Navigating underwater without Gravity. This is not required for falling down a submerged room or for simple underwater platforming, such as where missing a jump does not leave Samus stuck somewhere.
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } "f_TourianOpen" "canSuitlessMaridia" "canShinechargeMovementComplex" Exit condition: { "leaveShinecharged": {} } |
Jump to the right side and diagonal spark left to escape the water. To spark as quickly as possible, buffer a spin jump by holding left (or right) and jump while riding the elevator. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 35 } "f_TourianOpen" "h_canNavigateUnderwater" "canShinechargeMovement" { "shinespark": { "frames": 21, "excessFrames": 8 } } |
Requires: "f_TourianOpen" "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Jump to either side and vertically spark out. To spark as quickly as possible, buffer a spin jump by holding left (or right) and jump while riding the elevator. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 20 } "f_TourianOpen" "h_canNavigateUnderwater" "canShinechargeMovement" { "shinespark": { "frames": 24, "excessFrames": 9 } } |
From: 3
Junction (Left side Pit)
To: 1
Left Door
Find the Choot that is closest to the surface of the water, crouch jump under it and damage boost onto the dry platform to the left. Requires: { "notable": "Suitless Damage Boost Water Escape" } "canSuitlessMaridia" "canHorizontalDamageBoost" "canCrouchJump" { "enemyDamage": { "enemy": "Choot", "hits": 1, "type": "contact" } } |
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" |
Requires: "canSuitlessMaridia" "canTrickySpringBallJump" |
Requires: "canSuitlessMaridia" { "useFlashSuit": {} } { "shinespark": { "frames": 6, "excessFrames": 4 } } |
From: 3
Junction (Left side Pit)
To: 4
Junction (Right side Pit)
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" |
From: 3
Junction (Left side Pit)
To: 4
Junction (Right side Pit)
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canTrickySpringBallJump", "canSpaceJumpWaterBounce" ] } |
From: 4
Junction (Right side Pit)
To: 2
Right Door
In the center of the room, freeze the Skultera at the highest point in its cycle. Then use a max height springball jump to escape the water and land on the above platform. Use spacejump to continue to the door. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "h_canMaxHeightSpringBallJump" "SpaceJump" |
From: 4
Junction (Right side Pit)
To: 2
Right Door
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canTrickyUseFrozenEnemies", "canTrickySpringBallJump", { "or": [ "canResetFallSpeed", "canStationaryLateralMidAirMorph", "canSpringFling" ] } ] } ] } { "useFlashSuit": {} } { "shinespark": { "frames": 11, "excessFrames": 5 } } |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Crouch jump down grab to get over the first two pillars. For the third pillar, crouch jump to time a damage boost on the Skultera. Right after taking damage, switch to a down grab to land on top of the pillar. This is made easier by taking the damage boost while Morphed. Requires: { "notable": "Suitless Damage Boost Underwater Pillar" } "canSuitlessMaridia" "canTrickyJump" "canNeutralDamageBoost" { "or": [ "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "enemyDamage": { "enemy": "Skultera", "hits": 1, "type": "contact" } } |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" |
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)
Crouch jump down grab to get onto the first pillar. This can be done by holding shoot to prevent the use of the flash suit. Jump out then diagonally spark back onto the platform just above the first pillar to use the least amount of Energy. Requires: "canSuitlessMaridia" { "or": [ "h_canCrouchJumpDownGrab", { "and": [ "h_UnderwaterCrouchJumpWithFlashSuit", "canDownGrab" ] } ] } { "useFlashSuit": {} } { "shinespark": { "frames": 9, "excessFrames": 4 } } |
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" { "obstaclesNotCleared": [ "A", "B", "C" ] } |
From: 3
Right Door, In the Water
To: 1
Left Door
It's a delayed walljump while the water is low, followed by a tight walljump off the bridge. This strat is easily bypassed by jumping through the door, or if the door can be opened. Requires: "canSuitlessMaridia" "canInsaneWalljump" |
Requires: "canSuitlessMaridia" "canTrickySpringBallJump" |
Requires: "canSuitlessMaridia" { "or": [ "canBombJumpWaterEscape", { "and": [ "h_canUseSpringBall", "canJumpIntoIBJ" ] } ] } |
From: 1
Right Door
To: 3
Dry Platform Junction
Watch a Zero (Caterpillar) climb along the ceiling before knocking it down near the speed blocks. Freeze it and jump on top. Escape the water with a spinjump or crouch jump. Requires: "canSuitlessMaridia" "canBePatient" "canTrickyUseFrozenEnemies" { "ammo": { "type": "Super", "count": 1 } } |
Requires: "canSuitlessMaridia" "canPreciseWalljump" |
Press pause slightly before jumping into morph, in order ensure Samus still has upward momentum when the pause fade-out finishes. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" |
Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Lure the Gamets up out of the water. It may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. Positioning is much easier with Morph; simply morph on the runway before they start separating. Freeze a Gamet while there is a half-tile gap between it and the runway in order to extend it as much as possible. Requires: "h_canNavigateUnderwater" { "or": [ "h_canTrickyFrozenEnemyRunway", { "and": [ "h_canFrozenEnemyRunway", "Morph" ] } ] } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } |
From: 1
Left Door
To: 2
Right Door
Carefully and quickly lure the Gamets to the right door without letting them go off camera. It may help to kill any extra Gamets once they spread apart. Requires: "h_canNavigateUnderwater" { "or": [ { "resourceCapacity": [ { "type": "Super", "count": 1 } ] }, { "obstaclesCleared": [ "A" ] } ] } "canTrickyJump" { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canSpaceJumpWaterBounce" ] }, { "and": [ "Gravity", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canStaggeredWalljump", "canInsaneJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", "canInsaneJump" ] }, "canTrickyUseFrozenEnemies" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Lure the Geemers up out of the water. It may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. At the top, position a Gamet flush with the central runway. Positioning is much easier with Morph; simply morph on the runway before they start separating. Freeze the Gamet before it begins moving horizontally, and it will be able to turn to the right. Use it as a frozen platform to cross both bodies of water. Lure the Gamet to the right and freeze it while there is a half-tile gap between it and the runway in order to extend it as much as possible. Requires: "h_canNavigateUnderwater" "canTrickyJump" { "or": [ "h_canTrickyFrozenEnemyRunway", { "and": [ "h_canFrozenEnemyRunway", "Morph" ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithRunway": { "length": 9, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 3
Junction Left of Green Gate
1- Stand near the farm point, on the edge of where you make Gamets spawn. 2- Wait for the water position to be high. 3- Move to make the Gamets spawn. Moonwalk is useful here. 4- Quickly climb up to the last ledge before the door. 5- Run, jump, dboost off a Gamet. 6- Dboost a second time off the Gamet to cross the second moat. Requires: { "notable": "Double Gamet Boost" } "h_canNavigateUnderwater" "canTrickyJump" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Gamet", "type": "contact", "hits": 2 } } |
1- Stand near the farm point, on the edge of where you make Gamets spawn. 2- Wait for the water position to be high. 3- Move to make the Gamets spawn. Moonwalking while facing the stairs is useful here. 4- Quickly climb up to the last ledge before the door. 5- Run, jump, dboost off a Gamet. Requires: "h_canNavigateUnderwater" "canHorizontalDamageBoost" "canCarefulJump" { "or": [ "Gravity", "HiJump", "canTrickyJump" ] } { "enemyDamage": { "enemy": "Gamet", "type": "contact", "hits": 1 } } |
From: 1
Left Door
To: 4
Center Platform Junction
Wait for the water to be rising and perform a max height SpringBall Jump. Requires: "canSuitlessMaridia" "HiJump" "h_canMaxHeightSpringBallJump" |
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate
Jump when the water level is at its lowest. Requires: "canSuitlessMaridia" "canTrickyJump" "h_canDoubleSpringBallJumpWithHiJump" |
Requires: "canSuitlessMaridia" "canDownGrab" |
Requires: "canSuitlessMaridia" { "spikeHits": 2 } |
Requires: "canSuitlessMaridia" "canCarefulJump" |
Requires: "canSuitlessMaridia" { "spikeHits": 2 } |
Requires: "canSuitlessMaridia" "canCarefulJump" |
Requires: { "notable": "Bull Boost" } "canSuitlessMaridia" "HiJump" "canUseEnemies" "canNeutralDamageBoost" "canCrouchJump" "Morph" { "enemyDamage": { "enemy": "Bull", "hits": 1, "type": "contact" } } |
Requires at least 3 tiles to work, but some longer lengths don't work. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 3 } } Requires: "canSuitlessMaridia" "canCarefulJump" { "or": [ "canWalljump", "HiJump" ] } |
It doesn't work from flush against the door. Start moving about half a tile away from it. Requires: "canSuitlessMaridia" "canTrickyDashJump" "canWalljump" |
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 1, 4 ] } } { "refill": [ "Energy", "PowerBomb" ] } |
Come in Shinecharging, Leave With Temporary Blue (Suitless Spring Ball Bounce, Pause Remorph)
(Extreme)
Crab Hole
From: 1
Top Left Doorway
To: 2
Bottom Left Door
Use Spring Ball to bounce into the hole, then unmorph to descend. Use a pause buffer to remorph, then chain temporary blue into the next room. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Come in Shinecharging, Leave With Temporary Blue (Suitless Spring Ball Bounce, Pause Remorph)
(Extreme)
Crab Hole
From: 1
Top Left Doorway
To: 3
Bottom Right Door
Use Spring Ball to bounce into the hole, then unmorph to descend. Use a pause buffer to remorph, then chain temporary blue into the next room. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" |
Freeze a crab on the edge of the hole in the ceiling. Then get on top of it with Gravity and a wall jump, jump assist, or second frozen crab on the ground, or a suitless Spring Ball jump with HiJump. Requires: "canUseFrozenEnemies" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies" ] }, { "or": [ "canMidAirMorph", "h_canUseSpringBall" ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir", "canSuitlessMaridia" ] } ] } |
Freeze a crab at a very precise position in order to clip through the center Morph tunnel without a way to see. Use a frozen crab on the opposite wall in order to better time the crab being used for clipping and as a way to climb on top of it. Ice Beam on its own has a high chance of hitting a wall instead of the crab; straight vertical shots can help. Gravity has a 2 pixel clip window while Suitless there is only 1 pixel up higher which requires a precise down grab to get onto the crab. Requires: { "notable": "Ice Clip" } "h_canNavigateUnderwater" "canOffScreenMovement" { "or": [ { "and": [ "Gravity", "h_canPreciseIceClip" ] }, { "and": [ "HiJump", "h_canHighPixelIceClip" ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Use a super to knock off a crab and freeze it mid-air. Then get on that crab, possibly using a door ledge Freeze a second crab on the edge of the hole above. Requires: { "notable": "Suitless Crab Climb No Jump Assist" } "canMidAirMorph" "canSuitlessMaridia" { "ammo": { "type": "Super", "count": 1 } } "canTrickyUseFrozenEnemies" |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Freeze one crab on the lip of the overhead opening and another on the edge of a doors platform then springballjump up. Use a Stationary Lateral Mid-Air Morph to gain enough jump height without bonking the ceiling. It is possible with a crouch jump to not need the second crab. Requires: { "notable": "Suitless Crab Climb Superless with Springball" } "canSuitlessMaridia" "canTrickyJump" "canTrickySpringBallJump" "canTrickyUseFrozenEnemies" "canStationaryLateralMidAirMorph" |
Stand on a frozen crab, then freeze a second one on the edge of the hole above. Use a crouch jump and/or down grab to get onto the crab above. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "HiJump" { "or": [ "canMidAirMorph", "h_canUseSpringBall" ] } { "or": [ "canCrouchJump", "canDownGrab" ] } |
Use a Super to knock off a crab and freeze it mid-air. Freeze a second crab on the edge of the hole above. Requires: "canSuitlessMaridia" "canTrickyJump" { "ammo": { "type": "Super", "count": 1 } } "canTrickyUseFrozenEnemies" "canSpringBallJumpMidAir" |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 2, 3 ] } } { "refill": [ "Energy", "PowerBomb" ] } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
Come in Shinecharging, Leave With Temporary Blue (Suitless Spring Ball Bounce, Pause Remorph)
(Extreme)
Crab Hole
From: 4
Top Right Doorway
To: 2
Bottom Left Door
Use Spring Ball to bounce into the hole, then unmorph to descend. Use a pause buffer to remorph, then chain temporary blue into the next room. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Come in Shinecharging, Leave With Temporary Blue (Suitless Spring Ball Bounce, Pause Remorph)
(Extreme)
Crab Hole
From: 4
Top Right Doorway
To: 3
Bottom Right Door
Use Spring Ball to bounce into the hole, then unmorph to descend. Use a pause buffer to remorph, then chain temporary blue into the next room. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canTrickySpringBallBounce" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 1 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 3 } } Resets obstacles: A |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 2 ] } } { "partialRefill": { "type": "Energy", "limit": 240 } } { "partialRefill": { "type": "PowerBomb", "limit": 6 } } Resets obstacles: A |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } "h_canNavigateUnderwater" { "shinespark": { "frames": 55 } } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "HiJump" "canTrickySpringBallJump" |
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate
The second jump is harder than a normal mid-air springball jump. Use either a stationary lateral mid air morph, to gain enough horizontal momentum, or a SpringFling to reduce Samus' fall speed as soon as it begins to build up. Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canStationaryLateralMidAirMorph", "canSpringFling" ] } { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
