Executing a jump that requires extremely precise timing, in the vicinity of frame-perfect precision.
Dependencies: canTrickyJump, canCarefulJump
Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canInsaneJump" |
Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canXRayTurnaround" "canInsaneJump" |
Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canInsaneJump" |
Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: "canXRayTurnaround" "canChainTemporaryBlue" "canInsaneJump" |
Entrance condition: { "comeInWithBlueSpringBallBounce": { "maxExtraRunSpeed": "$3.F", "movementType": "controlled" } } Requires: "canInsaneJump" |
Enter the room with a very specific run speed to jump from the door, and land a speedball perfectly in the tunnel to break the Bomb block. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 0, "minExtraRunSpeed": "$5.2", "maxExtraRunSpeed": "$5.F" } } Requires: { "notable": "Morph Tunnel SpeedBall" } "canInsaneJump" "canSpeedball" "canTrickyDashJump" "canSlowShortCharge" |
From: 3
Top Right Door
To: 6
Main Junction
Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canInsaneJump" "canLongChainTemporaryBlue" "can4HighMidAirMorph" "canSpringBallBounce" |
From: 3
Top Right Door
To: 6
Main Junction
Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canInsaneJump" "canLongChainTemporaryBlue" "can4HighMidAirMorph" "canSpringBallBounce" |
Entrance condition: { "comeInWithBlueSpringBallBounce": { "maxExtraRunSpeed": "$3.F", "movementType": "controlled" } } Requires: "canInsaneJump" |
Enter the room with a very specific run speed to jump from the door, squeeze by the ceiling, and land a speedball perfectly in the tunnel to break the Bomb block. Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "openEnd": 0, "minExtraRunSpeed": "$4.4", "maxExtraRunSpeed": "$4.7" } } Requires: { "notable": "Morph Tunnel SpeedBall" } "canSpeedball" "canTrickyDashJump" "canSlowShortCharge" "canInsaneJump" "canBeExtremelyPatient" |
From: 4
Middle Right Door
To: 6
Main Junction
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canInsaneJump" "canLongChainTemporaryBlue" "canSpringBallBounce" "can4HighMidAirMorph" |
From: 4
Middle Right Door
To: 6
Main Junction
Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canInsaneJump" "canLongChainTemporaryBlue" "canSpringBallBounce" "can4HighMidAirMorph" |
From: 6
Main Junction
To: 3
Top Right Door
This is a long temporary blue chain with X-Ray turnarounds to climb up and destroy the bomb blocks blocking the top morph tunnel. Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame. Requires: { "notable": "Temporary Blue Chain Through Bomb Blocks" } "canLongChainTemporaryBlue" "canXRayTurnaround" "canTrickyJump" "canBePatient" { "canShineCharge": { "usedTiles": 27.5, "openEnd": 0 } } "canInsaneJump" { "obstaclesCleared": [ "A" ] } { "or": [ "h_ClimbWithoutLava", { "obstaclesNotCleared": [ "B" ] } ] } |
From: 1
Top Left Door
To: 6
Top Junction with Temporary Blue (Right of Morph Tunnel)
Use Springball on the spikes to cross the room with a Speedball. Then bounce into the Morph tunnel and use Springball to bounce all of the way through. It can help to unmorph before the Morph tunnel and use temporary blue to start the bounce into the tunnel. Entrance condition: { "comeInGettingBlueSpeed": { "length": 5, "openEnd": 1, "minExtraRunSpeed": "$2.0", "maxExtraRunSpeed": "$3.F" } } Requires: "canTrickySpringBallBounce" { "or": [ "canInsaneJump", "canChainTemporaryBlue" ] } { "spikeHits": 1 } |
From: 2
Bottom Left Door
To: 5
Bottom Junction (Right of Boyons)
Requires: "canInsaneJump" |
From: 5
Bottom Junction (Right of Boyons)
To: 2
Bottom Left Door
Requires: "canInsaneJump" |
Come in Shinecharging, Leave With Temporary Blue (Spring Ball Bounce)
(Extreme)
Final Missile Bombway
From: 1
Left Door
To: 2
Right Door
Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail. Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canSpringBallBounce" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Come in Shinecharging, Leave With Temporary Blue (Spring Ball Bounce)
(Extreme)
Final Missile Bombway
From: 2
Right Door
To: 1
Left Door
Unmorph immediately after exiting the tunnel while still descending, to continue chaining temporary blue. The frame window for the unmorph depends on the alignment of Samus' bounces; in the worst case where Samus bounces upward while exiting, this method will unavoidably fail. Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canSpringBallBounce" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithBlueSpringBallBounce": { "movementType": "controlled" } } Requires: "canInsaneJump" |
From: 3
Top Right Door
To: 1
Top Left Door
Gain speed using the long runway at the top-right of room, do a big jump across the room into a mockball or speedball, then use controlled bounces to make it through the top-left door. Requires: { "obstaclesCleared": [ "A", "C" ] } "SpeedBooster" "canInsaneJump" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 31, "openEnd": 1, "steepUpTiles": 9 }, "landingRunway": { "length": 3, "openEnd": 1 }, "movementType": "controlled", "minExtraRunSpeed": "$4.9" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 7
Junction (Left Ledge Below Bomb Blocks)
To: 1
Top Left Door
Requires: "canHorizontalShinespark" { "useFlashSuit": {} } { "shinespark": { "frames": 54, "excessFrames": 43 } } { "or": [ "canWalljump", "SpaceJump", { "and": [ "HiJump", { "or": [ "SpeedBooster", "canInsaneJump" ] } ] } ] } Clears obstacles: A |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Damage down until Samus is one Geemer hit away from running out of energy, and set reserves to manual. Crouch jump at a very precise time and mid-air morph to contact the Geemer at the peak of the jump, pressing pause to be in the fade-out while getting hit and reaching 0 energy. Set reserves to auto, unpause, and hold left. While reserves are auto-refilling, Samus' i-frames will run out, allowing Samus to be hit by the Geemer again and be boosted high enough to reach the ledge. The screen will be black, which can be fixed by pausing and unpausing again. Requires: { "notable": "Alcatraz Escape Double Damage Boost" } "h_ZebesIsAwake" "HiJump" "Morph" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
From: 5
Alcatraz Door
To: 8
Central Junction
Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall with a 4-8 pixel gap between it and the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then hold forward (or forward and down) 5 frames later to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws. Requires: { "notable": "Alcatraz Escape with HiJump Ceiling Clip" } "HiJump" "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } { "tech": "canPreciseCeilingClip" } "canTrickyUseFrozenEnemies" { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } "canInsaneJump" |
From: 8
Central Junction
To: 5
Alcatraz Door
Perform a soft unmorph and run toward the door (shooting it open if needed). If needing to spark out the bottom of the doorway, then stop on a dime at the bottom of the runway before activating the spark; this requires precise movement, as there is barely enough time to make it. Requires: { "canShineCharge": { "usedTiles": 25, "openEnd": 1, "steepUpTiles": 3, "steepDownTiles": 3 } } "Morph" "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 6, "excessFrames": 0 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInShinecharging": { "length": 7, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInShinecharging": { "length": 2, "openEnd": 0 } } Requires: "canLongChainTemporaryBlue" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Bring temporary blue from the right side door all the way to the missile location using Springball, SpaceJump, or Morph-UnMorphs. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 1 } } Requires: "canTemporaryBlue" "canInsaneJump" { "or": [ "canLongChainTemporaryBlue", { "and": [ "canSpeedball", "canSpringBallBounce", "canSlowShortCharge" ] }, { "and": [ "canBlueSpaceJump", "canMockball", "canSlowShortCharge" ] } ] } |
From: 2
Right Door
To: 3
Item
Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: "canLongChainTemporaryBlue" "canInsaneJump" |
From: 2
Right Door
To: 1
Left Door
Carry temporary blue across the room, breaking the bomb blocks along the way. Use Spring Ball to bounce through the morph tunnel at the beginning, and across the final stretch at the end. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1 } } Requires: "canLongChainTemporaryBlue" "canTrickySpringBallBounce" { "acidFrames": 5 } { "or": [ "canInsaneJump", { "acidFrames": 30 } ] } Clears obstacles: A, B |
Use SpeedBooster to break the runway Bomb block and then to shinespark across the room, saving Power Bombs. One Power Bomb is still needed to break the tunnel block. The shinespark timer is very tight and breaking the runway block while storing the Shinespark is required as it saves movement frames. Entrance condition: { "comeInShinecharging": { "length": 8, "openEnd": 0 } } Requires: { "notable": "Spark Master" } "canSlowShortCharge" "canShinechargeMovementTricky" "h_canUsePowerBombs" "HiJump" "Gravity" { "acidFrames": 16 } "canInsaneJump" { "shinespark": { "frames": 93, "excessFrames": 15 } } |
Break the tunnel block with a Bomb and then return to safety. Break the runway block on the next cycle. SpringBall helps avoid acid damage. Bombing Samus up through the runway with a second Bomb can help, or it can trap Samus in the acid if liquid physics take effect. Requires: "h_canUseMorphBombs" { "or": [ "h_canUseSpringBall", { "acidFrames": 10 } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", { "acidFrames": 10 } ] }, { "and": [ "canCarefulJump", { "acidFrames": 120 } ] }, { "acidFrames": 200 } ] } |
From: 2
Middle Right Door
To: 1
Top Right Door
In Red Brinstar Firefleas, instead of simply grappling and moonwalking into the transition, perform a setup like in the Moat: Angle-up, jump, bonk the ceiling, then use Grapple just before landing and moonwalk back as it attaches. This will put Samus into a lower position after the transition. Samus will be stuck inside the wall. Perform a Crystal Flash, then morph and roll out. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: "canInsaneJump" "h_canCrystalFlash" |
From: 4
Bottom Right Door
To: 1
Top Right Door
In Red Brinstar Firefleas, instead of simply grappling and moonwalking into the transition, perform a setup like in the Moat: Angle-up, jump, bonk the ceiling, then use Grapple just before landing and moonwalk back as it attaches. This will put Samus into a lower position after the transition. Samus will be stuck inside the wall. Perform a Crystal Flash, then morph and roll out. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: "canInsaneJump" "h_canCrystalFlash" |
From: 4
Bottom Right Door
To: 2
Middle Right Door
It is possible to damage once to get through the first two pirates, then shinespark to kill the three above. Diagonal shinespark into the corner on the floor below the pirate above. This requires fairly precise positioning of the pirates. It is possible to shoot them to slow them down and prevent them from shooting. Move up while the pirate is moving it's head so it doesn't turn around. Requires: { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 1 } } { "useFlashSuit": {} } { "shinespark": { "frames": 1, "excessFrames": 1 } } "canInsaneJump" "canUseSpeedEchoes" |
In order to align and place a Power Bomb at the correct pixel, perform a suitless stationary spin jump and hit the ceiling before starting to morph. Requires: { "or": [ "canInsaneJump", { "and": [ "canDisableEquipment", "canStationarySpinJump" ] } ] } "h_canElevatorCrystalFlash" Exit condition: { "leaveNormally": {} } |
Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap. Requires: { "notable": "Triple Frozen Choot Runway" } "h_canTrickyFrozenEnemyRunway" "Gravity" "canInsaneJump" { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithRunway": { "length": 28, "openEnd": 0, "steepUpTiles": 6, "steepDownTiles": 6 } } |
From: 1
Left Door
To: 1
Left Door
Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap. Requires: { "notable": "Triple Frozen Choot Runway" } "h_canTrickyFrozenEnemyRunway" "canInsaneJump" { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithRunway": { "length": 15, "openEnd": 1 } } |
Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap. Requires: { "notable": "Triple Frozen Choot Runway" } "h_canTrickyFrozenEnemyRunway" "Gravity" "canInsaneJump" { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithRunway": { "length": 28, "openEnd": 0, "steepUpTiles": 6, "steepDownTiles": 6 } } |
