Ability to enter G-mode starting with low reserve energy. Have 4 or fewer energy in reserves (set to Auto), take damage while going through a door, use X-Ray while entering the next room, and release X-Ray before reserves have finished filling (a 4-frame window when starting with 4 reserve energy). This can be used for many things, including overloading PLMs to move through solid tiles, setting up a deep doorstuck, and triggering Artificial Morph if canArtificialMorph is enabled.
Dependencies: canManageReserves, canEnterRMode, canUseEnemies, canPreciseReserveRefill
From: 1
Left Door
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs using scroll blocks a few tiles in front of the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
Overload PLMs using the scroll block next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Overload PLMs using the scroll block next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } |
Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Climb to the Top" } { "or": [ "canTrickyGMode", "Morph" ] } "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_canArtificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll blocks next to the bomb wall Navigate to the lower right bomb blocks while still morphed. Samus will be off-camera and not visible, requiring blind movement. Enemies will not hurt Samus since they are non-global and also off-camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_canArtificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_ClimbWithoutLava", "h_lavaProof" ] } Clears obstacles: B Dev note: This could be possible with the lava, but it would be blind and very tight. |
Overload PLMs using the scroll block at the top of the stairs immediately in front of the bomb blocks. Reach the bottom and pass through the bomb blocks while still in G-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Overload PLMs using the scroll block at the top of the stairs immediately in front of the bomb blocks. Fall down to the lower bomb blocks while still in G-mode Morph. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Fall down and pass through bomb wall at the bottom while still in G-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. If Morph is not available, careful movement is needed with SpringBall to reach the top without taking a hit from a pirate or its stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "Morph", { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", "h_canFourTileJumpMorph" ] } ] }, { "and": [ "h_ZebesNotAwake", { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs" ] } ] } ] } |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphIBJ" ] } { "ammo": { "type": "PowerBomb", "count": 7 } } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Overload PLMs using the scroll block next to any of the bomb blocks in the room, allowing passage through the bomb blocks at the top by making them become air. If Morph is not available, careful movement is needed with SpringBall to reach the top without taking a hit from the pirates or their stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_ZebesNotAwake", "h_canArtificialMorphMovement" ] } ] } |
A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit or unmorphing. Overload PLMs using the scroll block next to the bomb blocks at the top, allowing passage through them by making them become air. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time. Overload the PLMs at the bottom, if the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphIBJ" ] } { "ammo": { "type": "PowerBomb", "count": 8 } } |
Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit from them or their stationary, invisible lasers. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_canArtificialMorphIBJ", "canTrickyGMode" ] }, { "and": [ "h_canArtificialMorphMovement", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_ZebesNotAwake", "h_canArtificialMorphMovement" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" Clears obstacles: C |
It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongCeilingBombJump", { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "h_canArtificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] } ] } Dev note: This is a softlock unless the item is Morph. The IBJ strat has 2 extra spike hits added as a leniency. |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Roll through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item. Note that if the item has already been collected, Samus can overload PLMs with Grapple. With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ { "itemNotCollectedAtNode": 3 }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "Morph", "Grapple", { "or": [ "canTrickyJump", { "spikeHits": 1 } ] } ] } ] } { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] } ] } Dev note: FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below. |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Place the PBs exactly two tiles left of the Morph tunnel. Be sure not to touch the item if this strat will be needed again in the future. It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] } ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] }, { "and": [ "h_canArtificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] }, "h_canArtificialMorphLongCeilingBombJump" ] } Dev note: The IBJ from spikes has 2 extra spike hits added as a leniency. |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "Grapple" { "or": [ "canTrickyJump", { "spikeHits": 1 } ] } { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } Dev note: FIXME: Grapple will quickly overload PLMS. It is barely possible to cross the gap using short grapples, canResetFallSpeed, and ending with a swing. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Crystal Flash then Shinespark up to the item, touch it, and return through the speed block that is now air. Use the Boyons and acid to reserve trigger to exit G-mode below to collect the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphCrystalFlash" { "or": [ { "and": [ "canTrivialUseFrozenEnemies", "h_canShineChargeMaxRunway", "canMidairShinespark", { "shinespark": { "frames": 118, "excessFrames": 6 } } ] }, { "and": [ "canShinechargeMovementComplex", { "canShineCharge": { "usedTiles": 34, "openEnd": 0 } }, { "shinespark": { "frames": 128, "excessFrames": 6 } } ] } ] } { "autoReserveTrigger": { "minReserveEnergy": 1 } } Dev note: These shinespark frames could be reduced with more items or tech, but in direct G-mode, Samus will need to CF and reserve trigger to collect the item. |
From: 2
Bottom Left Door
To: 3
Item
Ascend with a long IBJ, then ceiling bomb jump against the speed blocks to overload the PLMs. Falling is very unforgiving. Note that the boyons can be killed with bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Ceiling Bomb Jump" } "h_canArtificialMorphLongIBJ" "h_canArtificialMorphCeilingBombJump" "canBeVeryPatient" Dev note: This is technically doable without canBePatient, but would require double bomb jump, morph, a way to bypass Boyons, and never falling. |
Wall jump up 9 times, placing a PB at the top. Only works in direct g-mode with the item still uncollected. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Up with Power Bombs" } { "itemNotCollectedAtNode": 3 } "canConsecutiveWalljump" "Morph" { "or": [ "canRiskPermanentLossOfAccess", "canXRayClimb" ] } { "ammo": { "type": "PowerBomb", "count": 9 } } "canBeVeryPatient" { "or": [ "canTrivialUseFrozenEnemies", "canTrickyJump", "ScrewAttack", "h_getBlueSpeedMaxRunway", { "enemyKill": { "enemies": [ [ "Boyon", "Boyon", "Boyon", "Boyon" ] ] } }, { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] } Dev note: FIXME: Using this strat won't risk canRiskPermanentLossOfAccess if the player could x-ray climb instead. However if the adjacent room is heated and Samus is really low energy, this could be a problem. Placing the Power Bombs lower, on the magic tile, could overload PLMs with fewer, likely with as low as 2 Power Bombs. |
From: 2
Bottom Left Door
To: 5
Bottom Junction (Right of Boyons)
Shinespark up to the item, touch it, and return through the speed block that is now air. Exit G-mode below to collect the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ { "and": [ "canTrivialUseFrozenEnemies", "h_canShineChargeMaxRunway", "canMidairShinespark", { "shinespark": { "frames": 118, "excessFrames": 6 } } ] }, { "and": [ "canShinechargeMovementComplex", { "canShineCharge": { "usedTiles": 34, "openEnd": 0 } }, { "shinespark": { "frames": 128, "excessFrames": 6 } } ] } ] } Dev note: These shinespark frames could be reduced with more items or tech, but in direct G-mode, Samus will be at low Energy and need an energy free shinespark. |
Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } Dev note: FIXME: It would be possible to remote acquire to the left after using spring into ceiling bomb jump, but it would require restructuring the room and an extremely long CIBJ. |
From: 3
Item
To: 5
Bottom Junction (Right of Boyons)
Walk through the item or use Bombs to overload PLMs, fall through the speed blocks, then exit G-Mode to remote acquire the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Overload the scroll PLMs which are one tile to the left of the bomb blocks, then pass through them. Refill at the ship, then return. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canDelayedWalljump", { "and": [ "SpeedBooster", "HiJump" ] }, { "and": [ "SpeedBooster", { "or": [ "HiJump", "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "h_canShineChargeMaxRunway", "canMidairShinespark", { "or": [ { "shinespark": { "frames": 29, "excessFrames": 1 } }, { "and": [ "canShinechargeMovementComplex", { "shinespark": { "frames": 22, "excessFrames": 1 } } ] } ] } ] } ] } |
Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). If needed, refill at the ship and/or continue on through the next set of bomb blocks to reach the bottom right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Climb up 3 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Power Bomb the blocks then exit G-mode for them to break. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: B |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
G-Mode Morph Junction (Ship)
To: 1
Top Left Door
Using IBJ to reach the Gauntlet entrance bomb blocks, place a Power Bomb and it will hit but not break the blocks. Then IBJ up to to the left, unmorph and use X-Ray to cancel G-mode, the blocks will be broken, allowing Samus to pass through. Requires: "canEnterGMode" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } "h_canArtificialMorphPowerBomb" |
From: 8
G-Mode Morph Junction (Ship)
To: 1
Top Left Door
IBJ up to to the top left of the room. Use X-Ray to cancel G-mode, then fall with Screw Attack to break the bomb blocks. Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" "ScrewAttack" |
Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" |
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" Dev note: IBJ over the wall. |
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Top Left Door
To: 1
Top Left Door
Destroy the bomb wall to open a path for the Geemer to hit Samus through the transition. If using a PB be careful not to kill the Geemer. Place the PB far left, next to the door, as the Geemer is leaving the flat part of the ceiling. Requires: "h_ZebesIsAwake" "h_canDestroyBombWalls" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 2
Middle Left Door
There are scroll PLMs one tile to the left of the Terminator bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Go down to the Save door by falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 1
Top Left Door
To: 5
Alcatraz Door
There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally", { "and": [ "canNeutralDamageBoost", "h_ZebesIsAwake", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } ] } |
From: 1
Top Left Door
To: 8
Central Junction
There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 2
Middle Left Door
To: 1
Top Left Door
Use artificial morph to pass through the tunnel, then unmorph and get up to the top of the room normally. There are scroll PLMs at the two-tile gap as Samus approach the top left bomb blocks, which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 5
Alcatraz Door
Use artificial morph to pass through the tunnel at the entrance of the room. Use Bombs or SpringBall to navigate to Alcatraz without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Horizontal Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 3
Bottom Left Horizontal Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Horizontal Door
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 4
Top Right Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 4
Top Right Door
To: 2
Middle Left Door
A single Power Bomb, placed precisely and as early as possible, can get you over the Geemers and onto the ledge above Alcatraz without taking a hit. Alternatively Bombs or SpringBall can be used. Go down to the Save door by just falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally" ] } |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, use a Power Bombs, to kill the Geemers and another to boost over to the left Alcatraz entrance, as the Power Bomb blast will render the bomb blocks solid, unable to be turned to air. This is possible but tricky to do with a single Power Bomb: In direct G-mode, use Samus' i-frames to roll through the first Geemer and horizontally bomb boost onto the ledge. In indirect G-mode, roll immediately and place the Power Bomb just after the first downward slope to jump over both Geemers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", { "or": [ "h_additionalBomb", "canTrickyGMode" ] } ] }, { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 5
Alcatraz Door
To: 1
Top Left Door
There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 5
Alcatraz Door
To: 2
Middle Left Door
There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Again traverse off-screen while going down the left shaft and through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphMovement" |
From: 5
Alcatraz Door
To: 5
Alcatraz Door
It takes approximately 3.5 minutes for a global Geemer to reach this location, but this can be reduced by using a Super between 19 and 33 seconds after entering the room, to make a Geemer fall and take a shorter path. Requires: "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Alcatraz Door
To: 8
Central Junction
