canDisableEquipment (Medium)

Collecting equipment can make movement more difficult in certain situations. Speedbooster without HiJump will reduce Samus' jump height when running and turning Speedbooster off will enable her to jump normally while running. Disabling HiJump will give more time to perform a mid-air morph. Disabling Gravity will allow Samus to float farther in water, or jump slower for a mid-air morph. Beams may need to be disabled to control how enemies are killed (i.e. Remove plasma for canUseFrozenEnemies, or remove ice to effeciently use heat room farm points).

Dev note: Note that this tech is not applied requiring the item to be not collected with canRiskPermanentLossOfAccess, as this is a low-level tech. Instead, it is just listed with alternate options where more items can execute the strat without disabling equipment. In the logic, this is not applied to switching off beams, as that is usually intuitive enough for players even without this tech. FIXME: It is also not applied to Speedbooster jumps, as that would require a lot of changes to a lot of rooms.

Difficulty filter

Strats ()

Save the animals to unlock the door, and Crystal Flash in the door frame. Stand in the knee-deep acid with suits disabled to bleed off energy quickly, then perform a pause abuse spark windup in the acid and interrupt it with auto-reserve (re-enable suits in the pause menu).

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"f_ZebesSetAblaze"
"h_CrystalFlash"
"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "refill": [
            "ReserveEnergy"
          ]
        }
      ]
    },
    {
      "and": [
        "canBePatient",
        {
          "or": [
            {
              "resourceAtMost": [
                {
                  "type": "ReserveEnergy",
                  "count": 50
                }
              ]
            },
            "canRiskPermanentLossOfAccess"
          ]
        }
      ]
    }
  ]
}
{
  "acidFrames": 90
}
{
  "canShineCharge": {
    "usedTiles": 13,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModePauseAbuseSparkInterrupt"
{
  "acidFrames": 30
}

Sets flags: f_AnimalsSaved

Dev note: Disable E-Tanks required to avoid a patience requirement due to escape timer.

From: 1
Top Door
To: 6
Main Junction

Farm wall pirates while leaving one left. Lead it to the bottom of the shaft, get shine charge, then windup in front of it to get shot and interrupted.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "no"
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_destroyBombWalls",
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A

Unlocks doors:

{"nodeId":5,"types":["ammo"],"requires":[]}
From: 2
Bottom Left Door
To: 5
Bottom Right Door

With Zebes set ablaze, Climb only spawns two pirates that drop nothing, and the bomb wall is automatically cleared. The rising lava is now acid instead, so Speed Booster works normally with Gravity Suit. Jump up the platforms to get high enough above the rising acid to safely Crystal Flash, then dive back into the acid against either bottom door. Wait in the acid until your energy is low enough and shinecharge. Windup right before energy runs out to interrupt then *immediately* leave to limit acid damage.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
"f_ZebesSetAblaze"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Custom Climb Pirate",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Custom Climb Pirate",
            "Custom Climb Pirate"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "Super",
          "PowerBomb"
        ]
      }
    }
  ]
}
"h_CrystalFlash"
{
  "acidFrames": 320
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "openEnd": 0
  }
}
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "refill": [
            "ReserveEnergy"
          ]
        },
        {
          "autoReserveTrigger": {}
        }
      ]
    },
    {
      "autoReserveTrigger": {
        "maxReserveEnergy": 50
      }
    }
  ]
}
"canRModeSparkInterrupt"
{
  "acidFrames": 80
}
{
  "resetRoom": {
    "nodes": [
      2,
      5
    ]
  }
}

Clears obstacles: A, B

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}
{"nodeId":5,"types":["ammo"],"requires":[]}

Dev note: FIXME: Needs to support Hyper Beam kill also.

From: 2
Bottom Left Door
To: 6
Main Junction

Farm wall pirates while leaving one left. Lead it to the bottom of the shaft, get shine charge, then windup in front of it to get shot and interrupted.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_ClimbWithoutLava"
{
  "or": [
    "h_destroyBombWalls",
    {
      "getBlueSpeed": {
        "usedTiles": 14,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "getBlueSpeed": {
            "usedTiles": 15,
            "openEnd": 0
          }
        },
        {
          "doorUnlockedAtNode": 2
        }
      ]
    }
  ]
}
{
  "not": "f_ZebesSetAblaze"
}
"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A, B

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}
{"nodeId":5,"types":["ammo"],"requires":[]}

Dev note: This door triggers the rising lava, which will prevent gaining shinecharge.

From: 3
Top Right Door
To: 6
Main Junction

Farm wall pirates while leaving one left. Lead it to the bottom of the shaft, get shine charge, then windup in front of it to get shot and interrupted.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
"h_ZebesIsAwake"
"h_bombThings"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_destroyBombWalls",
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A

Unlocks doors:

{"nodeId":5,"types":["ammo"],"requires":[]}
From: 4
Middle Right Door
To: 6
Main Junction

Farm wall pirates while leaving one left. Lead it to the bottom of the shaft, get shine charge, then windup in front of it to get shot and interrupted.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
"h_bombThings"
"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_destroyBombWalls",
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A

Unlocks doors:

{"nodeId":5,"types":["ammo"],"requires":[]}
From: 5
Bottom Right Door
To: 5
Bottom Right Door

With Zebes set ablaze, Climb only spawns two pirates that drop nothing, and the bomb wall is automatically cleared. The rising lava is now acid instead, so Gravity Suit works normally. Jump up the platforms to get high enough above the rising acid to safely Crystal Flash, then dive back into the acid against either bottom door. Wait in the acid until your energy is low enough and shinecharge. Windup right before energy runs out to interrupt then *immediately* leave to limit acid damage.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
"f_ZebesSetAblaze"
"h_CrystalFlash"
{
  "acidFrames": 320
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "openEnd": 0
  }
}
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "refill": [
            "ReserveEnergy"
          ]
        },
        {
          "autoReserveTrigger": {}
        }
      ]
    },
    {
      "autoReserveTrigger": {
        "maxReserveEnergy": 50
      }
    }
  ]
}
"canRModeSparkInterrupt"
{
  "acidFrames": 80
}

Clears obstacles: A, B

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}
{"nodeId":5,"types":["ammo"],"requires":[]}

Dev note: FIXME: Needs enemyKill requirements for the escape pirates.

From: 5
Bottom Right Door
To: 6
Main Junction

Farm wall pirates while leaving one left. Lead it to the bottom of the shaft, get shine charge, then windup in front of it to get shot and interrupted.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_destroyBombWalls",
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A

Unlocks doors:

{"nodeId":5,"types":["ammo"],"requires":[]}
From: 6
Main Junction
To: 4
Middle Right Door

Diagonal shinespark to break the bomb blocks to the morph tunnel on the right. Spark from the lowest platform that is only one tile from the right wall (part of the bottom right door will be on screen). From this platform, the shinespark must be done from a crouch; or, to save some energy, angle-down jump and spark at the peak of the jump (with Hi-Jump unequipped). It is possible to set up a frozen pirate on the right wall to stop the shinespark early.

If the positioning is ideal, Samus will bonk the platform at the top-right of the room, saving a bit of energy. With Hi-Jump equipped, this is still possible (and with 1 less energy needed): by sparking after bonking the platform and descending a few pixels (a 3-frame window); or, more easily but requiring slightly more energy, by aiming down and sparking at the maximum height (which will result in clipping through the platform at the top-right of the room if the spark is not interrupted by running low on energy before that point).

Requires:

{
  "notable": "Behemoth Shinespark"
}
"Morph"
{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "HiJump"
        },
        {
          "shinespark": {
            "frames": 127,
            "excessFrames": 124
          }
        }
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 130,
            "excessFrames": 129
          }
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canInsaneJump",
        {
          "shinespark": {
            "frames": 126,
            "excessFrames": 124
          }
        }
      ]
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        },
        "canTrickyUseFrozenEnemies",
        "h_ZebesIsAwake"
      ]
    }
  ]
}
{
  "or": [
    "h_ClimbWithoutLava",
    "h_lavaProof",
    {
      "obstaclesNotCleared": [
        "B"
      ]
    }
  ]
}

Dev note: For the frozen pirate strat, it is assumed that Samus can farm the energy after the spark, resulting in no damaging shinespark frames. FIXME: It is still possible to set up a frozen pirate, even when shinecharging on the floor.

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

Kill all three Boyons for energy, or Crystal Flash. If you need to freeze Boyons for extra runway, disable Ice Beam to force them to unfreeze so you can interrupt spark. If you end up killing all four Boyons, you can also dip in the acid for the spark interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "enemyKill": {
            "enemies": [
              [
                "Boyon",
                "Boyon",
                "Boyon"
              ]
            ],
            "excludedWeapons": [
              "PseudoScrew"
            ]
          }
        },
        {
          "or": [
            {
              "and": [
                "canBePatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                }
              ]
            },
            {
              "and": [
                "canBeExtremelyPatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 25,
        "openEnd": 0
      }
    },
    {
      "and": [
        "canTrivialUseFrozenEnemies",
        {
          "canShineCharge": {
            "usedTiles": 31,
            "openEnd": 0
          }
        },
        {
          "disableEquipment": "Ice"
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

There are many mellows for farming. Leave one alive to spark interrupt. If entry energy is poor, damage down to 29 energy before farming to activate health bias, then quickly kill many Mellows with Plasma Beam or Power Bombs before collecting their drops.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceAvailable": [
                    {
                      "type": "RegularEnergy",
                      "count": 19
                    }
                  ]
                },
                {
                  "disableEquipment": "ETank"
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "RegularEnergy",
                      "count": 0
                    }
                  ]
                },
                "canRiskPermanentLossOfAccess",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 37,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Dev note: FIXME: Other weapon options for fast Mellow farming while abusing healthbomb state. Needs to be fast to not risk drops timing out.

From: 2
Right Door
To: 2
Right Door

There are many mellows for farming. Leave one alive to spark interrupt. If entry energy is poor, damage down to 29 energy before farming to activate health bias, then quickly kill many Mellows with Plasma Beam or Power Bombs before collecting their drops.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_ZebesSetAblaze"
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceAvailable": [
                    {
                      "type": "RegularEnergy",
                      "count": 99
                    }
                  ]
                },
                {
                  "disableEquipment": "ETank"
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceAvailable": [
                    {
                      "type": "RegularEnergy",
                      "count": 19
                    }
                  ]
                },
                {
                  "or": [
                    "Plasma",
                    "h_usePowerBomb"
                  ]
                },
                {
                  "disableEquipment": "ETank"
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "RegularEnergy",
                      "count": 0
                    }
                  ]
                },
                "canRiskPermanentLossOfAccess",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 37,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Dev note: FIXME: Other weapon options for fast Mellow farming while abusing healthbomb state. Needs to be fast to not risk drops timing out.

From: 8
Central Junction
To: 8
Central Junction

Farm Geemers and Skree for energy or else Crystal Flash. The bomb wall respawns so Crystal Flash can't be used to clear it. Shinecharge and get interrupted by the Ripper by the save room door, or leave a Geemer alive.

Requires:

"h_ZebesIsAwake"
{
  "not": "f_ZebesSetAblaze"
}
{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 100
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 25,
    "steepUpTiles": 3,
    "steepDownTiles": 3,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

From: 1
Left Door
To: 1
Left Door

Clear the bomb barriers and farm two Wavers. The two side wavers are local and easier to position for the R-Mode Spark Interrupt. It can help to pause abuse in the acid either to damage down or as part of the R-Mode Spark Interrupt. If grabbed by a Yapping Maw during a Shinespark, keep at least any button held to prevent a crash.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canTrickyJump"
"canDodgeWhileShooting"
{
  "or": [
    "ScrewAttack",
    "h_useMorphBombs",
    {
      "and": [
        "Morph",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 3
              }
            },
            {
              "and": [
                "h_CrystalFlash",
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 2
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "resourceAvailable": [
        {
          "type": "ReserveEnergy",
          "count": 1
        }
      ]
    },
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 18,
        "steepUpTiles": 2,
        "steepDownTiles": 1,
        "startingDownTiles": 0,
        "openEnd": 1
      }
    },
    {
      "and": [
        {
          "or": [
            "canUseFrozenEnemies",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 21,
            "steepUpTiles": 2,
            "steepDownTiles": 2,
            "startingDownTiles": 1,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canRModeSparkInterrupt"
      ]
    },
    "canRModePauseAbuseSparkInterrupt"
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

Clear the bomb barriers and farm two Wavers. The two side wavers are local and easier to position for the R-Mode Spark Interrupt. It can help to pause abuse in the acid either to damage down or as part of the R-Mode Spark Interrupt. If grabbed by a Yapping Maw during a Shinespark, keep at least any button held to prevent a crash.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canTrickyJump"
"canDodgeWhileShooting"
{
  "or": [
    "ScrewAttack",
    "h_useMorphBombs",
    {
      "and": [
        "Morph",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 3
              }
            },
            {
              "and": [
                "h_CrystalFlash",
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 2
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "resourceAvailable": [
        {
          "type": "ReserveEnergy",
          "count": 1
        }
      ]
    },
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 18,
        "steepUpTiles": 2,
        "steepDownTiles": 1,
        "startingDownTiles": 0,
        "openEnd": 1
      }
    },
    {
      "and": [
        {
          "or": [
            "canUseFrozenEnemies",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 21,
            "steepUpTiles": 2,
            "steepDownTiles": 2,
            "startingDownTiles": 1,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canRModeSparkInterrupt"
      ]
    },
    "canRModePauseAbuseSparkInterrupt"
  ]
}

Clears obstacles: A

From: 1
Top Right Door
To: 4
Bottom Right Door

Farm four of the pirates for drops. If you have full power bombs and can do so without using one you can also kill two Beetoms for guaranteed two small energy drops. Keep the bottom pirate alive: stun it with a Power Beam shot or i-frame past it. Once you have the reserves, perform a 1-screen shortcharge between the bottom doors, then hop back up to the bottom pirate's ledge and get shot at.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Morph"
"canUseIFrames"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "enemyKill": {
                    "enemies": [
                      [
                        "Green Space Pirate (standing)",
                        "Green Space Pirate (standing)"
                      ],
                      [
                        "Green Space Pirate (standing)",
                        "Green Space Pirate (standing)"
                      ]
                    ],
                    "excludedWeapons": [
                      "Missile"
                    ]
                  }
                },
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Missile",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "enemyKill": {
                    "enemies": [
                      [
                        "Beetom",
                        "Beetom"
                      ]
                    ],
                    "excludedWeapons": [
                      "PowerBomb"
                    ]
                  }
                },
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "PowerBomb",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 10
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "doorUnlockedAtNode": 3
            },
            {
              "doorUnlockedAtNode": 4
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 3
        },
        {
          "doorUnlockedAtNode": 4
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":4,"types":["ammo"],"requires":[]}
From: 2
Middle Right Door
To: 4
Bottom Right Door

Farm four of the pirates for drops, leaving the bottom pirate alive. Stun it with a Power Beam shot or i-frame past it. Perform a 1-screen shortcharge between the bottom doors, then hop back up to the bottom pirate's ledge and get shot at.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canUseIFrames"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ],
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ],
            "excludedWeapons": [
              "Missile"
            ]
          }
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "doorUnlockedAtNode": 3
            },
            {
              "doorUnlockedAtNode": 4
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 3
        },
        {
          "doorUnlockedAtNode": 4
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":4,"types":["ammo"],"requires":[]}
From: 3
Bottom Left Door
To: 4
Bottom Right Door

