    },
    {
      "id": 29,
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 30,
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      }
    },
    {
      "id": 31,
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      }
    },
    {
      "id": 32,
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              28
            ],
            [
              2,
              29
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, press right to release Grapple while staying standing (not being forced into a crouch).",
        "Then X-ray climb to get up to the door transition, without needing to open the door."
      ]
    },
    {
      "id": 33,
      "link": [
        2,
        2
      ],
      "name": "Frozen Mochtroid Grapple Clip Door Lock Skip",
      "requires": [
        {
          "notable": "Frozen Mochtroid Grapple Clip Door Lock Skip"
        },
        {
          "or": [
            {
              "and": [
                "Gravity",
                "canUseFrozenEnemies",
                "canCrouchJump",
                "canCeilingClip"
              ]
            },
            "h_canXRayMorphIceClip",
            "h_canHighPixelIceClip"
          ]
        },
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ],
      "devNote": "The 2-3 pixel window is trivial to get by crouching, the high pixel clip is easier here than normal, as no precise down grab is needed."
    },
    {
      "id": 34,
      "link": [
        2,
        2
      ],
      "name": "Grapple Bomb Hang Door Lock Skip",
      "requires": [
        {
          "notable": "Grapple Bomb Hang Door Lock Skip"
        },
        "Gravity",
        "h_canBombThings",
        "canGrappleBombHang",
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "id": 35,
      "link": [
        2,
        2
      ],
      "name": "Unmorph Grapple Hang Door Lock Skip",
      "requires": [
        {
          "notable": "Unmorph Grapple Hang Door Lock Skip"
        },
        "Gravity",
        "canUnmorphGrappleHang",
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "id": 36,
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      }
    },
    {
      "id": 37,
      "link": [
        2,
        2
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canFrozenEnemyRunway",
        "Gravity",
        "canPlayInSand",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 1
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 6,
          "openEnd": 0
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid is easiest by dropping into the sand and freezing it.",
        "Maintain a half-tile gap between the Mochtroid and the runway in order to extend it as much as possible."
      ]
    },
    {
      "id": 38,
      "link": [
        2,
        2
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 39,
      "link": [
        2,
        2
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      },
      "flashSuitChecked": true
    },
    {
      "id": 40,
      "link": [
        2,
        3
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        {
          "or": [
            "canWalljump",
            "h_canFly",
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir"
              ]
            },
            {
              "and": [
                "HiJump",
                "canGravityJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 41,
      "link": [
        2,
        3
      ],
      "name": "Gravity Jump, SpringBall Jump",
      "requires": [
        "canTrickySpringBallJump",
        "canGravityJump",
        "canTrickyJump"
      ],
      "note": "Pause for the Gravity Jump as late as possible and then repause as soon as possible for the SpringBall Jump."
    },
    {
      "id": 42,
      "link": [
        2,
        3
      ],
      "name": "Mochtroid Climb",
      "requires": [
        "h_canNavigateUnderwater",
        "canMochtroidIceClimb"
      ]
    },
    {
      "id": 43,
      "link": [
        2,
        3
      ],
      "name": "Grapple",
      "requires": [
        "h_canNavigateUnderwater",
        "Grapple"
      ]
    },
    {
      "id": 44,
      "link": [
        2,
        3
      ],
      "name": "Shinespark",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 20
        },
        "h_canNavigateUnderwater",
        {
          "shinespark": {
            "frames": 24,
            "excessFrames": 6
          }
        }
      ],
      "flashSuitChecked": true
    },
    {
      "id": 45,
      "link": [
        2,
        3
      ],
      "name": "Bomb Jump Water Escape",
      "requires": [
        {
          "notable": "Bomb Jump Water Escape"
        },
        "HiJump",
        "h_canMaxHeightSpringBallJump",
        "canSpringFling",
        "canBombJumpWaterEscape",
        "canJumpIntoIBJ"
      ],
      "note": [
        "Perform the spring ball jump near max height.",
        "Place the first bomb between a few frames after the spring ball jump; ideally it should be just above the water line.",
        "Press pause a few frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed).",
        "Place the second bomb soon after regaining control, while the game is fading back in, then continue into an IBJ."