Enter with direct G-Mode artificial morph, and perform a Crystal Flash to refill reserve energy. Do this all the way to the left, to prevent the Geemer from being destroyed by the lingering light orb. Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Either way, after the Geemer comes down into Alcatraz, shoot a Super to knock it off the ledge to make it bypass the light orb. Damage down until one Geemer hit away from running out of energy. If Samus has at least one Energy Tank, it will take longer to damage down, in which case an additional Super can be used to knock the Geemer onto the floating platform, to allow unlimited time for damaging down. A final Super can be used to knock the Geemer off the floating platform. Set reserves to manual, stand next to the bomb blocks, and wait for the Geemer to approach. Just before taking a hit, press pause. During the fade-out, hold forward to land quickly after knockback. At a precise moment just before the pause hits, jump and aim down; the aim-down can be buffered before jumping, e.g. by rolling from forward to down through a diagonal input. Set reserves to auto, then unpause while continuing to hold jump. If successful, the forced stand-up will occur close to the ceiling and while Samus still has upward momentum, allowing Samus to clip through. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Alcatraz Escape G-Mode Crystal Flash Then Forced Standup" } "h_ZebesIsAwake" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 3 } } "h_canArtificialMorphCrystalFlash" "canPauseAbuse" { "autoReserveTrigger": {} } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } Dev note: FIXME: A version of this strat could be added with canRiskPermanentLossOfAccess requiring fewer Supers and time, if Samus has no tanks. |
From: 5
Alcatraz Door
To: 8
Central Junction
There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Requires: "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Bottom Left Vertical Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
From: 7
Bottom Left Vertical Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Freeze a Geemer on the bottom of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip into the tile left of the door. Press up to get out of crouch and lose the stored vertical speed (so that X-Ray works). Then turn-around, open the door, and go into the door transition as the third Geemer hits you. Falling off the frozen Geemers requires relatively high precision: This setup is a 4 frame window, not too far left, so you can get to the door transition, not too far right such that you enter the transition when falling. Requires: { "notable": "Downward G-Mode Setup with Ice" } "h_ZebesIsAwake" "canEnemyStuckMoonfall" "canFreeFallClip" "canTrickyUseFrozenEnemies" "canDownwardGModeSetup" Exit condition: { "leaveWithGModeSetup": {} } |
From: 8
Central Junction
To: 1
Top Left Door
Place the Power Bomb below the bomb blocks as the Geemer is leaving the flat part of the ceiling to break it and let the Geemer through. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Central Junction
To: 1
Top Left Door
After the Geemer is near, destroy the bomb wall using blue speed from the right. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" { "getBlueSpeed": { "usedTiles": 25, "steepUpTiles": 3, "steepDownTiles": 3, "openEnd": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Overload PLMs using the scroll block directly above the bomb block leading down to the item. Carefully land on the solid block and avoid falling further. Use a Bomb to boost Samus, then on the descent place one in the air, one on the ground, and quickly use X-Ray before they explode to exit G-mode and break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "canTrickyJump" Clears obstacles: A |
Lay a Power Bomb to break the bomb blocks leading down to the item, then use X-ray to cancel G-mode, to clear the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Overload PLMs using the scroll block directly above the bomb block leading down to the item. Using X-Ray to cancel G-mode will lead to a soft lock if the item there can't be used to get Samus out. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 2
Right Door
To: 3
Item
Without Morph, the pirates will not spawn. While near the bomb blocks, use a Power Bomb and then use X-ray to cancel G-mode, which will clear the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Without Morph, the pirates will not spawn. Overload PLMs using the scroll block directly above the bomb block leading down to the item. Carefully land on the solid block and avoid falling further. Use a Bomb to boost Samus, then on the descent place one in the air, one on the ground, and quickly use X-Ray before they explode to exit G-mode and break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" Clears obstacles: A |
Without Morph, the pirates will not spawn. Use Power Bomb horizontal boosts to move toward the left side of the room in artificial morph. Roll off the third blue platform from the right door and lay a Power Bomb against the left wall to get into range of the bomb blocks. Unmorph and use X-ray to cancel G-mode. It may be best to do this before the PB explodes, in case PLMs are already overloaded. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphPowerBomb", "canTrickyJump" ] } Clears obstacles: A |
Be careful not to touch any of the pirates spawned lasers. Overload PLMs using the scroll block directly above the bomb block leading down to the item. Using X-Ray to cancel G-mode will lead to a soft lock if the item there can't be used to get Samus out. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Carefully kill the Zebbo, then place two bombs against the right wall to break the left half of the wall to slightly increase the length of the runway. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
Place a Power Bomb to the left of the Zebbo, then exit G-Mode, to break the bomb wall to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: B |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 1
Left Door
Roll through the item to overload PLMs then quickly fall into the morph tunnel, unmorph at the correct spot and jump out before the acid touches Samus. With a careful, blind, Space Jump with Screw Attack, move through the bomb walls while avoiding the spikes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphMovement" "canInsaneJump" "canOffScreenMovement" "SpaceJump" "ScrewAttack" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: This strat leaves the room, as it would be unreasonable and may not be possible to do anything at 1 with the broken camera movement. |
From: 2
Right Door
To: 4
Middle Junction (Left of Morph Tunnel)
Roll through the item to overload PLMs then fall into the morph tunnel, unmorph at the correct spot and quickly jump out before the acid touches Samus. Exit G-mode and roll back into the tunnel to fix the camera and return avoiding the acid again. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "Morph" "canInsaneJump" "canOffScreenMovement" Dev note: Acid damage wasn't considered, as Samus needs to be in direct G-mode FIXME: This could be done with a CF after overloading PLMs with the item. |
Requires: { "or": [ "h_canUseMorphBombs", "ScrewAttack" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 6, "openEnd": 1, "steepUpTiles": 1, "steepDownTiles": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Freeing the Waver with a shinespark is not reliable, and depends on when and where the shinespark starts. Most of these strats kill the Wavers or set up situations where they can't reach the door. |
From: 1
Left Door
To: 1
Left Door
Place a Power Bomb near the door, then wait for the Waver to get into position to hit Samus through the transition. The Waver only moves while on camera, and needs to move around the region several times before being set up properly. Requires: "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 1
Left Door
To: 2
Right Door
This is harder when crossing the room and easier if the right door can be used to reset the room, but it will cost one extra Power Bomb. One method is to place a Power Bomb near the first bomb wall, killing the first Waver, but keeping the second, global Waver. Wait for the global Waver to make a couple of passes before going to the left, where Samus can safely place a second Power Bomb by the next wall. Wait again before placing the third Power Bomb, as the Waver will soon be returning. After the third bomb, wait at the right door for the setup. Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
This is harder when crossing the room and easier if the left door can be used to reset the room, but it will cost one extra Power Bomb. Place a Power Bomb near the first and third bomb walls. One Waver will be alive by the fifth wall, which will only move while on camera. Get it to move to the right in order to safely Power Bomb the final set of walls. Follow the Waver around the room a few times in order to get it to the left doorway. Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "h_canUseMorphBombs", "ScrewAttack" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 6, "openEnd": 1, "steepUpTiles": 1, "steepDownTiles": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Freeing the Waver with a shinespark is not reliable, and depends on when and where the shinespark starts. Most of these strats kill the Wavers or set up situations where they can't reach the door. |
From: 2
Right Door
To: 2
Right Door
Place a Power Bomb near the door, then wait for the Waver to get into position to hit Samus through the transition. The Waver only moves while on camera, and needs to move around the region several times before being set up properly. Requires: "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Right Door
To: 2
Middle Right Door
Requires: "h_canUsePowerBombs" { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "and": [ "Ice", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Middle Right Door
To: 9
Junction Below Items
Crystal Flash then damage down on the Pirates to Reserve trigger to exit G-Mode. To prevent freeing the Beetoms, the Power Bomb needs to be placed on the left platform just below the door. To prevent extra hits after the trigger, kill the Pirate when Samus is low on Energy, then finish damaging down using its invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphCrystalFlash" { "autoReserveTrigger": {} } { "or": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)" ] ] } }, { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "laser", "hits": 3 } } ] } Clears obstacles: A |
From: 2
Middle Right Door
To: 10
G-Mode Morph Junction (Middle Right Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 10
G-Mode Morph Junction (Middle Right Door)
With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump", { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 5 } } ] } ] } |
From: 4
Bottom Right Door
To: 2
Middle Right Door
Enter with G-mode direct and kill the bottom Pirate. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)" ] ], "explicitWeapons": [ "Charge", "Ice", "Wave", "Spazer", "Plasma", "Missile", "Super" ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 2
Middle Right Door
Enter with G-mode direct and kill the bottom Pirate with Bombs or a Power Bomb. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canXRayClimb" { "or": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphIBJ" ] } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 10
G-Mode Morph Junction (Middle Right Door)
With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump", { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 5 } } ] } ] } |
From: 9
Junction Below Items
To: 2
Middle Right Door
Requires: { "or": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 4 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 9
Junction Below Items
To: 3
Bottom Left Door
It is possible to shake the Beetom off near the right door while facing left, then lure it down to the bottom without taking more hits (or to kill the Pirates with Bombs). Requires: { "or": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)", "Green Space Pirate (standing)", "Green Space Pirate (standing)" ], [ "Green Space Pirate (standing)", "Green Space Pirate (standing)" ] ] } }, { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 8 } }, { "and": [ "canTrickyDodgeEnemies", "canEscapeEnemyGrab", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } ] } ] } ] }, { "and": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } }, { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 3 } } ] } ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: If starting the room at the bottom, the way it is written requires killing the pirates twice. If starting from the top of the room, it's going to take more hits and wiggling the Beetom off above if the only way to kill the pirates is with Power Bombs. |
From: 9
Junction Below Items
To: 4
Bottom Right Door
It is possible to shake the Beetom off near the right door while facing left, then lure it down to the bottom without taking more hits (or to kill the Pirates with Bombs). Requires: { "or": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)", "Green Space Pirate (standing)", "Green Space Pirate (standing)" ], [ "Green Space Pirate (standing)", "Green Space Pirate (standing)" ] ] } }, { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 8 } }, { "and": [ "canTrickyDodgeEnemies", "canEscapeEnemyGrab", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } ] } ] } ] }, { "and": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } }, { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 3 } } ] } ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: If starting the room at the bottom, the way it is written requires killing the pirates twice. If starting from the top of the room, it's going to take more hits and wiggling the Beetom off above if the only way to kill the pirates is with Power Bombs. |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 2
Middle Right Door
Requires: "canEnterGMode" |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_canArtificialMorphBombThings" "h_additionalBomb" |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 9
Junction Below Items
Place bombs against the bottom of the crumble blocks to overload PLMs. Requires: "canEnterGMode" "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canBePatient", "HiJump" ] } ] }, "h_canArtificialMorphCeilingBombJump" ] } |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 9
Junction Below Items
Place a Power Bomb and exit G-Mode. To prevent freeing the Beetoms, the Power Bomb needs to be placed on the left platform just below the door. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "f_TourianOpen" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canTrickyGMode" "h_canPreciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
The nearby Global crab can be used to exit on the left side of the door. Exiting on the right will require travelling the Morph maze to find a local crab or two. Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" "h_canUseSpringBall" "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Dev note: There is a Morphless way to jump on the crab with aim down but it feels too precise to include. Global Crab (left side) takes 40 seconds, local crab (Right side) is 180. Finding two left side crabs to use together is faster. |
Without Springball or Gravity, it is possible to overload PLMs with the crumble blocks with bombs. Take the first left above the waterline. Place bombs in the single tile nook on the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombThings", "Gravity" ] }, "h_canArtificialMorphIBJ" ] } |
Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canBeVeryPatient" "canTrickyGMode" "h_canArtificialMorphBombs" { "or": [ { "and": [ "Morph", { "or": [ "HiJump", "canSpringBallJumpMidAir", "canSunkenTileWideWallClimb" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } "h_canPreciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. To safely bomb the fast crab, wait just left of where it falls. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump", "h_canArtificialMorphBombs" ] } ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Door
To: 3
Bottom Door
Run from the ledge into the open doorway while hitting the frozen Crab as it thaws and the door transition simultaneously. Note that this requires a pixel perfect freeze, a small pixel starting window, and has tight timing. It then has a 50% success rate due to collision oscillation. Requires: "canWallIceClip" "canDownwardGModeSetup" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
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. This needs to be done up to five times to cross the room with no other items. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphUnderwaterBombIntoSpringBallJump" "canBeVeryPatient" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", "h_canArtificialMorphHBJ" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } |
From: 1
Lower Section - Bottom Left Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Lower Section - Bottom Left Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } |
From: 3
Upper Right Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", { "and": [ "canLongIBJ", "Gravity" ] }, { "and": [ "HiJump", "canJumpIntoIBJ" ] }, { "and": [ "canLongIBJ", "canBombHorizontally", "canResetFallSpeed" ] }, { "and": [ "canJumpIntoIBJ", "canLongIBJ", "canTrickyJump" ] }, { "and": [ "HiJump", { "or": [ "SpeedBooster", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "canTrickyJump", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canShinechargeMovement", "canMidairShinespark", "h_canShineChargeMaxRunway", { "shinespark": { "frames": 35, "excessFrames": 10 } } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Get Inside the Bridge" } "canSkipDoorLock" { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canLongIBJ", "Gravity" ] }, { "and": [ "HiJump", "canJumpIntoIBJ" ] }, { "and": [ "canLongIBJ", "canBombHorizontally", "canResetFallSpeed" ] }, { "and": [ "canJumpIntoIBJ", "canLongIBJ", "canTrickyJump" ] }, { "and": [ "HiJump", { "or": [ "SpeedBooster", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "canTrickyJump", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canShinechargeMovement", "canMidairShinespark", "h_canShineChargeMaxRunway", { "shinespark": { "frames": 35, "excessFrames": 10 } } ] } ] } "canXRayClimb" |
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Get Inside the Bridge" } { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canLongIBJ", "Gravity" ] }, { "and": [ "HiJump", "canJumpIntoIBJ" ] }, { "and": [ "canLongIBJ", "canBombHorizontally", "canResetFallSpeed" ] }, { "and": [ "canJumpIntoIBJ", "canLongIBJ", "canTrickyJump" ] }, { "and": [ "HiJump", { "or": [ "SpeedBooster", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "canTrickyJump", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canShinechargeMovement", "canMidairShinespark", "h_canShineChargeMaxRunway", { "shinespark": { "frames": 35, "excessFrames": 10 } } ] } ] } "canXRayClimb" Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 12
Top Junction
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canLongIBJ", "Gravity" ] }, { "and": [ "HiJump", "canJumpIntoIBJ" ] }, { "and": [ "canLongIBJ", "canBombHorizontally", "canResetFallSpeed" ] }, { "and": [ "canJumpIntoIBJ", "canLongIBJ", "canTrickyJump" ] }, { "and": [ "HiJump", { "or": [ "SpeedBooster", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "canTrickyJump", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canShinechargeMovement", "canMidairShinespark", "h_canShineChargeMaxRunway", { "shinespark": { "frames": 35, "excessFrames": 10 } } ] } ] } "canXRayClimb" |
From: 4
Lower Section - Top Right Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall", "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 4
Lower Section - Top Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall", "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 5
Lower Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door
Climb up 3 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" |
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Lower Section - Bottom Right Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall", "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 5
Lower Section - Bottom Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall", "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 6
Middle Right Door (By Zeb Farm)
To: 2
Upper Right Section - Top Right Door
Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, freeze it and jump on top of it. Use the Zeb as a platform to climb high enough to get it to be aligned with the door. Use the background to see how high the Zeb is - Get the Zeb 2-3 tiles higher than the thinner bright line in the background. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not. Chase the Zeb towards the doorway, refreezing it as needed. Requires: { "notable": "G-Mode Setup Lure Zeb from Below" } "canTrickyUseFrozenEnemies" { "or": [ "h_canBombThings", "h_canUseSpringBall", "h_canUsePowerBombs" ] } "canCameraManip" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Middle Right Door (By Zeb Farm)
To: 3
Upper Right Section - Bottom Right Door
Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, fall off the platform to make the Zeb move horizontally at the right height to hit Samus in the doorway to the right. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not. Requires: { "notable": "G-Mode Setup Lure Zeb from Below" } "canTrickyUseFrozenEnemies" { "or": [ "h_canBombThings", "h_canUseSpringBall", "h_canUsePowerBombs" ] } "canCameraManip" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Middle Right Door (By Zeb Farm)
To: 6
Middle Right Door (By Zeb Farm)
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction
It is possible to bomb boost from the door runway over the Zeb and onto the first step. Without doing this, the Zeb will likely touch Samus, as it will start moving if Samus goes down a single step. At the left end of the tunnel, roll against the lower left corner, exit G-mode, and X-Ray standup, shoot the block, partial floor clip, then jump and down grab to the ledge. Wiggle to escape. A failed jump will result in a forced crouch, which is likely a soft lock. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canXRayStandUp" "canPartialFloorClip" "canInsaneJump" "canDownGrab" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombHorizontally", "h_additionalBomb" ] } ] } |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
Start the IBJ on the second downward tile from the door. The crumble block is the leftmost flat ceiling tile. Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphCeilingBombJump" Dev note: Without canCeilingBombJump, this would take more than 10 minutes. |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
The crumble block is the leftmost flat ceiling tile. Requires: "canEnterGMode" "h_canUseMorphBombs" "SpaceJump" "canBeVeryPatient" |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
Requires: "canEnterGMode" "Grapple" "Morph" |
From: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To: 14
Morph Maze Junction (Below Super Block)
Requires: "canEnterGMode" { "or": [ { "and": [ "SpaceJump", "Morph" ] }, "h_canArtificialMorphLongIBJ", { "and": [ "canTrickyDashJump", "canSpringBallJumpMidAir", "HiJump" ] } ] } |
From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 1
Lower Section - Bottom Left Door
To overload the PLMs, place a Power Bomb precisely to the right of the bottom of the second overhang above the bottom left door. This is at the max jump height without HiJump. Placing the Power Bomb higher or lower will not overload the PLMs without many Power Bombs. Requires: { "notable": "G-mode Overload PLMs by Power Bombing Morph Maze Item" } "canEnterGMode" "h_canUsePowerBombs" { "or": [ "SpaceJump", "canLongIBJ", { "and": [ "canTrickyDashJump", "canTrickySpringBallJump", "HiJump" ] } ] } Dev note: This requires the item to not be collected, but there is no reason to do this without it being there, so there is no canRiskPermanentLossOfAccess. |
From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To overload the PLMs, place a Power Bomb precisely to the right of the bottom of the second overhang above the bottom left door. This is at the max jump height without HiJump. Placing the Power Bomb higher or lower will not overload the PLMs without many Power Bombs. Requires: { "notable": "G-mode Overload PLMs by Power Bombing Morph Maze Item" } "canEnterGMode" { "itemNotCollectedAtNode": 10 } "canRiskPermanentLossOfAccess" { "or": [ "h_canArtificialMorphLongIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "h_canArtificialMorphBombThings" ] } ] } ] } "h_canArtificialMorphPowerBomb" |
In direct G-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canPreciseWalljump" "canTrickyJump" { "or": [ { "spikeHits": 1 }, "canMorphTurnaround", "canMoonwalk", { "and": [ "canArtificialMorph", { "tech": "canMorphTurnaround" } ] } ] } |
From: 2
Right Door
To: 1
Left Door
Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphJumpIntoIBJ" "h_canArtificialMorphBombHorizontally" |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)
It is possible to roll off of the ledge and avoid the Geemers, but it is somewhat tight and the timing is likely earlier than expected. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_ZebesIsAwake" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } Dev note: An immobile strat only takes one hit on entry, skipping the Geemer hit, which is modeled by going 1->6->5. It may often be possible to come in indirect and still have enough i-frames to get through the Geemers, but Samus may be coming from a doorless room like Crateria Tube. This is not easy to model and isn't worth doing, because the player will almost certainly have canTrickyJump enabled. |
From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)
The eye scanners are particularly annoying while in g-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Flashing Lights" } { "or": [ "h_ZebesNotAwake", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } Dev note: Although there would be no enemies and the strat would be free, these options are here as a way to avoid the canRiskPermanentLossOfAccess. |
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_ZebesIsAwake" "canUseIFrames" Dev note: It is possible to roll off of the ledge go through the Geemers before Samus' i-frames expire. Alternatively, it is possible to roll over them, but it is somewhat tight and the timing is likely earlier than expected. |
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)
The eye scanners are particularly annoying while in G-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Flashing Lights" } |
From: 2
Top Left Door
To: 2
Top Left Door
Falling down the shaft and breaking the crumble block does not require Morph. Requires: "h_ZebesIsAwake" { "obstaclesCleared": [ "A", "B" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 2
Top Left Door
Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ" ] } Exit condition: { "leaveWithGModeSetup": {} } |
G-Mode Setup - Get Hit By Geemer - Broken Power Bomb Blocks
(Extreme)
Blue Brinstar Energy Tank Room
From: 2
Top Left Door
To: 2
Top Left Door
Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } "h_canUsePowerBombs" { "canShineCharge": { "usedTiles": 42, "openEnd": 0 } } { "shinespark": { "frames": 43 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Right Item
To: 1
Bottom Left Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } Dev note: This does not include canRiskPermanentLossOfAccess, because the only reason to do this strat is if the item is there. |
From: 5
G-Mode Morph Junction (Bottom)
To: 2
Top Left Door
Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block. Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" { "or": [ "canConsecutiveWalljump", "SpaceJump", "canOffScreenMovement" ] } Dev note: The off screen movement is just during an IBJ, and only if wall jumps are disabled. But the IBJ is long and Samus is covered for most of it. |
From: 5
G-Mode Morph Junction (Bottom)
To: 4
Right Item
Requires: "canEnterGMode" |
From: 5
G-Mode Morph Junction (Bottom)
To: 4
Right Item
The blocks will not break if PLMs are already overloaded. Exiting G-Mode before the Power Bomb explodes will ensure they break. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 2
Top Left Door
Overload PLMs with a single Power Bomb by hitting the item at the right end of the room. This can be done with a single precisely placed Power Bomb. There should be 4 empty tiles between Samus and the left of the blocks when the bomb is placed. Requires: "canEnterGMode" { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 4
Right Item
Touch the item to either roll back to the left before exiting G-Mode and remotely collect it, or to overload PLMs and go up through the crumble block and bomb block. Requires: "canEnterGMode" { "itemNotCollectedAtNode": 4 } "h_canArtificialMorphMovement" Clears obstacles: D Dev note: This will force Samus to pick up the item, so it can only be done once. This does not include canRiskPermanentLossOfAccess if Samus only uses this to return to the left with the item. |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 5
G-Mode Morph Junction (Bottom)
Requires: "canEnterGMode" |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Requires: "Morph" "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Tank the Sidehopper hits or kill them after a single hit by quickly placing a Power Bomb. It is also possible to kill the Sidehoppers with a very fast Screw Attack, if Samus has Morph Ball. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, { "and": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } }, { "ammo": { "type": "PowerBomb", "count": 1 } } ] }, { "and": [ "Morph", "ScrewAttack", "canTrickyJump" ] } ] } Clears obstacles: D |
Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_ZebesNotAwake" Clears obstacles: D |
Either kill the Sidehoppers immediately on entry by placing a Power Bomb while rolling off the stair or tank their hits. If Samus has Morph Ball, it is also possible to kill the Sidehoppers upon room entry with Screw Attack or a powerful beam. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 2 } }, { "ammo": { "type": "PowerBomb", "count": 1 } }, { "and": [ "Morph", { "or": [ { "and": [ "Plasma", "Charge" ] }, "ScrewAttack" ] } ] } ] } Clears obstacles: D |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" Clears obstacles: B |
From: 5
Left Item
To: 5
Left Item
Place the Power Bomb, then exit g-mode before the bomb goes off. Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", "h_canArtificialMorphBombs" ] } Clears obstacles: B |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Left Door
To: 3
Middle Visible Item
