The ability to run from, jump over, or duck under attacks that do not require precise avoidance movements while shooting the enemy.
Requires: "h_canActivateBombTorizo" { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Bomb Torizo", "type": "contact", "hits": 3 } } ] } |
Requires: { "resetRoom": { "nodes": [ 1 ] } } { "or": [ { "and": [ { "or": [ "ScrewAttack", { "ammo": { "type": "Missile", "count": 3 } } ] }, { "cycleFrames": 575 } ] }, { "and": [ "Plasma", { "cycleFrames": 650 } ] }, { "and": [ { "or": [ "Wave", "Spazer" ] }, { "cycleFrames": 1000 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Ice" ] }, { "cycleFrames": 1210 } ] } ] } |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 3 } }, { "enemyKill": { "enemies": [ [ "Alcoon", "Alcoon" ], [ "Alcoon" ] ], "excludedWeapons": [ "PowerBeam", "Bombs" ] } } ] } |
Requires: { "or": [ { "resetRoom": { "nodes": [ 1 ] } }, { "and": [ { "resetRoom": { "nodes": [ 2 ] } }, { "cycleFrames": 50 } ] } ] } { "or": [ { "and": [ { "or": [ "ScrewAttack", "Plasma" ] }, { "cycleFrames": 420 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Spazer", "Wave" ] }, { "cycleFrames": 610 } ] }, { "and": [ { "cycleFrames": 800 }, { "enemyDamage": { "enemy": "Mellow", "type": "contact", "hits": 2 } } ] } ] } |
Requires: "h_canUseMorphBombs" { "or": [ "canTrickyJump", "Ice", { "ammo": { "type": "Super", "count": 2 } }, { "acidFrames": 100 } ] } { "or": [ "canDodgeWhileShooting", "Wave", "Spazer", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 2 } } ] } { "or": [ "canCarefulJump", { "and": [ "h_canUseSpringBall", { "acidFrames": 20 } ] }, { "and": [ "Gravity", { "acidFrames": 20 } ] }, { "acidFrames": 60 } ] } Clears obstacles: A |
Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } { "or": [ "canCarefulJump", { "ammo": { "type": "PowerBomb", "count": 1 } }, { "acidFrames": 104 } ] } Clears obstacles: A |
Requires: "h_canUseMorphBombs" { "or": [ "canDodgeWhileShooting", "Ice", { "ammo": { "type": "Super", "count": 2 } }, { "acidFrames": 100 } ] } { "or": [ "canTrickyJump", "Wave", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 2 } } ] } { "or": [ "canCarefulJump", { "acidFrames": 30 } ] } Clears obstacles: A |
Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canDodgeWhileShooting", "Ice", { "ammo": { "type": "Super", "count": 1 } }, { "acidFrames": 100 } ] } { "or": [ "canCarefulJump", { "ammo": { "type": "PowerBomb", "count": 1 } }, { "acidFrames": 20 } ] } Clears obstacles: A |
Requires: { "resetRoom": { "nodes": [ 1 ] } } { "resetRoom": { "nodes": [ 2 ] } } { "or": [ { "and": [ "ScrewAttack", { "cycleFrames": 990 } ] }, { "and": [ "Plasma", { "cycleFrames": 620 } ] }, { "and": [ "Wave", { "cycleFrames": 920 } ] }, { "and": [ "Spazer", { "cycleFrames": 1010 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Ice" ] }, { "cycleFrames": 1740 } ] }, { "and": [ "canUseGrapple", { "cycleFrames": 740 } ] } ] } |
Requires: { "resetRoom": { "nodes": [ 1, 2 ] } } { "cycleFrames": 100 } { "or": [ { "and": [ "ScrewAttack", { "cycleFrames": 495 } ] }, { "and": [ "Plasma", { "cycleFrames": 310 } ] }, { "and": [ "Wave", { "cycleFrames": 460 } ] }, { "and": [ "Spazer", { "cycleFrames": 505 } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", "Ice" ] }, { "cycleFrames": 870 } ] }, { "and": [ "canUseGrapple", { "cycleFrames": 370 } ] } ] } |
Enter the room while building a shinespark and use it on the lowest part of the ramp to cross the room and reach a raised ledge on the right side wall. From there, use SpaceJump to escape the water. Carry the shinespark to the bottom of the ramp by delaying the first Choot with two Power Beam shots, killing it, or bounceballing through it. The Choot can be shot diagonally from the middle platform, and again by running off that platform and aiming down to float above it. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 1, "steepDownTiles": 1 } } Requires: "canShinechargeMovementComplex" "canCarefulJump" { "or": [ { "and": [ "canMidairShinespark", "canDodgeWhileShooting" ] }, { "and": [ { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } }, "canNeutralDamageBoost", "canBounceBall" ] }, { "and": [ "canMockball", { "or": [ "canPseudoScrew", "ScrewAttack", "Plasma", "Wave", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } "canHorizontalShinespark" { "shinespark": { "frames": 123, "excessFrames": 5 } } "canSpaceJumpWaterBounce" { "or": [ { "and": [ "HiJump", "canSpaceJumpWaterEscape" ] }, { "and": [ "canTrickyJump", "canDownGrab" ] }, "canWalljump" ] } |
From: 1
Left Door
To: 2
Right Door
Enter the room while building a shinespark and use it on the lowest part of the ramp to diagonally spark up and out of the water. Use very low jump height space jumps to carry momentum to the far side of the submerged ramp. Freeze the first Choot from the middle platform. Either SpaceJump just right so as to pass above the second Choot, or freeze it as it touches Samus to pass through without losing speed. Then shinespark up and use SpaceJump to reach the door. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 1, "steepDownTiles": 1 } } Requires: { "notable": "Shinespark Water Escape With Lower Choot Alive" } "Ice" "Wave" "Spazer" "canDodgeWhileShooting" { "shinespark": { "frames": 14, "excessFrames": 5 } } "canShinechargeMovementComplex" "canMidairShinespark" "SpaceJump" "canTrickyJump" |
From: 1
Left Door
To: 2
Right Door
Enter the room while building a shinespark and use it on the lowest part of the ramp to diagonally spark up and out of the water. Unmorphing with the correct timing and positioning for the Shinespark are very precise, and there are no extra frames on the Shinespark timer to work with. Carry the shinespark to the bottom of the ramp either with a bounce ball which takes damage from the Choot, or delay the first Choot with two shots and then use a late mockball. Then shinespark up and use SpaceJump to reach the door. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 1, "steepDownTiles": 1 } } Requires: { "notable": "Shinespark Water Escape With Lower Choot Alive" } { "or": [ { "and": [ { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } }, "canNeutralDamageBoost", "canBounceBall" ] }, { "and": [ "canDodgeWhileShooting", "canMockball" ] } ] } { "shinespark": { "frames": 14, "excessFrames": 5 } } "canShinechargeMovementComplex" "SpaceJump" "canTrickyJump" |
Spark diagonally immediately on entry to kill the first two sidehoppers, then carefully kill the third. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 5 } "canPrepareForNextRoom" "canTrickyJump" "canDodgeWhileShooting" { "shinespark": { "frames": 5, "excessFrames": 1 } } { "enemyKill": { "enemies": [ [ "Sidehopper" ] ], "explicitWeapons": [ "Missile", "Super", "PowerBomb", "Plasma", "Spazer", "Wave", "Bombs" ] } } Clears obstacles: C |
Spark diagonally immediately on entry to kill the first two sidehoppers, then carefully kill the third. Requires: "canDodgeWhileShooting" "canUseSpeedEchoes" { "useFlashSuit": {} } { "shinespark": { "frames": 5, "excessFrames": 1 } } { "enemyKill": { "enemies": [ [ "Sidehopper" ] ], "explicitWeapons": [ "Missile", "Super", "PowerBomb", "Plasma", "Spazer", "Wave" ] } } Clears obstacles: C |
The SideHoppers can be killed safely from behind with Power Beam. Requires: "Morph" { "or": [ "Wave", "canDodgeWhileShooting", "h_canUsePowerBombs", "ScrewAttack" ] } { "obstaclesCleared": [ "A" ] } Clears obstacles: C |
Store a shinecharge with enough space remaining to run and jump over all the steps with a single jump. Requires: { "or": [ "canDodgeWhileShooting", "ScrewAttack", "h_hasBeamUpgrade" ] } { "canShineCharge": { "usedTiles": 25, "openEnd": 0 } } "canShinechargeMovementComplex" { "shineChargeFrames": 105 } Exit condition: { "leaveShinecharged": {} } |
Requires: { "or": [ "canDodgeWhileShooting", "ScrewAttack", "h_hasBeamUpgrade" ] } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } |
Requires: { "resourceCapacity": [ { "type": "Missile", "count": 1 } ] } { "or": [ "canDodgeWhileShooting", "canBePatient" ] } Clears obstacles: f_DefeatedSporeSpawn |
Spore Spawn's pollen does not drop Supers. The fight requires 4 Supers, where many misses could lead to a softlock. Requires: { "or": [ "canDodgeWhileShooting", { "resourceCapacity": [ { "type": "Missile", "count": 1 } ] }, { "ammo": { "type": "Super", "count": 2 } } ] } { "ammo": { "type": "Super", "count": 4 } } Clears obstacles: f_DefeatedSporeSpawn |
From: 1
Top Right Door
To: 4
Top Left Junction
Open the door and kill the first hopper from inside the doorway. It won't be able to hit Samus for many jumps. It is possible to quickly get back to the right and crouch against the the ledge while aiming upward to safely kill the Sidehopper. Alternatively, morph can help with the second hopper, as it won't be able to hit Samus. Requires: { "doorUnlockedAtNode": 1 } "canDodgeWhileShooting" { "or": [ "Morph", "Spazer", "Wave", "Plasma", { "enemyKill": { "enemies": [ [ "Sidehopper" ] ], "explicitWeapons": [ "Missile" ] } }, { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 2 } }, "canTrickyJump" ] } Clears obstacles: A |