Stun the bottom pirate with a Power Beam shot, or i-frame past it. Farm the four pirates above for drops, then get back through the bottom pirate. Stun it with a Power Beam shot or i-frame past it a second time. Perform a 1-screen shortcharge between the bottom doors, then hop back up to the bottom pirate's ledge and get shot at.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canUseIFrames"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Green Space Pirate (standing)",
            "type": "contact",
            "hits": 1
          }
        },
        "h_RModeCanRefillReserves",
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ],
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ],
            "excludedWeapons": [
              "Missile"
            ]
          }
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "doorUnlockedAtNode": 3
            },
            {
              "doorUnlockedAtNode": 4
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 3
        },
        {
          "doorUnlockedAtNode": 4
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":4,"types":["ammo"],"requires":[]}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Stun the bottom pirate with a Power Beam shot, or i-frame past it. Farm the four pirates above for drops, then get back through the bottom pirate. Stun it with a Power Beam shot or i-frame past it a second time. Perform a 1-screen shortcharge between the bottom doors, then hop back up to the bottom pirate's ledge and get shot at.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canUseIFrames"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Green Space Pirate (standing)",
            "type": "contact",
            "hits": 1
          }
        },
        "h_RModeCanRefillReserves",
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ],
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ],
            "excludedWeapons": [
              "Missile"
            ]
          }
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "doorUnlockedAtNode": 3
            },
            {
              "doorUnlockedAtNode": 4
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 3
        },
        {
          "doorUnlockedAtNode": 4
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":3,"types":["ammo"],"requires":[]}
{"nodeId":4,"types":["ammo"],"requires":[]}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    {
      "and": [
        "h_CrystalFlash",
        "canBeVeryPatient"
      ]
    },
    {
      "disableEquipment": "ETank"
    }
  ]
}
"h_shinechargeMaxRunway"
"h_RModeKnockbackSpark"
From: 1
Left Door
To: 1
Left Door

The Kagos can provide a lot of energy. Run across the room and then jump into the Gray Geemer's path to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "or": [
            {
              "and": [
                {
                  "resourceAvailable": [
                    {
                      "type": "RegularEnergy",
                      "count": 4
                    }
                  ]
                },
                {
                  "disableEquipment": "ETank"
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 200
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "RegularEnergy",
                      "count": 0
                    }
                  ]
                },
                "canRiskPermanentLossOfAccess",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 200
                  }
                }
              ]
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 1
Left Door

The Kagos can provide a lot of energy. Run across the room and then jump into the Gray Geemer's path to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "or": [
            {
              "and": [
                {
                  "resourceAvailable": [
                    {
                      "type": "RegularEnergy",
                      "count": 4
                    }
                  ]
                },
                {
                  "disableEquipment": "ETank"
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 200
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "RegularEnergy",
                      "count": 0
                    }
                  ]
                },
                "canRiskPermanentLossOfAccess",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 200
                  }
                }
              ]
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    {
      "and": [
        "h_CrystalFlash",
        "canBeVeryPatient"
      ]
    },
    {
      "disableEquipment": "ETank"
    }
  ]
}
"h_shinechargeMaxRunway"
"h_RModeKnockbackSpark"
From: 2
Elevator
To: 2
Elevator

In order to align and place a Power Bomb at the correct pixel, perform a suitless stationary spin jump and hit the ceiling before starting to morph.

Requires:

{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canDisableEquipment",
        "canStationarySpinJump"
      ]
    }
  ]
}
"h_elevatorCrystalFlash"

Exit condition:

{
  "leaveNormally": {}
}
From: 1
Left Door
To: 1
Left Door

Farm the geemers, then use a Waver to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 10
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 2
Right Door

Farm the geemers, then use a Waver to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 10
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 1
Top Door
To: 2
Left Door

Seven Scisers can be farmed. Use the 8th (a bottom left one) to interrupt spark. Leave the slower, local Sciser alive to use for the Shinespark interrupt. Position it in the ceiling cubby hole to safely perform the Shinecharge and jump into the Sciser as it walks back down.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "no"
}

Requires:

"Morph"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "PowerBomb",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "PowerBomb",
                      "count": 6
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 20,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 2
Left Door
To: 2
Left Door

Six Scisers can be farmed from the left side without needing Morph. Leave the slower, local Sciser alive to use for the Shinespark interrupt. Position it in the ceiling cubby hole to safely perform the Shinecharge and jump into the Sciser as it walks back down.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "PowerBomb",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "PowerBomb",
                      "count": 6
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 20,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 1
Left Door
To: 2
Right Door

Farm two Scisers in the bottom section (manipulate camera to see where they are) and left Kihunter. Shinecharge and get interrupted by the right Kihunter.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "canCameraManip",
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 33,
    "steepUpTiles": 2,
    "steepDownTiles": 5,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 2
Right Door

Farm two Scisers in the bottom section (manipulate camera to see where they are) and left Kihunter. Shinecharge and get interrupted by the right Kihunter.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "canCameraManip",
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 33,
    "steepUpTiles": 2,
    "steepDownTiles": 5,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 3
Bottom Door
To: 2
Right Door

Farm two Scisers in the bottom section and left Kihunter. Shinecharge and get interrupted by the right Kihunter.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 33,
    "steepUpTiles": 2,
    "steepDownTiles": 5,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 1
Left Door
To: 1
Left Door

Farm the Choots for energy. Shinecharge on the left side and get interrupted by the Skultera.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
"canDodgeWhileShooting"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 20,
    "steepUpTiles": 4,
    "steepDownTiles": 2,
    "startingDownTiles": 1,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 1
Left Door
To: 2
Right Door

Run for 7 tiles for enough speed to Spring Ball from the submerged platform up to the platform enemy, above the water. Turning on Speed Booster midjump, after running 7+ tiles, will automatically hit the run speed requirement. It is not necessary to enter the water to clear the rightmost Choot.

Requires:

"canTrickyJump"
{
  "or": [
    {
      "disableEquipment": "SpeedBooster"
    },
    "canTrickyDashJump"
  ]
}
"canSpeedyJump"
"canSpringBallBounce"
"canMockball"
"SpaceJump"
From: 2
Right Door
To: 1
Left Door

Farm the Choots for energy. Shinecharge on the left side and get interrupted by the Skultera.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 20,
    "steepUpTiles": 4,
    "steepDownTiles": 2,
    "startingDownTiles": 1,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 1
Left Door
To: 2
Right Door

Stand on the farthest pixel into the door possible using moonwalk, X-Ray, or morphball turn around. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side.

This requires running and jumping on the last possible frame before Samus would run off into the water. There is either a 1-frame or 2-frame window for the wall jump, depending on Samus' X subpixel position. To get a 2-frame window, Samus must start in the leftmost 75% of the pixel next to the transition. One method to guarantee that Samus gets a good subpixel is to jump and press against the overhang to align with it, then land, turn around, and moonwalk back into position.

Requires:

{
  "or": [
    {
      "notable": "First-Try CWJ"
    },
    {
      "and": [
        "h_bombThings",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
"canCWJ"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}
{
  "doorUnlockedAtNode": 1
}
"h_backIntoCorner"

Collects items: 3

From: 1
Left Door
To: 2
Right Door

Align against the closed door shell on the other side of the transition. Run towards the water and jump on the last possible frame. Perform the CWJ off of the item pedestal to cross to the other side.

This requires running and jumping on the last possible frame before Samus would run off into the water. If the setup is done correctly, there will then be a 2-frame window for the wall jump.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 1.4
  }
}

Requires:

{
  "or": [
    {
      "notable": "First-Try CWJ"
    },
    {
      "and": [
        "h_bombThings",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
"canCWJ"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}

Collects items: 3

From: 1
Left Door
To: 2
Right Door

Open the door and step as close to the transition as possible. Run, jump, lateral midair morph on the way down, then bounce off the pedestal to get to the other side.

Requires:

"canSpringBallBounce"
"canDisableEquipment"
{
  "doorUnlockedAtNode": 1
}
{
  "or": [
    "canTrickyJump",
    "h_useMorphBombs"
  ]
}

Collects items: 3

From: 1
Left Door
To: 2
Right Door

Run, jump, lateral midair morph on the way down, then bounce off the pedestal to get to the other side.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"canSpringBallBounce"
"canDisableEquipment"
{
  "or": [
    "canTrickyJump",
    "h_useMorphBombs"
  ]
}

Collects items: 3

Base (Medium)
The Moat
From: 1
Left Door
To: 3
Item

This jump is much easier without HiJump or Speedbooster equipped.

Requires:

"canDash"
"canDisableEquipment"

Collects items: 3

From: 2
Right Door
To: 3
Item

Execution of this strat is non-trivial, and failing will lead to falling into the pit. Depending on item loadout, that could be a softlock.

Requires:

"canDash"
"canDisableEquipment"
"canCarefulJump"
{
  "or": [
    {
      "doorUnlockedAtNode": 2
    },
    "canTrickyJump",
    "canLateralMidAirMorph",
    "h_speedDash"
  ]
}

Collects items: 3

Dev note: Could use a failure definition?

From: 2
Right Door
To: 3
Item

Execution of this strat is non-trivial, and failing will lead to falling into the pit. Depending on item loadout, that could be a softlock.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": "any",
    "minTiles": 2
  }
}

Requires:

"canDisableEquipment"
"canCarefulJump"

Collects items: 3

From: 13
Bottom Junction
To: 13
Bottom Junction

If you come from the upper section, use the Zeb Farm to fill up. Otherwise you have one Skultera or the Ripper 2 availble for reserve farming, or else Crystal Flash. Run underwater for the shinecharge and jump into the second Skultera's path to interrupt.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "or": [
    {
      "resourceMissingAtMost": [
        {
          "type": "ReserveEnergy",
          "count": 0
        }
      ]
    },
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                "canBePatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "or": [
                    "canBeExtremelyPatient",
                    {
                      "and": [
                        {
                          "enemyKill": {
                            "enemies": [
                              [
                                "Ripper 2 (green)"
                              ]
                            ],
                            "excludedWeapons": [
                              "Super"
                            ]
                          }
                        },
                        {
                          "resourceMissingAtMost": [
                            {
                              "type": "Super",
                              "count": 0
                            }
                          ]
                        }
                      ]
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"Gravity"
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

Dev note: FIXME: Needs to track kill of the Ripper 2 in case this makes door #4 inaccessible.

From: 1
Left Door
To: 1
Left Door

Crystal Flash required. Must have no E-Tanks (disable or don't collect). Disable suits and use two boulders to damage down. Shinecharge and spark quickly under the rightmost boulder to get the interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "disableEquipment": "ETank"
}
"h_CrystalFlash"
{
  "disableEquipment": "Varia"
}
{
  "disableEquipment": "Gravity"
}
{
  "canShineCharge": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 30,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Dev note: Kill the Geemers for Reserves, or else Crystal Flash. Damage down and use the Reo to interrupt a shinespark wind-up.

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

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "Morph",
        "h_destroyBombWalls",
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 30,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A, B

Dev note: Kill the Geemers for Reserves, or else Crystal Flash. Damage down and use the Reo to interrupt a shinespark wind-up.

From: 1
Left Door
To: 1
Left Door

Due to R-Mode Entry, getting hit by the Sidehopper can only be avoided by a quick Screw Attack after releasing the X-Ray Scope. You can attempt to farm the two ground Sidehoppers for Reserve Energy. Otherwise, you must use a Crystal Flash. Leave the ceiling Sidehopper alive to clear the runway for a shortcharge. Initiate the shinespark in midair so that Samus is in the path to be hit.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "ScrewAttack",
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Sidehopper",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "enemyKill": {
            "enemies": [
              [
                "Sidehopper",
                "Sidehopper"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super",
              "PowerBomb",
              "Plasma"
            ]
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                },
                "canBePatient"
              ]
            },
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                },
                "canBeExtremelyPatient"
              ]
            }
          ]
        }
      ]
    }
  ]
}
"canTrickyDodgeEnemies"
"canShinechargeMovementComplex"
{
  "canShineCharge": {
    "usedTiles": 25,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: C

Dev note: FIXME: More equipment combinations can work.

From: 3
Right Door
To: 1
Left Door

The hoppers have a poor energy drop rate. The rightmost two can be killed easily for two chances at a drop, otherwise a Crystal Flash must be used to get reserves.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_usePowerBomb",
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 1
          }
        },
        {
          "or": [
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                },
                "canBePatient"
              ]
            },
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                },
                "canBeVeryPatient"
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        {
          "getBlueSpeed": {
            "usedTiles": 21,
            "openEnd": 1
          }
        },
        "canSpeedball"
      ]
    },
    "h_bombThings"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 21,
    "openEnd": 1
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A, B, C

From: 1
Left Door
To: 2
Right Door

Kill Zeela for reserves or Crystal Flash. Lead one Zeela above the runway and perform Spark Interrupt. Crystal Flash can be used to clear the bomb blocks for access to the runway.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Morph"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_bombThings",
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 17,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Kill Zeela for reserves or Crystal Flash. Lead one Zeela above the runway and perform Spark Interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 17,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 2
Right Door

Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Space Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 4
Top Left Item

Use the runway on the upper screen. There are many enemies up there to clear out of the way and will helpfully provide Reserves. Or else Crystal Flash. Leave one waver or small hopper alive. You can farm the rest for drops.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "h_crouchJumpDownGrab"
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 1
          }
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 25,
    "openEnd": 1
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Farm Firefleas for Reserves or else Crystal Flash. Damage down on the thorns (6 hits suitless). Get shinecharge on the top-right ledge and use the last fireflea to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 16,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 2
        },
        {
          "canShineCharge": {
            "usedTiles": 17,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "partialRefill": {
    "type": "RegularEnergy",
    "limit": 21
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}

Dev note: FIXME: The last fireflea self-destructs and will drop a Large Energy right on top of Samus if full on PBs.

From: 2
Right Door
To: 1
Left Door

Farm Firefleas for Reserves or else Crystal Flash. Damage down on the thorns (6 hits suitless). Get shinecharge on the top-right ledge and use the last fireflea to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 16,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 2
        },
        {
          "canShineCharge": {
            "usedTiles": 17,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "partialRefill": {
    "type": "RegularEnergy",
    "limit": 21
  }
}
"canRModeSparkInterrupt"

Unlocks doors:

{"nodeId":2,"types":["ammo"],"requires":[]}

Dev note: FIXME: The last fireflea self-destructs and will drop a Large Energy right on top of Samus if full on PBs.

