Using an enemy in a room to accomplish something that couldn't be done if it weren't there, e.g. when standing on or grappling from an enemy.
From: 5
Lower Section - Bottom Right Door
To: 4
Lower Section - Top Right Door
Grapple on the Ripper to get inside the wall under the door. Do a Crystal Flash to force a standup. X-Ray climb up to the door transition. Requires: { "notable": "Grapple Clip Door Lock Skip" } "canUseEnemies" "canGrappleClip" "h_canCrystalFlash" "canXRayClimb" Bypasses door shell: true |
From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)
Jump on the left platforms to get the middle Tripper on screen, luring it to the right. Get on the middle Tripper and use it to jump to the item. This requires a somewhat precise shot and jump, particularly if the top Tripper is in the way. The jump and shot can be easier and done at the apex of a single jump starting with a crouch. Freezing the Trippers can make this much easier. Requires: "canUseEnemies" { "or": [ "canCarefulJump", "canUseFrozenEnemies", "canPreciseWalljump" ] } |
From: 12
Top Junction
To: 9
Top Hidden Item (Above Trippers)
Requires: "canUseEnemies" "HiJump" |
Requires: "canUseEnemies" "canBeVeryPatient" |
Requires: "canDelayedWalljump" "canConsecutiveWalljump" "canTrickyJump" "canUseEnemies" { "or": [ { "heatFrames": 190 }, { "and": [ "canPrepareForNextRoom", { "heatFrames": 120 } ] } ] } |
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. It is possible to freeze or kill the Fune with a Super or Power Bomb to make things easier. Requires: { "notable": "Walljump Climb Using the Kamer" } "canPreciseWalljump" "canConsecutiveWalljump" "canUseEnemies" { "or": [ { "heatFrames": 560 }, { "and": [ "canCarefulJump", { "heatFrames": 360 } ] }, { "and": [ "canTrickyJump", { "heatFrames": 240 } ] }, { "and": [ { "or": [ "canUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } } ] }, { "heatFrames": 432 } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "heatFrames": 456 } ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Wall jump up the left wall and then on the moving platform (Kamer) while avoiding the Fune's fireball. The Kamers will temporarily move down if Samus is below them, so it is best to walk under the first Kamer before climbing the wall. Requires: { "notable": "Walljump Climb Using the Kamer" } "HiJump" "canUseEnemies" "canWalljump" { "or": [ { "heatFrames": 360 }, { "and": [ "canCarefulJump", { "heatFrames": 250 } ] } ] } |
From: 2
Right Door
To: 3
Above Lava Junction
BounceBall into the Lava, Unmorphing with good timing to sink faster and drift effeciently towards the bottom right Namihe. Walljump at about eye height (4 pixel window) to gain enough height to reach the center portion of ceiling. While rising, wiggle to shrink Samus' hitbox. Some walljump positions will not need to wiggle, when walljumping far away from the Namihe. Jumping, from the wall, around the next lowest overhang is very precise and taking any extra time to position will increase the amount of lava damage being taken. It may help to disable HiJump for this part. Then Walljump again to exit the Lava and reach the left ledge. Requires: { "notable": "GT Max Suitless Right Side Climb" } "canSuitlessLavaDive" "canUseEnemies" "HiJump" "canBounceBall" "canMidairWiggle" "canInsaneWalljump" { "lavaFrames": 392 } { "heatFrames": 515 } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Walljump off of the lower half of the Upper-Left Namihe to cross to the right side wall. Continue Walljumping up from there, waiting for the above flame to pass if it is in the way. Requires: { "notable": "HiJump" } "HiJump" "canSuitlessLavaDive" "canUseEnemies" "canPreciseWalljump" "canStaggeredWalljump" { "heatFrames": 270 } { "lavaFrames": 240 } |
Walljump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Delay the pause until in position to perform the Spring Ball jump because Lava physics will reduce Samus' horizontal momentum. It may help to also delay the Morph. Requires: { "notable": "HiJump" } { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canSpringwall" "HiJump" "canUseEnemies" { "heatFrames": 195 } { "lavaFrames": 180 } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain i-frames and then very quickly walljump up the spikes and across to the right side wall. Requires: { "notable": "HiJumpless Nahime Morph Kago" } "canSuitlessLavaDive" "canInsaneWalljump" "canInsaneJump" "canUseIFrames" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canKago" { "heatFrames": 510 } { "lavaFrames": 480 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 2 } } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Requires: { "notable": "HiJumpless Suitless Double Springball Jump" } "canSuitlessLavaDive" "canUseEnemies" "canDoubleSpringBallJumpMidAir" "canSpringwall" "canPreciseWalljump" { "heatFrames": 270 } { "lavaFrames": 240 } |