From: 2
Right Door
To: 2
Right Door
Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap. Requires: { "notable": "Triple Frozen Choot Runway" } "h_canTrickyFrozenEnemyRunway" "canInsaneJump" { "enemyDamage": { "enemy": "Choot", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithRunway": { "length": 15, "openEnd": 1 } } |
Requires: "Gravity" "canPreciseSpaceJump" "canInsaneJump" Exit condition: { "leaveSpinning": { "remoteRunway": { "length": 18, "openEnd": 1, "steepUpTiles": 1, "steepDownTiles": 2 }, "minExtraRunSpeed": "$1.3", "maxExtraRunSpeed": "$2.A" } } |
Using an exact runway size of 7 tiles; use extremely precise, controlled springball bounces to cross the ocean. 7 tiles of runspeed can freely be achieved by requipping SpeedBooster after reaching the max normal run speed. Mockball down the submerged ramp and begin SpringBall bouncing either above the water, or under water using the platforms. The final SpringBall bounce must be on the left edge of the rightmost underwater platform. While the bounce is occuring, setup a mid-air SpringBall Jump to escape the water and reach the door. Requires: { "notable": "Speedy Springball Bounce to the Door" } "canInsaneJump" "SpeedBooster" "canSpringBallBounce" "canDoubleSpringBallJumpMidAir" "canMockball" |
From: 3
Junction (Left side Pit)
To: 2
Right Door
Standing from the rightmost platform, jump to the right of the stalagmite. Perform a midair wiggle to get to the left to the stalagmite, then precisely wall jump off of it. Then perform a frame perfect space jump at the water line to bounce on the water over to the Kamer platform. Requires: { "notable": "Space Jump Water Escape (Left to Right)" } "canSpaceJumpWaterBounce" "canPreciseWalljump" "canInsaneJump" "canMidairWiggle" |
From: 2
Elevator
To: 2
Elevator
In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph. Requires: { "or": [ "canInsaneJump", { "and": [ "h_canFourTileJumpMorph", "canStationarySpinJump" ] } ] } "h_canElevatorCrystalFlash" Exit condition: { "leaveNormally": {} } |
From: 2
Elevator
To: 2
Elevator
In order to align and place a Power Bomb at the correct pixel, perform a stationary spin jump and hit the ceiling before starting to morph. Requires: { "or": [ "canInsaneJump", { "and": [ "h_canFourTileJumpMorph", "canStationarySpinJump" ] } ] } "h_canElevatorCrystalFlash" Exit condition: { "leaveNormally": {} } |
Hold angle-up, jump, bonk the ceiling, and use Grapple just before landing. Moonwalk into the transition on the same frame that the Grapple Beam reaches the Grapple block. Continue holding Grapple through the door transition to initiate a teleport in the next room. Requires: { "notable": "Leave With Grapple Teleport" } "canMoonwalk" "canInsaneJump" Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } |
From: 1
Left Door
To: 2
Right Door
Enter with enough speed to jump over all the water, morphing mid-air and then unmorphing into temporary blue. Morph just before hitting the ceiling, in order to extend the jump horizontally. Entrance condition: { "comeInGettingBlueSpeed": { "length": 2, "steepDownTiles": 1, "openEnd": 0, "minExtraRunSpeed": "$3.2" } } Requires: "canInsaneJump" "canMomentumConservingMorph" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInRunning": { "minTiles": 11, "speedBooster": true } } Requires: "canInsaneJump" "canLateralMidAirMorph" "canMomentumConservingMorph" |
Entrance condition: { "comeInRunning": { "minTiles": 21, "speedBooster": true } } Requires: "canInsaneJump" |
From: 3
Upper Right Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door
Do a neutral bounce (lateral mid-air morph into not holding jump while landing) into an uncontrolled bounce. Requires: "canInsaneJump" Exit condition: { "leaveWithSpringBallBounce": { "remoteRunway": { "length": 45, "openEnd": 1 }, "landingRunway": { "length": 7, "openEnd": 1, "steepUpTiles": 1 }, "movementType": "uncontrolled", "minExtraRunSpeed": "$5.2" } } |
From: 2
Right Door
To: 1
Left Door
Jump and diagonally spark to the invisible platform. There is a small pixel range which lands on the platform and does not touch the boulder. It is possible to do this even below 29 Energy. It requires a last frame jump and then 4 frame spark window. It is more lenient with SpeedBooster. Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 2, "excessFrames": 0 } }, { "and": [ { "shinespark": { "frames": 2, "excessFrames": 2 } }, { "or": [ "canMoonwalk", "canMorphTurnaround" ] }, { "or": [ { "and": [ "canTrickyJump", "SpeedBooster" ] }, "canInsaneJump" ] } ] } ] } |
From: 1
Left Door
To: 4
Right Hidden Item
Enter the room with a precisely positioned blue Spring Ball bounce. Enter the tunnel and bounce all the way through. Use a controlled bounce to break the bomb blocks. Entrance condition: { "comeInWithBlueSpringBallBounce": { "maxExtraRunSpeed": "$2.4", "movementType": "controlled" } } Requires: "canInsaneJump" |
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$0.E", "maxExtraRunSpeed": "$1.D" } } Requires: "canSpeedball" "canChainTemporaryBlue" "canInsaneJump" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Jump on the first possible frame. Can be buffered to extend the window to 7 frames. Or jump just before the transition. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 3 } } Requires: "canInsaneJump" |
Jump on the first possible frame. Can be buffered to extend the window to 7 frames. Or jump just before the transition. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 3 } } Requires: "canInsaneJump" |
This uses the runway at the top-right of the room, requiring an extremely precise jump in order to thread the needle between the platforms and reach the left door. If obtaining blue speed, a multi-stutter should be used with a 2-tap shortcharge, with an early second tap and a last-frame jump, in order to gain enough momentum for the jump; bonk the ceiling, and wait to aim down until passing between the platforms. Requires: "canInsaneJump" "canBeVeryPatient" Exit condition: { "leaveWithMockball": { "remoteRunway": { "length": 17, "openEnd": 1 }, "landingRunway": { "length": 0, "openEnd": 1 }, "minExtraRunSpeed": "$3.2", "maxExtraRunSpeed": "$3.3" } } |
From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction
Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult. Requires: { "notable": "Bottom Ice Clip" } "h_canBombThings" "h_additionalBomb" { "enemyDamage": { "enemy": "Zeela", "type": "contact", "hits": 1 } } "canTrickyJump" { "or": [ "h_canXRayMorphIceClip", { "and": [ "h_canHighPixelIceClip", "canInsaneJump", "canBeVeryPatient" ] } ] } { "or": [ "h_canUseSpringBall", { "and": [ "can4HighMidAirMorph", "canInsaneJump" ] } ] } { "or": [ "canBePatient", { "obstaclesNotCleared": [ "A" ] } ] } |
Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 15 } } Requires: "canInsaneJump" "canMomentumConservingMorph" |
Jump after the transition on the last possible frame. Aim down when close to the platform (while continuing to hold jump), in order to reduce Samus' hitbox. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 20 } } Requires: "canInsaneJump" "canDownGrab" |
Requires: "h_canBlueGateGlitch" |
From: 3
Bottom Right Door
To: 2
Top Right Door
After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum. A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: { "notable": "Grapple Teleport Fling to Right (from Moat)" } "canInsaneJump" |
From: 3
Bottom Right Door
To: 2
Top Right Door
After teleporting, swing back and forth to fix the camera. Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam. Release grapple low, but not too low, to get enough momentum while also leaving enough space to gain more height with a grapple jump to reach the ledge. Holding jump just before releasing Grapple may help prevent losing momentum. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump (from Red Brinstar Firefleas)" } "canTrickyGrappleJump" "canInsaneJump" |
Entrance condition: { "comeInWithBlueSpringBallBounce": { "maxExtraRunSpeed": "$2.8", "movementType": "controlled" } } Requires: "canTrickySpringBallBounce" "canInsaneJump" |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. Shoot then immediately jump so that the bug can be frozen at a pixel perfect height, which is higher than where it would typically be frozen (when not needing to preserve a flash suit). Once frozen, wait for the bug to thaw, then blindly follow it to the left without letting it go off camera, which would cause it to despawn. Refreeze it below the crumble blocks, perform a very precise ledge grab onto it, then jump through the crumble block to reach the door, all while carefully avoiding losing the flash suit. Requires: { "notable": "Blind Zeb Ice Clip (Preserve Flash Suit)" } "canStaggeredWalljump" "canCameraManip" "canOffScreenMovement" { "or": [ "Wave", "Spazer" ] } "canInsaneJump" "h_canHighPixelIceClip" |
From: 2
Right Door
To: 3
Top Junction
Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canOffScreenMovement" "canInsaneJump" |
From: 2
Right Door
To: 3
Top Junction
Get stuck 3 pixels inside the door, and X-ray climb to a precise height: after just one pixel of Samus' feet are visible while crouching facing left, perform exactly 7 more X-Ray stand-ups. Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "HiJump" "canXRayClimb" "canOffScreenMovement" "canInsaneJump" |
From: 2
Right Door
To: 3
Top Junction
Come in with a spring ball bounce after gaining speed on a remote runway using exactly 32 tiles. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": true, "remoteAndLandingMinTiles": [ [ 32, 0 ] ], "movementType": "any" } } Requires: "canTrickyDashJump" "canInsaneJump" |
From: 3
Dry Platform Junction
To: 1
Right Door
Perform a speedball into a temporary blue chain to reach the door. If HiJump and Spring Ball are unavailable, then getting out of the water requires a very precise jump: delay aiming down for the mid-air morph until after Samus is above the water line. Requires: { "getBlueSpeed": { "usedTiles": 32, "openEnd": 1 } } "canChainTemporaryBlue" "canSpeedball" { "or": [ "canInsaneJump", "HiJump", "canSpringBallBounce" ] } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canIframeSpikeJump" "canNeutralDamageBoost" "canInsaneJump" { "thornHits": 2 } "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Left Door
To: 2
Right Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 2
Right Door
To: 1
Left Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphIBJ" "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door
Requires: "canHorizontalDamageBoost" { "or": [ { "and": [ "canInsaneJump", { "spikeHits": 2 } ] }, { "spikeHits": 3 } ] } |
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door
Requires: "canIframeSpikeJump" { "or": [ { "and": [ "canInsaneJump", { "spikeHits": 2 } ] }, { "spikeHits": 3 } ] } |
Run and jump from the safe stair to just reach the door ledge. To avoid walljumping, use a full speed jump or jump from on top of the spikes (stairs or floor). Requires: "HiJump" "SpeedBooster" { "or": [ { "and": [ "canWalljump", { "or": [ "canTrickyJump", { "spikeHits": 1 } ] } ] }, { "and": [ "canTrickyDashJump", "h_canBackIntoCorner", "canInsaneJump" ] }, { "and": [ "canTrickyDashJump", { "spikeHits": 1 } ] } ] } |
From: 4
Small Ledge Below Left Door
To: 1
Left Door
Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway. Requires: { "notable": "X-Ray Access SpikeJumps with HiJump" } "HiJump" "canTrickyJump" { "or": [ { "and": [ "canInsaneWalljump", "canInsaneJump", "h_canBackIntoCorner" ] }, { "and": [ { "spikeHits": 1 }, "canHorizontalDamageBoost", "canPreciseWalljump", "canIframeSpikeJump" ] } ] } |
From: 4
Small Ledge Below Left Door
To: 1
Left Door
Requires: "h_SpringwallOverSpikes" { "or": [ { "spikeHits": 1 }, "canInsaneJump" ] } |
Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it. Requires: { "notable": "Frozen Beetom Ice Climb" } "canTrickyUseFrozenEnemies" "canFlatleyJump" { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 9 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 4 } } ] }, { "and": [ "canBeVeryPatient", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } }, { "refill": [ "Energy" ] } ] } ] } |
From: 1
Right Door
To: 2
Item
Gain a shinecharge while running into the room, stopping just before running into the wall. Without holding dash, spin-jump to the left and mid-air morph into the morph tunnel. The mid-air morph must be delayed in order for Samus to move far enough left to avoid catching on the ceiling. Use the shinespark to break the bomb block. Entrance condition: { "comeInShinecharging": { "length": 6, "openEnd": 1 } } Requires: "Morph" "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 5, "excessFrames": 0 } } Clears obstacles: A |
