canNeutralDamageBoost (Medium)

Using the small vertical knockback from taking enemy damage, while not holding any directional inputs, to assist Samus in her movement.

Dependencies: canUseEnemies

Difficulty filter

Strats ()

From: 1
Top Left Door
To: 5
Alcatraz Door

There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile).

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally",
    {
      "and": [
        "canNeutralDamageBoost",
        "h_ZebesIsAwake",
        {
          "enemyDamage": {
            "enemy": "Geemer (blue)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 5
Alcatraz Door
To: 8
Central Junction

Notable: true

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:

"h_ZebesIsAwake"
"HiJump"
"Morph"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canCrouchJump"
"canInsaneJump"
"canPauseAbuse"
"canNeutralDamageBoost"
{
  "autoReserveTrigger": {
    "minReserveEnergy": 85
  }
}
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}

Notable: true

Enter the room while building a shinespark and use it on the lowest part of the ramp to diagonally spark up and out of the water. Unmorphing with the correct timing and positioning for the Shinespark are very precise, and there are no extra frames on the Shinespark timer to work with. Carry the shinespark to the bottom of the ramp either with a bounce ball which takes damage from the Choot, or delay the first Choot with two shots and then use a late mockball. Then shinespark up and use SpaceJump to reach the door.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 6,
    "openEnd": 1,
    "steepDownTiles": 1
  }
}

Requires:

{
  "or": [
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Choot",
            "type": "contact",
            "hits": 1
          }
        },
        "canNeutralDamageBoost",
        "canBounceBall"
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "canMockball"
      ]
    }
  ]
}
{
  "shinespark": {
    "frames": 14,
    "excessFrames": 5
  }
}
"canShinechargeMovementComplex"
"SpaceJump"
"canTrickyJump"
From: 1
Left Door
To: 2
Right Door

Enter the room while building a shinespark and use it on the lowest part of the ramp to cross the room and reach a raised ledge on the right side wall. From there, use SpaceJump to escape the water. Carry the shinespark to the bottom of the ramp by delaying the first Choot with two Power Beam shots, killing it, or bounceballing through it. The Choot can be shot diagonally from the middle platform, and again by running off that platform and aiming down to float above it.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 6,
    "openEnd": 1,
    "steepDownTiles": 1
  }
}

Requires:

"canShinechargeMovementComplex"
"canCarefulJump"
{
  "or": [
    {
      "and": [
        "canMidairShinespark",
        "canDodgeWhileShooting"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Choot",
            "type": "contact",
            "hits": 1
          }
        },
        "canNeutralDamageBoost",
        "canBounceBall"
      ]
    },
    {
      "and": [
        "canMockball",
        {
          "or": [
            "canPseudoScrew",
            "ScrewAttack",
            "Plasma",
            "Wave",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
"canHorizontalShinespark"
{
  "shinespark": {
    "frames": 123,
    "excessFrames": 5
  }
}
"canSpaceJumpWaterBounce"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canSpaceJumpWaterEscape"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canDownGrab"
      ]
    },
    "canWalljump"
  ]
}
From: 4
Junction (Right side Pit)
To: 3
Junction (Left side Pit)

Notable: true

Crouch jump down grab to get over the first two pillars. Crouch jump damage boost on the Skultera then down grab to get over the third.

Requires:

"canSuitlessMaridia"
"canNeutralDamageBoost"
"h_canCrouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Skultera",
    "hits": 1,
    "type": "contact"
  }
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Unmorph and cancel g-mode, shoot the shot block, then x-ray standup, partial floor clip, and down grab to the ledge. Wiggle to escape.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"canXRayStandUp"
"canPartialFloorClip"
"canDownGrab"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphBombs",
        {
          "or": [
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Zeb",
                "hits": 1,
                "type": "contact"
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "h_canArtificialMorphPowerBomb"
              ]
            },
            {
              "and": [
                "canNeutralDamageBoost",
                {
                  "enemyDamage": {
                    "enemy": "Zeb",
                    "hits": 3,
                    "type": "contact"
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Notable: true

Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Must be quick enough to shoot the shot block first. Requires a mockball on the 4 tile floor before the tunnel. This strat is a one-shot try and failure is a softlock.

