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@aquanight aquanight commented Nov 23, 2025

Room notes:

  • Six Rippers, with guaranteed Large Energy while full on Supers.
    • For clarity, I will refer to them as numbered 1 through 6, starting from the top. Their patterns are noteworthy in this strat:
    • Ripper 1 and 2 reach the left door, but don't reach the green gate.
    • Ripper 3, 4, and 5 bounce between both doors, but only 4 and 5 are low enough to interfere with the runway.
    • Ripper 6 is trapped between two platforms.
  • Killing with supers just refunds your supers. Screw Attack and Power Bomb kills only. (In theory, health bias can force energy drops and allow for Super kills combined with heatProof, but they can't be grouped quickly enough to accumulate drops.)
  • Special note: once blue suit is gained, Screw Attack ceases to be effective,
  • The green gate doesn't have to be opened if 18 tiles is an acceptable runway. When opened from the left, one Ripper could be sacrificed to refund the super. When opened from the right, green gate glitch leniency will determine how many Rippers must be sacrificed before you can get energy again.
  • [1, 1] strat is presumed to be Super-less (can't open the gate), so no Crystal Flash option. If you can CF, you can open the gate and use the [1, 2] strat.

Farming:

  • Keep Ripper 3 alive, for the best interrupt.
  • Kill 4 and 5 first, to de-complicate movement.
  • Interrupt close to the green gate (if you can't open it) or the right door, and with Ripper 3 approaching you from the left to then bounce of the gate/door, pass back through you while you still have i-frames. If it bounced off the gate, it'll come back in time for a second hit when you had more than 300 reserves. If it bounced off the door, a full reserve fill-up is safe.

Crystal Flash (Left Door):

  • Morph quickly to avoid getting hit by Rippers. Stay by the door.
  • Wait an extra second or two for Ripper 3 to start going off screen, then drop your Power Bomb.
  • During the Crystal Flash, 4 and 5 will start to come back and will be destroyed by the R-Mode light orb. They are almost certain to drop Supers, which ensures you can open the gate.
  • Open the gate for a longer runway.
  • Interrupt near the door with Ripper 3 moving left.

Crystal Flash (Right Door):

  • CF before trying to open the gate.
  • Dodge Ripper 4 and 5 once they come flying through, then follow behind them and watch them explode on the light orb. Pick up the Supers they drop if you want.
  • From here it's identical to [1, 2].

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aquanight commented Nov 24, 2025

Things to investigate:

  • Left door, Fast heated CF (1440 energy) enabling a six Ripper farm (120 - requires full on supers before the CF) might clear the 1500 threshold for a suitless heated CF strat without a loss of access risk. Requires heat interrupt since it will hit Ripper 3 as well.
  • Two super-tank right door strat by opening the gate first within six supers, then farm Rippers to refill supers and CF after.
  • Combine Direct+Indirect G-Mode for an artificial morph strat from the right door.

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Things to investigate:

  • Left door, Fast heated CF (1440 energy) enabling a six Ripper farm (120 - requires full on supers before the CF) might clear the 1500 threshold for a suitless heated CF strat without a loss of access risk. Requires heat interrupt since it will hit Ripper 3 as well.
  • Two super-tank right door strat by opening the gate first within six supers, then farm Rippers to refill supers and CF after.
  • Combine Direct+Indirect G-Mode for an artificial morph strat from the right door.

The first two have been added. The third has a video ( https://videos.maprando.com/video/9337 ) but it is not yet clear how to express this specific combined G-Mode state in logic.

{"heatFrames": 350}
]},
{"and": [
{"enemyKill": {"enemies": [["Ripper 2 (red)", "Ripper 2 (red)"]], "explicitWeapons": ["PowerBomb"]}},
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The note might have to explain how to use a powerbomb. Either delayed or interrupt on the lowest ripper.

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There's a couple different timings for an initial power bomb.
Immediate Power Bomb:
This will sweep 1-5 and interrupt on 6 - this is an okay interrupt, but I'd personally rather heat interrupt.

Delaying until the first pair of rippers (3 and 5) first reaches the left edge of the "island" platform:
This kills 3, 5, and 6. 4 is reasonably easy to dodge with crouch and morph as you cross to the runway. It will use Ripper 4 to interrupt, which is okay. Easy to dodge by crouching under it while you're trying to position for the shinecharge.
The interrupt position and timing is actually pretty good: start running when it comes in from the left side of the screen, you can then do a 2-tap shinecharge and once you start picking up speed you'll stay just far enough ahead of the ripper to have time for a qujick shinecharge and windup.

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Delayed PB would require being able to disable an E-Tank before pickup.

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Instant Power Bomb could lead into a Crystal Flash strat, similar to the "Timed Heated Crystal Flash" variant.

