Blue Brinstar Boulder Room

Room ID: 42

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 2
  }
}
{
  "shineChargeFrames": 40
}

Exit condition:

{
  "leaveShinecharged": {}
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 1
  }
}
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 13,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 0,
      "openEnd": 1
    },
    "maxExtraRunSpeed": "$1.0"
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

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

Requires:

"SpaceJump"

Unlocks doors:

{"types":["missiles"],"requires":[{"ammo":{"type":"Missile","count":2}}]}
{"types":["super"],"requires":[{"ammo":{"type":"Super","count":1}}]}
{"types":["powerbomb"],"requires":[]}
From: 1
Left Door
To: 2
Right Door

It is possible to shoot open the door and jump through it without going into the water below.

Requires:

"canCarefulJump"

Unlocks doors:

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

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 2
  }
}
"canShinechargeMovement"
"Gravity"
{
  "shineChargeFrames": 80
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Shoot the bridge to see where it ends. Opening the door requires a shot that is fired while Samus has some momentum from running to the right. Charge a spark running left then run off right into a preopened door.

Requires:

{
  "canShineCharge": {
    "usedTiles": 19,
    "openEnd": 1
  }
}
"canShinechargeMovement"
"canCarefulJump"
{
  "shineChargeFrames": 120
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["powerbomb"],"requires":[]}
{"types":["missiles","super"],"requires":["canTrickyJump"]}
From: 1
Left Door
To: 2
Right Door

Gain a shinecharge running left to right, leaving about 3 tiles of runway to gain speed to jump directly into the doorway.

Requires:

{
  "canShineCharge": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canShinechargeMovementTricky"
"canTrickyJump"
{
  "shineChargeFrames": 80
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Requires:

"canTrickyJump"

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 16,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 1,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$1.2",
    "maxExtraRunSpeed": "$3.9"
  }
}

Unlocks doors:

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

Requires:

"canTrickyJump"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 16,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 1,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$1.2",
    "maxExtraRunSpeed": "$3.9",
    "movementType": "uncontrolled"
  }
}

Unlocks doors:

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

Requires:

"canPreciseSpaceJump"

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 16,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$1.5",
    "maxExtraRunSpeed": "$3.9"
  }
}

Unlocks doors:

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

With blue speed, run and jump across the water, morphing and unmorphing (while holding an angle button) to gain temporary blue without a shinecharge.

Requires:

{
  "getBlueSpeed": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canChainTemporaryBlue"

Exit condition:

{
  "leaveWithTemporaryBlue": {}
}

Unlocks doors:

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

From: 2
Right Door
To: 1
Left Door

Requires:

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

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

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

Entrance condition:

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

Requires:

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

A doorsill with an open end is really all the room that's needed on the other side.

Entrance condition:

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

Requires:

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

Entrance condition:

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

Requires:

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

With two tiles of runway and no wall jump or items, a last-frame jump is needed to make it.

Entrance condition:

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

Requires:

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

With only one tile of runway, a last-frame jump is needed to make it.

Entrance condition:

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

Requires:

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

It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up.

Requires:

"canPreciseWalljump"
"canTrickyJump"
{
  "or": [
    {
      "spikeHits": 1
    },
    "h_canBackIntoCorner"
  ]
}
From: 2
Right Door
To: 1
Left Door

Requires waiting until the last moment before SpringBall jumping.

Requires:

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

Requires:

"SpeedBooster"
"canLateralMidAirMorph"
"canCarefulJump"
From: 2
Right Door
To: 1
Left Door

Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster.

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 2,
        "excessFrames": 0
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        },
        {
          "or": [
            "canMoonwalk",
            "canMorphTurnaround"
          ]
        },
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "SpeedBooster"
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

In direct G-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge.

Entrance condition:

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

Requires:

"canPreciseWalljump"
"canTrickyJump"
{
  "or": [
    {
      "spikeHits": 1
    },
    "canMorphTurnaround",
    "canMoonwalk",
    {
      "and": [
        "canArtificialMorph",
        {
          "tech": "canMorphTurnaround"
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing.