Back up against the wall of the single-tile ledge. Run forward, perform a single arm pump, and jump on the last possible frame. Aim down just before reaching the platform. The arm pump can be performed by pressing shot, or by pressing an angle button (but not releasing it until after the jump). Requires: { "notable": "Arm Pump Jump" } "h_canBackIntoCorner" "canInsaneJump" "canDownGrab" |
From: 3
Top Right Door
To: 5
Kihunter Junction
Spring ball bounce directly into the tunnel to break the bomb block with blue speed. The Kihunters can be killed by retreating to the morph tunnel if needed. Entrance condition: { "comeInWithBlueSpringBallBounce": { "maxExtraRunSpeed": "$2.8", "movementType": "controlled" } } Requires: "canTrickySpringBallBounce" "canInsaneJump" Clears obstacles: B, C |
From: 5
Bottom Right Junction
To: 2
Right Door
Wait for the global Sova to begin climbing the wall below the door. Have Reserves set to manual and couch jump up above the Sova as it turns the lip of the ledge. Before touching the Sova, pause, so that Samus will recieve a small damage boost followed by pause screen appearing. Set Reserves back to auto which will end Samus' IFrames enabling a second damage boost. Without Morphball, this requires a blind damage boost. Requires: { "notable": "Sova Boost" } "canCrouchJump" "canInsaneJump" { "or": [ "canMidAirMorph", "canOffScreenMovement" ] } "canCameraManip" "canReserveDoubleDamageBoost" { "heatFrames": 830 } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "HiJump" "canLateralMidAirMorph" "canInsaneJump" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" { "heatFrames": 360 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Blue Cross-Room Jump, Leave With Temporary Blue (Speedy Jump, Spring Ball Jump)
(Extreme)
Double Chamber
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$2.0" } } Requires: "canLateralMidAirMorph" "canTrickySpringBallJump" "canInsaneJump" "canPauseRemorphTemporaryBlue" "canXRayTurnaround" { "heatFrames": 440 } Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Right Door
To: 3
Right Door
Charge a spark along the bottom of Double Chamber and use it to spark through the right side door. Requires opening the door and shutter first. Requires: { "notable": "Shinespark through Wave Beam Door" } "HiJump" { "or": [ "SpaceJump", "Grapple" ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "Wave", { "and": [ "h_canHeatedBlueGateGlitch", { "heatFrames": 60 } ] } ] } { "or": [ { "and": [ "canTrickyDashJump", "canWalljump" ] }, "SpaceJump" ] } { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } } { "heatFrames": 780 } { "shinespark": { "frames": 57 } } Exit condition: { "leaveWithSpark": {} } Clears obstacles: A |
Requires: { "heatFrames": 250 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
Requires: "Morph" { "heatFrames": 260 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: "Morph" { "heatFrames": 150 } "h_canHeatedBlueGateGlitch" Exit condition: { "leaveWithRunway": { "length": 11, "openEnd": 0, "gentleDownTiles": 4 } } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":90}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Gain a specifc amount of speed by running from a standstill, starting slightly more than 3 tiles from the edge of the Ridley statue jaw. Jump on the last possible frame (second-to-last frame may also work, depending on subpixels). If successful, Samus will avoid bonking the wall and will land directly in front of the Namihe. Requires: { "notable": "Thread the Needle Entry" } { "or": [ "canSuitlessLavaDive", "Gravity" ] } "canInsaneJump" { "heatFrames": 200 } { "lavaFrames": 60 } |
Begin on top of the lower left Namihe Jump into a double IBJ with such timing that Samus passes above the fired flame and such a way that there is no horizontal speed. A forward jump with run not held will work. Begin diagonal bomb jumping once past the start of the 2nd spike group from the top. Requires: { "notable": "Diagonal Bomb Jump" } "h_heatProof" "Gravity" { "or": [ "h_lavaProof", "canSuitlessLavaDive" ] } "canJumpIntoIBJ" "canDoubleBombJump" "canDiagonalBombJump" "canStaggeredIBJ" "canInsaneJump" { "heatFrames": 1560 } { "lavaFrames": 1520 } |
From: 4
Lava, Left Wall
To: 3
Above Lava Junction
Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain I-Frames and then very quickly walljump up the spikes and across to the right side wall. Requires: { "notable": "HiJumpless Nahime Morph Kago" } "canSuitlessLavaDive" "canInsaneWalljump" "canInsaneJump" "canIframeSpikeJump" "canStaggeredWalljump" "canFastWalljumpClimb" "canUseEnemies" "canKago" { "heatFrames": 510 } { "lavaFrames": 480 } { "enemyDamage": { "enemy": "Namihe", "type": "kago", "hits": 2 } } |
Requires: { "or": [ { "heatFrames": 420 }, { "and": [ { "heatFrames": 335 }, { "or": [ "canInsaneJump", { "and": [ "canDodgeWhileShooting", { "or": [ "Plasma", "Wave", "Spazer", "ScrewAttack", "canPseudoScrew", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } ] }, { "and": [ { "heatFrames": 360 }, "canTrickyJump" ] } ] } |
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item
Time the breaking of the hidden item block with a spinjump to avoid falling into the lava. Turnaround just before the item fanfare begins and then hold jump to buffer a spinjump. Requires: "canInsaneJump" { "heatFrames": 30 } |
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction
Requires: { "heatFrames": 135 } "h_canHeatedBlueGateGlitch" Clears obstacles: A |
From: 3
Bottom Left Door
To: 6
Top Right Door
Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "HiJump" "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 6 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Middle Right Door
To: 1
Top Left Door
Quickly climb the left side of the room to just have enough time to shinespark out the door. Requires precise ledge grabs, but some precise walljumps can make it slightly easier. Entrance condition: { "comeInShinecharging": { "length": 12, "openEnd": 0 } } Requires: "HiJump" "canMidairShinespark" "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 5 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Middle Right Door
To: 6
Top Right Door
Quickly climb the right side of the room to just have enough time to shinespark out the door. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 1 } } Requires: "HiJump" "canMidairShinespark" "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 6 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Top Right Door
To: 7
Elevator
Jump onto the Sova platform, and off again, without getting hit. This requires a very clean ledge grab. Entrance condition: { "comeInShinecharged": { "framesRequired": 105 } } Requires: "canInsaneJump" "canShinechargeMovementTricky" Exit condition: { "leaveShinecharged": { "framesRemaining": "auto" } } |
From: 6
Top Right Door
To: 7
Elevator
Jump onto the Sova platform without getting hit. This requires a very clean ledge grab. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canInsaneJump" "canShinechargeMovementTricky" Exit condition: { "leaveShinecharged": { "framesRemaining": 80 } } |
Requires: "HiJump" { "or": [ { "and": [ { "doorUnlockedAtNode": 3 }, { "doorUnlockedAtNode": 5 }, { "canShineCharge": { "usedTiles": 14, "openEnd": 0 } } ] }, { "and": [ { "or": [ { "doorUnlockedAtNode": 3 }, { "doorUnlockedAtNode": 5 } ] }, { "canShineCharge": { "usedTiles": 13, "openEnd": 0 } } ] }, { "canShineCharge": { "usedTiles": 12, "openEnd": 0 } } ] } "canShinechargeMovementTricky" "canInsaneJump" { "shinespark": { "frames": 6 } } Exit condition: { "leaveWithSpark": {} } Unlocks doors: {"nodeId":3,"types":["ammo"],"requires":[]} {"nodeId":5,"types":["ammo"],"requires":[]} {"nodeId":6,"types":["ammo"],"requires":[]} |
Build up 34 tiles worth of run speed and jump into the door on the last frame. Hold angle up through the transition but also aim down to duck below the ceiling until Samus is past it. Fire the Super Missile frame perfectly to open the gate. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 34 } } Requires: { "notable": "High Speed Gate Glitch" } "h_canHeatedGreenGateGlitch" { "ammo": { "type": "Super", "count": 1 } } "canInsaneJump" Clears obstacles: A |
Entrance condition: { "comeInWithMockball": { "speedBooster": "any", "adjacentMinTiles": 9.4375, "remoteAndLandingMinTiles": [ [ 5, 1 ] ] } } Requires: "canInsaneJump" |
From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks
Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case. Entrance condition: { "comeInShinecharging": { "length": 4, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "can4HighMidAirMorph" "canInsaneJump" Clears obstacles: A, B |
From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks
Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case. Entrance condition: { "comeInShinecharging": { "length": 14, "openEnd": 0 } } Requires: "canChainTemporaryBlue" "canXRayTurnaround" "can4HighMidAirMorph" "canInsaneJump" Clears obstacles: A, B |
From: 2
Middle Left Door
To: 5
Junction Below Top Crumble Blocks
Use a temporary blue chain to jump through the bomb blocks and land on the center of the ledge above. Break the last block by jumping directly into it, as there is not enough height available to get a bounce. With this method, there is a 2-frame window for when to morph; jumping from the platform below is also possible but requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame in either case. Requires: { "or": [ { "canShineCharge": { "usedTiles": 14, "openEnd": 0 } }, { "and": [ { "canShineCharge": { "usedTiles": 15, "openEnd": 0 } }, { "doorUnlockedAtNode": 2 } ] } ] } "canChainTemporaryBlue" "canXRayTurnaround" "can4HighMidAirMorph" "canInsaneJump" Clears obstacles: A, B Unlocks doors: {"nodeId":2,"types":["ammo"],"requires":[]} |
From: 3
Item
To: 4
Central Junction
Jump and spark horizontally across the room at a precise height just above the acid in order to crash into then down grab the floor. Requires: "canInsaneJump" "canDownGrab" { "useFlashSuit": {} } { "shinespark": { "frames": 32, "excessFrames": 0 } } |
With a precise enough jump and a quick airball, it's possible to avoid acid damage without a shinespark or wall jump. Requires: { "or": [ "f_DefeatedCrocomire", { "obstaclesCleared": [ "f_DefeatedCrocomire" ] } ] } "SpeedBooster" "canInsaneJump" "canLateralMidAirMorph" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Get to the top of the room with Spring Ball Bomb Jumps. To cross the room, perform a Spring Ball Bomb Jump after hitting the bomb with momentum to get a larger horizontal boost, then unmorph on the descent to reset fall speed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" { "or": [ "HiJump", { "and": [ "canInsaneJump", "h_canArtificialMorphResetFallSpeed", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } |
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: 3
Junction Left of Green Gate
With at least two tiles of run speed, jump over the first moat by maximizing the jump distance and then MockBall into a regular springball to jump over the second moat. Entrance condition: { "comeInRunning": { "minTiles": 2, "speedBooster": true } } Requires: "canInsaneJump" "canMockball" "canSpringBallBounce" |
Requires: { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 1
Top Left Door
To: 1
Top Left Door
Lure the Gamets to the top left door with Ice and Space Jump, Grapple, or HiJump. First lure the Gamets vertically using the Kamer platform and Ice, which is much easier with HiJump disabled. Then freeze them again after they separate and are high enough to align with the door. With HiJump and another jump assist, jump to the left of the Gamets as they thaw and refreeze them a bit more to the left so that they will be on screen when Samus is on the left ledge. It is possible with HiJump and Ice alone, but much trickier. Use the Gamets as a platform or perform a running jump from the Kamer platform to get up to the left door. Requires: "canTrickyUseFrozenEnemies" { "or": [ "SpaceJump", "Grapple", { "and": [ "canTrickyJump", "HiJump", { "or": [ "SpeedBooster", "canInsaneJump", "canSpringBallJumpMidAir" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 4
Top Right Door
