Difference between revisions of "Post Crocomire Farming Room"
From A complete guide to Super Metroid speedrunning
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Runners doing an Early Crocomire route will usually attempt the shinespark starting in [[Crocomire's Room]] to get to [[Post Crocomire Power Bomb Room]], but failing that, the easiest strategy is to kill a wave of [[Gamet]]s, then run from right to left through their drops to jump up to the ledge on the top left. This jump is relatively easy with Hi-Jump Boots and Speedbooster. | Runners doing an Early Crocomire route will usually attempt the shinespark starting in [[Crocomire's Room]] to get to [[Post Crocomire Power Bomb Room]], but failing that, the easiest strategy is to kill a wave of [[Gamet]]s, then run from right to left through their drops to jump up to the ledge on the top left. This jump is relatively easy with Hi-Jump Boots and Speedbooster. | ||
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+ | {{#ev:youtube|jcUNUEy6Wbw}} |
Revision as of 02:24, 19 November 2018
Post Crocomire Power Bomb Room | Adjacent rooms | Crocomire's Room Post Crocomire Save Room |
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Post Crocomire Shaft |
100%
Runners doing an Early Crocomire route will usually attempt the shinespark starting in Crocomire's Room to get to Post Crocomire Power Bomb Room, but failing that, the easiest strategy is to kill a wave of Gamets, then run from right to left through their drops to jump up to the ledge on the top left. This jump is relatively easy with Hi-Jump Boots and Speedbooster.