The ability to gain height by walljumping underwater against a single wall. The movement requires using the unintuitive behaviour of turning around in water in order to return Samus to a walljump position. Each walljump provides very little height gain so they must be performed very quickly to make progress. This tech assumes Samus has HiJump and only expects gaining about 1 tile of height through consecutive walljumping.
Dependencies: canSuitlessMaridia, canMidairWiggle, canConsecutiveWalljump
Walljump up the elevator room walls without Gravity suit. Space Jump helps once the waterline is reached. Requires: { "notable": "Underwater Walljump" } "f_TourianOpen" "canUnderwaterWalljump" |
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks
This underwater walljump is relatively long. Requires: { "notable": "Underwater Walljumps" } "canUnderwaterWalljump" |
Requires: { "notable": "Underwater Walljumps" } "canUnderwaterWalljump" |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Jump from the slope for a bit of extra height to start. Requires: { "notable": "Underwater Walljumps" } "canUnderwaterWalljump" |
Requires: "canUnderwaterWalljump" |
Requires: "canUnderwaterWalljump" |
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction
Climb the bottom right wall of the room with Ice and HiJump while also luring a crab to the next platform to be used to ascend the next wall. The trickiest part of the climb is getting past the final overhang. This can be done with an underwater wall jump if the crab is low, a precise crouch jump and down grab if it is higher, or a flatley jump off of the crab if it is higher still. Two crabs makes it significantly easier to lure one to the top - simply let one go ahead of Samus. For a faster setup, one crab may be used by perform the final jump as it is unfreezing so it starts moving upward. Then go to the lower ground a bit to the right, jump and aim down to lower the camera to lure the crab. Note: The hardest part of this climb is the pixel precision when jumping around a ledge. Too many pixels: left is a fall, right you clip through the crab, low you miss the jump and fall, high is a bonk or crab clip. Requires: { "notable": "Right Crab Climb with Only HiJump or Springball" } "canSuitlessMaridia" "canCrazyCrabClimb" "HiJump" "canTrickyJump" "canCameraManip" { "or": [ "canUnderwaterWalljump", "h_canCrouchJumpDownGrab", "canFlatleyJump", "canInsaneJump" ] } Clears obstacles: A, B |
From: 8
Higher Hill Junction
To: 11
Upper Left Ledge Junction
Requires: "canUnderwaterWalljump" |
Requires: "canUnderwaterWalljump" "canSpaceJumpWaterBounce" |
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction
Requires: "canUnderwaterWalljump" "canSpaceJumpWaterBounce" |
Jump off the sand and use Underwater Walljumps to enter the maze leading to the Power Bomb location. Requires: { "notable": "Underwater Walljump" } "Morph" "canPlayInSand" "canUnderwaterWalljump" |
It can be difficult to land on the ledge when the waterline is low. It may be necessary to time the walljump attempts by watching the water level, or by stalling with additional walljumps as the water rises. Requires: "canUnderwaterWalljump" |
From: 2
Bottom Door
To: 4
Water Level Junction
Requires: "canUnderwaterWalljump" |