Collecting equipment can make movement more difficult in certain situations. Speedbooster without HiJump will reduce Samus' jump height when running and turning Speedbooster off will enable her to jump normally while running. Disabling HiJump will give more time to perform a mid-air morph. Disabling Gravity will allow Samus to float farther in water, or jump slower for a mid-air morph. Beams may need to be disabled to control how enemies are killed (i.e. Remove plasma for canUseFrozenEnemies, or remove ice to effeciently use heat room farm points).
Dev note: Note that this tech is not applied requiring the item to be not collected with canRiskPermanentLossOfAccess, as this is a low-level tech. Instead, it is just listed with alternate options where more items can execute the strat without disabling equipment. In the logic, this is not applied to switching off beams, as that is usually intuitive enough for players even without this tech. FIXME: It is also not applied to Speedbooster jumps, as that would require a lot of changes to a lot of rooms.
In order to align and place a Power Bomb at the correct pixel, perform a suitless stationary spin jump and hit the ceiling before starting to morph. Requires: { "or": [ "canInsaneJump", { "and": [ "canDisableEquipment", "canStationarySpinJump" ] } ] } "h_elevatorCrystalFlash" Exit condition: { "leaveNormally": {} } |
Stand on the farthest pixel into the door possible using moonwalk, X-Ray, or morphball turn around. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side. Requires: "canCWJ" "canDisableEquipment" { "doorUnlockedAtNode": 1 } { "or": [ "canMoonwalk", "Morph", "canXRayTurnaround" ] } Collects items: 3 |
Aligning against the closed door shell on the other side of the transition. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1.4 } } Requires: "canCWJ" "canDisableEquipment" Collects items: 3 |
Open the door and step as close to the transition as possible. Run, jump, lateral midair morph on the way down, then bounce off the pedestal to get to the other side. Requires: "canSpringBallBounce" "canDisableEquipment" { "doorUnlockedAtNode": 1 } { "or": [ "canTrickyJump", "h_useMorphBombs" ] } Collects items: 3 |
Run, jump, lateral midair morph on the way down, then bounce off the pedestal to get to the other side. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 1 } } Requires: "canSpringBallBounce" "canDisableEquipment" { "or": [ "canTrickyJump", "h_useMorphBombs" ] } Collects items: 3 |
This jump is much easier without HiJump or Speedbooster equipped. Requires: "canDisableEquipment" Collects items: 3 |
Execution of this strat is non-trivial, and failing will lead to falling into the pit. Depending on item loadout, that could be a softlock. Requires: "canDisableEquipment" "canCarefulJump" { "or": [ { "doorUnlockedAtNode": 2 }, "canTrickyJump", "canLateralMidAirMorph", "SpeedBooster" ] } Collects items: 3 Dev note: Could use a failure definition? |
Execution of this strat is non-trivial, and failing will lead to falling into the pit. Depending on item loadout, that could be a softlock. Entrance condition: { "comeInRunning": { "speedBooster": "any", "minTiles": 2 } } Requires: "canDisableEquipment" "canCarefulJump" Collects items: 3 |
From: 12
Above Power Bomb Blocks - Main Junction
To: 13
Below Power Bomb Blocks - Main Junction
Freeze two Zeelas to perform an 'Enemy Stuck Moonfall' in order to clip through the Power Bomb blocks. Position one Zeela upside down on a ceiling, and another below it on the ground. The global Zeela paired with either the lowest Zeela, or the other perimeter Zeela can be used, but freezing them together is the hardest part. Freezing one and then unequipping Ice Beam to dispel the ice effect or manipulating the camera can be used to synchronize them. If the moonfall is initiated immediately after freezing both enemies, it is possible to gain enough speed to automatically clip through the enemy and the floor; in this case, hold an angle button to buffer a pose change. Alternatively, and more easily, when one of the enemies is about to thaw, hold backward in order to move forward and fall off the enemy with a buffered turnaround, which will clip through the floor without needing as much fall speed. From directly on top of the Power Bomb blocks, no pose change is needed. Two Super Missiles can speed up the Zeela setup greatly by knocking them off of the wall. Requires: "canEnemyStuckMoonfall" "canTrickyUseFrozenEnemies" { "or": [ "canDisableEquipment", "canCameraManip" ] } { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 2 } } ] } |