Use the bottommost right side namihe to generate a flame and walk with it to the bottommost left namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there. Requires: { "notable": "HiJumpless Dive" } "canSuitlessLavaDive" "canUseIFrames" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canCameraManip" { "heatFrames": 600 } { "lavaFrames": 500 } { "enemyDamage": { "enemy": "Namihe", "type": "fireball", "hits": 1 } } |
Involves grappling off a Ripper 2. Requires: "canUseEnemies" "Grapple" |
Involves grappling off a Ripper 2. Requires: "canUseEnemies" "Grapple" |
Requires: { "notable": "Indiana Jones Grapple" } "canUseEnemies" "canPreciseGrapple" |
Requires: { "notable": "Indiana Jones Grapple" } "canUseEnemies" "canPreciseGrapple" |
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction
Requires: { "enemyDamage": { "enemy": "Fireflea", "type": "contact", "hits": 1 } } "canUseEnemies" "canUseIFrames" |
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item
Requires: { "enemyDamage": { "enemy": "Fireflea", "type": "contact", "hits": 1 } } "canUseEnemies" "canUseIFrames" |
Ride the Spike Platform up and back down again to more easily position for using it as a runway. Requires: "canUseEnemies" { "heatFrames": 480 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "canUseEnemies" "canTrickyJump" { "heatFrames": 120 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "canUseEnemies" { "or": [ { "and": [ "canWalljump", { "heatFrames": 390 } ] }, { "and": [ "canConsecutiveWalljump", "canCarefulJump", { "heatFrames": 330 } ] }, { "and": [ "HiJump", { "heatFrames": 490 } ] }, { "and": [ "h_canCrouchJumpDownGrab", { "heatFrames": 610 } ] } ] } |
Requires: "canUseEnemies" { "heatFrames": 430 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["super","powerbomb"],"requires":[]} {"types":["missiles"],"requires":["never"]} |
From: 5
Junction Below Shot Block
To: 1
Bottom Left Door
Walk into a Spike and then Morph-Kago through the top Spike-Platform. Requires: "canKago" "Morph" "canUseEnemies" { "spikeHits": 1 } { "heatFrames": 250 } Exit condition: { "leaveWithRunway": { "length": 8, "openEnd": 0 } } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Requires: { "notable": "Bull Boost" } "canSuitlessMaridia" "HiJump" "canUseEnemies" "canNeutralDamageBoost" "canCrouchJump" "Morph" { "enemyDamage": { "enemy": "Bull", "hits": 1, "type": "contact" } } |
Requires: "h_canDestroyBombWalls" "f_DefeatedPhantoon" { "or": [ "canTrivialMidAirMorph", "h_canUseSpringBall", "h_canBombThings", { "and": [ "Morph", "canUseEnemies" ] } ] } |
From: 1
Left Door
To: 3
Hidden Right Item
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. While near the right wall, shoot the item and grab it. If the shot misses, carefully fall back down and safely land on Mama Turtle again. After grabbing the item, fall on her again to avoid taking a hit; jump to the left at the top of the ride to escape the water safely. Requires: "h_canNavigateUnderwater" "canUseEnemies" "canCarefulJump" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. Requires: "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Ride Mama Turtle. To avoid getting hit, shoot one of her babies to wake her up, then quickly get on her back. Requires: { "obstaclesNotCleared": [ "A" ] } "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. At the top of the ride, jump to the top right ledge. Requires: "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Requires: { "or": [ "Gravity", { "obstaclesNotCleared": [ "A" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } } ] } { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "canUseEnemies" ] } |
Jump over or on to Mama Turtle. The easiest method is to jump over her by jumping on her babies, or to Morph under her. Requires: "canSuitlessMaridia" "canTrickyJump" { "or": [ "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "canUseEnemies" ] } |
Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canSpringBallJumpMidAir", "h_canFly", "canGravityJump" ] } ] }, { "and": [ "canUseEnemies", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "canSuitlessMaridia" "canUseEnemies" "Grapple" |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" Clears obstacles: B |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "canSuitlessMaridia" "canUseEnemies" "Grapple" |
Requires: "Gravity" { "or": [ "canWalljump", "h_canFly", "SpeedBooster", "canSpringBallJumpMidAir", "canUseEnemies" ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail. Requires: "Gravity" "canUseEnemies" { "or": [ "canPreciseCeilingClip", "canXRayCeilingClip" ] } |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise. Morph can be used to help get onto the Snail and get off without taking a hit if it is in the wrong location. Requires: { "notable": "Snail Clip With Gravity and Morph" } "Gravity" "canUseEnemies" "Morph" "canCeilingClip" |
Requires: "canUseEnemies" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Requires: "Gravity" { "or": [ "canWalljump", "h_canFly", "SpeedBooster", "Grapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canUseEnemies" ] } ] } |
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise, but it is more lenient with Morph and an X-Ray Turn Around. X-Ray can also be useful for helping position the Snail. Requires: "Gravity" "canUseEnemies" { "or": [ "canPreciseCeilingClip", "canXRayCeilingClip" ] } |
From: 5
Right Door
To: 7
Top Right Left Item
Jump on the Snail when it is at a precise location, and then crouch jump through the ceiling and jump again, without moving between jumps. The Snail's positioning is very precise. Morph can be used to help get onto the Snail and get off without taking a hit if it is in the wrong location. Requires: { "notable": "Snail Clip With Gravity and Morph" } "Gravity" "canUseEnemies" "Morph" "canCeilingClip" |
Sparking up right from a snail can save some Energy. With very little Energy, spark up the center of the speed blocks to clear both sides, then snail clip through the last one. It may be helpful to turn around before sparking so the snail doesn't hit Samus. Requires: "canUseEnemies" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 13, "excessFrames": 4 } }, { "and": [ { "shinespark": { "frames": 13, "excessFrames": 10 } }, { "or": [ "canHighPixelCeilingClip", { "and": [ "Gravity", "canPreciseCeilingClip" ] }, { "and": [ "Gravity", "canXRayCeilingClip" ] } ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canUseEnemies", { "and": [ "canCrouchJump", "canTrickyJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
It is easiest to use a single snail on the bottom of the ceiling to the right of the door. Use at least a small amount of momentum before jumping over towards the snail. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphSpringBall" "canUseEnemies" "canTrickyJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Involves waiting around for a snail to come along, in order to reach the door by jumping while standing on it. Requires: "canUseEnemies" |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } { "notable": "Enter with Shinespark from the Bottom Right" } "Morph" "canSuitlessMaridia" "canUseEnemies" "canHorizontalShinespark" { "shinespark": { "frames": 91, "excessFrames": 4 } } |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 0, "maxExtraRunSpeed": "$3.0" } } Requires: { "notable": "Enter with Shinespark from the Bottom Right" } "canLongChainTemporaryBlue" "canStationaryLateralMidAirMorph" "can4HighMidAirMorph" "canUseEnemies" |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Jump forward to save some health before Shinesparking Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 125 } { "notable": "Enter with Shinespark from the Bottom Right" } "Morph" "canSuitlessMaridia" "canUseEnemies" "canHorizontalShinespark" "canShinechargeMovementComplex" { "shinespark": { "frames": 70, "excessFrames": 4 } } |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Use temporary blue to break the speed blocks. Use stationary lateral mid-air morphs to move quickly while chaining temporary blue, in order to reach the last speed blocks before the Oums. Climb on the Oums to reach the left side of the room. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Enter with Shinespark from the Bottom Right" } "canLongChainTemporaryBlue" "canStationaryLateralMidAirMorph" "can4HighMidAirMorph" "canUseEnemies" |
Go under the Oums to lure one and use it to get to the left. Shinespark to get up the next ledge. Requires: "Morph" "canUseEnemies" { "useFlashSuit": {} } { "shinespark": { "frames": 4, "excessFrames": 2 } } |