From: 12
Above Power Bomb Blocks - Main Junction
To: 12
Above Power Bomb Blocks - Main Junction

Enter R-Mode using any door. Crystal Flash (away from the Power Bomb blocks!) or farm the upper section enemies, except for one. Tight 1-screen shortcharge between the bottom doors. Both shells need to be opened. If R-Mode is entered below the Power Bomb blocks, you'll need to use a clip to get to the upper section without destroying the barrier.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "or": [
            {
              "resourceAvailable": [
                {
                  "type": "Energy",
                  "count": 85
                }
              ]
            },
            {
              "and": [
                {
                  "enemyKill": {
                    "enemies": [
                      [
                        "Ripper 2 (red)"
                      ],
                      [
                        "Ripper 2 (red)"
                      ]
                    ],
                    "excludedWeapons": [
                      "Super"
                    ]
                  }
                },
                {
                  "resourceAvailable": [
                    {
                      "type": "Energy",
                      "count": 40
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 1
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 12,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 6
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 0
          }
        }
      ]
    },
    {
      "and": [
        {
          "doorUnlockedAtNode": 5
        },
        {
          "doorUnlockedAtNode": 6
        },
        {
          "canShineCharge": {
            "usedTiles": 14,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

Unlocks doors:

{"nodeId":5,"types":["ammo"],"requires":[]}
{"nodeId":6,"types":["ammo"],"requires":[]}
From: 12
Above Power Bomb Blocks - Main Junction
To: 13
Below Power Bomb Blocks - Main Junction

Freeze two Zeelas to perform an 'Enemy Stuck Moonfall' in order to clip through the Power Bomb blocks. Position one Zeela upside down on a ceiling, and another below it on the ground. The global Zeela paired with either the lowest Zeela, or the other perimeter Zeela can be used, but freezing them together is the hardest part. Freezing one and then unequipping Ice Beam to dispel the ice effect or manipulating the camera can be used to synchronize them. If the moonfall is initiated immediately after freezing both enemies, it is possible to gain enough speed to automatically clip through the enemy and the floor; in this case, hold an angle button to buffer a pose change. Alternatively, and more easily, when one of the enemies is about to thaw, hold backward in order to move forward and fall off the enemy with a buffered turnaround, which will clip through the floor without needing as much fall speed. From directly on top of the Power Bomb blocks, no pose change is needed. Two Super Missiles can speed up the Zeela setup greatly by knocking them off of the wall.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canDisableEquipment",
    "canCameraManip"
  ]
}
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    }
  ]
}
From: 13
Below Power Bomb Blocks - Main Junction
To: 9
Right Etecoon Shaft - Top Left Door

Enter R-Mode using any door. Crystal Flash or farm the upper section enemies. Use 'Bottom Ice Clip' strat to regain access to the Etecoons Shaft, then wait on top of the crumble block to get the Zeela to follow you in. Shinecharge on top of the Etecoon Shaft and get hit by the Zeela to interrupt.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "notable": "Bottom Ice Clip"
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "obstaclesCleared": [
            "A"
          ]
        },
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_bombThings"
"h_additionalBomb"
"canTrickyJump"
"h_XRayMorphIceClip"
{
  "or": [
    "h_useSpringBall",
    {
      "and": [
        "can4HighMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}
"canBeVeryPatient"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 17,
        "openEnd": 1
      }
    },
    {
      "and": [
        "h_frozenEnemyRunway",
        {
          "canShineCharge": {
            "usedTiles": 18,
            "openEnd": 1
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

From: 1
Left Door
To: 1
Left Door

Farm Zeelas and two Cacatacs or else Crystal Flash for Reserves. Cacatac projectile can provide spark interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 1
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 2
Right Door
To: 2
Right Door

Farm Zeelas and two Cacatacs or else Crystal Flash for Reserves. Cacatac projectile can provide spark interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 1
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"
From: 1
Left Door
To: 1
Left Door

Maximum two Kihunters can be killed for energy, and their drop rate is poor. Otherwise, Crystal Flash. Turn off extra beams and shoot off the remaining Kihunter's wings to help trap it against the side, giving free access to the runway.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                },
                "canBeVeryPatient"
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 5
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 2
Top Right Door
To: 2
Top Right Door

Maximum two Kihunters can be killed for energy, and their drop rate is poor. Otherwise, Crystal Flash. Turn off extra beams and shoot off the remaining Kihunter's wings to help trap it against the side, giving free access to the runway.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                },
                "canBeVeryPatient"
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 5
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
From: 13
Central Junction
To: 5
Left Side - Door Blocked by Crumble Blocks

Freeze the Zeb low in the pipe. Crouch and shoot works for that, or shooting as Samus is approaching it. Jump on the left side of the pipe and walk right until you get blocked by the frozen Zeb. Start the ice SBA facing right. The bottom particle will instantly kill the Zeb. Turn around towards the left. At the right moment, jump to prevent the tail particle of the clockwise rotation to freeze the Zeb inside the pipe. As Samus starts falling down again, push left to freeze the rising Zeb with the leading particle of the rotation. While preserving the remaining 2 particles, spinjump over the frozen Zeb to quickly get to the floor above Samus. Run left until Samus hits the wall. While in the standing pose and holding jump, press right to do a buffered turnaround spinjump. Holding L+R during the jump can help to stop at the correct position after landing. Wait until one of the remaining particles flies off and freezes the Zeb at the correct height. Move towards the right side of the floor below the Zeb pipe. While running left, un- and then re-equip ice to synchronize with the Zeb. At the left side, jump up and shoot up to freeze the Zeb one last time, then walljump up and do the clip. Note: If the Zeb drops something, the frozen position at the end will be 1 pixel lower. This doesn't matter, both pixels work.

Requires:

{
  "notable": "Zeb Ice Clip"
}
"canSpecialBeamAttack"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
"canTrickyWalljump"
"h_preciseIceClip"
{
  "disableEquipment": "Ice"
}

Dev note: Disabling Ice is not a hard requirement, some other timing method could be used.

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

Farm the Zeelas and Reos or else Crystal Flash. Carry the charge to the Metarees, or leave 1 Reo or Zeela alive, for the interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: A

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

Break exactly the lower-middle-right and top-right Bomb Blocks, leaving the upper-middle-right and bottommost Blocks intact. Clear all enemies before starting. Unmorph while on the top block to begin the Moondance. Exactly 145 moonfalls after clipping into the bottom block (321 total), wiggle out to the left. The next moonfall will clip Samus down two tiles. Re-enable Screw Attack and moonfall to break the right side blocks, then use Grapple again to become unstuck. Finally, moonfall through the Speed Blocks to clip down to the Dachora.

Requires:

{
  "notable": "Blockade Extended Moondance"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_useMorphBombs"
"ScrewAttack"
"canExtendedMoondance"
"canDisableEquipment"
From: 1
Top Left Door
To: 3
Right Door

Break exactly the lower-middle-right and top-right Bomb Blocks, leaving the upper-middle-right and bottommost Blocks intact. Clear all enemies before starting. Unmorph while on the top block to begin the Moondance. Exactly 145 moonfalls after clipping into the bottom block (321 total), wiggle out to the left. The next moonfall will clip Samus down two tiles. Finally use Screw Attack or SpeedBooster to break the Bomb blocks and reach the right side door.

Requires:

{
  "notable": "Blockade Extended Moondance"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_useMorphBombs"
{
  "or": [
    "h_getBlueSpeedMaxRunway",
    {
      "and": [
        "ScrewAttack",
        "canDisableEquipment"
      ]
    }
  ]
}
"canExtendedMoondance"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Unlocks doors:

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

Shinespark to the upper section, then quick run through the bomb blocks to get to the Zeelas and Reos. Farm for reserves or Crystal Flash, then get the shinecharge and use any remaining enemy to interrupt. Te Metarees are still available if you don't go too far right during the setup.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    "free"
  ]
}
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canMidairShinespark",
        "canSpeedyJump",
        {
          "shinespark": {
            "frames": 85,
            "excessFrames": 3
          }
        }
      ]
    },
    {
      "and": [
        "canFastWalljumpClimb",
        "canMidairShinespark",
        {
          "or": [
            {
              "and": [
                "HiJump",
                {
                  "shinespark": {
                    "frames": 67,
                    "excessFrames": 3
                  }
                }
              ]
            },
            {
              "shinespark": {
                "frames": 73,
                "excessFrames": 3
              }
            }
          ]
        }
      ]
    },
    {
      "shinespark": {
        "frames": 110,
        "excessFrames": 3
      }
    }
  ]
}
{
  "or": [
    {
      "resourceAvailable": [
        {
          "type": "ReserveEnergy",
          "count": 1
        }
      ]
    },
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: A

Dev note: With Disable E-Tanks or Energy-Free Shinesparks, the Reo/Zeela farm remains viable. Without either QoL option, however, the Crystal Flash will be expected (not enough enemies with good drops to guarantee a full e-tank's worth). When using disable E-Tanks the player must be able to disable to 99 *after* the shinespark.

From: 3
Right Door
To: 1
Top Left Door

Crystal Flash after getting past the Metarees, or else run through the bomb wall and farm Reos and Zeelas. Leave one Reo or Zeela alive. Build a Shinespark then get hit by the remaining enemy to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 20
          }
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: A

Kill both Sidehoppers for energy, or else Crystal Flash (kill both Sidehoppers anyway so you have the runway free). Use the spikes for pause-abuse interrupt.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                "canBePatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                }
              ]
            },
            {
              "and": [
                "canBeExtremelyPatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 16,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canUseIFrames",
        {
          "canShineCharge": {
            "usedTiles": 23,
            "openEnd": 0
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
"canRModePauseAbuseSparkInterrupt"

Resets obstacles: R-Mode

Kill the hoppers. Use Spike X-Mode to gain shine charge, then use manual reserve and pause abuse on the spikes to interrupt the shinespark.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "and": [
                "canBePatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 5
                  }
                }
              ]
            },
            {
              "and": [
                "canBeExtremelyPatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_destroyBombWalls"
"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_shinechargeMaxRunway"
"canBeVeryPatient"
"canPauseAbuse"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode, C

From: 1
Left Door
To: 3
Top Junction

Perform a very precise Spring Ball jump through the transition and onto the Grapple block. A running spin jump or crouch jump can be used.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

"canPrepareForNextRoom"
"canTrickySpringBallJump"
"canTrickyJump"
From: 1
Left Door
To: 3
Top Junction

Jump into the room and spark up onto the grapple block.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 16,
        "excessFrames": 8
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 11,
            "excessFrames": 7
          }
        }
      ]
    }
  ]
}
From: 3
Top Junction
To: 2
Right Door

Requires:

{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    "Grapple",
    {
      "and": [
        "canCarefulJump",
        {
          "disableEquipment": "HiJump"
        }
      ]
    },
    "canTrickyJump"
  ]
}

Dev note: FIXME: There are other ways to avoid turning off HiJump, such as starting below with a Spring Ball jump or IBJ.

From: 1
Right Door
To: 1
Right Door

Gravity Suit can use the main runway, while suitless must use the shelf. The entire setup can be done with just the Zeros if you are patient enough (and/or have Gravity). Gravity (only) can also run through just the first thick portion of the speedway to use the the Skulltera and Puyos.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "partialRefill": {
            "type": "ReserveEnergy",
            "limit": 5
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_shinechargeMaxRunway"
      ]
    },
    {
      "and": [
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                "canSuitlessMaridia",
                {
                  "or": [
                    "canPreciseWalljump",
                    "canBombJumpWaterEscape",
                    {
                      "and": [
                        "h_useSpringBall",
                        "canJumpIntoIBJ"
                      ]
                    },
                    {
                      "and": [
                        "canBePatient",
                        "canTrickyUseFrozenEnemies",
                        {
                          "ammo": {
                            "type": "Super",
                            "count": 1
                          }
                        }
                      ]
                    }
                  ]
                }
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 32,
            "openEnd": 1
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
{
  "partialRefill": {
    "type": "Energy",
    "limit": 25
  }
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Shoot the pirates with Power Beam to prevent their lasers and jump over them. Build up to blue speed to skip past Mini-Kraid's spikes and destroy Mini Kraid which will drop multiple Large Energy. If you're missing some Supers, quickly grab the four supers that drop so that the 5th drop can be Large Energy. Ceiling thorns, lingering Mini-Kraid Spikes, or Pirates can be used at-will to damage down. Go back to the right side, full-speed into a shinecharge, then got shot by a pirate for Spark Interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canCarefulJump",
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super",
              "Plasma"
            ]
          }
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ],
            "excludedWeapons": [
              "Bombs",
              "PowerBomb"
            ]
          }
        }
      ]
    },
    "ScrewAttack"
  ]
}
{
  "or": [
    {
      "getBlueSpeed": {
        "usedTiles": 29,
        "openEnd": 2
      }
    },
    "ScrewAttack",
    {
      "and": [
        {
          "or": [
            "canDodgeWhileShooting",
            {
              "enemyDamage": {
                "enemy": "Mini-Kraid",
                "type": "spike",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Mini-Kraid"
                  ]
                ],
                "excludedWeapons": [
                  "PowerBeam",
                  "Ice",
                  "Wave",
                  "Spazer",
                  "Bombs",
                  "Charge"
                ]
              }
            },
            {
              "and": [
                {
                  "enemyKill": {
                    "enemies": [
                      [
                        "Mini-Kraid"
                      ]
                    ]
                  }
                },
                {
                  "enemyDamage": {
                    "enemy": "Mini-Kraid",
                    "type": "spike",
                    "hits": 3
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 4
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A, door_1

From: 2
Right Door
To: 1
Left Door

Kill Mini-Kraid after entry which will drop multiple Large Energy. If you're missing some Supers, quickly grab the four supers that drop so that the 5th drop can be Large Energy. Ceiling thorns, lingering Mini-Kraid Spikes, or Pirates can be used at-will to damage down. Go back to the right side, full-speed into a shinecharge, then got shot by a pirate for Spark Interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Mini-Kraid"
          ]
        ],
        "excludedWeapons": [
          "PowerBeam",
          "Ice",
          "Wave",
          "Spazer",
          "Bombs",
          "Charge"
        ]
      }
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Mini-Kraid"
              ]
            ]
          }
        },
        {
          "or": [
            "canDodgeWhileShooting",
            {
              "enemyDamage": {
                "enemy": "Mini-Kraid",
                "type": "stone",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 100
                  }
                }
              ]
            },
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 4
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: A, door_2

Force Kraid to stand up and farm his nails for energy, then perform a Spike X-Mode on the thorns to get shinecharge. Get interrupted by Kraid for blue suit. You will be forced to defeat Kraid afterward.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_DefeatedKraid"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "canBeVeryPatient",
    {
      "disableEquipment": "ETank"
    }
  ]
}
{
  "refill": [
    "Energy"
  ]
}
{
  "or": [
    "Charge",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "canCarefulJump",
            "h_crouchJumpDownGrab"
          ]
        }
      ]
    }
  ]
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: f_DefeatedKraid, door_1

Sets flags: f_DefeatedKraid

You can crystal flash for early setup, then bounce between thorns and Kraid to setup. Alternatively, force Kraid to stand up and farm his nails for energy. Then perform a Spike X-Mode on the thorns to get shinecharge. Get interrupted by Kraid for blue suit. After gaining blue suit you can proceed to defeat Kraid.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "not": "f_DefeatedKraid"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    {
      "thornHits": 1
    },
    {
      "and": [
        {
          "or": [
            "canPrepareForNextRoom",
            "h_KraidCameraFix"
          ]
        },
        "SpaceJump"
      ]
    }
  ]
}
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        {
          "or": [
            "canBeVeryPatient",
            {
              "disableEquipment": "ETank"
            }
          ]
        },
        {
          "refill": [
            "Energy"
          ]
        },
        {
          "or": [
            "Charge",
            {
              "ammo": {
                "type": "Missile",
                "count": 2
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "canCarefulJump",
            "h_crouchJumpDownGrab"
          ]
        }
      ]
    }
  ]
}
"canXMode"
"h_XModeThornHit"
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: f_DefeatedKraid, door_2

Sets flags: f_DefeatedKraid

From: 4
Junction (Right Pit)
To: 3
Right Door

It's much easier without Speedbooster equipped.

Requires:

"canPreciseWalljump"
{
  "disableEquipment": "SpeedBooster"
}

Dev note: With Speedbooster and without canDisableEquipment, the player would use the canTrickyDashJump strat.