Requires:

"canNeutralDamageBoost"
"canMockball"
{
  "enemyDamage": {
    "enemy": "Zeb",
    "hits": 1,
    "type": "contact"
  }
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Notable: true

Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Freeze the bug at the correct height, such that it will move and be able to hit Samus while in the morph tunnel. While in the first two-tile tall region, shoot and refreeze the bug. Then go to the second two-tile region and shoot the block. Return and lure the bug such that it hits Samus and boosts her up and onto the ledge to escape. Be careful not to despawn the enemy by moving it off camera, except while it is frozen. This strat is a one-shot try and failure is a softlock.

Requires:

"Morph"
"canNeutralDamageBoost"
"canTrickyUseFrozenEnemies"
"canCameraManip"
{
  "enemyDamage": {
    "enemy": "Zeb",
    "hits": 1,
    "type": "contact"
  }
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Notable: true

Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Shoot the block with Wave or while crouching with Spazer before luring the bug. Quickly lure the bug then use a mockball on the 4 tile floor before the tunnel. This strat is a one-shot try and failure is a softlock.

Requires:

{
  "or": [
    "Wave",
    "Spazer"
  ]
}
"canNeutralDamageBoost"
"canMockball"
{
  "enemyDamage": {
    "enemy": "Zeb",
    "hits": 1,
    "type": "contact"
  }
}
From: 1
Bottom Left Door
To: 3
Hidden Ceiling Item

Notable: true

Have Samus shoot the shot block revealing the item and then quickly get hit by an enemy at the peak of her jump in order to reach the item. No directional inputs should be held while getting hit by the enemy in order to have a neutral boost and reach the item. This is traditionally done with the swooping Reo; after a few failed tries, it may help to reset the room to reposition it. The global Geemer may be easier to use, although it takes longer to get there; jump as it starts moving horizontally again while it is 3 tiles away from the item.

Requires:

"h_ZebesIsAwake"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "hits": 1,
    "type": "contact"
  }
}

Notable: true

Use damage from the small sidehopper to align against the left wall. Jump straight up and shoot with the correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
"canNeutralDamageBoost"
"HiJump"
"canOffScreenSuperShot"

Clears obstacles: B

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

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 to damage boost up and hit the block and fall back on the thorns. While still facing right wait for the thorns to hit again; use the boost to get onto the next set of thorns and roll across them into the third Samus Eater before using a Power Bomb. Use the Power Bomb to boost up into the thorns. Hit the thorns again to get next to the Chozo statue. Place another Power Bomb and exit G-Mode before it goes off 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. Taking 2 thorn hits while under the first Boyons is important for this reason.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"canIframeSpikeJump"
"canNeutralDamageBoost"
"canTrickyJump"
{
  "thornHits": 5
}
"h_canArtificialMorphPowerBomb"
"h_additionalBomb"

Clears obstacles: B

From: 2
Item
To: 3
Top Left Junction

Use the Solid Blocks next to the Samus Eater to clip up through the Power Bomb Blocks. Carefully jump around the thorns, use HiJump to jump over them, or walk through them using IFrames.

Requires:

"canCeilingClip"
"canPartialFloorClip"
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "HiJump",
        "canTwoTileSqueeze",
        {
          "or": [
            "canTrickyJump",
            {
              "thornHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        "canIframeSpikeJump",
        {
          "thornHits": 1
        }
      ]
    },
    {
      "and": [
        "canPreciseWalljump",
        "canTwoTileSqueeze"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

It takes around 3 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"Morph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_canCrouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 2
Middle Left Door

It takes around 4 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"Morph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_canCrouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 4
Bottom Right Door

Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform.

Requires:

"Morph"
"canNeutralDamageBoost"
"canTrickyJump"
"canCrouchJump"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform.

Requires:

"Morph"
"canNeutralDamageBoost"
"canTrickyJump"
"canCrouchJump"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)

It takes around 2 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform.

Requires:

"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"Morph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_canCrouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Requires:

{
  "or": [
    "h_canTrickySpringwall",
    {
      "and": [
        "h_canMaxHeightSpringBallJump",
        "canNeutralDamageBoost"
      ]
    }
  ]
}
{
  "spikeHits": 1
}
From: 2
Bottom Right Door
To: 5
Kihunter Junction

Use a kihunter to knock Samus out of the hole at the peak of her jump This strat may take a few attempts to get a good boost.

