Release Grapple while swinging with sufficient downward vertical momentum to exceed the fall speed cap, in order to allow Samus to continue gaining higher speed while falling. While in this state Samus may morph and frame-perfectly equip or unequip Spring Ball in order to land while continuing to gain fall speed; Once Samus reaches a speed of 16, she will clip down through any number of solid tiles below, with her fall speed resetting to zero once an air tile is reached.
Dependencies: canTrivialMidAirMorph, canUseGrapple, canMidAirMorph
Enter the room with a super sink, in order to clip down through several screens and reach the door below. Entrance condition: { "comeInWithSuperSink": {} } |
From: 3
Upper Right Section - Bottom Right Door
To: 5
Lower Section - Bottom Right Door
Enter the room with a super sink, in order to clip down several screens to the bottom part of the room. Entrance condition: { "comeInWithSuperSink": {} } |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithSuperSink": {} } |
Entrance condition: { "comeInWithSuperSink": {} } |
Entrance condition: { "comeInWithSuperSink": {} } |
Entrance condition: { "comeInWithSuperSink": {} } |
Enter the room with a super sink, and hold left, in order to clip down through the Power Bomb blocks. Use Spring Ball to navigate the thorns and Samus Eaters with limited damage. Entrance condition: { "comeInWithSuperSink": {} } Requires: "h_useSpringBall" { "thornHits": 3 } { "samusEaterFrames": 160 } |
Swing counter-clockwise around the left-most Ripper closely (pressing up to retract Grapple), positioned as far left as possible while avoiding getting caught on the stalactite. After swinging under the stalactite with high enough speed, hold down to extend Grapple to push Samus to the left slightly, then release Grapple while Samus is still nearly horizontal. Quickly morph and frame-perfectly pause to equip or unequip Spring Ball. If successful, Samus will continue gaining fall speed while on the ground morphed. Immediately roll left through the door, which should have been opened in advance. Requires: "canUseEnemies" { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 2 } } "Morph" "SpringBall" Exit condition: { "leaveWithSuperSink": {} } |
Enter the room with a super sink, in order to clip down to the bottom part of the room. Blindly traverse to the right door. It is recommended to open the door using Grapple if possible, since it can reach the door from a distance even while off-camera whereas beams cannot. Entrance condition: { "comeInWithSuperSink": {} } Requires: "canOffScreenMovement" { "heatFrames": 360 } { "acidFrames": 345 } { "enemyDamage": { "enemy": "Magdollite", "type": "contact", "hits": 1 } } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"acidFrames":75},{"heatFrames":75}]} {"types":["super"],"requires":[{"acidFrames":25},{"heatFrames":25}]} {"types":["powerbomb"],"requires":[{"acidFrames":90},{"heatFrames":90}]} Dev note: FIXME: With better off-camera movement, this can be done with significantly less damage (and with Gravity the Magdollite hit can also be avoided); but after the supersink setup it's not clear if it's reasonable to assume any more than this. FIXME: If the acid is already drained, then the requirements here could be reduced (though in that case there's not as much reason to do this strat). |
Entrance condition: { "comeInWithSuperSink": {} } Requires: { "heatFrames": 115 } |
Enter the room with a super sink, and move a couple tiles away from the door, to clip down into the tunnel two screens below. Entrance condition: { "comeInWithSuperSink": {} } |
Entrance condition: { "comeInWithSuperSink": {} } |
Entrance condition: { "comeInWithSuperSink": {} } |
Swing clock-wise around the two Grapple blocks at the top of the room, and release when Samus has high speed and is as far right as possible. Quickly morph, pause frame-perfectly so that the pause hits just as Samus would land, Equip or unequip Spring Ball in order to land on the door shell without bouncing. If successful, Samus will continue to gain fall speed while resting on the door shell, clipping through it after a few seconds. If Spring Ball is unequipped after bouncing, it will cause the game to crash after landing from the bounce. To avoid this, do not unequip Spring Ball if the bouncing sound is heard before or while entering the pause menu. Alternatively, equip rather than unequip Spring Ball. Requires: "canSuperSink" "SpringBall" Bypasses door shell: true |
Swing counter-clockwise around the floating Grapple blocks on the right side of the room, and release when Samus has high speed and is as far left as possible. Quickly morph, pause frame-perfectly so that the pause hits just as Samus would land. Equip or unequip Spring Ball in order to land without bouncing. Hold left to roll over to the door. If successful, Samus will continue to gain fall speed, and will clip through the door soon after reaching it. If Spring Ball is unequipped after bouncing, it will cause the game to crash after landing from the bounce. To avoid this, do not unequip Spring Ball if the bouncing sound is heard before or while entering the pause menu. Alternatively, equip rather than unequip Spring Ball. Requires: "canSuperSink" "SpringBall" Bypasses door shell: true Dev note: It is also an option to swing counter-clockwise around the Powamp above the door; but this may be less consistent since the vertical position of the Powamp can vary. |
Enter the room with a super sink, and hold right, to clip down into the air pocket below the door. From there use Grapple to clip inside the wall and down into the transition, bypassing the door lock below. Entrance condition: { "comeInWithSuperSink": {} } Requires: "canGrappleClip" Bypasses door shell: true |
Entrance condition: { "comeInWithSuperSink": {} } |