Room ID: 51
Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 0 } } |
From: 1
Top Left Door
To: 1
Top Left Door
Assumes taking some time to build run speed for jumping over the gap. Requires: { "canShineCharge": { "usedTiles": 20, "openEnd": 0 } } "canShinechargeMovement" { "shineChargeFrames": 120 } Exit condition: { "leaveShinecharged": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Assumes stopping two tiles before the gap, to have enough space run and gain enough speed to jump over the gap without needing to turn around first. Requires: { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } "canShinechargeMovement" { "shineChargeFrames": 85 } Exit condition: { "leaveShinecharged": {} } |
Requires: "SpaceJump" "canTrickyJump" Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 18, "openEnd": 1 } } } |
Requires: "canTrickyJump" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 20, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 } } } |
Requires: "canTrickyJump" Exit condition: { "leaveSpaceJumping": { "remoteRunway": { "length": 19, "openEnd": 0 } } } |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: { "getBlueSpeed": { "usedTiles": 20, "openEnd": 1 } } "canTrickyJump" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } |
|
From: 1
Top Left Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible). 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. At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" Bypasses door shell: true |
Exit condition: { "leaveWithRunway": { "length": 21, "openEnd": 1 } } |
Requires: "h_canCrystalFlash" |
|
From: 2
Top Right Door
To: 3
Bottom Left Door
Requires: { "canShineCharge": { "usedTiles": 20, "openEnd": 1 } } { "shineChargeFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":["never"]} {"types":["super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "h_canUseSpringBall", { "and": [ "canTrickyJump", { "or": [ "canCrumbleJump", "canWallJumpInstantMorph" ] } ] } ] } ] } |
From: 2
Top Right Door
To: 3
Bottom Left Door
Requires: { "canShineCharge": { "usedTiles": 20, "openEnd": 1 } } "canShinechargeMovement" "canQuickDrop" { "shineChargeFrames": 115 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["missiles"],"requires":["never"]} {"types":["super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "h_canUseSpringBall", { "and": [ "canTrickyJump", { "or": [ "canCrumbleJump", "canWallJumpInstantMorph" ] } ] } ] } ] } |
From: 2
Top Right Door
To: 3
Bottom Left Door
Land on the crumble blocks while unmorphing, to retain temporary blue. Then aim down and use a pause buffer to remorph and chain temporary blue. Requires: { "canShineCharge": { "usedTiles": 20, "openEnd": 0 } } "canPauseRemorphTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Bypasses door shell: true |
From: 2
Top Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Bypasses door shell: true |
|
From: 2
Top Right Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" |
From: 3
Bottom Left Door
To: 1
Top Left 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 |
Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm. Requires: { "notable": "Beetom Clip" } { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] } "Morph" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } { "or": [ "h_canPreciseIceClip", "canWalljump", "HiJump", "SpaceJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } { "or": [ "canCrumbleJump", "canWalljump", "HiJump", "SpaceJump" ] } |
From: 3
Bottom Left Door
To: 2
Top Right Door
Jump and freeze the Beetom at a pixel perfect location in order to jump through the crumble blocks. The pixel is nearly the highest possible position with HiJump disabled, from the left ledge. After positioning the Beetom, get on top of it with a tight down grab, while refreezing it if necessary. Jump through the crumble blocks then down grab again to get to the top area. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm. Requires: { "notable": "Beetom Clip (High Pixel, Preserve Flash Suit)" } "h_canHighPixelIceClip" "Morph" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } { "or": [ "canWalljump", "HiJump", "SpaceJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } } |
Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Bring a Beetom from the right of the spiky tunnel to the bottom left door. Jump and freeze it at the right height while leaving a half-tile gap between the Beetom and the runway to extend the runway as much as possible. If needing to leave with a multi-stutter short charge, the Beetom will need to be positioned more precisely, which can be done as above, but only on the descent of a jump. Alternatively, bring two Beetoms and stand on one while freezing the other at chest height. Freezing the lower one may be made easier or damageless by scrolling the camera when the Beetom is in the correct position and freezing it with a hero shot from the right. Requires: "Morph" "h_canFrozenEnemyRunway" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } |
From: 3
Bottom Left Door
To: 4
Bottom Right Door
Enter the room with a blue speed jump to speedball through the spike tunnel. Then perform a long temporary blue chain across the room. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 1, "maxExtraRunSpeed": "$1.E" } } Requires: "canSpeedball" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Left Door
To: 4
Bottom Right Door