Break exactly the lower-middle-right and top-right Bomb Blocks, leaving the upper-middle-right and bottommost Blocks intact. Clear all enemies before starting. Unmorph while on the top block to begin the Moondance. Exactly 145 moonfalls after clipping into the bottom block (321 total), wiggle out to the left. The next moonfall will clip Samus down two tiles. Re-enable Screw Attack and moonfall to break the right side blocks, then use Grapple again to become unstuck. Finally, moonfall through the Speed Blocks to clip down to the Dachora. Requires: { "notable": "Blockade Extended Moondance" } { "obstaclesNotCleared": [ "A" ] } "h_useMorphBombs" "ScrewAttack" "canExtendedMoondance" "canDisableEquipment" |
Break exactly the lower-middle-right and top-right Bomb Blocks, leaving the upper-middle-right and bottommost Blocks intact. Clear all enemies before starting. Unmorph while on the top block to begin the Moondance. Exactly 145 moonfalls after clipping into the bottom block (321 total), wiggle out to the left. The next moonfall will clip Samus down two tiles. Finally use Screw Attack or SpeedBooster to break the Bomb blocks and reach the right side door. Requires: { "notable": "Blockade Extended Moondance" } { "obstaclesNotCleared": [ "A" ] } "h_useMorphBombs" { "or": [ "h_getBlueSpeedMaxRunway", { "and": [ "ScrewAttack", "canDisableEquipment" ] } ] } "canExtendedMoondance" Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canPrepareForNextRoom" "HiJump" "canDisableEquipment" "canCarefulJump" |
From: 1
Left Door
To: 3
Top Junction
Perform a very precise Spring Ball jump through the transition and onto the Grapple block. A running spin jump or crouch jump can be used. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 0.4375 } } Requires: "canPrepareForNextRoom" "canTrickySpringBallJump" "canTrickyJump" |
Jump into the room and onto the Grapple block. Requires a runway of only 2 tiles in the adjacent room. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 1.4375 } } Requires: "canPrepareForNextRoom" "HiJump" "canTrickyDashJump" "canDisableEquipment" Dev note: It can be done with no open ends, but it's a fair bit tighter. |
From: 1
Left Door
To: 3
Top Junction
Jump into the room and spark up onto the grapple block. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 0.4375 } } Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 16, "excessFrames": 8 } }, { "and": [ "HiJump", { "shinespark": { "frames": 11, "excessFrames": 7 } } ] } ] } |
Requires: "canPreciseWalljump" "canDisableEquipment" Dev note: With Speedbooster and without canDisableEquipment, the player would use the canTrickyDashJump strat. |
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 2.4375 } } Requires: "canTrickyJump" "canConsecutiveWalljump" "canPreciseWalljump" { "or": [ "canStaggeredWalljump", "ScrewAttack", "canWalljumpWithCharge", { "and": [ "canWallJumpInstantMorph", { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 1 } } ] } ] } |
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCarefulJump" "canConsecutiveWalljump" { "or": [ "canStaggeredWalljump", "ScrewAttack", "canWalljumpWithCharge", { "and": [ "canWallJumpInstantMorph", { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 1 } } ] } ] } |
From: 1
Left Door
To: 5
Bottom Right Junction
Normalized movement through the room can be used to manipulate the Sm. Dessgeegas and do this strat reliably without heat protection. The following is one way to do this; other approaches may also be possible. Before entering the room, damage down to between 127 and 159 energy, and unequip Speed Booster if it is collected. Position one pixel away from the door in the previous room. Hold angle-down (and optionally dash), enter the door transition, then hold shot while continuing to hold forward, angle-down, and dash. The shot block will be destroyed by the buffered shot. Continue holding right and dash to run under both Sm. Dessgeegas. After running under the second one, stop for a moment to prevent it from scrolling off camera. Morph, roll all the way against the right wall and quickly lay a Power Bomb. Move slightly to the left to avoid being bounced by the Power Bomb explosion. As the Sm. Dessgeega approaches, roll under it to the left to avoid being hit. Roll back to the right to collect its Power Bomb drop (which should be a ground level) and return to where the Power Bomb was laid, in time to perform the Crystal Flash inputs. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 0, "maxTiles": 0.0625 } } Requires: { "notable": "10 Power Bomb Crystal Flash" } "canPrepareForNextRoom" { "heatFrames": 570 } "h_heated10PowerBombCrystalFlash" Dev note: The heat frames include about a half second of leniency to position in the previous room in case it is also heated. FIXME: Find some way to properly express being above health bomb range, though it shouldn't be a serious problem here. Without heat protection, this is already accounted for by the heatFrames (though this is a bit hacky). With heat protection, it should be possible to farm a bit to get out of health bomb range. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "or": [ { "lavaFrames": 300 }, { "and": [ "SpaceJump", { "lavaFrames": 260 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "disableEquipment": "SpeedBooster" } { "lavaFrames": 190 } "canSuitlessLavaDive" "canGravityJump" { "or": [ { "and": [ "HiJump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 125 } ] }, { "and": [ "canStaggeredWalljump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 230 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Many strats without Gravity have been skipped for now. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Gravity" "SpaceJump" { "disableEquipment": "SpeedBooster" } { "lavaFrames": 280 } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: GT Max Suitless climb could be added, but is likely not reasonable. |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "Gravity" "SpaceJump" { "heatFrames": 340 } { "lavaFrames": 280 } { "or": [ { "disableEquipment": "SpeedBooster" }, { "and": [ { "heatFrames": 120 }, { "lavaFrames": 120 } ] } ] } |
From: 2
Right Door
To: 4
Lava, Left Wall
Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava and Bounce down to the bottom. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 4 } } Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canCarefulJump" "canBounceBall" { "heatFrames": 330 } { "lavaFrames": 290 } Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup. |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "Gravity" { "heatFrames": 250 } { "lavaFrames": 190 } { "or": [ { "disableEquipment": "SpeedBooster" }, { "and": [ { "heatFrames": 50 }, { "lavaFrames": 50 } ] } ] } |
From: 2
Right Door
To: 5
Lava, Center Namihe
Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava, Bounce, and Unmorph shortly after sink slightly before floating down to the stairs. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 4 } } Requires: { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canCarefulJump" "canBounceBall" { "heatFrames": 230 } { "lavaFrames": 190 } Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup. |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ { "and": [ "Gravity", { "heatFrames": 180 }, { "lavaFrames": 180 } ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "heatFrames": 140 }, { "lavaFrames": 140 } ] }, { "and": [ { "heatFrames": 210 }, { "lavaFrames": 210 } ] } ] } |
Requires: "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } { "or": [ { "and": [ { "disableEquipment": "SpeedBooster" }, { "heatFrames": 270 }, { "lavaFrames": 220 } ] }, { "and": [ { "disableEquipment": "SpeedBooster" }, "SpaceJump", "canCarefulJump", { "heatFrames": 225 }, { "lavaFrames": 180 } ] }, { "and": [ { "heatFrames": 330 }, { "lavaFrames": 300 } ] } ] } |
Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity. Requires: { "or": [ { "and": [ "Gravity", { "heatFrames": 195 }, { "lavaFrames": 195 } ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "heatFrames": 150 }, { "lavaFrames": 150 } ] }, { "and": [ { "heatFrames": 200 }, { "lavaFrames": 200 } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "lavaFrames": 150 }, { "spikeHits": 7 } ] }, { "and": [ { "notable": "Suitless Damage Boosts" }, { "lavaFrames": 80 }, { "spikeHits": 3 }, "canUseIFrames", "canHorizontalDamageBoost" ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "lavaFrames": 100 }, { "spikeHits": 2 }, { "or": [ "canUseIFrames", "canHorizontalDamageBoost" ] } ] }, { "and": [ { "notable": "Frozen Maw Platforms" }, "canResetFallSpeed", "canTrickyUseFrozenEnemies", "canTrickyJump", "canHorizontalDamageBoost", "canUseIFrames", { "spikeHits": 2 }, { "lavaFrames": 15 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "Gravity" "canCarefulJump" "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 350 } { "lavaFrames": 20 } |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 14 } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 240 } { "lavaFrames": 10 } |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 21 } } Requires: "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 200 } { "lavaFrames": 11 } Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats. |
From: 1
Left Door
To: 2
Right Door
It may help to perform the first jump with HiJump disabled. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCarefulJump" "HiJump" { "disableEquipment": "HiJump" } "canSpringBallBounce" { "spikeHits": 3 } { "heatFrames": 350 } { "lavaFrames": 32 } |
From: 1
Left Door
To: 2
Right Door
Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 8 } } Requires: "canTrickyJump" "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 311 } { "lavaFrames": 22 } |
Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canUseIFrames", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "lavaFrames": 150 }, { "spikeHits": 7 } ] }, { "and": [ { "notable": "Suitless Damage Boosts" }, { "lavaFrames": 80 }, { "spikeHits": 3 }, "canUseIFrames", "canHorizontalDamageBoost" ] }, { "and": [ "Gravity", { "disableEquipment": "SpeedBooster" }, { "lavaFrames": 100 }, { "spikeHits": 2 }, { "or": [ "canUseIFrames", "canHorizontalDamageBoost" ] } ] }, { "and": [ { "notable": "Frozen Maw Platforms" }, "canResetFallSpeed", "canTrickyUseFrozenEnemies", "canTrickyJump", "canHorizontalDamageBoost", "canUseIFrames", { "spikeHits": 2 }, { "lavaFrames": 15 } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room. |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "Gravity" "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 350 } { "lavaFrames": 20 } |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 14 } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 240 } { "lavaFrames": 10 } |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 21 } } Requires: "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" "canTrickyJump" { "spikeHits": 1 } { "heatFrames": 200 } { "lavaFrames": 11 } Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats. |
From: 2
Right Door
To: 1
Left Door
It may help to perform the first jump with HiJump disabled. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCarefulJump" "HiJump" { "disableEquipment": "HiJump" } "canSpringBallBounce" { "spikeHits": 3 } { "heatFrames": 350 } { "lavaFrames": 32 } |
From: 2
Right Door
To: 1
Left Door
Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 8 } } Requires: "canTrickyJump" "HiJump" { "disableEquipment": "HiJump" } { "disableEquipment": "SpeedBooster" } "canSpringBallBounce" { "spikeHits": 2 } { "heatFrames": 311 } { "lavaFrames": 22 } |
Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "heatFrames": 350 } { "lavaFrames": 100 } { "spikeHits": 2 } { "or": [ "canUseIFrames", { "and": [ { "spikeHits": 2 }, { "heatFrames": 50 } ] }, "canHorizontalDamageBoost" ] } |
From: 1
Left Door
To: 2
Right Door
Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off). Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 600 } { "lavaFrames": 70 } |
From: 1
Left Door
To: 2
Right Door
Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off). Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 3 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 600 } { "lavaFrames": 60 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 590 } { "lavaFrames": 70 } |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 3 } } Requires: "canBounceBall" "canWalljump" { "heatFrames": 590 } { "lavaFrames": 60 } |
Begin with SpeedBooster unequipped, and run&jump over the acid into an airball. Once Samus begins falling, equip SpringBall and SpeedBooster to safely land on the other side near the statue. Requires: "canSpringFling" "canDisableEquipment" "SpeedBooster" "canTrickyJump" "canLateralMidAirMorph" { "heatFrames": 210 } |
Requires: { "or": [ { "ammo": { "type": "Super", "count": 2 } }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] }, { "and": [ "canDisableEquipment", "canPseudoScrew" ] } ] } { "or": [ "Ice", "canCarefulJump" ] } |
Requires: "ScrewAttack" { "or": [ "canCarefulJump", "h_usePowerBomb", { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canDisableEquipment", "canPseudoScrew" ] }, { "enemyDamage": { "enemy": "Fune", "type": "fireball", "hits": 1 } } ] } |
Use Space Jump to reset Samus' fall speed, by jumping, to avoid the topmost boulder. Requires: "SpaceJump" "canCarefulJump" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canDisableEquipment", "canPseudoScrew" ] }, "Ice", "canTrickyJump", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Top Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 1 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: "canDisableEquipment" { "heatFrames": 90 } Exit condition: { "leaveWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canWalljump", "HiJump", { "and": [ "canInsaneJump", { "disableEquipment": "SpeedBooster" } ] } ] } { "heatFrames": 0 } |
If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled. Requires: { "obstaclesCleared": [ "B" ] } { "or": [ { "and": [ "canCarefulJump", "canMidAirMorph", "canDisableEquipment" ] }, "h_useSpringBall" ] } |
From: 7
Bottom Door
To: 3
Bottom Left Door
Use the Covern to partial ceiling clip so your beam can reach the shot block of the ceiling at the end of the Morph tunnel to the left. It is possible to mid-air morph to get into the morph tunnel with nothing, from the Covern, the ground, or the stairs below. Requires: { "notable": "Partial Covern Ice Clip" } "canTrickyUseFrozenEnemies" "canCeilingClip" { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" { "or": [ { "and": [ "canCarefulJump", "canMidAirMorph", "canDisableEquipment" ] }, "h_useSpringBall" ] } Clears obstacles: B |
From: 7
Bottom Door
To: 3
Bottom Left Door
In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to shoot the shot blocks and escape. Entrance condition: { "comeInWithRMode": {}, "comesThroughToilet": "any" } Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" { "or": [ "canBePatient", "Plasma" ] } { "or": [ { "and": [ "canCarefulJump", "canMidAirMorph", "canDisableEquipment" ] }, "h_useSpringBall" ] } Clears obstacles: B |