Shooting towards Pirates will cause them to stop in place and not fire back. Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canTrickyJump", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } { "or": [ "canTrickyJump", "canSpringBallJumpMidAir", { "enemyDamage": { "enemy": "Pink Space Pirate (standing)", "type": "contact", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Pink Space Pirate (standing)" ] ], "explicitWeapons": [ "Plasma" ] } } ] } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 15 } "h_canNavigateUnderwater" "canHorizontalShinespark" { "shinespark": { "frames": 90 } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "canConsecutiveWalljump", { "and": [ "HiJump", "canWalljump" ] }, "h_canFly", { "and": [ "HiJump", "canTrickyDashJump" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } ] }, { "and": [ "Gravity", "canUseFrozenEnemies", { "or": [ "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canSpringBallJumpMidAir" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump", { "and": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", "canTrickySpringBallJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "notable": "Room Entry Fall onto Frozen Fish" } "h_canNavigateUnderwater" "canPrepareForNextRoom" "canTrickyUseFrozenEnemies" { "or": [ { "and": [ "Wave", "Plasma" ] }, { "and": [ "Plasma", "Charge" ] }, { "and": [ "Wave", "Spazer", "Charge" ] } ] } |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Morph and unmorph before reaching the transition, and then drift to the ledge. Enter the room as far right as possible. Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "notable": "Room Entry Reset Fall Speed" } "canSuitlessMaridia" "canResetFallSpeed" "canPrepareForNextRoom" |
Requires Samus to enter in a state that can diagonally spark immediately. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 10 } "h_canNavigateUnderwater" "canPrepareForNextRoom" "canMidairShinespark" { "shinespark": { "frames": 3, "excessFrames": 0 } } |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Wall jump in the room above, on the right wall of the doorway, immdiately before the door transition. Failure will likely result in a soft lock. To get to the ledge: If the room above has normal physics, hold right in this room. If the room above has water physics, shoot to break spin while holding right in this room. Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "any" } Requires: { "notable": "Wall Jump Entry" } "canSuitlessMaridia" "canPreciseWalljump" "canPrepareForNextRoom" "canMidairWiggle" "canCarefulJump" |
Immediately spark after the door transition into the wall just to the right of the top right door. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 10 } "canSuitlessMaridia" "canPrepareForNextRoom" "canMidairShinespark" { "shinespark": { "frames": 88, "excessFrames": 21 } } |
Requires: "canSuitlessMaridia" "HiJump" "h_canUseSpringBall" |
From: 5
Platform Junction Near Top Left Door
To: 4
Top Left Door
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } |
From: 5
Platform Junction Near Top Left Door
To: 4
Top Left Door
Jump towards the door with HiJump equipped. A Flatley style jump can position Samus over the edge of the ledge, closer to the door. Turning around while facing down, just before touching the ceiling, is another way to move Samus a few pixels closer to the door. Requires: { "notable": "Top Left Direct Jump" } "canSuitlessMaridia" "HiJump" "canTrickyJump" { "or": [ "canFlatleyJump", "canMomentumConservingTurnaround" ] } |
From: 5
Platform Junction Near Top Left Door
To: 4
Top Left Door
Jump towards the door with a Springball Jump, jumping as late as possible. A Flatley style jump can position Samus over the edge of the ledge, closer to the door, allowing for an earlier Springball jump. The slight fall from a Flatley Jump helps with the Springball jump, but then Samus must unmorph to extend her hitbox to touch the transition. A Stationary Lateral MidAir Morph also helps with this jump. Unmorphing after a missed jump can return Samus to the ledge to try again. Requires: { "notable": "Top Left Direct Jump" } "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "canTrickyJump", "canStationaryLateralMidAirMorph" ] } |
From: 6
Middle Junction Near Top Left Pirate
To: 5
Platform Junction Near Top Left Door
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" |
From: 6
Middle Junction Near Top Left Pirate
To: 5
Platform Junction Near Top Left Door
Freeze the fish a bit left of the peak in its swim cycle. Build run speed on top of the fish before jumping to the ledge. The positioning is more lenient if the fish is frozen while moving leftward. Requires: "canSuitlessMaridia" "canTrickyJump" "canTrickyUseFrozenEnemies" |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door
Requires: { "notable": "Insane Naked Jump Over Pirate (Left to Right)" } "canSuitlessMaridia" "canInsaneJump" |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door
Requires: "canSuitlessMaridia" "Plasma" "canUseFrozenEnemies" |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door
Requires: "canSuitlessMaridia" "canCarefulJump" "HiJump" |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door
Requires: "canSuitlessMaridia" "canCarefulJump" "canSpringBallJumpMidAir" { "or": [ "canTrickyJump", "canStationaryLateralMidAirMorph", "canSpringFling" ] } |
From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate
Requires: "h_canNavigateUnderwater" |
The tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Be sure not to overload PLMs with the camera scroll blocks which are next to the tube. It is possible to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. Note that the door will be closed, so open it during the ascent. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Inside Maridia Tube Junction
To: 4
Top Door
Jump as the first action after breaking the tube to gravity jump to the top of the room. Open the door and go through it during the ascent. This can only be attempted once. Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canUsePowerBombs" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canSuitlessMaridia" "canTrickySpringBallJump" |
From: 6
Platform Below Top Door
To: 4
Top Door
Jump as the first action after breaking the tube to gravity jump back up and out of the door. This can only be attempted once. Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canUsePowerBombs" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["ammo"],"requires":[]} |
Unmorph at the top of the jump to touch the transition. A crouch jump can help. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canTrickyJump" Unlocks doors: {"types":["ammo"],"requires":[]} |
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: 1
Bottom Door
To: 6
Speed Blocked Item
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": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 120 } "canSuitlessMaridia" { "shinespark": { "frames": 77, "excessFrames": 2 } } Clears obstacles: A |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 60 } "canSuitlessMaridia" { "shinespark": { "frames": 76, "excessFrames": 3 } } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 100 } "canSuitlessMaridia" "canMidairShinespark" { "shinespark": { "frames": 73, "excessFrames": 3 } } |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Morph while descending through the door transition in order to bounce after the transition. Here it is expected to use at least 19 tiles of runway in order to get a high enough bounce. Entrance condition: { "comeInSpinning": { "speedBooster": true, "unusableTiles": 2, "minExtraRunSpeed": "$4.0" } } Requires: "canSuitlessMaridia" "canSpringBallBounce" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Use Spring Ball to bounce after the transition. Here it is expected to use at least 19 tiles of runway in order to get a high enough bounce. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "remoteAndLandingMinTiles": [ [ 19, 0 ] ], "movementType": "any" } } Requires: "canSuitlessMaridia" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Morph while descending through the door transition in order to bounce after the transition. Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway. For the lowest speed in this range, a spring ball jump is needed to make it up; to prepare for this case, pause immediately when entering the room in order to unequip Spring Ball after the bounce. Entrance condition: { "comeInSpinning": { "speedBooster": true, "unusableTiles": 1, "minExtraRunSpeed": "$2.0", "maxExtraRunSpeed": "$2.3" } } Requires: "canSuitlessMaridia" "canTrickyDashJump" "canTrickySpringBallBounce" "canDoubleSpringBallJumpMidAir" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Use Spring Ball to bounce after the transition. Getting a high enough bounce requires speed in a specific range, corresponding to using about 7 tiles of runway. For the lowest speed in this range, a spring ball jump is needed to make it up; to prepare for this case, pause immediately when entering the room in order to unequip Spring Ball after the bounce. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "remoteAndLandingMinTiles": [ [ 6.4375, 0 ] ], "movementType": "any" } } Requires: "canSuitlessMaridia" "canTrickyDashJump" "canTrickySpringBallBounce" "canDoubleSpringBallJumpMidAir" |
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" ] } ] } |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
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": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 1 } } Requires: "canSuitlessMaridia" { "shinespark": { "frames": 77, "excessFrames": 2 } } Clears obstacles: A |
From: 2
Bottom Right Door
To: 9
Junction Below Speed Blocks
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 1 } } Requires: "canSuitlessMaridia" { "or": [ { "shinespark": { "frames": 76, "excessFrames": 3 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 71, "excessFrames": 3 } } ] } ] } |
From: 2
Bottom Right Door
To: 9
Junction Below Speed Blocks
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } "canSuitlessMaridia" "canShinechargeMovement" { "or": [ { "shinespark": { "frames": 76, "excessFrames": 3 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 71, "excessFrames": 3 } } ] } ] } |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 3 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 4 } } Resets obstacles: A, B |
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: 6
Speed Blocked Item
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": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
The tricky part is getting to the ledge below the missiles. There are two ways to do this: 1. Stand on a frozen crab with a frozen fish at the lowest height of its cycle to the right. Further to the right is better as long as it can be stood upon without the ledge above. Perform a stationary lateral midair morph into a max height spring ball jump to get onto the fish before it thaws. Press against the fish for the maximum amount of time possible while moving upwards in order to gain more height in order to get on top of it. 2. Freeze the global crab on the right wall, get onto it and up and onto the frozen fish before it thaws. Be careful not to fall through the crab. A fail will require Samus to reset the room, or wait a very long time in order for the crab to circle the room. Using a Super may make the crab fall on a floating platform, and it still takes more than a minute to return. Note that it is possible to turn off ice beam to immediately thaw any frozen enemies; this can help get the crab and fish in a good cycle with each other. Requires: { "notable": "Climb with Ice and Spring Ball" } "canSuitlessMaridia" "canTrickySpringBallJump" "canTrickyUseFrozenEnemies" "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. 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: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
Requires: "canSuitlessMaridia" "HiJump" "canTrickyUseFrozenEnemies" |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 145 } "canSuitlessMaridia" "canShinechargeMovement" "canMidairShinespark" { "shinespark": { "frames": 55, "excessFrames": 3 } } |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 4 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 4 } } Resets obstacles: A, B |
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" ] } ] } |
From: 4
Top Right Door
To: 6
Speed Blocked Item
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" } { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "canCrouchJump" ] } ] } "canTrickyUseFrozenEnemies" "Wave" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 4
Top Right Door
To: 6
Speed Blocked Item
Bring a Shinecharge from the top door to the speed blocks below the Missile item location. Be especially mindfull of the aquatic life during the descent. Line up directly below the speed blocks when jumping up, especially if using a SpringBall jump. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 1.4375 } } Requires: "canStutterWaterShineCharge" "canChainTemporaryBlue" "canXRayTurnaround" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] }, { "and": [ "canSuitlessMaridia", "canSpringBallJumpMidAir" ] } ] } |
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" |
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: 8
Bottom Junction
To: 3
Middle Right Door