Blindly grab the item before PLMs are overloaded, then return and exit g-mode to remotely acquire the item. Starting a completely blind IBJ can be somewhat tricky, even if for such a short distance. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphIBJ", "canOffScreenMovement" ] } ] } Clears obstacles: A Dev note: There would typically be risk of the logic being incorrect if the player exits g-mode, progresses to the right to get the next item, then comes back and this obstacle is still set so they can go through the pipe. Fortunately getting the item to the right also requires Morph. |
From: 3
Middle Visible Item
To: 2
Chozo Item
Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down. Requires: { "obstaclesNotCleared": [ "A" ] } { "or": [ "SpeedBooster", "canMockball", { "and": [ "canCrouchGateClip", { "or": [ "canXRayTurnaround", "canMoonwalk" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: It is possible to come in from the right and get under the gate to break the crumbles. |
From: 1
Top Left Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B Dev note: This can easily be done with fewer Power Bombs by moving horizontally through the camera scroll blocks while midair, but the blind movement would be more annoying while risking accidentally touching the other crumble blocks. |
From: 2
Top Right Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B Dev note: This can easily be done with fewer Power Bombs by moving horizontally through the camera scroll blocks while midair, but the blind movement would be more annoying while risking accidentally touching the other crumble blocks. |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Carefully lure the Beetom below the platform, then lure a Zebbo to the left door. Be careful not to let the Zebbo go off camera, or it will despawn. Requires: "Morph" { "or": [ "canTrickyJump", "Ice" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It is possible to do this with a Beetom, avoiding the tricky jump, but we will ignore that here. |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Kill or get the Beetom stuck below the platform, then lure a Zebbo to the left door. Be careful not to let the Zebbo go off camera or it will despawn. Requires: { "or": [ "canTrickyDodgeEnemies", { "obstaclesCleared": [ "A" ] }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It is possible to do this with a Beetom, avoiding the tricky jump, but we will ignore that here. |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Elevator
To: 1
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Elevator
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above. Requires: { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Above Power Bomb Blocks - Top Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Above Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Above Power Bomb Blocks - Top Right Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above. Requires: { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 7
Below Power Bomb Blocks - Top Right Door
Bring the Zeela from above. It is not global, so it will need to remain on camera for it to move. Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Samus can boost to the left when she is high enough. A visual cue is when she is vertically near the top half of the door on the correct screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canOffScreenMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 10
Right Etecoon Shaft - Bottom Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Samus can boost to the right when she is high enough. A visual cue is when she is vertically at the top of the door on the correct screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canOffScreenMovement" Dev note: This is only useful if the item is Morph |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 12
Above Power Bomb Blocks - Main Junction
Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 8
Below Power Bomb Blocks - Bottom Left Door
Bring the Zeela from above. It is not global, so it will need to remain on camera for it to move. Using a Super once it's on the right wall below the door can save 20 seconds. Exit condition: { "leaveWithGModeSetup": {} } |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Samus can boost to the left when she is high enough. A visual cue is when she is vertically near the top half of the door on the correct screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canOffScreenMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 10
Right Etecoon Shaft - Bottom Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Samus can boost to the right when she is high enough. A visual cue is when she is vertically at the top of the door on the correct screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canOffScreenMovement" Dev note: This is only useful if the item is Morph |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction
Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "tech": "canSpringBallBombJump" }, { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ] } Clears obstacles: A |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 9
Right Etecoon Shaft - Top Left Door
To: 11
Right Etecoon Shaft - Item
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 12
Above Power Bomb Blocks - Main Junction
Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up the left side, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel, then exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 11
Right Etecoon Shaft - Item
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction
IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up again, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 13
Below Power Bomb Blocks - Main Junction
IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel, then exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphLongIBJ" "canBePatient" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringFling" ] } ] } |
From: 1
Top Left Door
To: 4
Item (Through the Pipe)
Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringFling" ] } ] } Clears obstacles: A |
Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringFling" ] } ] } |
From: 2
Top Right Door
To: 4
Item (Through the Pipe)
Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringFling" ] } ] } Clears obstacles: A |
From: 3
Bottom Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } |
From: 3
Bottom Right Door
To: 2
Top Right Door
Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. IBJ or bomb boost spring ball jump up to the top right door. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "canTrickyJump", { "and": [ "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb" ] }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } Dev note: The canTrickyJump is used for rolling into a precise location, dodging hoppers while rolling, and spring ball jumping past enemies. |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)
Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, or killed with a Power Bomb, or dodged and lured off the edge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling up to the pipe. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "canTrickyJump", { "and": [ "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb" ] }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringFling" ] } ] } Dev note: The canTrickyJump is used for rolling into a precise location, dodging hoppers while rolling, and spring ball jumping past enemies. This cannot be used to obtain the item remotely, as the item only spawns in direct g-mode. |
From: 4
Item (Through the Pipe)
To: 2
Top Right Door
While in g-mode, touch the item, roll out of the pipe, then get to the top right door before exiting g-mode and obtaining the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } Dev note: FIXME: Need these items without counting the item at 4. |
From: 4
Item (Through the Pipe)
To: 5
Junction The Left End of Morph Tube
While in g-mode, touch the item, roll out of the pipe, then exit g-mode to obtain the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } Dev note: This technically goes to 1, but 5->1 is free, and this will make the room diagram cleaner. |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
Quickly jump back through the door to avoid a Kihunter hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Top Right Door
To: 2
Top Right Door
With Spring Ball alone, quickly jump over the Kihunter and wait for it to move away, then Spring Ball Bomb Jump through the door. Alternatively, place a Power Bomb and roll to the left on entry to kill the Kihunter, then quickly IBJ through the door before more arrive. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, "Morph" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: It is possible to do this with Bombs alone, but it is pretty chaotic. |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door (it may be easiest not to use the one that starts near the door). Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Requires: { "or": [ "h_canBombThings", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 1
Left Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 1
Left Side - Top Door
To: 12
Bottom Chozo Item
Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Carefully roll through the rest of the room and through the bomb blocks to the lowest item. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Dev note: With Morph, Bombs, or Spring Ball, 1->15->12 will be used instead. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Left Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the hoppers can be tricky. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 2
Right Side - Top Door
To: 2
Right Side - Top Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Overload PLMs using the camera scroll blocks in front of the bomb blocks to the top left door. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 2
Right Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Overload PLMs using the camera scroll blocks in front of the bomb blocks to the top left door. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 2
Right Side - Top Door
To: 12
Bottom Chozo Item
Use a Power Bomb to boost horizontally to the Morph tunnel to the left and overload PLMs using the camera scroll blocks in front of the bomb blocks. Carefully roll through the rest of the room and through the bomb blocks to the lowest item. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "ammo": { "type": "PowerBomb", "count": 4 } } Dev note: With Morph, Bombs, or Spring Ball, 1->15->12 will be used instead. |
From: 2
Right Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)
Avoiding the hoppers can be tricky. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] }, { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphIBJ" ] } ] }, "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } |
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 3
Left Side - Top Middle Door (Main Entrance)
Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end. Requires: "canTrickyUseFrozenEnemies" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 15
G-Mode Morph Junction (Middle Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end. Requires: "canTrickyUseFrozenEnemies" { "or": [ "h_canUsePowerBombs", { "obstaclesCleared": [ "B" ] }, { "and": [ "Morph", { "obstaclesCleared": [ "C" ] } ] } ] } { "or": [ "canWalljump", "HiJump", "SpaceJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 6
Right Side - Top Middle Door
To: 2
Right Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 6
Right Side - Top Middle Door
To: 6
Right Side - Top Middle Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Right Side - Top Middle Door
To: 12
Bottom Chozo Item
Carefully roll off of the edge and land on the platform holding the item. Roll through it until PLMs are overloaded, then roll through the bomb blocks and down below. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" |
From: 6
Right Side - Top Middle Door
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Right Side - Top Middle Door
To: 15
G-Mode Morph Junction (Middle Right)
If using Bombs, lure and kill the Reo. If using Spring Ball, it's important to release jump before reaching to peak of each jump to outrun the Reo. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Right Side - Bottom Door
To: 1
Left Side - Top Door
While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Note that one Power Bomb can be saved by carefully jumping out of this morph passageway. Kill or carefully dodge the Sidehoppers at the top, then Power Bomb boost Spring Ball jump up to the top left door and exit G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->1 will be used instead. |
From: 8
Right Side - Bottom Door
To: 2
Right Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Right Side - Bottom Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" "h_additionalBomb" "h_additionalBomb" Clears obstacles: C Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->4 will be used instead. |
From: 8
Right Side - Bottom Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" "h_additionalBomb" "h_additionalBomb" "h_additionalBomb" Clears obstacles: B, C Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->4 will be used instead. |
From: 8
Right Side - Bottom Door
To: 6
Right Side - Top Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 8
Right Side - Bottom Door
To: 8
Right Side - Bottom Door
To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Then lure it down and to the right, making it pass through the morph tunnel. Samus' vertical position must stay below that of the Reo, in order to keep the Reo in its hover state. Requires: "Morph" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphSpringBall" Dev note: With more items, the strat with camera scroll blocks will be used. |
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Dev note: Using a Power Bomb boost into Spring Ball will not work, as it will make the blocks remain solid. |
From: 8
Right Side - Bottom Door
To: 15
G-Mode Morph Junction (Middle Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 9
Left Side - Bottom Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Overload PLMs using the camera scroll blocks on the path upward, then go through the bomb blocks. Go up to the Sidehopper pit and go up through the crumble blocks and through to the next room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canCrystalFlash" "canMidAirMorph" Dev note: This is only useful to save a wall jump. |
From: 9
Left Side - Bottom Door
To: 11
Middle Item
Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Without Morph, be careful not to overload PLMs using the camera scroll blocks on the path upward. Then partially floor clip into the left side of the bomb block, and jump to clip through and escape. To exit G-Mode, damage down until the reserves trigger, which can be done most quickly using the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } ] } ] } "h_canArtificialMorphCrystalFlash" { "or": [ "Morph", { "and": [ "canTwoTileSqueeze", "canPartialFloorClip", "canCeilingClip" ] } ] } "canBePatient" Dev note: This assumes Samus has many Energy Tanks, which will take a while to empty. |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. After clipping up, stand hanging slightly off the edge of the door frame to continue breaking the crumble blocks, allowing the Reo to pass up through them when it thaws. When the Reo is about to come up, after breaking the crumbles for the final time, move slightly left to the safety of the door frame, and crouch for a moment before pressing left to enter the door transition. Requires: "h_canPreciseIceClip" { "notable": "Reo Ice Clip Without Morph and X-Ray" } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Morph could help with this trick, but we use the morphless notable for difficulty placement. |