      ]
    },
    {
      "id": 46,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with IBJ",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": false,
          "minTiles": 1
        }
      },
      "requires": [
        "canJumpIntoIBJ",
        "canTrickyJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "note": "Requires a runway of one tile in the adjacent room.",
      "devNote": "Possible with no openend using a harder jump but a runway that small doesn't exist."
    },
    {
      "id": 47,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with HiJump",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 1
        }
      },
      "requires": [
        "HiJump",
        "canTrickyJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        "canDownGrab"
      ],
      "note": "Requires a runway of one tile in the adjacent room."
    },
    {
      "id": 48,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with Speedbooster",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": true,
          "minTiles": 6.4375
        }
      },
      "requires": [
        "canTrickyDashJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        "canDownGrab"
      ],
      "note": "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."
    },
    {
      "id": 49,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Speedy Space Jump",
      "entranceCondition": {
        "comeInSpaceJumping": {
          "speedBooster": true,
          "minTiles": 18.4375
        }
      },
      "requires": [
        "canPreciseSpaceJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround"
      ],
      "note": [
        "Gain speed using at least 18 tiles of runway, then Space Jump through the door transition."
      ]
    },
    {
      "id": 50,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Insane Speedy Space Jump",
      "entranceCondition": {
        "comeInSpaceJumping": {
          "speedBooster": true,
          "minTiles": 6.4375
        }
      },
      "requires": [
        "canTrickyDashJump",
        "canPreciseSpaceJump",
        "canInsaneJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround",
        "canDownGrab"
      ],
      "note": [
        "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."
      ]
    },
    {
      "id": 51,
      "link": [
        2,
        3
      ],
      "name": "Cross Room Jump with Spring Ball",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": false,
          "minTiles": 1
        }
      },
      "requires": [
        "canTrickySpringBallJump",
        "canCrossRoomJumpIntoWater",
        "canMomentumConservingTurnaround"
      ],
      "note": "Requires a runway of one tile in the adjacent room.",
      "devNote": "Possible with no openend using a harder jump but a runway that small doesn't exist."
    },
    {
      "id": 52,
      "link": [
        2,
        3
      ],
      "name": "X-Ray Climb",
      "entranceCondition": {
        "comeInWithDoorStuckSetup": {}
      },
      "requires": [
        "canXRayClimb",
        {
          "or": [
            "Ice",
            "Wave",
            "Spazer",
            "Plasma",
            "Grapple",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Immediately when entering the room, turn around to the left while using X-ray and kill the Mochtroid, to prevent or minimize damage.",
        "Climb up 1 screen."
      ]
    },
    {
      "id": 53,
      "link": [
        2,
        3
      ],
      "name": "Very Deep Stuck X-Ray Climb",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door.",
        "Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door."
      ]
    },
    {
      "id": 54,
      "link": [
        2,
        3
      ],
      "name": "Underwater Walljump",
      "requires": [
        "canUnderwaterWalljump",
        "canSpaceJumpWaterBounce"
      ]
    },
    {
      "id": 87,
      "link": [
        2,
        3
      ],
      "name": "Underwater Walljump Break Free",
      "requires": [
        "canUnderwaterWalljumpBreakFree"
      ],
      "devNote": "FIXME: Crossing the room with just HiJump should be possible but terrible."
    },
    {
      "id": 55,
      "link": [
        2,
        3
      ],
      "name": "Come in Shinecharging, Leave With Temporary Blue (Gravity Jump HiJump)",
      "entranceCondition": {
        "comeInShinecharging": {
          "length": 3,
          "openEnd": 0
        }
      },
      "requires": [
        "canXRayTurnaround",
        "canGravityJump",
        "HiJump",
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 56,
      "link": [
        2,
        3
      ],
      "name": "Come in Shinecharging, Leave With Temporary Blue (Gravity Jump, Spring Ball Jump, Pause Remorph)",
      "entranceCondition": {
        "comeInShinecharging": {
          "length": 3,
          "openEnd": 0
        }
      },
      "requires": [
        "canXRayTurnaround",
        "canGravityJump",
        "canSpringBallJumpMidAir",
        "canInsaneJump",
        "canChainTemporaryBlue",
        "canPauseRemorphTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "note": [
        "Position as far left as possible, hanging over the ledge, and use X-Ray to turn around to the right.",
        "Perform a gravity jump into a spring ball jump.",
        "Immediately after the spring ball jump, unmorph to avoid bonking the wall and losing blue speed.",
        "Use a pause buffer to morph again without losing temporary blue:",
        "pause as early as possible, and hold angle and aim-down while the pause hits;",
        "during the black screen, hold only the down input, to buffer a morph;",
        "coming out of the pause, during the morphing animation roll from down to right, and then hold angle and unmorph to chain temporary blue."