From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 2.4375
  }
}

Requires:

"canTrickyJump"
"canConsecutiveWalljump"
"canPreciseWalljump"
{
  "or": [
    "canTrickyWalljump",
    "ScrewAttack",
    "canWalljumpWithCharge",
    {
      "and": [
        "canWallJumpInstantMorph",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "type": "spike",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Left Side - Top Middle Door
To: 7
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCarefulJump"
"canConsecutiveWalljump"
{
  "or": [
    "canTrickyWalljump",
    "ScrewAttack",
    "canWalljumpWithCharge",
    {
      "and": [
        "canWallJumpInstantMorph",
        {
          "enemyDamage": {
            "enemy": "Cacatac",
            "type": "spike",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 5
Bottom Right Junction

Normalized movement through the room can be used to manipulate the Sm. Dessgeegas and do this strat reliably without heat protection. The following is one way to do this; other approaches may also be possible. Before entering the room, damage down to between 127 and 159 energy, and unequip Speed Booster if it is collected. Position one pixel away from the door in the previous room. Hold angle-down (and optionally dash), enter the door transition, then hold shot while continuing to hold forward, angle-down, and dash. The shot block will be destroyed by the buffered shot. Continue holding right and dash to run under both Sm. Dessgeegas. After running under the second one, stop for a moment to prevent it from scrolling off camera. Morph, roll all the way against the right wall and quickly lay a Power Bomb. Move slightly to the left to avoid being bounced by the Power Bomb explosion. As the Sm. Dessgeega approaches, roll under it to the left to avoid being hit. Roll back to the right to collect its Power Bomb drop (which should be a ground level) and return to where the Power Bomb was laid, in time to perform the Crystal Flash inputs.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 0,
    "maxTiles": 0.0625
  }
}

Requires:

{
  "notable": "10 Power Bomb Crystal Flash"
}
"canPrepareForNextRoom"
{
  "heatFrames": 570
}
"h_heated10PowerBombCrystalFlash"

Dev note: The heat frames include about a half second of leniency to position in the previous room in case it is also heated. FIXME: Find some way to properly express being above health bomb range, though it shouldn't be a serious problem here. Without heat protection, this is already accounted for by the heatFrames (though this is a bit hacky). With heat protection, it should be possible to farm a bit to get out of health bomb range.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
{
  "or": [
    {
      "lavaFrames": 300
    },
    {
      "and": [
        "SpaceJump",
        {
          "lavaFrames": 260
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "disableEquipment": "SpeedBooster"
}
{
  "lavaFrames": 190
}
"canSuitlessLavaDive"
"canGravityJump"
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "lavaFrames": 20
        },
        {
          "gravitylessLavaFrames": 125
        }
      ]
    },
    {
      "and": [
        "canTrickyWalljump",
        {
          "lavaFrames": 20
        },
        {
          "gravitylessLavaFrames": 230
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: Many strats without Gravity have been skipped for now.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

"Gravity"
"SpaceJump"
{
  "disableEquipment": "SpeedBooster"
}
{
  "lavaFrames": 280
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: GT Max Suitless climb could be added, but is likely not reasonable.

From: 2
Right Door
To: 3
Above Lava Junction

Samus will be slowed by lava if Speed Booster is equipped, even with Gravity.

Requires:

{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"Gravity"
"SpaceJump"
{
  "heatFrames": 340
}
{
  "lavaFrames": 280
}
{
  "or": [
    {
      "disableEquipment": "SpeedBooster"
    },
    {
      "and": [
        {
          "heatFrames": 120
        },
        {
          "lavaFrames": 120
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 3
Above Lava Junction

Use the platform above the third Namihe to run and jump into a diagonal spark.

Requires:

"Gravity"
{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
{
  "disableEquipment": "SpeedBooster"
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 23
  }
}
{
  "heatFrames": 425
}
{
  "lavaFrames": 275
}

Dev note: FIXME: a version with SpeedBooster equipped is possible, with more energy usage.

From: 2
Right Door
To: 4
Lava, Left Wall

Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava and Bounce down to the bottom.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"canCarefulJump"
"canBounceBall"
{
  "heatFrames": 330
}
{
  "lavaFrames": 290
}

Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup.

From: 2
Right Door
To: 5
Lava, Center Namihe

Samus will be slowed by lava if Speed Booster is equipped, even with Gravity.

Requires:

{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"Gravity"
{
  "heatFrames": 250
}
{
  "lavaFrames": 190
}
{
  "or": [
    {
      "disableEquipment": "SpeedBooster"
    },
    {
      "and": [
        {
          "heatFrames": 50
        },
        {
          "lavaFrames": 50
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 5
Lava, Center Namihe

Jump into the door frame so that Samus is falling when entering this room. Morph before reaching the lava, Bounce, and Unmorph shortly after sink slightly before floating down to the stairs.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
"canCarefulJump"
"canBounceBall"
{
  "heatFrames": 230
}
{
  "lavaFrames": 190
}

Dev note: 4 Tile jump entry is the Normalized Kronic Boost room setup.

From: 4
Lava, Left Wall
To: 5
Lava, Center Namihe

Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity.

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "heatFrames": 180
        },
        {
          "lavaFrames": 180
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "disableEquipment": "SpeedBooster"
        },
        {
          "heatFrames": 140
        },
        {
          "lavaFrames": 140
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 210
        },
        {
          "lavaFrames": 210
        }
      ]
    }
  ]
}
From: 5
Lava, Center Namihe
To: 2
Right Door

Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity.

Requires:

"Gravity"
{
  "or": [
    "h_lavaProof",
    "canSuitlessLavaDive"
  ]
}
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "SpeedBooster"
        },
        {
          "heatFrames": 270
        },
        {
          "lavaFrames": 220
        }
      ]
    },
    {
      "and": [
        {
          "disableEquipment": "SpeedBooster"
        },
        "SpaceJump",
        "canCarefulJump",
        {
          "heatFrames": 225
        },
        {
          "lavaFrames": 180
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 330
        },
        {
          "lavaFrames": 300
        }
      ]
    }
  ]
}
From: 5
Lava, Center Namihe
To: 4
Lava, Left Wall

Samus will be slowed by lava if SpeedBooster is equipped, even with Gravity.

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "heatFrames": 195
        },
        {
          "lavaFrames": 195
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "disableEquipment": "SpeedBooster"
        },
        {
          "heatFrames": 150
        },
        {
          "lavaFrames": 150
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 200
        },
        {
          "lavaFrames": 200
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        {
          "lavaFrames": 150
        },
        {
          "spikeHits": 7
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Suitless Damage Boosts"
        },
        {
          "lavaFrames": 80
        },
        {
          "spikeHits": 3
        },
        "canUseIFrames",
        "canHorizontalDamageBoost"
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "disableEquipment": "SpeedBooster"
        },
        {
          "lavaFrames": 100
        },
        {
          "spikeHits": 2
        },
        {
          "or": [
            "canUseIFrames",
            "canHorizontalDamageBoost"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Frozen Maw Platforms"
        },
        "canResetFallSpeed",
        "canTrickyUseFrozenEnemies",
        "canTrickyJump",
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "spikeHits": 2
        },
        {
          "lavaFrames": 15
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"Gravity"
"canCarefulJump"
"canSpringBallBounce"
{
  "spikeHits": 2
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 20
}
From: 1
Left Door
To: 2
Right Door

Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 14
  }
}

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
"canTrickyJump"
{
  "spikeHits": 1
}
{
  "heatFrames": 240
}
{
  "lavaFrames": 10
}
From: 1
Left Door
To: 2
Right Door

Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"HiJump"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
"canTrickyJump"
{
  "spikeHits": 1
}
{
  "heatFrames": 200
}
{
  "lavaFrames": 11
}

Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats.

From: 1
Left Door
To: 2
Right Door

It may help to perform the first jump with HiJump disabled.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCarefulJump"
"HiJump"
{
  "disableEquipment": "HiJump"
}
"canSpringBallBounce"
{
  "spikeHits": 3
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 32
}
From: 1
Left Door
To: 2
Right Door

Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 8
  }
}

Requires:

"canTrickyJump"
"HiJump"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
{
  "spikeHits": 2
}
{
  "heatFrames": 311
}
{
  "lavaFrames": 22
}
From: 1
Left Door
To: 2
Right Door

Speedbooster significantly reduces your jump speed in lava and should be turned off.

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
{
  "heatFrames": 330
}
{
  "lavaFrames": 90
}
{
  "spikeHits": 2
}
{
  "or": [
    "canUseIFrames",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "heatFrames": 50
        }
      ]
    }
  ]
}
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "heatFrames": 20
        },
        {
          "lavaFrames": 20
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        {
          "lavaFrames": 150
        },
        {
          "spikeHits": 7
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Suitless Damage Boosts"
        },
        {
          "lavaFrames": 80
        },
        {
          "spikeHits": 3
        },
        "canUseIFrames",
        "canHorizontalDamageBoost"
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "disableEquipment": "SpeedBooster"
        },
        {
          "lavaFrames": 100
        },
        {
          "spikeHits": 2
        },
        {
          "or": [
            "canUseIFrames",
            "canHorizontalDamageBoost"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Frozen Maw Platforms"
        },
        "canResetFallSpeed",
        "canTrickyUseFrozenEnemies",
        "canTrickyJump",
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "spikeHits": 2
        },
        {
          "lavaFrames": 15
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: Grapple could maybe be used to skip some damage by partially swinging across the room.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"Gravity"
"canSpringBallBounce"
{
  "spikeHits": 2
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 20
}
From: 2
Right Door
To: 1
Left Door

Uses a runway of at least 14 tiles in the adjacent room. Disable SpeedBooster after jumping so that the lava will not take away all of Samus' momentum.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 14
  }
}

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
"canTrickyJump"
{
  "spikeHits": 1
}
{
  "heatFrames": 240
}
{
  "lavaFrames": 10
}
From: 2
Right Door
To: 1
Left Door

Uses a runway of at least 21 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 21
  }
}

Requires:

"HiJump"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
"canTrickyJump"
{
  "spikeHits": 1
}
{
  "heatFrames": 200
}
{
  "lavaFrames": 11
}

Dev note: SpringFling can be used to extend the last SpringBall bounce so that runway can be shortened, but it mostly inflates the number of strats.

From: 2
Right Door
To: 1
Left Door

It may help to perform the first jump with HiJump disabled.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCarefulJump"
"HiJump"
{
  "disableEquipment": "HiJump"
}
"canSpringBallBounce"
{
  "spikeHits": 3
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 32
}
From: 2
Right Door
To: 1
Left Door

Uses a runway of at least 8 tiles in the adjacent room. It will help to perform the first jump with HiJump disabled. Disable SpeedBooster before Samus reaches the lava.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 8
  }
}

Requires:

"canTrickyJump"
"HiJump"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "SpeedBooster"
}
"canSpringBallBounce"
{
  "spikeHits": 2
}
{
  "heatFrames": 311
}
{
  "lavaFrames": 22
}
From: 2
Right Door
To: 1
Left Door

Speedbooster significantly reduces your jump speed in lava and should be turned off.

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
{
  "heatFrames": 330
}
{
  "lavaFrames": 90
}
{
  "spikeHits": 2
}
{
  "or": [
    "canUseIFrames",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "heatFrames": 50
        }
      ]
    }
  ]
}
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "heatFrames": 20
        },
        {
          "lavaFrames": 20
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Use controlled Spring Ball bounces to cross the whole room while avoiding all enemy damage. There is a significant chance of failure due to bad Squeept RNG.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"
"canBeVeryPatient"
{
  "heatFrames": 390
}
From: 2
Right Door
To: 1
Left Door

Use controlled Spring Ball bounces to cross the whole room while avoiding all enemy damage. There is a significant chance of failure due to bad Squeept RNG.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canTrickySpringBallBounce"
"canInsaneJump"
"canBeVeryPatient"
{
  "heatFrames": 390
}
From: 1
Left Door
To: 2
Right Door

Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off).

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canBounceBall"
"canWalljump"
{
  "heatFrames": 600
}
{
  "lavaFrames": 70
}
From: 1
Left Door
To: 2
Right Door

Perform a bounceball to minimize lava damage. Move quickly to reach the second Tripper on its first cycle. Ride it, morph to avoid spike damage, shoot open the door, and run off of the Tripper (rather than jumping off).

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 3
  }
}

Requires:

"canBounceBall"
"canWalljump"
{
  "heatFrames": 600
}
{
  "lavaFrames": 60
}
From: 2
Right Door
To: 1
Left Door

Perform a bounceball to minimize lava damage. Ride the second Tripper.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canBounceBall"
"canWalljump"
{
  "heatFrames": 590
}
{
  "lavaFrames": 70
}
From: 2
Right Door
To: 1
Left Door

Perform a bounceball to minimize lava damage. Ride the second Tripper.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 3
  }
}

Requires:

"canBounceBall"
"canWalljump"
{
  "heatFrames": 590
}
{
  "lavaFrames": 60
}
From: 1
Top Right Door
To: 3
Acid Chozo Statue

Beginning with Speed Booster unequipped, run and jump over the acid into an airball. Once Samus begins falling, equip Spring Ball and Speed Booster to safely land on the other side near the statue.

Requires:

"canSpringFling"
"canDisableEquipment"
"canSpeedyJump"
"canTrickyJump"
"canLateralMidAirMorph"
{
  "heatFrames": 210
}

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 3
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "heatFrames": 315
}

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "heatFrames": 285
}

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 5
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "heatFrames": 265
}

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 3
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "heatFrames": 260
}

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 3
  }
}

Requires:

"canTrickySpringBallBounce"
{
  "heatFrames": 235
}
From: 3
Top Right Door
To: 2
Bottom Left Door

Requires:

{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "enemyDamage": {
            "enemy": "Boulder",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canDisableEquipment",
        "canPseudoScrew"
      ]
    }
  ]
}
{
  "or": [
    "Ice",
    "canCarefulJump"
  ]
}
From: 3
Top Right Door
To: 2
Bottom Left Door

Requires:

"ScrewAttack"
{
  "or": [
    "canCarefulJump",
    "h_usePowerBomb",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "canDisableEquipment",
        "canPseudoScrew"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Fune",
        "type": "fireball",
        "hits": 1
      }
    }
  ]
}
From: 3
Top Right Door
To: 2
Bottom Left Door

Use Space Jump to reset Samus' fall speed, by jumping, to avoid the topmost boulder.

Requires:

"SpaceJump"
"canCarefulJump"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "canDisableEquipment",
        "canPseudoScrew"
      ]
    },
    "Ice",
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Boulder",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 4
Elevator
To: 1
Left Door

Gain max run speed, without Speed Booster equipped, and perform precise, controlled bounces to cross the room. Bounce on each of the Hibashi platforms, avoiding damage by going underneath the flames: the bottom of the flame disappears before the top.

Requires:

{
  "disableEquipment": "SpeedBooster"
}
"canTrickySpringBallBounce"
"canInsaneJump"
{
  "heatFrames": 375
}
From: 4
Elevator
To: 1
Left Door

Gain max run speed, without Speed Booster equipped, and bounce onto the second 2-tile-wide platform. Continue uncontrolled bouncing all the way across the room, taking a boost from a Hibashi hit. Perform a neutral bounce on the final single-tile platform. If Samus is positioned relatively far left, she may miss the last platform and fall into the acid; this can be avoided by unequipping Spring Ball (a 'spring fling') to reset Samus' vertical speed, bypassing the final platform.

