Below Spazer

Room ID: 70

Wiki
Difficulty filter

From: 1
Left Door
To: 1
Left Door

Exit condition:

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

Requires:

"SpaceJump"

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    }
  }
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    }
  }
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    },
    "movementType": "uncontrolled"
  }
}
From: 1
Left Door
To: 1
Left Door

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    }
  }
}
From: 1
Left Door
To: 2
Bottom Right Door

From: 1
Left Door
To: 2
Bottom Right Door

Run and jump onto the third single-tile platform, then jump over the Cacatac (or kill it). Fire a shot and activate the shinespark wind-up. Wait until the shot hits the door before sparking.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 140
}
"canShinechargeMovementComplex"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "spike",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Cacatac"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "Wave",
          "Spazer",
          "Plasma"
        ]
      }
    }
  ]
}
{
  "shinespark": {
    "frames": 24
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Left Door
To: 2
Bottom Right Door

Run and jump, fire a shot mid-air, and activate the shinespark wind-up. Wait until the shot is at a specific position before sparking. Sparking too late will cause the shot to despawn before reaching the door. Sparking too early will cause Samus to bonk the door as it will not yet be open. A beam shot, Missile, or Super can be used.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 40
}
"canShinechargeMovementTricky"
"canHeroShot"
{
  "shinespark": {
    "frames": 38
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

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

Requires:

"h_canBombThings"
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "canJumpIntoIBJ",
    {
      "and": [
        "Gravity",
        "canIBJ"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

It may help to disable HiJump for more controlled jumps.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

{
  "doorUnlockedAtNode": 1
}
"HiJump"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canTrickySpringBallJump",
        "canDodgeWhileShooting",
        "canLongChainTemporaryBlue",
        {
          "enemyKill": {
            "enemies": [
              [
                "Yapping Maw"
              ]
            ],
            "explicitWeapons": [
              "Super"
            ]
          }
        }
      ]
    }
  ]
}
"canChainTemporaryBlue"
"canXRayTurnaround"

Unlocks doors:

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

Spark diagonally in order to make it to the top.

Requires:

"h_canBombThings"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 16,
    "excessFrames": 3
  }
}
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 10
}
"canShinechargeMovement"
{
  "shinespark": {
    "frames": 24,
    "excessFrames": 2
  }
}
"h_canBombThings"
From: 1
Left Door
To: 3
Top Right Door

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 40
}
"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 16,
    "excessFrames": 3
  }
}
"h_canBombThings"
From: 1
Left Door
To: 3
Top Right Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch). Then X-ray climb to get out of the floor.

Entrance condition:

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

Requires:

"canXRayClimb"
From: 1
Left Door
To: 3
Top Right Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch). Then jump to clip out of the floor.

Entrance condition:

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

Requires:

{
  "notable": "Grapple Teleport Clip"
}
From: 2
Bottom Right Door
To: 1
Left Door

From: 2
Bottom Right Door
To: 1
Left Door

Kill the Cacatac, and reach the center of the room. Fire a shot and activate the shinespark wind-up. Wait until the shot hits the door before sparking.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 3,
    "openEnd": 1
  }
}

Requires:

"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 24
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Right Door
To: 1
Left Door

Run and jump, fire a shot mid-air, and activate the shinespark wind-up. Wait until the shot is at a specific position before sparking. Sparking too late will cause the shot to despawn before reaching the door. Sparking too early will cause Samus to bonk the door as it will not yet be open. A beam shot, Missile, or Super can be used.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 40
}
"canShinechargeMovementTricky"
"canHeroShot"
{
  "shinespark": {
    "frames": 38
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Bypasses door shell: true

From: 2
Bottom Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Bypasses door shell: true

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

Requires:

{
  "resetRoom": {
    "nodes": [
      1,
      2
    ]
  }
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 100
  }
}
{
  "partialRefill": {
    "type": "Super",
    "limit": 5
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

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

Requires:

"SpaceJump"

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    }
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    },
    "landingRunway": {
      "length": 4,
      "openEnd": 1
    }
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    },
    "movementType": "uncontrolled"
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 5,
      "openEnd": 2
    }
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

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

Climb up 1 screen.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

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

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

Entrance condition:

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

Requires:

"canXRayClimb"

Bypasses door shell: true

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

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        7,
        2
      ]
    ]
  }
}

Requires:

"h_canBombThings"
From: 3
Top Right Door
To: 1
Left Door

Requires:

"h_canBombThings"
From: 3
Top Right Door
To: 1
Left Door

Shoot forward with spazer to break the shot block, then jump into the morph tunnel while staying blue to break a bomb block.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 3,
    "openEnd": 1,
    "minExtraRunSpeed": "$1.2"
  }
}

Requires:

"Spazer"
"canSpeedball"
"canCarefulJump"
From: 3
Top Right Door
To: 1
Left Door

Jump from the top right door with speed to break the bomb blocks. Time a precise shot during the jump to clear the shot block. Note: Spazer can trivially break the shot block by shooting forward before jumping.

Entrance condition:

{
  "comeInGettingBlueSpeed": {
    "length": 3,
    "openEnd": 1,
    "minExtraRunSpeed": "$1.2"
  }
}

Requires:

{
  "notable": "Jump Shot Speedball"
}
"canSpeedball"
"canTrickyJump"
From: 3
Top Right Door
To: 1
Left Door

Shoot the block while moving up after a Space Jump; then speedball through the morph tunnel.

Entrance condition:

{
  "comeInBlueSpinning": {
    "unusableTiles": 0,
    "maxExtraRunSpeed": "$2.0"
  }
}

Requires:

"canPreciseSpaceJump"
"canSpeedball"
From: 3
Top Right Door
To: 1
Left Door

Once Samus is close enough to the ledge, the shot block can be cleared by jumping, releasing angle, shooting, and aiming down before hitting the ceiling; then continue chaining temporary blue until Samus is close enough to Spring Ball bounce through the morph tunnel.

Entrance condition:

{
  "comeInWithTemporaryBlue": {}
}

Requires:

"canChainTemporaryBlue"
"canTrickySpringBallBounce"
From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

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

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Bypasses door shell: true

From: 3
Top Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Exit condition:

{
  "leaveWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        19
      ]
    ]
  }
}

Bypasses door shell: true

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

Moondance clip near the door to fall two tiles into the ground, then Moonfall again to continue clipping all the way to the area below.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 8,
      "openEnd": 1
    }
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 8,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    }
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 8,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 1,
      "openEnd": 1
    },
    "movementType": "uncontrolled"
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 6,
      "openEnd": 1
    }
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Requires:

"h_canCrystalFlash"

