Difference between revisions of "Terminator Room"

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(Adding standard strat, and Zeni's bonk strat)
(Early Game: Beginner strat can run through the Wavers)
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Beginners can forgo the missiles on the Wavers and simply take the 10 damage from running through them. Given that it's far more important to have full missiles than full health going into Brinstar for Any% KPDR, the typical route runs through the pirates in the next room for 60 damage anyway.
  
 
== Enemies ==
 
== Enemies ==

Revision as of 20:16, 19 November 2018

   
Green Pirates Shaft Adjacent rooms Parlor and Alcatraz
   


TerminatorRoom.png

Early Game

There are several strats for this room; the most common involves entering the room with full run speed, and holding the Shot and Angle Down buttons though the door transition. The rhythm of the uncharged Power Beam shots happens to kill the Geemers on the way down. Then after the third Geemer killed this way, fire a missile as you reach the last Mushroom to kill the first Waver, along with a Power Beam shot that should hit the door and open it. Then shortly after you collect the Energy Tank, fire another missile at the second Waver. You should be able to pick up the missile pickup from the first Waver after firing this missile, so you should be able to leave the room with five missiles.

There are other viable strategies for this room, several of which are either faster (though having more arm pumping) or more consistent. For instance, this strat involves bonking the door on the way into this room, which means the run speed is guaranteed to be consistent.

Beginners can forgo the missiles on the Wavers and simply take the 10 damage from running through them. Given that it's far more important to have full missiles than full health going into Brinstar for Any% KPDR, the typical route runs through the pirates in the next room for 60 damage anyway.

Enemies

Items