      ]
    },
    {
      "id": 88,
      "link": [
        2,
        3
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "or": [
            {
              "shinespark": {
                "frames": 20,
                "excessFrames": 6
              }
            },
            {
              "and": [
                "HiJump",
                {
                  "shinespark": {
                    "frames": 17,
                    "excessFrames": 7
                  }
                }
              ]
            },
            {
              "and": [
                "canGravityJump",
                {
                  "shinespark": {
                    "frames": 10,
                    "excessFrames": 6
                  }
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 57,
      "link": [
        2,
        3
      ],
      "name": "G-Mode Morph",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ],
      "flashSuitChecked": true,
      "note": "Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand."
    },
    {
      "id": 58,
      "link": [
        3,
        1
      ],
      "name": "Base",
      "requires": [
        "Gravity",
        {
          "or": [
            {
              "and": [
                "canWalljump",
                "HiJump"
              ]
            },
            "canConsecutiveWalljump",
            "Grapple"
          ]
        }
      ]
    },
    {
      "id": 59,
      "link": [
        3,
        1
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump",
        {
          "or": [
            {
              "ammo": {
                "type": "Missile",
                "count": 3
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 3
              }
            },
            "canUseGrapple",
            "canTrickyJump",
            "canDodgeWhileShooting",
            "Spazer",
            "Wave",
            "Plasma",
            "ScrewAttack",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ]
    },
    {
      "id": 60,
      "link": [
        3,
        1
      ],
      "name": "Full Halfie Shinespark (Reverse)",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 60
        },
        {
          "notable": "Full Halfie Shinespark"
        },
        "canShinechargeMovementComplex",
        "canMidairShinespark",
        "canTrickyJump",
        {
          "shinespark": {
            "frames": 125
          }
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Initiate a Shinespark 1 tile below the ceiling to cross all of the room.",
        "Shinesparking too high or too low will crash and Samus will likely fall into the sand."
      ]
    },
    {
      "id": 61,
      "link": [
        3,
        1
      ],
      "name": "IBJ",
      "requires": [
        "Gravity",
        "canSandIBJ"
      ]
    },
    {
      "id": 62,
      "link": [
        3,
        1
      ],
      "name": "SpringBall Jump",
      "requires": [
        "Gravity",
        "HiJump",
        "canPlayInSand",
        "canTrickySpringBallJump"
      ]
    },
    {
      "id": 63,
      "link": [
        3,
        1
      ],
      "name": "Suitless Grapple",
      "requires": [
        "canSuitlessMaridia",
        "canDodgeWhileShooting",
        "canPreciseGrapple",
        {
          "or": [
            "canInsaneJump",
            "canPlayInSand"
          ]
        },
        {
          "or": [
            "HiJump",
            "canTrickyJump"
          ]
        }
      ]
    },
    {
      "id": 64,
      "link": [
        3,
        1
      ],
      "name": "Bomb Jump Water Escape",
      "requires": [
        {
          "notable": "Bomb Jump Water Escape"
        },
        "HiJump",
        "canPreciseWalljump",
        "canUseIFrames",
        {
          "spikeHits": 1
        },
        "canNeutralDamageBoost",
        {
          "or": [
            "canHorizontalDamageBoost",
            {
              "spikeHits": 1
            }
          ]
        },
        "h_canMaxHeightSpringBallJump",
        {
          "or": [
            "canSpringFling",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                "canInsaneJump"
              ]
            }
          ]
        },
        "canBombJumpWaterEscape",
        "canJumpIntoIBJ"
      ],
      "note": [
        "Stay out of the water, and by extension the sand, of the room by using the spikes as platforms.",
        "Morphing before landing on the spikes helps to be able to control the knockback.",
        "The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door.",
        "Perform the spring ball jump near max height.",
        "Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line.",
        "Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed).",
        "Place the second bomb soon after regaining control, while the game is fading back in.",
        "A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling)."