Freeze the crab on the corner of the ledge and the fish near the wall but with enough space for Samus to fit through and jump up using HiJump or a midair spring ball jump. Possible backups include: knocking the Sciser off the wall and freezing it midair, or with HiJump: freezing the Skultera near a wall and walljumping into it repeatedly, or freezing the Sciser on the ground and crouch jumping up to the Skultera, rubbing into the frozen enemy to gain extra height before downgrabbing. Requires: "canSuitlessMaridia" { "or": [ "HiJump", "canTrickySpringBallJump" ] } "canTrickyUseFrozenEnemies" |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 1, 2 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 4 } } Resets obstacles: A, B |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Be sure not to lure the first crab on the right wall until the slow global crab is near. Freeze the crab coming down as a platform to stand on to jump onto the frozen global crab on the right. Near the end, use the global crab to get onto the top left corner of the room, then jump towards the walkway leading to the door. Requires: { "notable": "Crab Climb with Only Ice" } "canBeExtremelyPatient" "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickyJump" { "obstaclesNotCleared": [ "A" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Jump with either Springball or HiJump onto the global Sciser while it is climbing the section above the Speed locked item. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. If the Speed blocks are broken, the global crab will not be able to reach this part of the room. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "canSuitlessMaridia" { "obstaclesNotCleared": [ "A" ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Be sure not to get the first downward moving crab on screen until Samus is in position to quickly and accurately shoot and freeze it. This is much tighter with spring ball relative to HiJump. Performing a max height spring ball jump from the frozen crab can get Samus to the next ledge. Getting to the ledge with the fish is particularly precise. Either stand at the very edge of the platform and perform a very precise max heigh spring ball jump, or stand against the left wall and and perform a slightly less tight stationary lateral morph into spring ball jump. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canTrickySpringBallJump" "canDodgeWhileShooting" { "or": [ "canInsaneJump", { "and": [ "Spazer", "Wave" ] }, { "and": [ "h_canMaxHeightSpringBallJump", { "or": [ "Wave", "Spazer" ] } ] }, "Plasma" ] } { "or": [ "h_canMaxHeightSpringBallJump", "canStationaryLateralMidAirMorph" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Using the slow global crab to ascend the top section of the room requires the speed blocks to not be broken. If they are broken, the local fast crab can be used instead by letting it fall and climb the left wall. The trickiest part is getting to the second ledge. Freeze the crab when it is overhead and spring ball jump up onto it. Follow the crab up while using it as a platform multiple times. Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" "canTrickyUseFrozenEnemies" "canTrickyJump" { "or": [ { "obstaclesNotCleared": [ "A" ] }, "canCrazyCrabClimb" ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
The first crab, coming down, is a bit tricky to freeze fast enough without any other beams or a missile. Prevent it from coming on screen until Samus is in position to hit it accurately. The global crab coming up can be used as a backup if the speed blocks are not broken. Requires: "canSuitlessMaridia" "HiJump" "canTrickyUseFrozenEnemies" { "or": [ "h_canCrouchJumpDownGrab", { "obstaclesNotCleared": [ "A" ] } ] } |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
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" ] } |
Place a bomb next to one of the baby turtles, then use spring ball to get on Mama Turtle's back. Start an IBJ above the waterline to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "h_canArtificialMorphSpringBall" "h_canArtificialMorphIBJ" Clears obstacles: A, B |
From: 1
Left Door
To: 3
Hidden Right Item
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. While near the right wall, shoot the item and grab it. If the shot misses, carefully fall back down and safely land on Mama Turtle again. After grabbing the item, fall on her again to avoid taking a hit; jump to the left at the top of the ride to escape the water safely. Requires: "h_canNavigateUnderwater" "canUseEnemies" "canCarefulJump" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. Requires: "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Ride Mama Turtle. To avoid getting hit, shoot one of her babies to wake her up, then quickly get on her back. Requires: { "obstaclesNotCleared": [ "A" ] } "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. At the top of the ride, jump to the top right ledge. Requires: "h_canNavigateUnderwater" "canUseEnemies" { "or": [ "canTrickyDodgeEnemies", { "and": [ "Gravity", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Kame (Tatori)", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } Clears obstacles: A |
Jump over or on to Mama Turtle. The easiest method is to jump over her by jumping on her babies, or to Morph under her. Requires: "canSuitlessMaridia" "canTrickyJump" { "or": [ "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "canUseEnemies" ] } |
Requires: "canSuitlessMaridia" "canCarefulJump" "HiJump" |
From: 1
Top Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Top Left Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_canNavigateUnderwater" "Grapple" |
From: 1
Top Left Door
To: 9
Platform Below Top Door
Crouch on the lowest stair, then shinespark horizontally to bonk at the top corner of the grapple block. Down grab to get onto it. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } { "notable": "Shinespark Down-Grab to the Grapple Blocks (Left to Top)" } "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canHorizontalShinespark" { "shinespark": { "frames": 56, "excessFrames": 0 } } |
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so start from the right ground, not the raised scaffolding by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "canTrickyJump" { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
Near the bottom left door, there are three pathways upwards: one directly above the door and two to the right. Between the right pathways, is a crab moving to the right. Shooting a super against the wall will make it fall off and move left. Climb the crab up the left wall. Watch out for the crab above that is heading into the morph tunnel. Jump to the right platform before the upward crab goes into the tunnel. Lure the crab out of the hole by running to the right of the hill then back left or use moonwalk to scroll the camera. Near the end is particularly tricky. When the crab is on the underside of the metal blocks, freeze it and use it as a stepping platform. To do this, crouch jump and while moving upwards, hold left against the crab to get extra vertical movement. Down grabbing at the top is helpful. Requires: "canSuitlessMaridia" "canTrickyJump" "canTrickyUseFrozenEnemies" { "or": [ { "and": [ "canCrazyCrabClimb", "h_canCrouchJumpDownGrab" ] }, "HiJump", "canSpringBallJumpMidAir" ] } "canCameraManip" { "ammo": { "type": "Super", "count": 1 } } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 5 } "canSuitlessMaridia" { "shinespark": { "frames": 62, "excessFrames": 8 } } |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 2 ] } } { "partialRefill": { "type": "Energy", "limit": 140 } } { "partialRefill": { "type": "PowerBomb", "limit": 6 } } Resets obstacles: A, B |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Jump into a mid-air morph, lay a Bomb, unmorph, use grapple to kill a Sciser, to be able to get a second jump mid-air. Requires: { "notable": "Crab HiJump Bomb-Grapple-Jump" } "h_canNavigateUnderwater" "HiJump" "canBombGrappleJump" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Position 2 Scisers so that they can each be used for a Bomb-Grapple-Jump, back to back. This gives a total of 3 jumps to climb from the bottom of the room up to one of the lower peaks. In the likely event of failure, the room will need to be reset and the crabs repositioned for the next attempt. Requires: { "notable": "Double Crab Bomb-Grapple-Jump" } "h_canNavigateUnderwater" "canBombGrappleJump" "h_canCrouchJumpDownGrab" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Jump with either Springball or HiJump onto a Sciser while it is climbing the right-most mountain. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. This gains barely enough height to reach the ledge above. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "h_canNavigateUnderwater" "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
Freeze the crab when it is hanging off the ledge then use it as a platform. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Use the frozen crab as a platform. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Use the rightmost crab to get up onto the lowest platform, while also damaging down the crab on the middle platform. Jump left onto the middle platform and freeze the crab just a bit left of the peak. Without any movement items, Spinjump from on top of the crab to the higher platform towards the left. A failure often requires resetting the room. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" { "or": [ "canTrickyJump", "canTrickySpringBallJump", "HiJump" ] } |
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction
In the upward channel one right of the door, jump as high as possible to lure a fast crab moving down the tallest mountain. A crouch jump or breaking spin can be helpful. Damage down the crab while watching it loop around, then ride the crab up the left side. Freeze the crab at the top of the highest peak, stand on it to jump to the left. If you lose the fast crab, it is always possible to get it back by climbing the peak to the right. The crab there can be lured with HiJump alone. Requires: "canSuitlessMaridia" "HiJump" "canTrickyUseFrozenEnemies" |
From: 2
Bottom Left Door
To: 11
Upper Left Ledge Junction
Climb the crabs on the right and use them to bring down the center crab, who is already on the highest peak. Damage down the crab while watching it loop around, then ride the crab up the left side. Freeze the crab at the top of the highest peak, stand on it to jump to the left. Use a Stationary Lateral MidAir Morph to get enough momentum for the SpringBall jump to reach the left ledge. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canTrickyUseFrozenEnemies" |
Requires: "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ { "resetRoom": { "nodes": [ 3 ] } }, "canPrepareForNextRoom" ] } { "or": [ "canInsaneJump", "Spazer", "Wave", "Plasma", { "and": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "canDodgeWhileShooting", "HiJump" ] } ] } { "ammo": { "type": "Super", "count": 1 } } Resets obstacles: A, B |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Shinespark up left to get onto the platform below the door. If gravity suit is on, hold right to land on the platform. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 5 } "canSuitlessMaridia" { "shinespark": { "frames": 62, "excessFrames": 6 } } |
From: 4
Top Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Top Right Door
To: 3
Bottom Right Door
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canSuitlessMaridia" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_canNavigateUnderwater" "Grapple" |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 15 } "canSuitlessMaridia" "canMidairShinespark" "canPrepareForNextRoom" { "shinespark": { "frames": 67, "excessFrames": 10 } } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 90 } "canSuitlessMaridia" "canHorizontalShinespark" { "shinespark": { "frames": 61, "excessFrames": 10 } } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 20 } "canSuitlessMaridia" "canMidairShinespark" "canPrepareForNextRoom" { "shinespark": { "frames": 93, "excessFrames": 12 } } |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 90 } "canSuitlessMaridia" "canMidairShinespark" { "shinespark": { "frames": 86, "excessFrames": 12 } } |
Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canSpringBallJumpMidAir", "h_canFly", "canGravityJump" ] } ] }, { "and": [ "canUseEnemies", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so come to a stop on the top platform or avoid it completely. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canSuitlessMaridia" "canTrickyJump" { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "canSuitlessMaridia" "canUseEnemies" "Grapple" |
Requires: { "or": [ "HiJump", { "and": [ "canTrickySpringBallJump", "canSuitlessMaridia", { "or": [ "canTrickyJump", "canSpringFling", "canStationaryLateralMidAirMorph" ] } ] } ] } |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" Clears obstacles: A, B |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" Clears obstacles: 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 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
Climb the bottom right wall of the room with Ice and HiJump while also luring a crab to the next platform to be used to ascend the next wall. The trickiest part of the climb is getting past the final overhang. This can be done with an underwater wall jump if the crab is low, a precise crouch jump and down grab if it is higher, or a flatley jump off of the crab if it is higher still. Two crabs makes it significantly easier to lure one to the top - simply let one go ahead of Samus. For a faster setup, one crab may be used by perform the final jump as it is unfreezing so it starts moving upward. Then go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab. 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 HiJump or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "HiJump" "canTrickyJump" "canCameraManip" { "or": [ "canUnderwaterWalljump", "h_canCrouchJumpDownGrab", "canFlatleyJump", "canInsaneJump" ] } Clears obstacles: A, B |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Use the crab near the bottom right door. Only one spring ball jump is needed, it is to get up onto the flat platform. After the spring ball jump, if the crab did not follow, go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab. 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 HiJump or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickySpringBallJump" "canTrickyJump" "canCameraManip" 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: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climbing the right side of the room with two Supers, Ice, and HiJump. 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. Stand on it and let the other crab climb, then jump up and follow it. Be sure two crabs make it to the next section in order to crab climb further. Requires: "canSuitlessMaridia" "canCrazyCrabClimb" "HiJump" { "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 two Supers, Ice, and Spring Ball. 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. Stand on it and let the other crab climb, then jump up and follow it. Be sure two crabs make it to the next section in order to crab climb further. Requires: "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickySpringBallJump" { "ammo": { "type": "Super", "count": 1 } } Clears obstacles: A, B |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Freeze the crab midway up the right wall and jump and spring ball jump up to the higher platform. Luring a second crab, which will make it to the upper platform, may be useful to avoid a tricky spring ball jump and flatley jump to get to the top right door. Requires: "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canTrickyUseFrozenEnemies" Clears obstacles: A, B |
