Green Hill Zone

Room ID: 54

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Difficulty filter

From: 1
Top Left Door
To: 1
Top Left Door

Exit condition:

"leaveWithRunway": {
  "length": 3,
  "openEnd": 1
}
From: 1
Top Left Door
To: 1
Top Left Door

Clears obstacles: B

From: 1
Top Left Door
To: 1
Top Left Door

Use the runway below the bug pipe to gain a shinecharge and reach the door with shinecharge frames remaining.

Requires:

{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
"canShinechargeMovementTricky",
{"or": [
  {"and": [
    "HiJump",
    {"shineChargeFrames": 130}
  ]},
  {"and": [
    "canWallJump",
    {"shineChargeFrames": 170}
  ]},
  {"shineChargeFrames": 175}
]}

Exit condition:

"leaveShinecharged": {}

Dev note: One tile of runway is considered unusable in order to have space to quickly jump up onto the bomb blocks above. It could also be possible to break the bomb blocks, potentially increasing the framesRemaining slightly.

From: 1
Top Left Door
To: 1
Top Left Door

Use the short runway below the door to gain a shinecharge and reach the door with shinecharge frames remaining.

Requires:

{"canShineCharge": {"usedTiles": 14, "openEnd": 1}},
{"or": [
  {"canShineCharge": {"usedTiles": 14, "openEnd": 0}},
  {"shineChargeFrames": 15}
]},
"canShinechargeMovementTricky",
{"or": [
  {"and": [
    "HiJump",
    {"shineChargeFrames": 75}
  ]},
  {"shineChargeFrames": 80}
]}

Exit condition:

"leaveShinecharged": {}
From: 1
Top Left Door
To: 1
Top Left Door

Requires:

"HiJump",
"canPreciseSpaceJump"

Exit condition:

"leaveSpinning": {
  "remoteRunway": {
    "length": 14,
    "openEnd": 1
  },
  "maxExtraRunSpeed": "$2.0",
  "blue": "yes"
}

Dev note: TODO: Instead of using blue speed, the bomb blocks could also be broken in a different way (or gone around) but it's not clear if there's any application.

From: 1
Top Left Door
To: 1
Top Left Door

Requires:

{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}
From: 1
Top Left Door
To: 1
Top Left Door

Requires:

{"cycleFrames": 130}

Farm cycle drops: 1 Geega

Dev note: We use `cycleFrames` here rather than `simpleCycleFrames` because it is non-trivial to avoid Geega damage while farming.

From: 1
Top Left Door
To: 1
Top Left Door

Requires:

"canFarmWhileShooting",
{"cycleFrames": 160}

Farm cycle drops: 2 Geega

Dev note: We use `cycleFrames` here rather than `simpleCycleFrames` because it is non-trivial to avoid Geega damage while farming.

From: 1
Top Left Door
To: 1
Top Left Door

Fall past the first bug, wait for the second to spawn before rolling off the ledge. Get into the tube with an IBJ, bomb boost Spring Ball jump, or HiJump Spring Fling. Touch the item then roll out of the tube before exiting G-mode to remote acquire the item.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": true
}

Requires:

"canRemoteAcquire",
{"or": [
  "h_artificialMorphLongIBJ",
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}

Collects items: 4

From: 1
Top Left Door
To: 1
Top Left Door

Lure the Geegas far enough away from the pipe that it doesn't respawn and kill Samus when performing the Knockback spark.

Entrance condition:

"comeInWithRMode": {}

Requires:

{"or": [
  {"disableEquipment": "ETank"},
  "canBeVeryPatient"
]},
{"canShineCharge": {"usedTiles": 18, "openEnd": 1}},
"h_RModeKnockbackSpark"
From: 1
Top Left Door
To: 2
Top Right Door

Requires:

{"or": [
  "SpaceJump",
  "canIBJ",
  "HiJump",
  "canSpringBallJumpMidAir",
  {"and": [
    "canSpeedyJump",
    "canWallJump"
  ]}
]}
From: 1
Top Left Door
To: 2
Top Right Door

Wall jump on the top half of the Geega pipe, then on the overhang.