Gain temporary blue, and use Spring Ball to bounce through the spike tunnel. Then perform a long temporary blue chain across the room. Entrance condition: { "comeInShinecharging": { "length": 5, "openEnd": 0 } } Requires: "canSpringBallBounce" { "thornHits": 4 } "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "Morph" |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Moving left to right is a bit more tricky to get into the tunnel. Land aiming down approximately 3 pixels inside the leftmost tile. If Samus is too far left she will fall out, too far right and a thorn pushes her out, not aiming down puts her stuck in crouch. Then spinjump right to take a thorn hit and get wedged in the ceiling. Then start the crawl while taking constant thorn damage. Perform one jump per thorn hit. Note that if Samus is hit by the thorn before landing, aiming down is not necessary. Note that a moonfall may be helpful to get into the tunnel. Without moonwalk, a downback can be used instead: fall off with low speed and start a downback right away. (This doesn't always work.) Requires: { "notable": "Spikeway Tunnel Crawl" } "canTunnelCrawl" "canTrickyJump" { "thornHits": 31 } |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Requires: { "notable": "Spikeway Aim Cancel Wiggle" } "canTurnaroundAimCancel" "canBeVeryPatient" { "thornHits": 180 } |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Maintain i-frames by using X-Ray whenever a thorn would deal damage. Move by alternating between X-Ray turnarounds and normal turnarounds. Simply crouch again following any accidental X-Ray Standups. Requires: { "notable": "Spikeway X-Ray Wiggle" } "canXRayWaitForIFrames" "canXRayTurnaround" { "thornHits": 1 } |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } |
From: 4
Bottom Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible). 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. At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "obstaclesNotCleared": [ "A" ] } "canMoondance" "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing. Requires: { "obstaclesNotCleared": [ "A" ] } "canExtendedMoondance" "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } "h_ExtendedMoondanceBeetomLeniency" Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "resetRoom": { "nodes": [ 4 ] } } { "enemyKill": { "enemies": [ [ "Beetom" ] ] } } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } Clears obstacles: A Resets obstacles: B |
Requires: { "obstaclesCleared": [ "A" ] } { "refill": [ "Energy", "Missile", "Super" ] } |
From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)
Killing one Beetom is all that is needed to get to the farm. Requires: { "enemyKill": { "enemies": [ [ "Beetom" ] ], "excludedWeapons": [ "Bombs" ] } } Clears obstacles: A |
From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)
You typically need to place two bombs to kill them. Place the second shortly after the first and it will kill the Beetom on your way down. Killing one Beetom is all that is needed to get to the farm. Requires: { "enemyKill": { "enemies": [ [ "Beetom" ] ], "explicitWeapons": [ "Bombs" ] } } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } Clears obstacles: A |
From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)
Requires: "Ice" Clears obstacles: A |
From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)
The damage included here is to get all the way to the left door. Requires: { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 25 } } |
From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)
When entering the room, it is recommended to open the door to be used as a quick escape if a Beetom attaches to Samus. Wait for the first Beetom to get stuck under one of the platforms. It may be necessary to lure it to the right. At this point, the farm can be used to gain energy. Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms. Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits. Requires: { "notable": "Beetom Tricky Dodge" } "canTrickyJump" Clears obstacles: A |
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Requires: "Morph" |
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door
Moving right to left is a bit easier to get into the tunnel. Land aiming down approximately 3 pixels inside the rightmost tile. If Samus is too far right she will fall out, too far left and a thorn pushes her out, not aiming down puts her stuck in crouch. Then spinjump left to take a thorn hit and get wedged in the ceiling. Then start the crawl while taking constant thorn damage. Perform one jump per thorn hit. Note that if Samus is hit by the thorn before landing, aiming down is not necessary. Note that a downback may be helpful to get into the tunnel: stand fully on the left side of the nearby ledge and run off then start and hold a downback to land in position. Requires: { "notable": "Spikeway Tunnel Crawl" } "canTunnelCrawl" "canTrickyJump" { "thornHits": 31 } { "obstaclesCleared": [ "A" ] } |
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door
Maintain i-frames by using X-Ray whenever a thorn would deal damage. Move by alternating between X-Ray turnarounds and normal turnarounds. Simply crouch again following any accidental X-Ray Standups. Requires: { "notable": "Spikeway X-Ray Wiggle" } "canXRayWaitForIFrames" "canXRayTurnaround" { "thornHits": 1 } |
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door
Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. The Beetom can be left at the door if farming for health is needed. Requires: { "obstaclesNotCleared": [ "A" ] } "Morph" "canMoondance" "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door
Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing. The Beetom can be left at the door if farming for health is needed. Requires: { "obstaclesNotCleared": [ "A" ] } "Morph" "canExtendedMoondance" "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } "h_ExtendedMoondanceBeetomLeniency" Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
Killing one Beetom is all that is needed to get to the farm. Requires: { "obstaclesCleared": [ "A" ] } |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
Killing one Beetom is all that is needed to get to the farm. Requires: { "enemyKill": { "enemies": [ [ "Beetom" ] ], "excludedWeapons": [ "Bombs" ] } } Clears obstacles: A |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
You typically need to place two bombs to kill them. Place the second shortly after the first and it will kill the Beetom on your way down. Killing one Beetom is all that is needed to get to the farm. Requires: { "enemyKill": { "enemies": [ [ "Beetom" ] ], "explicitWeapons": [ "Bombs" ] } } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } Clears obstacles: A |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
Requires: "Ice" Clears obstacles: A |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
The damage included here is to get all the way to the right door. Requires: { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 15 } } |
From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)
Wait for the first Beetom to get stuck under the first platform, then get to the first farm. If the second Beetom is making this farm difficult to use, it may be easier to use the next farm. Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms. Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits. Requires: { "notable": "Beetom Tricky Dodge" } "canTrickyJump" { "obstaclesNotCleared": [ "B" ] } Clears obstacles: A |
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From: 7
Junction (Zebbo Farms)
To: 6
Junction (Right of Tunnel)
|
{ "$schema": "../../../schema/m3-room.schema.json", "id": 51, "name": "Etecoon Energy Tank Room", "area": "Brinstar", "subarea": "Green", "roomAddress": "0x7A011", "roomEnvironments": [ { "heated": false } ], "nodes": [ { "id": 1, "name": "Top Left Door", "nodeType": "door", "nodeSubType": "green", "nodeAddress": "0x0018f3a", "doorOrientation": "left", "doorEnvironments": [ { "physics": "air" } ] }, { "id": 2, "name": "Top Right Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018f2e", "doorOrientation": "right", "doorEnvironments": [ { "physics": "air" } ] }, { "id": 3, "name": "Bottom Left Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018f52", "doorOrientation": "left", "doorEnvironments": [ { "physics": "air" } ] }, { "id": 4, "name": "Bottom Right Door", "nodeType": "door", "nodeSubType": "blue", "nodeAddress": "0x0018f46", "doorOrientation": "right", "doorEnvironments": [ { "physics": "air" } ] }, { "id": 5, "name": "Top Item", "nodeType": "item", "nodeSubType": "visible", "nodeItem": "ETank", "nodeAddress": "0x787C2", "locks": [ { "name": "Dummy Item Lock", "lockType": "gameFlag", "unlockStrats": [ { "name": "Base (Collect Item)", "notable": false, "requires": [] } ] } ] }, { "id": 6, "name": "Junction (Right of Tunnel)", "nodeType": "junction", "nodeSubType": "junction", "note": "This is to the right of the thorny morph tunnel." }, { "id": 7, "name": "Junction (Zebbo Farms)", "nodeType": "junction", "nodeSubType": "junction", "note": [ "This includes the three Zebbo farms, but not the rightmost or leftmost Beetom.", "The Beetom kills or tanking their damage is taken care of by getting to this node.", "To use the farm points, a Beetom near the Zebbo spawner must have been removed as an obstacle in some way." ] } ], "obstacles": [ { "id": "A", "name": "Beetoms", "obstacleType": "enemies" }, { "id": "B", "name": "Artificial Morph from Above", "obstacleType": "abstract" } ], "enemies": [ { "id": "e1", "groupName": "Etecoon E-Tank Middle Beetoms", "enemyName": "Beetom", "quantity": 3, "homeNodes": [ 7 ] }, { "id": "e2", "groupName": "Etecoon E-Tank Left Zebbo", "enemyName": "Zebbo", "quantity": 1, "homeNodes": [ 7 ] }, { "id": "e3", "groupName": "Etecoon E-Tank Middle Zebbo", "enemyName": "Zebbo", "quantity": 1, "homeNodes": [ 7 ] }, { "id": "e4", "groupName": "Etecoon E-Tank Right Zebbo", "enemyName": "Zebbo", "quantity": 1, "homeNodes": [ 7 ] }, { "id": "e5", "groupName": "Etecoon E-Tank Left Beetom", "enemyName": "Beetom", "quantity": 1, "betweenNodes": [ 6, 7 ] }, { "id": "e6", "groupName": "Etecoon E-Tank Right Beetom", "enemyName": "Beetom", "quantity": 1, "betweenNodes": [ 4, 7 ] } ], "links": [ { "from": 1, "to": [ { "id": 1 }, { "id": 3 }, { "id": 5 }, { "id": 6 } ] }, { "from": 2, "to": [ { "id": 1 }, { "id": 2 }, { "id": 3 }, { "id": 5 }, { "id": 6 } ] }, { "from": 3, "to": [ { "id": 1 }, { "id": 2 }, { "id": 3 }, { "id": 4 }, { "id": 6 } ] }, { "from": 4, "to": [ { "id": 1 }, { "id": 3 }, { "id": 4 }, { "id": 7 } ] }, { "from": 5, "to": [ { "id": 1 }, { "id": 2 } ] }, { "from": 6, "to": [ { "id": 3 }, { "id": 7 } ] }, { "from": 7, "to": [ { "id": 4 }, { "id": 6 } ] } ], "strats": [ { "id": 1, "link": [ 1, 1 ], "name": "Leave With Runway", "exitCondition": { "leaveWithRunway": { "length": 6, "openEnd": 1 } }, "requires": [], "collectsItems": [ 