Upper Norfair Farming Room

Room ID: 94

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Difficulty filter

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

Exit condition:

"leaveWithRunway": {
  "length": 12,
  "openEnd": 1
}
From: 1
Top Left Door
To: 1
Top Left Door

Requires:

{"obstaclesNotCleared": ["R-Mode"]},
"h_heatedCrystalFlash"
From: 1
Top Left Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 0
}

Requires:

{"or": [
  {"and": [
    "h_enemyDrops",
    "h_heatedCrystalSparkWithoutLenience"
  ]},
  "h_heatedCrystalSpark"
]}

Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab.

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

Entrance condition:

"comeInWithRMode": {}

Clears obstacles: R-Mode

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

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 1
}

Requires:

"Wave",
"canShinechargeMovementTricky",
{"heatFrames": 160},
{"shineChargeFrames": 160}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["ammo"], "requires": ["never"]}
From: 1
Top Left Door
To: 2
Bottom Left Door

Requires:

{"or": [
  "Wave",
  {"obstaclesCleared": ["A"]}
]},
{"or": [
  {"canShineCharge": {"usedTiles": 11, "openEnd": 1}},
  {"and": [
    {"canShineCharge": {"usedTiles": 12, "openEnd": 1}},
    {"doorUnlockedAtNode": 1}
  ]}
]},
"canShinechargeMovementTricky",
{"heatFrames": 250},
{"shineChargeFrames": 160}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{
  "types": ["ammo"],
  "requires": [{"obstaclesCleared": ["A"]}]
}
From: 1
Top Left Door
To: 2
Bottom Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 0
}

Requires:

"Wave",
{"or": [
  "canXRayCancelShinecharge",
  {"heatFrames": 160}
]},
"canXRayTurnaround",
"canLongChainTemporaryBlue",
{"heatFrames": 560}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["super", "powerbomb"], "requires": []},
{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
}
From: 1
Top Left Door
To: 3
Top Right Door

Requires:

"canDash",
{"heatFrames": 125}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 120},
"canShinechargeMovementComplex",
{"heatFrames": 120}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 80},
"canShinechargeMovementComplex",
{"heatFrames": 100},
{"shinespark": {"frames": 19, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 35},
"canShinechargeMovementTricky",
"canHeroShot",
{"heatFrames": 85},
{"shinespark": {"frames": 37, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 1
}

Requires:

"canShinechargeMovementComplex",
{"heatFrames": 155},
{"shineChargeFrames": 115}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

"comeInGettingBlueSpeed": {
  "length": 11,
  "openEnd": 1
}

Requires:

"canChainTemporaryBlue",
{"heatFrames": 140}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
  "types": ["powerbomb"],
  "requires": [{"heatFrames": 50}]
}
From: 1
Top Left Door
To: 3
Top Right Door

Entrance condition:

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

Requires:

"h_heatedGModeOpenDifferentDoor"

Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse.

From: 1
Top Left Door
To: 4
Top Floating Platform Junction

Requires:

{"heatFrames": 75},
{"or": [
  "canDash",
  {"heatFrames": 25}
]}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 4,
  "openEnd": 0
}

Requires:

{"or": [
  "canXRayCancelShinecharge",
  {"heatFrames": 160}
]},
"canLongChainTemporaryBlue",
"canXRayTurnaround",
{"or": [
  {"and": [
    "HiJump",
    {"heatFrames": 690}
  ]},
  {"and": [
    "canTrickySpringBallJump",
    {"heatFrames": 745}
  ]}
]}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["super", "powerbomb"], "requires": []},
{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Exit condition:

"leaveWithRunway": {
  "length": 5,
  "openEnd": 0
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Requires:

"canDash",
{"or": [
  {"obstaclesCleared": ["A"]},
  {"heatFrames": 60}
]}

Exit condition:

"leaveWithRunway": {
  "length": 11,
  "openEnd": 1
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 4,
  "openEnd": 0
}

Requires:

{"or": [
  {"and": [
    "h_enemyDrops",
    "h_heatedCrystalSparkWithoutLenience"
  ]},
  "h_heatedCrystalSpark"
]}

Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

Entrance condition:

"comeInWithRMode": {}

Clears obstacles: R-Mode

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

Entrance condition:

"comeInShinecharging": {
  "length": 4,
  "openEnd": 0
}

Requires:

{"or": [
  "canXRayCancelShinecharge",
  {"heatFrames": 160}
]},
"canLongChainTemporaryBlue",
{"or": [
  {"and": [
    "HiJump",
    {"heatFrames": 680}
  ]},
  {"and": [
    "canTrickySpringBallJump",
    "canXRayTurnaround",
    {"heatFrames": 775}
  ]}
]}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["super", "powerbomb"], "requires": []},
{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
}
From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction

Requires:

{"heatFrames": 70},
{"or": [
  {"heatFrames": 30},
  {"obstaclesCleared": ["A"]}
]},
{"or": [
  "canDash",
  {"heatFrames": 30}
]}

Clears obstacles: A

From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction

Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying.

Entrance condition:

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

Requires:

"h_heatedGMode",
{"or": [
  "h_heatedGModePauseAbuse",
  {"heatFrames": 40}
]}

Dev note: Ice clipping through the shot blocks is not considered reasonable, as Samus can't use X-ray, kill any Gamets, or likely take a hit.

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

Requires:

"canDash",
{"heatFrames": 125}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 120},
"canShinechargeMovementComplex",
{"heatFrames": 120}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 80},
"canShinechargeMovementComplex",
{"heatFrames": 100},
{"shinespark": {"frames": 19, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharged": {}

Requires:

{"shineChargeFrames": 35},
"canShinechargeMovementTricky",
"canHeroShot",
{"heatFrames": 85},
{"shinespark": {"frames": 37, "excessFrames": 0}}

Exit condition:

"leaveWithSpark": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 1
}

Requires:

"canShinechargeMovementComplex",
{"heatFrames": 155},
{"shineChargeFrames": 115}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

"comeInGettingBlueSpeed": {
  "length": 11,
  "openEnd": 1
}

Requires:

"canChainTemporaryBlue",
{"heatFrames": 140}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
  "types": ["powerbomb"],
  "requires": [{"heatFrames": 50}]
}
From: 3
Top Right Door
To: 1
Top Left Door

Entrance condition:

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

Requires:

"h_heatedGModeOpenDifferentDoor"

Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse.

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

Entrance condition:

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

Bypasses door shell: true

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

Exit the previous room with Samus in a standing pose (while grappled) with a horizontal position of 21 (as far right as possible). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb 1 screen to get to the door transition above, without needing to open the door. Samus will not be visible during the climb. At the beginning of the climb, avoid pressing left without X-Ray being held, to prevent triggering the transition of the bottom door.

Entrance condition:

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

Requires:

"canXRayClimb",
{"heatFrames": 1600}

Bypasses door shell: true

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

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 1
}

Requires:

"Wave",
"canShinechargeMovementTricky",
{"heatFrames": 160},
{"shineChargeFrames": 160}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{"types": ["ammo"], "requires": ["never"]}
From: 3
Top Right Door
To: 2
Bottom Left Door

Requires:

{"or": [
  "Wave",
  {"obstaclesCleared": ["A"]}
]},
{"or": [
  {"canShineCharge": {"usedTiles": 11, "openEnd": 1}},
  {"and": [
    {"canShineCharge": {"usedTiles": 12, "openEnd": 1}},
    {"doorUnlockedAtNode": 2}
  ]}
]},
"canShinechargeMovementTricky",
{"heatFrames": 255},
{"shineChargeFrames": 160}

Exit condition:

"leaveShinecharged": {}

Unlocks doors:

{
  "types": ["ammo"],
  "requires": [{"obstaclesCleared": ["A"]}]
}
From: 3
Top Right Door
To: 2
Bottom Left Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 0
}

Requires:

"Wave",
{"or": [
  "canXRayCancelShinecharge",
  {"heatFrames": 160}
]},
"canLongChainTemporaryBlue",
{"heatFrames": 460}

Exit condition:

"leaveWithTemporaryBlue": {}

Unlocks doors:

{"types": ["super", "powerbomb"], "requires": []},
{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
}
From: 3
Top Right Door
To: 2
Bottom Left Door

Entrance condition:

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

Bypasses door shell: true

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

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 18]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[2, 18]]
}

Bypasses door shell: true

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

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 19]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[2, 19]]
}

Bypasses door shell: true

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

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 28]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[2, 28]]
}

Bypasses door shell: true

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

Entrance condition:

"comeInWithGrappleTeleport": {
  "blockPositions": [[2, 29]]
}

Exit condition:

"leaveWithGrappleTeleport": {
  "blockPositions": [[2, 29]]
}

Bypasses door shell: true

From: 3
Top Right Door
To: 3
Top Right Door

Exit condition:

"leaveWithRunway": {
  "length": 12,
  "openEnd": 1
}
From: 3
Top Right Door
To: 3
Top Right Door

Requires:

{"obstaclesNotCleared": ["R-Mode"]},
"h_heatedCrystalFlash"
From: 3
Top Right Door
To: 3
Top Right Door

Entrance condition:

"comeInShinecharging": {
  "length": 11,
  "openEnd": 0
}

Requires:

{"or": [
  {"and": [
    "h_enemyDrops",
    "h_heatedCrystalSparkWithoutLenience"
  ]},
  "h_heatedCrystalSpark"
]}

Dev note: No lenience, since the Gamets are a good Power Bomb farm. Since this can not be done with a flash suit, it is implicitly assumed Samus can crouch jump and down grab.

From: 3
Top Right Door
To: 3
Top Right Door

Entrance condition:

"comeInWithRMode": {}

Clears obstacles: R-Mode

From: 3
Top Right Door
To: 4
Top Floating Platform Junction

Requires:

{"heatFrames": 75},
{"or": [
  "canDash",
  {"heatFrames": 25}
]}
From: 4
Top Floating Platform Junction
To: 1
Top Left Door

Requires:

{"heatFrames": 75},
{"or": [
  "canDash",
  {"heatFrames": 25}
]}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 10}]
}
From: 4
Top Floating Platform Junction
To: 1
Top Left Door

Requires:

"canDash",
{"heatFrames": 30}

Exit condition:

"leaveWithRunway": {
  "length": 12,
  "openEnd": 1
}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
  "types": ["powerbomb"],
  "requires": [{"heatFrames": 110}]
}
From: 4
Top Floating Platform Junction
To: 3
Top Right Door

Requires:

{"heatFrames": 75},
{"or": [
  "canDash",
  {"heatFrames": 25}
]}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 10}]
}
From: 4
Top Floating Platform Junction
To: 3
Top Right Door

Requires:

"canDash",
{"heatFrames": 30}

Exit condition:

"leaveWithRunway": {
  "length": 12,
  "openEnd": 1
}

Unlocks doors:

{
  "types": ["missiles"],
  "requires": [{"heatFrames": 50}]
},
{"types": ["super"], "requires": []},
{
  "types": ["powerbomb"],
  "requires": [{"heatFrames": 110}]
}
From: 4
Top Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"h_heatedCrystalFlash"
From: 4
Top Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{"heatFrames": 20}
From: 5
Bottom Floating Platform Junction
To: 1
Top Left Door

Requires:

"canComplexGMode",
{"heatFrames": 480},
{"or": [
  "canWallJump",
  "HiJump",
  "SpaceJump",
  "h_crouchJumpDownGrab"
]},
{"or": [
  "canTrickyUseFrozenEnemies",
  "canMoonwalk",
  "canInsaneJump"
]},
{"or": [
  "canDash",
  "canTrickyGMode"
]}

Exit condition:

"leaveWithDamage": {
  "enemy": "Gamet"
}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}

Dev note: FIXME: the frozen enemy option should use extra heat frames (e.g. with pausing to turn off ice).

From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door

Requires:

{"heatFrames": 85},
{"obstaclesCleared": ["A"]},
{"or": [
  "canDash",
  {"heatFrames": 35}
]}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: The unlocksDoors has no heatFrames since you could farm back up after unlocking.

From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door

Requires:

"canDash",
{"heatFrames": 45},
{"obstaclesCleared": ["A"]}

Exit condition:

"leaveWithRunway": {
  "length": 11,
  "openEnd": 1
}

Unlocks doors:

{"types": ["ammo"], "requires": []}

Dev note: The unlocksDoors has no heatFrames since you could farm back up after unlocking.