Requires:

{
  "disableEquipment": "SpeedBooster"
}
"canTrickySpringBallBounce"
{
  "hibashiHits": 1
}
{
  "or": [
    "canSpringFling",
    "canInsaneJump"
  ]
}
{
  "heatFrames": 375
}

If you can't kill the pirates, you can Crystal Flash, then run through with timed shots to get the shinecharge. Once shinecharged, let a pirate jump at you to interrupt. After spark interrupt, you'll need a way to leave the room.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_heatedCrystalFlashForReserveEnergy"
"canHitbox"
{
  "heatFrames": 180
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Clears obstacles: door_1

From: 1
Left Door
To: 3
Metal Pirates Junction

Kill both pirates with ammo or beams. Collect their drops and use heat to interrupt. Or kill and farm one pirate, then hitbox the other and interrupt from it before killing it with ammo or beams. Blue suit doesn't damage the pirates, but keeps Samus invulnerable while moving.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "heatFrames": 125
}
{
  "or": [
    {
      "and": [
        "Charge",
        "Plasma",
        "canDodgeWhileShooting",
        "canTrickyJump",
        {
          "or": [
            {
              "and": [
                "Ice",
                {
                  "heatFrames": 700
                }
              ]
            },
            {
              "and": [
                "Wave",
                {
                  "heatFrames": 700
                }
              ]
            },
            {
              "and": [
                "canInsaneJump",
                "Ice",
                {
                  "heatFrames": 520
                }
              ]
            },
            {
              "and": [
                "canInsaneJump",
                "Wave",
                {
                  "heatFrames": 520
                }
              ]
            },
            {
              "and": [
                "Ice",
                "Wave",
                {
                  "heatFrames": 400
                }
              ]
            },
            {
              "heatFrames": 950
            },
            {
              "and": [
                "canInsaneJump",
                {
                  "heatFrames": 700
                }
              ]
            },
            {
              "and": [
                "canXRayWaitForIFrames",
                {
                  "heatFrames": 420
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Charge",
        "Spazer",
        "canDodgeWhileShooting",
        {
          "or": [
            {
              "heatFrames": 4400
            },
            {
              "and": [
                "Ice",
                {
                  "heatFrames": 3000
                }
              ]
            },
            {
              "and": [
                "Wave",
                {
                  "heatFrames": 2650
                }
              ]
            },
            "Ice",
            "Wave",
            {
              "heatFrames": 1750
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Plasma",
        "canDodgeWhileShooting",
        {
          "heatFrames": 2000
        }
      ]
    },
    {
      "and": [
        "h_heatProof",
        "canDodgeWhileShooting",
        {
          "or": [
            {
              "and": [
                "Charge",
                "Wave"
              ]
            },
            {
              "and": [
                "Charge",
                "Ice",
                "canBePatient"
              ]
            },
            {
              "and": [
                "canBeVeryPatient",
                {
                  "or": [
                    "Charge",
                    "Spazer"
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Space Pirate (fighting)",
                "Space Pirate (fighting)"
              ]
            ],
            "explicitWeapons": [
              "Super"
            ]
          }
        },
        {
          "heatFrames": 450
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Space Pirate (fighting)",
                "Space Pirate (fighting)"
              ]
            ],
            "explicitWeapons": [
              "Missile"
            ]
          }
        },
        {
          "heatFrames": 2700
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 240
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 120
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 140
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 20
              }
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "disableEquipment": "Varia"
}
{
  "disableEquipment": "Gravity"
}
{
  "or": [
    {
      "and": [
        "canHitbox",
        {
          "autoReserveTrigger": {
            "maxReserveEnergy": 95
          }
        },
        "canRModeSparkInterrupt"
      ]
    },
    {
      "and": [
        "canReserveTriggerBufferXRay",
        {
          "autoReserveTrigger": {
            "implicitHeatFrames": "no"
          }
        },
        "canRModeSparkInterrupt",
        {
          "suitlessHeatFrames": 32
        }
      ]
    },
    {
      "and": [
        "h_heatProof",
        {
          "autoReserveTrigger": {}
        },
        "canRModePauseAbuseSparkInterrupt"
      ]
    },
    {
      "and": [
        {
          "autoReserveTrigger": {
            "implicitHeatFrames": "suitless"
          }
        },
        "canRModeSparkInterrupt",
        {
          "suitlessHeatFrames": 32
        }
      ]
    }
  ]
}

Clears obstacles: A, door_1

From: 1
Left Door
To: 3
Metal Pirates Junction

Kill both pirates with speed echoes. Collect their drops and use the heat to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "Speed Echoes Kill"
}
"canUseSpeedEchoes"
"canHitbox"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 23,
        "openEnd": 2
      }
    },
    {
      "heatFrames": 60
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 1
          }
        }
      ]
    },
    {
      "shinespark": {
        "frames": 9
      }
    }
  ]
}
{
  "heatFrames": 630
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 240
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 120
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 140
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 20
              }
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
{
  "disableEquipment": "Varia"
}
{
  "disableEquipment": "Gravity"
}
{
  "or": [
    {
      "and": [
        "canReserveTriggerBufferXRay",
        {
          "autoReserveTrigger": {
            "implicitHeatFrames": "no"
          }
        },
        "canRModeSparkInterrupt",
        {
          "suitlessHeatFrames": 32
        }
      ]
    },
    {
      "and": [
        "h_heatProof",
        {
          "autoReserveTrigger": {}
        },
        "canRModePauseAbuseSparkInterrupt"
      ]
    },
    {
      "and": [
        {
          "autoReserveTrigger": {
            "implicitHeatFrames": "suitless"
          }
        },
        "canRModeSparkInterrupt",
        {
          "suitlessHeatFrames": 32
        }
      ]
    }
  ]
}

Clears obstacles: A, door_1

If you can't kill the pirates, you can Crystal Flash, then run through with timed shots to get the shinecharge. Once shinecharged, let a pirate jump at you to interrupt. After spark interrupt, you'll need a way to leave the room.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_heatedCrystalFlashForReserveEnergy"
"canHitbox"
{
  "heatFrames": 180
}
"h_shinechargeMaxRunway"
{
  "autoReserveTrigger": {}
}
"canRModeSparkInterrupt"

Clears obstacles: door_2

From: 2
Right Door
To: 3
Metal Pirates Junction

Kill both pirates with ammo or beams. Collect their drops and use heat to interrupt. Or kill and farm one pirate, then hitbox the other and interrupt from it before killing it with ammo or beams. Blue suit doesn't damage the pirates, but keeps Samus invulnerable while moving.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "heatFrames": 125
}
{
  "or": [
    {
      "and": [
        "Charge",
        "Plasma",
        "canDodgeWhileShooting",
        {
          "or": [
            {
              "and": [
                "Ice",
                {
                  "heatFrames": 700
                }
              ]
            },
            {
              "and": [
                "Wave",
                {
                  "heatFrames": 700
                }
              ]
            },
            {
              "and": [
                "Ice",
                "Wave",
                {
                  "heatFrames": 450
                }
              ]
            },
            {
              "heatFrames": 950
            },
            {
              "and": [
                "canXRayWaitForIFrames",
                {
                  "heatFrames": 420
                }
              ]
            },
            {
              "and": [
                "Ice",
                "Wave",
                "canTrickyJump",
                {
                  "heatFrames": 400
                }
              ]
            },
            {
              "and": [
                "Ice",
                "canInsaneJump",
                {
                  "heatFrames": 520
                }
              ]
            },
            {
              "and": [
                "Wave",
                "canInsaneJump",
                {
                  "heatFrames": 520
                }
              ]
            },
            {
              "and": [
                "canInsaneJump",
                {
                  "heatFrames": 700
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_heatProof",
        "canDodgeWhileShooting",
        {
          "or": [
            "Plasma",
            {
              "and": [
                "Charge",
                "Wave"
              ]
            },
            {
              "and": [
                "Charge",
                "Spazer",
                "Ice",
                "Wave"
              ]
            },
            {
              "and": [
                "Charge",
                "Spazer",
                "canBePatient"
              ]
            },
            {
              "and": [
                "Charge",
                "Ice",
                "canBePatient"
              ]
            },
            {
              "and": [
                "canBeVeryPatient",
                {
                  "or": [
                    "Charge",
                    "Spazer"
                  ]
                }
              ]
            },
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Space Pirate (fighting)",
                    "Space Pirate (fighting)"
                  ]
                ],
                "explicitWeapons": [
                  "Missile"
                ]
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Space Pirate (fighting)",
                "Space Pirate (fighting)"
              ]
            ],
            "explicitWeapons": [
              "Super"
            ]
          }
        },
        {
          "heatFrames": 450
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 240
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 120
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 140
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 20
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 90
}
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "and": [
        "canHitbox",
        {
          "autoReserveTrigger": {}
        },
        "canRModeSparkInterrupt"
      ]
    },
    "h_heatTriggerRModeSparkInterrupt"
  ]
}

Clears obstacles: A, door_2

From: 2
Right Door
To: 3
Metal Pirates Junction

Kill both pirates with speed echoes. Collect their drops and use the heat to interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "Speed Echoes Kill"
}
"canUseSpeedEchoes"
"canHitbox"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 23,
        "openEnd": 2
      }
    },
    {
      "heatFrames": 60
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 1
          }
        }
      ]
    },
    {
      "shinespark": {
        "frames": 9
      }
    }
  ]
}
{
  "heatFrames": 630
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 240
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 120
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "or": [
            {
              "and": [
                {
                  "resourceMissingAtMost": [
                    {
                      "type": "Super",
                      "count": 0
                    }
                  ]
                },
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 140
                  }
                }
              ]
            },
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 20
              }
            }
          ]
        }
      ]
    }
  ]
}
"h_shinechargeMaxRunway"
"h_heatTriggerRModeSparkInterrupt"

Clears obstacles: A, door_2

From: 1
Left Door
To: 2
Right Door

Clear the two Holtzes that greet you and collect their drops. With heat protection, you can farm up at a Zebbo pipe. Run across the acid then jump up to a Zebbo pipe for the interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Plasma",
            {
              "and": [
                "Ice",
                "Wave",
                "Spazer"
              ]
            }
          ]
        },
        {
          "heatFrames": 550
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Holtz",
                "Holtz"
              ]
            ],
            "explicitWeapons": [
              "ScrewAttack",
              "Ice+Wave+Plasma"
            ]
          }
        },
        {
          "heatFrames": 100
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Holtz",
                "Holtz"
              ]
            ],
            "explicitWeapons": [
              "Super"
            ]
          }
        },
        {
          "heatFrames": 300
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "enemyKill": {
            "enemies": [
              [
                "Holtz",
                "Holtz"
              ]
            ],
            "explicitWeapons": [
              "PowerBomb"
            ]
          }
        },
        {
          "heatFrames": 600
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_heatProof",
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "refill": [
            "Energy"
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 0
  }
}
{
  "heatFrames": 390
}
{
  "acidFrames": 133
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
{
  "heatFrames": 80
}
From: 2
Right Door
To: 1
Left Door

Clear the two Holtzes that greet you and collect their drops. With heat protection, you can farm up at a Zebbo pipe. Run across the acid then jump up to a Zebbo pipe for the interrupt.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "canBePatient",
        "canDodgeWhileShooting",
        {
          "heatFrames": 2400
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Wave",
            "Spazer"
          ]
        },
        {
          "heatFrames": 950
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Plasma",
            {
              "and": [
                "Ice",
                "Wave",
                "Spazer"
              ]
            }
          ]
        },
        {
          "heatFrames": 500
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Holtz",
                "Holtz"
              ]
            ],
            "explicitWeapons": [
              "ScrewAttack",
              "Ice+Wave+Plasma"
            ]
          }
        },
        {
          "heatFrames": 100
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyKill": {
            "enemies": [
              [
                "Holtz",
                "Holtz"
              ]
            ],
            "explicitWeapons": [
              "Super",
              "PowerBomb"
            ]
          }
        },
        {
          "heatFrames": 550
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "resourceMissingAtMost": [
            {
              "type": "Missile",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "PowerBomb",
              "count": 0
            }
          ]
        },
        {
          "resourceMissingAtMost": [
            {
              "type": "Super",
              "count": 0
            }
          ]
        },
        {
          "or": [
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 40
              }
            },
            {
              "and": [
                "h_heatProof",
                {
                  "refill": [
                    "Energy"
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 0
  }
}
{
  "heatFrames": 390
}
{
  "acidFrames": 133
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"
{
  "heatFrames": 80
}
From: 1
Top Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

"canDisableEquipment"
{
  "heatFrames": 90
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 1
Top Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Requires:

"canDisableEquipment"
{
  "heatFrames": 90
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 4
Top Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

"canDisableEquipment"
{
  "heatFrames": 90
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["never"]}
From: 4
Top Right Door
To: 1
Top Left Door

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Requires:

"canDisableEquipment"
{
  "heatFrames": 90
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Unlocks doors:

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

This room has no enemies, so the only damage source is by turning off (or not having) heat protection This is a very short shinecharge runway.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"h_heatProof"
"h_heatedCrystalFlashForReserveEnergy"
{
  "disableEquipment": "Varia"
}
{
  "disableEquipment": "Gravity"
}
{
  "canShineCharge": {
    "usedTiles": 12,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {}
}
"canRModePauseAbuseSparkInterrupt"

Dev note: FIXME: Needs to support X-Ray buffering, and heatFrames with Varia disabled would also enable a non-pause abuse strat.

From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canInsaneJump",
        {
          "disableEquipment": "SpeedBooster"
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 4
Junction Right of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks

Farm the Dessgeegas, their energy rate is poor. Keep one Dessgeega alive to use for interrupt. Or kill all four and use heat with pause abuse to interrupt.

Requires:

{
  "obstaclesCleared": [
    "R-Mode"
  ]
}
{
  "obstaclesCleared": [
    "C",
    "D"
  ]
}
{
  "or": [
    "h_heatedCrystalFlashForReserveEnergy",
    {
      "and": [
        "h_RModeCanRefillReserves",
        {
          "or": [
            {
              "partialRefill": {
                "type": "ReserveEnergy",
                "limit": 5
              }
            },
            {
              "and": [
                "canBeVeryPatient",
                {
                  "partialRefill": {
                    "type": "ReserveEnergy",
                    "limit": 20
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 90
}
{
  "canShineCharge": {
    "usedTiles": 30,
    "openEnd": 0
  }
}
{
  "autoReserveTrigger": {
    "maxReserveEnergy": 95
  }
}
"canRModeSparkInterrupt"

Resets obstacles: R-Mode

Dev note: FIXME: Evaluate unprotected heat option with disable E-Tank + CF for full reserves, once heated bluesuit movement is implemented.

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"f_DefeatedPhantoon"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 2
Top Door
To: 2
Top Door

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

"f_DefeatedPhantoon"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 3
Right Door
To: 3
Right Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"f_DefeatedPhantoon"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
"h_bombThings"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 1
Left Door
To: 1
Left Door

With no Energy Tanks, roll against the Kzan. Once it starts moving up, roll a small number of pixels under it and quickly Crystal Flash.

This is significantly easier with a smaller starting Energy. With a larger starting Energy, or on a particularly quick Power Bomb placement, Samus may have 50 or more in reserves; In this case, it is important to quickly land before turning around and jumping out of the Kzan. Turning around before touching the ground will move Samus several more pixels inside of the Kzan, likely resulting in death.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 2
  }
}
From: 2
Right Door
To: 2
Right Door

With no Energy Tanks, roll against the Kzan. Once it starts moving up, roll a small number of pixels under it and quickly Crystal Flash.

This is significantly easier with a smaller starting Energy. With a larger starting Energy, or on a particularly quick Power Bomb placement, Samus may have 50 or more in reserves; In this case, it is important to quickly land before turning around and jumping out of the Kzan. Turning around before touching the ground will move Samus several more pixels inside of the Kzan, likely resulting in death.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 2
  }
}
From: 7
Bottom Door
To: 3
Bottom Left Door

If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled.

