Executing a strat that requires waiting or doing the same thing over and over again for a long time, potentially more than 3 minutes, even with good execution.
Dependencies: canBePatient
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canBeVeryPatient" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 5
Bottom Right Door
To: 3
Top Right Door
Use an X-Ray climb to position Samus to where she can break the Bomb block with Screw Attack. This is an 8 screen climb. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "ScrewAttack" "Morph" "canBeVeryPatient" "canXRayClimb" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canBeVeryPatient" |
From: 2
Bottom Left Door
To: 3
Item
Ascend with a long IBJ, then ceiling bomb jump against the speed blocks to overload the PLMs. Falling is very unforgiving. Note that the boyons can be killed with bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Ceiling Bomb Jump" } "h_canArtificialMorphCeilingBombJump" "canBeVeryPatient" |
Wall jump up 9 times, placing a PB at the top. Only works in direct g-mode with the item still uncollected. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Up with Power Bombs" } { "itemNotCollectedAtNode": 3 } "canConsecutiveWalljump" "Morph" { "or": [ "canRiskPermanentLossOfAccess", "canXRayClimb" ] } { "ammo": { "type": "PowerBomb", "count": 9 } } "canBeVeryPatient" { "or": [ "canTrivialUseFrozenEnemies", "canTrickyJump", "ScrewAttack", "h_getBlueSpeedMaxRunway", { "enemyKill": { "enemies": [ [ "Boyon", "Boyon", "Boyon", "Boyon" ] ] } }, { "enemyDamage": { "enemy": "Boyon", "hits": 1, "type": "contact" } } ] } |
Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 121, "excessFrames": 6 } }, { "and": [ { "shinespark": { "frames": 117, "excessFrames": 6 } }, "HiJump" ] }, { "and": [ { "shinespark": { "frames": 112, "excessFrames": 6 } }, "HiJump", "SpeedBooster" ] }, { "and": [ { "shinespark": { "frames": 9, "excessFrames": 7 } }, { "or": [ "canConsecutiveWalljump", "SpaceJump", { "and": [ "canIBJ", "canUnmorphBombBoost", "canBeVeryPatient" ] } ] } ] } ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
It takes approximately 3.5 minutes for a global Geemer to reach this location. If using a Super, fire between 19 and 33 seconds after entering the room, then wait approximately 30 more seconds to be hit. Requires: { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } |
From: 5
Alcatraz Door
To: 5
Alcatraz Door
It takes approximately 3.5 minutes for a global Geemer to reach this location, but this can be reduced by using a Super between 19 and 33 seconds after entering the room, to make a Geemer fall and take a shorter path. Requires: "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again. Requires: { "notable": "Alcatraz Escape Double Damage Boost" } "h_ZebesIsAwake" "HiJump" "Morph" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
From: 5
Alcatraz Door
To: 8
Central Junction
Enter with direct G-Mode artificial morph, and perform a Crystal Flash to refill reserve energy. Do this all the way to the left, to prevent the Geemer from being destroyed by the lingering light orb. Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Either way, after the Geemer comes down into Alcatraz, shoot a Super to knock it off the ledge to make it bypass the light orb. Damage down until one Geemer hit away from running out of energy. If Samus has at least one Energy Tank, it will take longer to damage down, in which case an additional Super can be used to knock the Geemer onto the floating platform, to allow unlimited time for damaging down. A final Super can be used to knock the Geemer off the floating platform. Set reserves to manual, stand next to the bomb blocks, and wait for the Geemer to approach. Just before taking a hit, press pause. During the fade-out, hold forward to land quickly after knockback. At a precise moment just before the pause hits, jump and aim down; the aim-down can be buffered before jumping, e.g. by rolling from forward to down through a diagonal input. Set reserves to auto, then unpause while continuing to hold jump. If successful, the forced stand-up will occur close to the ceiling and while Samus still has upward momentum, allowing Samus to clip through. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Alcatraz Escape G-Mode Crystal Flash Then Forced Standup" } "h_ZebesIsAwake" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 3 } } "h_canArtificialMorphCrystalFlash" "canPauseAbuse" { "autoReserveTrigger": {} } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze it just after it starts climbing the bomb blocks. Spin-jump above it, which will put Samus into a forced crouch where X-Ray cannot be used. Use Grapple to kill a second Geemer, restoring the ability to use X-Ray. Use X-Ray to stand up, then jump up through the ceiling. Requires: { "notable": "Alcatraz Escape with Grapple X-Ray Ceiling Clip" } "h_ZebesIsAwake" "canBePatient" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "h_canPreciseIceClip" "canUseGrapple" "canXRayStandUp" |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall with a 4-8 pixel gap between it and the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then hold forward (or forward and down) 5 frames later to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws. Requires: { "notable": "Alcatraz Escape with HiJump Ceiling Clip" } "HiJump" "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } { "tech": "canPreciseCeilingClip" } "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "canInsaneJump" |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze the Geemer as it turns onto the middle slope of the left wall to escape - it helps to freeze the geemer from below. Alternatively, use a Super to knock it off the wall and freeze it mid-air. Requires: "h_ZebesIsAwake" "canMidAirMorph" "canTrickyUseFrozenEnemies" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } { "or": [ "canTrickyJump", { "and": [ "canCarefulJump", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Shoot out only the lower 2 shot blocks on the side Samus will be climbing. Grab a Beetom and use Morph to pixel align the Beetom with the edge of the wall. While facing right. Xray stand up for height and shoot to freeze. Angle down shot to be safe. Continue refreezing during the next steps. Grab the other Beetom and stand close, but not too close, to the first. Do a small jump, but not too low, and do an angle down shot the frame before Samus lands. This second beetom needs to be exactly 1 pixel below the first. Refreeze the first before testing the positioning. Jump onto your beetom, walk into the wall, and start xray Climbing. Climb up 2.5 screens and then fire upwards to clear shot blocks. Continue climbing and finish by walking away from the crumble blocks. Requires: { "notable": "Beetom X-Ray Climb" } "canXRayClimb" "Morph" "canWallIceClip" "canBeVeryPatient" { "enemyDamage": { "enemy": "Beetom", "hits": 9, "type": "contact" } } { "resetRoom": { "nodes": [ 2, 3, 4 ] } } Resets obstacles: A |
Requires: "canUseEnemies" "canBeVeryPatient" |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
The crumble block is the leftmost flat ceiling tile. Requires: "canEnterGMode" "h_canUseMorphBombs" "SpaceJump" { "or": [ "canCeilingBombJump", "canBeVeryPatient" ] } |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Requires: { "notable": "Spikeway Aim Cancel Wiggle" } "canTurnaroundAimCancel" "canBeVeryPatient" { "thornHits": 180 } |
This uses the runway at the top-right of the room, requiring an extremely precise jump in order to thread the needle between the platforms and reach the left door. If obtaining blue speed, a multi-stutter should be used with a 2-tap shortcharge, with an early second tap and a last-frame jump, in order to gain enough momentum for the jump; bonk the ceiling, and wait to aim down until passing between the platforms. Requires: "canInsaneJump" "canBeVeryPatient" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 17, "openEnd": 1 }, "landingRunway": { "length": 0, "openEnd": 1 }, "minExtraRunSpeed": "$3.2", "maxExtraRunSpeed": "$3.3" } } |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small near the top of the room. Requires: "h_canFrozenEnemyRunway" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canBeVeryPatient" { "ammo": { "type": "PowerBomb", "count": 1 } } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 3
Above Power Bomb Blocks - Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canBeVeryPatient" { "ammo": { "type": "PowerBomb", "count": 1 } } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canBeVeryPatient" { "ammo": { "type": "PowerBomb", "count": 1 } } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canBeVeryPatient" { "ammo": { "type": "PowerBomb", "count": 1 } } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canBeVeryPatient" { "ammo": { "type": "PowerBomb", "count": 1 } } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction
Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult. Requires: { "notable": "Bottom Ice Clip" } "h_canBombThings" "h_additionalBomb" { "enemyDamage": { "enemy": "Zeela", "type": "contact", "hits": 1 } } "canTrickyJump" { "or": [ "h_canXRayMorphIceClip", { "and": [ "h_canHighPixelIceClip", "canInsaneJump", "canBeVeryPatient" ] } ] } { "or": [ "h_canUseSpringBall", { "and": [ "can4HighMidAirMorph", "canInsaneJump" ] } ] } { "or": [ "canBePatient", { "obstaclesNotCleared": [ "A" ] } ] } |
Requires: { "enemyDamage": { "enemy": "Zeela", "type": "contact", "hits": 1 } } "canBeVeryPatient" |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } |
Wait for the slow global Zeelas. They take almost 4 minutes to get there. Requires: "h_canFrozenEnemyRunway" "canBeVeryPatient" Exit condition: { "leaveWithRunway": { "length": 2, "openEnd": 1 } } |
Requires: "Charge" { "or": [ { "and": [ "Ice", "Wave" ] }, { "and": [ "Ice", "Spazer" ] }, { "and": [ "Spazer", "Wave" ] }, { "and": [ "canBePatient", { "or": [ "Ice", "Wave", "Spazer" ] } ] }, "Plasma", "canBeVeryPatient" ] } Clears obstacles: f_DefeatedSporeSpawn |
From: 8
Right Side - Bottom Door
To: 2
Right Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canBeVeryPatient" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 8 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canBeVeryPatient" |
It takes around 3 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "Morph" { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
It takes around 3 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Use the frozen Zero as a platform or other means to get up to the top half of the room. This takes about 3 minutes. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "h_canFrozenEnemyRunway" "Morph" Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 1 } } |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "Morph" { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 2
Middle Left Door
Use the frozen Zero as a platform or other means to get up to the top half of the room. This takes about 4 minutes, but fortunately isn't often necessary. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "h_canFrozenEnemyRunway" "Morph" Exit condition: { "leaveWithRunway": { "length": 5, "openEnd": 1 } } |
This is a very long ceiling bomb jump. Wait for the Wavers to come and kill them before crossing the room. Requires: { "notable": "Long Ceiling Bomb Jump" } "canLongCeilingBombJump" "canBeVeryPatient" |
From: 1
Left Door
To: 2
Right Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
Requires: { "notable": "Long Ceiling Bomb Jump" } "canLongCeilingBombJump" "canBeVeryPatient" |
From: 2
Right Door
To: 1
Left Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphIBJ" "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it. Requires: { "notable": "Frozen Beetom Ice Climb" } "canTrickyUseFrozenEnemies" "canFlatleyJump" { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 9 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 4 } } ] }, { "and": [ "canBeVeryPatient", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } }, { "refill": [ "Energy" ] } ] } ] } |
Without canJumpIntoIBJ, Samus will need to kill the Rippers while breaking the bomb blocks then start from the platforms below. Place a Power Bomb on the ascent to break the block and continue the IBJ through it. Requires: "canBeVeryPatient" "canPowerBombMidIBJ" { "or": [ { "obstaclesCleared": [ "B" ] }, { "ammo": { "type": "PowerBomb", "count": 2 } } ] } |
From: 1
Left Door
To: 3
Bottom Right Door
Tank one or more ceiling thorn hits in order to make it past the middle section. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "can4HighMidAirMorph" { "thornHits": 1 } { "or": [ { "thornHits": 2 }, "canBeVeryPatient" ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Top Right Door
To: 3
Bottom Right Door
Tank one or more ceiling thorn hits in order to make it past the middle section. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "can4HighMidAirMorph" { "thornHits": 1 } { "or": [ { "thornHits": 2 }, "canBeVeryPatient" ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 1
Left Door
Tank one or more ceiling thorn hits in order to make it past the middle section. Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "can4HighMidAirMorph" { "thornHits": 1 } { "or": [ { "thornHits": 2 }, "canBeVeryPatient" ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 2
Top Right Door
Tank one or more ceiling thorn hits in order to make it past the middle section. Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "can4HighMidAirMorph" { "thornHits": 1 } { "or": [ { "thornHits": 2 }, "canBeVeryPatient" ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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 |
From: 4
Left Side - Bottom Door
To: 2
Left Side - Top Middle Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "ammo": { "type": "PowerBomb", "count": 1 } } "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Left Side - Bottom Door
To: 3
Left Side - Bottom Middle Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "ammo": { "type": "PowerBomb", "count": 1 } } "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Left Side - Bottom Door
To: 6
Middle Right Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "ammo": { "type": "PowerBomb", "count": 1 } } "HiJump" "canSpringBallJumpMidAir" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Left Side - Bottom Door