If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled. Requires: { "or": [ "Wave", "Spazer" ] } { "or": [ { "and": [ "canCarefulJump", "canMidAirMorph", "canDisableEquipment" ] }, "h_useSpringBall" ] } Clears obstacles: B |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Only requires a runway of 6 tiles (with no open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel. If the runway length is minimal, the aim-down input must be delayed a bit (rather than buffered through the transition), so that Samus moves at a slightly higher horizontal speed for longer. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 5.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 6 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" Dev note: Jump low through the door with at least $1.D extra run speed. |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Dev note: Jump low through the door with at least $1.4 extra run speed. |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Samus must also stay near a side of the center hole to reach the Morph tunnels. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 3.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
From: 3
Bottom Right Door
To: 4
Top Right Doorway
Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right. Entrance condition: { "comeInSpaceJumping": { "speedBooster": false, "minTiles": 3.5625 } } Requires: { "notable": "Cross Room Jump Morph" } "canCrossRoomJumpIntoWater" "canPreciseSpaceJump" "canMomentumConservingTurnaround" "canMidAirMorph" Dev note: Jump low through the door with at least $1.5 extra run speed. |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1.4375 } } Requires: "canMomentumConservingTurnaround" { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 15, "excessFrames": 3 } }, { "and": [ "HiJump", { "shinespark": { "frames": 12, "excessFrames": 3 } } ] } ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang. The cross room jump requires an adjacent runway of 3 tiles (with no open end) with HiJump disabled. Perform a turnaround just before hitting the ceiling. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 2.4375 } } Requires: "canLongUnderwaterWalljump" "canTrickyJump" "canDisableEquipment" "canMomentumConservingTurnaround" Dev note: With a longer runway there are fewer tech requirements to the jump, but at this difficulty they shouldn't matter. |
From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate
Carefully jump over the pirate and onto the next ledge. The jump requires both Gravity and HiJump to be unequipped. Requires: "canSuitlessMaridia" "canCarefulJump" { "disableEquipment": "HiJump" } { "disableEquipment": "Gravity" } |
Only requires a runway of 1 tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 0.4375 } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canCrossRoomJumpIntoWater" "canTrickyJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Only requires a runway of one tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 0.4375 } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canCrossRoomJumpIntoWater" "canTrickyJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Morph Passage Doorway
To: 7
Morph Tunnel Item
Turn HiJump and Gravity suit off before jumping and morphing into the tunnel. The crab will not come through the whole tunnel. Retreat to the right to avoid taking a hit. Requires: "canSuitlessMaridia" "canDisableEquipment" "canMidAirMorph" |
From: 7
Morph Tunnel Item
To: 5
Morph Passage Doorway
Turn HiJump and Gravity suit off before jumping and morphing into the tunnel. Requires: "canSuitlessMaridia" "canDisableEquipment" "canMidAirMorph" |
From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item
Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. If using Bombs, it is important to freeze the crab with all other beams turned off, so that the crab has 30 remaining Energy or less. Place a Bomb or Power Bomb, then quickly get into the crouch position and use X-Ray to exit G-Mode before it goes off. It is important to be crouched, not standing, and have Gravity off, or the bomb will boost Samus and she will be stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room. It is possible to kago the bomb boost in order to do this strat with Gravity still equipped. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_navigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ "Gravity", "HiJump", "canCrouchJump", "canSpringBallJumpMidAir" ] } { "or": [ { "disableEquipment": "Gravity" }, "canKago" ] } "h_bombThings" |
Get a bit of run speed on the block and jump to the right ledge. If Samus misses the ledge, try to shoot the block to still collect the item. Requires: { "or": [ { "and": [ "canCarefulJump", "canDisableEquipment" ] }, "canUseGrapple", "canWalljump", "SpaceJump" ] } { "obstaclesCleared": [ "B" ] } Resets obstacles: B Collects items: 2 |
From: 4
Top Right Door
To: 9
Platform Below Top Door
