Difference between revisions of "Post Crocomire Missile Room"
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+ | {{Infobox room | ||
+ | |zone = Norfair | ||
+ | |subzone = Crocomire | ||
+ | |visible = 1 | ||
+ | }} | ||
{{Adjacent rooms | {{Adjacent rooms | ||
|west=[[Post Crocomire Shaft]] | |west=[[Post Crocomire Shaft]] | ||
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* [[List of Missiles#Norfair 7|Norfair Missile 7]] | * [[List of Missiles#Norfair 7|Norfair Missile 7]] | ||
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+ | == Enemies == | ||
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+ | * [[Gamet]] |
Latest revision as of 03:32, 28 November 2023
Post Crocomire Missile Room | |||
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Zone | Norfair | ||
Subzone | Norfair/Crocomire | ||
Items |
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Post Crocomire Shaft | Adjacent rooms | |
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Also known as "Cosine Room" for the curve of the left-side tunnel.
100%
Early Crocomire Route
Damage boosting off of the spikes is the fastest way to and from the missile location.
Runners can save time charging a shinespark on the way out of the room to climb the shaft instead of walljumping.
If you miss the acid cycle seen here on the way back due to making a mistake, it may be faster to wait for it to go most of the way down before starting to run, both because it will allow for the shinespark, as well as reducing the need to farm to regain health lost in the acid.
Late Crocomire Route
With this route you'll have Spring Ball, which can make the way over to the missile faster since you can simply jump after you mockball under the pillar.
Also, Gravity Suit makes the return trip far less punishing, both in terms of the acid's damage, and not being slowed down by it.