Requires: "h_canNavigateUnderwater" { "or": [ "h_canUseSpringBall", "canMidAirMorph", { "and": [ "Gravity", { "or": [ "canIBJ", "canBombHorizontally" ] } ] }, { "and": [ "Gravity", "canTrivialMidAirMorph", { "or": [ "SpaceJump", "canUseFrozenEnemies" ] } ] }, { "and": [ "canTrivialMidAirMorph", "canDisableEquipment" ] } ] } |
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "h_canNavigateUnderwater" "canUseEnemies" "Grapple" |
From: 8
Higher Hill Junction
To: 11
Upper Left Ledge Junction
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Requires: "h_canNavigateUnderwater" "Grapple" |
Requires: "h_canNavigateUnderwater" "Grapple" |
Use the grapple to fling Samus through the door. Requires: "h_canNavigateUnderwater" "Grapple" |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
From: 9
Platform Below Top Door
To: 11
Upper Left Ledge Junction
Turn off Gravity and HiJump to jump directly here. Requires: "canSuitlessMaridia" "canDisableEquipment" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Requires having already lured a crab to this location, likely from above the bottom right door. Freeze the crab very high before going to the ledge on the right, delay jumping so it thaws and moves up a bit while on screen, jump aim down to lower the camera and lure it more. Alternatively, using moonwalk and a flatley jump at the top can prevent needing the crab again. 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 HiJump or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "HiJump" "canTrickyJump" "canCameraManip" { "obstaclesCleared": [ "B" ] } |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Requires having already lured a crab to this location, likely from above the bottom right door. Freeze the crab high before going to the ledge on the right, delay spring ball jumping so it thaws and moves up while on screen, jump aim down to lower the camera and lure it more. Freeze the crab again to use as a platform, approximately knee high. Jump on it and then jump to the platform above. 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 HiJump or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickySpringBallJump" "canTrickyJump" "canCameraManip" { "obstaclesCleared": [ "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" ] } |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Climbing the right side of the room with only two supers, ice, and HiJump. 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. Jump on it and freeze the second as a platform to jump up to the door. Requires: "canSuitlessMaridia" "HiJump" "canTrickyUseFrozenEnemies" { "ammo": { "type": "Super", "count": 1 } } { "obstaclesCleared": [ "A" ] } "canTrickyJump" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Climbing the right side of the room with only two Supers, Ice, and Spring Ball. 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. Jump on it and freeze the second as a platform to jump up to the door. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canCrazyCrabClimb" { "ammo": { "type": "Super", "count": 1 } } { "obstaclesCleared": [ "A" ] } |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Climbing the right side of the room with only one super and ice. (A trickier version than that used in 14% Icebooster) Requires having already lured a crab to this location, likely from above the bottom right door. 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 1 Super" } "canSuitlessMaridia" "canCrazyCrabClimb" "canTrickyJump" { "obstaclesCleared": [ "B" ] } |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Start the jump from the higher ground to the left, specifically the right side of the second highest region. Requires: "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canFlatleyJump" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Requires having already lured a crab, likely from above the bottom right door. Freeze the crab midway up the right wall and jump and spring ball jump up to the door. Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" "canTrickyUseFrozenEnemies" { "obstaclesCleared": [ "B" ] } "canTrickyJump" |
This strat uses the grapple blocks at the top left, not the Powamp. Failure also doesn't usually allow a second try (assuming the Powamp is not there). Requires: "canSuitlessMaridia" "Grapple" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
There is a grappleable Powamp directly above each of the 3 peaks. Requires: "canSuitlessMaridia" "canUseEnemies" "Grapple" |
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door
Crouch at the edge of the overhang. Jump and just after the peak of the jump, grapple to the grapple blocks. This strat is finicky, and failure doesn't usually allow a second try (assuming the Powamp is not there). This is possible to do without a crouch jump, but it is much harder. Requires: "canSuitlessMaridia" "canPreciseGrapple" { "or": [ "canCrouchJump", "canTrickyJump" ] } |
From: 11
Upper Left Ledge Junction
To: 9
Platform Below Top Door
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" |
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" { "or": [ "canWalljump", "canSpringBallJumpMidAir", { "and": [ "HiJump", "canDownGrab" ] }, "canBombJumpWaterEscape" ] } |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ { "and": [ "canWalljump", "canCarefulJump" ] }, "canSpringBallJumpMidAir" ] } |
From: 1
Middle Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "canLongChainTemporaryBlue" { "ammo": { "type": "PowerBomb", "count": 1 } } "h_canDoubleSpringBallJumpWithHiJump" { "or": [ "canXRayCeilingClip", { "and": [ "h_canJumpIntoCrystalFlashClip", "Grapple" ] } ] } "canBeExtremelyPatient" |
From: 1
Middle Left Door
To: 9
Junction Below Top Door
Bomb the Power Bomb blocks below to overload PLMs, then go up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] } ] } |
From: 1
Middle Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Bomb the PB blocks below to overload PLMs, then go up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] } ] } |
From: 2
Bottom Left Door
To: 1
Middle Left Door
Stop the snail when it is on the lower part of the overhang (hug the snail to gain extra jump height). Climb it by waiting until it is just about to become active to jump. Requires: { "notable": "Bootless Suitless Snail Climb" } "h_canNavigateUnderwater" "canSnailClimb" { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Requires: "canUseEnemies" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 130 } "canSuitlessMaridia" "h_canUsePowerBombs" "canShinechargeMovement" { "shinespark": { "frames": 25, "excessFrames": 11 } } Clears obstacles: A |
Requires: "canSuitlessMaridia" "HiJump" "canConsecutiveWalljump" { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Clears obstacles: A |
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", "h_canUseSpringBall" ] }, "canPlayInSand" ] } |
From: 2
Bottom Left Door
To: 5
Right Door
Stop the snail when it is on the lower part of the overhang (hug the snail to gain extra jump height). Climb it by waiting until it is just about to become active to jump. Requires: { "notable": "Bootless Suitless Snail Climb" } "h_canNavigateUnderwater" "canSnailClimb" |
Requires: "canSuitlessMaridia" "canGrappleJump" |
Requires: "canSnailClimb" "h_canUseSpringBall" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 0.4375 } } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "h_waterGetBlueSpeed" "h_canDoubleSpringBallJumpWithHiJump" "canChainTemporaryBlue" { "or": [ "canXRayCeilingClip", { "and": [ "h_canJumpIntoCrystalFlashClip", "Grapple" ] } ] } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" "canChainTemporaryBlue" { "or": [ "canXRayCeilingClip", { "and": [ "h_canJumpIntoCrystalFlashClip", "Grapple" ] } ] } |
From: 2
Bottom Left Door
To: 9
Junction Below Top Door
Stop the snail when it is on the lower part of the overhang (hug the snail to gain extra jump height). Climb it by waiting until it is just about to become active to jump. Watch out for snails coming from above, or aggressive snails from below, who will either block or attack Samus. Requires: { "notable": "Bootless Suitless Snail Climb" } "h_canNavigateUnderwater" "canSnailClimb" |
Requires: "canSuitlessMaridia" "canGrappleJump" |
Watch out for snails coming from above, or aggressive snails from below, who will either block or attack Samus. Requires: "canSnailClimb" "h_canUseSpringBall" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } |
From: 2
Bottom Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "h_canUseSpringBall", "canPlayInSand" ] } |
Requires: "h_canNavigateUnderwater" |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right Door
To: 7
Top Right Left Item
Depending on Samus' speed and position, either perform a speedball or an uncontrolled bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 1, "minExtraRunSpeed": "$3.4", "maxExtraRunSpeed": "$4.C" } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "HiJump" "canSpeedball" "canTrickySpringBallBounce" "canMomentumConservingMorph" |
From: 5
Right Door
To: 7
Top Right Left Item
Bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$3.4", "maxExtraRunSpeed": "$4.C" } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "HiJump" "canTrickySpringBallBounce" "canInsaneJump" "canMomentumConservingMorph" |
From: 5
Right Door
To: 7
Top Right Left Item
In the previous room, perform a relatively precise 1-tap in order to gain blue speed with momentum in a specific range, then spin jump through the door transition. Depending on Samus' speed and position, either perform a speedball or an uncontrolled bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInBlueSpinning": { "unusableTiles": 1, "minExtraRunSpeed": "$4.0", "maxExtraRunSpeed": "$4.3" } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "canTrickyDashJump" "canSpeedball" "canTrickySpringBallBounce" "canMomentumConservingMorph" |
From: 5
Right Door
To: 7
Top Right Left Item
In the previous room, perform a relatively precise 1-tap in order to gain blue speed with momentum in a specific range, then use spring ball to bounce through the door transition. Bounce onto the platform below the Speed blocks. Unmorph and continue holding up in order to break the Speed blocks while passing up through them. The top Speed blocks will respawn; to get on top of them, it can help to press against the wall (to discard blue speed) and then aim down to reduce Samus' hitbox. If available, using Grapple while aiming down can also help. Alternatively, if Samus breaks only the right column of Speed blocks, Samus can use the center left Speed block as a stepping stone. Be careful not to fall through the Speed blocks below as it will result in a softlock. Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled", "minExtraRunSpeed": "$4.0", "maxExtraRunSpeed": "$4.3" } } Requires: { "notable": "Suitless Blue Bomber" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" "canTrickySpringBallBounce" "canMomentumConservingMorph" |
Chain temporary blue to reach the Speed blocks below the items. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "HiJump" "canChainTemporaryBlue" "canTrickySpringBallJump" { "or": [ "canXRayCeilingClip", { "and": [ "h_canJumpIntoCrystalFlashClip", "Grapple" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 55 } "canSuitlessMaridia" "canHorizontalShinespark" { "shinespark": { "frames": 99, "excessFrames": 29 } } |
Requires: "canUpwardGModeSetup" "h_canNavigateUnderwater" "canTwoTileSqueeze" Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray or a Crystal Flash clip; In the case of a Crystal Flash clip, menu to Grapple before the Crystal Flash ends and mash shoot while holding down. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "canChainTemporaryBlue" { "ammo": { "type": "PowerBomb", "count": 1 } } "h_canDoubleSpringBallJumpWithHiJump" { "or": [ "canXRayCeilingClip", { "and": [ "h_canJumpIntoCrystalFlashClip", "Grapple" ] } ] } |
From: 6
Top Door
To: 7
Top Right Left Item
Use a double spring ball jump to reach the Speed blocks below the items while chaining temporary blue. Perform a spring ball jump and immediately unmorph and continue holding up, to break some of the Speed blocks while passing up through them. Leave one of the bottom Speed blocks unbroken to use as a platform. The top speed blocks will respawn; clip through them either using a snail clip with X-Ray. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: { "notable": "Suitless Temporary Blue To Items" } "canSuitlessMaridia" "canChainTemporaryBlue" "canXRayTurnaround" { "ammo": { "type": "PowerBomb", "count": 1 } } "h_canDoubleSpringBallJumpWithHiJump" "canXRayCeilingClip" |
From: 6
Top Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Grapple" "h_canNavigateUnderwater" |
Use two snails to perform an 'Enemy Stuck Moonfall' to bypass the bomb blocks above the middle left door. Position one snail on the above door shell, and the second above the corner of pipe below Samus will clip through the lower snail, taking damage, then continue through a segment of pipe where the crumble blocks can be reached. Facing both snails during the moonfall while positioning Samus for the clip can be precise Depending on the exact heights of the snails, it may be necessary to pose change while clipping. Requires: { "notable": "Snail Stuck Moonfall" } "h_canNavigateUnderwater" "canEnemyStuckMoonfall" "canBePatient" { "enemyDamage": { "enemy": "Yard", "type": "contact", "hits": 1 } } |
Requires: "canSuitlessMaridia" "canFlatleyJump" "HiJump" |
Requires: "canSuitlessMaridia" "canSpringFling" "canTrickySpringBallJump" |
From: 9
Junction Below Top Door
To: 5
Right Door
Requires: "canSuitlessMaridia" "canStationaryLateralMidAirMorph" "canTrickySpringBallJump" "canResetFallSpeed" |
Requires: "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" "canPlayInSand" |
Requires: "h_canNavigateUnderwater" |
Requires: "canSuitlessMaridia" "canPlayInSand" { "or": [ "HiJump", "canEscapeSand", "h_canUseMorphBombs" ] } |
Requires: "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" "canPlayInSand" |
Requires: "canSuitlessMaridia" "canPlayInSand" { "or": [ "HiJump", "canEscapeSand", "h_canUseMorphBombs" ] } |
Requires: "h_canNavigateUnderwater" |
Overload PLMs by touching the sand, then move through the speed blocks. Avoiding the sand pits is easier without Gravity or HiJump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessMaridia" |
From: 1
Left Door
To: 4
Right Door