Requires:

{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canMidAirMorph",
        "canDisableEquipment"
      ]
    },
    "h_useSpringBall"
  ]
}
From: 7
Bottom Door
To: 3
Bottom Left Door

Use the Covern to partial ceiling clip so your beam can reach the shot block of the ceiling at the end of the Morph tunnel to the left. It is possible to mid-air morph to get into the morph tunnel with nothing, from the Covern, the ground, or the stairs below.

Requires:

{
  "notable": "Partial Covern Ice Clip"
}
"canTrickyUseFrozenEnemies"
"canCeilingClip"
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canMidAirMorph",
        "canDisableEquipment"
      ]
    },
    "h_useSpringBall"
  ]
}

Clears obstacles: B

From: 7
Bottom Door
To: 3
Bottom Left Door

In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to shoot the shot blocks and escape.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "canBePatient",
    "Plasma"
  ]
}
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canMidAirMorph",
        "canDisableEquipment"
      ]
    },
    "h_useSpringBall"
  ]
}

Clears obstacles: B

From: 7
Bottom Door
To: 3
Bottom Left Door

If Spring Ball is unavailable, then either crouch jump and morph from the stairs, or run and jump into morph from the right of the stairs. If you have HiJump, it must be disabled.

Requires:

{
  "or": [
    "Wave",
    "Spazer"
  ]
}
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canMidAirMorph",
        "canDisableEquipment"
      ]
    },
    "h_useSpringBall"
  ]
}

Clears obstacles: B

From: 2
Right Door
To: 1
Left Door

Perform the Gate Glitch by moving towards the gate and firing the super on the correct frame for it to pass through and reach the button on the other side. Due to the water physics, many traditional setups for the glitch will not work.

Requires:

{
  "notable": "Suitless Green Gate Glitch"
}
{
  "or": [
    "h_underwaterGreenGateGlitch",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Top Left Doorway
To: 1
Top Left Doorway

Crystal Flash on the right edge of the floating blocks. Place the Power Bomb shortly after the slow crab leaves the screen; there should be a single slow crab on the ceiling, just to the left of center. This will avoid killing the fast crab and give it just enough time to come hit Samus from below.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

From: 1
Top Left Doorway
To: 1
Top Left Doorway

Crystal Flash on the right edge of the floating blocks. Place the Power Bomb shortly after the slow crab leaves the screen; there should be a single slow crab on the ceiling, just to the left of center. This will avoid killing the fast crab and give it just enough time to come hit Samus from below.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

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

Only requires a runway of 6 tiles (with no open end) in the adjacent room. Perform an air ball while against the ceiling to make it up and through the morph tunnel. If the runway length is minimal, the aim-down input must be delayed a bit (rather than buffered through the transition), so that Samus moves at a slightly higher horizontal speed for longer.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 5.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canMomentumConservingMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser that can be passed through by Morphing. Crossing to the right from the left door requires slightly more runway and takes a more precise turnaround. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 3.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then turn back to the right and go through the morph tunnel to the right, avoiding crab damage.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 6
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"

Dev note: Jump low through the door with at least $1.D extra run speed.

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

Turn around to the left just before bonking the ceiling, to retain upward momentum. Then morph while passing through the crab and go through the morph tunnel to the left.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 3.5625
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Dev note: Jump low through the door with at least $1.4 extra run speed.

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

Crystal Flash in front of the lower-right door. Place the Power Bomb just as the slow crab turns the corner to go up the the top of the room. This will avoid killing the fast crab and give it just enough time to come hit Samus from above. If Samus only has Power Bombs to cross the room, place them quickly then wait about one extra second before Crystal Flashing.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombThings"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

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

Crystal Flash in front of the lower-right door. Place the Power Bomb just as the slow crab turns the corner to go up the the top of the room. This will avoid killing the fast crab and give it just enough time to come hit Samus from above.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombs"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: With an immobile setup, the timing is a bit tighter but not too bad, and the Power Bomb movement option won't work. This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

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

Crystal Flash in front of the lower-right door. Place the Power Bomb just as the slow crab turns the corner to go up the the top of the room. This will avoid killing the fast crab and give it just enough time to come hit Samus from above.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room. FIXME: This could use an immobile variant.

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

Crystal Flash in front of the lower-right door. Wait for the fast crab to cycle the lower half of the room twice, then place the Power Bomb to Crystal Flash just after a slow crab enters the room and is on the middle of the right ceiling. This will avoid killing the fast crab and give it just enough time to come hit Samus from above.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

From: 3
Bottom Right Door
To: 4
Top Right Doorway

Requires a runway of at least 4 tiles (with no open end) in the adjacent room. Use a Cross Room Jump into Water followed by a delayed Momentum Conserving Turnaround to reach the Morph tunnel above. Climbing the Left side of the center hole will run into an unavoidable Sciser. Samus must also stay near a side of the center hole to reach the Morph tunnels.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 3.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canMidAirMorph"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 3
Bottom Right Door
To: 4
Top Right Doorway

Turn around to the right just before bonking the ceiling, to retain upward momentum. Then morph and go through the tunnel to the right.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 3.5625
  }
}

Requires:

{
  "notable": "Cross Room Jump Morph"
}
"canCrossRoomJumpIntoWater"
"canPreciseSpaceJump"
"canMomentumConservingTurnaround"
"canMidAirMorph"

Dev note: Jump low through the door with at least $1.5 extra run speed.

From: 4
Top Right Doorway
To: 4
Top Right Doorway

Crystal Flash on the right edge of the floating blocks. Place the Power Bomb shortly after the slow crab leaves the screen; there should be a single slow crab on the ceiling, just to the left of center. This will avoid killing the fast crab and give it just enough time to come hit Samus from below.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombs"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

From: 4
Top Right Doorway
To: 4
Top Right Doorway

Crystal Flash on the right edge of the floating blocks. Place the Power Bomb shortly after the slow crab leaves the screen; there should be a single slow crab on the ceiling, just to the left of center. This will avoid killing the fast crab and give it just enough time to come hit Samus from below. Getting into position with just Gravity and Bombs requires fairly precise movement; it is recommended to immediately place a Bomb once morphed and move slightly to boost horizontally.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombs",
        "canInsaneJump"
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This could be done with more tanks in order to end with more Energy, but this is already a good farming room.

From: 1
Bottom Left Door
To: 1
Bottom Left Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash on the left-most flat tile just in front of the door and time the Power Bomb so that its first hit is when the Skultera is near the right wall.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

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

Reach the bottom middle of the room with an IBJ or gravity jump and avoid letting the pirate shoot any stationary, invisible lasers. The pirate will not touch Samus if she is high enough on the sloped tiles, but move too high and it will see Samus. Time the Power Bomb to go off so that Samus starts Crystal Flashing during or before the pirate turns around, and while ensuring that Samus will get hit by the lasers that will not move from their spawned location. With Gravity equipped, Samus will need to be boosted by the Power Bomb only while the pirate is moving its head.

Samus will need to be able to survive a second hit after the Reserve trigger. This can be done with a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse. Without suits, this is possible with an E-Tank and two R-Tanks; it is sometimes possible to jump away after the Reserve trigger, but can require some luck.

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "h_artificialMorphIBJ",
    {
      "and": [
        "h_artificialMorphSpringBall",
        "canGravityJump"
      ]
    }
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 19
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyCarryFlashSuit",
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1.4375
  }
}

Requires:

"canMomentumConservingTurnaround"
{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 15,
        "excessFrames": 3
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 12,
            "excessFrames": 3
          }
        }
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

This underwater walljump is very long. Some jump assistance, cross room jump, or a flatley jump from the door frame is needed to get to the first overhang. The cross room jump requires an adjacent runway of 3 tiles (with no open end) with HiJump disabled. Perform a turnaround just before hitting the ceiling.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 2.4375
  }
}

Requires:

"canLongUnderwaterWalljump"
"canTrickyJump"
"canDisableEquipment"
"canMomentumConservingTurnaround"

Dev note: With a longer runway there are fewer tech requirements to the jump, but at this difficulty they shouldn't matter.

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

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash on the left-most flat tile just in front of the door and time the Power Bomb so that its first hit is when the Skultera is near the right wall.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

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

Reach the bottom middle of the room and avoid letting the pirate shoot any stationary, invisible lasers. The pirate will not touch Samus if she is high enough on the sloped tiles, but move too high and it will see Samus. Time the Power Bomb to go off so that Samus starts Crystal Flashing during or before the pirate turns around, and while ensuring that Samus will get hit by the lasers that will not move from their spawned location. With Gravity equipped, Samus will need to be boosted by the Power Bomb only while the pirate is moving its head.

Samus will need to be able to survive a second hit after the Reserve trigger. This can be done with a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse. Without suits, this is possible with an E-Tank and two R-Tanks; it is sometimes possible to jump away after the Reserve trigger, but can require some luck.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canInsaneJump",
            "h_artificialMorphSpringFling"
          ]
        }
      ]
    }
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 19
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyCarryFlashSuit",
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: It is possible but extremely difficult to use one of the other pirates instead, but with these items, Samus can get back up from this location. FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 3
Top Right Door
To: 7
Platform Below Top Right Door

Fall straight down to the bottom of the room, staying on the left or right side to avoid the pirate's stationary, invisible lasers. The pirate will not touch Samus if she is high enough on the sloped tiles, but move too high and it will see Samus. Time the Power Bomb to go off so that Samus starts Crystal Flashing during or before the pirate turns around, and while ensuring that Samus will get hit by the lasers that will not move from their spawned location. With Gravity equipped, Samus will need to be boosted by the Power Bomb only while the pirate is moving its head.

Samus will need to be able to survive a second hit after the Reserve trigger. This can be done with a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse. Without suits, this is possible with an E-Tank and two R-Tanks; it is sometimes possible to jump away after the Reserve trigger, but can require some luck.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    "Gravity",
    "HiJump"
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 19
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyCarryFlashSuit",
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: It is possible but extremely difficult to use one of the other pirates instead, but with these items, Samus can get back up from this location. With any fewer items, such as Spring Ball alone, it doesn't seem quite possible to use the top right pirate. FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 4
Top Left Door
To: 1
Bottom Left Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash on the left-most flat tile just in front of the door and time the Power Bomb so that its first hit is when the Skultera is near the right wall.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 4
Top Left Door
To: 2
Bottom Right Door

Reach the bottom middle of the room with an IBJ or gravity jump and avoid letting the pirate shoot any stationary, invisible lasers. The pirate will not touch Samus if she is high enough on the sloped tiles, but move too high and it will see Samus. Time the Power Bomb to go off so that Samus starts Crystal Flashing during or before the pirate turns around, and while ensuring that Samus will get hit by the lasers that will not move from their spawned location. With Gravity equipped, Samus will need to be boosted by the Power Bomb only while the pirate is moving its head.

Samus will need to be able to survive a second hit after the Reserve trigger. This can be done with a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse. Without suits, this is possible with an E-Tank and two R-Tanks; it is sometimes possible to jump away after the Reserve trigger, but can require some luck.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"Gravity"
{
  "or": [
    "h_artificialMorphIBJ",
    {
      "and": [
        "h_artificialMorphSpringBall",
        "canGravityJump"
      ]
    }
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 19
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyCarryFlashSuit",
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 7
Platform Below Top Right Door
To: 6
Middle Junction Near Top Left Pirate

Carefully jump over the pirate and onto the next ledge. The jump requires both Gravity and HiJump to be unequipped.

Requires:

"canSuitlessMaridia"
"canCarefulJump"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "Gravity"
}
From: 4
Top Right Door
To: 4
Top Right Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. This is particularly precise because the fish is not global, which makes it so Samus needs to be closer to the fish when laying the Power Bomb. Samus also needs to be able to manipulate the camera, which can be difficult while morphed. Roll up the hill a bit until the Skultera is close to the wall, then move away so that it is a bit off camera. Crystal Flash while Samus is on one of the two lower sloped tiles and the Skultera is just off camera to the right, in order to lure it back to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"canCameraManip"
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Gravity",
    "HiJump"
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction. If there were another node near the fish, that could reduce a small amount of duplication.

From: 4
Top Right Door
To: 9
Junction Below Speed Blocks

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. This is particularly precise because the fish is not global, which makes it so Samus needs to be closer to the fish when laying the Power Bomb. Samus also needs to be able to manipulate the camera, which can be difficult while morphed. Roll up the hill a bit until the Skultera is close to the wall, then move away so that it is a bit off camera. Crystal Flash while Samus is on one of the two lower sloped tiles and the Skultera is just off camera to the right, in order to lure it back to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"canCameraManip"
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction. If there were another node near the fish, that could reduce a small amount of duplication.

From: 5
Morph Passage Doorway
To: 7
Morph Tunnel Item

Turn HiJump and Gravity suit off before jumping and morphing into the tunnel. The crab will not come through the whole tunnel. Retreat to the right to avoid taking a hit.

Requires:

"canSuitlessMaridia"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "Gravity"
}
"canMidAirMorph"
From: 7
Morph Tunnel Item
To: 5
Morph Passage Doorway

Turn HiJump and Gravity suit off before jumping and morphing into the tunnel.

Requires:

"canSuitlessMaridia"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "Gravity"
}
"canMidAirMorph"
From: 10
Direct G-Mode Morph, On Ledge Above Speed Blocks
To: 4
Top Right Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. This is particularly precise because the fish is not global, which makes it so Samus needs to be closer to the fish when laying the Power Bomb. Samus also needs to be able to manipulate the camera, which can be difficult while morphed. Roll up the hill a bit until the Skultera is close to the wall, then move away so that it is a bit off camera. Crystal Flash while Samus is on one of the two lower sloped tiles and the Skultera is just off camera to the right, in order to lure it back to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "canGravityJump"
      ]
    },
    "h_artificialMorphDoubleSpringBallJump"
  ]
}
"canCameraManip"
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 11
G-Mode, Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item

Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. If using Bombs, it is important to freeze the crab with all other beams turned off, so that the crab has 30 remaining Energy or less. Place a Bomb or Power Bomb, then quickly get into the crouch position and use X-Ray to exit G-Mode before it goes off. It is important to be crouched, not standing, and have Gravity off, or the bomb will boost Samus and she will be stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room.

It is possible to kago the bomb boost in order to do this strat with Gravity still equipped.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Gravity",
    "HiJump",
    "h_underwaterCrouchJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "disableEquipment": "Gravity"
    },
    "canKago"
  ]
}
"h_bombThings"
From: 1
Left Door
To: 1
Left Door

On room entry, roll into one of the baby turtles in order to get Mama Turtle to wake up. This then requires a precisely timed Crystal Flash, such that Mama Turtle hits Samus immediately after she gets Reserve Energy, to prevent getting double hit. The precise timing is not required with the ability to survive another hit after the Reserve trigger. Samus will sometimes be forced onto Mama Turtle's back, which can force a third hit; this can be prevented by holding forward as she hits Samus.

Entrance condition:

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

Requires:

"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 10
          }
        },
        {
          "or": [
            "h_fullEnemyDamageReduction",
            {
              "and": [
                "h_partialEnemyDamageReduction",
                {
                  "resourceCapacity": [
                    {
                      "type": "RegularEnergy",
                      "count": 149
                    }
                  ]
                },
                {
                  "resourceCapacity": [
                    {
                      "type": "ReserveEnergy",
                      "count": 149
                    }
                  ]
                }
              ]
            },
            {
              "and": [
                {
                  "resourceCapacity": [
                    {
                      "type": "RegularEnergy",
                      "count": 249
                    }
                  ]
                },
                {
                  "resourceCapacity": [
                    {
                      "type": "ReserveEnergy",
                      "count": 249
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 2
          }
        },
        "canComplexRModeCrystalFlashInterrupt"
      ]
    }
  ]
}
From: 2
Top Item
To: 6
Top Right Junction

Get a bit of run speed on the block and jump to the right ledge. If Samus misses the ledge, try to shoot the block to still collect the item.

