Difference between revisions of "Basement"

From A complete guide to Super Metroid speedrunning
Jump to: navigation, search
(Methods of getting through the morph tunnel)
(Link to Gadora)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 +
{{Infobox room
 +
|zone = Wrecked Ship
 +
|theme = Wrecked Ship
 +
|hazard = Powered
 +
}}
 
{{Adjacent rooms
 
{{Adjacent rooms
 
|north=[[Wrecked Ship Main Shaft]]
 
|north=[[Wrecked Ship Main Shaft]]
Line 15: Line 20:
 
== Exiting Phantoon's Room ==
 
== Exiting Phantoon's Room ==
  
Runners will do a small jump through the door transition when exiting [[Phantoon's Room]], allowing them to set the bomb in the tunnel as soon as possible.
+
Runners will do a small jump through the door transition when exiting [[Phantoon's Room]], allowing them to mockball on the floor and set the bomb in the tunnel as soon as possible.
 +
 
 +
== See also ==
 +
 
 +
* [[Gadora]]

Latest revision as of 06:14, 13 January 2024

Basement
Zone Wrecked Ship
Subzone
Subsubzone
Hazard Powered
Utility
Theme Wrecked Ship
Items
Visible
Chozo
Hidden



  Wrecked Ship Main Shaft  
Wrecked Ship Map Room Adjacent rooms Phantoon's Room
   

Basement.png

Entering Phantoon's Room

In Any% KPDR and 100%, runners will often fall off the left side of the platform, then perform a short charge into a short-hop speedball, jumping over the workrobot.

In other categories, or for runners who are inconsistent with the above method, the most common method is to jump off the right edge of the platform, and bounceball on the robot.

Exiting Phantoon's Room

Runners will do a small jump through the door transition when exiting Phantoon's Room, allowing them to mockball on the floor and set the bomb in the tunnel as soon as possible.

See also