Requires:

{"notable": "Wall Jump to Top Right Door"},
"canPreciseWallJump"
From: 1
Top Left Door
To: 2
Top Right Door

Requires:

"canUseFrozenEnemies"
From: 1
Top Left Door
To: 2
Top Right Door

Requires:

"canMidairShinespark",
{"canShineCharge": {"usedTiles": 18, "openEnd": 1}},
{"shinespark": {"frames": 9, "excessFrames": 5}}
From: 1
Top Left Door
To: 2
Top Right Door

Entrance condition:

"comeInWithSpark": {}

Requires:

{"shinespark": {"frames": 42, "excessFrames": 14}}
From: 1
Top Left Door
To: 2
Top Right Door

Requires an adjacent runway of at least 26 tiles. Jump either immediately before the transition or immediately after.

Entrance condition:

"comeInJumping": {
  "speedBooster": "yes",
  "minTiles": 26
}

Requires:

"canTrickyJump"
From: 1
Top Left Door
To: 2
Top Right Door

Jump after the transition on the last possible frame. Aim down when close to the platform (while continuing to hold jump), in order to reduce Samus' hitbox.

Entrance condition:

"comeInJumping": {
  "speedBooster": "yes",
  "minTiles": 20
}

Requires:

"canInsaneJump",
"canDownGrab"
From: 1
Top Left Door
To: 2
Top Right Door

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 17
}

Requires:

"h_speedJump",
"canTrickyJump",
"canLateralMidAirMorph"
From: 1
Top Left Door
To: 2
Top Right Door

Entrance condition:

"comeInRunning": {
  "speedBooster": "yes",
  "minTiles": 15
}

Requires:

"h_speedJump",
"canInsaneJump",
"canMomentumConservingMorph"

Dev note: This is technically possible with 14 tiles but it might require too much precision.

From: 1
Top Left Door
To: 2
Top Right Door

Entrance condition:

"comeInWithSidePlatform": {
  "platforms": [
    {
      "minHeight": 2,
      "maxHeight": 2,
      "minTiles": 27.4375,
      "speedBooster": "yes",
      "obstructions": [[1, 0]],
      "requires": [
        "canLateralMidAirMorph"
      ],
      "note": ["This applies to Dust Torizo Room and Halfie Climb Room."],
      "detailNote": ["This has a 2-frame window for the jump."]
    },
    {
      "minHeight": 2,
      "maxHeight": 2,
      "minTiles": 45,
      "speedBooster": "yes",
      "obstructions": [[2, 0]],
      "requires": [
        "canMomentumConservingMorph"
      ],
      "note": ["This applies to Waterway Energy Tank Room."],
      "detailNote": [
        "This has a 4-frame window for the jump,",
        "and between a 1-frame and 5-frame window for the morph (before the transition),",
        "with later jumps giving the larger window for the morph."
      ]
    },
    {
      "minHeight": 2,
      "maxHeight": 2,
      "minTiles": 45,
      "speedBooster": "yes",
      "obstructions": [[3, 0]],
      "requires": [
        "canMomentumConservingMorph"
      ],
      "note": ["This applies to Statues Hallway."],
      "detailNote": [
        "This has a 4-frame window for the jump,",
        "and between a 2-frame and 4-frame window for the morph (before the transition),",
        "with later jumps giving the larger window for the morph."
      ]
    },
    {
      "minHeight": 3,
      "maxHeight": 3,
      "minTiles": 38,
      "speedBooster": "yes",
      "obstructions": [[3, 0]],
      "requires": [
        "canMomentumConservingMorph"
      ],
      "note": ["This applies to Flyway."],
      "detailNote": [
        "With ideal positioning, this has a 5-frame window for the jump,",
        "and between a 1-frame and 3-frame window for the morph (before the transition),",
        "with later jumps giving the larger window for the morph."
      ]
    },
    {
      "minHeight": 2,
      "maxHeight": 2,
      "minTiles": 45,
      "speedBooster": "yes",
      "obstructions": [[4, 0]],
      "requires": [
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canInsaneMidAirMorph"
      ],
      "note": ["This applies to Baby Kraid Room."],
      "detailNote": [
        "With ideal positioning (turn around from the runway start, and perform a single arm pump while running),",
        "this has a 2-frame window for the jump,",
        "and either a 1-frame or 2-frame window for the morph (before the transition),",
        "with a last-frame jump giving the larger window for the morph."
      ]
    },
    {
      "minHeight": 3,
      "maxHeight": 3,
      "minTiles": 39.4375,
      "speedBooster": "yes",
      "obstructions": [[3, 2]],
      "requires": [],
      "note": ["This applies to Metal Pirates Room."],
      "detailNote": ["This has a 3-frame window for the jump."]
    }
  ]
}
From: 1
Top Left Door
To: 2
Top Right Door