From: 1
Top Right Door
To: 4
Top Left Junction
Morph reduces damage because the ceiling Sidehopper can't reach a morphed Samus. Requires: { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } "Morph" "canDodgeWhileShooting" { "or": [ "Spazer", "Wave" ] } Clears obstacles: A |
From: 1
Top Right Door
To: 4
Top Left Junction
Morph reduces damage because the ceiling Sidehopper can't reach a Morphed Samus. Requires: { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } } "Morph" "canDodgeWhileShooting" Clears obstacles: A |
From: 1
Top Right Door
To: 4
Top Left Junction
2 hits are expected to be taken. The first can be either from a Sidehopper or from a spike. Second hit will be from a Sidehopper. It is possible to avoid the first hit by opening the door and standing in the doorway while killing the first hopper. Requires: { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } }, { "spikeHits": 1 }, { "and": [ { "doorUnlockedAtNode": 1 }, "canDodgeWhileShooting" ] } ] } |
This is a long temporary blue chain to make it through all the speed blocks. If possible, destroy the enemies beforehand using Wave or a Power Bomb; otherwise, carefully kill them individually with temporary blue. Requires: { "canShineCharge": { "usedTiles": 32, "openEnd": 1 } } "canLongChainTemporaryBlue" "canXRayTurnaround" { "or": [ "Wave", { "ammo": { "type": "PowerBomb", "count": 1 } }, "canDodgeWhileShooting" ] } Clears obstacles: A |
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
Right Door
To: 1
Right Door
Requires: { "or": [ { "and": [ "Morph", "canDodgeWhileShooting" ] }, { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } ] } { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } { "or": [ "Spazer", "Wave" ] } Clears obstacles: A |
From: 1
Right Door
To: 1
Right Door
Open the door in advance, then lure the Sidehoopers to the left corner with Morph. The Sidehoppers cannot hit Samus while morphed. Wait for their jumps to be mostly synchronized. Roll right as they start a jump, then quickly unmorph and start running right. With good timing, Samus should be able to start running a couple tiles left of the leftmost Yapping Maw. Requires: { "obstaclesNotCleared": [ "B" ] } "Morph" "canDodgeWhileShooting" Exit condition: { "leaveWithRunway": { "length": 17, "openEnd": 1 } } |
The Sidehoppers can't hit a morphed Samus, making it possible to kill them damage-free. Fight them one at a time on one side of the room while the others are offscreen. Unmorph, shoot, remorph to do damage wihtout taking hits. Place Samus directly under where the Sidehopper will jump from, and aim at where it will jump to. Requires: "Morph" "canDodgeWhileShooting" "canCameraManip" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 2 } } ] } Clears obstacles: A |
Crouch near a wall while shooting in order to avoid some Sidehopper hits. Requires: { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 4 } } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } } ] } Clears obstacles: A |
Requires: { "or": [ { "and": [ "Morph", "canDodgeWhileShooting" ] }, { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 2 } } ] } { "enemyKill": { "enemies": [ [ "Sidehopper", "Sidehopper", "Sidehopper" ] ], "explicitWeapons": [ "Missile" ] } } Clears obstacles: A |
With a 10 tile runway in the adjacent room, Samus will need to jump after the shot blocks. With a longer runway the positioning is more lenient. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 10 } } Requires: "canCarefulJump" { "or": [ { "enemyDamage": { "enemy": "Cacatac", "type": "contact", "hits": 1 } }, "ScrewAttack", { "and": [ "canDodgeWhileShooting", { "or": [ "canPseudoScrew", "Plasma", { "and": [ "Wave", "Ice" ] }, { "and": [ "Wave", "Spazer" ] }, { "and": [ "Spazer", "Ice" ] } ] } ] } ] } |
Requires: { "resetRoom": { "nodes": [ 2 ] } } { "refill": [ "PowerBomb" ] } { "or": [ { "and": [ "canDodgeWhileShooting", { "refill": [ "Energy" ] } ] }, { "partialRefill": { "type": "Energy", "limit": 260 } } ] } Resets obstacles: A |
Requires: { "or": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)", "Green Space Pirate (standing)", "Green Space Pirate (standing)" ] ], "excludedWeapons": [ "Bombs" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)", "Green Space Pirate (standing)", "Green Space Pirate (standing)" ] ], "explicitWeapons": [ "Bombs" ] } }, { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 3 } } ] } ] } ] } { "or": [ "canDodgeWhileShooting", "ScrewAttack", { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 1 } } ] } { "or": [ { "enemyKill": { "enemies": [ [ "Mini-Kraid" ] ], "excludedWeapons": [ "PowerBeam", "Ice", "Wave", "Spazer", "Bombs", "Charge" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Mini-Kraid" ] ] } }, { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 3 } } ] } ] } Clears obstacles: A |
Requires: { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)", "Green Space Pirate (standing)", "Green Space Pirate (standing)" ] ] } } { "or": [ { "enemyKill": { "enemies": [ [ "Mini-Kraid" ] ], "excludedWeapons": [ "PowerBeam", "Ice", "Wave", "Spazer", "Bombs", "Charge" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Mini-Kraid" ] ] } }, { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mini-Kraid", "type": "stone", "hits": 1 } } ] } ] } ] } Clears obstacles: A |
Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: "Charge" { "or": [ "Wave", "Spazer", "Plasma", "canBePatient" ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
Only 2 Missiles are needed to get Kraid to stand up, after which they are farmable. Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: { "ammo": { "type": "Missile", "count": 2 } } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
4 supers are required to kill Kraid. Only 1 is needed to get him to stand up, after which they are farmable, even though the drop rate is low. Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab. Requires: { "or": [ { "ammo": { "type": "Super", "count": 5 } }, { "and": [ { "ammo": { "type": "Super", "count": 4 } }, "canDodgeWhileShooting" ] }, { "and": [ { "ammo": { "type": "Super", "count": 3 } }, "canDodgeWhileShooting", "canBePatient" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canDodgeWhileShooting", "canBeVeryPatient" ] } ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canDodgeWhileShooting", { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab" ] } ] } ] } Clears obstacles: f_DefeatedKraid |
Jump between the kihunters to avoid damage. To kill the kihunters, shoot them as they come on screen. Requires: "canTrickyJump" "canDodgeWhileShooting" Clears obstacles: C |
Requires: "canTrickyJump" { "or": [ "ScrewAttack", { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] }, { "heatFrames": 5 } ] } { "heatFrames": 220 } |
From: 3
Bottom Left Junction
To: 3
Bottom Left Junction
Requires: "h_heatProof" { "or": [ "canDodgeWhileShooting", "Plasma", "ScrewAttack", "Wave", "Spazer" ] } { "or": [ { "and": [ { "resetRoom": { "nodes": [ 1 ] } }, { "or": [ "canWalljump", "SpaceJump", "h_canUseSpringBall" ] } ] }, { "and": [ { "resetRoom": { "nodes": [ 2 ] } }, { "or": [ "HiJump", "SpaceJump" ] } ] } ] } { "partialRefill": { "type": "Energy", "limit": 160 } } { "partialRefill": { "type": "Super", "limit": 4 } } { "partialRefill": { "type": "Missile", "limit": 12 } } { "partialRefill": { "type": "PowerBomb", "limit": 10 } } |
Requires: "canDodgeWhileShooting" { "heatFrames": 350 } |
Requires: { "or": [ { "heatFrames": 440 }, { "and": [ { "heatFrames": 360 }, { "or": [ "canTrickyJump", { "and": [ { "heatFrames": 30 }, "canDodgeWhileShooting", { "or": [ "Plasma", "Wave", "Spazer", "ScrewAttack", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } ] } ] } |
Requires: { "or": [ { "heatFrames": 420 }, { "and": [ { "heatFrames": 335 }, { "or": [ "canInsaneJump", { "and": [ "canDodgeWhileShooting", { "or": [ "Plasma", "Wave", "Spazer", "ScrewAttack", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } ] }, { "and": [ { "heatFrames": 360 }, "canTrickyJump" ] } ] } |
Requires: "h_heatProof" { "or": [ "h_lavaProof", "canDodgeWhileShooting" ] } "Plasma" { "partialRefill": { "type": "Energy", "limit": 120 } } { "partialRefill": { "type": "Super", "limit": 2 } } { "partialRefill": { "type": "Missile", "limit": 6 } } |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Clear the Sovas while standing in a safe spot from the Dragon Fireballs. Bring each Dragon on screen one at a time so that there are fewer projectiles to avoid. Requires: "canCameraManip" "canDodgeWhileShooting" { "heatFrames": 840 } |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Bring each Dragon on screen one at a time so that there are fewer projectiles to avoid. Place one Power Bomb on the right side to clear the right Dragon and Sovas. Then use a second Power Bomb after waiting for the middle Dragon to finishing firing. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dragon" ], [ "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "heatFrames": 840 } Clears obstacles: A |
From: 1
Right Door
To: 4