In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). After the transition, jump to slightly less than full height, performing a lateral mid-air morph just early enough to avoid bonking the ceiling Grapple block. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 6.4375 } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "SpeedBooster" "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" |
Requires: "h_navigateUnderwater" { "or": [ "h_useSpringBall", "canMidAirMorph", { "and": [ "Gravity", "canBombHorizontally" ] }, { "and": [ "Gravity", "canLongIBJ", "canJumpIntoIBJ" ] }, { "and": [ "Gravity", "canTrivialMidAirMorph", { "or": [ "SpaceJump", "canUseFrozenEnemies" ] } ] }, { "and": [ "canTrivialMidAirMorph", "canDisableEquipment" ] } ] } Dev note: It's possible to get in without a mid-air morph by rolling off from above, but that requires disabling Gravity and/or crab hits and the crab not killed. That's a lot of work to avoid something simple and barely reasonable at that level anyways. |
Jump without HiJump, then spark towards the door. Requires: "canDisableEquipment" { "useFlashSuit": {} } { "shinespark": { "frames": 41, "excessFrames": 8 } } Dev note: FIXME: It is possible but very precise to spark through the door with a hero shot. |
Jump without HiJump, then spark towards the door. Requires: "canDisableEquipment" { "useFlashSuit": {} } { "shinespark": { "frames": 72, "excessFrames": 7 } } Dev note: FIXME: It is possible but very precise to spark through the door with a hero shot. |
From: 9
Platform Below Top Door
To: 11
Upper Left Ledge Junction
Requires: "canSuitlessMaridia" { "disableEquipment": "HiJump" } Dev note: Gravity can follow 8->11 with no equipment. |
Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed. Requires: { "notable": "Blue Space Jump" } "Gravity" "canPreciseSpaceJump" { "or": [ { "and": [ "canDisableEquipment", "h_stutterWaterGetBlueSpeed" ] }, { "and": [ { "getBlueSpeed": { "usedTiles": 20, "openEnd": 2 } }, { "or": [ "HiJump", "canTrickyDashJump" ] } ] } ] } |
From: 1
Left Door
To: 5
Item
Needs a runway of 7 tiles with no open end in the adjacent room, to get enough height. This is a peak of height with speed booster, no hjb, while underwater. Jump before the transition with SpeedBooster off and then SpeedBooster back on after reaching the ceiling and Morphing. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canLateralMidAirMorph" "canDisableEquipment" "canCrossRoomJumpIntoWater" "canSpringBallBounce" { "or": [ { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } }, "canInsaneJump", { "and": [ "Plasma", "canTrickyJump" ] }, "h_pauseAbuseMinimalReserveRefill" ] } Collects items: 5 |
From: 5
Item
To: 6
Junction Right of Morph Passage
Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" |
From: 6
Junction Right of Morph Passage
To: 5
Item
Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" Collects items: 5 |
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_navigateUnderwater" "canUseFrozenEnemies" { "disableEquipment": "Gravity" } { "or": [ "canTrickyJump", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } Dev note: The canCeilingClip was left out, because this is easier than all other clips, and can instead be a notable in a lower difficulty. |
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_navigateUnderwater" "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 } } ] } Dev note: The canCeilingClip was left out, because this is easier than all other clips, and can instead be a notable in a lower difficulty. |
Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canJumpIntoIBJ" "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } Dev note: Possible with no openend using a harder jump but a runway that small doesn't exist. |
From: 2
Bottom Right Door
To: 3
Top Right Door
Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canTrickySpringBallJump" "canCrossRoomJumpIntoWater" "canTrickyJump" "canMomentumConservingTurnaround" Dev note: Possible with no openend using a harder jump but a runway that small doesn't exist. |
From: 2
Bottom Right Door
To: 3
Top Right Door
Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 2 } } Requires: "canTrickySpringBallJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" |
With a 2-tile runway in the other room, this requires a frame-perfect jump immediately before the transition. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1.4375 } } Requires: "canCrossRoomJumpIntoWater" "canTrickyJump" Clears obstacles: door_1 Dev note: FIXME: Not sure if there is a reason for this strat to exist, if there isn't a 2-tile closed-end runway setup room. |
From: 2
Right Door
To: 4
Top Right Ledge Junction
Requires a runway of at least 1 tile in the adjacent room, although it is easier with more. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: { "or": [ "canWalljump", "canTrickySpringBallJump", "SpaceJump" ] } "canCrossRoomJumpIntoWater" |
From: 2
Right Door
To: 4
Top Right Ledge Junction
Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more. Start the IBJ as far left as possible. The furthest right is just right of the waterfall. Turning around, carefully, is one way to lose forward momentum and begin the IBJ. At the top of the IBJ bomb to the left and unmorph to reset fall speed. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: { "notable": "Cross Room Jump with IBJ" } "canJumpIntoIBJ" "canBombHorizontally" "canResetFallSpeed" "canCrossRoomJumpIntoWater" "canTrickyJump" |
From: 3
Junction Left of Morph Tunnel
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" |
From: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Requires: "canSuitlessMaridia" { "disableEquipment": "HiJump" } { "disableEquipment": "Gravity" } "canTrickyJump" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
From: 6
East Cactus Alley Junction (Right of Morph Tunnel)
To: 5
Bottom Middle Junction
This can be done by turning off Gravity and HiJump to jump over both spike pits. Requires: "canSuitlessMaridia" { "disableEquipment": "HiJump" } { "disableEquipment": "Gravity" } "canTrickyJump" |
From: 2
Bottom Left Door
To: 4
Top Right Door
Requires a runway of 1 tile in the adjacent room. Use a spring ball jump after breaking the water, then ibj. Take two Mochtroid hits or use a double bomb jump. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canTrickySpringBallJump" "canJumpIntoIBJ" "canTrickyJump" { "or": [ "canDoubleBombJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 4
Top Right Door
Requires a runway of 1 tile in the adjacent room. There is just enough room to wall jump after breaking the water. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canPreciseWalljump" "canTrickyJump" "canCrossRoomJumpIntoWater" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Only requires a runway of approximately 0.5 tiles in the adjacent room. SpringBall jump once on the way up, then use a Bomb to buy just enough time for a second SpringBall jump. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1 } } Requires: "canCrossRoomJumpIntoWater" "canUnderwaterBombIntoSpringBallJump" "canDoubleSpringBallJumpMidAir" |
From: 1
Bottom Left Door
To: 2
Top Right Door
The lenient version requires a runway of at least 5 tiles (with no open end) in the adjacent room. This is easier without Speed Booster and requires disabling HiJump. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 4.4375 } } Requires: "canCrossRoomJumpIntoWater" "canDisableEquipment" |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires a runway of at least 2 tiles (with no open end) in the adjacent room. This is typically easier without Speed Booster depending on the exact runway length and requires disabling HiJump. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 1.4375 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyJump" "canDisableEquipment" Dev note: Although speedBooster false includes canDisableEquipment, the strat still includes it to indicate disabling HiJump. |
From: 1
Bottom Left Door
To: 2
Top Right Door
It is possible to jump to the top door using a runway of just one tile with Speed Booster and no HiJump. Requires a last-frame jump and down press that is late but not immediately before the turnaround. With a second-to-last-frame jump it is still possible but more precise. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 1 } } Requires: "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canDisableEquipment" |
From: 1
Left Door
To: 3
Junction Below Right Door
Quickly shoot to break the shot block and then do a momentumConservingTurnaround to ascend into the little region. Another movement item will be needed to get closer to the crumble blocks. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 2 } } Requires: "canTrickyJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" { "or": [ "canUseFrozenEnemies", "canSpringBallJumpMidAir", "HiJump" ] } Dev note: The transition likely connects to Pants Room making this strat not likely to be useful. This can be done with a slightly shorter, closed end runway. |
From: 1
Left Door
To: 4
Junction Below Sand Entrance
Requires a runway of 7 tiles (with no open end) in the adjacent room. Jump into an air ball on room entry in order to get to the first pillar. Aim down after the transition to avoid hitting the overhang near the door. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canPlayInSand" "canLateralMidAirMorph" { "or": [ "canTrickyJump", { "and": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "contact", "hits": 1 } } ] } ] } Dev note: It is assumed that getting to the second pillar is free relative to getting to the right door. |
From: 1
Left Door
To: 4
Junction Below Sand Entrance
Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and a short aiming down press before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 6.4375 } } Requires: { "notable": "Cross Room Jump with Ice or Damage Boost" } "canCrossRoomJumpIntoWater" "canPlayInSand" "canInsaneJump" { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Evir", "type": "contact", "hits": 1 } } ] }, { "and": [ "canNeutralDamageBoost", "h_pauseAbuseMinimalReserveRefill" ] } ] } |