Requires:

"h_storedSpark",
{"shinespark": {"frames": 9, "excessFrames": 5}}
From: 1
Top Left Door
To: 2
Top Right Door

Kill or Spring Ball over the first bug. Once on the pipe, bomb boost horizontally to the left then Spring Ball jump up to the door. With Bombs alone, IBJ far enough to the left to avoid spawning the bug; if it spawns, roll under it or let it swoop down and then roll to the left and it will eventually swoop back up over Samus.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

{"or": [
  {"and": [
    "h_artificialMorphIBJ",
    "canTrickyDodgeEnemies",
    "h_artificialMorphBombHorizontally"
  ]},
  {"and": [
    "h_artificialMorphIBJ",
    "h_artificialMorphPowerBomb"
  ]},
  "h_artificialMorphSpringBallBombJump"
]}
From: 1
Top Left Door
To: 2
Top Right Door

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. While in G-mode, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. With Bombs alone, it may help to kill the top respawning bug before descending to make it easier to get back up. Alternatively, on the way back up, IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": true
}

Requires:

"canRemoteAcquire",
{"or": [
  {"and": [
    "h_artificialMorphIBJ",
    "canComplexGMode",
    "canInsaneJump"
  ]},
  {"and": [
    "h_artificialMorphIBJ",
    "h_artificialMorphPowerBomb"
  ]},
  {"and": [
    "h_artificialMorphSpringBallBombJump",
    "h_additionalBomb",
    "h_additionalBomb"
  ]}
]}

Collects items: 4

From: 1
Top Left Door
To: 2
Top Right Door

Kill the first bug by rolling into it as it swoops down at Samus. Wait for the next pipe's bug to spawn before rolling off. IBJ into the pipe, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. Kill the lower bug by bombing underneath the pipe and placing a bomb at the peak of the boost. Note that Samus is vulnerable to damage while being boosted from a bomb.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_blueSuitGMode",
"canRemoteAcquire",
"h_artificialMorphIBJ",
"canTrickyDodgeEnemies"

Collects items: 4

Dev note: With other item combinations, another strat will be used instead.

From: 1
Top Left Door
To: 3
Bottom Right Door

Clears obstacles: B

From: 1
Top Left Door
To: 3
Bottom Right Door

Open the gate and clear the Small Sidehoppers for a runway. Use respawning Geegas for energy.

Entrance condition:

"comeInWithRMode": {}

Requires:

{"refill": ["Energy"]},
{"canShineCharge": {"usedTiles": 30, "openEnd": 0}},
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt"

Clears obstacles: B

From: 1
Top Left Door
To: 3
Bottom Right Door

Requires:

{"canShineCharge": {"usedTiles": 30, "openEnd": 0}},
"canShinechargeMovement",
{"shineChargeFrames": 60}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Exit condition:

"leaveSpinning": {
  "remoteRunway": {
    "length": 27,
    "openEnd": 1
  }
}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithMockball": {
  "remoteRunway": {
    "length": 25,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 4,
    "openEnd": 1
  }
}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithSpringBallBounce": {
  "remoteRunway": {
    "length": 24,
    "openEnd": 0
  },
  "landingRunway": {
    "length": 4,
    "openEnd": 1
  },
  "movementType": "uncontrolled"
}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Exit condition:

"leaveSpaceJumping": {
  "remoteRunway": {
    "length": 21,
    "openEnd": 1
  }
}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Requires:

{"canShineCharge": {"usedTiles": 29, "openEnd": 0}},
"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithSidePlatform": {
  "height": 2,
  "runway": {
    "length": 30,
    "openEnd": 0
  },
  "obstruction": [4, 0]
}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 1
Top Left Door
To: 4
Item (Through the Pipe)

Spark flush against the right wall (diagonal helps) then quickly down grab or down back after to barely get into the pipe.