From: 15
G-Mode Morph Junction (Middle Right)
To: 1
Left Side - Top Door
Carefully dodge the Sidehoppers, or kill them with a Power Bomb. Be careful not to hit the bomb block with the Power Bomb or it will remain solid. With IBJ alone, it is easiest to IBJ from the bug pipe below to the ceiling, luring the Sidehoppers to the left. At the top, overload PLMs using the camera scroll block just in front of the block, then roll through it. Requires: "canEnterGMode" { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, "h_canArtificialMorphIBJ" ] } { "or": [ "Morph", "canTrickyJump", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } }, "h_canArtificialMorphPowerBomb" ] } |
From: 15
G-Mode Morph Junction (Middle Right)
To: 1
Left Side - Top Door
Go down and overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Use multiple Power Bomb boost Spring Ball jumps, to climb the room; note that one Power Bomb can be saved by carefully jumping out of this morph passageway. Kill or carefully dodge the Sidehoppers at the top, then Power Bomb boost Spring Ball jump up to the top left door and exit G-Mode. Requires: "canEnterGMode" "h_canArtificialMorphSpringBallBombJump" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" Clears obstacles: C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Go down below and lure the third Reo, below the Zeb pipe, off screen to the left. Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Either carefully jump out of this morph tunnel or use a Power Bomb boost Spring Ball jump to get up to the ledge. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Requires: "canEnterGMode" "h_canArtificialMorphSpringBall" "canCameraManip" "h_canArtificialMorphPowerBomb" { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", "canTrickyJump" ] } Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Go down below and lure the third Reo, below the Zeb pipe, off screen to the left. Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Either carefully jump out of this morph tunnel or use a Power Bomb boost Spring Ball jump to get up to the ledge. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphSpringBall" "canCameraManip" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", "canTrickyJump" ] } Clears obstacles: B, C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers, or in front of the bomb block at the top left door. Safely kill the enemies, then mid-air morph and go through the crumble blocks. Requires: "canEnterGMode" "canMidAirMorph" Clears obstacles: C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 8
Right Side - Bottom Door
Requires: "canEnterGMode" "h_canArtificialMorphMovement" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 10
Top Item (Above Hopper Pit)
If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Then IBJ up to the item above. Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" Dev note: An equivalent strat with using a Power Bomb isn't needed as it is the same requirements as getting to 4 with the blocks broken. |
From: 15
G-Mode Morph Junction (Middle Right)
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Requires: "canEnterGMode" "h_canArtificialMorphMovement" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 13
Central Junction
Use a Power Bomb to kill any Sidehoppers in the pit below, then roll off and use a second, while exiting G-Mode to destroy the blocks in front of the door. Place the Power Bomb far enough left to hit the blocks, but not so far as to lure the Sidehopper. This is when Samus is on the right-most squiggly plant, or when there is one tile of air between the right wall and the edge of the screen. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B |
Exit condition: { "leaveWithGModeSetup": {} } |
Screw Attack through the bomb block wall, to instantly overload PLMs on the other side, and fall through the Speed Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Zeela", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canBePatient" |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by wall jumping or space jumping into them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "canBePatient" |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by wall jumping or space jumping into them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 3
Right Door
To: 2
Bottom Left Door
Using Speed Booster, run through and break the bomb wall to free the global Zeela. Break the speed blocks just before the Zeela gets to them in order for it to go down to the bottom half of the room. The speed blocks respawn very quickly, so this requires very precise timing. Normally, it takes the Zeela a minimum of 2 minutes to setup, but a super can make it fall down the shaft, saving 30 seconds. It may be easiest to knock the Zeela from the ceiling directly into the hole, saving another 30 seconds: Shoot a well-timed Super diagonally at the ground just before breaking the speed blocks. Requires: { "notable": "G-Mode Setup - Lure the Zeela Down Below" } "canBePatient" "h_getBlueSpeedMaxRunway" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "h_getBlueSpeedMaxRunway", "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: B, C |
From: 1
Left Door
To: 1
Left Door
Kill the Sidehoppers with a Power Bomb upon entry. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 1
Left Door
To: 1
Left Door
This is possible to do without taking a second hit: Enter the room in a jump, then shoot down to open the door and land in the doorsill. Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Version for entering from the right, or if unable to enter jumping. A Power Bomb would kill the hoppers. |
From: 1
Left Door
To: 1
Left Door
This is possible to do without taking a second hit: Enter the room in a jump, then shoot down to open the door and land in the doorsill. Entrance condition: { "comeInJumping": { "speedBooster": "any", "minTiles": 0.4375 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, "h_canArtificialMorphPowerBomb" ] } Clears obstacles: A, B |
Kill the Sidehoppers with Bombs or a Power Bomb, then IBJ up onto the Grapple block. Use Wave to get through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, "h_canArtificialMorphPowerBomb" ] } Clears obstacles: A |
From: 2
Right Door
To: 3
Top Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" Clears obstacles: B |
From: 2
Right Door
To: 3
Top Junction
Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canOffScreenMovement" "canInsaneJump" Dev note: 9 pixels stuck in the door is X position 484 (0x1E4). The correct Y positions for the jump are 193 (0xC1), 188 (0xBC), and 187 (0xBB) FIXME: Some of the X position to the left (482, 483) could also work; maybe investigate which vertical positions work for them? |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Right Door
To: 1
Top Right Door
It's fastest to kill the first hopper safely from inside the doorway, then lure the second one over. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Right Door
To: 4
Top Left Junction
Use 1-3 Power Bombs to kill the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", { "or": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphSpringBall" ] } ] }, { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } ] } Clears obstacles: A |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Right Door
To: 3
Item
Place two Power Bombs, precisely on the third tile in the morph tunnel to overload PLMs (watch the right side of the screen). Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 4 } }, { "and": [ "Morph", { "or": [ "can4HighMidAirMorph", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } ] } ] } Dev note: Because of the gates, it costs 2 Power Bombs to get into the tunnel and 2 to get out the other side. There is no canRiskPermanentLossOfAccess, because there is no reason to go here except to get the item and leave. |
From: 2
Bottom Right Door
To: 3
Item
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb the shaft and overload PLMs with the camera scroll blocks which are against the crumble blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } Dev note: This is mostly an alternative to the canBeVeryPatient X-Ray climb. This is possible with an IBJ, but it's still about 3 minutes, and you can't remotely acquire the item because it's in a Chozo Ball. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 8 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 1
Right Door
To: 1
Right Door
The timing to get hit by these guys is a bit tighter, since they are so slow. Buffering their movement with x-ray can help. Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithSamusEaterTeleport": { "floorPositions": [ [ 12, 13 ], [ 2, 13 ], [ 8, 13 ] ], "ceilingPositions": [] } } |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while avoiding or killing the Boyons. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. If Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphBombs", "canBePatient" ] } ] } Clears obstacles: B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room with a small number of Power Bombs. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. This strat can be done easily with 7 Power Bombs. Simply kill all of the Boyons before progressing. The final Power Bomb needs to be placed on the second to last floating platform or later to break the wall. Samus can use one Power Bomb and a Boyon hit to get from the door to the second platform, or from the second to fourth platform. Alternatively, when next to the Boyons, place a Power Bomb while the Boyon is low, slightly after the peak of the jump, hitbox through the Boyons. If the Boyons are killed, Samus can horizontally boost far enough to skip a platform. Samus can cross the room with any of the following: 7 PB; 6 PB and a horizontal boost; 5 PB and hitboxing the first Boyons; 5 PB and damage from the first Boyons; 4 PB and damage from the first Boyons and hitboxing the second; 3 PB and hitting both sets of Boyons. Note that if Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ { "ammo": { "type": "PowerBomb", "count": 6 } }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 4 } }, "h_canArtificialMorphBombHorizontally" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 4 } }, "canTrickyJump", "canHitbox" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 3 } }, "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } }, "canTrickyJump", "canHitbox" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 2 } } ] } ] } Clears obstacles: A, B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canUseIFrames" "canNeutralDamageBoost" "canInsaneJump" { "thornHits": 2 } "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right to damage boost up and hit the block and fall back on the thorns. While still facing right wait for the thorns to hit again; use the boost to get onto the next set of thorns and roll across them into the third Samus Eater before using a Power Bomb. Use the Power Bomb to boost up into the thorns. Hit the thorns again to get next to the Chozo statue. Place another Power Bomb and exit G-Mode before it goes off to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Taking 2 thorn hits while under the first Boyons is important for this reason. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canUseIFrames" "canNeutralDamageBoost" "canTrickyJump" { "thornHits": 5 } "h_canArtificialMorphPowerBomb" "h_additionalBomb" Clears obstacles: B |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B |
From: 1
Right Door
To: 1
Right Door
Samus is safe while morphed and on the ground unless near the door, where the Sidehoppers can jump into the open door and then jump lower Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: A Dev note: This can be done to unlock the door. FIXME: It is possible to use artificial morph to lure the hoppers to the left to then use most of the runway out of the room. |
From: 1
Right Door
To: 1
Right Door
Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } |
It takes around 3 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
It takes around 3 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb" ] } ] } |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door with Morph, or 90 seconds with 2 Supers. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. To speed this up and avoid the Morph requirement, use a Super when the Zero is at the tip of the platform extending out below the morph tunnel. The Zero will fall onto a lower platform, and another Super can be used to make it fall on the left platform. Requires: { "or": [ { "and": [ "Morph", "canBeVeryPatient" ] }, { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 2 } } ] } ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } ] } ] } |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: It takes around 50 seconds to get the Zero to this door. |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. Requires: "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "canCrouchJump" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Dev note: It takes around 50 seconds to get the Zero to this door. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Bottom Right Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } ] } ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombThings" ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Clears obstacles: A |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Requires: "canBePatient" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
It takes around 2 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. Requires: "canBePatient" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 6
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombThings" ] } "canOffScreenMovement" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 6
Elevator
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "Morph" |
From: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Exit G-Mode near the door to pass the gate. Requires: "canEnterGMode" |
From: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Exit G-Mode while under the gate to open it without a Super. The camera will not scroll through the morph tunnel, but Samus will still be visible; position where Samus appears to be standing on air one tile to the right of the ledge. It is possible to test the location, as there is a block on the ceiling one tile left of the gate. With Morph, Samus can fix the camera by going through the morph tunnel. Requires: "canEnterGMode" "canOffScreenMovement" Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithSamusEaterTeleport": { "floorPositions": [ [ 7, 13 ], [ 11, 13 ], [ 15, 13 ], [ 10, 13 ], [ 14, 13 ], [ 1, 13 ] ], "ceilingPositions": [ [ 6, 3 ], [ 10, 3 ] ] } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithSamusEaterTeleport": { "floorPositions": [ [ 7, 13 ], [ 11, 13 ], [ 15, 13 ], [ 10, 13 ], [ 14, 13 ], [ 1, 13 ] ], "ceilingPositions": [ [ 6, 3 ], [ 10, 3 ] ] } } |