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 70,
  "name": "Below Spazer",
  "area": "Brinstar",
  "subarea": "Red",
  "roomAddress": "0x7A408",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Left Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x001910e",
      "doorOrientation": "left",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 2,
      "name": "Bottom Right Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x001911a",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    },
    {
      "id": 3,
      "name": "Top Right Door",
      "nodeType": "door",
      "nodeSubType": "green",
      "nodeAddress": "0x0019126",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ]
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Below Spazer Cacatac",
      "enemyName": "Cacatac",
      "quantity": 1,
      "homeNodes": [
        2
      ]
    },
    {
      "id": "e2",
      "groupName": "Below Spazer Yapping Maws",
      "enemyName": "Yapping Maw",
      "quantity": 2,
      "homeNodes": [
        2
      ],
      "note": "Can pickup the drops without taking damage"
    }
  ],
  "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
        },
        {
          "id": 3
        }
      ]
    }
  ],
  "strats": [
    {
      "id": 1,
      "link": [
        1,
        1
      ],
      "name": "Leave With Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 3,
          "openEnd": 1
        }
      }
    },
    {
      "id": 2,
      "link": [
        1,
        1
      ],
      "name": "Leave Spinning (Space Jump)",
      "requires": [
        "SpaceJump"
      ],
      "exitCondition": {
        "leaveSpinning": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          }
        }
      }
    },
    {
      "id": 3,
      "link": [
        1,
        1
      ],
      "name": "Leave With Mockball",
      "requires": [],
      "exitCondition": {
        "leaveWithMockball": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          },
          "landingRunway": {
            "length": 3,
            "openEnd": 1
          }
        }
      }
    },
    {
      "id": 4,
      "link": [
        1,
        1
      ],
      "name": "Leave With Spring Ball Bounce",
      "requires": [],
      "exitCondition": {
        "leaveWithSpringBallBounce": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          },
          "landingRunway": {
            "length": 3,
            "openEnd": 1
          },
          "movementType": "uncontrolled"
        }
      }
    },
    {
      "id": 5,
      "link": [
        1,
        1
      ],
      "name": "Leave Space Jumping",
      "requires": [],
      "exitCondition": {
        "leaveSpaceJumping": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          }
        }
      }
    },
    {
      "id": 6,
      "link": [
        1,
        2
      ],
      "name": "Base",
      "requires": []
    },
    {
      "id": 7,
      "link": [
        1,
        2
      ],
      "name": "Come in Shinecharged, Leave with Spark",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 140
        },
        "canShinechargeMovementComplex",
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Cacatac",
                "type": "spike",
                "hits": 1
              }
            },
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Cacatac"
                  ]
                ],
                "explicitWeapons": [
                  "Missile",
                  "Super",
                  "Wave",
                  "Spazer",
                  "Plasma"
                ]
              }
            }
          ]
        },
        {
          "shinespark": {
            "frames": 24
          }
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "super"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "powerbomb"
          ],
          "requires": [
            "never"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Run and jump onto the third single-tile platform, then jump over the Cacatac (or kill it).",
        "Fire a shot and activate the shinespark wind-up.",
        "Wait until the shot hits the door before sparking."
      ]
    },
    {
      "id": 8,
      "link": [
        1,
        2
      ],
      "name": "Hero Shot Spark",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 40
        },
        "canShinechargeMovementTricky",
        "canHeroShot",
        {
          "shinespark": {
            "frames": 38
          }
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "super"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "powerbomb"
          ],
          "requires": [
            "never"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Run and jump, fire a shot mid-air, and activate the shinespark wind-up.",
        "Wait until the shot is at a specific position before sparking.",
        "Sparking too late will cause the shot to despawn before reaching the door.",
        "Sparking too early will cause Samus to bonk the door as it will not yet be open.",
        "A beam shot, Missile, or Super can be used."
      ]
    },
    {
      "id": 9,