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "h_canUseSpringBall", "canPlayInSand" ] } { "obstaclesCleared": [ "A" ] } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } "canSuitlessMaridia" "canHorizontalShinespark" "canShinechargeMovement" { "shinespark": { "frames": 159, "excessFrames": 43 } } Clears obstacles: A |
Lure a Puyo close to the sand and use it to Bomb-Grapple-Jump up to the Morph Ball maze. It helps to predict the jump pattern of the enemy. Requires: { "notable": "Puyo Bomb-Grapple-Jump" } "canSuitlessMaridia" "canBombGrappleJump" "canCrouchJump" |
Requires: "canSuitlessMaridia" "Morph" "canTrickyUseFrozenEnemies" |
Requires: "canSuitlessMaridia" { "or": [ "canTrickySpringBallJump", { "and": [ "HiJump", "h_canUseSpringBall" ] }, { "and": [ "HiJump", "canMidAirMorph" ] } ] } |
From: 4
Right Door
To: 1
Left Door
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "h_canUseSpringBall", "canPlayInSand" ] } { "obstaclesCleared": [ "A" ] } |
Coming in with zero momentum, all it takes is one non-HiJump full height jump forward, then activate. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 160 } "canSuitlessMaridia" "canHorizontalShinespark" "canShinechargeMovement" { "shinespark": { "frames": 147, "excessFrames": 15 } } Clears obstacles: A |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Use the respawning Zoas to double jump up to the Morph Ball maze. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canBombGrappleJump" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Requires: "canSuitlessMaridia" { "or": [ "canSpringBallJumpMidAir", "HiJump" ] } |
From: 5
Item
To: 6
Junction Right of Morph Passage
Jump and mid-air morph. This is much easier with Gravity and HiJump turned off. Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" |
From: 6
Junction Right of Morph Passage
To: 5
Item
Jump and mid-air morph. This is much easier with Gravity and HiJump turned off. Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" |
From: 1
Bottom Left Door
To: 2
Right Door
Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. With no jump assists, use a frozen Mochtroid as a platform to get to the ledge above the door. Requires: { "notable": "Mochtroid Ice Clip" } "h_canNavigateUnderwater" "canUseFrozenEnemies" { "disableEquipment": "Gravity" } { "or": [ "canTrickyJump", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 1
Bottom Left Door
To: 2
Right Door
Find the crumble blocks and crystal flash mid-air, just below them. They are on the far right of the ceiling of the bottom right pathway. Hold down as the CF ends to break the non-respawning crumble blocks. This is for the much harder version, without Gravity and Bombs. Requires: "h_canJumpIntoCrystalFlashClip" "canSuitlessMaridia" { "or": [ "HiJump", "canSpringBallJumpMidAir", { "and": [ "h_canCrouchJumpDownGrab", "canCarefulJump" ] }, "canUseFrozenEnemies" ] } |
From: 2
Right Door
To: 1
Bottom Left Door
Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. Use the middle section of pipes as a platform to reach the top level, above the Mochtroid. Requires: { "notable": "Mochtroid Ice Clip" } "h_canNavigateUnderwater" "canUseFrozenEnemies" { "or": [ "HiJump", "Gravity", "canTrickySpringBallJump" ] } { "disableEquipment": "Gravity" } { "or": [ "canTrickyJump", { "and": [ "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 2
Right Door
To: 1
Bottom Left Door
Quickly move next to the first set of speed blocks at the left end of the hole. Shoot a Wave shot, then just before it goes off screen, horizontally spark to the left to get through all the shot and speed blocks. A spin jump may be used to move horizontally into place much quicker. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 120 } { "notable": "Reverse Shinespark" } "canSuitlessMaridia" "canCarefulJump" "Wave" "canShinechargeMovementComplex" "canHorizontalShinespark" { "shinespark": { "frames": 75, "excessFrames": 8 } } |
From: 2
Right Door
To: 1
Bottom Left Door
Find the crumble blocks and crystal flash mid-air, just below them. They are on the far left of the ceiling of the middle left pathway. Hold down as the CF ends to break the non-respawning crumble blocks. This is for the much harder version, without Gravity and Bombs. Requires: "h_canJumpIntoCrystalFlashClip" "canSuitlessMaridia" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } |
Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Requires: "h_canNavigateUnderwater" "Charge" "Plasma" "canXRayWaitForIFrames" Clears obstacles: f_DefeatedBotwoon |
Fight Botwoon without Gravity suit. The left corner can be used to avoid most attacks and may be worth using even in the opening of the fight for safety. Requires: { "notable": "Suitless Kill" } "canSuitlessMaridia" { "enemyKill": { "enemies": [ [ "Botwoon 1" ] ] } } { "enemyKill": { "enemies": [ [ "Botwoon 2" ] ] } } Clears obstacles: f_DefeatedBotwoon |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Even when suitless, it's possible to stand far enough that the acid attack doesn't spawn. Botwoon still gets hit. So there's a safe way to take no damage. Requires: { "notable": "Back-Side Fight with Charge and Wave" } "canSuitlessMaridia" "Charge" "Wave" "canDodgeWhileShooting" { "or": [ "Morph", { "enemyDamage": { "enemy": "Botwoon 1", "type": "acid", "hits": 2 } } ] } Clears obstacles: f_DefeatedBotwoon |
A charge beam shot will pass right through the dividing wall if fired from the correct 2-pixel window. Using angle down the spot is where Samus' front toe touches the wall. Using angle up, it is where Samus' front foot is on the seam in the floor. Requires: { "notable": "Back-Side Magic Pixel Beam Fight" } "h_canNavigateUnderwater" { "enemyKill": { "enemies": [ [ "Reverse Botwoon 1" ], [ "Reverse Botwoon 2" ] ], "explicitWeapons": [ "Charge+Plasma", "Charge+Ice+Spazer" ] } } Clears obstacles: f_DefeatedBotwoon |
Requires: { "notable": "Back-Side Fight with Charge and Wave" } "h_canNavigateUnderwater" "Charge" "Plasma" "Wave" "canXRayWaitForIFrames" Clears obstacles: f_DefeatedBotwoon |
Requires: { "notable": "Back-Side Plasma Shield Fight" } "h_canNavigateUnderwater" { "enemyKill": { "enemies": [ [ "Reverse Botwoon 1" ], [ "Reverse Botwoon 2" ] ], "explicitWeapons": [ "Plasma Shield" ] } } Clears obstacles: f_DefeatedBotwoon |
Wait for Botwoon to spawn then use a Plasma Special Beam Attack. Use XRay to slow time and watch for a particle to overlap Botwoons head, then proceed to Microwave. Requires: { "notable": "Back-Side Plasma Shield Microwave" } "h_canNavigateUnderwater" "canSpecialBeamAttack" "Plasma" "canXRayWaitForIFrames" { "ammo": { "type": "PowerBomb", "count": 2 } } Clears obstacles: f_DefeatedBotwoon |
Wait for the one pattern (bottom->right) where Botwoon's head passes through the dividing barrier briefly and fire a Super Missile. This takes a long time, averaging one super per minute. Requires: { "notable": "Back-Side Super Only Fight" } "h_canNavigateUnderwater" "canBeExtremelyPatient" { "enemyKill": { "enemies": [ [ "Reverse Botwoon 1" ], [ "Reverse Botwoon 2" ] ], "explicitWeapons": [ "Super" ] } } Clears obstacles: f_DefeatedBotwoon |
Stand on the appropriate pixel for shooting diagonally through the wall and use the microwave trick to defeat Botwoon. Using angle up, it is where Samus' front foot is on the seam in the floor. There is not proper spacing for landing an angle down shot and xraying. Waiting for Botwoon to peak their head through the wall works too but is less safe. Requires: { "notable": "Back-Side Magic Pixel Beam Fight" } "h_canNavigateUnderwater" "Charge" "Plasma" "canXRayWaitForIFrames" Clears obstacles: f_DefeatedBotwoon |
Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up. Requires: "h_canNavigateUnderwater" "h_canFrozenEnemyRunway" { "or": [ "canMochtroidIceClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canWalljump" ] } ] } ] } { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } |
Climb a mochtroid with ice using the wall to help guide them. It is very easy to take damage if not preemptive with freezes. Mochtroid movement and freeze timing gets harder at the waterline. Requires: "h_canNavigateUnderwater" "canMochtroidIceClimb" "canPlayInSand" "canCameraManip" { "or": [ "Gravity", "HiJump" ] } "canTrickyJump" { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 1
Left Door
To: 3
Top Right Door
Climb a mochtroid with ice using the wall to help guide them. Mochtroid damage is pretty hard to avoid, but it is possible. Requires: { "notable": "Mochtroid Suitless, HiJumpless Ice Climb" } "canSuitlessMaridia" "canMochtroidIceClimb" "canPlayInSand" "canCameraManip" "canTrickyJump" { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 1
Left Door
To: 3
Top Right Door
Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it. Requires: { "notable": "Spike Platforming with Move Assist (Left to Right)" } "canWalljump" "Morph" "canUseIFrames" { "or": [ "Grapple", { "and": [ "canSuitlessMaridia", "canPlayInSand", "HiJump", "canNeutralDamageBoost", "canTrickySpringBallJump", { "spikeHits": 2 } ] } ] } { "spikeHits": 1 } { "or": [ { "spikeHits": 1 }, "canHorizontalDamageBoost" ] } |
Use Grapple Beam to cross the room. The first two room segments can be safely grappled across from in the water. The third room segment grapple is tricky. It is possible to use the spikes as platforms instead. Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "canPreciseGrapple" { "or": [ "canInsaneJump", "canPlayInSand" ] } { "or": [ "HiJump", "canTrickyJump" ] } |
Requires: "h_canNavigateUnderwater" "Grapple" |
Requires: "h_canNavigateUnderwater" "canMochtroidIceClimb" |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 20 } "h_canNavigateUnderwater" { "shinespark": { "frames": 24, "excessFrames": 6 } } |
Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be. Mochtroid movement and freeze timing gets harder at the waterline. Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump" ] } "canTrickyJump" "canPlayInSand" "canMochtroidIceClimb" "canCameraManip" { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
From: 3
Top Right Door
To: 1
Left Door
Jump out of the sand to lure down mochtroids to freeze. It's recommended to bring a Mochtroid into the middle section of the room. Mochtroid damage is pretty hard to avoid, but can be. Requires: { "notable": "Mochtroid Suitless, HiJumpless Ice Climb" } "canSuitlessMaridia" "canTrickyJump" "canPlayInSand" "canMochtroidIceClimb" "canCameraManip" { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } ] } |
Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "canPreciseGrapple" { "or": [ "canInsaneJump", "canPlayInSand" ] } { "or": [ "HiJump", "canTrickyJump" ] } |
Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up. Requires: "h_canNavigateUnderwater" "h_canFrozenEnemyRunway" { "or": [ "canMochtroidIceClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canWalljump" ] } ] } ] } { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } "h_canNavigateUnderwater" { "shinespark": { "frames": 40, "excessFrames": 6 } } |
Freeze a crab multiple times to climb the upper section. It may be easier to climb the left shaft by knocking the crab off the wall, or by bringing up a crab from the lower area. Requires: { "notable": "Ice Only Crab Climb" } "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" "canCarefulJump" |
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" "HiJump" |
Requires: "canSuitlessMaridia" "HiJump" "canUseFrozenEnemies" |
Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canUseFrozenEnemies" |
From: 1
Left Door
To: 4
Platform Below Top Door
Requires: { "notable": "Suitless Walljump Climb with HiJump" } "canSuitlessMaridia" "HiJump" "canConsecutiveWalljump" |
Freeze a crab below the opening, and another one at the ceiling on the lip of the entrance. Stand on a frozen crab and crouch jump to the one on the ceiling. When against the top crab, press into it to be pushed up onto it. Requires: { "notable": "Ice Only Crab Climb" } "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canCrouchJump" "canTrickyJump" |
Use a Super to knock a crab off of the wall so that it falls through the opening above. Use it to either jump directly to the blocks above, or onto a second crab. Then wait for a crab to come around and climb it up to the next section of the room. Requires: { "notable": "Ice Only Crab Climb" } "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canDodgeWhileShooting" { "ammo": { "type": "Super", "count": 1 } } |
Come in Getting Blue Speed, Leave With Temporary Blue (Spring Ball Jump, Pause Remorph)
(Insane)
Crab Shaft
From: 2
Right Door
To: 1
Left Door
Face right and perform a mid-air spring ball jump through the single-tile gap. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 1 } } Requires: "canSuitlessMaridia" "HiJump" "canLongChainTemporaryBlue" "canXRayTurnaround" "canTrickySpringBallJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir", "canUseFrozenEnemies", { "and": [ "canTrickyJump", "canDownGrab" ] } ] } |
Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump", "canUseFrozenEnemies" ] } |
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":[]} |
The Global crab in the upper section can be knocked off the wall to enter the left side of the above door. Otherwise, there are more crabs in the lower section of the room. Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, "Gravity", { "and": [ "canSuitlessMaridia", { "or": [ "HiJump", "canBePatient" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Kill Draygon by grappling to the top left turret. Number of Draygon hits varies; 5 hits are assumed, which is close to a worst-case scenario. Requires: { "notable": "Grapple Kill" } "h_canNavigateUnderwater" "canUseGrapple" { "draygonElectricityFrames": 240 } { "enemyDamage": { "enemy": "Draygon", "type": "contact", "hits": 5 } } Clears obstacles: f_DefeatedDraygon |
Kill Draygon by grappling to a bottom turret as you get grabbed. Avoids taking all the hits from Draygon. Requires: { "notable": "Grapple Quick Kill" } "h_canNavigateUnderwater" "canPreciseGrapple" "h_canBreakOneDraygonTurret" { "draygonElectricityFrames": 240 } Clears obstacles: f_DefeatedDraygon |
Requires: { "notable": "Suitless Fight" } "canSuitlessMaridia" "Morph" "h_canBreakThreeDraygonTurrets" { "enemyKill": { "enemies": [ [ "Draygon" ] ], "farmableAmmo": [ "Missile", "Super" ] } } Clears obstacles: f_DefeatedDraygon |
Takes more time to setup than with Gravity, but you can spark from a bit further out because of the water physics. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 90 } "canSuitlessMaridia" { "shinespark": { "frames": 25 } } Clears obstacles: door_1 |