Gain momentum in the room to the left, then jump at the edge of the runway in this room in order to jump off of the sand and land on the first pillar. Requires a runway of 7 tiles (with no open end) in the adjacent room, and killing the second Evir with a quick super or two plasma hits (note that the particle despawns as the Evir dies). Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 6.4375 } } Requires: "canCrossRoomJumpIntoWater" "canPlayInSand" "canTrickyJump" { "enemyKill": { "enemies": [ [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super" ] } } Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water. |
Gain momentum in the room to the right, then jump immediately on entry in order to land on the first pillar. Jumping too late will likely put Samus into the pit. Requires a small runway of only one tile or less in the adjacent room. Jumping before the door transition will set Samus straight into an Evir projectile, knocking her into the sand. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 0.4375 } } Requires: "canCrossRoomJumpIntoWater" "canPlayInSand" "canTrickyJump" "canTrickyUseFrozenEnemies" Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water. It is assumed that getting to the third pillar is free relative to getting to the left door. The only current strat that would put this into logic is using a frozen Evir, so canTrickyUseFrozenEnemies is added for clarity. |
Requires: { "or": [ "h_usePowerBomb", { "and": [ "Gravity", "ScrewAttack" ] }, { "and": [ "Gravity", "canIBJ" ] }, { "and": [ "h_useMorphBombs", "h_useSpringBall" ] }, { "and": [ "h_useMorphBombs", "canTrivialMidAirMorph", "canDisableEquipment" ] } ] } Clears obstacles: A |
From: 1
Left Door
To: 5
Left Pillar Junction
Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. Requires a runway of only approximately 0.5 tiles in the adjacent room. Perform an air ball before hitting the ceiling in order to land on the first pillar. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 1 } } Requires: "canLateralMidAirMorph" "canCrossRoomJumpIntoWater" "HiJump" "canPlayInSand" |
Gain momentum in the room to the left, then jump after entering this room in order to land on the first pillar. Ensure that Speed Booster is disabled. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 5 } } Requires: "canCrossRoomJumpIntoWater" "canPlayInSand" "canCarefulJump" Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water. |
Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. With a short runway of 4 tiles (with an open end) in the adjacent room, it is required to jump as late as possible at the edge of the runway in this room. Shrinking Samus' hitbox before landing makes the jump a little easier. Entrance condition: { "comeInRunning": { "speedBooster": false, "minTiles": 4 } } Requires: "canCrossRoomJumpIntoWater" "canPlayInSand" "canTrickyJump" Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water. |
Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spin jump or down-back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. I-frames can be acquired from a Rinka hit, a turret shot, or from the Zebetite itself. Note that Zebetites cause i-frames but deal no damage. If Screw Attack is equipped, then a down-back must be used, since spin jumping will cancel i-frames. With Ice+Wave, Samus can freeze the Rinka from above with an angle-down shot; Otherwise Samus must go below, press against the wall, and freeze it with an upward shot. With Ice+Plasma, Samus must be crouched when firing the shot. Requires: { "notable": "Ice Zebetite Skip" } "canUseIFrames" "canTrickyUseFrozenEnemies" "Morph" { "or": [ { "and": [ "Wave", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] }, "canTrickyJump" ] } { "or": [ { "disableEquipment": "ScrewAttack" }, "canDownBack" ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mother Brain 1", "type": "turret", "hits": 1 } } ] } "i_MotherBrainBarrier1Clear" "i_MotherBrainBarrier2Clear" "i_MotherBrainBarrier3Clear" "i_MotherBrainBarrier4Clear" Dev note: This technically requires f_KilledZebetites1 to not be set, but there is minimal risk of loss of access, because there is no reason to kill any Zebs without being able to kill them all. It is also possible to Ice Zeb skip through the second Zeb with a morph/unmorph/remorph on a frozen Rinka; this is known as a Remorph Zebetite Skip or a Spring Ball Zebetite Skip. Technically this strat involves `canWallIceClip` but we don't include that requirement, since the positioning of the Rinka is freely normalized, which makes the trick easier than this tech would normally imply. FIXME: It is possible to Ice Zeb Skip out, but it is much harder and would only be useful if getting here with canRiskPermanentLossOfAccess. |