5 ], "flashSuitChecked": true, "devNote": "Using the full length of this runway requires collecting the item." }, { "id": 77, "link": [ 1, 1 ], "name": "Leave with Runway, Avoid Item", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 4, "openEnd": 0 } } }, { "id": 2, "link": [ 1, 1 ], "name": "Leave Shinecharged (Full Runway)", "exitCondition": { "leaveShinecharged": {} }, "requires": [ { "canShineCharge": { "usedTiles": 20, "openEnd": 0 } }, "canShinechargeMovement", { "shineChargeFrames": 120 } ], "collectsItems": [ 5 ], "flashSuitChecked": true, "note": "Assumes taking some time to build run speed for jumping over the gap.", "devNote": "Assumes a closed end on the left, so we aren't requiring running to the point of hanging over the dangerous edge." }, { "id": 3, "link": [ 1, 1 ], "name": "Leave Shinecharged (Partial Runway)", "exitCondition": { "leaveShinecharged": {} }, "requires": [ { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } }, "canShinechargeMovement", { "shineChargeFrames": 85 } ], "collectsItems": [ 5 ], "flashSuitChecked": true, "note": "Assumes stopping two tiles before the gap, to have enough space run and gain enough speed to jump over the gap without needing to turn around first." }, { "id": 4, "link": [ 1, 1 ], "name": "Leave Spinning", "requires": [ "SpaceJump", "canTrickyJump" ], "exitCondition": { "leaveSpinning": { "remoteRunway": { "length": 18, "openEnd": 1 } } }, "collectsItems": [ 5 ], "devNote": "The item could possibly be avoided depending on the run speed." }, { "id": 5, "link": [ 1, 1 ], "name": "Leave With Mockball", "requires": [ "canTrickyJump" ], "exitCondition": { "leaveWithMockball": { "remoteRunway": { "length": 20, "openEnd": 1 }, "landingRunway": { "length": 5, "openEnd": 1 } } }, "collectsItems": [ 5 ], "devNote": "The item could be avoided by using a shorter landing runway and enough speed" }, { "id": 6, "link": [ 1, 1 ], "name": "Leave Space Jumping", "requires": [ "canTrickyJump" ], "exitCondition": { "leaveSpaceJumping": { "remoteRunway": { "length": 19, "openEnd": 0 } } }, "collectsItems": [ 5 ] }, { "id": 7, "link": [ 1, 1 ], "name": "Leave With Temporary Blue", "requires": [ { "getBlueSpeed": { "usedTiles": 20, "openEnd": 1 } }, "canTrickyJump", "canChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} } }, { "id": 8, "link": [ 1, 5 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 9, "link": [ 1, 6 ], "name": "G-Mode Morph Blind Movement Through Crumbles and Spikeway", "entranceCondition": { "comeInWithGMode": { "mode": "any", "morphed": true } }, "requires": [ "canOffScreenMovement", { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ], "clearsObstacles": [ "B" ], "flashSuitChecked": true, "note": [ "Fall into the pit while being careful to only touch one of the crumble blocks.", "Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs.", "Move horizontally to fall through the crumble blocks that haven't been touched.", "Carefully fall to not touch the spikes on the right, then roll through the spikeway.", "After the camera stops scrolling, move another 2-3 tiles then exit G-Mode.", "Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus." ], "devNote": [ "This can easily be done with fewer Power Bombs by moving horizontally through the camera scroll blocks while midair,", "but the blind movement would be more annoying while risking accidentally touching the other crumble blocks." ] }, { "id": 10, "link": [ 2, 1 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 11, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "flashSuitChecked": true }, { "id": 12, "link": [ 2, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "flashSuitChecked": true }, { "id": 13, "link": [ 2, 1 ], "name": "Grapple Teleport X-Ray Climb", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } }, "requires": [ "canXRayClimb" ], "bypassesDoorShell": true, "flashSuitChecked": true, "note": [ "Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible).", "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.", "At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door." ] }, { "id": 14, "link": [ 2, 2 ], "name": "Leave With Runway", "exitCondition": { "leaveWithRunway": { "length": 21, "openEnd": 1 } }, "requires": [], "flashSuitChecked": true }, { "id": 15, "link": [ 2, 2 ], "name": "Crystal Flash", "requires": [ "h_canCrystalFlash" ], "flashSuitChecked": true }, { "id": 16, "link": [ 2, 3 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 17, "link": [ 2, 3 ], "name": "Leave Shinecharged (Fall Through Crumbles)", "exitCondition": { "leaveShinecharged": {} }, "requires": [ { "canShineCharge": { "usedTiles": 20, "openEnd": 1 } }, { "shineChargeFrames": 135 } ], "unlocksDoors": [ { "types": [ "missiles" ], "requires": [ "never" ] }, { "types": [ "super" ], "requires": [] }, { "types": [ "powerbomb" ], "requires": [ { "or": [ "h_canUseSpringBall", { "and": [ "canTrickyJump", { "or": [ "canCrumbleJump", "canWallJumpInstantMorph" ] } ] } ] } ] } ], "flashSuitChecked": true, "devNote": "FIXME: An extra tile could be used if the top-right door is unlocked" }, { "id": 18, "link": [ 2, 3 ], "name": "Leave Shinecharged (Quick-Drop Through Crumbles)", "exitCondition": { "leaveShinecharged": {} }, "requires": [ { "canShineCharge": { "usedTiles": 20, "openEnd": 1 } }, "canShinechargeMovement", "canQuickDrop", { "shineChargeFrames": 115 } ], "unlocksDoors": [ { "types": [ "missiles" ], "requires": [ "never" ] }, { "types": [ "super" ], "requires": [] }, { "types": [ "powerbomb" ], "requires": [ { "or": [ "h_canUseSpringBall", { "and": [ "canTrickyJump", { "or": [ "canCrumbleJump", "canWallJumpInstantMorph" ] } ] } ] } ] } ], "flashSuitChecked": true, "note": "Quick dropping through the crumbles allows reaching the door with more shinecharge time remaining.", "devNote": "Should there be a tech for crumble quick drop?" }, { "id": 74, "link": [ 2, 3 ], "name": "Leave With Temporary Blue (Pause Remorph)", "requires": [ { "canShineCharge": { "usedTiles": 20, "openEnd": 0 } }, "canPauseRemorphTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": [ "Land on the crumble blocks while unmorphing, to retain temporary blue.", "Then aim down and use a pause buffer to remorph and chain temporary blue." ] }, { "id": 19, "link": [ 2, 3 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } }, "requires": [], "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 20, "link": [ 2, 3 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "flashSuitChecked": true }, { "id": 21, "link": [ 2, 3 ], "name": "Carry Grapple Teleport (Upper Middle Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } }, "flashSuitChecked": true }, { "id": 22, "link": [ 2, 3 ], "name": "Carry Grapple Teleport (Lower Middle Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "flashSuitChecked": true }, { "id": 23, "link": [ 2, 3 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "flashSuitChecked": true }, { "id": 24, "link": [ 2, 5 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 25, "link": [ 2, 6 ], "name": "G-Mode Morph Blind Movement Through Crumbles and Spikeway", "entranceCondition": { "comeInWithGMode": { "mode": "any", "morphed": true } }, "requires": [ "canOffScreenMovement", { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ], "clearsObstacles": [ "B" ], "flashSuitChecked": true, "note": [ "Fall into the pit while being careful to only touch one of the crumble blocks.", "Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs.", "Move horizontally to fall through the crumble blocks that haven't been touched.", "Carefully fall to not touch the spikes on the right, then roll through the spikeway.", "After the camera stops scrolling, move another 2-3 tiles then exit G-Mode.", "Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus." ], "devNote": [ "This can easily be done with fewer Power Bombs by moving horizontally through the camera scroll blocks while midair,", "but the blind movement would be more annoying while risking accidentally touching the other crumble blocks." ] }, { "id": 26, "link": [ 3, 1 ], "name": "X-Ray Climb", "entranceCondition": { "comeInWithDoorStuckSetup": {} }, "requires": [ "canXRayClimb" ], "flashSuitChecked": true, "note": "Climb up 1 screen." }, { "id": 27, "link": [ 3, 1 ], "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": 28, "link": [ 3, 2 ], "name": "Beetom Clip", "requires": [ { "notable": "Beetom Clip" }, { "or": [ "h_canXRayMorphIceClip", "h_canPreciseIceClip" ] }, "Morph", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "or": [ "h_canPreciseIceClip", "canWalljump", "HiJump", "SpaceJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] }, { "or": [ "canCrumbleJump", "canWalljump", "HiJump", "SpaceJump" ] } ], "flashSuitChecked": true, "note": [ "Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks.", "The pixel window is larger and higher with Morph and an X-Ray Stand Up.", "Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm." ], "devNote": [ "Morph is required to lure a Beetom. Morphless tunnel crawl should not be required.", "FIXME: An ice clip would allow for Moondance strats at 1 and 2 using a second Beetom." ] }, { "id": 29, "link": [ 3, 2 ], "name": "Beetom Clip (High Pixel, Preserve Flash Suit)", "requires": [ { "notable": "Beetom Clip (High Pixel, Preserve Flash Suit)" }, "h_canHighPixelIceClip", "Morph", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "or": [ "canWalljump", "HiJump", "SpaceJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } ], "flashSuitChecked": true, "note": [ "Jump and freeze the Beetom at a pixel perfect location in order to jump through the crumble blocks.", "The pixel is nearly the highest possible position with HiJump disabled, from the left ledge.", "After positioning the Beetom, get on top of it with a tight down grab, while refreezing it if necessary.", "Jump through the crumble blocks then down grab again to get to the top area.", "Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm." ], "devNote": "Morph is required to lure a Beetom. Morphless tunnel crawl should not be required." }, { "id": 30, "link": [ 3, 2 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 12 ], [ 12, 13 ] ] } }, "requires": [], "flashSuitChecked": true }, { "id": 31, "link": [ 3, 3 ], "name": "Leave With Runway", "requires": [], "exitCondition": { "leaveWithRunway": { "length": 6, "openEnd": 1 } }, "flashSuitChecked": true }, { "id": 32, "link": [ 3, 3 ], "name": "Leave With Runway - Frozen Beetom", "requires": [ "Morph", "h_canFrozenEnemyRunway", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ], "exitCondition": { "leaveWithRunway": { "length": 8, "openEnd": 0 } }, "flashSuitChecked": true, "note": [ "Bring a Beetom from the right of the spiky tunnel to the bottom left door.", "Jump and freeze it at the right height while leaving a half-tile gap between the Beetom and the