From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door

Requires:

{"obstaclesCleared": ["A"]},
{"heatFrames": 280}

Exit condition:

"leaveWithDamage": {
  "enemy": "Gamet"
}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 5
Bottom Floating Platform Junction
To: 3
Top Right Door

Requires:

{"or": [
  "canWallJump",
  "HiJump",
  "SpaceJump",
  "h_crouchJumpDownGrab"
]},
{"heatFrames": 390}

Exit condition:

"leaveWithDamage": {
  "enemy": "Gamet"
}

Unlocks doors:

{"types": ["super"], "requires": []},
{"types": ["missiles", "powerbomb"], "requires": ["never"]}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

{"or": [
  {"and": [
    "canWallJump",
    {"heatFrames": 85}
  ]},
  {"and": [
    "HiJump",
    {"heatFrames": 55}
  ]},
  {"and": [
    "SpaceJump",
    {"heatFrames": 110}
  ]}
]}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"h_crouchJumpDownGrab",
{"heatFrames": 85}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

If starting the IBJ from the ground, first kill a Gamet and don't pick up its drops, so that they won't spawn while performing the IBJ.

Requires:

"canIBJ",
{"or": [
  {"and": [
    "h_runOverRespawningEnemies",
    {"heatFrames": 680}
  ]},
  {"and": [
    "canJumpIntoIBJ",
    {"heatFrames": 200}
  ]}
]}

Dev note: The helper h_runOverRespawningEnemies is not an exact match; if a tech is ever added for leaving drops uncollected, we can use that.

From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"canUnmorphBombBoost",
{"heatFrames": 160}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"canUseFrozenEnemies",
{"heatFrames": 220}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"canNeutralDamageBoost",
{"enemyDamage": {"enemy": "Gamet", "type": "contact", "hits": 1}},
{"heatFrames": 350}

Dev note: A damage boost allows getting up without a crouch jump, e.g. to preserve a flash suit.

From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Requires:

"canSpringBallJumpMidAir",
{"heatFrames": 120}
From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Bring up the Gamets to the platform above, in order to delay farming them. If not enough big energy drops spawn, go back down, farm up, and try again.

Requires:

"canFarmWhileShooting",
"canBePatient",
{"or": [
  "canWallJump",
  {"and": [
    "HiJump",
    "canCameraManip",
    "canInsaneJump"
  ]},
  "SpaceJump",
  "h_crouchJumpDownGrab",
  "canTrickySpringBallJump",
  {"and": [
    "h_useMorphBombs",
    {"tech": "canUnmorphBombBoost"}
  ]}
]},
{"heatFrames": 35}
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{"heatFrames": 60},
"Wave"

Clears obstacles: A

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{"heatFrames": 135},
"h_heatedBlueGateGlitch"

Clears obstacles: A

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Farm before, during, and after the gate glitch in order to open the gate without wasting ammo or Energy.

Requires:

{"notable": "Gate Glitch With Farming"},
{"heatFrames": 300},
"h_gateGlitch",
{"or": [
  {"ammo": {"type": "Missile", "count": 1}},
  {"ammo": {"type": "Super", "count": 1}}
]},
{"or": [
  "h_heatResistant",
  "canTrickyJump",
  {"resourceCapacity": [{"type": "RegularEnergy", "count": 199}]}
]}

Clears obstacles: A

Dev note: There is still some leniency built in, so that perfect execution is not required, but Samus ends without losing resources. Without leniency, this can be done with about 235 heatFrames.

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Fill up on the Gamets and kill the Fune to the right. Freeze a Gamet in perfect pixel position to bridge the runway between the center platform and right ledge. Run across and shinecharge, then use a Gamet to interrupt.

Requires:

{"obstaclesCleared": ["R-Mode"]},
{"heatFrames": 60},
{"refill": ["Energy"]},
{"enemyKill": {
  "enemies": [["Fune"]]
}},
"h_trickyFrozenEnemyRunway",
{"canShineCharge": {"usedTiles": 17, "openEnd": 1}},
{"autoReserveTrigger": {}},
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Regain some energy in order to use the Gamet Farm.

Requires:

{"or": [
  {"and": [
    {"heatFrames": 0},
    "canPauseAbuse"
  ]},
  {"heatFrames": 60}
]},
{"partialRefill": {"type": "RegularEnergy", "limit": 50}}
From: 5
Bottom Floating Platform Junction
To: 5
Bottom Floating Platform Junction

Requires:

{"simpleHeatFrames": 80},
{"heatFrames": 30},
{"simpleCycleFrames": 80},
{"cycleFrames": 30}

Farm cycle drops: 5 Gamet