Junction Above Hidden Platform Item
Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Spazer", "Wave", "Plasma", "ScrewAttack" ] } { "heatFrames": 210 } |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "HiJump" "canTrickyJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "or": [ { "ammo": { "type": "Missile", "count": 1 } }, "Plasma" ] } { "shinespark": { "frames": 14 } } { "heatFrames": 190 } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Left Shaft - Top Junction
To: 6
Left Shaft - Top Junction
Requires: "h_heatProof" { "or": [ "canDodgeWhileShooting", "ScrewAttack", "Wave", "Ice", "Spazer", "Plasma" ] } { "or": [ "canWalljump", "HiJump", "h_canCrouchJumpDownGrab" ] } { "resetRoom": { "nodes": [ 1, 2, 3, 4 ] } } { "partialRefill": { "type": "Missile", "limit": 12 } } { "refill": [ "PowerBomb" ] } |
Requires: "h_heatProof" "canDodgeWhileShooting" { "or": [ { "and": [ "canCrumbleJump", "canConsecutiveWalljump" ] }, "h_canUseSpringBall" ] } { "resetRoom": { "nodes": [ 1, 2 ] } } { "partialRefill": { "type": "Energy", "limit": 200 } } { "partialRefill": { "type": "Super", "limit": 5 } } { "partialRefill": { "type": "Missile", "limit": 8 } } Resets obstacles: A |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
Avoiding damage from all enemies with just Power Beam is tricky, but doable. Enter the room holding angle to remove momentum and avoid getting hit by the Dessgeega. Requires: "canDodgeWhileShooting" "canTrickyJump" "canPrepareForNextRoom" "canStopOnADime" Clears obstacles: D |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
Requires: { "or": [ "Spazer", "Plasma", "ScrewAttack", "Wave", { "and": [ "canDodgeWhileShooting", "h_canUsePowerBombs" ] }, { "enemyKill": { "enemies": [ [ "Sm. Dessgeega" ], [ "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super" ] } }, { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } Clears obstacles: D |
From: 7
Junction Below Power Bomb Blocks
To: 3
Bottom Left Door
Avoiding damage from all enemies with just Power Beam is tricky, but doable. Requires: "canDodgeWhileShooting" "canCarefulJump" Clears obstacles: D |
From: 7
Junction Below Power Bomb Blocks
To: 3
Bottom Left Door
Requires: { "or": [ "Spazer", "Plasma", "ScrewAttack", "Wave", { "and": [ "canDodgeWhileShooting", "h_canUsePowerBombs" ] }, { "enemyKill": { "enemies": [ [ "Sm. Dessgeega" ], [ "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super" ] } }, { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } Clears obstacles: D |
Requires: "Charge" { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Crocomire", "type": "contact", "hits": 5 } } ] } Clears obstacles: f_DefeatedCrocomire |
From: 4
Central Junction
To: 4
Central Junction
Farming requires somewhat careful dodging in order to minimize energy drops. Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } } ] } { "resourceCapacity": [ { "type": "Missile", "count": 10 } ] } Clears obstacles: f_DefeatedCrocomire |
Requires: { "ammo": { "type": "Missile", "count": 25 } } { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Missile", "count": 25 } } ] } Clears obstacles: f_DefeatedCrocomire |
The hitbox on Croc's mouth may cause direct hits to miss, so jumping and shooting Supers horizontally is recommended. While Crocomire's farmables may drop Supers, the rate is too low to rely on. If you run out, Croc will most likely push you into the spikes. It takes 8 Supers to kill croc if you don't let it move forward. Requires: { "ammo": { "type": "Super", "count": 8 } } { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 4 } } ] } { "or": [ "canFarmWhileShooting", { "ammo": { "type": "Super", "count": 4 } } ] } Clears obstacles: f_DefeatedCrocomire |
From: 3
Bottom Right Door
To: 1
Top Left Door
Kill the Gamets with Wave Beam when entering the room. Entrance condition: { "comeInShinecharging": { "length": 18, "openEnd": 1, "gentleDownTiles": 4, "gentleUpTiles": 2 } } Requires: "Wave" "canDodgeWhileShooting" { "shinespark": { "frames": 25, "excessFrames": 5 } } |
From: 3
Bottom Right Door
To: 4
Top Right Door
Kill the Gamets with Wave Beam when entering the room. Entrance condition: { "comeInShinecharging": { "length": 18, "openEnd": 1, "gentleDownTiles": 4, "gentleUpTiles": 2 } } Requires: "Wave" "canDodgeWhileShooting" { "shinespark": { "frames": 25 } } |
Shoot the Mellas when they first begin to come on screen, and they will not move. Requires: { "or": [ "canDodgeWhileShooting", "ScrewAttack", "Ice", "Wave", "Spazer", "Plasma" ] } { "resetRoom": { "nodes": [ 2 ] } } { "partialRefill": { "type": "Energy", "limit": 240 } } { "partialRefill": { "type": "Missile", "limit": 16 } } Resets obstacles: A, B, C, D, E |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_canNavigateHeatRooms" { "heatFrames": 2150 } "Charge" "Wave" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 2 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 3 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_canNavigateHeatRooms" { "heatFrames": 3600 } "Charge" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 2 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 6 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_canNavigateHeatRooms" { "heatFrames": 1800 } "Charge" "Ice" "Wave" "Plasma" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 3 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", "Morph" ] } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 5
Golden Torizo
To: 5
Golden Torizo
This is an estimate of the net damage taken, including farmed energy. Requires: "h_heatProof" "Charge" "Ice" "Wave" "Spazer" { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 4 } } { "or": [ { "and": [ "canDodgeWhileShooting", { "or": [ "Morph", "ScrewAttack", { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 6 } } ] } ] }, { "enemyDamage": { "enemy": "Golden Torizo", "type": "contact", "hits": 13 } } ] } Clears obstacles: f_DefeatedGoldenTorizo |
Requires: "h_canNavigateHeatRooms" { "heatFrames": 1200 } { "ammo": { "type": "Super", "count": 30 } } { "enemyDamage": { "enemy": "Golden Torizo", "type": "super", "hits": 4 } } { "or": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 5 } }, { "and": [ { "enemyDamage": { "enemy": "Golden Torizo", "type": "super", "hits": 2 } }, { "heatFrames": 200 } ] } ] } Clears obstacles: f_DefeatedGoldenTorizo |
From: 1
Top Left Door
To: 1
Top Left Door
The Power Bombs must be placed carefully to hit the Pirate without destroying the PB blocks. This strat requires heatproof because it's pretty chaotic to execute. Requires: { "obstaclesNotCleared": [ "A" ] } "h_heatProof" "canDodgeWhileShooting" "canTrickyJump" { "or": [ "canWalljump", "HiJump", "SpaceJump" ] } { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)", "Yellow Space Pirate (wall)", "Yellow Space Pirate (wall)" ] ], "explicitWeapons": [ "PowerBombPeriphery" ] } } Exit condition: { "leaveWithRunway": { "length": 13, "openEnd": 0 } } |
From: 1
Top Left Door
To: 1
Top Left Door
Stun the bottom Pirate by shooting it. Requires: { "obstaclesNotCleared": [ "A" ] } "canDodgeWhileShooting" Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 1 } } |
Shoot the standing pirate with beam shots to prevent it from attacking. Let the wall pirate climb down a little bit to make passing it easier. Requires: { "or": [ "canSpringBallJumpMidAir", "canWalljump", "SpaceJump" ] } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 420 } |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "heatFrames": 100 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 135 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 135 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Come in with blue speed, with enough momentum to jump, kill the lower two Pirates, and land on the platform above. Then either quickly jump through the door before the top Pirate fires its laser, or wait for it to jump to the other side and then jump over it. Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 1, "minExtraRunSpeed": "$3.E" } } Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 135 } |
From: 1
Top Left Door
To: 4
Top Right Door
Come in with blue speed, run through the lowest Pirate, continuing with a short jump to kill the one on the right wall. Next run a specific distance to get speed to jump onto the platform. Then either quickly jump through the door before the top Pirate fires a laser, or wait for it to jump across the room and then jump over it. Entrance condition: { "comeInGettingBlueSpeed": { "length": 8, "openEnd": 1 } } Requires: "canTrickyDashJump" { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 210 } |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 70 } "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" { "heatFrames": 105 } { "shinespark": { "frames": 12, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Wall Jump, Bottom Position)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 95 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 130 } { "shinespark": { "frames": 12, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "bottom" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come In Shinecharged, Leave With Spark (Wall Jump, Top Position)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 105 } "canShinechargeMovementComplex" "canWalljump" "canDodgeWhileShooting" { "heatFrames": 140 } { "shinespark": { "frames": 11, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": { "position": "top" } } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Come in Shinecharging, Leave Shinecharged (HiJump Pirate Dodge Wall Climb)