      "link": [
        1,
        3
      ],
      "name": "Base",
      "requires": [
        "h_canBombThings",
        {
          "or": [
            "HiJump",
            "SpaceJump",
            "canWalljump",
            "canSpringBallJumpMidAir",
            "canJumpIntoIBJ",
            {
              "and": [
                "Gravity",
                "canIBJ"
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 10,
      "link": [
        1,
        3
      ],
      "name": "Temporary Blue Chain",
      "entranceCondition": {
        "comeInWithTemporaryBlue": {}
      },
      "requires": [
        {
          "doorUnlockedAtNode": 1
        },
        "HiJump",
        {
          "or": [
            "Gravity",
            {
              "and": [
                "canTrickySpringBallJump",
                "canDodgeWhileShooting",
                "canLongChainTemporaryBlue",
                {
                  "enemyKill": {
                    "enemies": [
                      [
                        "Yapping Maw"
                      ]
                    ],
                    "explicitWeapons": [
                      "Super"
                    ]
                  }
                }
              ]
            }
          ]
        },
        "canChainTemporaryBlue",
        "canXRayTurnaround"
      ],
      "unlocksDoors": [
        {
          "nodeId": 1,
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ],
      "note": "It may help to disable HiJump for more controlled jumps."
    },
    {
      "id": 11,
      "link": [
        1,
        3
      ],
      "name": "Use Flash Suit",
      "requires": [
        "h_canBombThings",
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 16,
            "excessFrames": 3
          }
        }
      ],
      "flashSuitChecked": true,
      "note": "Spark diagonally in order to make it to the top.",
      "devNote": "FIXME: There should be a come in shinecharged strat that does the same thing."
    },
    {
      "id": 44,
      "link": [
        1,
        3
      ],
      "name": "Come In Shinecharged, Shinespark (From Ground)",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 10
        },
        "canShinechargeMovement",
        {
          "shinespark": {
            "frames": 24,
            "excessFrames": 2
          }
        },
        "h_canBombThings"
      ]
    },
    {
      "id": 45,
      "link": [
        1,
        3
      ],
      "name": "Come In Shinecharged, Shinespark (Mid-Air)",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 40
        },
        "canShinechargeMovementComplex",
        {
          "shinespark": {
            "frames": 16,
            "excessFrames": 3
          }
        },
        "h_canBombThings"
      ]
    },
    {
      "id": 12,
      "link": [
        1,
        3
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              12,
              12
            ],
            [
              12,
              13
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "flashSuitChecked": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch).",
        "Then X-ray climb to get out of the floor."
      ],
      "devNote": [
        "This can be done with a setup from either of the two possible Grapple blocks in Halfie Climb.",
        "The lower block can be used more easily."
      ]
    },
    {
      "id": 13,
      "link": [
        1,
        3
      ],
      "name": "Grapple Teleport Clip",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              12,
              12
            ]
          ]
        }
      },
      "requires": [
        {
          "notable": "Grapple Teleport Clip"
        }
      ],
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch).",
        "Then jump to clip out of the floor."
      ],
      "devNote": [
        "This requires a setup from the highest possible Grapple block in Halfie Climb, in order to end up high enough to clip out without X-Ray."
      ]
    },
    {
      "id": 14,
      "link": [
        2,
        1
      ],
      "name": "Base",
      "requires": []
    },
    {
      "id": 15,
      "link": [
        2,
        1
      ],
      "name": "Come in Shinecharging, Leave with Spark",
      "entranceCondition": {
        "comeInShinecharging": {
          "length": 3,
          "openEnd": 1
        }
      },
      "requires": [
        "canShinechargeMovementComplex",
        {
          "shinespark": {
            "frames": 24
          }
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "super"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "powerbomb"
          ],
          "requires": [
            "never"
          ]
        }
      ],
      "note": [
        "Kill the Cacatac, and reach the center of the room.",
        "Fire a shot and activate the shinespark wind-up.",
        "Wait until the shot hits the door before sparking."
      ]
    },
    {
      "id": 16,
      "link": [
        2,
        1
      ],
      "name": "Hero Shot Spark",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 40
        },
        "canShinechargeMovementTricky",