runway to extend the runway as much as possible.", "If needing to leave with a multi-stutter short charge, the Beetom will need to be positioned more precisely, which can be done as above, but only on the descent of a jump.", "Alternatively, bring two Beetoms and stand on one while freezing the other at chest height.", "Freezing the lower one may be made easier or damageless by scrolling the camera when the Beetom is in the correct position and freezing it with a hero shot from the right." ] }, { "id": 75, "link": [ 3, 4 ], "name": "Speedball, Long Temporary Blue Chain", "entranceCondition": { "comeInBlueSpinning": { "unusableTiles": 1, "maxExtraRunSpeed": "$1.E" } }, "requires": [ "canSpeedball", "canLongChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": [ "Enter the room with a blue speed jump to speedball through the spike tunnel.", "Then perform a long temporary blue chain across the room." ], "devNote": [ "Somewhat higher run speeds can also work but with greater difficulty." ] }, { "id": 76, "link": [ 3, 4 ], "name": "Spring Ball Bounce, Long Temporary Blue Chain", "entranceCondition": { "comeInShinecharging": { "length": 5, "openEnd": 0 } }, "requires": [ "canSpringBallBounce", { "thornHits": 4 }, "canLongChainTemporaryBlue" ], "exitCondition": { "leaveWithTemporaryBlue": {} }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": [ "Gain temporary blue, and use Spring Ball to bounce through the spike tunnel.", "Then perform a long temporary blue chain across the room." ], "devNote": [ "FIXME: It's possible to farm some drops along the way." ] }, { "id": 33, "link": [ 3, 6 ], "name": "Base", "requires": [ "Morph" ], "flashSuitChecked": true }, { "id": 34, "link": [ 3, 6 ], "name": "Spikeway Tunnel Crawl (Left to Right)", "requires": [ { "notable": "Spikeway Tunnel Crawl" }, "canTunnelCrawl", "canTrickyJump", { "thornHits": 31 } ], "flashSuitChecked": true, "note": [ "Moving left to right is a bit more tricky to get into the tunnel.", "Land aiming down approximately 3 pixels inside the leftmost tile.", "If Samus is too far left she will fall out, too far right and a thorn pushes her out, not aiming down puts her stuck in crouch.", "Then spinjump right to take a thorn hit and get wedged in the ceiling.", "Then start the crawl while taking constant thorn damage. Perform one jump per thorn hit.", "Note that if Samus is hit by the thorn before landing, aiming down is not necessary.", "Note that a moonfall may be helpful to get into the tunnel.", "Without moonwalk, a downback can be used instead: fall off with low speed and start a downback right away. (This doesn't always work.)" ] }, { "id": 35, "link": [ 3, 6 ], "name": "Spikeway Aim Cancel Wiggle", "requires": [ { "notable": "Spikeway Aim Cancel Wiggle" }, "canTurnaroundAimCancel", "canBeVeryPatient", { "thornHits": 180 } ], "flashSuitChecked": true, "note": "Wiggle through the thorns. It is a long wiggle with a lot of thorn hits." }, { "id": 36, "link": [ 3, 6 ], "name": "Spikeway X-Ray Wiggle (Left to Right)", "requires": [ { "notable": "Spikeway X-Ray Wiggle" }, "canXRayWaitForIFrames", "canXRayTurnaround", { "thornHits": 1 } ], "flashSuitChecked": true, "note": [ "Maintain i-frames by using X-Ray whenever a thorn would deal damage.", "Move by alternating between X-Ray turnarounds and normal turnarounds.", "Simply crouch again following any accidental X-Ray Standups." ] }, { "id": 37, "link": [ 3, 6 ], "name": "G-Mode Morph Through Spikeway", "entranceCondition": { "comeInWithGMode": { "mode": "any", "morphed": true } }, "requires": [], "flashSuitChecked": true }, { "id": 38, "link": [ 4, 1 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } }, "requires": [], "flashSuitChecked": true }, { "id": 39, "link": [ 4, 1 ], "name": "Grapple Teleport Door Lock Skip", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 40, "link": [ 4, 1 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } }, "flashSuitChecked": true }, { "id": 41, "link": [ 4, 1 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 3, 13 ] ] } }, "flashSuitChecked": true }, { "id": 42, "link": [ 4, 1 ], "name": "Grapple Teleport X-Ray Climb", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } }, "requires": [ "canXRayClimb" ], "bypassesDoorShell": true, "flashSuitChecked": true, "note": [ "Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible).", "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.", "At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door." ] }, { "id": 43, "link": [ 4, 3 ], "name": "Grapple Teleport", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } }, "requires": [], "bypassesDoorShell": true, "flashSuitChecked": true }, { "id": 44, "link": [ 4, 3 ], "name": "Carry Grapple Teleport (Top Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } }, "flashSuitChecked": true }, { "id": 45, "link": [ 4, 3 ], "name": "Carry Grapple Teleport (Upper Middle Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } }, "flashSuitChecked": true }, { "id": 46, "link": [ 4, 3 ], "name": "Carry Grapple Teleport (Lower Middle Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 28 ] ] } }, "flashSuitChecked": true }, { "id": 47, "link": [ 4, 3 ], "name": "Carry Grapple Teleport (Bottom Position)", "entranceCondition": { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "requires": [], "bypassesDoorShell": true, "exitCondition": { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 29 ] ] } }, "flashSuitChecked": true }, { "id": 48, "link": [ 4, 4 ], "name": "Leave With Runway", "exitCondition": { "leaveWithRunway": { "length": 3, "openEnd": 1 } }, "requires": [], "flashSuitChecked": true }, { "id": 49, "link": [ 4, 4 ], "name": "Leave with Moondance", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "canMoondance", "canTrickyUseFrozenEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ], "exitCondition": { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } }, "note": "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing." }, { "id": 50, "link": [ 4, 4 ], "name": "Leave with Extended Moondance", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "canExtendedMoondance", "canTrickyUseFrozenEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, "h_ExtendedMoondanceBeetomLeniency" ], "exitCondition": { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } }, "note": [ "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.", "After 195 moonfalls, reposition the Beetom to chest height, then continue dancing." ] }, { "id": 51, "link": [ 4, 4 ], "name": "Zebbo and Beetom Farm", "requires": [ { "resetRoom": { "nodes": [ 4 ] } }, { "enemyKill": { "enemies": [ [ "Beetom" ] ] } }, { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } ], "flashSuitChecked": true, "resetsObstacles": [ "B" ], "clearsObstacles": [ "A" ], "devNote": [ "FIXME: Node 3 could be used to reset the room, with additional requirements." ] }, { "id": 52, "link": [ 4, 4 ], "name": "Zebbo Farm", "requires": [ { "obstaclesCleared": [ "A" ] }, { "refill": [ "Energy", "Missile", "Super" ] } ], "flashSuitChecked": true }, { "id": 53, "link": [ 4, 7 ], "name": "Kill the Beetoms", "requires": [ { "enemyKill": { "enemies": [ [ "Beetom" ] ], "excludedWeapons": [ "Bombs" ] } } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": "Killing one Beetom is all that is needed to get to the farm." }, { "id": 54, "link": [ 4, 7 ], "name": "Bomb the Beetoms", "requires": [ { "enemyKill": { "enemies": [ [ "Beetom" ] ], "explicitWeapons": [ "Bombs" ] } }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "You typically need to place two bombs to kill them. Place the second shortly after the first and it will kill the Beetom on your way down.", "Killing one Beetom is all that is needed to get to the farm." ] }, { "id": 55, "link": [ 4, 7 ], "name": "Freeze the Beetoms", "requires": [ "Ice" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "devNote": "Although this won't kill the Beetoms, it will remove them as an obstacle." }, { "id": 56, "link": [ 4, 7 ], "name": "Tank the Damage", "requires": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 25 } } ], "flashSuitChecked": true, "note": "The damage included here is to get all the way to the left door." }, { "id": 57, "link": [ 4, 7 ], "name": "Beetom Tricky Dodge (Right to Left)", "requires": [ { "notable": "Beetom Tricky Dodge" }, "canTrickyJump" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "When entering the room, it is recommended to open the door to be used as a quick escape if a Beetom attaches to Samus.", "Wait for the first Beetom to get stuck under one of the platforms. It may be necessary to lure it to the right.", "At this point, the farm can be used to gain energy.", "Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms.", "Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits." ], "devNote": "Although this won't kill the Beetoms, it will remove them as an obstacle." }, { "id": 58, "link": [ 5, 1 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 59, "link": [ 5, 2 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 60, "link": [ 6, 3 ], "name": "Base", "requires": [ "Morph" ], "flashSuitChecked": true }, { "id": 61, "link": [ 6, 3 ], "name": "Spikeway Tunnel Crawl (Right to Left)", "requires": [ { "notable": "Spikeway Tunnel Crawl" }, "canTunnelCrawl", "canTrickyJump", { "thornHits": 31 }, { "obstaclesCleared": [ "A" ] } ], "flashSuitChecked": true, "note": [ "Moving right to left is a bit easier to get into the tunnel.", "Land aiming down approximately 3 pixels inside the rightmost tile.", "If Samus is too far right she will fall out, too far left and a thorn pushes her out, not aiming down puts her stuck in crouch.", "Then spinjump left to take a thorn hit and get wedged in the ceiling.", "Then start the crawl while taking constant thorn damage. Perform one jump per thorn hit.", "Note that if Samus is hit by the thorn before landing, aiming down is not necessary.", "Note that a downback may be helpful to get into the tunnel: stand fully on the left side of the nearby ledge and run off then start and hold a downback to land in position." ], "devNote": "This is not feasible to do with beetoms on Samus. Fortunately avoiding the Beetoms also requires canTrickyJump." }, { "id": 62, "link": [ 6, 3 ], "name": "Spikeway X-Ray Wiggle (Right to Left)", "requires": [ { "notable": "Spikeway X-Ray Wiggle" }, "canXRayWaitForIFrames", "canXRayTurnaround", { "thornHits": 1 } ], "flashSuitChecked": true, "note": [ "Maintain i-frames by using X-Ray whenever a thorn would deal damage.", "Move by alternating between X-Ray turnarounds and normal turnarounds.", "Simply crouch again following any accidental X-Ray Standups." ] }, { "id": 63, "link": [ 6, 3 ], "name": "Leave with Moondance", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "Morph", "canMoondance", "canTrickyUseFrozenEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ], "exitCondition": { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "flashSuitChecked": true, "note": [ "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.", "The Beetom can be left at the door if farming for health is needed." ] }, { "id": 64, "link": [ 6, 3 ], "name": "Leave with Extended Moondance", "requires": [ { "obstaclesNotCleared": [ "A" ] }, "Morph", "canExtendedMoondance", "canTrickyUseFrozenEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, "h_ExtendedMoondanceBeetomLeniency" ], "exitCondition": { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } }, "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ], "note": [ "Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.", "After 195 moonfalls, reposition the Beetom to chest height, then continue dancing.", "The Beetom can be left at the door if farming for health is needed." ] }, { "id": 65, "link": [ 6, 7 ], "name": "Back to the Farm", "requires": [ { "obstaclesCleared": [ "A" ] } ], "flashSuitChecked": true, "note": "Killing one Beetom is all that is needed to get to the farm." }, { "id": 66, "link": [ 6, 7 ], "name": "Kill the Beetoms", "requires": [ { "enemyKill": { "enemies": [ [ "Beetom" ] ], "excludedWeapons": [ "Bombs" ] } } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": "Killing one Beetom is all that is needed to get to the farm." }, { "id": 67, "link": [ 6, 7 ], "name": "Bomb the Beetoms", "requires": [ { "enemyKill": { "enemies": [ [ "Beetom" ] ], "explicitWeapons": [ "Bombs" ] } }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "note": [ "You typically need to place two bombs to kill them. Place the second shortly after the first and it will kill the Beetom on your way down.", "Killing one Beetom is all that is needed to get to the farm." ] }, { "id": 68, "link": [ 6, 7 ], "name": "Freeze the Beetoms", "requires": [ "Ice" ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "devNote": "Although this won't kill the Beetoms, it will remove them as an obstacle." }, { "id": 69, "link": [ 6, 7 ], "name": "Tank the Damage", "requires": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 15 } } ], "flashSuitChecked": true, "note": "The damage included here is to get all the way to the right door." }, { "id": 70, "link": [ 6, 7 ], "name": "Beetom Tricky Dodge (Left to Right)", "requires": [ { "notable": "Beetom Tricky Dodge" }, "canTrickyJump", { "obstaclesNotCleared": [ "B" ] } ], "clearsObstacles": [ "A" ], "flashSuitChecked": true, "devNote": [ "Although this won't kill the Beetoms, it will remove them as an obstacle.", "This strat is not possible when coming blindly from above, as the Beetom will instantly grab Samus." ], "note": [ "Wait for the first Beetom to get stuck under the first platform, then get to the first farm.", "If the second Beetom is making this farm difficult to use, it may be easier to use the next farm.", "Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms.", "Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits." ] }, { "id": 71, "link": [ 7, 4 ], "name": "Base", "requires": [], "flashSuitChecked": true }, { "id": 72, "link": [ 7, 6 ], "name": "Base", "requires": [], "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": [] }, { "link": [ 4, 4 ], "name": "Base (Unlock Door)", "requires": [], "unlocksDoors": [ { "types": [ "ammo" ], "requires": [] } ] }, { "link": [ 4, 4 ], "name": "Base (Come In Normally)", "entranceCondition": { "comeInNormally": {} }, "requires": [] }, { "name": "Base (Collect Item)", "notable": false, "requires": [], "link": [ 5, 5 ], "collectsItems": [ 5 ] } ], "nextStratId": 78, "devNote": [ "FIXME: add a strat to take temporary blue from the top to the bottom-right." ], "notables": [ { "id": 1, "name": "Beetom Tricky Dodge", "note": [ "Patiently and carefully lure the Beetoms to get them stuck under the platforms. Afterwards, a farm can be used to gain energy.", "Then jump into the thorns to get invulnerability frames and run through, while luring the Beetoms under the platforms to use the farms." ] }, { "id": 2, "name": "Spikeway Tunnel Crawl", "note": [ "Perform a tunnel crawl through the Etecoon morph tunnel thorns. Perform one jump per thorn hit.", "Note that because of the thorn damage, getting into the tunnel is a bit more tricky." ] }, { "id": 3, "name": "Spikeway X-Ray Wiggle", "note": [ "Slowly move through the thorns by alternating between X-Ray turnarounds and normal turnarounds.", "Maintain i-frames by using X-Ray whenever a thorn would deal damage." ] }, { "id": 4, "name": "Beetom Clip", "note": [ "Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks.", "The pixel window is larger and higher with Morph and an X-Ray Stand Up.", "Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm." ] }, { "id": 5, "name": "Beetom Clip (High Pixel, Preserve Flash Suit)", "note": [ "Jump and freeze the Beetom at a pixel perfect location in order to jump through the crumble blocks.", "The pixel is nearly the highest possible position with HiJump disabled, from the left ledge.", "After positioning the Beetom, get on top of it with a tight down grab, while refreezing it if necessary.", "Jump through the crumble blocks then down grab again to get to the top area.", "Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm." ] }, { "id": 6, "name": "Spikeway Aim Cancel Wiggle", "note": "Wiggle through the thorns. It is a long wiggle with a lot of thorn hits." } ], "nextNotableId": 7 }