Requires:

"Morph",
"canDownGrab",
"canShinechargeMovementComplex",
{"canShineCharge": {"usedTiles": 18, "openEnd": 1}},
{"shinespark": {"frames": 5, "excessFrames": 2}}

Dev note: This only gets one pixel into the pipe, so a wiggle isn't possible without doing the down back. Assumes sparking from the ground, since there is an accessible farm before and after this strat.

From: 1
Top Left Door
To: 4
Item (Through the Pipe)

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

{"or": [
  "h_artificialMorphLongIBJ",
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}
From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube

Requires:

{"or": [
  "HiJump",
  "SpaceJump",
  "canLongIBJ",
  "canJumpIntoIBJ",
  "canWallJump",
  "canUseFrozenEnemies",
  "canSpringBallJumpMidAir"
]}
From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube

Requires:

"h_speedJump",
"canTrickyJump",
"canLateralMidAirMorph",
"can4HighMidAirMorph"
From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube

Spark flush against the right wall (diagonal helps) then quickly down back to barely get into the pipe.

Requires:

"canDownBack",
"canShinechargeMovementComplex",
{"canShineCharge": {"usedTiles": 18, "openEnd": 1}},
{"shinespark": {"frames": 5, "excessFrames": 2}}

Dev note: Assumes sparking from the ground, since there is an accessible farm before and after this strat.

From: 1
Top Left Door
To: 5
Junction The Left End of Morph Tube

Requires:

"h_storedSpark",
"canDownBack",
{"shinespark": {"frames": 5, "excessFrames": 2}}
From: 2
Top Right Door
To: 1
Top Left Door

From: 2
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Bypasses door shell: true

From: 2
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Bypasses door shell: true

From: 2
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Bypasses door shell: true

From: 2
Top Right Door
To: 1
Top Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb 1 screen to get up to the door transition, without needing to open the door. Samus will not be visible during the climb.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 18], [2, 19], [2, 28], [2, 29]]
}

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 2
Top Right Door
To: 1
Top Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb 2 screens to get up to the door transition, without needing to open the door. Samus will not be visible during the climb.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 34]]
}

Requires:

"canLongXRayClimb"

Bypasses door shell: true

From: 2
Top Right Door
To: 1
Top Left Door

Fall past the first bug, wait for the second to spawn before rolling off the ledge. Get into the tube with an IBJ, bomb boost Spring Ball jump, or HiJump Spring Fling. Touch the item then roll out of the tube before exiting G-mode to remote acquire the item.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": true
}

Requires:

"canRemoteAcquire",
{"or": [
  "h_artificialMorphLongIBJ",
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}

Collects items: 4

From: 2
Top Right Door
To: 2
Top Right Door

Exit condition:

"leaveWithRunway": {
  "length": 11,
  "openEnd": 1
}
From: 2
Top Right Door
To: 2
Top Right Door

Use the runway below the bug pipe to gain a shinecharge. Use Hi-Jump to reach the door with shinecharge frames remaining.

Requires:

"HiJump",
{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
"canShinechargeMovementComplex",
{"shineChargeFrames": 150}

Exit condition:

"leaveShinecharged": {}

Dev note: One tile of runway is considered unusable in order to have space to quickly jump up onto the bomb blocks above. It could also be possible to break the bomb blocks, but this doesn't seem very worth considering.

From: 2
Top Right Door
To: 2
Top Right Door

Use the runway below the bug pipe to gain a shinecharge. Then walljump off the bomb blocks and the bug pipe to approach the door and spark out.

Requires:

"canPreciseWallJump",
{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
"canShinechargeMovementTricky",
{"shinespark": {"frames": 19, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {}

Dev note: One tile of runway is considered unusable in order to have space to quickly jump up to the bomb blocks above. It could also be possible to break the bomb blocks, but this doesn't seem very worth considering.

From: 2
Top Right Door
To: 2
Top Right Door

Use the runway below the door to gain a shinecharge and leave with shinecharge frames remaining.

