|Tallon Overworld - After Boost Ball|
Chozo Ruins - After Space Jump
Got that half-pipe missile expansion easily within like 5 seconds... This was when I suddenly remembered the strat of not moving the control stick while ball boosting in order to maintain your boosting angle.
Refreshed my memory a bit... the path to the Sunchamber through the top of Arboretum (that room has such cool trippy wall textures in it), is now blocked by plants that I can't destroy... The other path to the Sunchamber, through the Sun Tower, requires the Spider Ball... I remember one of the artifacts being in the Sunchamber somewhere...
I like how this area has a bit of every ability ingrained as its lock+key mechanisms... so you end up coming back to the Chozo Ruins throughout the playthrough very often, maybe even more often than the central Tallon Overworld area.
Chozo Ruins is so much faster to navigate through now, with the Boost Ball and Space Jump... Plus of course the fact that it's no longer full of poison water and you have 4 energy tanks, I'm just ignoring all the bees and other small enemies and just speedrunning these backtrack segments... spending a bit of time in the big rooms looking around for possible secrets but not too much time. I guess that one half-pipe missile pack was the only thing to get here.
Magmoor Caverns - After Space Jump
Artifact of Strength
Now at 26 items acquired, 43% log book completion...
I guess next I guess it's back to Phendrana...