      ],
      "devNote": [
        "The IBJ at the left side of the room can be done without a 'spring fling' but is far more precise:",
        "the first bomb must be placed exactly two frames before the spring ball jump,",
        "and the spring ball jump should be performed just before max height,",
        "during the 4-frame window between 2 and 5 frames before the last possible frame to jump",
        "(there are also 1-frame windows at 0 and 8 frames before the last frame)."
      ]
    },
    {
      "id": 65,
      "link": [
        3,
        1
      ],
      "name": "Spike Platforming with No Equipment (Right to Left)",
      "requires": [
        {
          "notable": "Spike Platforming with No Equipment"
        },
        "canPreciseWalljump",
        "canInsaneJump",
        "canUseIFrames",
        {
          "spikeHits": 3
        },
        "canNeutralDamageBoost",
        {
          "or": [
            "canHorizontalDamageBoost",
            {
              "spikeHits": 1
            }
          ]
        }
      ],
      "note": [
        "Stay out of the water, and by extension the sand, of the room by using the spikes as platforms.",
        "Landing on spikes aiming down with no other direction pressed can help control the knockback.",
        "Requires knowing the position of every spike in the room.",
        "The final spike jump is very difficult."
      ]
    },
    {
      "id": 66,
      "link": [
        3,
        1
      ],
      "name": "Mochtroid Ice Climb (Right to Left)",
      "requires": [
        "h_canNavigateUnderwater",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        "canTrickyJump",
        "canPlayInSand",
        "canMochtroidIceClimb",
        "canCameraManip",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Jump out of the sand to lure down mochtroids to freeze.",
        "It's recommended to bring a Mochtroid into the middle section of the room.",
        "Mochtroid damage is pretty hard to avoid, but can be.",
        "Mochtroid movement and freeze timing gets harder at the waterline."
      ]
    },
    {
      "id": 67,
      "link": [
        3,
        1
      ],
      "name": "Mochtroid Suitless, HiJumpless Ice Climb (Right to Left)",
      "requires": [
        {
          "notable": "Mochtroid Suitless, HiJumpless Ice Climb"
        },
        "canSuitlessMaridia",
        "canTrickyJump",
        "canPlayInSand",
        "canMochtroidIceClimb",
        "canCameraManip",
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Mochtroid",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ],
      "note": [
        "Jump out of the sand to lure down mochtroids to freeze.",
        "It's recommended to bring a Mochtroid into the middle section of the room.",
        "Mochtroid damage is pretty hard to avoid, but can be."
      ]
    },
    {
      "id": 68,
      "link": [
        3,
        1
      ],
      "name": "Blue Space Jump, Leave With Temporary Blue",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 2,
          "openEnd": 1
        }
      },
      "requires": [
        "canPreciseSpaceJump",
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 69,
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              5,
              3
            ],
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": []
    },
    {
      "id": 70,
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport Door Lock Skip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 71,
      "link": [
        3,
        1
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      }
    },
    {
      "id": 72,
      "link": [
        3,
        1
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      }
    },
    {
      "id": 73,
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              28
            ],
            [
              2,
              29
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, press right to release Grapple while staying standing (not being forced into a crouch).",
        "Then X-ray climb to get up to the door transition, without needing to open the door."
      ]
    },
    {
      "id": 89,
      "link": [
        3,
        1
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "or": [
            {
              "shinespark": {
                "frames": 121,
                "excessFrames": 4
              }
            },
            {
              "and": [
                "canPreciseWalljump",
                {
                  "shinespark": {
                    "frames": 110,
                    "excessFrames": 4
                  }
                }
              ]
            }
          ]
        }
      ],
      "note": "Wall jump to the first platform then spark while standing, or spark from the right door - one tile lower than the Grapple blocks.",
      "devNote": "FIXME: Adding another node at the first platform would allow for cross room strats from the bottom right door."