From: 1
Left Door
To: 1
Left Door
It takes 30 seconds after room entry to get hit by a Waver. It is the second Waver that comes nearby. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 2
Right Door
To: 1
Left Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphIBJ" "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 2
Right Door
To: 2
Right Door
It takes 90 seconds after room entry to get hit by a Waver. It is the second Waver that comes nearby. Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Dev note: Some items may reduce the number of Beetom hits, but it's irrelevant since there is an accesible farm in-room. |
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Either place a Power Bomb on the ledge with the Geega bug farms, to only break the top row of blocks and not kill the Beetom, or move the Beetom to safety by shaking it off at a higher platform before breaking the Power Bomb blocks. Requires: { "obstaclesNotCleared": [ "A" ] } "h_canUsePowerBombs" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Obstacle A cannot already be broken, because otherwise the Beetom will already be killed. |
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["missiles","super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "SpaceJump", "canLongIBJ", "canSpringBallJumpMidAir", { "and": [ "HiJump", "SpeedBooster" ] } ] } ], "note": [ "Using a Power Bomb here requires leaving the Beetom above and going back for it.", "The Power Bomb will destroy the nearby Rippers, which is why there are additional requirements to get back up." ] } Dev note: Some tech may reduce the number of Beetom hits, but it's irrelevant since there is an accesible farm in-room. |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["missiles","super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "SpaceJump", "canLongIBJ", "canSpringBallJumpMidAir", { "and": [ "HiJump", "SpeedBooster" ] } ] } ], "note": [ "Using a Power Bomb here requires leaving the Beetom above and going back for it.", "The Power Bomb will destroy the nearby Rippers, which is why there are additional requirements to get back up." ] } Dev note: Some items may reduce the number of Beetom hits, but it's irrelevant since there is an accesible farm in-room. |
From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Bottom Left Door
To: 6
Junction (Above Bottom Rippers)
Use two Power Bombs to kill the Rippers, or carefully pass the first two and place a single Power Bomb on the left ledge to kill them all. Exit G-Mode before the Power Bomb explodes in order to break the wall. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Bottom Left Door
To: 6
Junction (Above Bottom Rippers)
Requires switching between single and double IBJs. While Doubles are not techincally necessary, they make the strat more bearable. Exit G-Mode before the Power Bomb explodes in order to break the wall. With an extra Power Bomb, it may be worthwhile to use it to kill some of the Rippers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "IBJ Between the Bottom Rippers" } "h_canArtificialMorphDoubleBombJump" "h_canArtificialMorphStaggeredIBJ" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphLongIBJ" Clears obstacles: A |
From: 4
Bottom Right Door
To: 6
Junction (Above Bottom Rippers)
Use two Power Bombs to kill the Rippers, or carefully pass the first two and place a single Power Bomb on the left ledge to kill them all. Exit G-Mode before the Power Bomb explodes in order to break the wall. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Bottom Right Door
To: 6
Junction (Above Bottom Rippers)
Requires switching between single and double IBJs. While Doubles are not techincally necessary, they make the strat more bearable. Exit G-Mode before the Power Bomb explodes in order to break the wall. With an extra Power Bomb, it may be worthwhile to use it to kill some of the Rippers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "IBJ Between the Bottom Rippers" } "h_canArtificialMorphDoubleBombJump" "h_canArtificialMorphStaggeredIBJ" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphLongIBJ" Clears obstacles: A |
Without any suits or tanks, Samus will need to move the Beetom part way up the room, shake it off, and go back and farm multiple times. While the Beetom is near the top section, by the Rippers, shake the Beetom off, and re-grab it and ascend the shaft. Either use frozen Rippers as platforms, while shooting diagonally to prevent freezing the Beetom, or kill the Rippers before ascending. Be careful not to apply too many inputs after grabbing the Beetom in order to get to the top before it is shaken off. Requires: { "obstaclesNotCleared": [ "A" ] } "HiJump" { "or": [ "canUseFrozenEnemies", { "and": [ "SpaceJump", { "obstaclesCleared": [ "B" ] } ] }, { "and": [ "canConsecutiveWalljump", { "obstaclesCleared": [ "B" ] } ] } ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 9 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Dev note: Some items may reduce the number of Beetom hits, but it's irrelevant since there is an accesible farm in-room. FIXME: Add more options for how to ascend the shaft, either without HiJump, or without killing the Rippers. These may need to be notable. |
From: 1
Right Door
To: 2
Item
Overload the PLMs with Bombs by bombing the crumble block on the ground behind the first moving elevator. After PLMs are overloaded, go through to the item (through the intended entrance or exit path). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombThings" Dev note: This is only useful if the item is Morph. |
From: 1
Right Door
To: 2
Item
Overload PLMs before touching the crumble block in the morph tunnel, then go through it after they are overloaded. This can be done with 2 Power Bombs by placing them on the center of the rightmost tile inside the ceiling morph tunnel. One tile left of the elevator. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_additionalBomb" { "or": [ "h_canArtificialMorphSpringBall", "h_additionalBomb" ] } Dev note: This is only useful if the item is Morph. |
Wait for the pirates to move as far right as possible in order to kill them all with a single Power Bomb. Unmorph and kill Baby Kraid before exiting G-Mode. Run away, exit G-Mode, then jump over the spike projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombThings" Clears obstacles: door_1 |
Kill all of the enemies with Bombs. Samus will take a Baby Kraid spike hit while rolling through the invisible projectiles. It is not too difficult to IBJ and then bomb horizontally over the cluster of invisible spikes, but there is some risk because they are invisible. They occupy a slightly smaller space than what Baby Kraid was occupying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 1 } } ] } Clears obstacles: A, door_2 |
Wait on the right side of Baby Kraid for about 10 seconds so that he shoots the maximum amount of projectiles which will move to the right after exiting G-Mode. Roll through him and kill the left pirates with a Power Bomb. Only one is necessary when placing next to the pirate when it is as far to the left as possible. Unmorph, freely kill Baby Kraid, then exit G-Mode. The his projectiles should all shoot to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "enemyDamage": { "enemy": "Mini-Kraid", "type": "contact", "hits": 1 } } "h_canArtificialMorphPowerBomb" Clears obstacles: A, door_2 Dev note: FIXME: It should be possible to use a second Power Bomb or Spring Ball to hit one of Kraids invisible projectiles to save Energy. |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Zeb up from below by freezing it or quickly moving after the Zeb has spawned, but before it becomes visible. Note that Samus must start on the right side of the Zeb in order for it to move rightwards once it starts moving horizontally. Requires: { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Requires: { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
The only projectiles that Kraid can hit Samus with through the transition are the spinning talons after he stands up. This requires Kraid to not be defeated and the door to be open during the second phase. Requires: { "not": "f_DefeatedKraid" } "canRiskPermanentLossOfAccess" { "or": [ "Charge", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Right Door
To: 2
Hidden Ceiling Item
Roll in while avoiding the Beetoms. It is possible to kill them all without getting hit; one of the most safe areas is the center of the lower floor. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphBombs", { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] } ] } Clears obstacles: A Dev note: There is no way to avoid all damage in direct g-mode, nor a way to get out of immobile. It is technically possible but very precise to kill them with a Power Bomb entering with 4 energy and both suits. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Vertical Door
To: 3
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Dev note: In immobile, the Kihunters are in a worse location, but Samus starts with i-frames. |
From: 3
Top Right Door
To: 5
Kihunter Junction
Rolling on the ground will overload PLMs by moving through camera scroll blocks. Lure all of the Kihunters to the top right position, then quickly move left, exit g-mode and retreat to one of the other exits. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. The camera will be messed up, so you will need to move blindly to get into position. Don't wait too long or the Zeela will hit you. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Dev note: This is off camera, but doesnt require canOffScreenMovement because of its simplicity. |
From: 3
Right Vertical Door
To: 2
Bottom Left Door
Wiggle back and forth to get through the bomb blocks while avoiding the off screen Zeela. Unmorph and exit G-Mode then quickly run back and forth to fix the camera or go through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canOffScreenMovement" |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, "h_canArtificialMorphIBJ", "Morph" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } |
It is possible to kill a Gamet by the door and pause abuse to grab its Energy drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } Dev note: This is not useful unless heat damage is increased or Energy capacity is reduced. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 50 } |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
Freeze the stack of Gammets together a few times to try and raise them as high as possible. Run with them to the door and freeze the top two such that Samus can stand on the lower and take damage from the higher Gammet when it unfreezes. It is possible to jump onto the Gamet without Morph, as long as it is not too high. Requires: "h_heatProof" "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ "Morph", "canInsaneJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } |
From: 4
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Gamet Farm Junction
To: 2
Right Door
Requires: { "heatFrames": 440 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} |
Requires: { "heatFrames": 240 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Side - Top Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Left Side - Top Middle Door
To: 2
Left Side - Top Middle Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Left Side - Top Middle Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Left Side - Bottom Middle Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door
Lure a Sova from the bomb maze, or from just below the Power Bomb blocks. Using a Power Bomb while avoiding killing the Sova can be done by placing the Power Bomb on the lowest stair on the ledge above, Starting at the bottom of the room and going up through the Power Bomb blocks can be done by first luring the Sova into safety at the bottom of the room. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canBombThings" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door
Lure the Waver from the right side of the room. It only moves while on camera. Crouch next to the closed door and let the Waver pass just overhead twice before opening it and getting into position, in order to get hit by the third swoop. Or open the door and use the Waver's second swoop, which is a bit tighter. Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Left Side - Bottom Middle Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Left Side - Bottom Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 2
Left Side - Top Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 3
Left Side - Bottom Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
The blocks are breakable with 4 Power Bombs. Horizontally bomb over the vertical door then up two ledges before placing a Power Bomb that can reach the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 3 } } Clears obstacles: A |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Starting from the top of the room will require careful manipulation of the Sovas. If going through the Power Bomb blocks, place the Power Bomb on the lowest stair on the ledge above, go down and lure the Sova up and use a Super to knock it off once it is just above the right side of where the Power Bomb blocks were. If using Bombs, lure the Sova that is just below the Power Bomb blocks, then use a Super to prevent it from going into the Morph tunnel. Starting at the bottom of the room and going up for the item before coming back down can be done, even with a Power Bomb, by first luring the Sova into safety at the bottom of the room. Requires: { "or": [ { "resetRoom": { "nodes": [ 4, 5 ] } }, { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: FIXME: It is possible to do this by following the Sova around the room to avoid resetting the room or using a Super. |
From: 5
Bottom Door
To: 5
Bottom Door
Place a Power Bomb high enough to reach the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
Middle Right Door
To: 6
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Middle Right Door
To: 7
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 6
Middle Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } |
From: 7
Top Right Door
To: 7
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } |
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Use one Power Bomb to jump towards the Cacatac then a second to jump over it and down below. Do not land where the Cacatac was, or Samus will get hit by its invisible spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "tech": "canBombHorizontally" } "h_canArtificialMorphPowerBomb" "h_additionalBomb" |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 1
Left Side - Top Door
Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "canTrickyJump", { "or": [ "canBePatient", "canDoubleBombJump" ] } ] } ] } |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 3
Left Side - Bottom Middle Door
Requires: "canEnterGMode" |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 3
Left Side - Bottom Middle Door
Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 7
Top Right Door
Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary. It may be best to first IBJ to the top left side and kill the top Waver with Bombs; this can be done by placing bombs in a vertical line, then dodging the Waver as it approaches. Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "canTrickyJump", "canBePatient", { "or": [ "canBeVeryPatient", "canDoubleBombJump" ] } ] } ] } |
Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 1000 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 650 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Exit G-mode then air ball into the lava to take fewer heat frames. Kill the Gerutas beforehand to make it easier to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canLateralMidAirMorph" { "heatFrames": 60 } { "lavaFrames": 20 } Clears obstacles: A |
It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. There is a Sova below the door that can be lured over to it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Jump on entry, as the Sova is not global and barely off screen. It is possible to use a Super to speed it up. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 425 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 160 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Generally, coming from the left works, but that would require modeling the room traversal too. |
Exit G-mode then air ball into the lava to take fewer heat frames. Kill the Gerutas beforehand to make it easier to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canLateralMidAirMorph" { "heatFrames": 60 } { "lavaFrames": 20 } Clears obstacles: A |
It is possible to use a Super to speed up the Sova. Knocking it off while it is on the overhang above requires rapid switching to get to X-Ray in time. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 560 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 420 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: Generally, coming from the right works, but that would require modeling the room traversal too. |
Unmorph after exiting the morph tunnel and get to the other side of the room. Killing the Dessgeegas can be done with no beam upgrades; Samus can jump over them while shooting the last few hits or retreat to the left. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Sm. Dessgeega", "Sm. Dessgeega" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "HiJump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", "canTrickyDashJump", { "and": [ "canTrickyUseFrozenEnemies", "canWalljump" ] }, { "and": [ { "canShineCharge": { "usedTiles": 43, "openEnd": 0 } }, { "shinespark": { "frames": 9, "excessFrames": 5 } } ] }, { "and": [ "canInsaneWalljump", "canWallJumpInstantMorph", "canUnmorphBombBoost", "canDownGrab" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_HeatedGModeOpenDifferentDoor" ] } Dev note: FIXME: Methods that require a Sova damage boost could be added |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canTrickyDodgeEnemies", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_HeatedGModeOpenDifferentDoor" ] } |
Cross the room and go through the morph tunnel. Without any morph movement items, carefully air ball over the Sova and use it to damage boost into the tunnel or wait for the global Sova. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "h_canBombThings", "h_canUseSpringBall", { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } }, { "or": [ { "and": [ "canTrickyJump", "canLateralMidAirMorph" ] }, "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. The local or global Sova can be used. To use the local one, keep it off camera when possible and horizontally boost to jump over both stairs at once. With Spring Ball or a moderately good IBJ, Samus should be able to get through the morph tunnel before the global Sova, otherwise it takes just over a minute for it to return. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBall" ] } { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1180 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: Generally, coming from the left works, but that would require modeling the room traversal too. |
Exit G-mode below the shot blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } Dev note: This is just used to save Energy, when Samus doesn't have a way to get though the morph tunnel. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canWalljump", "canTrickyJump" ] }, { "and": [ "canWalljump", "canUseIFrames", { "spikeHits": 1 } ] }, "h_IBJFromSpikes" ] } "h_HeatedGModeOpenDifferentDoor" |
From: 1
Top Left Door
To: 3
Right Door
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the door. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_canArtificialMorphBombHorizontally" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 1
Top Left Door
To: 3
Right Door
Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_HeatedGModeOpenDifferentDoor" |
With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "h_canMaxHeightSpringBallJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canPreciseGrapple" ] } "h_HeatedGModeOpenDifferentDoor" |
From: 1
Top Left Door
To: 4
Item
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the item. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_canArtificialMorphBombHorizontally" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canInsaneWalljump", { "and": [ "HiJump", "canUseIFrames", { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } }, { "or": [ "canWalljump", "SpeedBooster" ] } ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "heatFrames": 0 } |
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "heatFrames": 25 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "heatFrames": 0 } |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 1, "excessFrames": 1 } } ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: This is only for strats without Morph, otherwise the strats can stop at 7 first. |
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_HeatedGModeOpenDifferentDoor" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 3
Right Door
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canWalljump", "canTrickyJump" ] }, { "and": [ "canWalljump", "canUseIFrames", { "spikeHits": 1 } ] }, "h_IBJFromSpikes" ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 3
Right Door
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the door. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_canArtificialMorphBombHorizontally" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 3
Right Door
Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_HeatedGModeOpenDifferentDoor" |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark, then Grapple the Ripper or ceiling blocks. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "h_canMaxHeightSpringBallJump", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canTrickyDashJump", "canPreciseGrapple" ] }, { "and": [ "canPreciseGrapple", { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 4
Item
Overload PLMs by bombing the gate or crumble blocks, then go through the crumble blocks below and get to the item. IBJ past the Ripper or kill it. The Kago bugs will not spawn until Samus exits G-mode, so it is fine to kill it or IBJ from on top of it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_canArtificialMorphBombHorizontally" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "Morph", { "ammo": { "type": "Missile", "count": 2 } } ] }, { "and": [ "Morph", { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canPreciseGrapple", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canInsaneWalljump", { "and": [ "HiJump", "canUseIFrames", { "enemyDamage": { "enemy": "Ripper 2 (green)", "type": "contact", "hits": 1 } }, { "or": [ "canWalljump", "SpeedBooster" ] } ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "heatFrames": 0 } |
From: 2
Bottom Left Door
To: 4
Item
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "heatFrames": 25 } Clears obstacles: A |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } { "heatFrames": 0 } |
From: 2
Bottom Left Door
To: 4
Item
Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } { "heatFrames": 25 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "heatFrames": 0 } |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 1
Top Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: This is only for strats that can't go to 7 - variants without Morph, or without a way to get back up after going down. |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 3
Right Door
To: 2
Bottom Left Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: This is only for strats that can't go to 7 - variants without Morph. |
From: 3
Right Door
To: 3
Right Door
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } "h_DirectHeatedGModeLeaveSameDoor" |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canSpringBallJumpMidAir", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, { "and": [ "h_IBJFromSpikes", "h_IBJFromSpikes" ] }, { "and": [ "h_IBJFromSpikes", "canCameraManip", "canMoonwalk" ] } ] } "h_DirectHeatedGModeLeaveSameDoor" |
From: 3
Right Door
To: 3
Right Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_canUsePowerBombs", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" "h_DirectHeatedGModeLeaveSameDoor" |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "SpaceJump", "canPreciseGrapple", "canSpringBallJumpMidAir", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes" ] } { "heatFrames": 0 } |
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_canUsePowerBombs", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", { "and": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } Dev note: This is only useful if the item is Morph, because with Morph, another strat would have been used. |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_canUsePowerBombs", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes", "canCeilingBombJump", { "and": [ "canBombHorizontally", "canIBJ", "h_canUsePowerBombs" ] } ] } { "heatFrames": 0 } |
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canPreciseGrapple", "canInsaneWalljump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, { "and": [ "canStaggeredIBJ", "canDoubleBombJump", "canBombHorizontally" ] }, "h_IBJFromSpikes", "canCeilingBombJump", { "and": [ "canBombHorizontally", "canIBJ", "h_canUsePowerBombs" ] } ] } { "heatFrames": 0 } Dev note: With Grapple, Morph isn't needed, but there's no reason to go there without Morph. |
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_canUsePowerBombs", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" { "heatFrames": 0 } |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canIBJ", "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canIBJ", "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 1, "excessFrames": 1 } } ] } ] } "Plasma" "h_heatedGModePauseAbuse" "canInsaneJump" Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma. |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 2
Bottom Left Door
Requires: "Morph" "h_HeatedGModeOpenDifferentDoor" |
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 2
Bottom Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Requires: "Morph" "Plasma" "h_heatedGModePauseAbuse" Dev note: FIXME: The item that was remote acquired could be Morph or maybe Plasma. |
It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canIBJ", "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 17, "excessFrames": 4 } } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark. Requires: "Morph" { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canTrickyDashJump", { "and": [ { "canShineCharge": { "usedTiles": 28, "gentleUpTiles": 3, "gentleDownTiles": 3, "openEnd": 0 } }, "canMidairShinespark", { "shinespark": { "frames": 1, "excessFrames": 1 } } ] } ] } "Plasma" "h_heatedGModePauseAbuse" "canInsaneJump" Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. |
Requires: "Morph" "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Junction (Bottom Right)
To: 2
Bottom Left Door
With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Requires: "Morph" "Plasma" "h_heatedGModePauseAbuse" |
To save Energy, it is possible to lure a Beetom to the door without taking any extra hits and without any items. Get close enough to it to get it to hop towards Samus, then walk and occasionally run to the door with it following. It is possible to do this while crossing the room with SpeedBooster by jumping while blue at the end of the speed blocks. Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Carefully kill the Beetoms with Bombs, then overload PLMs by placing many bombs next to the speed blocks. An easy way to do this is to stay just out of range to avoid luring them and spam bombs in a vertical line until they wander close enough to jump into the blasts. Safely kill the remaining Beetoms from inside the speed blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphPowerBomb", "canTrickyJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "and": [ "Morph", { "or": [ "Ice", { "ammo": { "type": "Missile", "count": 3 } }, { "ammo": { "type": "Super", "count": 3 } } ] } ] } ] } |
Overload PLMs by placing many bombs next to the speed blocks. Safely kill the Beetoms from inside the speed blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
From: 2
Right Door
To: 1
Left Door
Shoot diagonal up-left shots into the ceiling while pressed against the speed blocks to hit all of the shot blocks and overload PLMs. Note that G-Mode makes it possible with Wave alone (no Spazer or Plasma necessary), and the speed blocks do not resolidify, so the Beetoms can be safely killed while inside of the speed blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Shot Block Overload (Speedless Speedway)" } "Wave" { "or": [ { "and": [ "Ice", "Morph" ] }, { "ammo": { "type": "Missile", "count": 6 } }, { "ammo": { "type": "Super", "count": 6 } }, "ScrewAttack", "h_canBombThings", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 15 } } ] } |
Carefully run through the blocks without killing all of the Beetoms or getting attacked by one. To save Energy, it is possible to lure a Beetom to the door without taking any extra hits and without any items. Get close enough to it to get it to hop towards Samus, then walk and occasionally run to the door with it following. It is possible to do this while crossing the room with SpeedBooster by luring one close to the left door and leaving it there, running through, then going back for it. Requires: "h_getBlueSpeedMaxRunway" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Right Door
To: 2
Right Door
This room has many offscreen shot blocks. Shooting enough of them with wave + spazer or wave + plasma allows Samus to pass through the speed blocks. Quickly grab a Beetom and take it to the right door to use for a G-Mode setup. Requires: { "notable": "Shot Block Overload (Speedless Speedway)" } "Wave" { "or": [ "Spazer", "Plasma" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } { "or": [ "Ice", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 3 } } ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "Morph" { "or": [ { "heatFrames": 260 }, { "and": [ { "heatFrames": 130 }, { "enemyKill": { "enemies": [ [ "Geruta" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "Wave" ] } } ] } ] } |