(Very Hard)
Fast Pillars Setup Room
From: 1
Top Left Door
To: 4
Top Right Door
Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Carefully jump around the Pirate above, and wall jump up to the door. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 1 } } Requires: "HiJump" "canShinechargeMovementComplex" "canDodgeWhileShooting" "canWalljump" { "heatFrames": 115 } { "shineChargeFrames": 110 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: "HiJump" { "or": [ "canDodgeWhileShooting", "ScrewAttack", { "enemyDamage": { "enemy": "Yellow Space Pirate (wall)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 120 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Kill the Alcoon without stopping. Requires: "h_canNavigateHeatRooms" "canDodgeWhileShooting" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Wave+Plasma" ] } }, { "and": [ "canPrepareForNextRoom", "Charge", "Wave", "Spazer" ] }, { "and": [ "canPseudoScrew", { "heatFrames": 30 } ] } ] } { "or": [ "canCarefulJump", { "heatFrames": 10 } ] } { "heatFrames": 100 } |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_heatProof" "canDodgeWhileShooting" |
From: 4
Item
To: 6
Junction By Left Door (Right of Pit)
Requires: "h_canNavigateHeatRooms" { "or": [ { "and": [ "canDodgeWhileShooting", { "heatFrames": 200 } ] }, { "and": [ "Morph", { "heatFrames": 200 } ] }, { "and": [ { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } }, { "heatFrames": 160 } ] } ] } Clears obstacles: A |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Run under the Alcoon as it spawns Requires: "h_canNavigateHeatRooms" "canDodgeWhileShooting" { "heatFrames": 120 } |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Kill the Alcoon in one hit as it spawns. Requires: "h_canNavigateHeatRooms" "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } } { "heatFrames": 120 } Clears obstacles: A |
From: 6
Junction By Left Door (Right of Pit)
To: 4
Item
Requires: "h_canNavigateHeatRooms" { "or": [ { "and": [ "canDodgeWhileShooting", { "heatFrames": 200 } ] }, { "and": [ "Morph", { "heatFrames": 200 } ] }, { "and": [ { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } }, { "heatFrames": 160 } ] } ] } Clears obstacles: A |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Kill the Alcoon without stopping. Requires: "h_canNavigateHeatRooms" "canDodgeWhileShooting" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Wave+Plasma", "PseudoScrew", "ScrewAttack", "Charge+Wave+Spazer", "Shinespark" ] } }, { "and": [ "Plasma", "canHitbox" ] } ] } { "heatFrames": 120 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 3
Bottom Horizontal Door
Requires: "h_heatProof" "canDodgeWhileShooting" |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Requires: "h_heatProof" { "or": [ "canDodgeWhileShooting", "ScrewAttack", "Wave", "Ice", "Spazer", "Plasma" ] } { "refill": [ "PowerBomb" ] } |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Requires: "Charge" "Plasma" { "or": [ { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, { "or": [ "Ice", "Wave" ] }, { "heatFramesWithEnergyDrops": { "frames": 700, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, "Ice", "Wave", { "heatFramesWithEnergyDrops": { "frames": 450, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] }, { "heatFramesWithEnergyDrops": { "frames": 950, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "canXRayWaitForIFrames", { "heatFramesWithEnergyDrops": { "frames": 210, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 210, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Requires: "canDodgeWhileShooting" "Charge" "Spazer" { "or": [ { "heatFramesWithEnergyDrops": { "frames": 4400, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } }, { "and": [ "Ice", { "heatFramesWithEnergyDrops": { "frames": 3000, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "Wave", { "heatFramesWithEnergyDrops": { "frames": 2650, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] }, { "and": [ "Ice", "Wave", { "heatFramesWithEnergyDrops": { "frames": 1750, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Requires: "h_heatProof" "canDodgeWhileShooting" "Plasma" { "refill": [ "Energy", "Super" ] } { "partialRefill": { "type": "Missile", "limit": 14 } } |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 6 } } ] } { "enemyKill": { "enemies": [ [ "Space Pirate (fighting)", "Space Pirate (fighting)" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFramesWithEnergyDrops": { "frames": 2700, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 8 } } ] } "Plasma" { "heatFramesWithEnergyDrops": { "frames": 2000, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: { "notable": "Speed Echoes Kill" } "h_heatProof" "canDodgeWhileShooting" "canUseSpeedEchoes" "canHitbox" { "refill": [ "Energy", "Super" ] } { "partialRefill": { "type": "Missile", "limit": 14 } } |
Requires: "h_heatProof" "canDodgeWhileShooting" "Charge" "Wave" { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Space Pirate (fighting)", "type": "contact", "hits": 2 } } ] } { "enemyKill": { "enemies": [ [ "Space Pirate (fighting)", "Space Pirate (fighting)" ] ], "explicitWeapons": [ "Super" ] } } { "heatFramesWithEnergyDrops": { "frames": 450, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 12 } ] } } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Uncharged Spazer does half damage. Requires: "h_heatProof" "canDodgeWhileShooting" { "or": [ { "and": [ "Spazer", "canBeVeryPatient" ] }, { "and": [ "Charge", "canBeVeryPatient" ] }, { "and": [ "Charge", "Ice", "canBePatient" ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 1
Bottom Left Door
To: 6
Bottom Right Corner Junction
Time Plasma shots so that Samus can run through the first two Dessgeegas and gain blue speed. Shooting into the floor can give more control over the enemy i-frames. Requires: "canDodgeWhileShooting" "Plasma" "canHitbox" "h_getBlueSpeedMaxRunway" { "heatFrames": 145 } Clears obstacles: C, E, F |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Requires: "canDodgeWhileShooting" "Charge" "Ice" "Wave" "Spazer" { "heatFrames": 1080 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 540 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "Plasma" "canDodgeWhileShooting" { "heatFrames": 480 } Clears obstacles: C |
From: 1
Bottom Left Door
To: 7
Junction Left of Two Rightmost Dessgeegas
Sparing the Multiviolas is required to perform an ice clip further in. However, it requires going slower. Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 380 } Clears obstacles: C |
From: 6
Bottom Right Corner Junction
To: 9
Junction Below Crumble Blocks, Set Up to Clip
Guide the bottom-right MultiViola to the upper section of the room. Lure the Dessgeegas away to avoid killing the multiviola. Remove all enemies and possibly also the row of bomb blocks with a power bomb before attempting to guide the Multiviola. It will need to bounce each room segment multiple times before lining up to go through each shot block. Ice can be used to more safely get around the Multiviola as it is bouncing. However, opening the left side door will change the bounce locations and make the strat no longer possible. Instead the enemy can be allowed to go off camera and then Samus can prepare to run away as it comes back. Waiting in the next room segment is a safe way to wait for the Multiviola to bounce and still be able to break shot blocks. Requires: { "notable": "Multiviola Ice Clip" } "h_heatProof" "canTrickyUseFrozenEnemies" { "or": [ "canCameraManip", "canDodgeWhileShooting" ] } { "obstaclesNotCleared": [ "E" ] } { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 5 } } { "or": [ { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega" ], [ "Dessgeega" ] ], "explicitWeapons": [ "Plasma", "ScrewAttack", "Charge+Ice+Wave", "Ice+Wave+Spazer", "Missile", "Super" ] } }, { "obstaclesCleared": [ "C" ] } ] } { "or": [ { "enemyKill": { "enemies": [ [ "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Plasma", "ScrewAttack", "Charge+Ice+Wave", "Ice+Wave+Spazer", "Missile", "Super" ] } }, { "obstaclesCleared": [ "F" ] } ] } Clears obstacles: C, D, F |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 1
Bottom Left Door
Some weapons are very slow at killing the Multiviolas and require use of the safe spot in the bottom right Multiviola cage. Requires: "h_heatProof" { "obstaclesCleared": [ "F" ] } { "or": [ { "and": [ "canDodgeWhileShooting", { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega" ], [ "Dessgeega" ] ], "excludedWeapons": [ "Bombs", "PseudoScrew" ] } } ] }, { "obstaclesCleared": [ "C" ] } ] } { "or": [ { "enemyKill": { "enemies": [ [ "Multiviola" ], [ "Multiviola" ] ], "excludedWeapons": [ "Bombs", "PowerBeam" ] } }, { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 2 } }, { "obstaclesCleared": [ "E" ] } ] } Clears obstacles: C, E Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} |