    },
    {
      "id": 74,
      "link": [
        3,
        2
      ],
      "name": "Base",
      "requires": []
    },
    {
      "id": 75,
      "link": [
        3,
        2
      ],
      "name": "Come in Shinecharging, Leave With Temporary Blue",
      "entranceCondition": {
        "comeInShinecharging": {
          "length": 2,
          "openEnd": 0
        }
      },
      "requires": [
        "canChainTemporaryBlue",
        "canXRayTurnaround"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 76,
      "link": [
        3,
        2
      ],
      "name": "Stored Moonfall Grapple Door Lock Skip",
      "entranceCondition": {
        "comeInWithStoredFallSpeed": {
          "fallSpeedInTiles": 1
        }
      },
      "requires": [
        {
          "notable": "Stored Moonfall Grapple Door Lock Skip"
        },
        "canGrappleClip"
      ],
      "bypassesDoorShell": true,
      "note": [
        "Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ]
    },
    {
      "id": 77,
      "link": [
        3,
        3
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 1
        }
      }
    },
    {
      "id": 78,
      "link": [
        3,
        3
      ],
      "name": "Leave With Runway - Frozen Mochtroid",
      "requires": [
        "h_canNavigateUnderwater",
        "h_canFrozenEnemyRunway",
        {
          "or": [
            "canMochtroidIceClimb",
            {
              "and": [
                "Gravity",
                {
                  "or": [
                    "SpaceJump",
                    "canWalljump"
                  ]
                }
              ]
            }
          ]
        },
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 2
          }
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      },
      "note": [
        "Use a frozen Mochtroid to extend the length of the runway.",
        "Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform.",
        "Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up."
      ],
      "devNote": "There are many other ways to get into position, but they would require manipulating the Mochtroid as much as canMochtroidIceClimb expects."
    },
    {
      "id": 79,
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bottom Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "Pressing right while inside the transition tiles will trigger the transition.",
        "Continue holding Grapple through the transition to initiate a teleport in the next room.",
        "If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right.",
        "If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door.",
        "Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb)."
      ]
    },
    {
      "id": 80,
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Top Position)",
      "requires": [
        "Gravity",
        "canGrappleBombHang",
        "h_canBombThings"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the top Grapple block below the door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens).",
        "Samus should usually come to a stop one tile in front of the door (at horizontal position 1751).",
        "Roll from pressing right to pressing diagonally down-right to enter the transition.",
        "If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763;",
        "then roll from right to down-right to enter the transition (at horizontal positon 1771)."
      ]
    },
    {
      "id": 81,
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bombless, Bottom Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              13
            ]
          ]
        }
      },
      "note": [
        "Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "Pressing right while inside the transition tiles will trigger the transition.",
        "Continue holding Grapple through the transition to initiate a teleport in the next room.",
        "If it is needed to trigger the transition further to the right (at position 1774), then wait to come to a stop before pressing right.",
        "If it is needed to trigger the transition further to the left (positions 1771 or 1773), then hold right while approaching the door.",
        "Either way, Samus should automatically be able to stand in the next room (e.g. for an X-Ray climb)."
      ]
    },
    {
      "id": 82,
      "link": [
        3,
        3
      ],
      "name": "Leave With Grapple Teleport (Bombless, Top Position)",
      "requires": [
        "Gravity",
        "canUnmorphGrappleHang"
      ],
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              108,
              12
            ]
          ]
        }
      },
      "note": [
        "Grapple to the fifth Grapple block below the door (the first one fully above the water line), jump off from it, and morph.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "While swinging up, tap up to retract Grapple to avoid the ceiling (or tap up after after coming to rest against the ceiling if this happens).",
        "Samus should usually come to a stop one tile in front of the door (at horizontal position 1751).",
        "Roll from pressing right to pressing diagonally down-right to enter the transition.",
        "If it is needed for Samus to be able to stand in the next room, then only briefly press diagonally down-right and then press up, bringing Samus to a stop at position 1761 or 1763;",
        "then roll from right to down-right to enter the transition (at horizontal positon 1771)."