Entrance condition:

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

Requires:

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

Entrance condition:

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

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Exit condition:

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

Bypasses door shell: true

From: 2
Right Door
To: 2
Right Door

Exit condition:

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

Requires:

"h_canCrystalFlash"
From: 2
Right Door
To: 3
Right Door, In the Water

Entrance condition:

{
  "comeInNormally": {}
}
From: 2
Right Door
To: 3
Right Door, In the Water

Entrance condition:

{
  "comeInWithMockball": {
    "adjacentMinTiles": 0,
    "remoteAndLandingMinTiles": [
      [
        0,
        0
      ]
    ],
    "speedBooster": "any"
  }
}
From: 3
Right Door, In the Water
To: 1
Left Door

Requires:

"Gravity"
From: 3
Right Door, In the Water
To: 1
Left Door

Requires:

"SpaceJump"
{
  "or": [
    "canWalljump",
    {
      "and": [
        "canSpaceJumpWaterEscape",
        "HiJump"
      ]
    }
  ]
}
From: 3
Right Door, In the Water
To: 1
Left Door

It helps to begin jumping when the water level is high.

Requires:

"canSuitlessMaridia"
"canTrickySpringBallJump"
From: 3
Right Door, In the Water
To: 1
Left Door

Requires:

"canWallJumpBombBoost"
From: 3
Right Door, In the Water
To: 1
Left Door

It's a delayed walljump while the water is low, followed by a tight walljump off the bridge. This strat is easily bypassed by jumping through the door, or if the door can be opened.

Requires:

"canSuitlessMaridia"
"canInsaneWalljump"
From: 3
Right Door, In the Water
To: 1
Left Door

When the water is high, jump and place a Bomb on the descent just above the water, then very quickly crouch jump to hit the Bomb and IBJ.

Requires:

"canBombJumpWaterEscape"
"canJumpIntoIBJ"
{
  "or": [
    "canTrickyCarryFlashSuit",
    {
      "noFlashSuit": {}
    }
  ]
}
From: 3
Right Door, In the Water
To: 1
Left Door

There is a small pixel range which lands on the platform and does not touch the boulder.

Requires:

{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 7,
    "excessFrames": 2
  }
}
From: 3
Right Door, In the Water
To: 2
Right Door

It is possible to escape the water with a wall jump when the water is low, or a crouch jump and down grab when it is high.

Requires:

{
  "doorUnlockedAtNode": 2
}
{
  "or": [
    "canDownGrab",
    "canWalljump",
    "Gravity",
    "HiJump",
    "canTrickySpringBallJump"
  ]
}

Unlocks doors:

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

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 42,
  "name": "Blue Brinstar Boulder Room",
  "area": "Brinstar",
  "subarea": "Blue",
  "roomAddress": "0x7A1AD",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018fee",
      "doorOrientation": "left",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 2,
      "name": "Right Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x0018fe2",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ],
      "useImplicitComeInNormally": false,
      "useImplicitComeInWithMockball": false,
      "devNote": "Defined as being on the door ledge, above the water."
    },
    {
      "id": 3,
      "name": "Right Door, In the Water",
      "nodeType": "junction",
      "nodeSubType": "junction"
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Boulder Room Boulders",
      "enemyName": "Boulder",
      "quantity": 3,
      "homeNodes": [
        1
      ]
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        },
        {
          "id": 3
        }
      ]
    },
    {
      "from": 3,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        }
      ]
    }
  ],
  "strats": [
    {
      "id": 1,
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 0
        }
      }
    },
    {
      "id": 2,
      "link": [
        1,
        1
      ],
      "name": "Leave Shinecharged",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 2
          }
        },
        {
          "shineChargeFrames": 40
        }
      ],
      "exitCondition": {
        "leaveShinecharged": {}
      },
      "flashSuitChecked": true
    },
    {
      "id": 3,
      "link": [
        1,
        1
      ],
      "name": "Leave With Temporary Blue",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 1
          }
        },
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "flashSuitChecked": true
    },
    {
      "id": 4,
      "link": [
        1,
        1
      ],
      "name": "Leave With Mockball",
      "requires": [],
      "exitCondition": {
        "leaveWithMockball": {
          "remoteRunway": {
            "length": 13,
            "openEnd": 1
          },
          "landingRunway": {
            "length": 0,
            "openEnd": 1
          },
          "maxExtraRunSpeed": "$1.0"
        }
      }
    },
    {
      "id": 5,
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 6,
      "link": [
        1,
        2
      ],
      "name": "Base",
      "requires": [
        "SpaceJump"
      ],
      "unlocksDoors": [
        {
          "types": [
            "missiles"
          ],
          "requires": [
            {
              "ammo": {
                "type": "Missile",
                "count": 2
              }
            }
          ]
        },
        {
          "types": [
            "super"
          ],
          "requires": [
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        },
        {
          "types": [
            "powerbomb"
          ],
          "requires": []
        }
      ],
      "devNote": "Some missed shots are expected for missile and super doors at this difficulty."
    },
    {
      "id": 7,
      "link": [
        1,
        2
      ],
      "name": "Careful Jump",
      "requires": [
        "canCarefulJump"
      ],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "note": "It is possible to shoot open the door and jump through it without going into the water below."
    },
    {
      "id": 8,
      "link": [
        1,
        2
      ],
      "name": "Leave Shinecharged (with Gravity)",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 2
          }
        },
        "canShinechargeMovement",
        "Gravity",
        {
          "shineChargeFrames": 80
        }
      ],
      "exitCondition": {
        "leaveShinecharged": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "flashSuitChecked": true
    },
    {
      "id": 9,
      "link": [
        1,
        2
      ],
      "name": "Leave Shinecharged (Suitless)",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 1
          }
        },
        "canShinechargeMovement",
        "canCarefulJump",
        {
          "shineChargeFrames": 120
        }
      ],
      "exitCondition": {
        "leaveShinecharged": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "powerbomb"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "super"
          ],
          "requires": [
            "canTrickyJump"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Shoot the bridge to see where it ends.",
        "Opening the door requires a shot that is fired while Samus has some momentum from running to the right.",
        "Charge a spark running left then run off right into a preopened door."
      ],
      "devNote": [
        "Using the second openEnd means you cannot make it to the door in time.",
        "Could attach `canMomentumShot` tech if that gets added.",
        "Emphasis on Careful.  There is no jump."
      ]
    },
    {
      "id": 42,
      "link": [
        1,
        2
      ],
      "name": "Leave Shinecharged (Shorter Shortcharge)",
      "requires": [
        {
          "canShineCharge": {
            "usedTiles": 16,
            "openEnd": 1
          }
        },
        "canShinechargeMovementTricky",
        "canTrickyJump",
        {
          "shineChargeFrames": 80
        }
      ],
      "exitCondition": {
        "leaveShinecharged": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Gain a shinecharge running left to right, leaving about 3 tiles of runway to gain speed to jump directly into the doorway."
      ]
    },
    {
      "id": 10,
      "link": [
        1,
        2
      ],
      "name": "Leave With Mockball",
      "requires": [
        "canTrickyJump"
      ],
      "exitCondition": {
        "leaveWithMockball": {
          "remoteRunway": {
            "length": 16,
            "openEnd": 1
          },
          "landingRunway": {
            "length": 1,
            "openEnd": 1
          },
          "minExtraRunSpeed": "$1.2",
          "maxExtraRunSpeed": "$3.9"