From: 7
Junction Left of Two Rightmost Dessgeegas
To: 6
Bottom Right Corner Junction
Requires: { "obstaclesCleared": [ "C" ] } "canDodgeWhileShooting" "Charge" "Ice" "Wave" "Spazer" { "heatFrames": 550 } Clears obstacles: F |
From: 1
Left Door
To: 3
Farm Junction Free of Holtzes
Turn back to the left after entering the room then run under the Holtzes. Avoid the third Holtz, then kill the fourth to clear the middle Zebbo farm. Requires: "canDodgeWhileShooting" { "or": [ "Plasma", { "and": [ "Ice", "Wave", "Spazer" ] } ] } { "heatFrames": 550 } |
Requires: { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } } ] } { "enemyKill": { "enemies": [ [ "Holtz", "Holtz" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 300 } |
Requires: { "or": [ "canBePatient", "canDodgeWhileShooting" ] } { "heatFrames": 2400 } |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canCarefulJump" { "or": [ "canTrickyJump", "canDownBack" ] } { "or": [ "Charge", "Spazer", "Plasma", "Wave", "canInsaneJump" ] } { "heatFrames": 540 } |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Entering from water or without a way to shoot both blocks simultaneously, pause abuse the first KiHunter and then stay ahead of the other two. Entrance condition: { "comeInNormally": {} } Requires: "canDodgeWhileShooting" "canCarefulJump" { "heatFrames": 260 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 290 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Charge", "Spazer", "Plasma", "Wave", { "and": [ "canInsaneJump", { "or": [ "canDownBack", "Morph" ] } ] } ] } { "heatFrames": 540 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Entering from water or without a way to shoot both blocks simultaneously, pause abuse the first KiHunter and then stay ahead of the other two. Entrance condition: { "comeInNormally": {} } Requires: "canDodgeWhileShooting" "canTrickyJump" { "heatFrames": 260 } "h_pauseAbuseMinimalReserveRefill" { "heatFrames": 300 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Spazer", "Wave" ] } { "heatFrames": 500 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Very quickly move through the room to meet the bottom KiHunter in a position where it is possible to jump over it. Down back through the shot blocks. If coming through the right door, Morphing may be easier. Jump over the KiHunter where it dips while moving left. Additionally, build full run speed before jumping to land all the way next to the door. Requires: "canInsaneJump" "canDodgeWhileShooting" "canPrepareForNextRoom" { "or": [ "Charge", "Spazer", "Plasma", "Wave" ] } "canDownBack" { "heatFrames": 420 } |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Freeze the pirates to use as platforms to get up through the bomb blocks. Note that the pirates' hitboxes are larger than they seem. Requires: { "notable": "Frozen Pirate Platforms" } "canTrickyUseFrozenEnemies" "canDodgeWhileShooting" "Charge" "h_heatProof" "canDelayedWalljump" { "or": [ "ScrewAttack", { "and": [ "h_canBombThings", "canMidAirMorph" ] }, { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Safely clear the shot blocks from the ground to avoid drawing fire from the space pirate. Diagonal shots from the door effectively clear a path through the shot blocks, or firing vertically from below can work too. Requires: "canDodgeWhileShooting" { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 175 } ] }, { "heatFrames": 225 } ] } |
From: 3
Top Right Door
To: 5
Junction Below Top Pirate
Requires: "canHitbox" { "or": [ { "and": [ "h_canUsePowerBombs", { "heatFrames": 175 } ] }, { "and": [ "canDodgeWhileShooting", "Charge", "Plasma", { "heatFrames": 125 } ] } ] } |
From: 5
Junction Below Top Pirate
To: 2
Bottom Left Door
Fall to the bottom of the room with Screw Attack while weaving around the platforms. Requires: "ScrewAttack" { "or": [ { "and": [ "canMoonfall", "canInsaneJump", { "heatFrames": 190 } ] }, { "and": [ "canDodgeWhileShooting", { "heatFrames": 220 } ] } ] } |
Jump to the previous level when the enemy gets close, or fight entirely from safety. Requires: "h_canNavigateHeatRooms" "Plasma" { "or": [ "canDodgeWhileShooting", { "and": [ "Charge", { "heatFrames": 1800 } ] } ] } { "heatFrames": 1200 } Clears obstacles: A |
Jump to the previous level when the enemy gets close, or fight entirely from safety. Two supers can hit per cycle when shooting from above. Requires: "h_canNavigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "heatFrames": 800 } { "or": [ "canDodgeWhileShooting", { "and": [ "canCarefulJump", { "heatFrames": 800 } ] } ] } Clears obstacles: A |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ] ], "explicitWeapons": [ "Ice+Wave+Spazer", "Plasma" ] } } { "heatFrames": 270 } Clears obstacles: C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" "Morph" { "ammo": { "type": "PowerBomb", "count": 2 } } { "or": [ "canHitbox", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } { "heatFrames": 420 } Clears obstacles: A, B, C |
From: 4
Junction Right of Power Bomb Blocks
To: 6
Junction Left of Power Bomb Blocks
Requires: { "obstaclesCleared": [ "D" ] } "canDodgeWhileShooting" { "or": [ "Charge", "Spazer" ] } { "heatFrames": 12000 } Clears obstacles: C |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Safely kill the left two Dessgeegas where the Power Bomb statue used to be. Lure the right side Ceiling hopper to the left before dealing with it. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } { "or": [ { "and": [ "Plasma", { "or": [ "Ice", "Wave" ] }, { "heatFrames": 540 } ] }, { "and": [ "canDodgeWhileShooting", "Plasma", { "heatFrames": 1020 } ] }, { "and": [ "canDodgeWhileShooting", "Ice", "Spazer", "Wave", { "heatFrames": 1800 } ] }, { "and": [ "canDodgeWhileShooting", "Spazer", { "heatFrames": 3000 } ] } ] } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Safely kill the left two Dessgeegas where the Power Bomb statue used to be. Lure the right side Ceiling hopper to the left before dealing with it. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega", "Dessgeega", "Dessgeega" ] ], "explicitWeapons": [ "Missile" ] } } { "heatFrames": 720 } Clears obstacles: A, B, C, D |
From: 5
Junction Below Shot Block
To: 4
Junction Right of Power Bomb Blocks
Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 5 } } "canDodgeWhileShooting" { "or": [ "canHitbox", { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 1 } } ] } { "heatFrames": 1080 } Clears obstacles: A, B, C, D |
From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks
Requires: "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Dessgeega" ], [ "Dessgeega" ], [ "Dessgeega" ] ], "explicitWeapons": [ "Missile", "PowerBomb", "Plasma", "Charge+Ice+Wave+Spazer" ] } } { "enemyDamage": { "enemy": "Dessgeega", "type": "contact", "hits": 2 } } { "heatFrames": 1020 } Clears obstacles: D |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canDodgeWhileShooting", "canTrickyJump" ] }, { "enemyKill": { "enemies": [ [ "Kihunter (yellow)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack", "Plasma", "Ice+Wave+Spazer" ] } }, { "enemyDamage": { "enemy": "Kihunter (yellow)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canDodgeWhileShooting", "canTrickyJump" ] }, { "enemyKill": { "enemies": [ [ "Kihunter (yellow)" ], [ "Kihunter (yellow)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack", "Plasma", "Ice+Wave+Spazer" ] } }, { "enemyDamage": { "enemy": "Kihunter (yellow)", "type": "contact", "hits": 2 } } ] } Clears obstacles: A |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canDodgeWhileShooting", "canTrickyJump" ] }, { "enemyKill": { "enemies": [ [ "Kihunter (yellow)" ], [ "Kihunter (yellow)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack", "Plasma", "Ice+Wave+Spazer" ] } }, { "enemyDamage": { "enemy": "Kihunter (yellow)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canDodgeWhileShooting", "canTrickyJump" ] }, { "enemyKill": { "enemies": [ [ "Kihunter (yellow)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack", "Plasma", "Ice+Wave+Spazer" ] } }, { "enemyDamage": { "enemy": "Kihunter (yellow)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
From: 1
Left Door
To: 2
Item (Behind the Bomb Wall)
Run on the conveyor to build Speed for breaking the bomb block. Push the right side Worker Robot onto the conveyor Jump low into the wall so Samus' head touches the block. Speed can be used to clear the Bulls. Requires: "f_DefeatedPhantoon" "canCarefulJump" { "or": [ "canDodgeWhileShooting", { "enemyKill": { "enemies": [ [ "Bull", "Bull" ] ] } }, { "enemyDamage": { "enemy": "Bull", "type": "contact", "hits": 1 } } ] } { "getBlueSpeed": { "usedTiles": 18, "openEnd": 1 } } { "or": [ "canTrivialMidAirMorph", "h_canUseSpringBall", "h_canBombThings" ] } |