Performing a grapple jump off of a Draygon turret. Usually done by bouncing off the wall for momentum. Requires: { "notable": "Turret Grapple Jump" } "canSuitlessMaridia" "canGrappleJump" { "draygonElectricityFrames": 60 } "h_canBreakOneDraygonTurret" |
From: 1
Left Door
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canNavigateUnderwater" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally" ] } { "or": [ { "and": [ "h_canArtificialMorphBombs", { "or": [ "Gravity", "h_canArtificialMorphSpringBall" ] } ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Cacatac", "hits": 1, "type": "contact" } } ] } { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
From: 2
Right Door
To: 4
Top Right Ledge Junction
SpringBall jump just as Samus exits the water to reach the distant ledge. To get enough horizontal distance, either use a Stationary Lateral Mid-Air Morph with a crouch jump for extra height, or spin jump out before morphing. Or SpringBall jump part of the way over and land on a Bomb explosion to cross the rest of the distance. Requires: "canSuitlessMaridia" "HiJump" "h_canMaxHeightSpringBallJump" "canTrickyJump" { "or": [ "canStationaryLateralMidAirMorph", { "and": [ { "tech": "canJumpIntoIBJ" }, "canBombHorizontally" ] } ] } |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
Requires: "canSuitlessMaridia" "HiJump" "canPreciseWalljump" { "or": [ "canTrickyJump", "canMidairWiggle" ] } { "or": [ "canConsecutiveWalljump", "canDelayedWalljump" ] } |
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door
1) Start the jump from the raised alcove, standing on the edge facing right. 2) Turn-around spin jump to get the necessary horizontal speed to reach the upper ledge. 3) SpringBall jump after breaking the water line. A lateral mid-air morph or spring fling can help, but are not required. Unmorphing on a failed attempt can help avoid spike damage. Requires: "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" { "or": [ "canTrickyJump", "canFlatleyJump" ] } |
From: 3
Junction Left of Morph Tunnel
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
This can be done by turning off Gravity and HiJump to do a mid-air morph through the morph tunnel. Requires: "canSuitlessMaridia" "canMidAirMorph" "canDisableEquipment" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
When the Cacatac on the ground fires a spike, perform a springball Jump to break the waterline and then hit the spike for extra height. Requires: { "notable": "Springball Spike Boost" } "HiJump" "canSuitlessMaridia" "canCarefulJump" "canTrickySpringBallJump" "canLateralMidAirMorph" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Cacatac", "hits": 2, "type": "spike" } } |
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: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Requires: "canSuitlessMaridia" "HiJump" { "spikeHits": 1 } { "or": [ "Gravity", "canWalljump", "canSpaceJumpWaterEscape", "canSpringBallJumpMidAir", { "and": [ "canJumpIntoIBJ", "h_canUseSpringBall" ] }, { "spikeHits": 1 } ] } |
From: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
This can be done by turning off Gravity and HiJump to jump over both spike pits. Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" { "spikeHits": 1 } { "or": [ "canTrickySpringBallJump", { "and": [ "canWalljump", "canSpaceJumpWaterBounce" ] }, { "and": [ "canJumpIntoIBJ", "h_canUseSpringBall" ] }, { "spikeHits": 1 } ] } |
From: 6
East Cactus Alley Junction (Right of Morph Tunnel)
To: 5
Bottom Middle Junction
Requires: "canSuitlessMaridia" { "or": [ { "spikeHits": 1 }, "canTrickySpringBallJump", { "and": [ "HiJump", { "or": [ "canWalljump", "canDownGrab", "canSpaceJumpWaterEscape", "canSpringBallJumpMidAir" ] } ] } ] } { "or": [ { "spikeHits": 1 }, "HiJump" ] } |
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" |
Perform a double springball jump with the first jump being a bounce on the sand. Requires: "canSuitlessMaridia" { "or": [ "canPrepareForNextRoom", "canPlayInSand" ] } "h_canDoubleSpringBallJumpWithHiJump" |
Walljump up and instant morph with exact timing and positioning so as to enter the Power Bomb location through the maze's exit. Requires: { "notable": "Insane Walljump Morph" } "canSuitlessMaridia" "canConsecutiveWalljump" "canPlayInSand" "HiJump" "canInsaneWalljump" "can3HighWallMidAirMorph" |
Requires: "canSuitlessMaridia" "canPlayInSand" "HiJump" "canSpringBallJumpMidAir" |
From: 1
Top Sand Entrance
To: 4
Right Item
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 70 } "canSuitlessMaridia" "Morph" "canMidairShinespark" "canShinechargeMovementComplex" "canPrepareForNextRoom" { "shinespark": { "frames": 18 } } |
From: 1
Top Sand Entrance
To: 4
Right Item
Shinespark vertically from the sand to get onto the first ledge. Carefully get to the second ledge and return to lure the Boulder, or shoot it with a Super. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 140 } "canSuitlessMaridia" "Morph" "canPlayInSand" "canShinechargeMovementComplex" { "shinespark": { "frames": 12 } } { "or": [ "HiJump", "canSpringBallJumpMidAir", "canSunkenTileWideWallClimb" ] } { "or": [ "canTrickyJump", { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } |
From: 1
Top Sand Entrance
To: 5
Junction Below Left Item
It's possible to get out of the sand suitless and without HiJump after falling from the chute, by hugging the left side and moving quickly. Requires: "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canPlayInSand", { "and": [ "canPrepareForNextRoom", "h_canUseSpringBall" ] } ] } { "or": [ "canDownGrab", "canSunkenTileWideWallClimb", "canSpringBallJumpMidAir" ] } |
Requires: "canSuitlessMaridia" "h_canUseSpringBall" "canJumpIntoIBJ" |
Requires: "canSuitlessMaridia" "canTrickySpringBallJump" { "or": [ "HiJump", "can4HighMidAirMorph" ] } |
From: 1
Top Left Door
To: 1
Top Left Door
Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up. Requires: "h_canNavigateUnderwater" "h_canFrozenEnemyRunway" { "or": [ "canMochtroidIceClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canWalljump" ] } ] } ] } { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 3, "openEnd": 1 } } |
From: 1
Top Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canChainTemporaryBlue" "canXRayTurnaround" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: "h_canNavigateUnderwater" "Grapple" |
Requires: "h_canNavigateUnderwater" "canMochtroidIceClimb" |
SpringBall jump just as Samus exits the water to reach the distant ledge. A Crouch jump makes the SpringBall jump easier, but at the cost of some horizontal movement. Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" |
Requires: "h_canNavigateUnderwater" "Grapple" |
Requires: "h_canNavigateUnderwater" "canMochtroidIceClimb" { "or": [ "Gravity", "canDodgeWhileShooting", { "enemyDamage": { "enemy": "Mochtroid", "hits": 2, "type": "contact" } }, "Wave", "Spazer", "Plasma", { "and": [ "canPrepareForNextRoom", "Charge" ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Requires: "canSuitlessMaridia" "h_canDoubleSpringBallJumpWithHiJump" |
Requires: "Morph" "canSuitlessMaridia" { "or": [ "canSpringBallJumpMidAir", "HiJump", "canSunkenTileWideWallClimb" ] } |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 100 } { "notable": "Enter with Shinespark from the Bottom Right" } "Morph" "canSuitlessMaridia" "canUseEnemies" "canHorizontalShinespark" { "shinespark": { "frames": 91, "excessFrames": 4 } } |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Quickly shoot out the 3 shot blocks then horizontal spark breaking the speed blocks. Jump forward to save some health before Shinesparking Wait for the Oums to roll on their own to a place where they can be climbed. Do not stand on the Oums when they begin to attack. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 125 } { "notable": "Enter with Shinespark from the Bottom Right" } "Morph" "canSuitlessMaridia" "canUseEnemies" "canHorizontalShinespark" "canShinechargeMovementComplex" { "shinespark": { "frames": 70, "excessFrames": 4 } } |
From: 3
Bottom Right Door
To: 2
Bottom Left Door
Requires: "Morph" "canSuitlessMaridia" { "or": [ "canSpringBallJumpMidAir", "HiJump" ] } |
From: 4
Top Right Door
To: 1
Top Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canChainTemporaryBlue" "canSpringFling" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Top Right Door
To: 2
Bottom Left Door
Entrance condition: { "comeInShinecharging": { "length": 0, "openEnd": 1 } } Requires: "canSuitlessMaridia" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Top Right Door
To: 4
Top Right Door
Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up. Requires: "h_canNavigateUnderwater" "h_canFrozenEnemyRunway" { "or": [ "canMochtroidIceClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canWalljump" ] } ] } ] } { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 4, "openEnd": 1 } } |
Requires: { "or": [ "h_canNavigateUnderwater", "Grapple", "SpaceJump" ] } |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
It takes a bit more time to set up the spark when suitless. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 60 } "canSuitlessMaridia" { "shinespark": { "frames": 40, "excessFrames": 8 } } |
Requires: { "or": [ "h_canNavigateUnderwater", "Grapple", "SpaceJump" ] } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Jump to the water surface at low tide, then Space Jump on the waterline. The timing of the initial jump is much more lenient with a single wall jump just below the waterline. Requires: { "notable": "Suitless HiJump Space Jump" } "canSuitlessMaridia" "HiJump" "canSpaceJumpWaterBounce" { "or": [ "canTrickyJump", "canWalljump" ] } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canSpringBallJumpMidAir", "canUseFrozenEnemies" ] } |
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 20 } "canSuitlessMaridia" { "shinespark": { "frames": 20, "excessFrames": 0 } } |
From: 1
Bottom Left Door
To: 2
Top Right Door
Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canTrickySpringBallJump" "canCrouchJump" |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Get to the left side of the room while avoiding the hole in the ground, jump up through the Morph tunnel. Jump up to the ledge with either Gravity, HiJump and a Crouch Jump Down Grab, or a maximum height Spring Ball Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "Gravity", { "and": [ "HiJump", "h_canCrouchJumpDownGrab" ] }, "h_canMaxHeightSpringBallJump" ] } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Shoot the shot block before reaching the sand and then shinespark up. A diagonal ShineSpark will most likely not have any horizontal movement when performed from the sand. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 85 } "h_canNavigateUnderwater" "canPlayInSand" "canShinechargeMovementComplex" "Wave" { "shinespark": { "frames": 24, "excessFrames": 5 } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 55 } "h_canNavigateUnderwater" "canMidairShinespark" "canShinechargeMovementComplex" "Wave" "canPrepareForNextRoom" { "shinespark": { "frames": 17 } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Break the shot block before reaching the sand and then shinespark up. A diagonal ShineSpark will most likely not have any horizontal movement when performed from the sand. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 160 } "h_canNavigateUnderwater" "canPlayInSand" "canHeroShot" "canTrickyJump" "canShinechargeMovementTricky" { "shinespark": { "frames": 25, "excessFrames": 4 } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Break the shot block before reaching the sand and then shinespark up. Samus cannot shinespark after unmorphing until she touches the sand and this can be used to shoot upwards without sparking. A diagonal ShineSpark will most likely not have any horizontal movement when performed from the sand. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "any" } Requires: { "shineChargeFrames": 150 } "h_canNavigateUnderwater" "canPlayInSand" "canShinechargeMovementTricky" { "or": [ "canResetFallSpeed", { "and": [ "canPrepareForNextRoom", "h_canUsePowerBombs" ] } ] } { "shinespark": { "frames": 24, "excessFrames": 5 } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
HiJump with a good jump from the sand can reach the Solid Rock Maze region. Use the sandfall if Samus gets stuck in the sand. Bouncing on the sand as springball can reach the above maze by altering Samus' fall height, like by bouncing under the solid ledge before trying to jump up. Requires: "canSuitlessMaridia" { "or": [ "canPrepareForNextRoom", "canPlayInSand" ] } "HiJump" "h_canMaxHeightSpringBallJump" |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
HiJump with a good jump from the sand can reach the Solid Rock Maze region. Use the sandfall if Samus gets stuck in the sand. Perform several wall jumps to climb up to the water level, then precise wall jumps to break free. Requires: { "notable": "Suitless Wall Jump Break Free" } "canSuitlessMaridia" "canPlayInSand" "HiJump" "canConsecutiveWalljump" "canPreciseWalljump" |
From: 7
Below Morph Tunnel Junction
To: 1
Top Sand Entrance
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canPreciseWalljump", "canSpaceJumpWaterBounce" ] } |
From: 7
Below Morph Tunnel Junction
To: 5
Morph Tunnel Junction
Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canCarefulJump" |
From: 7
Below Morph Tunnel Junction
To: 5
Morph Tunnel Junction
Requires: "canSuitlessMaridia" "canMidAirMorph" { "or": [ { "and": [ "HiJump", "canPreciseWalljump", "canWallJumpInstantMorph" ] }, { "and": [ "HiJump", "canSpaceJumpWaterEscape" ] }, { "and": [ "canPreciseWalljump", "canSpaceJumpWaterBounce" ] } ] } |
From the doorframe, wait for the Zoa to rise out of the water, then use it to damage boost into the open opposite door. Requires: { "notable": "Damage Boost" } "canSuitlessMaridia" "canTrickyJump" "canHorizontalDamageBoost" { "enemyDamage": { "enemy": "Zoa", "type": "contact", "hits": 1 } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["canTrickyJump"]} |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" "canCarefulJump" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":1,"types":["super"],"requires":[]} {"nodeId":1,"types":["powerbomb"],"requires":["canTrickyJump"]} |
Keep freezing the Yapping Maw while using a frozen bug to escape. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]} |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 1 } Unlocks doors: {"nodeId":1,"types":["ammo"],"requires":[]} |
From: 4
Junction Below Left Door
To: 5
Junction Below Right Door