Lure the Gamets while using the Kamer, then get up to the doorway with a quick crouch jump + down grab or by other means. Requires: { "or": [ "HiJump", "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", { "and": [ "canTrickyJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canInsaneJump", "canPreciseGrapple" ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Bomb boost horizontally at the top of an IBJ and land in the acid, then roll to the right and bomb out to safety. To save some Energy, it is possible to IBJ or double IBJ out of the acid onto the first solid platform. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canSuitlessLavaDive" { "or": [ { "acidFrames": 280 }, { "and": [ "canTrickyJump", { "acidFrames": 220 } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphDoubleBombJump", { "acidFrames": 175 } ] } ] } |
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then wait for the acid and IBJ above it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen. With Power Bombs alone is particularly challenging. Kill the Gamets then place a bomb at the edge of the runway; hit the bomb with momentum and precise timing to get a boost to skip the first and land on the next safe platform. As quickly as possible place another and let it boost horizontally to the next platform, then another to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "h_canArtificialMorphBombThings", "canTrickyJump" ] } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphBombHorizontally", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ] } Clears obstacles: A |
Requires: { "or": [ "h_canHeatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } Exit condition: { "leaveWithRunway": { "length": 29, "openEnd": 1 } } |
Requires: "h_canNavigateHeatRooms" { "or": [ "h_canHeatedGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } { "heatFrames": 100 } Clears obstacles: A |
Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canInsaneJump" { "heatFrames": 60 } |
Position Samus in the doorway a few pixels from the edge. Dashing stationary spinjump into a delayed CWJ and hopefully catch the upper ledge with a walljump. Requires: { "notable": "Doorway CWJ" } { "obstaclesCleared": [ "A" ] } "h_heatProof" "HiJump" "canCWJ" "canStationarySpinJump" "canInsaneJump" "canInsaneWalljump" { "doorUnlockedAtNode": 2 } Unlocks doors: {"nodeId":2,"types":["missiles"],"requires":[{"heatFrames":50}]} {"nodeId":2,"types":["super"],"requires":[]} {"nodeId":2,"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canConsecutiveWalljump", { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", "canInsaneJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Right Door
To: 5
Below Left Door Junction
Enter the room blue with very low run speed (e.g. with a 4-tap). Use a precisely timed jump to bonk the large stalagtite in the ceiling and fall through both pirates, killing them with the blue speed. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits. Entrance condition: { "comeInGettingBlueSpeed": { "length": 9, "gentleDownTiles": 4, "openEnd": 1 } } Requires: { "notable": "Reverse Thread the Needle" } { "obstaclesNotCleared": [ "A" ] } "canInsaneJump" "canSuitlessLavaDive" "canSlowShortCharge" { "heatFrames": 330 } { "acidFrames": 210 } |
From: 2
Right Door
To: 5
Below Left Door Junction
Begin running from the top of the second slope and jump at the bottom of the third slope, bonking the large stalagtite in the ceiling. Kill the first pirate with Screw Attack (or ahead of time with Charge+Plasma), and pass through the second pirate using a charged plasma shot. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits. Requires: { "notable": "Reverse Thread the Needle" } { "obstaclesNotCleared": [ "A" ] } "canInsaneJump" "canSuitlessLavaDive" "Charge" "Plasma" "canHitbox" { "or": [ "ScrewAttack", { "heatFrames": 210 } ] } { "heatFrames": 330 } { "acidFrames": 210 } |
From: 5
Bottom Junction
To: 1
Top Left Door
Run from the right door and jump at the very end of the raised flat ground. Aim down any time before the peak of the jump in order to not fall out of the block. Note that Samus can destroy the Power Bomb blocks above while waiting for the block to respawn. Requires: "canJumpIntoRespawningBlock" "canTrickyJump" { "or": [ "canInsaneJump", "h_heatProof" ] } { "heatFrames": 550 } { "or": [ "h_canUsePowerBombs", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30}]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 4
Right Farm Junction
To: 2
Right Door
The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the left Zebbo starts moving to the right then freeze it after it starts moving right. Get onto the runway and freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo. With less Energy, it is possible to get the Zebbo into position by only freezing it once - after the small hop, jump towards the door and shoot downwards to freeze it in place. Requires: "h_canFrozenEnemyRunway" { "heatFrames": 300 } { "or": [ "canInsaneJump", { "heatFrames": 300 } ] } Exit condition: { "leaveWithRunway": { "length": 6, "openEnd": 0 } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Left Door
To: 6
Junction Behind Fune
A paricularly precise mid-air morph can get up and over the Fune without damage. Stand a half tile away from the Fune when jump morphing for a higher ceiling. It's a 2.5 tile high mid air morph. It can be performed similar to how a 2 or 3 tile high morph is performed. Requires: { "notable": "Morph Over the Fune" } { "noFlashSuit": {} } "h_canFourTileJumpMorph" "canTrickyJump" { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Fune", "type": "fireball", "hits": 1 } } ] } |
From: 3
Top Right Door
To: 2
Bottom Left Door
An extremely precise spinjump or walljump can avoid the top Boulder. The spinjump requires dash state and to jump right away. Aiming down shortly after helps by reducing Samus' hitbox. Requires: { "or": [ "canInsaneWalljump", "canInsaneJump" ] } |
From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing. Entrance condition: { "comeInBlueSpinning": { "minExtraRunSpeed": "$6.E", "unusableTiles": 0 } } Requires: { "notable": "Air Speedball" } "canPreciseSpaceJump" "canInsaneJump" "canLateralMidAirMorph" "canSpeedball" "canMomentumConservingMorph" { "heatFrames": 110 } |
From: 1
Left Door
To: 5
Spring Ball Maze Junction (Past the Bomb Blocks)
Spacejump through the room and break the bomb blocks in the Morph tunnel with Speedbooster. It is very helpful for the final jump to be close to the missile platform, to be as close to the tunnel as possible when Morphing. Entrance condition: { "comeInGettingBlueSpeed": { "length": 5, "openEnd": 1, "minExtraRunSpeed": "$5.B" } } Requires: { "notable": "Air Speedball" } "canPreciseSpaceJump" "canInsaneJump" "canLateralMidAirMorph" "canSpeedball" "canMomentumConservingMorph" { "heatFrames": 110 } |
From: 1
Left Door
To: 3
Metal Pirates Junction
Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door. Requires: "canHitbox" "canInsaneJump" { "heatFrames": 100 } |
From: 2
Right Door
To: 3
Metal Pirates Junction
Shoot the Pirate twice to force it to block instead of kicking or shooting towards the door. Requires: "canHitbox" "canInsaneJump" { "heatFrames": 100 } |
From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction
Stand under the Metal Pirate as it does a dive kick and fire the plasma shot so that it stays with the Pirate longer, hitting twice. Uncharged shots can finish off a Pirate if Ice or Wave is also equipped. Requires: "Charge" "Plasma" "canTrickyJump" { "or": [ { "and": [ "Wave", "Ice", { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 200, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] }, { "and": [ { "or": [ "Ice", "Wave" ] }, "canInsaneJump", { "heatFramesWithEnergyDrops": { "frames": 260, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 260, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] }, { "and": [ "canInsaneJump", { "heatFramesWithEnergyDrops": { "frames": 350, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } }, { "heatFramesWithEnergyDrops": { "frames": 350, "drops": [ { "enemy": "Space Pirate (fighting)", "count": 6 } ] } } ] } ] } { "partialRefill": { "type": "Energy", "limit": 99 } } { "partialRefill": { "type": "Super", "limit": 1 } } Clears obstacles: A |
From: 2
Top Right Door
To: 4
Junction Below Bomb Blocks
Carry Temporary Blue through the top door of Mickey Mouse to break the left side of the bomb blocks. There is a small frame window where Samus can soft unmorph on the crumble blocks and jump again while retaining temporary blue. Entrance condition: { "comeInWithTemporaryBlue": {} } Requires: { "notable": "Temporary Blue Crumble Jump without SpringBall" } { "obstaclesNotCleared": [ "A" ] } "canPrepareForNextRoom" "canChainTemporaryBlue" "canInsaneJump" "canCrumbleJump" { "heatFrames": 300 } Clears obstacles: B |
From: 4
Junction Below Bomb Blocks
To: 2
Top Right Door
Spinjump off a crumble block with just a tiny amount of run speed. That gives just enough height to be able to walljump out. Requires: { "notable": "Crumble Speedjump" } { "obstaclesCleared": [ "A" ] } "canCrumbleJump" "canTrickyDashJump" "canPreciseWalljump" "canInsaneJump" { "heatFrames": 180 } |
Cross the Pillar Room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: { "notable": "Bombs" } "h_canUseMorphBombs" "canWallJumpInstantMorph" "canInsaneJump" "canResetFallSpeed" "canUnmorphBombBoost" "canSuitlessLavaDive" { "heatFrames": 1320 } { "acidFrames": 128 } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Cross the Pillar Room with Bombs and minimal damage. Some acid damage is expected, but any mistakes greatly increases the time spent in acid. Entrance condition: { "comeInRunning": { "minTiles": 3, "speedBooster": "any" } } Requires: { "notable": "Bombs" } "canWallJumpInstantMorph" "canInsaneJump" "canResetFallSpeed" "canUnmorphBombBoost" "canHBJ" "canSuitlessLavaDive" { "heatFrames": 1320 } { "acidFrames": 128 } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":50},{"acidFrames":50}]} |
Place the PBs next to the pillars in order to only use 2. Avoid acid during the first Power Bomb by walljumping before placing the bomb. Avoiding acid damage at the last jump is tricky but possible. Requires: { "notable": "Two Power Bombs" } "canMidAirMorph" { "ammo": { "type": "PowerBomb", "count": 2 } } "canCarefulJump" { "or": [ { "and": [ "canWallJumpInstantMorph", { "heatFrames": 690 } ] }, { "and": [ "canWalljump", { "heatFrames": 660 }, { "acidFrames": 36 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 840 }, { "acidFrames": 84 } ] }, { "and": [ "Gravity", { "heatFrames": 660 }, { "acidFrames": 24 } ] } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph", { "heatFrames": 10 }, { "acidFrames": 10 } ] }, { "and": [ "canPreciseWalljump", { "heatFrames": 50 }, { "acidFrames": 32 } ] }, { "and": [ "Gravity", { "heatFrames": 20 }, { "acidFrames": 20 } ] }, { "and": [ "canSuitlessLavaDive", { "heatFrames": 50 }, { "acidFrames": 50 } ] } ] } { "or": [ "h_heatResistant", "canPauseAbuse", { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":30},{"acidFrames":20}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":75},{"acidFrames":58}]} |
Break spin to leave some blocks intact in order to avoid damage from Puromis. Avoiding acid damage at the last jump is tricky but possible. Requires: "canInsaneJump" "ScrewAttack" { "heatFrames": 500 } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} |
From: 1
Top Left Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canCarefulJump" { "or": [ "canTrickyJump", "canDownBack" ] } { "or": [ "Charge", "Spazer", "Plasma", "Wave", "canInsaneJump" ] } { "heatFrames": 540 } |
From: 4
Top Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
By breaking the shot blocks and maneuvering through the room effeciently Samus will not have to spend much time waiting on KiHunters. Entrance condition: { "comeInRunning": { "minTiles": 1, "speedBooster": "any" } } Requires: "canDodgeWhileShooting" "canTrickyJump" { "or": [ "Charge", "Spazer", "Plasma", "Wave", { "and": [ "canInsaneJump", { "or": [ "canDownBack", "Morph" ] } ] } ] } { "heatFrames": 540 } |
From: 5
Top Junction Between Doors
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
Very quickly move through the room to meet the bottom KiHunter in a position where it is possible to jump over it. Down back through the shot blocks. If coming through the right door, Morphing may be easier. Jump over the KiHunter where it dips while moving left. Additionally, build full run speed before jumping to land all the way next to the door. Requires: "canInsaneJump" "canDodgeWhileShooting" "canPrepareForNextRoom" { "or": [ "Charge", "Spazer", "Plasma", "Wave" ] } "canDownBack" { "heatFrames": 420 } |
From: 1
Top Left Door
To: 5
Junction Below Top Pirate