Requires a very precise stutter where Samus is moving slow enough while near the gate, so she can shoot it and it is fully open before she collides with it. A runway in the adjacent room of 2 tiles works best - with a longer runway, Samus will be moving too fast. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } } Requires: { "notable": "Stutter Shinecharge Through The Gate" } "canShinechargeMovementComplex" "canStutterWaterShineCharge" "canDodgeWhileShooting" { "ammo": { "type": "Super", "count": 1 } } { "shineChargeFrames": 110 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Right Door
To: 5
Platform Junction Near Top Left Door
Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canTrickyJump" "h_canShineChargeMaxRunway" { "or": [ { "shinespark": { "frames": 41, "excessFrames": 7 } }, { "and": [ "canDodgeWhileShooting", "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 7 } } ] } ] } |
From: 2
Bottom Right Door
To: 5
Platform Junction Near Top Left Door
Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 4.4375 } } Requires: "canWaterShineCharge" { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } } { "or": [ { "shinespark": { "frames": 41, "excessFrames": 7 } }, { "and": [ "canDodgeWhileShooting", "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 7 } } ] } ] } |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
The second jump is harder than a normal mid-air springball jump. Use either a stationary lateral mid air morph, to gain enough horizontal momentum, or a SpringFling to reduce Samus' fall speed as soon as it begins to build up. Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", "canSpringBallJumpMidAir", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. With low energy, shinespark diagonally to the middle ledge on the left. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canTrickyJump" "h_canShineChargeMaxRunway" { "or": [ { "shinespark": { "frames": 43, "excessFrames": 26 } }, { "and": [ "canDodgeWhileShooting", "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 25 } } ] } ] } { "or": [ { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } }, "h_pauseAbuseMinimalReserveRefill", { "and": [ "canControlShinesparkEnd", "canUseSpeedEchoes", { "resourceAtMost": [ { "type": "RegularEnergy", "count": 29 } ] } ] }, { "and": [ "canInsaneJump", "canTrickyDodgeEnemies" ] } ] } { "or": [ "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "Ice", "Plasma" ] } ] } |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. Spark up and fall onto the platform left of the fish. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 4.4375 } } Requires: "canWaterShineCharge" "canShinechargeMovement" "canDodgeWhileShooting" { "canShineCharge": { "usedTiles": 23, "openEnd": 2 } } { "or": [ { "shinespark": { "frames": 43, "excessFrames": 9 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 9 } } ] } ] } |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. Spark up and fall onto the platform left of the fish. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canShinechargeMovement" "canDodgeWhileShooting" "canTrickyJump" "h_canShineChargeMaxRunway" { "or": [ { "shinespark": { "frames": 43, "excessFrames": 9 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 38, "excessFrames": 9 } } ] } ] } |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Run with enough speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. At slightly higher run speeds, Samus can jump from the bottom of the slope and avoid the fish. Entrance condition: { "comeInRunning": { "minTiles": 7, "speedBooster": true } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canTrickyJump" "canDodgeWhileShooting" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "Charge", "Plasma" ] }, { "and": [ "Plasma", "canHitbox" ] }, { "and": [ "canKago", "canLateralMidAirMorph", { "or": [ { "enemyDamage": { "enemy": "Skultera", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } ] } ] } |
Run with 7 tiles (no openend) of speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. Entrance condition: { "comeInRunning": { "minTiles": 6.4375, "speedBooster": true } } Requires: "canCrossRoomJumpIntoWater" "canTrickyDashJump" "canDodgeWhileShooting" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canDownGrab" ] }, { "and": [ "Charge", "Plasma", "canDownGrab" ] }, { "and": [ "Plasma", "canHitbox", "canDownGrab" ] }, "canTrickyDodgeEnemies" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Be sure not to get the first downward moving crab on screen until Samus is in position to quickly and accurately shoot and freeze it. This is much tighter with spring ball relative to HiJump. Performing a max height spring ball jump from the frozen crab can get Samus to the next ledge. Getting to the ledge with the fish is particularly precise. Either stand at the very edge of the platform and perform a very precise max heigh spring ball jump, or stand against the left wall and and perform a slightly less tight stationary lateral morph into spring ball jump. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canTrickySpringBallJump" "canDodgeWhileShooting" { "or": [ "canInsaneJump", { "and": [ "Spazer", "Wave" ] }, { "and": [ "h_canMaxHeightSpringBallJump", { "or": [ "Wave", "Spazer" ] } ] }, "Plasma" ] } { "or": [ "h_canMaxHeightSpringBallJump", "canStationaryLateralMidAirMorph" ] } |
Requires: "canDodgeWhileShooting" "canCarefulJump" { "notable": "Shoot Down and Grab Right Item" } { "or": [ "Wave", "Spazer", "h_canUsePowerBombs", { "and": [ "canTrickyJump", "canDodgeWhileShooting", { "ammo": { "type": "Missile", "count": 5 } } ] }, { "and": [ "canTrickyJump", "canResetFallSpeed", "canDownBack" ] }, "canInsaneJump" ] } |
Requires: "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ { "resetRoom": { "nodes": [ 3 ] } }, "canPrepareForNextRoom" ] } { "or": [ "canInsaneJump", "Spazer", "Wave", "Plasma", { "and": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "canDodgeWhileShooting", "HiJump" ] } ] } { "ammo": { "type": "Super", "count": 1 } } Resets obstacles: A, B |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canDodgeWhileShooting" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } ] } ] } Clears obstacles: B |
Requires: { "resetRoom": { "nodes": [ 1 ] } } { "or": [ "canDodgeWhileShooting", "Wave", "Spazer", "Plasma", "canUseGrapple", { "and": [ "ScrewAttack", "Gravity" ] } ] } { "partialRefill": { "type": "Super", "limit": 4 } } { "partialRefill": { "type": "Energy", "limit": 200 } } { "partialRefill": { "type": "Missile", "limit": 10 } } |
From: 1
Bottom Left Door
To: 2
Right Door
Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. With no jump assists, use a frozen Mochtroid as a platform to get to the ledge above the door. Requires: { "notable": "Mochtroid Ice Clip" } "h_canNavigateUnderwater" "canUseFrozenEnemies" { "disableEquipment": "Gravity" } { "or": [ "canTrickyJump", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 2
Right Door
To: 1
Bottom Left Door
Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. Use the middle section of pipes as a platform to reach the top level, above the Mochtroid. Requires: { "notable": "Mochtroid Ice Clip" } "h_canNavigateUnderwater" "canUseFrozenEnemies" { "or": [ "HiJump", "Gravity", "canTrickySpringBallJump" ] } { "disableEquipment": "Gravity" } { "or": [ "canTrickyJump", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
Requires: { "notable": "Back-Side Fight with Charge and Wave" } "Gravity" "Charge" "Wave" { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Botwoon 1", "type": "acid", "hits": 2 } } ] } Clears obstacles: f_DefeatedBotwoon |
Even when suitless, it's possible to stand far enough that the acid attack doesn't spawn. Botwoon still gets hit. So there's a safe way to take no damage. Requires: { "notable": "Back-Side Fight with Charge and Wave" } "canSuitlessMaridia" "Charge" "Wave" "canDodgeWhileShooting" { "or": [ "Morph", { "enemyDamage": { "enemy": "Botwoon 1", "type": "acid", "hits": 2 } } ] } Clears obstacles: f_DefeatedBotwoon |
Requires: "SpaceJump" { "or": [ { "ammo": { "type": "Missile", "count": 3 } }, { "ammo": { "type": "Super", "count": 3 } }, "canUseGrapple", "canTrickyJump", "canDodgeWhileShooting", "Spazer", "Wave", "Plasma", "ScrewAttack", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
Use Grapple Beam to cross the room. The first two room segments can be safely grappled across from in the water. The third room segment grapple is tricky. It is possible to use the spikes as platforms instead. Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "canPreciseGrapple" { "or": [ "canInsaneJump", "canPlayInSand" ] } { "or": [ "HiJump", "canTrickyJump" ] } |
Requires: "SpaceJump" { "or": [ { "ammo": { "type": "Missile", "count": 3 } }, { "ammo": { "type": "Super", "count": 3 } }, "canUseGrapple", "canTrickyJump", "canDodgeWhileShooting", "Spazer", "Wave", "Plasma", "ScrewAttack", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "canPreciseGrapple" { "or": [ "canInsaneJump", "canPlayInSand" ] } { "or": [ "HiJump", "canTrickyJump" ] } |