To: 7
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "ammo": { "type": "PowerBomb", "count": 1 } } "HiJump" "canSpringBallJumpMidAir" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 7
Top Right Door
Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary. It may be best to first IBJ to the top left side and kill the top Waver with Bombs; this can be done by placing bombs in a vertical line, then dodging the Waver as it approaches. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "canTrickyJump", "canBePatient", { "or": [ "canBeVeryPatient", "canDoubleBombJump" ] } ] } ] } |
From: 1
Right Door
To: 1
Right Door
Very quickly cross the room, collecting both items without falling into the lava. A Power Bomb in the middle of the room sets up the Sova drops and adds lag which makes the block item easier to collect with a Flatley jump. Farming the left sova and middle dragon increases the chances of getting enough health drops, but it may still not be possible with poor drop luck. Pause abuse can be useful for reaching the right side drops if the left side's luck was bad. Entrance condition: { "comeInRunning": { "minTiles": 2, "speedBooster": "any" } } Requires: { "or": [ "Wave", "Plasma", "Spazer", "canBeVeryPatient" ] } { "enemyKill": { "enemies": [ [ "Sova", "Sova", "Sova", "Dragon", "Dragon" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMockball" "canPreciseWalljump" "canInsaneJump" "canPauseAbuse" "canFarmWhileShooting" "canBePatient" { "resourceMissingAtMost": [ { "type": "Missile", "count": 0 }, { "type": "Super", "count": 0 } ] } { "heatFrames": 392 } { "resourceAtMost": [ { "type": "RegularEnergy", "count": 1 } ] } |
From: 2
Right Door
To: 1
Left Door
Use the Geruta to get up to the top left ledge while also getting it to swoop into the top left region. This requires many jumps from below to get it to swoop up onto the ledge and not get stuck. When the Geruta is heading into the right spot, use it as a platform to get up as well. Requires: "h_heatProof" "canBeVeryPatient" "canCameraManip" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. Requires: "h_heatProof" "canBePatient" "canCameraManip" "Morph" { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "ammo": { "type": "PowerBomb", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", { "or": [ "ScrewAttack", "h_canBombThings" ] } ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "canBeVeryPatient", "canJumpIntoIBJ" ] }, { "and": [ "canBeVeryPatient", "Grapple", { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up. Requires: "h_heatProof" "canBePatient" "canCameraManip" { "or": [ "canInsaneJump", "Ice", "h_lavaProof", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, { "and": [ "canUseIFrames", { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } }, { "lavaFrames": 55 } ] } ] } { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", "ScrewAttack" ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "canBeVeryPatient", "HiJump", "Grapple" ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Middle Left Door
To: 2
Middle Left Door
If the Power Bomb blocks are broken and the room cannot be reset, the runway can be extended by waiting for the slow global Sova. Be careful to prevent killing the Sova when breaking the Power Bomb blocks, while still ensuring breaking the ceiling Bomb blocks. Using a Super to knock off the Sova once it is near the gates will save approximately 30 seconds. Requires: "h_canFrozenEnemyRunway" { "obstaclesCleared": [ "A", "B", "C" ] } { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } ] } Exit condition: { "leaveWithRunway": { "length": 7, "openEnd": 1 } } |
From: 2
Middle Right Door
To: 2
Middle Right Door
Wait 3 minutes for the Sova to get into position, or 100 seconds with Morph by going ahead of them to break the shot blocks as they get there. This can be further reduced to 45 seconds with a Super by knocking a Sova off after it exits the morph tunnel. The other Sovas can be farmed or used as a backup. Requires: "h_canFrozenEnemyRunway" { "or": [ { "and": [ "h_heatProof", "canBeVeryPatient" ] }, { "and": [ "h_heatProof", "canBePatient", "Morph" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2600 } ] } ] } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } |
Touch the item while remaining in artificial morph. Ceiling bomb jump back to the left, then use x-ray to cancel g-mode and obtain the item. Requires: "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" { "obstaclesCleared": [ "A" ] } |
From: 5
Small Platforms Junction
To: 3
Item
Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used as a stepping stone once frozen. Without movement items it may be necessary to continue manipulating it from above, jumping and aiming down to freeze it. Requires: "canTrickyUseFrozenEnemies" "canManipulateMellas" { "or": [ { "and": [ "canBePatient", "canWalljump" ] }, "canBeVeryPatient" ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } |
Killing Golden Torizo only with missiles using enemy state manipulation to get missiles to connect. This can be done by rolling under GT, triggering the sit attack, and then shooting missiles during the stand up animation. By pushing GT to the door and rolling into the door during a jump back, the sit can reliably be manipulated. But this setup is subpixel dependant and harder to setup again if GT moves unexpectidly. Use of the safe spot is expected. Keep missiles below 31 to control the fight. This fight takes multiple minutes. (A cheeky Missile can hit GT the moment it becomes active) Requires: { "notable": "Missiles Only Kill" } "h_heatProof" "Morph" { "resourceCapacity": [ { "type": "Missile", "count": 15 } ] } { "or": [ { "resourceCapacity": [ { "type": "RegularEnergy", "count": 199 } ] }, { "resourceCapacity": [ { "type": "ReserveEnergy", "count": 100 } ] } ] } "canBeVeryPatient" Clears obstacles: f_DefeatedGoldenTorizo |
Stand in the safe spot and fire Charge shots into GT. Requires: { "notable": "Safe Spot Kill" } "h_heatProof" "Charge" "canBeVeryPatient" Clears obstacles: f_DefeatedGoldenTorizo |
From: 3
Left Farm Junction
To: 3
Left Farm Junction
Requires: { "heatFrames": 0 } "canPauseAbuse" "Grapple" "canBeVeryPatient" { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Energy", "Super", "PowerBomb" ] } |
From: 4
Right Farm Junction
To: 4
Right Farm Junction
Requires: { "heatFrames": 0 } "canPauseAbuse" "Grapple" "canBeVeryPatient" { "resetRoom": { "nodes": [ 1 ] } } { "refill": [ "Energy", "Super", "PowerBomb" ] } |
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: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Requires: { "notable": "Ceiling Bomb Jump" } "canLongCeilingBombJump" "canBeVeryPatient" |
Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: { "notable": "X-Ray Climb" } "canXRayClimb" { "or": [ { "and": [ { "spikeHits": 3 }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 199 } ] } ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "canOffScreenMovement", { "or": [ { "and": [ { "spikeHits": 1 }, "canUseIFrames" ] }, "Grapple", { "and": [ "SpaceJump", "canInsaneJump", "canBeVeryPatient" ] } ] } ] } ] } |
From: 1
Top Left Door
To: 3
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" { "electricityHits": 2 } { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Touch the item while remaining in artificial morph. Ceiling bomb jump back to the right, then use x-ray to cancel g-mode and obtain the item. Requires: "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" { "obstaclesCleared": [ "A" ] } |
From: 2
Bottom Right Door
To: 1
Bottom Left Door
Run into the room to gain temporary blue with a water shinecharge. Use X-ray along with HiJump and/or Spring Ball to chain it through the room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canStationaryLateralMidAirMorph" { "or": [ { "and": [ "HiJump", "canTrickySpringBallJump" ] }, { "and": [ { "or": [ "HiJump", "canTrickySpringBallJump" ] }, "canBeVeryPatient" ] } ] } "canXRayTurnaround" "canLongChainTemporaryBlue" |
From: 2
Bottom Right Door
To: 3
Top Right Door
Run into the room to gain temporary blue with a water shinecharge. Use X-ray along with HiJump to chain it through the room. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: "canWaterShineCharge" "canStationaryLateralMidAirMorph" "HiJump" { "or": [ "canBeVeryPatient", "canTrickySpringBallJump" ] } "canXRayTurnaround" "canLongChainTemporaryBlue" |
From: 1
Bottom Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 1
Bottom Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "ammo": { "type": "PowerBomb", "count": 2 } } |
From: 1
Bottom Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
Use the slow global crab and Skulteras to get up. The last part, just below the item is the hardest. Get onto the global crab on the right wall. Either freeze the Skultera close to the wall and wall jump between them. or, a harder option without wall jumps is to refreeze the crab again, higher on the wall, while being careful not to clip through it. Freeze the Skultera at the left, near its minimum and jump to it, then the solid ground. Note that the fish will be pushed down slightly over time because of the sloped tiles, but it will be at its minimum by the time the global crab has arrived. Requires: { "notable": "Crab Climb with Only Ice" } "canSuitlessMaridia" "canCrazyCrabClimb" "canBeVeryPatient" { "or": [ "canSunkenTileWideWallClimb", "canTrickyJump" ] } |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