Requires:

{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canDisableEquipment"
      ]
    },
    "canUseGrapple",
    "canWalljump",
    "SpaceJump"
  ]
}
{
  "obstaclesCleared": [
    "B"
  ]
}

Resets obstacles: B

Collects items: 2

From: 1
Left Doorway
To: 4
Top Door

Only requires a runway of 1 tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"h_midAirShootUp"

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 3
Top Right Doorway
To: 4
Top Door

Only requires a runway of one tile in the adjacent room. This strat is slightly easier on the right side at low run speeds, but the same otherwise.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"h_midAirShootUp"

Unlocks doors:

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

Requires:

{
  "disableEquipment": "Gravity"
}

Exit condition:

{
  "leaveWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          13,
          5
        ],
        "note": "Closest Grapple block to the left door"
      }
    ]
  }
}
From: 1
Top Left Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "steepUpTiles": 2,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "steepUpTiles": 2,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 3
Bottom Right Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "steepUpTiles": 2,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 4
Top Right Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "steepUpTiles": 2,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 4
Top Right Door
To: 4
Top Right Door

Requires:

{
  "disableEquipment": "Gravity"
}

Exit condition:

{
  "leaveWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          -1,
          5
        ],
        "environment": "water",
        "note": "Closest Grapple block to the right door"
      }
    ]
  }
}
From: 4
Top Right Door
To: 9
Platform Below Top Door

In the previous room, gain max run speed without Speed Booster equipped, requiring about 7 tiles of runway (obtaining an extra run speed of $2.0). After the transition, jump to slightly less than full height, performing a lateral mid-air morph just early enough to avoid bonking the ceiling Grapple block. Pause to equip Speed Booster before bouncing on the first Grapple platform; this provides a boost in the bounce height to be able to make it to the Grapple platform below the top door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Spring Ball Bounce Right to Left"
}
"canSpeedyJump"
"canCrossRoomJumpIntoWater"
"canTrickySpringBallBounce"
From: 5
Top Door
To: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        {
          "disableEquipment": "ETank"
        },
        {
          "resourceAvailable": [
            {
              "type": "Energy",
              "count": 80
            }
          ]
        }
      ]
    },
    "h_CrystalFlash"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 32,
    "steepUpTiles": 2,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
"h_RModeKnockbackSpark"
From: 8
Higher Hill Junction
To: 6
Left Morph Passage Doorway

Requires:

"h_navigateUnderwater"
{
  "or": [
    "h_useSpringBall",
    "canMidAirMorph",
    {
      "and": [
        "Gravity",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "Gravity",
        "canLongIBJ",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrivialMidAirMorph",
        {
          "or": [
            "SpaceJump",
            "canUseFrozenEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrivialMidAirMorph",
        "canDisableEquipment"
      ]
    }
  ]
}

Dev note: It's possible to get in without a mid-air morph by rolling off from above, but that requires disabling Gravity and/or crab hits and the crab not killed. That's a lot of work to avoid something simple and barely reasonable at that level anyways.

From: 9
Platform Below Top Door
To: 1
Top Left Door

Jump without HiJump, then spark towards the door.

Requires:

{
  "disableEquipment": "HiJump"
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 41,
    "excessFrames": 8
  }
}

Dev note: FIXME: It is possible but very precise to spark through the door with a hero shot.

From: 9
Platform Below Top Door
To: 4
Top Right Door

Jump without HiJump, then spark towards the door.

Requires:

"canDisableEquipment"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 72,
    "excessFrames": 7
  }
}

Dev note: FIXME: It is possible but very precise to spark through the door with a hero shot.

From: 9
Platform Below Top Door
To: 11
Upper Left Ledge Junction

Turn off Gravity and HiJump to jump directly here.

Requires:

"canSuitlessMaridia"
{
  "disableEquipment": "Gravity"
}
{
  "disableEquipment": "HiJump"
}

Dev note: Gravity can follow 8->11 with no equipment.

From: 5
Right Door
To: 1
Middle Left Door

Gain blue speed by running right-to-left on the 20-tile runway below the items. Then use Space Jump to carry it across the top of the room to break the bomb blocks. To cross the room most easily, blue speed can be gained with low momentum by pressing pause, running a few tiles, stuttering just before the pause hits, disabling Gravity suit, continuing to run left, then re-enabling Gravity suit before jumping. Alternatively, a regular shortcharge can be used in combination with either HiJump or a precise amount of extra run speed ($2.0 or $2.1), to cross the room at higher speed.

Requires:

{
  "notable": "Blue Space Jump"
}
"Gravity"
"canPreciseSpaceJump"
{
  "or": [
    {
      "and": [
        "canDisableEquipment",
        "h_stutterWaterGetBlueSpeed"
      ]
    },
    {
      "and": [
        {
          "getBlueSpeed": {
            "usedTiles": 20,
            "openEnd": 2
          }
        },
        {
          "or": [
            "HiJump",
            "canTrickyDashJump"
          ]
        }
      ]
    }
  ]
}

Needs a runway of 7 tiles with no open end in the adjacent room, to get enough height. This is a peak of height with speed booster, no hjb, while underwater. Jump before the transition with SpeedBooster off and then SpeedBooster back on after reaching the ceiling and Morphing.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canLateralMidAirMorph"
{
  "disableEquipment": "SpeedBooster"
}
"canCrossRoomJumpIntoWater"
"canSpringBallBounce"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "canInsaneJump",
    {
      "and": [
        "Plasma",
        "canTrickyJump"
      ]
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Collects items: 5

From: 5
Item
To: 6
Junction Right of Morph Passage

Jump and mid-air morph. This is much easier with Gravity and HiJump turned off.

Requires:

"canSuitlessMaridia"
"canMidAirMorph"
"canDisableEquipment"
From: 6
Junction Right of Morph Passage
To: 5
Item

Jump and mid-air morph. This is much easier with Gravity and HiJump turned off.

Requires:

"canSuitlessMaridia"
"canMidAirMorph"
{
  "disableEquipment": "Gravity"
}
{
  "disableEquipment": "HiJump"
}

Collects items: 5

From: 1
Bottom Left Door
To: 2
Right Door

Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. With no jump assists, use a frozen Mochtroid as a platform to get to the ledge above the door.

Requires:

{
  "notable": "Mochtroid Ice Clip"
}
"h_navigateUnderwater"
"canUseFrozenEnemies"
{
  "disableEquipment": "Gravity"
}
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}

Dev note: The canCeilingClip was left out, because this is easier than all other clips, and can instead be a notable in a lower difficulty.

From: 1
Bottom Left Door
To: 2
Right Door

Perform a suitless crouch jump at the crumbles so that the reserve trigger forced standup happens just before Samus contacts the crumbles and still has upwards momentum. Hold down during the forced standup until through the crumbles or they break. If Morph is available a jump morph can be used for more leniency, giving a 9 frame window compared to 3 frames for the crouch jump.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

"canRModeStandupClip"
{
  "disableEquipment": "ETank"
}
{
  "disableEquipment": "Gravity"
}
{
  "disableEquipment": "HiJump"
}
{
  "resourceAvailable": [
    {
      "type": "Energy",
      "count": 99
    }
  ]
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canMidAirMorph",
        "canBePatient"
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "ReserveEnergy",
    "limit": 20
  }
}
{
  "autoReserveTrigger": {}
}
From: 2
Right Door
To: 1
Bottom Left Door

Crouch under the crumble blocks. Holding both angle buttons to aim upward, freeze the Mochtroid while it is on Samus. Jump onto the Mochtroid by quickly pressing down after jumping. When on it, press up to stand then jump through the ceiling. Use the middle section of pipes as a platform to reach the top level, above the Mochtroid.

Requires:

{
  "notable": "Mochtroid Ice Clip"
}
"h_navigateUnderwater"
"canUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "Gravity",
    "canTrickySpringBallJump"
  ]
}
{
  "disableEquipment": "Gravity"
}
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Mochtroid",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}

Dev note: The canCeilingClip was left out, because this is easier than all other clips, and can instead be a notable in a lower difficulty.

From: 2
Right Door
To: 1
Bottom Left Door

Perform a suitless crouch jump at the crumbles so that the reserve trigger forced standup happens just before Samus contacts the crumbles and still has upwards momentum. Hold down during the forced standup until through the crumbles or they break. If Morph is available a jump morph can be used for more leniency, giving a 9 frame window compared to 3 frames for the crouch jump.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

"canRModeStandupClip"
{
  "disableEquipment": "ETank"
}
{
  "disableEquipment": "Gravity"
}
{
  "disableEquipment": "HiJump"
}
{
  "resourceAvailable": [
    {
      "type": "Energy",
      "count": 99
    }
  ]
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canMidAirMorph",
        "canBePatient"
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "ReserveEnergy",
    "limit": 20
  }
}
{
  "autoReserveTrigger": {}
}
From: 2
Bottom Right Door
To: 3
Top Right Door

Requires a runway of one tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canJumpIntoIBJ"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Dev note: Possible with no openend using a harder jump but a runway that small doesn't exist.

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

Requires a runway of one tile in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canMomentumConservingTurnaround"

Dev note: Possible with no openend using a harder jump but a runway that small doesn't exist.

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

Uses a runway of two tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 2
  }
}

Requires:

"canTrickySpringBallJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
From: 1
Left Door
To: 1
Left Door

Crystal Flash to where the ceiling crab will hit Samus from above. Samus needs to be positioned under the left edge of the large central structure and time the Power Bomb to avoid killing the crab.

The crab only briefly intersects Samus while it is turning the corner, so it won't double hit Samus.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "refill": [
    "ReserveEnergy"
  ]
}
{
  "autoReserveTrigger": {}
}

Fall down the shaft then Crystal Flash to where the ceiling crab will hit Samus from above. Samus needs to be positioned under the left edge of the large central structure and time the Power Bomb to avoid killing the crab.

The crab only briefly intersects Samus while it is turning the corner, so it won't double hit Samus.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "refill": [
    "ReserveEnergy"
  ]
}
{
  "autoReserveTrigger": {}
}

Crystal Flash on the top right corner of the central structure to where the crab will hit Samus from below. Time the Power Bomb to avoid killing the crab.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 7
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Top Door
To: 4
Platform Below Top Door

Crystal Flash on the top right corner of the central structure to where the crab will hit Samus from below. Time the Power Bomb to avoid killing the crab.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 39
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}

Dev note: A node below the platform might help, but without the extra movement, Samus can always do this at 1 instead. With Ice, Samus would want to do this at 1 and then climb back up.

From: 1
Left Door
To: 2
Right Door

With a 2-tile runway in the other room, this requires a frame-perfect jump immediately before the transition.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"

Clears obstacles: door_1

Dev note: FIXME: Not sure if there is a reason for this strat to exist, if there isn't a 2-tile closed-end runway setup room.

From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tile in the adjacent room, although it is easier with more.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

{
  "or": [
    "canWalljump",
    "canTrickySpringBallJump",
    "SpaceJump"
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more. Start the IBJ as far left as possible. The furthest right is just right of the waterfall. Turning around, carefully, is one way to lose forward momentum and begin the IBJ. At the top of the IBJ bomb to the left and unmorph to reset fall speed.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Cross Room Jump with IBJ"
}
"canJumpIntoIBJ"
"canBombHorizontally"
"canResetFallSpeed"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 3
Junction Left of Morph Tunnel
To: 6
Junction Right of Morph Tunnel

This can be done by turning off Gravity and HiJump to do a mid-air morph through the morph tunnel.

Requires:

"canSuitlessMaridia"
"canMidAirMorph"
"canDisableEquipment"
From: 5
Bottom Middle Junction
To: 6
Junction Right of Morph Tunnel

This can be done by turning off Gravity and HiJump to jump over both spike pits.

Requires:

"canSuitlessMaridia"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "Gravity"
}
"canTrickyJump"
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
From: 6
Junction Right of Morph Tunnel
To: 5
Bottom Middle Junction

This can be done by turning off Gravity and HiJump to jump over both spike pits.

Requires:

"canSuitlessMaridia"
{
  "disableEquipment": "HiJump"
}
{
  "disableEquipment": "Gravity"
}
"canTrickyJump"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. Use a spring ball jump after breaking the water, then ibj. Take two Mochtroid hits or use a double bomb jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canTrickySpringBallJump"
"canJumpIntoIBJ"
"canTrickyJump"
{
  "or": [
    "canDoubleBombJump",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"canCrossRoomJumpIntoWater"
From: 2
Bottom Left Door
To: 4
Top Right Door

Requires a runway of 1 tile in the adjacent room. There is just enough room to wall jump after breaking the water.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canPreciseWalljump"
"canTrickyJump"
"canCrossRoomJumpIntoWater"
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Climb up and lure and Oum to the right pit, then time the Crystal Flash so that the Oum can hit Samus. This is fairly lenient, but one method is to Crystal Flash near the shot block pillar while the Oum is to the right of Samus moving right. With some testing, it seemed like the Oum was more likely to hit Samus when it is moving to the left.

This is possible with a Bomb into Spring Ball jump without HiJump. Pause and jump just before the fade out finishes. Turn off Spring Ball and place a Bomb just above where Samus' head would be if standing. Pause again between 23-25 frames later and equip Spring Ball; Samus has a three frame window where she has upward momentum from the Bomb and can jump again. The positioning of the Bomb is quite lenient, with an 11 frame window for where it can be placed.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    "h_artificialMorphUnderwaterBombIntoSpringBallJump"
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    {
      "tech": "canComplexRModeCrystalFlashInterrupt"
    },
    {
      "ammo": {
        "type": "Super",
        "count": 10
      }
    }
  ]
}
{
  "or": [
    "h_fullEnemyDamageReduction",
    {
      "and": [
        "h_partialEnemyDamageReduction",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 49
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: It is possible to enter with G-mode for the left side of the room and do this off-camera, but it is unreasonably difficult.

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

Only requires a runway of approximately 0.5 tiles in the adjacent room. SpringBall jump once on the way up, then use a Bomb to buy just enough time for a second SpringBall jump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canUnderwaterBombIntoSpringBallJump"
"canDoubleSpringBallJumpMidAir"
From: 1
Bottom Left Door
To: 2
Top Right Door

The lenient version requires a runway of at least 5 tiles (with no open end) in the adjacent room. This is easier without Speed Booster and requires disabling HiJump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
{
  "disableEquipment": "HiJump"
}
From: 1
Bottom Left Door
To: 2
Top Right Door

Requires a runway of at least 2 tiles (with no open end) in the adjacent room. This is typically easier without Speed Booster depending on the exact runway length and requires disabling HiJump.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyJump"
{
  "disableEquipment": "HiJump"
}
From: 1
Bottom Left Door
To: 2
Top Right Door

It is possible to jump to the top door using a runway of just one tile with Speed Booster and no HiJump. Requires a last-frame jump and down press that is late but not immediately before the turnaround. With a second-to-last-frame jump it is still possible but more precise.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyDashJump"
{
  "disableEquipment": "HiJump"
}
From: 1
Top Left Door
To: 1
Top Left Door

On entry, the pirate will place a stationary, invisible laser. Cross the chasm while trying to avoid allowing it to place more lasers, with a bomb boost or spring fling. Move to the top of the platform only while the pirate is turning its head. Just before it is about to rotate its head again, Crystal Flash in a spot that is free of lasers in order to be able to gain some Reserve Energy before getting hit.