Delayed PB you want to not be sitting on top of the PB or you'll likely get bounced into a Ripper. If you can return to the PB position you could Crystal Flash (which will kill Ripper 4 due to light orb, leaving you with only 1 or 2 to interrupt).

]},
"h_heatProof",
{"disableEquipment": "ETank"},
{"resourceMissingAtMost": [{"type": "Super", "count": 0}]},
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Suggested change
{"resourceMissingAtMost": [{"type": "Super", "count": 0}]},
{"resourceMissingAtMost": [{"type": "Super", "count": 4}]},

?

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There's no energy minimum (whereas h_RModeCanRefillReserves has a 99 minimum to get reserve from just one drop): this is a "farm a lot of energy from low energy" path. To get to "reserve energy" from 01 needs 5 energy drops and ideally you want all 6 for 21 Reserve, so it must be that none of the Rippers drop Supers.

Actually... if you're below 30, your Super count doesn't matter anymore. You'll want to group the Rippers for PB killing if that's the way, as Screw Attack risks picking up individual drops and you're back to getting Supers once you pass 50.

So I think the way here might be to drop the Super limit for PB kills but keep it for Screw Attack. Super kill might also be viable for accumulating on-screen energy drops.

Killing all 6 does require a PB for the 6th (can't screw attack kill with blue suit) after interrupt, or kill it before and heat interrupt.

]},
"h_heatProof",
"h_RModeCanRefillReserves",
{"resourceMissingAtMost": [{"type": "Super", "count": 4}]},
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This further limits the powerbomb room crossing

]},
{"and": [
{"enemyKill": {"enemies": [["Ripper 2 (red)", "Ripper 2 (red)"]], "explicitWeapons": ["PowerBomb"]}},
{"heatFrames": 450}
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Heatframes shouldn't be the same as [1,1], I wouldn't think. Since you open the gate and walk the longer runway.

{"enemyKill": {"enemies": [["Ripper 2 (red)", "Ripper 2 (red)"]], "explicitWeapons": ["PowerBomb"]}}
]},
{"heatFrames": 600},
{"partialRefill": {"type": "Super", "limit": 10}}
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You can't refill to 10 if you take 10 tries on the gate glitch.
It must be hard to write that you refill "a few".
Killing 2 and saying you refill "a bunch" is misleading.
If you enter the room with 1 super this could pass when it shouldn't.

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I believe adding a resourceAvailable for 8 Supers and 51 energy (prevent getting scammed by healthbomb) should fix this. In theory as low as 5 can work, but would need to kill more rippers.

{"ammo": {"type": "Super", "count": 1}},
{"canShineCharge": {"usedTiles": 28, "openEnd": 0}},
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt"
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more heatFrames to reach the door

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A bit conflicted on how many heatframes to normalize for. Since this is the [2, 2] strat, it can end right at the door, so at the very least, it's very low.

I'm even wondering if it can end inside the door - e.g. open the door and take the interrupt within 1-2 pixels of the transition. (Not close enough to get bounced into it, I think.) Unlocking the door - if necessary¹ and able - seems like it would be free, since it can be done while wasting energy for the interrupt.

¹ : Asymmetric locks, or adjoining door was shell-skipped with an R-Mode setup (e..g. Wrecked Ship Deep Stuck X-Ray Climb + Covern/Atomic G-Mode Setup)

"note": [
"Clear the bottom two rippers first to clear the runway by the green gate for getting speed.",
"Keep the third Ripper from the top alive for the best interrupt.",
"With high reserve energy, take the interrupt close to the gate and with the Ripper moving",
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Is it hard to time the shinespark with a ripper being in the right position?

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@aquanight aquanight Nov 27, 2025

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Running right from the end of the platform you can start running when the ripper comes on screen, and a 2-tap shinecharge should give you a small window to shinecharge and windup. It's a small window, hard to tell if it's too small for Expert.

Another timing option is to use autoshot. Turn off bombs and charge beam, dodge the ripper as needed, moonwalk into the starting position, hanging just off the edge of the runway. Crouch, hold shot, then morph (keep the shoot button held!). Wait for the ripper to fly from right to left, and unmorph (still holding shoot!) right as it disappears off the left edge. Count 8 shots. On the 9th shot exactly is when it comes back on screen, so on the 8th shot you should start running. This is a much nicer window too. The ripper will appear behind you right around the 3rd or 4th tap and start to catch up, but you have plenty of time to shinecharge and jump into windup before it gets there.

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aquanight commented Nov 27, 2025

For Timed Heated CF, 80 energy at entry works with an instant CF right out of the x-ray release but doesn't kill Ripper 6, so only gets 100 energy on top of the CF energy. It leaves even less energy left after the bluesuit. I'm not sure it works for having enough to escape the room.

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