It is possible to get past the pirate without waiting by moving fast enough, or by making it turn around. Landing on the floating platform will make the fall simpler without scrolling the camera enough to activate the pirate. Requires: { "or": [ { "and": [ "canInsaneJump", { "heatFrames": 110 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] }, { "and": [ "canTrickyJump", { "heatFrames": 145 }, { "or": [ "canDownBack", "Morph", { "heatFrames": 40 } ] } ] } ] } |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area. Requires: { "notable": "Low Ice Pirate Freeze" } "canTrickyUseFrozenEnemies" "Charge" "canPreciseWalljump" "canWalljumpWithCharge" "canTrivialMidAirMorph" { "ammo": { "type": "Missile", "count": 1 } } { "ammo": { "type": "Super", "count": 1 } } { "ammo": { "type": "PowerBomb", "count": 1 } } { "heatFrames": 870 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region. Requires: { "notable": "New Low Ice Pirate Freeze" } "canTrickyUseFrozenEnemies" "Charge" "canPreciseWalljump" "canResetFallSpeed" "canWalljumpWithCharge" "h_canUseMorphBombs" "canWallJumpInstantMorph" { "ammo": { "type": "Missile", "count": 4 } } { "ammo": { "type": "PowerBomb", "count": 1 } } { "heatFrames": 900 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A |
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks
Ignore the Yellow Pirates by walljumping up the left side to start a diagonal bomb jump from the wall, including a power bomb to clear the bomb blocks. Two quick walljumps upon entering the room can position Samus to get the left pirate to jump to the right and jump over the right pirate's lazer attack. Jump up the left wall and begin bomb jumping starting with a power bomb. Requires: { "notable": "Power Bomb Diagonal Bomb Jump" } "canFastWalljumpClimb" "canWallJumpBombBoost" "canDiagonalBombJump" "h_canUsePowerBombs" { "heatFrames": 930 } { "or": [ "h_heatResistant", { "and": [ "canInsaneJump", "canPauseAbuse" ] }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 149 } ] } ] } Clears obstacles: A |
From: 3
Top Right Door
To: 1
Top Left Door
Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get up to the door transition, without needing to open the door. Kill the Pirate, or climb quickly to minimize damage from it. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ] ] } } Requires: "canXRayClimb" { "heatFrames": 1600 } { "or": [ { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 2 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "laser", "hits": 1 } } ] }, { "and": [ { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "Charge+Plasma" ] } }, { "heatFrames": 120 } ] } ] } Bypasses door shell: true |
From: 5
Junction Below Top Pirate
To: 2
Bottom Left Door
Fall to the bottom of the room with Screw Attack while weaving around the platforms. Requires: "ScrewAttack" { "or": [ { "and": [ "canMoonfall", "canInsaneJump", { "heatFrames": 190 } ] }, { "and": [ "canDodgeWhileShooting", { "heatFrames": 220 } ] } ] } |
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks
Break the bomb blocks in The Worst Room In The Game with extremely precise walljumps. Either with a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks. Requires: { "notable": "HiJump and Only Screw" } "h_heatProof" "HiJump" "ScrewAttack" "canInsaneWalljump" "canInsaneJump" "canConsecutiveWalljump" "canMidairWiggle" Clears obstacles: A |
From: 4
Junction Above Bomb Block
To: 1
Top Left Door
Jump over the first Kihunter and attempt to either use IFrames to pass through the top Kihunter, or dodge it if possible. Requires: "h_canNavigateHeatRooms" { "or": [ "canWalljump", "HiJump" ] } "canTrickyJump" { "or": [ { "and": [ "canInsaneJump", "canHitbox", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] }, { "and": [ { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 2 } }, { "heatFrames": 30 } ] } ] } { "heatFrames": 470 } Clears obstacles: A |
Entrance condition: { "comeInWithBlueSpringBallBounce": { "minLandingTiles": 2, "maxExtraRunSpeed": "$1.A", "movementType": "controlled" } } Requires: "canTrickySpringBallBounce" "canInsaneJump" Clears obstacles: A |
Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: { "notable": "X-Ray Climb" } "canXRayClimb" { "or": [ { "and": [ { "spikeHits": 3 }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 199 } ] } ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "canOffScreenMovement", { "or": [ { "spikeHits": 1 }, "Grapple", { "and": [ "SpaceJump", "canInsaneJump", "canBeVeryPatient" ] } ] } ] } ] } |
Fling Samus from the first set of grapple blocks to the second set without falling. Requires precise timing. It can help to perform a lateral mid-air morph and unmorph. Requires: "canPreciseGrapple" "canTrickyJump" { "or": [ "canInsaneJump", { "and": [ "canLateralMidAirMorph", { "thornHits": 5 } ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Doorway
Requires a runway of at least 6 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround. Then morph and move right to go through the Morph tunnel above, avoiding damage from the crab. With the minimal runway length, this requires precise timing. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 5.4375 } } Requires: { "notable": "Cross Room Jump Morph" } "canMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canInsaneJump" |
Requires: "Gravity" { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work. Requires: { "notable": "Suitless Green Gate Glitch" } { "or": [ "h_canGreenGateGlitch", { "obstaclesCleared": [ "A" ] } ] } Clears obstacles: A |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Cross Room jump and aim towards the left side where the fish is. Shooting at it from below can deal damage sooner to get a faster freeze. Hug the frozen fish to gain the extra height needed to climb on top. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyUseFrozenEnemies" "canInsaneJump" "canDownGrab" { "or": [ "Wave", "Spazer", "Plasma" ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 2.4375 } } Requires: "HiJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickySpringBallJump" "canInsaneJump" |
Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump" } { "doorUnlockedAtNode": 4 } "canMidairWiggle" "canTrickyGrappleJump" "canInsaneJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 6
Middle Junction Near Top Left Pirate
To: 7
Spawn At Junction Near Top Right Door
Requires: { "notable": "Insane Naked Jump Over Pirate (Left to Right)" } "canSuitlessMaridia" "canInsaneJump" |
From: 2
Bottom Right Door
To: 4
Top Door
Requires a runway of at least 18 tiles in the adjacent room. Ride up the right wall just above the doorway, then turnaround before and after hitting the platform following the doorway slope. Continue up the rest of the way to reach the door. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 18 } } Requires: { "notable": "Cross Room Platform Stuck Wiggle to Top Door" } { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canTrickyDashJump" "canInsaneJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Bottom Right Door
To: 4
Top Door
Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)" } { "doorUnlockedAtNode": 4 } { "or": [ { "and": [ "canMidairWiggle", "canTrickyGrappleJump", "canInsaneJump" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Doorway
To: 4
Top Door
Swing to the right, shoot open the door above, and grapple jump through it. The grapple beam will need to be retracted while swinging to the right, to avoid bonking on the small platform. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "notable": "Grapple Teleport into Grapple Jump (or Tube Intact)" } { "doorUnlockedAtNode": 4 } { "or": [ { "and": [ "canMidairWiggle", "canTrickyGrappleJump", "canInsaneJump" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Bottom Door
To: 3
Middle Right Door
Run and spin jump to the left through the transition with as much horiziontal speed as possible, without bonking the door frame. Hold left through the transition to avoid the fish and land on the platform to the left. With limited runway, this may require a very precise jump. Then reach the platform above either using a crouch-jump down-grab or by freezing the fish. Entrance condition: { "comeInWithPlatformBelow": { "maxHeight": 6, "maxLeftPosition": -0.5, "minRightPosition": 2.5 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "canInsaneJump" { "or": [ "h_canCrouchJumpDownGrab", "canUseFrozenEnemies" ] } |
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" ] } |
Requires: "canDodgeWhileShooting" "canCarefulJump" { "or": [ "Wave", "Spazer", { "and": [ "canTrickyJump", "canDodgeWhileShooting", { "ammo": { "type": "Missile", "count": 5 } } ] }, { "and": [ "canTrickyJump", "canResetFallSpeed", "canDownBack" ] }, "canInsaneJump" ] } |
Perform a running stationary spinjump from a precise spot, then a CWJ with slightly more speed off the wall one tile further out. This makes it possible to just barely walljump off the grapple block. Requires: { "notable": "Insane Walljump" } "HiJump" "canInsaneJump" "canStationarySpinJump" "canInsaneWalljump" "canCWJ" Clears obstacles: B |
In the other room, use 6 runway tiles to gain an extra run speed of exactly $1.D, with Speed Booster unequipped. Jump into a lateral mid-air morph and touch the door transition while descending close to the ground. Hold jump to do an uncontrolled bounce immediately after the transition. Pause as Samus passes under the first ceiling Grapple block. Equip Speed Booster and unequip Spring Ball, to get a spring fling. Pause again and re-equip Spring Ball to get a second spring fling. Continue holding jump to bounce on both Grapple platforms with uncontrolled bounces; Samus must bounce on the left edge of the first platform in order to just barely make the bounce on the right edge of the second platform. Perform one more spring fling, by unequipping Spring Ball as Samus begins to descend. Samus should make it into the nook below the right door; A Flatley jump into mid-air spring ball jump will get Samus up to the door. Entrance condition: { "comeInSpinning": { "speedBooster": false, "unusableTiles": 3, "minExtraRunSpeed": "$1.D", "maxExtraRunSpeed": "$1.D" } } Requires: { "notable": "Spring Ball Bounce Left to Right" } "SpeedBooster" "canInsaneJump" "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canFlatleyJump" "canTrickySpringBallJump" |
From: 1
Top Left Door
To: 5
Top Door
If HiJump or Spring Ball is available, use a Gravity jump from the top of the island; otherwise, use the higher ledge to the left, jump slightly early to avoid getting too much jump height (to avoid bonking the ceiling Grapple blocks), and quickly do a stationary lateral mid-air morph. Entrance condition: { "comeInShinecharging": { "length": 1, "openEnd": 0 } } Requires: "canGravityJump" "canLongChainTemporaryBlue" { "or": [ "HiJump", "canTrickySpringBallJump", { "and": [ "canStationaryLateralMidAirMorph", "canInsaneJump" ] } ] } Exit condition: { "leaveWithTemporaryBlue": { "direction": "right" } } Unlocks doors: {"types":["ammo"],"requires":[]} |
Run and jump up through the door using SpeedBooster in the room below. Bonk the door frame as you pass through the transition, to cancel your horizontal momentum. You need a vertical speed of exactly 7.8800 when passing through the transition, which requires the jump to be frame perfect. After the transition, as you reach the wall, begin holding right. Begin holding angle up at any time before approaching the door (and you can continue holding it until the end of the strat). As you approach the door (an 8-frame window), while holding angle up, release right for exactly one frame. This will put Samus into a pose aiming diagonally up and to the right. Immediately fire a shot to open the door (within the same 8-frame window); if successful, you will just barely clear the grapple block and pass through the door. Several things can cause you to bonk the grapple block: 1) entering the room with too much vertical speed, 2) not pressing against the wall as you come up, 3) releasing right for more than one frame, 4) releasing right too early. As an alternative to releasing right for one frame, you can instead press shot for one frame: if successful, Samus' pose will change to aiming diagonally without a shot being fired; if shot is pressed for more than one frame, then a shot will be fired horizontally, and the cooldown will prevent you from firing diagonally in time. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 9, "maxLeftPosition": -38.5, "minRightPosition": -2 }, "comesThroughToilet": "no" } Requires: { "notable": "Cross Room Jump through Top Door" } "canCrossRoomJumpIntoWater" "SpeedBooster" "HiJump" "canInsaneJump" |