Entrance condition:

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

Requires:

"h_artificialMorphRModeCrystalFlashInterrupt"
"canComplexGMode"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "or": [
    "h_artificialMorphSpringFling",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_additionalBomb"
      ]
    }
  ]
}

Clears obstacles: door_1

From: 1
Left Vertical Door
To: 2
Bottom Right Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash just left of the top left corner of the raised floor and time the Power Bomb so that its first hit is when the Skultera is far to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "or": [
    "h_artificialMorphBombThings",
    "h_artificialMorphSpringBall"
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 2
Bottom Right Door
To: 2
Bottom Right Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash just left of the top left corner of the raised floor and time the Power Bomb so that its first hit is when the Skultera is far to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    "h_artificialMorphSpringBall"
  ]
}
"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

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

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash just left of the top left corner of the raised floor and time the Power Bomb so that its first hit is when the Skultera is far to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 4
Top Right Door
To: 2
Bottom Right Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash just left of the top left corner of the raised floor and time the Power Bomb so that its first hit is when the Skultera is far to the left.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 1
Left Door
To: 2
Bottom Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash one tile left of the door and time the Power Bomb so that its first hit is when the Skultera is just a bit off-screen to the right.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

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

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 2
Bottom Door
To: 2
Bottom Door

It is required to avoid double hitting the Skultera with the Power Bomb, and to position the Crystal Flash so that the Skultera can hit Samus from above so it avoids the light orb. To do this, Crystal Flash one tile left of the door and time the Power Bomb so that its first hit is when the Skultera is just a bit off-screen to the right. If Samus does not have a way to get to the left side of the door, instead Crystal Flash on the left-most flat tile to the right of the raised floor in the middle of the room.

This can be done with no enemy damage reduction and up to 2 E-Tanks or a 50% enemy damage reduction and no E-Tanks; a 75% reduction is not recommended and would require disabling and reenabling suits with a precise pause abuse.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": true
  },
  "comesThroughToilet": "no"
}

Requires:

"h_artificialMorphComplexRModeCrystalFlashInterrupt"
{
  "ammo": {
    "type": "Missile",
    "count": 10
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 10
  }
}
{
  "or": [
    "h_partialEnemyDamageReduction",
    {
      "resourceAtMost": [
        {
          "type": "RegularEnergy",
          "count": 19
        }
      ]
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        },
        {
          "resourceCapacity": [
            {
              "type": "ReserveEnergy",
              "count": 199
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: A 75% damage reduction method needs to be documented for if Samus only has Gravity and it provides 75% reduction.

From: 1
Left Door
To: 4
Junction Below Sand Entrance

Requires a runway of 7 tiles (with no open end) in the adjacent room. Jump into an air ball on room entry in order to get to the first pillar. Aim down after the transition to avoid hitting the overhang near the door.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canLateralMidAirMorph"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canCarefulJump",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Dev note: It is assumed that getting to the second pillar is free relative to getting to the right door.

From: 1
Left Door
To: 4
Junction Below Sand Entrance

Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and a short aiming down press before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

{
  "notable": "Cross Room Jump with Ice or Damage Boost"
}
"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Space Jump into the room with full run speed without Speed Booster, jumping as low as possible through the doorway. Aim down when close to bonking the ceiling. Samus should land on the first pillar.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canPreciseSpaceJump"
"canInsaneJump"
"canTrickyDodgeEnemies"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Space Jump into the room relatively low through the doorway. Do a momentum-conserving morph to avoid bonking on the corner at the edge of the sandfall. The morph should happen relatively early, in order to avoid an Evir projectile hit.

Jump into the room with extra run speed of at least $1.B At low speed, Samus may not make it onto the pillar and will not have time to unmorph until close to the sand; in this case, crouch jumping can be the safest way to escape.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 5.4375
  }
}

Requires:

"canPreciseSpaceJump"
"canMomentumConservingMorph"
"canTrickyDodgeEnemies"
"canPlayInSand"

Dev note: Lower speeds can also work (as low as $1.4), with damage from an Evir projectile.

From: 1
Left Door
To: 4
Junction Below Sand Entrance

Gain momentum in the room to the left, then jump at the edge of the runway in this room in order to jump off of the sand and land on the first pillar. Requires a runway of 7 tiles (with no open end) in the adjacent room, and killing the second Evir with a quick super or two plasma hits (note that the particle despawns as the Evir dies).

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"
{
  "enemyKill": {
    "enemies": [
      [
        "Evir"
      ]
    ],
    "explicitWeapons": [
      "Plasma",
      "Super"
    ]
  }
}

Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water.

From: 2
Right Door
To: 2
Right Door

The Evirs must be killed quickly before they descend too far. It can help to fire at the Evirs from a safe distance so they will not be triggered to attack Samus.

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"Gravity"
"canDodgeWhileShooting"
"canPlayInSand"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    "canTrickyJump"
  ]
}
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 900
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "disableEquipment": "Ice"
        },
        {
          "cycleFrames": 1320
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        "canFarmWhileShooting",
        {
          "cycleFrames": 980
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "disableEquipment": "Ice"
        },
        "canFarmWhileShooting",
        {
          "cycleFrames": 1360
        }
      ]
    }
  ]
}
{
  "or": [
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canGravityJump",
        "h_doubleEquipmentScreenCycleFrames"
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 3 Evir

Dev note: Technically it could make sense to clear obstacle A, but with Gravity it is irrelevant. FIXME: HiJump + Spring fling can be an alternative to Gravity.

From: 2
Right Door
To: 2
Right Door

If Plasma is available, quickly fire two shots when entering to kill the Evir; it can help to crouch for the second shot. If only Wave is available, quickly fire three shots, then jump out exactly one tile away from the ledge and fire three more shots angled-down to kill the Evir. In any case, use Grapple to collect the drop from the pillar without needing to drop down.

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"canDodgeWhileShooting"
"canSuitlessMaridia"
"HiJump"
"Grapple"
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 240
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "disableEquipment": "Ice"
        },
        "canFarmWhileShooting",
        {
          "cycleFrames": 420
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 1 Evir

Dev note: If Gravity is available, then other farm strats can be used instead.

From: 2
Right Door
To: 4
Junction Below Sand Entrance

Space Jump into the room with full run speed without Speed Booster, jumping as low as possible through the doorway. To avoid getting caught on the overhang, release jump slightly before bonking, and aim down to clear the Evir.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canPreciseSpaceJump"
"canInsaneJump"
"canTrickyDodgeEnemies"
"canPlayInSand"
From: 2
Right Door
To: 5
Right Pillar

Gain momentum in the room to the right, then jump immediately on entry in order to land on the first pillar. Jumping too late will likely put Samus into the pit. Requires a small runway of only one tile or less in the adjacent room. Jumping before the door transition will set Samus straight into an Evir projectile, knocking her into the sand.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"

Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water.

From: 1
Left Door
To: 1
Left Door

Break the bomb block on the opposite side of the room.

With extra run speeds between $1.2 and $1.D, it's not possible to break the bomb block directly with a bounce; but it is always possible to break them by chaining temporary blue (even if carrying a flash suit).

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled"
  }
}

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

Gain blue speed running into the room, then jump, morph, and unmorph while holding angle to obtain temporary blue. This method allows retaining a flash suit.

Entrance condition:

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

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Entrance condition:

{
  "comeInSpeedballing": {
    "runway": {
      "length": 0,
      "openEnd": 1
    }
  }
}

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Break the bomb block on the opposite side of the room.

With extra run speeds between $1.2 and $1.D, it's not possible to break the bomb block directly with a bounce; but it is always possible to break them by chaining temporary blue (even if carrying a flash suit).

Entrance condition:

{
  "comeInWithBlueSpringBallBounce": {
    "movementType": "controlled"
  }
}

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

Gain blue speed running into the room, then jump, morph, and unmorph while holding angle to obtain temporary blue. This method allows retaining a flash suit.

Entrance condition:

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

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Entrance condition:

{
  "comeInSpeedballing": {
    "runway": {
      "length": 0,
      "openEnd": 1
    }
  }
}

Requires:

"h_underwaterChainTemporaryBlue"

Clears obstacles: A

Base (Basic)
Oasis
From: 5
Bottom Junction
To: 5
Bottom Junction

Requires:

{
  "or": [
    "h_usePowerBomb",
    {
      "and": [
        "Gravity",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "Gravity",
        "canIBJ"
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        "h_useSpringBall"
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        "canTrivialMidAirMorph",
        "canDisableEquipment"
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

This requires a precisely timed Crystal Flash, such that Shaktool hits Samus immediately after she gets Reserve Energy, to prevent getting double hit. With a second Reserve Tank and an Energy Tank, or the damage reduction from a suit, Samus is able to survive a second hit.

If the wall is already broken, either wait for Shaktool to cross the room or move in front of it. It is possible to enter the room and land on the doorsill, then bomb or Power Bomb boost across when the tide is high.

Entrance condition:

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

Requires:

"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 10
          }
        },
        {
          "or": [
            "h_partialEnemyDamageReduction",
            {
              "and": [
                {
                  "resourceCapacity": [
                    {
                      "type": "RegularEnergy",
                      "count": 199
                    }
                  ]
                },
                {
                  "resourceCapacity": [
                    {
                      "type": "ReserveEnergy",
                      "count": 199
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 2
          }
        },
        "h_artificialMorphComplexRModeCrystalFlashInterrupt"
      ]
    }
  ]
}
{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        {
          "or": [
            "canInsaneJump",
            "Gravity"
          ]
        },
        {
          "or": [
            "h_artificialMorphBombs",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 2
              }
            }
          ]
        }
      ]
    },
    "canBePatient",
    {
      "and": [
        "canRiskPermanentLossOfAccess",
        {
          "not": "f_ShaktoolDoneDigging"
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

This requires a precisely timed Crystal Flash, such that Shaktool hits Samus immediately after she gets Reserve Energy, to prevent getting double hit. With a second Reserve Tank and an Energy Tank, or the damage reduction from a suit, Samus is able to survive a second hit.

Entrance condition:

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

Requires:

{
  "or": [
    "f_ShaktoolDoneDigging",
    {
      "obstaclesCleared": [
        "f_ShaktoolDoneDigging"
      ]
    }
  ]
}
"h_artificialMorphRModeCrystalFlashInterrupt"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 10
          }
        },
        {
          "or": [
            "h_partialEnemyDamageReduction",
            {
              "and": [
                {
                  "resourceCapacity": [
                    {
                      "type": "RegularEnergy",
                      "count": 199
                    }
                  ]
                },
                {
                  "resourceCapacity": [
                    {
                      "type": "ReserveEnergy",
                      "count": 199
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 2
          }
        },
        "h_artificialMorphComplexRModeCrystalFlashInterrupt"
      ]
    }
  ]
}
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. Requires a runway of only approximately 0.5 tiles in the adjacent room. Perform an air ball before hitting the ceiling in order to land on the first pillar.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

"canLateralMidAirMorph"
"canCrossRoomJumpIntoWater"
"HiJump"
"canPlayInSand"
From: 1
Left Door
To: 5
Left Pillar Junction

Space Jump into the room with max run speed without Speed Booster, then quickly airball after the transition.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canLateralMidAirMorph"
"canTrickyJump"
From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump after entering this room in order to land on the first pillar. Ensure that Speed Booster is disabled.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 5
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canCarefulJump"

Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water.

From: 1
Left Door
To: 5
Left Pillar Junction

Gain momentum in the room to the left, then jump in this room in order to land on the first pillar. Ensure that Speed Booster is disabled. With a short runway of 4 tiles (with an open end) in the adjacent room, it is required to jump as late as possible at the edge of the runway in this room. Shrinking Samus' hitbox before landing makes the jump a little easier.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"

Dev note: This is not technically a canCrossRoomJumpIntoWater, but it is used here because of the way the momentum changes as Samus enters the water.

From: 2
Right Door
To: 2
Right Door

The Evirs must be killed quickly before they descend too far. With only Spazer available for damage, this is particularly tight. One of the first two Evirs will need to be skipped.

Requires:

{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          2
        ]
      }
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "Gravity",
        {
          "cycleFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        {
          "cycleFrames": 645
        }
      ]
    }
  ]
}
"canPlayInSand"
"canTrickyDodgeEnemies"
"canInsaneJump"
"Spazer"
{
  "disableEquipment": "Ice"
}
{
  "cycleFrames": 1440
}

Farm cycle drops: 2 Evir

Dev note: FIXME: Slower methods are possible for resetting at the left door.

From: 2
Right Door
To: 2
Right Door

The Evirs must be killed quickly before they descend too far. It can help to fire at the Evirs from a safe distance so they will not be triggered to attack Samus.

Requires:

"canPlayInSand"
{
  "or": [
    "canFarmWhileShooting",
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    }
  ]
}
{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          2
        ]
      }
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "Gravity",
        {
          "cycleFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        {
          "cycleFrames": 100
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 880
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 880
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "disableEquipment": "Ice"
        },
        {
          "cycleFrames": 1200
        }
      ]
    }
  ]
}

Farm cycle drops: 3 Evir

Dev note: FIXME: Slower methods are possible for resetting at the left door.

From: 2
Right Door
To: 2
Right Door

Jump out 1 tile from the ledge and fire angle-down shots at the closest Evir, to quickly kill it before it descends too far. Use Grapple to collect the drop. If only Wave is used, the drop will spawn low, and in this case use Grapple while falling right of the pillar in order to reach the drop.

If Plasma is available, then killing the second Evir (instead of the first) is also an option.

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"canSuitlessMaridia"
"canPlayInSand"
"canFarmWhileShooting"
"Grapple"
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 340
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "disableEquipment": "Ice"
        },
        "canInsaneJump",
        "canBeVeryPatient",
        {
          "cycleFrames": 680
        }
      ]
    }
  ]
}

Farm cycle drops: 1 Evir

From: 2
Right Door
To: 3
Mother Brain

Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spin jump or down-back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. I-frames can be acquired from a Rinka hit, a turret shot, or from the Zebetite itself. Note that Zebetites cause i-frames but deal no damage. If Screw Attack is equipped, then a down-back must be used, since spin jumping will cancel i-frames. With Ice+Wave, Samus can freeze the Rinka from above with an angle-down shot; Otherwise Samus must go below, press against the wall, and freeze it with an upward shot. With Ice+Plasma, Samus must be crouched when firing the shot.

Requires:

{
  "notable": "Ice Zebetite Skip"
}
"canUseIFrames"
"canTrickyUseFrozenEnemies"
"Morph"
{
  "or": [
    {
      "and": [
        "Wave",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    "canTrickyJump"
  ]
}
{
  "or": [
    {
      "disableEquipment": "ScrewAttack"
    },
    "canDownBack"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mother Brain 1",
        "type": "turret",
        "hits": 1
      }
    }
  ]
}
"h_complexToCarryFlashSuit"
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"
"i_MotherBrainBarrier4Clear"

Dev note: This technically requires f_KilledZebetites1 to not be set, but there is minimal risk of loss of access, because there is no reason to kill any Zebs without being able to kill them all. It is also possible to Ice Zeb skip through the second Zeb with a morph/unmorph/remorph on a frozen Rinka; this is known as a Remorph Zebetite Skip or a Spring Ball Zebetite Skip. Technically this strat involves `canWallIceClip` but we don't include that requirement, since the positioning of the Rinka is freely normalized, which makes the trick easier than this tech would normally imply. FIXME: It is possible to Ice Zeb Skip out, but it is much harder and would only be useful if getting here with canRiskPermanentLossOfAccess.