Avoid the Yapping Maw after entering by not standing in one place for too long. Kill the Zoa and quickly jump across the sand. Hitting the Zoas will drop Samus deep into the sand below. Requires: { "notable": "Sand Jumps" } "canSuitlessMaridia" "canTrickyJump" "canPlayInSand" |
From: 4
Junction Below Left Door
To: 5
Junction Below Right Door
Freeze the Zoa as it spawns and jump on it then jump across the room. Freeze any Yapping Maws that attack and use them or a frozen Zoa as a platform to leave. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canCarefulJump" |
From: 4
Junction Below Left Door
To: 5
Junction Below Right Door
Kill the Zoa while avoiding the Yapping Maw, then cross the sand. Spring ball can be used to help cross the sand. Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canPlayInSand", "h_canUseSpringBall", "SpaceJump" ] } |
From: 4
Junction Below Left Door
To: 5
Junction Below Right Door
Requires: "canSuitlessMaridia" "canPlayInSand" { "ammo": { "type": "Super", "count": 1 } } |
Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":3,"types":["super"],"requires":[]} {"nodeId":3,"types":["powerbomb"],"requires":["canTrickyJump"]} |
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" "canCarefulJump" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["missiles"],"requires":["canDodgeWhileShooting"]} {"nodeId":3,"types":["super"],"requires":[]} {"nodeId":3,"types":["powerbomb"],"requires":["canTrickyJump"]} |
Keep freezing the Yapping Maw while using a frozen bug to escape. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
From: 5
Junction Below Right Door
To: 3
Right Door
Escape by wall jumping when the water is low or using a crouch jump and down grab when it's high. Requires: "canSuitlessMaridia" { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } { "doorUnlockedAtNode": 3 } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} |
From: 5
Junction Below Right Door
To: 4
Junction Below Left Door
Avoid the Yapping Maw after entering by not standing in one place for too long. Kill the Zoa and quickly jump across the sand. Hitting the Zoas will drop Samus deep into the sand below. Requires: { "notable": "Sand Jumps" } "canSuitlessMaridia" "canTrickyJump" "canPlayInSand" |
From: 5
Junction Below Right Door
To: 4
Junction Below Left Door
Freeze the Zoa as it spawns and jump on it then jump across the room. Freeze any Yapping Maws that attack and use them or a frozen Zoa as a platform to leave. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canCarefulJump" |
From: 5
Junction Below Right Door
To: 4
Junction Below Left Door
Kill the Zoa while avoiding the Yapping Maw, then cross the sand. Spring ball can be used to help cross the sand. Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canPlayInSand", "h_canUseSpringBall", "SpaceJump" ] } |
From: 5
Junction Below Right Door
To: 4
Junction Below Left Door
Requires: "canSuitlessMaridia" "canPlayInSand" { "ammo": { "type": "Super", "count": 1 } } |
Kill all the Zoas and don't pick up their drops. If the door is unlocked, stand in the doorframe and jump across the room. Otherwise, jump across the sand, starting 1.5 tiles away from the sandfall. Hold jump and forward the whole time. Samus will dip into the sand, but still make it to the other side. Requires: { "notable": "Careful Jump" } "canSuitlessMaridia" "canCarefulJump" { "or": [ { "doorUnlockedAtNode": 1 }, "canTrickyJump" ] } "canPlayInSand" |
Use the frozen Zoas as a bridge. Falling will require Samus to use ice beam and a crouch jump to escape. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canPlayInSand" |
It is relatively easy to get out of the sand by rapidly placing bombs. Requires: "canSuitlessMaridia" "canPlayInSand" "h_canUseMorphBombs" |
Kill all the Zoas and don't pick up their drops. If the door is unlocked, stand in the doorframe and jump across the room. Otherwise, jump across the sand, starting 1.5 tiles away from the sandfall. Hold jump and forward the whole time. Samus will dip into the sand, but still make it to the other side. Requires: { "notable": "Careful Jump" } "canSuitlessMaridia" "canCarefulJump" { "or": [ { "doorUnlockedAtNode": 2 }, "canTrickyJump" ] } "canPlayInSand" |
Use the frozen Zoas as a bridge. Falling will require Samus to use ice beam and a crouch jump to escape. Requires: "canSuitlessMaridia" "canUseFrozenEnemies" "canPlayInSand" |
Requires: "canSuitlessMaridia" "h_canUseMorphBombs" "canPlayInSand" |
Requires: { "notable": "Door Lock Wall Ice Clip" } "h_canNavigateUnderwater" "canWallIceClip" "Wave" { "enemyDamage": { "enemy": "Zoa", "type": "contact", "hits": 2 } } Bypasses door shell: true |
Requires: { "or": [ "h_canNavigateUnderwater", "HiJump" ] } |
Requires: { "or": [ "h_canNavigateUnderwater", "HiJump" ] } |
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel
Freeze one of the Menus (bugs) in a position where you can use it to get into the morph passage. One of the easier methods is with a damage boost. Stand in the water, take a hit for positioning, and freeze the bug near but left of Samus. Then morph on top and damage boost into the morph tunnel as it unfreezes. Requires: { "notable": "Frozen Menu Bridge" } "Morph" "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 2 } } |
From: 2
Bottom Right Door
To: 1
Left Vertical Door
Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "canTrickyUseFrozenEnemies" "h_canCrouchJumpDownGrab" |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" { "or": [ "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canWalljump" ] } |
Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } |
Use the Skultera to get onto the top right platform. There are two distinct ways to get up using the top Skultera. 1. Freeze it at the bottom of its path to the left. Crouch jump and down grab to get onto it. The positioning is very precise. 2. Freeze it about a half-tile from the right wall and very quickly stationary spin jump and quickly walljump mash to get up before it thaws. This may be easier by jumping away from the wall, towards the fish, to gain height faster. Requires: { "notable": "Frozen Fish Climb" } "canSuitlessMaridia" "canTrickyUseFrozenEnemies" { "or": [ { "and": [ "canTrickyJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canStationarySpinJump", "canSunkenTileWideWallClimb" ] } ] } |
Wall jump when the water is low or crouch jump + down grab when it is high. Requires: "canSuitlessMaridia" "canSpringBallJumpMidAir" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } "h_canArtificialMorphIBJ" |
From: 2
Bottom Door
To: 4
Water Level Junction
The fish can safely be damaged from the door until they are ready to be used as platforms. Requires: "h_canNavigateUnderwater" "canUseFrozenEnemies" { "or": [ "canTrickyUseFrozenEnemies", "HiJump", "canSpringBallJumpMidAir", "Gravity", "h_canCrouchJumpDownGrab" ] } |
From: 2
Bottom Door
To: 4
Water Level Junction
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
From: 2
Bottom Door
To: 4
Water Level Junction
Spark vertically by the first plant on the right to hit the floating island. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "no" } Requires: { "shineChargeFrames": 50 } "canSuitlessMaridia" "canShinechargeMovement" { "shinespark": { "frames": 14, "excessFrames": 4 } } |
From: 2
Bottom Door
To: 4
Water Level Junction
Spark vertically by the first plant on the right to hit the floating island. Entrance condition: { "comeInShinecharged": {}, "comesThroughToilet": "yes" } Requires: { "shineChargeFrames": 60 } "canSuitlessMaridia" "canShinechargeMovement" { "shinespark": { "frames": 14, "excessFrames": 4 } } |
From: 4
Water Level Junction
To: 1
Left Door
Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canTrickyJump" |
Perform a precise wall jump as the water is lowering. Climbing up the right side of the room is slightly easier. Requires: "canSuitlessMaridia" "canPreciseWalljump" |
Safely kill the first Choot, then roll through the bottom of the room after passing the two Puyos. Expects one to two Puyo hits while crossing the room. Requires: "h_canNavigateUnderwater" "Morph" { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] } |
Safely kill the first Choot, then roll through the bottom of the room after passing the two Puyos. Expects one to two Puyo hits while crossing the room. Requires: "h_canNavigateUnderwater" "Morph" { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] } |
A stationary spinjump can fit into the 1 tile wide hole where Samus can slowly infinite walljump to freedom. Requires: "canSuitlessMaridia" "canStationarySpinJump" "canSunkenTileWideWallClimb" |
Requires: "canSuitlessMaridia" "HiJump" "canDownGrab" |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
This is a max height springball jump. Requires: "canSuitlessMaridia" "h_canMaxHeightSpringBallJump" |
From: 1
Left Door
To: 3
Junction Below Right Door
Requires: "canSuitlessMaridia" "HiJump" "canJumpIntoRespawningBlock" |
From: 1
Left Door
To: 3
Junction Below Right Door
It is recommended to shoot the ceiling block immediately upon room entry to bring one of the Puyos down so that it will not be a problem later. Requires: "canSuitlessMaridia" "h_canMaxHeightSpringBallJump" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } ] } |
From: 1
Left Door
To: 3
Junction Below Right Door
It is recommended to shoot the ceiling block immediately upon room entry to bring one of the Puyos down so that it will not be a problem later. Requires: "canSuitlessMaridia" "canTrickySpringBallJump" "canTrickyJump" "canJumpIntoRespawningBlock" { "or": [ "can4HighMidAirMorph", "canStationaryLateralMidAirMorph" ] } |
Requires: "canSuitlessMaridia" "HiJump" { "or": [ "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab", "canUseFrozenEnemies" ] } |
Involves breaking the top left Puyo free and then freezing it while it falls. Walk to the end of the door platform and wait for the above puyo to land on the shot block. It will float there until its next jump, where it will slowly descend. Requires: "canSuitlessMaridia" "canTrickyUseFrozenEnemies" { "or": [ "h_canCrouchJumpDownGrab", "canTwoTileSqueeze", "Morph" ] } |
Requires: { "or": [ "h_canNavigateUnderwater", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] } |
From: 3
Junction Below Right Door
To: 2
Right Door
Place a PB up against the crumble blocks, then jump and midair morph into that same position at the end of the explosion while holding CF inputs. Immediately after the CF, hold down to break the crumble blocks. Requires: "h_canJumpIntoCrystalFlashClip" "canSuitlessMaridia" |
Positioning the Puyo requires it to perform a big jump then start falling with a frame perfect freeze. One possible setup stands on the left tile of the right side and lets the puyo jump up taking a contact hit. Then so long as the puyo isn't on the very edge, it will do a big jump. Clip onto the puyo by doing an aim down jump and switching to a forward diagonal at the right time. Requires: { "notable": "Suitless Puyo Clip" } "canSuitlessMaridia" "h_canHighPixelIceClip" { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } { "or": [ { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 6 } }, { "resetRoom": { "nodes": [ 1 ] } } ] } |
From: 1
Left Door
To: 1
Left Door
The easiest way to lure an Evir projectile and get through the door before it is to stand facing and against the door cap, open the door then turn right and run back to the left. Requires: "h_canNavigateUnderwater" Exit condition: { "leaveWithGModeSetup": {} } |
The sand does not impede Samus in G-Mode. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canInsaneJump" ] } |
Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "HiJump" "canPlayInSand" "canTrickyJump" { "or": [ "Ice", { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBombPeriphery" ] } } ] } |
From: 1
Left Door
To: 4
Junction Below Sand Entrance
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile while suitless is very precise. From the sand, turnaround spinjump towards the right. Turn towards the sandfall about when you're level with the platform. Turn right and shoot as soon as you enter the sandfall. And try to land right next to the transition. Requires: { "notable": "Right Door G-Mode Setup Suitless HiJump" } "canSuitlessMaridia" "canPlayInSand" "canMidairWiggle" "HiJump" "canInsaneJump" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" |
The sand does not impede Samus in G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
The sand does not impede Samus in G-Mode. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canTrickyJump" ] } |
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" "canDodgeWhileShooting" { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Plasma", "PowerBombPeriphery" ] } } |
From: 4
Junction Below Sand Entrance
To: 1
Left Door
If entering from the sandfall above, come in at the far left of the transition, with either a spin-jump or i-frames, to avoid the Evir shot; land on the right side of the pillar to the left, being careful to not bring left Evir on camera. If coming from the right side of the room, then moonwalk on the center pillar to scroll the camera as far right as possible, to avoid getting hit by an Evir shot; alternatively, jump slightly to the left and freeze the Evir, then return back to the center pillar before jumping across the sand. Freeze the right Evir and jump onto it. Quickly move left and fire an angle-down shot to freeze the left Evir before it descends too far. Jump onto the left Evir, back up to the right side of it to maximize space to build momentum, and jump to the left onto the sand and then onto the ledge. If Samus does not quite get enough height to make it onto the ledge, then break spin, turn around to the right, land on the sand again, and do a turnaround spin-jump to the left. If the Evirs descend too far, it is possible to use a Power Bomb to bring them back up again, but caution is needed to avoid killing the first Evir, and it is difficult to avoid getting shot. Requires: { "notable": "Suitless Bootless Evir Freeze (Center to Left)" } "canSuitlessMaridia" "canTrickyJump" "canTrickyUseFrozenEnemies" "canPlayInSand" "canCameraManip" { "or": [ "canTrickyDodgeEnemies", { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 2 } } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_pauseAbuseMinimalReserveRefill", "h_pauseAbuseMinimalReserveRefill" ] } ] } |
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the springball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible. Requires: { "notable": "Spring Ball HiJump" } "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canStationaryLateralMidAirMorph" "canSpringFling" "canPlayInSand" { "or": [ { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, { "enemyKill": { "enemies": [ [ "Evir" ] ], "explicitWeapons": [ "Plasma", "Super", "PowerBomb" ] } }, "canTrickyDodgeEnemies", "h_pauseAbuseMinimalReserveRefill" ] } |