Use a Super to knock a crab off of the wall so that it falls through the opening above. Use it to either jump directly to the blocks above, or onto a second crab. Then wait for a crab to come around and climb it up to the next section of the room. Requires: { "notable": "Ice Only Crab Climb" } "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canDodgeWhileShooting" { "ammo": { "type": "Super", "count": 1 } } |
Requires: "h_canNavigateUnderwater" "canMochtroidIceClimb" { "or": [ "Gravity", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "hits": 2, "type": "contact" } }, "Wave", "Spazer", "Plasma", { "and": [ "canPrepareForNextRoom", "Charge" ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "canStutterWaterShineCharge" "h_canShineChargeMaxRunway" { "or": [ { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } { "shinespark": { "frames": 20, "excessFrames": 3 } } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "canStutterWaterShineCharge" "h_canShineChargeMaxRunway" { "or": [ { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } "canXRayTurnaround" "canChainTemporaryBlue" "canGravityJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "Gravity" { "or": [ "SpaceJump", "Grapple", "canConsecutiveWalljump" ] } { "or": [ "canDodgeWhileShooting", "ScrewAttack", "Wave", "Spazer", "Plasma", "Grapple" ] } { "resetRoom": { "nodes": [ 1, 2, 4 ] } } { "partialRefill": { "type": "Super", "limit": 4 } } { "partialRefill": { "type": "Energy", "limit": 200 } } { "partialRefill": { "type": "Missile", "limit": 10 } } |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "canStutterWaterShineCharge" "canShinechargeMovementComplex" "h_canShineChargeMaxRunway" { "or": [ { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } { "or": [ { "shinespark": { "frames": 12 } }, { "and": [ "canShinechargeMovementTricky", { "shinespark": { "frames": 3 } } ] } ] } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Bottom Left Door
To: 4
Top Right Door
Enter the room with a careful amount of momentum where Samus must spend extra time slowing down during the stutter, but must not have much run speed. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "canStutterWaterShineCharge" "h_canShineChargeMaxRunway" { "or": [ { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } { "shinespark": { "frames": 39, "excessFrames": 4 } } |
From: 2
Bottom Left Door
To: 4
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "canStutterWaterShineCharge" { "or": [ { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } "canXRayTurnaround" "HiJump" "canGravityJump" "canTrickySpringBallJump" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ { "and": [ "canDodgeWhileShooting", { "enemyKill": { "enemies": [ [ "Menu", "Menu" ] ] } } ] }, { "enemyKill": { "enemies": [ [ "Menu", "Menu" ] ], "explicitWeapons": [ "PowerBomb", "ScrewAttack", "Wave", "Spazer", "Plasma", "Missile", "Super" ] } }, { "and": [ "canPrepareForNextRoom", { "enemyKill": { "enemies": [ [ "Menu", "Menu" ] ], "explicitWeapons": [ "PseudoScrew" ] } } ] } ] } Clears obstacles: A |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
Requires: "canUseFrozenEnemies" { "or": [ "Plasma", "Wave", "Spazer", "canTrickyJump", { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } } ] } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } } ] } |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
From the safe ledge on the lower right, jump directly to the top ledge without getting hit by the Menus. With HiJump, a spin jump can get Samus onto the ledge. With Space Jump, perform one jump without luring the Menus, then a second to get onto the ledge. Requires: "canDodgeWhileShooting" { "or": [ "SpaceJump", "HiJump" ] } |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
Requires: { "or": [ "canIBJ", "canWalljump", "canSpringBallJumpMidAir" ] } { "or": [ { "enemyKill": { "enemies": [ [ "Menu", "Menu", "Menu" ] ], "explicitWeapons": [ "PowerBomb", "ScrewAttack", "Plasma", "Missile", "Super", "Grapple" ] } }, { "and": [ { "enemyKill": { "enemies": [ [ "Menu", "Menu", "Menu" ] ] } }, { "or": [ "canFarmWhileShooting", { "and": [ "canDodgeWhileShooting", { "or": [ "Wave", "Spazer", { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } ] }, { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 3 } } ] } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: "Plasma" "canDodgeWhileShooting" { "shineChargeFrames": 25 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "Plasma" "canDodgeWhileShooting" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 13, "openEnd": 0 } } Requires: "Plasma" "canDodgeWhileShooting" { "shineChargeFrames": 25 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "Plasma" "canDodgeWhileShooting" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "h_hasBeamUpgrade", "canDodgeWhileShooting", "Grapple", "ScrewAttack" ] } { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Energy", "Missile" ] } |
Requires: "canBePatient" { "or": [ "canDodgeWhileShooting", "Charge", "Ice" ] } { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Super", "PowerBomb" ] } |
Requires: { "or": [ "h_hasBeamUpgrade", "canDodgeWhileShooting", "canUseGrapple", "ScrewAttack", "canBePatient", { "resourceCapacity": [ { "type": "Missile", "count": 1 } ] }, "h_canUsePowerBombs" ] } |
Requires: { "or": [ "h_hasBeamUpgrade", "canDodgeWhileShooting", "canUseGrapple", "ScrewAttack", "canBePatient", { "resourceCapacity": [ { "type": "Missile", "count": 1 } ] }, "h_canUsePowerBombs" ] } |
Requires: { "or": [ "h_hasBeamUpgrade", "canDodgeWhileShooting", "Grapple", "ScrewAttack" ] } { "resetRoom": { "nodes": [ 2 ] } } { "refill": [ "Energy", "Missile" ] } |
Requires: "canBePatient" { "or": [ "canDodgeWhileShooting", "Charge", "Ice" ] } { "resetRoom": { "nodes": [ 2 ] } } { "refill": [ "Super", "PowerBomb" ] } |
Stand (don't crouch) next to the door and shoot diagonally down into the sand until the puyos are killed. Requires: "canDodgeWhileShooting" { "resetRoom": { "nodes": [ 1 ] } } { "partialRefill": { "type": "Energy", "limit": 160 } } { "partialRefill": { "type": "Missile", "limit": 6 } } { "partialRefill": { "type": "PowerBomb", "limit": 2 } } |
Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "HiJump" "canPlayInSand" "canTrickyJump" { "or": [ "Ice", { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBombPeriphery" ] } } ] } |
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Plasma", "PowerBombPeriphery" ] } } |
From: 4
Junction Below Sand Entrance
To: 1
Left Door
Requires: "Gravity" { "or": [ "canPlayInSand", "canWalljump", "h_canUseSpringBall" ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, { "and": [ "canDodgeWhileShooting", { "or": [ "ScrewAttack", { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Plasma", "PowerBombPeriphery" ] } } ] } ] } ] } |
Shinespark up right in order to avoid the Menus. Samus can save some Energy with HiJump and a flatley jump from the left platform. Requires: "Grapple" { "useFlashSuit": {} } "canDodgeWhileShooting" { "or": [ { "shinespark": { "frames": 53, "excessFrames": 5 } }, { "and": [ "HiJump", "canFlatleyJump", { "shinespark": { "frames": 50, "excessFrames": 5 } } ] } ] } |
Shinespark up right in order to avoid the Menus. Requires: "Grapple" { "useFlashSuit": {} } "canDodgeWhileShooting" { "or": [ { "shinespark": { "frames": 46, "excessFrames": 5 } }, { "and": [ "HiJump", { "shinespark": { "frames": 42, "excessFrames": 4 } } ] }, { "and": [ "canGravityJump", { "shinespark": { "frames": 35, "excessFrames": 4 } } ] }, { "and": [ "canGravityJump", "HiJump", { "shinespark": { "frames": 31, "excessFrames": 4 } } ] } ] } |
Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks. Requires: { "notable": "Bounce the Snails Around the Room" } "h_ShaktoolCameraFix" "canDodgeWhileShooting" "canTrickyJump" "Gravity" Clears obstacles: B |
From: 2
Right Door
To: 2
Right Door
Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. Without Gravity, this requires greater caution as the water will slow Samus down and increase the risk of taking damage from a snail. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed, gained by dashing for at least one frame while in air physics. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks. Requires: { "notable": "Suitless Bounce the Snails Around the Room" } "canDodgeWhileShooting" "canTrickyJump" { "or": [ "canBePatient", "canInsaneJump", { "enemyDamage": { "enemy": "Yard", "type": "contact", "hits": 1 } } ] } Clears obstacles: B |
Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "or": [ "ScrewAttack", "canTrickyJump", { "and": [ "canDodgeWhileShooting", "canCameraManip", { "enemyKill": { "enemies": [ [ "Blue Sidehopper" ] ] } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Kill the top hopper quickly; the left hopper is more random. To be safe, plan to retreat right while attacking. It also helps to attempt to move the hopper off camera between attacks. Requires: "canDodgeWhileShooting" "canTrickyJump" "canCameraManip" { "enemyKill": { "enemies": [ [ "Blue Sidehopper", "Blue Sidehopper" ] ] } } Clears obstacles: A Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Left Door
To: 2
Left Door