Use the slow global crab and Skulteras to get up. The last part, just below the item is the hardest. Wait for the global crab to be on vertical portion the ledge jutting out on the right or left - any other locations and it will fall on a platform and get stuck. Shoot a super and freeze it mid air. Using the frozen crab on the platform, the mid air crab, and the fish, jump up to the solid ground. Freeze the Skultera at the left, near its minimum and jump to it, then the solid ground. Note that the fish will be pushed down slightly over time because of the sloped tiles, but it will be at its minimum by the time the global crab has arrived. Requires: { "notable": "Crab Climb with Only Ice and Supers" } "canSuitlessMaridia" "canCrazyCrabClimb" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 1 } } |
From: 4
Top Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "canTrickyUseFrozenEnemies" "Wave" "h_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Morph", "canBeVeryPatient" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "h_canArtificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canBeVeryPatient" ] } ] } |
Wait a long time for the slow global crab. Freeze it when it comes around on the left, one tile above the bottom slope. Freeze the fish, get on the frozen crab, and wall jump between the fish and the wall and the wall. Wall jump towards the fish to gain height faster. Requires: { "notable": "Crab Climb with Only Ice" } "canSuitlessMaridia" "canCrazyCrabClimb" "canSunkenTileWideWallClimb" "canBeVeryPatient" "canMidairWiggle" { "obstaclesNotCleared": [ "A" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
After the global crab passes and starts climbing up, use a super and freeze it mid air to get to the left platform. Jump and a quick crab will start moving down the right wall. Quickly shoot it and freeze it to get over to the right. Wait a long while for the global crab to return. Let it pass, then use a super to freeze it mid air and get to the next platform. Follow the global crab the rest of the way up to the door while using it and the fish as platforms on the way. For a faster but tighter strat, knock off the first downward moving crab with a super and follow it up while freezing it and performing precise platforming. Requires: { "notable": "Crab Climb with Only Ice and Supers" } "canBeVeryPatient" "canSuitlessMaridia" "canCrazyCrabClimb" { "ammo": { "type": "Super", "count": 2 } } { "obstaclesNotCleared": [ "A" ] } |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door with Gravity or Grapple. It is also possible to knock the crab off of the middle peak with a super and follow it to the left with Ice or HiJump and Spring Ball. Requires: "canBeVeryPatient" { "or": [ "canGravityJump", { "and": [ "canPreciseGrapple", { "or": [ "HiJump", "Gravity" ] } ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door. It is also possible to knock the crab off of the middle peak with a super and follow it. Requires: "h_canFrozenEnemyRunway" "Gravity" "canBeVeryPatient" { "or": [ "canGravityJump", "canPreciseGrapple", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 0 } } |
Requires: { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", { "or": [ "Gravity", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "HiJump", "canGravityJump", "canBeVeryPatient" ] } ] } "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ "Morph", "canTwoTileSqueeze" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster) Requires luring 2 crabs. Use a super to knock off and freeze a crab midair. Be sure to lure a crab to the next section to crab climb further. If Samus has 2 supers, it is easier to bring 3 crabs; the third is from the morph tunnel to the left. Lure 2 crabs to the next section for a slightly easier crab climb. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip. Requires: { "notable": "Right Crab Climb with Only 1 Super" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickyJump" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 1 } } Clears obstacles: A, B |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster) Requires luring 3 crabs; the third crab is from the morph tunnel to the left. Use a super to knock off and freeze a crab midair. Be sure two crabs make it to the next section in order to crab climb further. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip. Requires: { "notable": "Right Crab Climb with Only 2 Supers" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickyJump" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 1 } } Clears obstacles: A, B |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Climbing the right side of the room with only two supers and ice. (As used in 14% Icebooster) Requires originally luring 3 crabs. Two crabs and one super are needed from this location. Use a super to knock off and freeze a crab midair. Once close to the upper platform, freeze the crab at knee height to stand on it to jump up. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip. Requires: { "notable": "Right Crab Climb with Only 2 Supers" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickyJump" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 1 } } { "obstaclesCleared": [ "A" ] } |