Requires:

{"canShineCharge": {"usedTiles": 14, "openEnd": 1}},
"canShinechargeMovementComplex",
{"or": [
  {"and": [
    "HiJump",
    {"shineChargeFrames": 135}
  ]},
  {"and": [
    "canTrickyDashJump",
    "canWallJump",
    "canShinechargeMovementTricky",
    {"shineChargeFrames": 155}
  ]}
]}

Exit condition:

"leaveShinecharged": {}
From: 2
Top Right Door
To: 2
Top Right Door

Requires:

{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
"canChainTemporaryBlue",
"canXRayTurnaround",
{"or": [
  "canSpringBallJumpMidAir",
  {"and": [
    "HiJump",
    "canTrickyUseFrozenEnemies"
  ]}
]}

Exit condition:

"leaveWithTemporaryBlue": {}
From: 2
Top Right Door
To: 2
Top Right Door

Requires:

"h_CrystalFlash"
From: 2
Top Right Door
To: 2
Top Right Door

Entrance condition:

"comeInShinecharging": {
  "length": 10,
  "openEnd": 0
},
"comesInHeated": "no"

Requires:

"h_CrystalSpark"
From: 2
Top Right Door
To: 2
Top Right Door

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. While in G-mode, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. With Bombs alone, it may help to kill the top respawning bug before descending to make it easier to get back up. Alternatively, on the way back up, IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": true
}

Requires:

"canRemoteAcquire",
{"or": [
  {"and": [
    "h_artificialMorphIBJ",
    "canComplexGMode",
    "canInsaneJump"
  ]},
  {"and": [
    "h_artificialMorphIBJ",
    "h_artificialMorphPowerBomb"
  ]},
  {"and": [
    "h_artificialMorphSpringBallBombJump",
    "h_additionalBomb",
    "h_additionalBomb"
  ]}
]}

Collects items: 4

From: 2
Top Right Door
To: 2
Top Right Door

Kill the first bug by rolling into it as it swoops down at Samus. Wait for the next pipe's bug to spawn before rolling off. IBJ into the pipe, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. Kill the lower bug by bombing underneath the pipe and placing a bomb at the peak of the boost. Note that Samus is vulnerable to damage while being boosted from a bomb.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

"h_blueSuitGMode",
"canRemoteAcquire",
"h_artificialMorphIBJ",
"canTrickyDodgeEnemies"

Collects items: 4

Dev note: With other item combinations, another strat will be used instead.

From: 2
Top Right Door
To: 3
Bottom Right Door

Open the gate and clear the Small Sidehoppers for a runway. Use respawning Geegas for energy.

Entrance condition:

"comeInWithRMode": {}

Requires:

{"refill": ["Energy"]},
{"canShineCharge": {"usedTiles": 30, "openEnd": 0}},
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt"

Clears obstacles: B

From: 2
Top Right Door
To: 4
Item (Through the Pipe)

Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe.

Entrance condition:

"comeInWithGMode": {
  "mode": "any",
  "morphed": true
}

Requires:

{"or": [
  "h_artificialMorphLongIBJ",
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}
From: 3
Bottom Right Door
To: 1
Top Left Door

Requires:

{"or": [
  "Wave",
  {"obstaclesCleared": ["B"]}
]}

Clears obstacles: B

From: 3
Bottom Right Door
To: 1
Top Left Door

Requires:

"h_blueGateGlitch"

Clears obstacles: B

From: 3
Bottom Right Door
To: 1
Top Left Door

Build up some run speed and then extend the Grapple Beam through the Blue Gate, while jumping, to open it from the wrong side.

Requires:

{"notable": "Grapple Gate Glitch"},
"canPreciseGrapple",
"h_speedJump",
"canTrickyJump"

Clears obstacles: B

From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": false
}
From: 3
Bottom Right Door
To: 1
Top Left Door

In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit.

Entrance condition:

"comeInWithGMode": {
  "mode": "direct",
  "morphed": false
}

Requires:

"canComplexGMode"

Clears obstacles: B

From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[5, 3], [7, 2]]
}
From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Requires:

{"or": [
  "canGrappleTeleportWallEscape",
  {"doorUnlockedAtNode": 1}
]}

Unlocks doors:

{"types": ["ammo"], "requires": []}
From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12], [3, 13]]
}

Bypasses door shell: true

From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 12]]
}

Bypasses door shell: true

From: 3
Bottom Right Door
To: 1
Top Left Door

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[3, 13]]
}

Bypasses door shell: true

From: 3
Bottom Right Door
To: 1
Top Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb 1 screen to get up to the door transition, without needing to open the door. Samus will not be visible during the climb.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 18], [2, 19], [2, 28], [2, 29]]
}

