Difference between revisions of "Spore Spawn"
(Minor edit) |
m (edited info to reflect the "new" mapo reroute) |
||
Line 54: | Line 54: | ||
== 100% Map == | == 100% Map == | ||
− | [[100% Map Completion|100% Map]] can perform the same strategy that a 4% run of Spore Spawn RTA would do. Movement in executing the strategy would be slightly different compared to Spore Spawn RTA due to having additional | + | The old route of [[100% Map Completion|100% Map]] can perform the same strategy that a 4% run of Spore Spawn RTA would do. Movement in executing the strategy would be slightly different compared to Spore Spawn RTA due to having additional majorThe items, such as [[Hi-Jump Boots]]. |
− | |||
+ | The newer route of mapo, which features a later Brinstar cleanup, can instead 1 round Spore Spawn with a single full beam charge shot. | ||
= See also = | = See also = |
Revision as of 21:02, 12 July 2021
Spore Spawn | |
Location | Spore Spawn Room, Brinstar |
Health | 960 |
Contents
General Information
Spore Spawn has 960 health.
Spore Spawn's core is vulnerable to Missiles, Super Missiles, charged shots, and special beam attacks.
Spore Spawn takes double damage from charged shots.
Spore Spawn will gradually increase in speed as its health lowers past certain thresholds.
Any part of Spore Spawn's shell will deal 3 / 6 / 12 damage to Gravity Suit / Varia Suit / Power Suit Samus, respectively.
Spore Spawn's spores will deal 1 / 2 / 4 damage to Gravity Suit / Varia Suit / Power Suit Samus, respectively.
Interactions
Figure 8
Spore Spawn will move in a "figure 8" pattern when its core is not exposed.
Spore Spawn will spawn spores from the ceiling while moving around.
Spore Spawn will spend approximately 13 seconds moving around before opening up.
Spore Spawn can be avoided by staying morphed in either the corners of the upper ledges or on the floor / door shell.
Opening
When Spore Spawn opens, spores will stop spawning from the ceiling until Spore Spawn shuts its core. These spores drop items when destroyed by a projectile.
You will want to clear the air of spores before attempting to fire into the core. Keeping drops littered in the air should help in preventing additional spores from spawning, which is important for Spore Spawn RTA runs that skip Super Missiles.
Certain openings, such as Spore Spawn's second opening, have the property of allowing Spore Spawn to take damage before fully opening without causing Spore Spawn to immediately shut its core.
Categories
Spore Spawn RTA
In a run of Spore Spawn RTA that obtains Super Missiles, you can fire two Super Missiles in the first round and a Missile with a Super Missile in the second round.
In a run of Spore Spawn RTA that does not obtain Super Missiles, you can fire up to four Missiles in the first round. Then, you can fire up to three Missiles in the second round's opening (before the core is fully exposed), and up to four Missiles in the second round (core exposed). Doing so at all, especially consistently, can prove extremely difficult. If a third round occurs, you can stand on the left ledge and fire up to three Missiles into the core in a 'doppler'-like manner.
100% Map
The old route of 100% Map can perform the same strategy that a 4% run of Spore Spawn RTA would do. Movement in executing the strategy would be slightly different compared to Spore Spawn RTA due to having additional majorThe items, such as Hi-Jump Boots.
The newer route of mapo, which features a later Brinstar cleanup, can instead 1 round Spore Spawn with a single full beam charge shot.