From: 4
Junction Below Sand Entrance
To: 2
Right Door
From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Jump on the sand to the right while freezing the Evir as high as possible. Refreeze the Evir so it is a slightly higher platform than the right pillar. Perform a spring ball jump with a stationary lateral mid-air morph from the left side of the current platform to get onto the Evir. Use a running jump off of the Evir. As a backup, it may be possible to make the Evir rise again by hitting it with a PB - place the PB in the air to avoid double hitting and killing it. Requires: { "notable": "Suitless Bootless Evir Freeze (Center to Right)" } "canSuitlessMaridia" "canTrickyUseFrozenEnemies" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" |
From: 4
Junction Below Sand Entrance
To: 2
Right Door
Let the Evir descend slightly from its spawn point to be at the correct height. A power bomb can be used to bring it back up if it falls too far. Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "canTrickyUseFrozenEnemies" "canPlayInSand" |
From: 1
Left Door
To: 4
Junction Below Top Door
Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } "h_canNavigateUnderwater" { "shinespark": { "frames": 23, "excessFrames": 10 } } |
Spark vertically through the bomb blocks. It is still possible to break the blocks while below 30 Energy by jumping before sparking. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 40 } "h_canNavigateUnderwater" { "or": [ { "shinespark": { "frames": 10, "excessFrames": 8 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 7, "excessFrames": 7 } } ] } ] } Clears obstacles: A |
From: 2
Right Door
To: 4
Junction Below Top Door
The spark takes Samus directly to the top platform. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 30 } "h_canNavigateUnderwater" { "shinespark": { "frames": 23, "excessFrames": 10 } } |
Spark vertically through the bomb blocks. It is still possible to break the blocks while below 30 Energy by jumping before sparking. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 40 } "h_canNavigateUnderwater" { "or": [ { "shinespark": { "frames": 10, "excessFrames": 8 } }, { "and": [ "canMidairShinespark", { "shinespark": { "frames": 7, "excessFrames": 7 } } ] } ] } Clears obstacles: A |
Requires: "canSuitlessMaridia" { "or": [ { "and": [ "HiJump", { "or": [ "canDownGrab", "canSpringBallJumpMidAir", "canConsecutiveWalljump" ] } ] }, "h_canMaxHeightSpringBallJump" ] } |
From: 1
West Leg Left Door
To: 2
East Leg Right Door
Preselect Grapple and be ready to use it when entering the room. Release up or angle up before releasing grapple so the shinespark does not activate instantly. Fall into the sand below the Grapple block with Gravity disabled. Sink into the sand slightly before shinesparking diagonally. Use the windup frames for a shinespark to extend the duration timer. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 110 } { "notable": "Shinespark" } "h_canNavigateUnderwater" "canShinechargeMovementTricky" "canPlayInSand" "Grapple" { "shinespark": { "frames": 63 } } |
From: 1
West Leg Left Door
To: 2
East Leg Right Door
Preselect Grapple and be ready to use it when entering the room. Release up or angle up before releasing grapple so the shinespark does not activate instantly. Use the windup frames for a shinespark to extend the duration timer. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 150 } { "notable": "Shinespark" } "h_canNavigateUnderwater" "canShinechargeMovementComplex" "Grapple" { "shinespark": { "frames": 65 } } { "or": [ { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
Jump from door platform to door platform while avoiding the sand. Requires: "h_canNavigateUnderwater" |
Jump from door platform to door platform while avoiding the sand. Requires: "h_canNavigateUnderwater" |
From: 3
West Leg Right Door
To: 2
East Leg Right Door
Preselect Grapple and be ready to use it when entering the room. Release up or angle up before releasing grapple so the shinespark does not activate instantly. Use the windup frames for a shinespark to extend the duration timer. Entrance condition: { "comeInShinecharged": {} } Requires: { "shineChargeFrames": 150 } { "notable": "Shinespark" } "h_canNavigateUnderwater" "canShinechargeMovementComplex" "Grapple" { "shinespark": { "frames": 65 } } { "or": [ { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
Requires: "h_canNavigateUnderwater" { "or": [ "canPlayInSand", { "and": [ "HiJump", "h_canUseSpringBall" ] }, { "and": [ "Gravity", { "or": [ "HiJump", "h_canUseSpringBall", "SpaceJump" ] } ] } ] } |
Use the grapple block to initiate a Grapple Jump to climb up to the higher level and above the water line. Aiming the Grapple Jump to line up with the one tile hole is difficult and Samus is moving at high speeds. Escaping the water is also difficult as Samus must be standing at the water line when jumping for the next part of the grapple jump. It may be easier to jump out of the water by turning HiJump off. A Grapple Jump can be a spin jump by running briefly before jumping and that can be used to begin Walljumping or Space Jumping. Requires: { "notable": "Grapple Jump" } "canSuitlessMaridia" "canTrickyGrappleJump" "canMidairWiggle" { "or": [ { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } }, "SpaceJump", { "and": [ "canConsecutiveWalljump", { "or": [ "ScrewAttack", "canStaggeredWalljump" ] } ] }, "h_pauseAbuseMinimalReserveRefill" ] } |
Requires: "h_canNavigateUnderwater" { "or": [ "canPlayInSand", { "and": [ "HiJump", "h_canUseSpringBall" ] }, { "and": [ "Gravity", { "or": [ "HiJump", "h_canUseSpringBall", "SpaceJump" ] } ] } ] } |
From: 4
West Leg Sand
To: 5
Junction Above Grapple Block
Use the grapple block to initiate a Grapple Jump to climb up to the higher level. Aiming the Grapple Jump to line up with the one tile hole is difficult and Samus is moving at high speeds. Requires: { "notable": "Grapple Jump" } "canSuitlessMaridia" "canTrickyGrappleJump" "canMidairWiggle" |
From: 4
West Leg Sand
To: 5
Junction Above Grapple Block
Use a flatley turnaround jump to get Samus inside the gap during a spinjump. Samus must jump from the left side platform. Requires: { "notable": "Suitless Flatley Turnaround Climb" } "Grapple" "canSuitlessMaridia" "HiJump" "canFlatleyJump" "canSunkenTileWideWallClimb" |
From: 4
West Leg Sand
To: 5
Junction Above Grapple Block
Requires a mid-air SpringBall jump off the sand. Break spin before touching the sand, and then spinjump to get a good jump off of the sand. A stationary spinjump or a turnaround spin jump can help but morphing will remove all horizontal momentum. Requires: "Grapple" "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" "canPlayInSand" "canTrickyJump" |
Using movement tricks to reduce fall speed even slightly can avoid touching the sand. A Flatley style turnaround over the grapple block hole reduces fall speed some, but also needs a down back or a tiny jump. Requires: "canSuitlessMaridia" { "or": [ { "and": [ "canFlatleyJump", { "or": [ "canTrickyJump", "canDownBack" ] } ] }, "canWalljump", "canResetFallSpeed" ] } |
Requires: "canSuitlessMaridia" "HiJump" "canSpringBallJumpMidAir" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Run into the room using exactly 20 tiles of runway (with an open end) in the other room, or up to 11 pixels more or 1 pixel less (getting extra run speed $4.5 or $4.6). Jump toward the end of the runway, quickly aim down, and then morph when close to the ceiling. Land on the last pillar, turning around to the left (while still morphed) to instantly cancel Samus' horizontal speed if needed. Entrance condition: { "comeInRunning": { "minTiles": 19.9375, "maxTiles": 20.6875, "speedBooster": true } } Requires: { "notable": "Tricky Speedy Airball (Left to Right)" } "canSuitlessMaridia" "canTrickyDashJump" "canLateralMidAirMorph" |
Run into the room using exactly 20 tiles of runway (with closed ends) in the other room, or up to 6 pixels more (getting extra run speed exactly $4.4). Jump on the last possible frame, and aim down as Samus approaches the overhang, to avoid bonking it. If successful, Samus will land on the last pillar. Entrance condition: { "comeInRunning": { "minTiles": 19.4375, "maxTiles": 19.8125, "speedBooster": true } } Requires: { "notable": "Tricky Speedy Jump (Left to Right)" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" |
Requires: "canSuitlessMaridia" "HiJump" "canTrickySpringBallJump" "canPlayInSand" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" "canCarefulJump" |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus is on the left tile of the platform. Getting to the transition tiles while standing before the projectile can be tricky. Either do two quick small spin jumps, one onto it and one back, breaking spin before landing both times, or start with Samus' toe barely on the last tile, move left then do a short spin jump to the right, also breaking spin before landing. Requires: "canSuitlessMaridia" "canTurnaroundSpinJump" "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 4
Below Sand Entrance
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
From: 2
Right Door
To: 4
Below Sand Entrance
It is possible to cross this segment with nothing. Cancel spin before hitting the sand, then get a good jump off the sand in multiple places. Requires: "canSuitlessMaridia" "canTrickyJump" "canPlayInSand" |
From: 2
Right Door
To: 5
Left Pillar Junction
Run into the room with an exact amount of speed, by using 7.5 tiles of runway or up to 4 pixels more (getting extra run speed exactly $2.3). After entering the room, jump from the last tile or two of runway, perform a lateral mid-air morph, and land on the pillar just past the last Evir. Entrance condition: { "comeInRunning": { "minTiles": 7.5, "maxTiles": 7.75, "speedBooster": true } } Requires: { "notable": "Tricky Speedy Airball (Right to Left)" } "canSuitlessMaridia" "canTrickyDashJump" "canInsaneJump" "canLateralMidAirMorph" "canPlayInSand" |
From: 2
Right Door
To: 5
Left Pillar Junction
Run into the room using between 11 and 12 tiles of runway in the other room (extra run speed between $2.D and $3.1). Jump somewhat soon after entering the room, and land on the pillar just past the last Evir. To get a controlled landing, it can help to turn around while still in spin, then break spin to stop instantly. Entrance condition: { "comeInRunning": { "minTiles": 10.4375, "speedBooster": true } } Requires: { "notable": "Tricky Speedy Jump (Right to Left)" } "canSuitlessMaridia" "canPlayInSand" "canTrickyDashJump" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" |
From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Freeze the right Evir, then jump on the sand to the right while shooting ice over the first Evir to also freeze the second. Freezing the first Evir very high up would also work. As a backup, it may be possible to make them rise again by hitting them with a PB - place the PB in the air to avoid double hitting and killing them. Requires: { "notable": "Ice Only (Center to Right)" } "canSuitlessMaridia" "canPlayInSand" "canTrickyJump" "canTrickyUseFrozenEnemies" |
From: 4
Below Sand Entrance
To: 2
Right Door
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir", "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 4
Below Sand Entrance
To: 2
Right Door
Requires: "canSuitlessMaridia" "canPlayInSand" "HiJump" { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
Freeze the Evir quickly before it descends and use it to get to the platforms. Getting a good jump while on the right side of the floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar. Requires: { "notable": "Ice Beam Only (Center to Left)" } "canSuitlessMaridia" "canPlayInSand" "canTrickyJump" "canTrickyUseFrozenEnemies" |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
The first Spring Ball jump is performed farther away from the sand tile so Samus can build up momentum and height before entering the sand fall. The second jump must be made from the right half of the solid tile (but not the rightmost pixels.) The third jump will land on the sand and must be followed by a jump off of the sand. Falling into the sand will often result in a soft lock. Only the far left section of sand, near the door, can be escaped with a crouch jump. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" { "or": [ { "enemyKill": { "enemies": [ [ "Evir" ], [ "Evir" ] ], "explicitWeapons": [ "Super", "Missile", "PowerBombPeriphery", "Plasma" ] } }, "canTrickyDodgeEnemies" ] } |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
Use the projectile from a fully submerged Evir to boost Samus into the sandfall, providing just enough height to make the first and hardest jump. Time the projectile to hit Samus when at the maximum height from a jump. The hit must be on the right side of Samus and with no inputs held, but also hold forward during the damage knockback to move through the sandfall. Getting a good jump while on the right side of the next floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar. Requires: { "notable": "Suitless Damage Boost (Center to Left)" } "canSuitlessMaridia" "canPlayInSand" "canInsaneJump" { "or": [ "canCrouchJump", "h_UnderwaterCrouchJumpWithFlashSuit" ] } "canNeutralDamageBoost" { "or": [ { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } |
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "canPlayInSand", "HiJump" ] } |
Fall into the sand and roll all the way to the left, through an invisible tile and under the door platform. Shoot upwards to break part of the platform, then perform a crouch jump and down grab or a tile-wide wall jump climb to escape. Requires: "canSuitlessMaridia" "Morph" { "or": [ "canSunkenTileWideWallClimb", "h_canCrouchJumpDownGrab" ] } |
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance
Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock. Requires: { "notable": "Suitless Bootless Spring Ball" } "canSuitlessMaridia" "canPlayInSand" "h_canMaxHeightSpringBallJump" "canStationaryLateralMidAirMorph" "canInsaneJump" |
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance
Requires: "canSuitlessMaridia" "HiJump" "canPlayInSand" { "or": [ "canCarefulJump", "canSpringBallJumpMidAir" ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Requires: "h_canNavigateUnderwater" { "resetRoom": { "nodes": [ 1, 2 ] } } { "partialRefill": { "type": "Energy", "limit": 100 } } { "partialRefill": { "type": "PowerBomb", "limit": 3 } } |