        }
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 11,
      "link": [
        1,
        2
      ],
      "name": "Leave With Spring Ball Bounce",
      "requires": [
        "canTrickyJump"
      ],
      "exitCondition": {
        "leaveWithSpringBallBounce": {
          "remoteRunway": {
            "length": 16,
            "openEnd": 1
          },
          "landingRunway": {
            "length": 1,
            "openEnd": 1
          },
          "minExtraRunSpeed": "$1.2",
          "maxExtraRunSpeed": "$3.9",
          "movementType": "uncontrolled"
        }
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 12,
      "link": [
        1,
        2
      ],
      "name": "Leave Space Jumping",
      "requires": [
        "canPreciseSpaceJump"
      ],
      "exitCondition": {
        "leaveSpaceJumping": {
          "remoteRunway": {
            "length": 16,
            "openEnd": 1
          },
          "minExtraRunSpeed": "$1.5",
          "maxExtraRunSpeed": "$3.9"
        }
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "id": 13,
      "link": [
        1,
        2
      ],
      "name": "Leave With Temporary Blue",
      "requires": [
        {
          "getBlueSpeed": {
            "usedTiles": 16,
            "openEnd": 1
          }
        },
        "canChainTemporaryBlue"
      ],
      "exitCondition": {
        "leaveWithTemporaryBlue": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "flashSuitChecked": true,
      "note": "With blue speed, run and jump across the water, morphing and unmorphing (while holding an angle button) to gain temporary blue without a shinecharge."
    },
    {
      "id": 14,
      "link": [
        1,
        3
      ],
      "name": "Base",
      "requires": []
    },
    {
      "id": 15,
      "link": [
        2,
        1
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump"
      ]
    },
    {
      "id": 44,
      "link": [
        2,
        1
      ],
      "name": "Space Jump Jumping Entry",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": [
        "canPrepareForNextRoom",
        "SpaceJump"
      ],
      "devNote": "Requires a jumping entry, but any runway length and environment is fine."
    },
    {
      "id": 16,
      "link": [
        2,
        1
      ],
      "name": "Jump Through the Door",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 3
        }
      },
      "requires": [
        "canCarefulJump"
      ],
      "devNote": "This is a lenient version of the strat, with an extra tile of runway."
    },
    {
      "id": 17,
      "link": [
        2,
        1
      ],
      "name": "Jump Through the Door Wall Jump",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 1
        }
      },
      "requires": [
        "canTrickyJump",
        "canPreciseWalljump"
      ],
      "note": "A doorsill with an open end is really all the room that's needed on the other side."
    },
    {
      "id": 18,
      "link": [
        2,
        1
      ],
      "name": "Jump Through the Door Air Ball",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 2
        }
      },
      "requires": [
        "canCarefulJump",
        "canLateralMidAirMorph"
      ],
      "devNote": "This is a lenient version of the strat, with an extra tile of runway."
    },
    {
      "id": 19,
      "link": [
        2,
        1
      ],
      "name": "Tricky Jump Through the Door",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 2
        }
      },
      "requires": [
        "canTrickyJump"
      ],
      "note": "With two tiles of runway and no wall jump or items, a last-frame jump is needed to make it."
    },
    {
      "id": 20,
      "link": [
        2,
        1
      ],
      "name": "Jump Through the Door Tricky Air Ball",
      "entranceCondition": {
        "comeInJumping": {
          "speedBooster": "any",
          "minTiles": 1
        }
      },
      "requires": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ],
      "note": "With only one tile of runway, a last-frame jump is needed to make it."
    },
    {
      "id": 21,
      "link": [
        2,
        1
      ],
      "name": "Doorsill Jump",
      "requires": [
        "canPreciseWalljump",
        "canTrickyJump",
        {
          "or": [
            {
              "spikeHits": 1
            },
            "h_canBackIntoCorner"
          ]
        }
      ],
      "note": "It's not necessary to jump through the door, the in-room doorsill gives enough running room to make it up."
    },
    {
      "id": 22,
      "link": [
        2,
        1
      ],
      "name": "Spring Ball Bomb Jump",
      "requires": [
        "canSpringBallBombJump"
      ],
      "note": "Requires waiting until the last moment before SpringBall jumping."
    },
    {
      "id": 23,
      "link": [
        2,
        1
      ],
      "name": "Speedy Airball",
      "requires": [
        "SpeedBooster",
        "canLateralMidAirMorph",
        "canCarefulJump"
      ]
    },
    {
      "id": 24,
      "link": [
        2,
        1
      ],
      "name": "Use Flash Suit, Jump From the Doorsill",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "or": [
            {
              "shinespark": {
                "frames": 2,
                "excessFrames": 0
              }
            },
            {
              "and": [
                {
                  "shinespark": {
                    "frames": 2,
                    "excessFrames": 2
                  }
                },
                {
                  "or": [
                    "canMoonwalk",
                    "canMorphTurnaround"
                  ]
                },
                {
                  "or": [
                    {
                      "and": [
                        "canTrickyJump",
                        "SpeedBooster"
                      ]
                    },
                    "canInsaneJump"
                  ]
                }
              ]
            }
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Jump and diagonally spark to the invisible platform.",