Requires:

"canXRayClimb"

Bypasses door shell: true

From: 3
Bottom Right Door
To: 1
Top Left Door

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb 2 screens to get up to the door transition, without needing to open the door. Samus will not be visible during the climb.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 34]]
}

Requires:

"canLongXRayClimb"

Bypasses door shell: true

From: 3
Bottom Right Door
To: 2
Top Right Door

Use a Power Bombs to kill the first three hoppers, or carefully roll under the third one. The next hopper can be killed safely with many Bombs by staying on the top left of the raised ground; stay near the left edge of it without overhanging - otherwise it can hit Samus. Alternatively, lure and spring ball jump past it. Placing a Bomb next to a bug pipe can kill a bug inside of it. After killing a bug from a pipe, they will stop respawning there. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. Getting past the last bug pipe can be the trickiest. This is easiest with an IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": true
}

Requires:

{"or": [
  "canTrickyDodgeEnemies",
  {"ammo": {"type": "PowerBomb", "count": 2}},
  {"haveBlueSuit": {}}
]},
{"or": [
  {"and": [
    "h_artificialMorphIBJ",
    {"ammo": {"type": "PowerBomb", "count": 2}}
  ]},
  {"and": [
    "h_artificialMorphIBJ",
    "canComplexGMode",
    "canInsaneJump"
  ]},
  {"and": [
    "h_artificialMorphSpringBallBombJump",
    "h_additionalBomb"
  ]}
]}
From: 3
Bottom Right Door
To: 2
Top Right Door

After teleporting, extend the Grapple, and swing back and forth to fix the camera and then to gain momentum. A precisely timed release of Grapple will allow Samus to fling onto the ledge on the right.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[7, 2]]
}

Requires:

{"notable": "Grapple Teleport Fling to Right (from Moat)"},
"canInsaneJump"
From: 3
Bottom Right Door
To: 2
Top Right Door

After teleporting, swing back and forth to fix the camera. Swing to the right by soft-bouncing against the door followed by fully extending the Grapple Beam. Release grapple low, but not too low, to get enough momentum while also leaving enough space to gain more height with a grapple jump to reach the ledge. Holding jump just before releasing Grapple may help prevent losing momentum.

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[5, 3]]
}

Requires:

{"notable": "Grapple Teleport into Grapple Jump (from Red Brinstar Firefleas)"},
"canTrickyGrappleJump",
"canInsaneJump"
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Open the gate (Wave Beam or gate glitch) and clear the Small Sidehoppers for a runway. Use respawning Geegas for energy.

Entrance condition:

"comeInWithRMode": {}

Requires:

{"or": [
  "Wave",
  "h_blueGateGlitch",
  {"and": [
    {"notable": "Grapple Gate Glitch"},
    "canPreciseGrapple",
    "h_speedJump",
    "canTrickyJump"
  ]}
]},
{"refill": ["Energy"]},
{"canShineCharge": {"usedTiles": 30, "openEnd": 0}},
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt"

Clears obstacles: B

From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithRunway": {
  "length": 4,
  "openEnd": 1
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

{"canShineCharge": {"usedTiles": 22, "openEnd": 0}},
"canShinechargeMovement",
{"shineChargeFrames": 40}

Exit condition:

"leaveShinecharged": {}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveSpinning": {
  "remoteRunway": {
    "length": 19,
    "openEnd": 1
  }
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithMockball": {
  "remoteRunway": {
    "length": 17,
    "openEnd": 1
  },
  "landingRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithSpringBallBounce": {
  "remoteRunway": {
    "length": 16,
    "openEnd": 0
  },
  "landingRunway": {
    "length": 4,
    "openEnd": 1
  },
  "movementType": "uncontrolled"
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveSpaceJumping": {
  "remoteRunway": {
    "length": 14,
    "openEnd": 1
  }
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

{"canShineCharge": {"usedTiles": 21, "openEnd": 0}},
"canChainTemporaryBlue"

Exit condition:

"leaveWithTemporaryBlue": {}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