Requires:

{
  "obstaclesNotCleared": [
    "C"
  ]
}
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 3
  }
}

Clears obstacles: C, D

From: 1
Left Side - Top Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "minTiles": 2,
    "speedBooster": "any"
  }
}

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "SpeedBooster",
        "canCarefulJump"
      ]
    }
  ]
}
{
  "or": [
    "ScrewAttack",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "hits": 1,
            "type": "contact"
          }
        }
      ]
    }
  ]
}
From: 1
Left Side - Top Door
To: 7
Top Right Door

King Cac can be killed by scrolling the camera before jumping across.

Requires:

"canWalljump"
"canCarefulJump"
{
  "or": [
    "canCameraManip",
    "canStaggeredWalljump",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Entrance condition:

{
  "comeInRunning": {
    "minTiles": 15,
    "speedBooster": true
  }
}

Requires:

"canTrickyJump"
"canTrickySpringBallJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "minTiles": 15,
    "speedBooster": true
  }
}

Requires:

"canTrickyJump"
"canTrickySpringBallJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "contact",
    "hits": 1
  }
}
From: 3
Bottom Left Junction
To: 1
Left Door

Either race the nearby sova to the morph tunnel or wait for the global Sova to come around. Build speed on the lower platform and jump towards the morph tunnel while performing a Midair Morph to reach the Sova in time. Guiding the local Sova around through the shot block again can be faster, but is not expected.

Requires:

"canNeutralDamageBoost"
"Morph"
{
  "enemyDamage": {
    "enemy": "Sova",
    "hits": 1,
    "type": "contact"
  }
}
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph",
        {
          "heatFrames": 340
        }
      ]
    },
    {
      "heatFrames": 2700
    }
  ]
}
From: 3
Bottom Left Junction
To: 2
Right Door

Notable: true

Use a very well timed and precise walljump into morph to hit the global Sova so that the damage bonks Samus up to the door ledge. Aim for the lowest part of slope looking wall tile, where it does not look possible to make contact with a walljump, and fully delay the jump. To try again, the Sova loops to the left side wall. Or a Super can knock it off the wall to climb the right side again.

Requires:

"canInsaneWalljump"
"Morph"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sova",
    "hits": 1,
    "type": "contact"
  }
}
{
  "heatFrames": 1050
}
From: 2
Right Door
To: 3
Item

Notable: true

Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze.

Requires:

"canTrickyUseFrozenEnemies"
"canCarefulJump"
{
  "or": [
    "canResetFallSpeed",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 3000
}
From: 1
Left Door
To: 4
Top Left Item

Notable: true

Crouch jump and let the Sova move into Samus from the right, to get a upward boost, then hold left to boost horizontally to the ledge. Then crouch jump from the slope on the left, and morph into a neutral damage boost.

Requires:

"Morph"
"canCrouchJump"
"canTrickyJump"
"canNeutralDamageBoost"
"canHorizontalDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 2
  }
}
From: 7
Junction Below Power Bomb Blocks
To: 2
Middle Left Door

Notable: true

Place a Power Bomb to break the Power Bomb blocks and the bomb blocks, without killing the global Sova. Wait 30-50 seconds for the Sova to get into position. Crouch jump, morph, and hold right against the wall, hitting the Sova from below while near the peak of Samus's jump. Continue holding right to pass through the Sova and onto the ledge above.

Requires:

"h_canUsePowerBombs"
"canCrouchJump"
"canCarefulJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sova",
    "hits": 1,
    "type": "contact"
  }
}

Clears obstacles: A, B, C

From: 4
Junction Below Morph Tunnel
To: 2
Middle Right Door

Wait for the Sova to leave the tunnel and jump morph into them to bounce up into the hole.

Requires:

"canCrouchJump"
"Morph"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 420
}
From: 1
Left Door
To: 2
Right Door

It's possible to get into the passage by a non-mockball mid-air morph. It just needs to be fairly late. The Boyon will then push Samus into the passage.