        "There is a small pixel range which lands on the platform and does not touch the boulder.",
        "It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster."
      ]
    },
    {
      "id": 25,
      "link": [
        2,
        1
      ],
      "name": "G-Mode Direct Doorsill Jump",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        }
      },
      "requires": [
        "canPreciseWalljump",
        "canTrickyJump",
        {
          "or": [
            {
              "spikeHits": 1
            },
            "canMorphTurnaround",
            "canMoonwalk",
            {
              "and": [
                "canArtificialMorph",
                {
                  "tech": "canMorphTurnaround"
                }
              ]
            }
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": "In direct G-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge."
    },
    {
      "id": 26,
      "link": [
        2,
        1
      ],
      "name": "G-Mode Morph Spring Ball IBJ",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "h_canArtificialMorphJumpIntoIBJ",
        "h_canArtificialMorphBombHorizontally"
      ],
      "flashSuitChecked": true,
      "note": "Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing."
    },
    {
      "id": 27,
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 28,
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Top Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ]
          ]
        }
      }
    },
    {
      "id": 29,
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport (Bottom Position)",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              13
            ]
          ]
        }
      }
    },
    {
      "id": 30,
      "link": [
        2,
        2
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 1,
          "openEnd": 1
        }
      }
    },
    {
      "id": 32,
      "link": [
        2,
        2
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 45,
      "link": [
        2,
        3
      ],
      "name": "Fall Into Water",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "id": 46,
      "link": [
        2,
        3
      ],
      "name": "Fall Into Room With Mockball",
      "entranceCondition": {
        "comeInWithMockball": {
          "adjacentMinTiles": 0,
          "remoteAndLandingMinTiles": [
            [
              0,
              0
            ]
          ],
          "speedBooster": "any"
        }
      },
      "requires": []
    },
    {
      "id": 35,
      "link": [
        3,
        1
      ],
      "name": "Base",
      "requires": [
        "Gravity"
      ]
    },
    {
      "id": 36,
      "link": [
        3,
        1
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump",
        {
          "or": [
            "canWalljump",
            {
              "and": [
                "canSpaceJumpWaterEscape",
                "HiJump"
              ]
            }
          ]
        }
      ],
      "devNote": "Space Jump with HiJump alone is enough if the door can be opened."
    },
    {
      "id": 37,
      "link": [
        3,
        1
      ],
      "name": "Spring Ball Jump",
      "requires": [
        "canSuitlessMaridia",
        "canTrickySpringBallJump"
      ],
      "note": "It helps to begin jumping when the water level is high."
    },
    {
      "id": 38,
      "link": [
        3,
        1
      ],
      "name": "WallJump Bomb Boost",
      "requires": [
        "canWallJumpBombBoost"
      ]
    },
    {
      "id": 39,
      "link": [
        3,
        1
      ],
      "name": "Naked Walljump",
      "requires": [
        "canSuitlessMaridia",
        "canInsaneWalljump"
      ],
      "note": [
        "It's a delayed walljump while the water is low, followed by a tight walljump off the bridge.",
        "This strat is easily bypassed by jumping through the door, or if the door can be opened."
      ]
    },
    {
      "id": 43,
      "link": [
        3,
        1
      ],
      "name": "Bomb Boost Water Escape Into IBJ",
      "requires": [
        "canBombJumpWaterEscape",
        "canJumpIntoIBJ",
        {
          "or": [
            "canTrickyCarryFlashSuit",
            {
              "noFlashSuit": {}
            }
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": "When the water is high, jump and place a Bomb on the descent just above the water, then very quickly crouch jump to hit the Bomb and IBJ.",
      "devNote": "The crouch jump is not necessary, but is helpful. Preserving a flash suit is still difficult without the crouch jump."
    },
    {
      "id": 40,
      "link": [
        3,
        1
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 7,
            "excessFrames": 2
          }
        }
      ],
      "flashSuitChecked": true,
      "note": "There is a small pixel range which lands on the platform and does not touch the boulder."
    },
    {
      "id": 41,
      "link": [
        3,
        2
      ],
      "name": "Base",
      "requires": [
        {
          "doorUnlockedAtNode": 2
        },
        {
          "or": [
            "canDownGrab",
            "canWalljump",
            "Gravity",
            "HiJump",
            "canTrickySpringBallJump"
          ]
        }
      ],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "note": "It is possible to escape the water with a wall jump when the water is low, or a crouch jump and down grab when it is high.",
      "devNote": "The crouch jump is not actually necessary but helps slightly. It is also possible to use the crouch jump while maintaining the flash suit."
    },
    {
      "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 With Mockball)",
      "entranceCondition": {
        "comeInWithMockball": {
          "adjacentMinTiles": 0,
          "remoteAndLandingMinTiles": [
            [
              0,
              0
            ]
          ],
          "speedBooster": "any"
        }
      },
      "requires": []
    }
  ],
  "nextStratId": 47,
  "notables": [],
  "nextNotableId": 1
}