      ]
    },
    {
      "id": 83,
      "link": [
        3,
        3
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 84,
      "link": [
        3,
        3
      ],
      "name": "G-Mode Setup - Get Hit By Mochtroid",
      "requires": [],
      "exitCondition": {
        "leaveWithGModeSetup": {
          "knockback": false
        }
      },
      "flashSuitChecked": true
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    }
  ],
  "nextStratId": 90,
  "notables": [
    {
      "id": 1,
      "name": "Spike Platforming with No Equipment",
      "note": [
        "Cross the room by using the spikes as platforms to stay out of the water.",
        "Requires some very difficult jumps and excellent control over spike damage knockback."
      ]
    },
    {
      "id": 2,
      "name": "Mochtroid Suitless, HiJumpless Ice Climb",
      "note": [
        "Cross the room by using the Mochtroids as frozen platforms.",
        "Some Mochtroids need to be led into the water either from the previous section of room or from jumping high in the current section.",
        "Mochtroids are most stable to climb when they are against a wall."
      ]
    },
    {
      "id": 4,
      "name": "Full Halfie Shinespark",
      "note": [
        "Initiate a Shinespark 1 tile below the ceiling to cross all of the room.",
        "Shinesparking too high or too low will crash and Samus will likely fall into the sand."
      ]
    },
    {
      "id": 5,
      "name": "Bomb Jump Water Escape",
      "note": [
        "With HiJump, perform a mid-air spring ball jump into an IBJ to escape the water.",
        "This can be done at the left, the center, and right side of the room.",
        "Use a spring fling to delay Samus' initial descent in order to get the IBJ started."
      ]
    },
    {
      "id": 6,
      "name": "Spike Platforming with Move Assist (Left to Right)",
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it."
      ]
    },
    {
      "id": 7,
      "name": "Spike Platforming with SpringBall (Left to Right)",
      "note": [
        "Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room.",
        "Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help.",
        "The first jump is particularly tough.  A springball rolling jump can be used to get past it."
      ]
    },
    {
      "id": 8,
      "name": "Frozen Mochtroid Grapple Clip Door Lock Skip",
      "note": [
        "Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ]
    },
    {
      "id": 9,
      "name": "Grapple Bomb Hang Door Lock Skip",
      "note": [
        "Get a boost from a Bomb or Power Bomb while grappled to the second Grapple block below the top right door.",
        "Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "Heavy lag can typically be avoided by holding right during the bottom half of the swing.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "id": 10,
      "name": "Unmorph Grapple Hang Door Lock Skip",
      "note": [
        "Grapple to the second Grapple block from the bottom (the one partially underwater), jump off from it, morph, and press against the wall to the right.",
        "Unmorph slightly before the peak of the jump (a 3-frame window), then immediately use grapple (a 2-frame window) to get stuck standing a pixel inside the second Grapple block.",
        "Then jump (to force crouch), angle down, and grapple.",
        "Press jump to get a good bounce off the wall at the bottom of the swing, making it possible to swing up to close the door.",
        "To minimize lag, when grapple is extended horizontally release all inputs other than shot/grapple; there will still be a bit of unavoidable lag while Grapple is initially extending.",
        "Try to get a good first bounce; otherwise heavy lag may be difficult to avoid, and it may be better to retry from the beginning.",
        "Retract Grapple while approaching the door.",
        "Samus should come to a stop about a tile in front of the door (at horizontal position 1753).",
        "Press right and then left, and Samus will fall through the floor.",
        "Back to the right within the air pocket, then jump and use Grapple diagonally up against the second Grapple block from the bottom, near its top.",
        "Samus should be pushed most of the way inside the wall; if not, morph and roll out to try again.",
        "Once in position far enough inside the wall, grapple diagonally up again to be pushed into the transition."
      ]
    },
    {
      "id": 11,
      "name": "Stored Moonfall Grapple Door Lock Skip",
      "note": [
        "Perform a moonfall with stored fall speed to clip into the air space between the grapple blocks and the wall.",
        "Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount.",
        "Samus should be one tile below the grapple blocks and fully in the wall.",
        "Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall.",
        "Grapple diagonally again to be pushed into the transition."
      ]
    }
  ],
  "nextNotableId": 12
}