Requires:

"Morph"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Boyon",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 350
}
From: 6
Golden Torizo Arena Junction (Fight Not Started)
To: 4
Hidden Right Item

Springball jump into GT to bounce to the upper level.

Requires:

"h_canNavigateHeatRooms"
{
  "not": "f_DefeatedGoldenTorizo"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "HiJump",
    {
      "and": [
        "canTrickyJump",
        "canSpringwall"
      ]
    }
  ]
}
"canSpringBallJumpMidAir"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Golden Torizo",
    "type": "contact",
    "hits": 1
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 300
}
From: 2
Bottom Left Door
To: 6
Junction Behind Fune

Bomb diagonally to get over the Fune. Or land on a fireball to boost up.

Requires:

"h_canUseMorphBombs"
{
  "or": [
    {
      "and": [
        "canBombHorizontally",
        {
          "or": [
            "Ice",
            "canCarefulJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Fune",
            "type": "fireball",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 6
Junction Behind Fune

Notable: true

A well-done mid-air morph can get up and over the Fune using the boost from a projectile hit. It's best to hit the flame as soon as it spawns. 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:

"h_canFourTileJumpMorph"
"canNeutralDamageBoost"
"canTrickyJump"
{
  "enemyDamage": {
    "enemy": "Fune",
    "type": "fireball",
    "hits": 3
  }
}
From: 1
Left Door
To: 2
Right Door

Notable: true

Position the Bull with beam shots before jumping into it.

Requires:

"canSuitlessMaridia"
"HiJump"
"canUseEnemies"
"canNeutralDamageBoost"
"canCrouchJump"
"Morph"
{
  "enemyDamage": {
    "enemy": "Bull",
    "hits": 1,
    "type": "contact"
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Use the full runway by dealing with the Boyon: kill it, freeze it, or use i-frames.

Requires:

{
  "or": [
    "Ice",
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon"
          ]
        ]
      }
    },
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "hits": 1,
            "type": "contact"
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 3
Top Right Door

Notable: true

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the Colosseum. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it.

Requires:

"canWalljump"
"Morph"
"canCarefulJump"
"canIframeSpikeJump"
{
  "or": [
    "Grapple",
    {
      "and": [
        "canSuitlessMaridia",
        "canPlayInSand",
        "HiJump",
        "canNeutralDamageBoost",
        "canTrickySpringBallJump",
        {
          "spikeHits": 2
        }
      ]
    }
  ]
}
{
  "spikeHits": 1
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Notable: true

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.

Requires:

"HiJump"
"canPreciseWalljump"
"canIframeSpikeJump"
{
  "spikeHits": 2
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    "canInsaneJump"
  ]
}
"canBombJumpWaterEscape"
"h_canJumpIntoIBJ"
From: 3
Top Right Door
To: 1
Left Door

Notable: true

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:

"canPreciseWalljump"
"canInsaneJump"
"canIframeSpikeJump"
{
  "spikeHits": 3
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction

Notable: true

When the Cacatac on the ground fires a spike, perform a springball Jump to break the waterline and then hit the spike for extra height.

Requires:

"HiJump"
"canSuitlessMaridia"
"canCarefulJump"
"canTrickySpringBallJump"
"canLateralMidAirMorph"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "hits": 2,
    "type": "spike"
  }
}
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel

Notable: true

Freeze one of the Menus (bugs) in a position where you can use it to get into the morph passage. One of the easier methods is with a damage boost. Stand in the water, take a hit for positioning, and freeze the bug near but left of Samus. Then morph on top and damage boost into the morph tunnel as it unfreezes.

Requires:

"Morph"
"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Menu",
    "type": "contact",
    "hits": 2
  }
}
From: 1
Left Door
To: 3
Junction Below Right Door

It is recommended to shoot the ceiling block immediately upon room entry to bring one of the Puyos down so that it will not be a problem later.

Requires:

"canSuitlessMaridia"
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "can4HighMidAirMorph",
    "canStationaryLateralMidAirMorph",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Notable: true

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:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction

Notable: true

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:

"canSuitlessMaridia"
"canPlayInSand"
"canInsaneJump"
"canCrouchJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Evir",
    "type": "particle",
    "hits": 1
  }
}