        "canHeroShot",
        {
          "shinespark": {
            "frames": 38
          }
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {}
      },
      "unlocksDoors": [
        {
          "types": [
            "super"
          ],
          "requires": []
        },
        {
          "types": [
            "missiles",
            "powerbomb"
          ],
          "requires": [
            "never"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Run and jump, fire a shot mid-air, and activate the shinespark wind-up.",
        "Wait until the shot is at a specific position before sparking.",
        "Sparking too late will cause the shot to despawn before reaching the door.",
        "Sparking too early will cause Samus to bonk the door as it will not yet be open.",
        "A beam shot, Missile, or Super can be used."
      ]
    },
    {
      "id": 17,
      "link": [
        2,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 18,
      "link": [
        2,
        1
      ],
      "name": "Carry Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      }
    },
    {
      "id": 19,
      "link": [
        2,
        2
      ],
      "name": "Cacatac Farm",
      "requires": [
        {
          "resetRoom": {
            "nodes": [
              1,
              2
            ]
          }
        },
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 100
          }
        },
        {
          "partialRefill": {
            "type": "Super",
            "limit": 5
          }
        }
      ]
    },
    {
      "id": 20,
      "link": [
        2,
        2
      ],
      "name": "Leave With Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 4,
          "openEnd": 1
        }
      }
    },
    {
      "id": 21,
      "link": [
        2,
        2
      ],
      "name": "Leave Spinning (Space Jump)",
      "requires": [
        "SpaceJump"
      ],
      "exitCondition": {
        "leaveSpinning": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          }
        }
      }
    },
    {
      "id": 22,
      "link": [
        2,
        2
      ],
      "name": "Leave With Mockball",
      "requires": [],
      "exitCondition": {
        "leaveWithMockball": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          },
          "landingRunway": {
            "length": 4,
            "openEnd": 1
          }
        }
      }
    },
    {
      "id": 23,
      "link": [
        2,
        2
      ],
      "name": "Leave With Spring Ball Bounce",
      "requires": [],
      "exitCondition": {
        "leaveWithSpringBallBounce": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          },
          "landingRunway": {
            "length": 3,
            "openEnd": 1
          },
          "movementType": "uncontrolled"
        }
      }
    },
    {
      "id": 24,
      "link": [
        2,
        2
      ],
      "name": "Leave Space Jumping",
      "requires": [],
      "exitCondition": {
        "leaveSpaceJumping": {
          "remoteRunway": {
            "length": 5,
            "openEnd": 2
          }
        }
      }
    },
    {
      "id": 25,
      "link": [
        2,
        2
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 26,
      "link": [
        2,
        3
      ],
      "name": "X-Ray Climb",
      "entranceCondition": {
        "comeInWithDoorStuckSetup": {}
      },
      "requires": [
        "canXRayClimb"
      ],
      "flashSuitChecked": true,
      "note": "Climb up 1 screen."
    },
    {
      "id": 27,
      "link": [
        2,
        3
      ],
      "name": "Very Deep Stuck X-Ray Climb",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "direct",
          "morphed": false
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "bypassesDoorShell": true,
      "flashSuitChecked": true,
      "note": [
        "Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door.",
        "Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door."
      ]
    },
    {
      "id": 28,
      "link": [
        2,
        3
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": [
        "h_canBombThings"
      ]
    },
    {
      "id": 29,
      "link": [
        3,
        1
      ],
      "name": "Base",
      "requires": [
        "h_canBombThings"
      ]
    },
    {
      "id": 30,
      "link": [
        3,
        1
      ],
      "name": "Jump and Speedball",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 3,
          "openEnd": 1,
          "minExtraRunSpeed": "$1.2"
        }
      },
      "requires": [
        "Spazer",
        "canSpeedball",
        "canCarefulJump"
      ],
      "note": "Shoot forward with spazer to break the shot block, then jump into the morph tunnel while staying blue to break a bomb block."
    },
    {
      "id": 31,
      "link": [
        3,
        1
      ],
      "name": "Jump Shot Speedball",
      "entranceCondition": {
        "comeInGettingBlueSpeed": {
          "length": 3,
          "openEnd": 1,
          "minExtraRunSpeed": "$1.2"
        }
      },
      "requires": [
        {
          "notable": "Jump Shot Speedball"