Use a double spring ball jump to reach the top of the room with temporary blue. To cross the two gaps at the top of the room while chaining temporary blue, use spring ball jumps with HiJump disabled; in each case, perform a stationary lateral mid-air morph or a spring fling (or both); Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "HiJump" "canLongChainTemporaryBlue" "canDoubleSpringBallJumpMidAir" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } "canBeVeryPatient" |
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
From: 1
Bottom Left Door
To: 2
Right Door
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing; the first Power Bomb must be placed at a specific time, about 1 tile to the left of the first set of Speed blocks; the second Power Bomb should be placed as early as possible after coming off cooldown. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canChainTemporaryBlue" "canStationaryLateralMidAirMorph" { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
Come in Getting Blue Speed, Leave With Temporary Blue (Spring Ball Jump, Pause Remorph)
(Insane)
Crab Shaft
From: 2
Right Door
To: 3
Top Door
Perform a long series of tricky spring ball jumps to get up through the room while chaining temporary blue. After each spring ball jump, immediately unmorph to avoid bonking the wall and losing temporary blue. Aim down and use a pause buffer to remorph and continue chaining temporary blue. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 1 } } Requires: "HiJump" "canSuitlessMaridia" "canLongChainTemporaryBlue" "canXRayTurnaround" "canTrickySpringBallJump" "canPauseRemorphTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": { "direction": "any" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
IBJ up the climb. This is a lot easier with PBs or Spring Ball to help kill the enemies. With PBs, use one on entry to deal with the Puyos, then IBJ up the right side and use another to kill the middle Choot. Otherwise, Kill the Puyos then the bottom Choot with Bombs, falling off when necessary, then climb the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } ] } |
From: 1
Left Door
To: 1
Left Door
Requires: "canBeVeryPatient" "canManipulateMellas" Exit condition: { "leaveWithGModeSetup": {} } |
To avoid damage, the Choot can be killed and then Samus can climb back up again. Requires: { "or": [ "canConsecutiveWalljump", "h_canFly" ] } { "or": [ { "enemyKill": { "enemies": [ [ "Choot" ] ], "explicitWeapons": [ "Wave", "Spazer", "PowerBomb" ] } }, { "and": [ "canBeVeryPatient", { "enemyKill": { "enemies": [ [ "Choot" ] ] } } ] } ] } |
Requires: "canBeVeryPatient" { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
From: 1
Left Door
To: 2
Right Door
Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump near the end of the platform, crossing the room. If Samus gains enough height from the jump, it is possible unmorph mid-air to discard horizontal speed at the right side of the room, then pause to remorph (`canPauseRemorphTemporaryBlue`). Otherwise, a precisely timed unmorph is needed to avoid bonking the door and losing the blue state; at certain speeds, it may be necessary to briefly release jump in order to control the height for the unmorph. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 1, "minExtraRunSpeed": "$4.4" } } Requires: "canPlayInSand" "canCrossRoomJumpIntoWater" "canInsaneJump" "canChainTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Cross the room by bouncing on the pillars. Then chain temporary blue into the next room. Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3", "movementType": "controlled" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canInsaneJump" "canChainTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce across the room, destroying the Evirs along the path, then bounce on the sand at the left side of the room, and unmorph to go straight up in the single-tile-wide space with no sandfall; perform a pause remorph to chain temporary blue to the door. Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3", "movementType": "controlled" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Right to Left)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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 |
From: 1
Left Door
To: 2
Right Door
Take the bottom path and place many bombs near the speed blocks to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
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 |