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 } } |
Knock the crab off the wall immediately and then freeze. Requires: "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ { "resetRoom": { "nodes": [ 3 ], "mustStayPut": true } }, "canPrepareForNextRoom" ] } { "or": [ "canInsaneJump", "Spazer", "Wave", "Plasma", { "and": [ "canDodgeWhileShooting", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "canDodgeWhileShooting", "HiJump" ] } ] } { "ammo": { "type": "Super", "count": 1 } } |
Come in with high speed and jump after the transition to cross the room. Precise timing is needed to jump to the correct height: too high and Samus will bonk the Grapple block, too low and Samus will not make it onto the ledge. A Powamp may be in the path of the jump but can be destroyed with blue speed. Entrance condition: { "comeInRunning": { "minTiles": 31, "speedBooster": true } } Requires: "canCrossRoomJumpIntoWater" "canInsaneJump" |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
With Speed Booster equipped, run into the room using at least about 2 tiles of runway (at least $0.C extra run speed). If needed, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it before bouncing on the first Grapple platform. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Entrance condition: { "comeInRunning": { "minTiles": 1.4375, "speedBooster": true } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canSpringFling" "canInsaneJump" |
From: 4
Top Right Door
To: 11
Upper Left Ledge Junction
Enter the room morphed, either in a mockball on the ground or descending from a controlled bounce, with about 1 tile worth of speed (at least $0.9 extra run speed). Use Spring Ball to jump or do a controlled bounce after the transition. While descending and before bouncing on the first Grapple platform, perform two spring flings by pausing and unequipping Spring Ball, then pausing again and re-equipping it. Afterward, perform additional spring flings as needed to make it across the room, taking care to avoid the Powamp. Note that Samus must be fully morphed when entering the room (not in the middle of a morphing animation), or the spring flings will not work, assuming Speed Booster is not equipped. Entrance condition: { "comeInWithSpringBallBounce": { "speedBooster": "any", "remoteAndLandingMinTiles": [ [ 0.4375, 1 ] ], "adjacentMinTiles": 4, "movementType": "controlled" } } Requires: { "notable": "Spring Ball Bounce Right to Left" } "canCrossRoomJumpIntoWater" "canTrickySpringBallBounce" "canSpringFling" "canInsaneJump" |
Use the runway at either the bottom or right side of the room to gain temporary blue. Then Gravity jump two or more times to chain it up to the door. Requires: { "or": [ { "and": [ { "canShineCharge": { "usedTiles": 30, "openEnd": 0, "gentleDownTiles": 3, "gentleUpTiles": 2 } }, "canXRayTurnaround", "canInsaneJump" ] }, { "and": [ { "canShineCharge": { "usedTiles": 20, "gentleUpTiles": 3, "gentleDownTiles": 1, "steepUpTiles": 1, "openEnd": 0 } }, "HiJump" ] } ] } "canGravityJump" "canLongChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": { "direction": "left" } } |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Requires: "canInsaneJump" "h_canUseSpringBall" |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climb the bottom right wall of Mt. Everest 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 |
Escape the water using a well-timed Space Jump water bounce followed by a frame-perfect Space jump just above the water, at a specific time when the tide is descending. Requires: { "notable": "Space Jump Escape" } "canSpaceJumpWaterEscape" "canInsaneJump" |
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 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" |
Needs near max horizontal speed coming from about 40 runway tiles in the adjacent room. Jump after the transition. Running a longer on the short runway is more difficult at maximum speed, but will increase the success of the jump. A crisp momentum conserving morph can also make up for a jump that is buffered through the door. Entrance condition: { "comeInRunning": { "speedBooster": true, "minTiles": 40 } } Requires: "canInsaneJump" "canLateralMidAirMorph" "canCrossRoomJumpIntoWater" "canMomentumConservingMorph" |
From: 1
Left Door
To: 5
Item
Needs a runway of 7 tiles with no open end in the adjacent room, to get enough height. This is a peak of height with speed booster, no hjb, while underwater. Jump before the transition with SpeedBooster off and then SpeedBooster back on after reaching the ceiling and Morphing. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canLateralMidAirMorph" "canDisableEquipment" "canCrossRoomJumpIntoWater" "canSpringBallBounce" { "or": [ { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } }, "canInsaneJump", { "and": [ "Plasma", "canTrickyJump" ] } ] } |
Stand on the edge of the sand and place a Bomb and wait briefly before entering the sand. Let the Bomb explosion push Samus up for a few frames before simultaneously jumping and aiming down. There is about a 2 frame window before too much height is lost to reach the nearby ledge. Jumping too early can lead to a softlock but jumping too late usually exits the sand safely. Requires: "canSuitlessMaridia" "canDownGrab" "canSandBombBoost" "canInsaneJump" |
Lure a Puyo close to the sand to use for a Sand Grapple Boost. As it is close to entering the sand, land on the sand and crouch. Very quickly after crouching shoot the grapple and jump. As soon as the Puyo is killed aim down to escape the sand. If the timings don't work out just right, too much height is lost to the sand. Crouching in sand is also a high softlock risk. Requires: { "notable": "Sand Grapple Boost" } "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandGrappleBoost" "canInsaneJump" "canMidAirMorph" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Kill all of the enemies and leave drops uncollected so that the Zoas will not be in the way. Stand on the edge of the sand and place a Bomb and wait briefly before entering the sand. Let the Bomb explosion push Samus up for a few frames before simultaneously jumping and aiming down. Then move left to land on the Morph tunnel ledge. Jumping too early can lead to a softlock but jumping too late usually exits the sand safely. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandBombBoost" "canInsaneJump" |
From: 4
Right Door
To: 6
Junction Right of Morph Passage
Use the respawning Zoas as a grapple target to get a sand boost in order to reach the ledge above. Shoot Grapple just after landing on the sand. Jump as soon as the Zoa is hit, and aim down to escape the sand. Avoid getting hit by killing the extra Zoas since falling into the sand is a softlock. Requires: "canSuitlessMaridia" "h_canCrouchJumpDownGrab" "canSandGrappleBoost" "canInsaneJump" |
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "right" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
From: 1
Bottom Left Door
To: 2
Right Door
Chain temporary blue across the room in order to break the Speed blocks. If available, bouncing using Spring Ball can help speed this up significantly. If two Power Bombs are also available, they can be used to break the shot blocks along the way without needing to stop bouncing. Entrance condition: { "comeInWithTemporaryBlue": { "direction": "left" }, "comesThroughToilet": "any" } Requires: "canChainTemporaryBlue" "canXRayTurnaround" { "or": [ "HiJump", "canTrickySpringBallJump", "canInsaneJump" ] } { "or": [ { "and": [ "canSpringBallBounce", { "or": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "and": [ "canLongChainTemporaryBlue", "can4HighMidAirMorph" ] } ] } ] }, { "and": [ "canLongChainTemporaryBlue", "canStationaryLateralMidAirMorph", "can4HighMidAirMorph", "canBeVeryPatient" ] } ] } |
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
Land on each set of spikes as a way to jump to the next safe platform. The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph. Requires: { "notable": "Spike Platforming with No Equipment" } "canWalljump" "canInsaneJump" "canHorizontalDamageBoost" "canIframeSpikeJump" { "spikeHits": 3 } { "or": [ "Morph", { "spikeHits": 2 } ] } |
Use Grapple Beam to cross the Colosseum. 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" ] } |
Come in Shinecharging, Leave With Temporary Blue (Gravity Jump, Spring Ball Jump, Pause Remorph)
(Extreme)
Colosseum
From: 2
Bottom Right Door
To: 3
Top Right Door
Position as far left as possible, hanging over the ledge, and use X-Ray to turn around to the right. Perform a gravity jump into a spring ball jump. Immediately after the spring ball jump, unmorph to avoid bonking the wall and losing blue speed. Use a pause buffer to morph again without losing temporary blue: pause as early as possible, and hold angle and aim-down while the pause hits; during the black screen, hold only the down input, to buffer a morph; coming out of the pause, during the morphing animation roll from down to right, and then hold angle and unmorph to chain temporary blue. Entrance condition: { "comeInShinecharging": { "length": 3, "openEnd": 0 } } Requires: "canXRayTurnaround" "canGravityJump" "canSpringBallJumpMidAir" "canInsaneJump" "canChainTemporaryBlue" "canPauseRemorphTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Bottom Right Door
To: 3
Top Right Door
Requires running a precise distance of 7 tiles with no open end in the adjacent room, to hit a peak of the speed vs height graph (at extra run speed $2.0 or $2.1). This needs a last-frame Space Jump in the previous room. At the lower of the two possible speeds ($2.0), the jump must be done very low through the door; at the higher speed ($2.1) there is a relatively large window of vertical positions that work. Entrance condition: { "comeInSpaceJumping": { "speedBooster": true, "minTiles": 6.4375 } } Requires: "canTrickyDashJump" "canPreciseSpaceJump" "canInsaneJump" "canCrossRoomJumpIntoWater" "canMomentumConservingTurnaround" "canDownGrab" |
Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling). Requires: { "notable": "Bomb Jump Water Escape" } "HiJump" "canPreciseWalljump" "canIframeSpikeJump" { "spikeHits": 1 } "canNeutralDamageBoost" { "or": [ "canHorizontalDamageBoost", { "spikeHits": 1 } ] } "h_canMaxHeightSpringBallJump" { "or": [ "canSpringFling", { "and": [ { "spikeHits": 1 }, "canInsaneJump" ] } ] } "canBombJumpWaterEscape" "canJumpIntoIBJ" |
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 } } ] } |
From: 3
Top Right Door
To: 1
Left Door
Stay out of the water, and by extension the sand, of Colosseum by using the spikes as platforms. Landing on spikes aiming down with no other direction pressed can help control the knockback. Requires knowing the position of every spike in the room. The final spike jump is very difficult. Requires: { "notable": "Spike Platforming with No Equipment" } "canPreciseWalljump" "canInsaneJump" "canIframeSpikeJump" { "spikeHits": 3 } "canNeutralDamageBoost" { "or": [ "canHorizontalDamageBoost", { "spikeHits": 1 } ] } |
Requires: "canSuitlessMaridia" "canDodgeWhileShooting" "canPreciseGrapple" { "or": [ "canInsaneJump", "canPlayInSand" ] } { "or": [ "HiJump", "canTrickyJump" ] } |
From: 1
Left Door
To: 1
Left Door
Get a boost from a Bomb or Power Bomb while grappled to the bottom half of the turret above the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Slightly delay the down press to extend Grapple, to avoid getting caught on the corner of the floor. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. If Samus needs to be standing in the next room (e.g. for an X-Ray climb), then be sure to touch the ground before reaching the transition; this can be done by timing the Grapple extension early enough, or, if enough energy is available, by doing a small bounce before going through the transition. Samus can reach the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing. Pressing diagonal up-left just before the transition (to retracting Grapple slightly) can help more consistently reach it at position 21. Requires: "h_canBreakOneDraygonTurret" "Gravity" "canGrappleBombHang" "h_canBombThings" { "draygonElectricityFrames": 40 } { "or": [ "canInsaneJump", { "draygonElectricityFrames": 40 } ] } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } |
From: 1
Left Door
To: 1
Left Door