        },
        "canSpeedball",
        "canTrickyJump"
      ],
      "note": [
        "Jump from the top right door with speed to break the bomb blocks.",
        "Time a precise shot during the jump to clear the shot block.",
        "Note: Spazer can trivially break the shot block by shooting forward before jumping."
      ]
    },
    {
      "id": 32,
      "link": [
        3,
        1
      ],
      "name": "Blue Space Jump",
      "entranceCondition": {
        "comeInBlueSpinning": {
          "unusableTiles": 0,
          "maxExtraRunSpeed": "$2.0"
        }
      },
      "requires": [
        "canPreciseSpaceJump",
        "canSpeedball"
      ],
      "note": [
        "Shoot the block while moving up after a Space Jump; then speedball through the morph tunnel."
      ],
      "devNote": [
        "This can also work at much higher speeds but would be more difficult."
      ]
    },
    {
      "id": 33,
      "link": [
        3,
        1
      ],
      "name": "Temporary Blue Chain Spring Ball Bounce",
      "entranceCondition": {
        "comeInWithTemporaryBlue": {}
      },
      "requires": [
        "canChainTemporaryBlue",
        "canTrickySpringBallBounce"
      ],
      "note": [
        "Once Samus is close enough to the ledge, the shot block can be cleared by jumping, releasing angle, shooting, and aiming down before hitting the ceiling;",
        "then continue chaining temporary blue until Samus is close enough to Spring Ball bounce through the morph tunnel."
      ]
    },
    {
      "id": 34,
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": []
    },
    {
      "id": 35,
      "link": [
        3,
        1
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true
    },
    {
      "id": 36,
      "link": [
        3,
        1
      ],
      "name": "Carry Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      },
      "requires": [],
      "bypassesDoorShell": true,
      "exitCondition": {
        "leaveWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              19
            ]
          ]
        }
      }
    },
    {
      "id": 37,
      "link": [
        3,
        2
      ],
      "name": "Stored Moonfall Clip",
      "entranceCondition": {
        "comeInWithStoredFallSpeed": {
          "fallSpeedInTiles": 2
        }
      },
      "requires": [],
      "note": "Moondance clip near the door to fall two tiles into the ground, then Moonfall again to continue clipping all the way to the area below."
    },
    {
      "id": 38,
      "link": [
        3,
        3
      ],
      "name": "Leave With Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 5,
          "openEnd": 1
        }
      }
    },
    {
      "id": 39,
      "link": [
        3,
        3
      ],
      "name": "Leave Spinning",
      "requires": [],
      "exitCondition": {
        "leaveSpinning": {
          "remoteRunway": {
            "length": 8,
            "openEnd": 1
          }
        }
      }
    },
    {
      "id": 40,
      "link": [
        3,
        3
      ],
      "name": "Leave With Mockball",
      "requires": [],
      "exitCondition": {
        "leaveWithMockball": {
          "remoteRunway": {
            "length": 8,
            "openEnd": 1
          },
          "landingRunway": {
            "length": 3,
            "openEnd": 1
          }
        }
      }
    },
    {
      "id": 41,
      "link": [
        3,
        3
      ],
      "name": "Leave With Spring Ball Bounce",
      "requires": [],
      "exitCondition": {
        "leaveWithSpringBallBounce": {
          "remoteRunway": {
            "length": 8,
            "openEnd": 1
          },
          "landingRunway": {
            "length": 1,
            "openEnd": 1
          },
          "movementType": "uncontrolled"
        }
      }
    },
    {
      "id": 42,
      "link": [
        3,
        3
      ],
      "name": "Leave Space Jumping",
      "requires": [],
      "exitCondition": {
        "leaveSpaceJumping": {
          "remoteRunway": {
            "length": 6,
            "openEnd": 1
          }
        }
      }
    },
    {
      "id": 43,
      "link": [
        3,
        3
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_canCrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        2,
        2
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        3,
        3
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    }
  ],
  "nextStratId": 46,
  "notables": [
    {
      "id": 1,
      "name": "Grapple Teleport Clip",
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, hold left while releasing Grapple to stay standing (not being forced into a crouch).",
        "Then jump to clip out of the floor."
      ]
    },
    {
      "id": 2,
      "name": "Jump Shot Speedball",
      "note": [
        "Jump from the top right door with speed to break the bomb blocks.",
        "Time a precise shot during the jump to clear the shot block.",
        "Note: Spazer can trivially break the shot block by shooting forward before jumping."
      ]
    }
  ],
  "nextNotableId": 3
}