{"resetRoom": {"nodes": [3]}},
{"or": [
  {"and": [
    "Plasma",
    {"cycleFrames": 240}
  ]},
  {"and": [
    {"or": [
      "Spazer",
      "Wave",
      "ScrewAttack"
    ]},
    {"cycleFrames": 300}
  ]},
  {"and": [
    "canDodgeWhileShooting",
    {"cycleFrames": 390}
  ]}
]}

Resets obstacles: B

Farm cycle drops: 3 Sm. Sidehopper

From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

"h_CrystalFlash"
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

{"or": [
  {"canShineCharge": {"usedTiles": 22, "openEnd": 0}},
  {"and": [
    {"obstaclesCleared": ["B"]},
    {"canShineCharge": {"usedTiles": 30, "openEnd": 0}}
  ]}
]},
"h_CrystalSpark"

Dev note: FIXME: This door's runway is long enough to add a version that uses it while entering, but the hopper needs to be dealt with.

From: 3
Bottom Right Door
To: 3
Bottom Right Door

Exit condition:

"leaveWithDamage": {
  "enemy": "Sm. Sidehopper"
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Requires:

{"enemyDamage": {"enemy": "Sm. Sidehopper", "type": "contact", "hits": 1}}
From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)

Use a Power Bombs to kill the first three hoppers, or carefully roll under the third one. The next hopper can be killed safely with many Bombs by staying on the top left of the raised ground; stay near the left edge of it without overhanging - otherwise it can hit Samus. Alternatively, lure and spring ball jump past it. Placing a Bomb next to a bug pipe can kill a bug inside of it. After killing a bug from a pipe, they will stop respawning there. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling up to the pipe.

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": true
}

Requires:

{"or": [
  "canTrickyDodgeEnemies",
  {"ammo": {"type": "PowerBomb", "count": 2}}
]},
{"or": [
  {"and": [
    "h_artificialMorphIBJ",
    {"or": [
      "canComplexGMode",
      "h_artificialMorphPowerBomb"
    ]}
  ]},
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}

Dev note: This cannot be used to obtain the item remotely, as the item only spawns in direct G-mode.

From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)

Climb the room while safely killing the enemies by rolling into them. With Bombs alone, it is possible to kill the bugs in lower bug spawners by bombing underneath the pipe and placing a bomb at the peak of the boost. Note that Samus is vulnerable to damage while being boosted from a bomb.

Entrance condition:

"comeInWithGMode": {
  "mode": "indirect",
  "morphed": true
}

Requires:

"h_blueSuitGMode",
{"or": [
  "h_artificialMorphIBJ",
  "h_artificialMorphSpringBallBombJump",
  {"and": [
    "HiJump",
    "h_artificialMorphSpringFling"
  ]}
]}

Dev note: With other item combinations, another strat will be used instead.

From: 4
Item (Through the Pipe)
To: 5
Junction The Left End of Morph Tube

Requires:

"Morph"
From: 4
Item (Through the Pipe)
To: 5
Junction The Left End of Morph Tube

It's a long Wiggle, but you can see the item before going in too far.

Requires:

{"notable": "X-Ray Wiggle"},
"canXRayTurnaround"
From: 4
Item (Through the Pipe)
To: 5
Junction The Left End of Morph Tube

It's a long Tunnel Crawl, so there's a heavy softlock risk.

Requires:

{"notable": "Tunnel Crawl"},
"canTunnelCrawl"
From: 5
Junction The Left End of Morph Tube
To: 1
Top Left Door

From: 5
Junction The Left End of Morph Tube
To: 4
Item (Through the Pipe)

Requires:

"Morph"
From: 5
Junction The Left End of Morph Tube
To: 4
Item (Through the Pipe)

It takes Morph or a Tunnel Crawl to get back out.

Requires:

"canTurnaroundAimCancel"
From: 5
Junction The Left End of Morph Tube
To: 4
Item (Through the Pipe)

It's a long Wiggle, but you can see the item before going in too far. Spin jumping directly into the tube will disable X-Ray, so enter aiming down to standup first.

Requires:

{"notable": "X-Ray Wiggle"},
"canTwoTileSqueeze",
"canXRayTurnaround"
From: 5
Junction The Left End of Morph Tube
To: 4
Item (Through the Pipe)

It's a long Tunnel Crawl, so there's a heavy softlock risk.

Requires:

{"notable": "Tunnel Crawl"},
"canTunnelCrawl"