Get a boost from a Bomb or Power Bomb while grappled to the bottom half of the turret above the door. This can be done by standing at the very edge of the ledge, jumping up into a mid-air morph, laying a bomb or Power Bomb, unmorphing, then grappling diagonally. It can also be done with a crouch jump, without needing to be so close to the edge of the ledge. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. After the Grapple attachment, hold diagonally down-left to swing directly into the door and through the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus may trigger the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing. To reliably trigger it at position 21, press diagonally up-left just before the transition to retract Grapple slightly. Requires: "h_canBreakOneDraygonTurret" "canGrappleBombHang" "h_canBombThings" { "draygonElectricityFrames": 45 } { "or": [ "canInsaneJump", { "draygonElectricityFrames": 45 } ] } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 19 ] ] } } |
From: 1
Left Door
To: 1
Left Door
Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. With HiJump, this can be done by standing on the low ground a couple tiles right of the ledge, jumping up into a mid-air morph, laying a bomb or Power Bomb, unmorphing, then grappling diagonally. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Slightly delay the down press to extend Grapple, to avoid getting caught on the corner of the floor. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. Samus should be able to stand in the next room (e.g. in case this is needed for an X-Ray climb). Samus can reach the transition at either horizontal position 20 or 21, depending on the specific timing and positioning of the swing. Requires: "h_canBreakOneDraygonTurret" "HiJump" "canGrappleBombHang" "h_canBombThings" { "draygonElectricityFrames": 50 } { "or": [ "canInsaneJump", { "draygonElectricityFrames": 50 } ] } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } |
From: 1
Left Door
To: 1
Left Door
Get a boost from a Bomb or Power Bomb while grappled to the top half of the turret above the door. Samus will enter a 'glitched grapple hanging' state where Samus' graphics will appear corrupted while swinging with Grapple. Swing down, and hold left while approaching the door to trigger the transition. Continue holding Grapple through the door transition to initiate a teleport in the next room. If Samus needs to be standing in the next room (e.g. for an X-Ray climb), then be sure to touch the ground before reaching the transition; this can be done by timing the Grapple extension early enough, or, if enough energy is available, by doing a small bounce before going through the transition. If it is needed to enter far to the right (at horizontal position 21), this can be done by pressing up to retract Grapple just before the transition. Requires: "h_canBreakOneDraygonTurret" "Gravity" "canGrappleBombHang" "h_canBombThings" { "draygonElectricityFrames": 40 } { "or": [ "canInsaneJump", { "draygonElectricityFrames": 40 } ] } Exit condition: { "leaveWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ] ] } } |
From: 1
Left Door
To: 3
Right Door
Jump into the room with blue speed, shoot open the door mid-air; then airball across the room and unmorph on the door ledge, chaining temporary blue into the next room. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$1.C", "maxExtraRunSpeed": "$2.4" } } Requires: "canInsaneJump" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Right Door
To: 1
Left Door
Jump into the room with blue speed, shoot open the door mid-air; then airball across the room and unmorph on the door ledge, chaining temporary blue into the next room. Entrance condition: { "comeInGettingBlueSpeed": { "length": 0, "openEnd": 1, "minExtraRunSpeed": "$1.C", "maxExtraRunSpeed": "$2.4" } } Requires: "canInsaneJump" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Gain speed using between 36 and 42 tiles of runway (extra run speed between $6.4 and $6.F). Unmorph to retain blue speed to pass safely through the Rippers. Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$6.4", "movementType": "any" } } Requires: "HiJump" "canTrickyDashJump" "canInsaneJump" "canDownGrab" |
Gain speed using at least 33 runway tiles in the other room. To avoid the Rippers, break spin and turn around right and then left. Entrance condition: { "comeInRunning": { "minTiles": 33, "speedBooster": true } } Requires: "HiJump" "canTrickyDashJump" "canInsaneJump" "canDownGrab" |
From: 3
Middle Right Door
To: 4
Top Right Door
Run into the room, pressing pause immediately when entering. Jump into a mid-air spring ball jump to reach the ledge above. Perform the spring ball jump while still moving forward, in order to get a boost in jump height. Entrance condition: { "comeInRunning": { "minTiles": 5.4375, "speedBooster": true } } Requires: "HiJump" "canTrickyJump" "canLateralMidAirMorph" "canTrickySpringBallJump" { "or": [ "canSpringFling", "canInsaneJump", "can4HighMidAirMorph" ] } |
Jump on the last possible frame, and get around the ledge while remaining in spin. If at least 23 runway tiles are available, then a momentum conserving turnaround can be used to make the jump more lenient. Entrance condition: { "comeInRunning": { "minTiles": 21, "speedBooster": true } } Requires: "canInsaneJump" |
From: 5
Top Junction
To: 4
Top Right Door
Roll off the above ledge and use both the vertical speed resets from first (un)equipping SpringBall and then by unmorphing in order to reach the door. Pause shortly after rolling off the ledge, after falling for 1 tile. The timing is very precise. A downback helps by shrinking Samus' hitbox. Requires: { "notable": "SpringFling into Top Right Door" } "canInsaneJump" "canSpringFling" "canResetFallSpeed" "canDownBack" |
From: 2
Bottom Door
To: 1
Left Door
Using SpeedBooster in the room below and the full length of the runway (starting with Samus hanging over the edge as far as possible), run and jump precisely to make it through without bonking the door frame. Break spin before the transition to expand Samus' hitbox and trigger the transition earlier, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 9, "maxLeftPosition": -38.5, "minRightPosition": -7 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "SpeedBooster" "canTrickyJump" "canInsaneJump" |
From: 2
Bottom Door
To: 1
Left Door
Using SpeedBooster in the room below, start running at a precise position to be able to jump during a spike in the speed-to-jumpHeight chart. Break spin before the transition to expand Samus' hitbox and trigger the transition early, retaining more speed and also making it easier to avoid bonking. Hold left through the transition to initiate a turn-around while entering the room. Land on the small platform at the top of the room. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 10, "maxLeftPosition": -33.5, "minRightPosition": -7 }, "comesThroughToilet": "any" } Requires: "canCrossRoomJumpIntoWater" "SpeedBooster" "canTrickyDashJump" "canInsaneJump" |
From: 2
Bottom Door
To: 4
Water Level Junction
Run and spin jump from the platform in the room below, gaining horizontal speed but without bonking the door frame. Perform a momentum-conserving turn-around to make it around the corner of the ledge above. With limited runway for gaining horizontal speed, the timing of the jump and turn-around may be very precise. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8.5, "maxHeight": 9, "maxLeftPosition": -1.5, "minRightPosition": 1.5 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "HiJump" "canMomentumConservingTurnaround" "canInsaneJump" |
From: 2
Bottom Door
To: 4
Water Level Junction
Using SpeedBooster in the room below, run and jump through the door without bonking the door frame or breaking spin. Perform a mid-air wiggle to make into onto either ledge. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 9, "maxHeight": 10, "maxLeftPosition": -34.5, "minRightPosition": -7 }, "comesThroughToilet": "yes" } Requires: "canCrossRoomJumpIntoWater" "SpeedBooster" "canInsaneJump" "canMidairWiggle" |
From: 2
Bottom Door
To: 4
Water Level Junction
Standing on the platform in the room below, perform a spring ball jump mid-air a few tiles below the transition. It is necessary to morph very quickly after jumping in order to spring ball jump as low as necessary. Hold right through the transition, and do not bonk the door frame. Entrance condition: { "comeInWithPlatformBelow": { "minHeight": 8, "maxHeight": 8, "maxLeftPosition": 1, "minRightPosition": 1 }, "comesThroughToilet": "no" } Requires: "canCrossRoomJumpIntoWater" "can4HighMidAirMorph" "canTrickySpringBallJump" "canInsaneJump" |
From: 1
Left Door
To: 2
Right Door
Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump near the end of the platform, crossing the room. If Samus gains enough height from the jump, it is possible unmorph mid-air to discard horizontal speed at the right side of the room, then pause to remorph (`canPauseRemorphTemporaryBlue`). Otherwise, a precisely timed unmorph is needed to avoid bonking the door and losing the blue state; at certain speeds, it may be necessary to briefly release jump in order to control the height for the unmorph. Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 1, "minExtraRunSpeed": "$4.4" } } Requires: "canPlayInSand" "canCrossRoomJumpIntoWater" "canInsaneJump" "canChainTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 2
Right Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Bounce on the platform in front of the door, then bounce on the second-to-last pillar. Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3", "movementType": "controlled" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canInsaneJump" |
From: 1
Left Door
To: 2
Right Door
Use a 3-tap or 4-tap to gain a speedball with a specific amount of speed in the other room (between $2.1 and $2.3 extra run speed), and either roll in or do a controlled bounce to enter while descending close to the ground. Cross the room by bouncing on the pillars. Then chain temporary blue into the next room. Entrance condition: { "comeInWithBlueSpringBallBounce": { "minExtraRunSpeed": "$2.1", "maxExtraRunSpeed": "$2.3", "movementType": "controlled" } } Requires: { "notable": "Cross-Room Blue Spring Ball Bounce (Left to Right)" } "canTrickyDashJump" "canTrickySpringBallBounce" "canInsaneJump" "canChainTemporaryBlue" "canBeVeryPatient" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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" ] } |
From: 1
Left Door
To: 4
Junction Below Sand Entrance
Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and aiming down before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform. Entrance condition: { "comeInJumping": { "speedBooster": false, "minTiles": 6.4375 } } Requires: { "notable": "Cross Room Jump with Ice or Damage Boost" } "canCrossRoomJumpIntoWater" "canPlayInSand" "canInsaneJump" { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Evir", "type": "contact", "hits": 1 } } ] } ] } |
From: 2
Right Door
To: 1
Left Door
Perform a 1-tap to gain blue speed with a significant amount of momentum. Run through the door, and jump into an airball any time after the transition, crossing the room. At higher speeds, it may be necessary to unmorph at the left side of the room while still high in the air, to discard horizontal speed, then pause to remorph (`canPauseRemorphTemporaryBlue`). Entrance condition: { "comeInGettingBlueSpeed": { "length": 1, "openEnd": 1, "minExtraRunSpeed": "$4.4" } } Requires: "canPlayInSand" "canCrossRoomJumpIntoWater" "canInsaneJump" "canPauseRemorphTemporaryBlue" "canChainTemporaryBlue" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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": {} } |
To safely avoid the Evir shot, enter in a spin jump from either the far left or far right side of the transition. Requires: "canPrepareForNextRoom" "canPlayInSand" "canTrickyJump" { "or": [ "Gravity", "HiJump", "canInsaneJump" ] } |
Either perform a horizontal shinespark from the second to last platform, or perform a particularly tight dodge to get to the last platform and then spark diagonally across the rest. The horizontal spark can be done relatively low and then jump off of the sand in order to save Energy. Requires: { "useFlashSuit": {} } { "or": [ { "shinespark": { "frames": 34, "excessFrames": 6 } }, { "and": [ "canCameraManip", "canInsaneJump", { "shinespark": { "frames": 11, "excessFrames": 4 } } ] } ] } |
From: 1
Left Door
To: 3
Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 4
Junction Below Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: { "notable": "Cross Room Jump with Screw Attack" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" |
From: 2
Right Door
To: 3
Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it all the way through the top door. This uses exactly 14 tiles (with no open end) - more rises too fast to do the trick, less does not have the height needed to reach the door. Use angle to break spin, then a momentumConservingTurnaround as early as possible, right as you pass the above tile horizontally. Using the background for positioning may help. The second momentumConservingTurnaround is as late as possible, just before touching the above platform. A third momentumConservingTurnaround is used on the door as it is opening. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 13 } } Requires: { "notable": "Cross Room Jump with Screw Attack and Speed through the Top Door" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 4
Junction Below Top Door
Use Screw Attack to break the bomb block by entering from a non-water room with a spin jump, and make it to the top. It helps to enter as low as possible and with as much horizontal speed as possible and with HiJump turned off. Entrance condition: { "comeInJumping": { "speedBooster": true, "minTiles": 12.4375 } } Requires: { "notable": "Cross Room Jump with Screw Attack" } "canInsaneJump" "canCrossRoomJumpIntoWater" "ScrewAttack" "canMomentumConservingTurnaround" |
From: 2
Right Door
To: 2
Right Door
Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. Without Gravity, this requires greater caution as the water will slow Samus down and increase the risk of taking damage from a snail. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed, gained by dashing for at least one frame while in air physics. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks. Requires: { "notable": "Suitless Bounce the Snails Around the Room" } "canDodgeWhileShooting" "canTrickyJump" { "or": [ "canBePatient", "canInsaneJump", { "enemyDamage": { "enemy": "Yard", "type": "contact", "hits": 1 } } ] } Clears obstacles: B |
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" |
From: 2
Right Door
To: 5
Left Pillar Junction
In the other room, gain run speed using at least 36 tiles (extra run speed at least $6.4), and Space Jump low through the door. Land on the block just past the last Evir. Entrance condition: { "comeInSpaceJumping": { "minTiles": 36, "speedBooster": true } } Requires: { "notable": "Cross Room Space Jump (Right to Left)" } "canPreciseSpaceJump" "canInsaneJump" "canDownGrab" |
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" |
Enter on the right side of the transition and move left to avoid damage. Requires: "canPrepareForNextRoom" "canPlayInSand" "canTrickyJump" { "or": [ "Gravity", "HiJump", "canInsaneJump" ] } |
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" ] } }, { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } }, "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" "canCrouchJump" "canNeutralDamageBoost" { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } |
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" |
Avoid the Baby Metroid with no items at all. Jump over it many times in order to clear a path through the seaweed. With a counter clockwise setup, stand as close to the transition as possible while allowing the Baby to circle Samus. Then jump towards the transition and touch it with a walljump check. A clockwise setup is more difficult to clear the seaweed, but can jump directly into the transition. Requires: { "notable": "Baby Skip With Nothing" } { "obstaclesNotCleared": [ "A" ] } "canBabyMetroidAvoid" "canInsaneJump" |
Enter through the far left side of the door. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper. It helps to keep the camera scrolled to the right. Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "notable": "Hopper Dodge" } "canTrickyJump" { "or": [ "canPrepareForNextRoom", { "and": [ "canCameraManip", "canMoonwalk", "canInsaneJump" ] } ] } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Try to scroll the camera to the right to keep the left Hopper off-camera for longer. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper. Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "any" } Requires: { "notable": "Hopper Dodge" } "canCameraManip" "canMoonwalk" "canInsaneJump" Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Group all of the Metroids by hitting the first Rinka with a Power Bomb. Once grouped, use two more Power Bombs to finish them off. Requires: { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMetroidAvoid" "canHitbox" { "or": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "canInsaneJump", { "metroidFrames": 100 } ] } Clears obstacles: A |
From: 3
Junction (Get Past Metroids, Left to Right)
To: 2
Right Door
SpinJump often to reduce the amount of time spent in the acid. Requires: { "acidFrames": 65 } { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canMetroidAvoid", "canInsaneJump" ] }, "ScrewAttack", { "and": [ "canPseudoScrew", "canTrickyJump" ] }, { "metroidFrames": 150 } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
From: 3
Junction (Get Past Metroids, Left to Right)
To: 2
Right Door
Freeze the middle Metroid as soon as it comes on screen to use as a platform to cross over the acid. If no Metroids are alive, the far left Rinka can be used instead, at a high angle. The left Rinka can also just be used to setup an angle with the Rinka near the left edge of the pool. Requires: "canTrickyUseFrozenEnemies" "canTrickyJump" "canCameraManip" { "or": [ "canInsaneJump", { "and": [ { "not": "f_KilledMetroidRoom1" }, { "obstaclesNotCleared": [ "A" ] }, "canRiskPermanentLossOfAccess" ] } ] } |
Requires: { "acidFrames": 65 } { "or": [ { "obstaclesCleared": [ "A" ] }, "Ice", "ScrewAttack", { "and": [ "canPseudoScrew", "canDodgeWhileShooting" ] }, { "and": [ "canInsaneJump", "canMetroidAvoid" ] }, { "metroidFrames": 670 } ] } |
From: 4
Junction (Get Past Metroids, Right to Left)
To: 1
Left Door
Requires: { "or": [ { "and": [ "canDelayedWalljump", { "acidFrames": 20 } ] }, { "and": [ "HiJump", "canWalljump", { "acidFrames": 20 } ] }, { "and": [ "Gravity", { "acidFrames": 10 } ] } ] } { "or": [ { "obstaclesCleared": [ "A" ] }, "Ice", "ScrewAttack", "canMetroidAvoid", { "and": [ "canPseudoScrew", "canTrickyJump" ] }, { "metroidFrames": 420 } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, { "and": [ "canTrickyJump", "canPreciseWalljump", { "acidFrames": 16 } ] }, { "and": [ "Gravity", { "acidFrames": 16 } ] }, { "acidFrames": 27 } ] } |
From: 4
Junction (Get Past Metroids, Right to Left)
To: 1
Left Door
Aim the ceiling Rinka to travel horizontally across the top of the room and use it to damage boost between the two floating platforms. Killing the lower Rinka shortly before killing the higher Rinka will synchronize their respawn timers so that Samus can jump when the lower Rinka reappears in order to get a good angle on the higher Rinka. Jump to the floating platform ahead of the high Rinka, jumping extra high to lead the Metroid out of the way if it is alive. Jump into the Rinka once it reaches the left edge of the platform to reach the next platform. Then use I-frames to pass through the Metroid if it is still alive. Requires: { "notable": "Rinka Damage Boost" } { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canTrickyJump" "canHorizontalDamageBoost" "canCameraManip" { "or": [ { "obstaclesCleared": [ "A" ] }, { "and": [ "canMetroidAvoid", "canHitbox" ] } ] } { "or": [ "canInsaneJump", { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } }, { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, { "and": [ "Gravity", { "acidFrames": 16 } ] }, { "acidFrames": 27 } ] } |
From: 4
Junction (Get Past Metroids, Right to Left)
To: 1
Left Door
While on the first platform, perform a long jump to the left then diagonally spark low into the side of the next platform. This will put Samus into a position where the Metroid will swoop underneath her. Requires: "canMetroidAvoid" { "useFlashSuit": {} } { "shinespark": { "frames": 8, "excessFrames": 1 } } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, { "and": [ "canTrickyJump", "canPreciseWalljump", { "acidFrames": 16 } ] }, { "and": [ "Gravity", { "acidFrames": 16 } ] }, { "acidFrames": 27 } ] } |
From: 4
Junction (Get Past Metroids, Right to Left)
To: 1
Left Door
Requires: { "obstaclesCleared": [ "A" ] } { "useFlashSuit": {} } { "shinespark": { "frames": 4, "excessFrames": 2 } } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, { "and": [ "canTrickyJump", "canPreciseWalljump", { "acidFrames": 16 } ] }, { "and": [ "Gravity", { "acidFrames": 16 } ] }, { "acidFrames": 27 } ] } |
Group the Metroids by hitting the first Rinka with a Power Bomb. Quickly moving to the right as the Power Bomb explodes may help as that area is more open with no Rinkas. Then Kill all three Metroids with Power Bombs while avoiding damage. Requires: { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMetroidAvoid" { "or": [ { "metroidFrames": 120 }, "canInsaneJump" ] } Clears obstacles: A |
Group the Metroids by hitting the first Rinka with a Power Bomb. Then Kill all three Metroids with Power Bombs while avoiding damage. Requires: { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMetroidAvoid" { "or": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "canInsaneJump", { "metroidFrames": 100 } ] } Clears obstacles: A |
From: 2
Bottom Door
To: 1
Top Left Door
Move to the left side of the lowest section and jump morph before placing the Power Bomb to kill all three Metroids. Then Kill all three Metroids with Power Bombs while avoiding damage. Requires: { "notable": "Bottom Metroid Avoid" } { "enemyKill": { "enemies": [ [ "Metroid", "Metroid", "Metroid" ] ], "explicitWeapons": [ "PowerBomb" ] } } "canMetroidAvoid" "canHitbox" { "or": [ "can4HighMidAirMorph", "canInsaneJump" ] } Clears obstacles: A |
From: 5
Between First and Second Zebetite
To: 5
Between First and Second Zebetite
Requires: "h_canOpenZebetites" { "or": [ { "and": [ "canDodgeWhileShooting", "canInsaneJump" ] }, { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } ] } |
Reverse Tourian Escape Room 4 Bootless Walljumpless Space Jump (Left-Side Fall)
(Expert)
Tourian Escape Room 4
From: 3
Bottom of Shaft
To: 1
Left Door
Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the left side, keeping between the Pirates and the platforms. If Morph is available, use it to reset fall speed by unmorphing soon after taking damage from the bottom Pirate. With greater difficulty, the bottom Pirate can be avoided, resetting fall speed soon after getting past it. If Morph is not available, then take damage from the bottom Pirate, press against the left wall, and fire a carefully timed shot downward to open the door; in this case, use a down-back to fall directly into the doorway. If done quickly enough, it is possible to avoid any acid damage. Requires: { "notable": "Reverse Tourian Escape Room 4 Bootless Walljumpless Space Jump" } "canPreciseSpaceJump" { "or": [ { "and": [ "canInsaneJump", "canResetFallSpeed" ] }, { "and": [ "canInsaneJump", "canDownBack", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] }, { "and": [ "canResetFallSpeed", { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } } ] } ] } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
Reverse Tourian Escape Room 4 Bootless Walljumpless Space Jump (Plasma)
(Expert)
Tourian Escape Room 4
From: 3
Bottom of Shaft
To: 1
Left Door
Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the right side to land on the platform above the door. Then press against the left wall and pass through the last Pirate while firing a Plasma shot down to open the door; with precise timing, damage from the Pirate can be avoided by hitboxing through it. Hold left to land directly in the doorway. If done quickly enough, it is possible to avoid any acid damage. Requires: { "notable": "Reverse Tourian Escape Room 4 Bootless Walljumpless Space Jump" } "canPreciseSpaceJump" "canTrickyJump" "Plasma" { "or": [ { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 1 } }, { "and": [ "canHitbox", "canInsaneJump" ] } ] } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 3
Bottom of Shaft
To: 1
Left Door
Gain a shinecharge by running right-to-left at the bottom of the room, performing a stutter just before the acid reaches Samus' feet. Use spin jumps to minimize damage from the acid, and spark diagonally (to the left) mid-air to make it up the shaft. Requires: { "notable": "Suitless Acid Bath Shinespark" } "canStutterWaterShineCharge" "canInsaneJump" { "acidFrames": 215 } "canShinechargeMovementTricky" "canMidairShinespark" { "shinespark": { "frames": 83, "excessFrames": 2 } } |