Room ID: 210
|
The Evirs must be killed quickly before they descend too far. It can help to fire at the Evirs from a safe distance so they will not be triggered to attack Samus. Requires: {
"resetRoom": {
"nodes": [
2
]
}
}
"Gravity"
"canDodgeWhileShooting"
"canPlayInSand"
{
"or": [
{
"and": [
"Plasma",
"Wave"
]
},
"canTrickyJump"
]
}
{
"or": [
{
"and": [
"Plasma",
{
"cycleFrames": 900
}
]
},
{
"and": [
{
"haveBlueSuit": {}
},
{
"cycleFrames": 900
}
]
},
{
"and": [
"Wave",
{
"disableEquipment": "Ice"
},
{
"cycleFrames": 1320
}
]
},
{
"and": [
"ScrewAttack",
"canFarmWhileShooting",
{
"cycleFrames": 980
}
]
},
{
"and": [
"Spazer",
{
"disableEquipment": "Ice"
},
"canFarmWhileShooting",
{
"cycleFrames": 1360
}
]
}
]
}
{
"or": [
"canWallJump",
"HiJump",
{
"and": [
"canGravityJump",
"h_doubleEquipmentScreenCycleFrames"
]
}
]
}
{
"or": [
{
"noBlueSuit": {}
},
{
"notable": "Blue Suit Sand Walk"
}
]
}Resets obstacles: A Farm cycle drops: 3 Evir Dev note: Technically it could make sense to clear obstacle A, but with Gravity it is irrelevant. FIXME: HiJump + Spring fling can be an alternative to Gravity. |