Enter the room morphed to avoid a hopper hit on entry. Entrance condition: { "comeInNormally": {} } Requires: "canPrepareForNextRoom" "Morph" "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Blue Sidehopper" ] ] } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Align with the wall below the door while facing left. Hold dash, turn around, start running and arm pump once. Jump from the rightmost 'X' in the background. Release forward at some point while airborne, but repress it again before the CWJ. Immediately after the CWJ, shoot the Metroid to avoid getting grabbed. Requires: { "notable": "Acid Skip CWJ" } "canCWJ" "canInsaneWalljump" { "or": [ { "obstaclesCleared": [ "A" ] }, "canDodgeWhileShooting" ] } |
From: 3
Junction (Get Past Metroids, Left to Right)
To: 2
Right Door
Requires: { "or": [ { "and": [ { "or": [ "canWalljump", "HiJump" ] }, { "acidFrames": 20 } ] }, { "and": [ "Gravity", { "acidFrames": 10 } ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "Ice", "ScrewAttack", { "and": [ "canPseudoScrew", "canDodgeWhileShooting" ] }, "canMetroidAvoid", { "metroidFrames": 150 } ] } |
Requires: { "acidFrames": 65 } { "or": [ { "obstaclesCleared": [ "A" ] }, "Ice", "ScrewAttack", { "and": [ "canPseudoScrew", "canDodgeWhileShooting" ] }, { "and": [ "canInsaneJump", "canMetroidAvoid" ] }, { "metroidFrames": 670 } ] } |
Use ScrewAttack or a PseudoScrew to prevent Metroids from attaching to Samus. Requires: "canDodgeWhileShooting" { "or": [ "ScrewAttack", "canPseudoScrew" ] } |
Use ScrewAttack or a PseudoScrew to prevent Metroids from attaching to Samus. Requires: { "or": [ { "and": [ "ScrewAttack", "canDodgeWhileShooting" ] }, { "and": [ "canPseudoScrew", "canPrepareForNextRoom", "canDodgeWhileShooting" ] } ] } |
Use ScrewAttack or a PseudoScrew to prevent Metroids from attaching to Samus. These abilities may also be used to temporarily prevent damage from Metroids if they do attach. Requires: { "or": [ "ScrewAttack", "canPseudoScrew" ] } { "or": [ "canDodgeWhileShooting", { "and": [ "canCarefulJump", "SpaceJump" ] } ] } |
Use ScrewAttack or a PseudoScrew to prevent Metroids from attaching to Samus. These abilities may also be used to temporarily prevent damage from Metroids if they do attach. Requires: { "or": [ "ScrewAttack", "canPseudoScrew" ] } { "or": [ "canDodgeWhileShooting", { "and": [ "canCarefulJump", "SpaceJump" ] } ] } |
Requires: "Ice" { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "Super", "Missile" ] } } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
Requires: { "or": [ "Ice", { "and": [ "ScrewAttack", "canDodgeWhileShooting" ] } ] } { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
Requires: { "enemyKill": { "enemies": [ [ "Metroid", "Metroid" ], [ "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canDodgeWhileShooting" Clears obstacles: A |
Requires: "Ice" { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "Super", "Missile" ] } } { "or": [ "canPrepareForNextRoom", { "resetRoom": { "nodes": [ 2 ] } }, { "and": [ "h_canUseMorphBombs", "canDodgeWhileShooting", "canEscapeEnemyGrab", { "metroidFrames": 120 } ] } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
From: 2
Bottom Door
To: 1
Top Left Door
Avoid all of the Rinkas and Metroids with no equipment and taking no damage. Begin by shooting the bottom Metroid hold it in place, and wait right below the first ledge. Once the middle Metroid passes by, jump up and shoot any Rinkas that are in the way. Repeat for the next ledge, clear any Rinkas, and then run to the door. Requires: { "notable": "Bottom Metroid Avoid" } "canMetroidAvoid" "canDodgeWhileShooting" "canCarefulJump" |
Requires: { "or": [ "Ice", { "and": [ "ScrewAttack", "canDodgeWhileShooting" ] } ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
Requires: { "enemyKill": { "enemies": [ [ "Metroid", "Metroid" ], [ "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } { "metroidFrames": 280 } { "or": [ "canDodgeWhileShooting", { "metroidFrames": 100 } ] } Clears obstacles: A |
Requires: "h_canOpenZebetites" { "or": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } "i_Objective1Complete" "i_Objective2Complete" "i_Objective3Complete" "i_Objective4Complete" |
Requires: "h_canPartiallyBreakMotherBrainGlass" { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 5 } }, { "ammo": { "type": "Missile", "count": 15 } }, { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ { "ammo": { "type": "Super", "count": 10 } }, { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "h_SupersDoubleDamageMotherBrain", { "ammo": { "type": "Super", "count": 4 } }, { "ammo": { "type": "Missile", "count": 8 } } ] }, { "and": [ "h_SupersDoubleDamageMotherBrain", { "ammo": { "type": "Super", "count": 2 } }, { "ammo": { "type": "Missile", "count": 18 } }, { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } ] } ] } { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } ] } |
From: 3
Mother Brain
To: 4
Mother Brain (Phases 2 and 3)
Requires: "f_MotherBrainGlassBroken" { "or": [ { "and": [ { "ammo": { "type": "Missile", "count": 30 } }, { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ { "ammo": { "type": "Super", "count": 5 } }, { "ammo": { "type": "Missile", "count": 15 } } ] } ] } { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } ] } |
From: 3
Mother Brain
To: 4
Mother Brain (Phases 2 and 3)
Requires: "f_MotherBrainGlassBroken" { "or": [ { "ammo": { "type": "Super", "count": 10 } }, { "and": [ "h_SupersDoubleDamageMotherBrain", { "ammo": { "type": "Super", "count": 5 } } ] } ] } { "or": [ "canTrickyUseFrozenEnemies", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
Requires: "h_canPartiallyBreakMotherBrainGlass" { "ammo": { "type": "Missile", "count": 30 } } { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 3 } } ] } |
Requires: "h_canPartiallyBreakMotherBrainGlass" { "or": [ { "ammo": { "type": "Super", "count": 14 } }, { "and": [ "h_SupersDoubleDamageMotherBrain", { "ammo": { "type": "Super", "count": 12 } } ] } ] } { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } ] } |
From: 5
Between First and Second Zebetite
To: 5
Between First and Second Zebetite
Requires: "h_canOpenZebetites" { "or": [ { "and": [ "canDodgeWhileShooting", "canInsaneJump" ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
From: 6
Between Second and Third Zebetite
To: 6
Between Second and Third Zebetite
Requires: "h_canOpenZebetites" { "or": [ { "and": [ "canDodgeWhileShooting", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
From: 7
Between Third and Fourth Zebetite
To: 7
Between Third and Fourth Zebetite
Requires: "h_canOpenZebetites" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } |
Run from or Roll under the pirate lasers. The Pirates will also not shoot if they come on screen while Samus is crouched. Requires: { "or": [ { "and": [ "canDodgeWhileShooting", "canCameraManip", { "or": [ "Plasma", { "and": [ "h_hasBeamUpgrade", "canBePatient" ] }, "canBeVeryPatient" ] } ] }, { "and": [ { "or": [ "canBePatient", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] }, { "or": [ "Morph", "canTurnaroundAimCancel", "canXRayTurnaround" ] } ] } ] } Clears obstacles: A |
Run from or Roll under the pirate lasers. The Pirates will also not shoot if they come on screen while Samus is crouched. Requires: { "or": [ { "and": [ "canDodgeWhileShooting", "canCameraManip", { "or": [ "Plasma", { "and": [ "h_hasBeamUpgrade", "canBePatient" ] }, "canBeVeryPatient" ] } ] }, { "and": [ { "or": [ "canBePatient", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] }, { "or": [ "Morph", "canTurnaroundAimCancel", "canXRayTurnaround" ] } ] } ] } Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } { "or": [ "canCarefulJump", "ScrewAttack", "Morph", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] } { "or": [ "canDodgeWhileShooting", "Morph", { "enemyKill": { "enemies": [ [ "Tourian Space Pirate (all)", "Tourian Space Pirate (all)" ] ], "explicitWeapons": [ "Plasma", "ScrewAttack", "Missile", "Super" ] } }, { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 8 } }, { "and": [ "Ice", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 6 } } ] }, { "and": [ { "or": [ "Wave", "Spazer" ] }, { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 3 } } ] }, { "and": [ "Wave", "Spazer", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 2 } } ] } ] } Exit condition: { "leaveWithRunway": { "length": 26, "openEnd": 1 } } |
Requires: "canCarefulJump" { "or": [ { "and": [ "canTrickyJump", "canDodgeWhileShooting" ] }, { "enemyKill": { "enemies": [ [ "Tourian Space Pirate (all)", "Tourian Space Pirate (all)" ] ], "explicitWeapons": [ "Plasma", "ScrewAttack", "Missile", "Super", "PowerBomb" ] } }, { "and": [ { "or": [ "Ice", "Wave", "Spazer" ] }, { "or": [ "Morph", "canDodgeWhileShooting" ] } ] }, { "and": [ "Ice", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 6 } } ] }, { "and": [ { "or": [ "Wave", "Spazer" ] }, { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 3 } } ] }, { "and": [ "Wave", "Spazer", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "laser", "hits": 2 } } ] } ] } Exit condition: { "leaveWithRunway": { "length": 26, "openEnd": 1 } } |