Raise the elevator with Wave, Missiles, a Super, a Power Bomb, or a Bomb Spread to then cross the room with less heat damage. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "Morph" { "or": [ "Wave", { "ammo": { "type": "Super", "count": 1 } }, { "ammo": { "type": "Missile", "count": 3 } }, "h_canUsePowerBombs", { "and": [ "Charge", "h_canUseMorphBombs" ] }, { "and": [ "h_lavaProof", "ScrewAttack", "canKago" ] } ] } { "heatFrames": 160 } Dev note: FIXME: The item would be collected (before the heat frames) if Samus entered in direct G-mode. |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DirectHeatedGModeLeaveSameDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
From: 1
Top Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
From: 1
Top Left Door
To: 4
Top Right Door
Knock the top Viola off twice to get it to the door quickly. Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 2
Middle Left Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" "h_HeatedGModeOffCameraDoor" |
From: 2
Middle Left Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_HeatedGModeOffCameraDoor" |
From: 2
Middle Left Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" "h_HeatedGModeOffCameraDoor" |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_HeatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 4
Top Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 1430 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 4
Top Right Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room. |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 1
Top Left Door
Use a Super to knock off the top Viola in the lower half. Knock it off when it on the bottom just left of middle to have it fall all the way. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 2130 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: { "ammo": { "type": "Super", "count": 1 } } "Morph" { "heatFrames": 980 } { "or": [ "Wave", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":300}]} Dev note: Could save some heat frames by starting at 1 or 2, or by leaving the Viola just off camera, in the morph tunnel and gate glitch. |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["never"]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 4
Top Right Door
With two Supers, knock the top Viola off twice to get it to the door quickly. Otherwise, use one Super to knock off the very bottom Viola. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 820 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 720 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_HeatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_HeatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit. Requires: { "or": [ { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse", { "heatFrames": 10 } ] }, "h_HeatedGModeOpenDifferentDoor" ] } Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall. |
From: 6
Right Side, In G-Mode
To: 5
Middle Junction (Ledge Right of Morph Tunnel)
Requires: "h_heatedGMode" { "heatFrames": 0 } Dev note: This is used to then go through the morph tunnel. Artificial morph is only be helpful in indirect, as Samus would be off camera and can't gate glitch. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Gravity" { "disableEquipment": "SpeedBooster" } { "or": [ { "lavaFrames": 300 }, { "and": [ "SpaceJump", { "lavaFrames": 260 } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessLavaDive" { "lavaFrames": 370 } { "or": [ "HiJump", { "lavaFrames": 25 } ] } { "or": [ "SpaceJump", "canSpringBallJumpMidAir", "canWalljump", { "and": [ "HiJump", { "lavaFrames": 10 } ] }, { "and": [ "canBombJumpWaterEscape", { "lavaFrames": 30 } ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: Artificial morph jump into Crystal Flash clip doesn't seem to be possible. More testing could help. FIXME: The thread the needle strats could be added to save a small amount of Energy, but may not be reasonable. |
The Namihe fireballs don't move while in G-mode, making it safe to IBJ straight up and out of the lava. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_lavaProof" "Gravity" "h_canArtificialMorphLongIBJ" "h_HeatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Triple Spring Ball jump through the Lava Dive. Start with a Gravity jump, then delay the second jump as much as possible, and get all of the pauses close to as early as possible. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Artificial Morph, Triple Spring Ball Jump" } { "tech": "canDoubleSpringBallJumpMidAir" } "h_canArtificialMorphSpringBall" "canInsaneJump" { "lavaFrames": 275 } { "gravitylessLavaFrames": 200 } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Triple Spring Ball jump through the Lava Dive. Delay the second jump as much as possible, and get all of the pauses close to as early as possible. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Artificial Morph, Triple Spring Ball Jump" } "h_canArtificialMorphDoubleSpringBallJump" "canInsaneJump" { "gravitylessLavaFrames": 640 } "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "disableEquipment": "SpeedBooster" } { "lavaFrames": 190 } "canSuitlessLavaDive" "canGravityJump" { "or": [ { "and": [ "HiJump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 125 } ] }, { "and": [ "canStaggeredWalljump", { "lavaFrames": 20 }, { "gravitylessLavaFrames": 230 } ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: Many strats without Gravity have been skipped for now. |
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. |
Wall jump off of the Upper-Left Namihe and then Spring Ball jump up and out of the Lava. Pausing early in order to get more horizontal distance by equiping Spring Ball may help. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "HiJump" } "Gravity" "canSpringwall" "HiJump" "canUseEnemies" { "lavaFrames": 180 } "h_HeatedGModeOpenDifferentDoor" Dev note: This strat is not useful unless Samus has lava proof but not heat proof. Otherwise, the non-G-mode variant can be used. FIXME: These lava frames are lenient, they are what it would take without Gravity (the non-G-mode variant also doesnt account for Gravity). |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 4
Elevator
To: 4
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Requires: { "heatFrames": 1880 } { "or": [ "canTrickyDodgeEnemies", "h_heatProof", { "and": [ "canTrickyJump", { "heatFrames": 350 }, { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Stand next to the Magdollites while they are rising so that they place their invisible flames low and out of the way. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", "Wave", "Spazer", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, "h_canUsePowerBombs", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "h_HeatedGModeOpenDifferentDoor" |
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. While luring the right Multiviola around the room, it is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill the middle Magdollite with a Super and stay away from the others when possible, or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. It is also possible to do this with nothing; stand on the right platform while the Magdollite shoots to the right, then go to left edge of the runway to the right, pause abuse and exit G-mode while crouching and shooting upwards to kill and collect the flame drops. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" { "or": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canFarmWhileShooting", "canInsaneJump" ] } ] } |
Stand on low platforms as the Magdollites are rising so that they place their invisible flames low and out of the way. After the third Magdollite is a Multiviola that can easily hit Samus; kill or dodge it by crouching just left of the Magdollite. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", "Ice", "Wave", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, "h_canUsePowerBombs", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: Methods for crossing the room without canTrickyJump require killing the left Multiviola in two hits or less. |
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. This requires luring the left Multiviola around the room multiple times. It is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill them with Supers or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" "canTrickyDodgeEnemies" { "or": [ "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 3 } } ] } Dev note: It is possible to do this with nothing, but requires precise positioning and lucky drops. |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 570 } Exit condition: { "leaveWithGModeSetup": {} } Dev note: Could save some heat frames by setting this up while crossing the room. |
From: 1
Right Door
To: 1
Right Door
Carefully jump over the Dragon's fireballs while the Sova is approaching, or wait on the edge of the platform, under the fireballs, for one second before using the Super. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 210 } { "or": [ "canTrickyJump", { "heatFrames": 70 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
The buffered item pickup is still viable. When using it to jump to the right, it is important to have prevented the middle Dragon from shooting to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
From: 2
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 220 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_HeatedGModeOffCameraDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_HeatedGModeOffCameraDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 40 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 40 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Partially cross the room until a Sova falls from the ceiling, follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the first Sova after the one that falls, while it is on the right side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2000 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
To save Energy, it is possible to lure a Sova to the right door and pause abuse to grab its Energy drop on G-mode exit. The left-most Sova falls into the lava and walks to the right. It is important to prevent the Dragons from shooting too many fireballs, as they will eventually prevent drops from appearing. Keeping the Sova on camera and moving a reasonable amount of the time will prevent the drops from being overloaded. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Requires: { "heatFrames": 1390 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Cross more than half way across the room until a Sova falls from the ceiling then follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the Sova just before that, while it is on the right side of it's thin platform. Requires: { "heatFrames": 1780 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2050 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Lure a Sova to the left door and pause abuse to grab its Energy drop on G-mode exit. It is important to prevent the Dragons from shooting too many fireballs, as they will eventually prevent drops from appearing. Either use a Super to bring the left-most Sova that circles a platform, by knocking it off while it is on the right side of the platform, or lure the left-most Sova that falls into the lava to the right and back to the left. Without a Super, Samus must quickly kill or freeze the Dragons. Only the right 3 Dragons must be killed in order to prevent the drops from being overloaded, but killing more makes it more lenient. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "Plasma", { "and": [ "Charge", "Wave" ] }, { "ammo": { "type": "Super", "count": 1 } }, { "ammo": { "type": "Missile", "count": 9 } }, { "and": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } ] } "h_heatedGModePauseAbuse" |
Cross more than half way across the room until a Sova falls from the ceiling. Alternatively, to save Energy, use a Super to knock off the second Sova from the right, while it is on the left side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 320 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Shaft - Top Left Door
To: 1
Left Shaft - Top Left Door
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. The Alcoons are global, so it is best to kill those at the top of the room and either kill or avoid those lower, depending on if Samus has a way to kill them quickly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } |
From: 1
Left Shaft - Top Left Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 1
Left Shaft - Top Left Door
To: 4
Left Shaft - Top Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to bomb from the edge of the top door runway into the hidden morph tunnel, but if Samus is not at the edge, she will bonk and fall. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphBombHorizontally", "canTrickyJump" ] }, "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, "h_canArtificialMorphSpringBallBombJump" ] } "h_HeatedGModeOffCameraDoor" |
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ { "and": [ "canBombHorizontally", "canTrickyJump" ] }, "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is possible to go from 5->1 with a bomb spread, but it requires difficult off-screen movement to escape the room. |
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Enter the room and crouch next to the closed door. After the Multiviola hits the door, open it and it will be on a trajectory to hit Samus the next pass. Requires: { "heatFrames": 920 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 2
Left Shaft - Bottom Right Door
To: 4
Left Shaft - Top Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 3 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", { "or": [ "h_canArtificialMorphBombs", { "ammo": { "type": "PowerBomb", "count": 4 } } ] } ] } ] } "h_HeatedGModeOffCameraDoor" |
From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_canCrouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_canCrouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_HeatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoon places, and to prevent it from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill the Alcoon or avoid it then kill the Multiviola near the door without too much delay. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_HeatedGModeOpenDifferentDoor", "h_heatedGModePauseAbuse" ] } |
From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop. |
From: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 2 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", { "or": [ "h_canArtificialMorphBombs", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } ] } "h_HeatedGModeOffCameraDoor" |
From: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_canCrouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_canCrouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_HeatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_canCrouchJumpDownGrab", "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canFarmWhileShooting", "canTrickyDodgeEnemies" ] } ] } Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops. |
From: 4
Left Shaft - Top Right Door
To: 2
Left Shaft - Bottom Right Door
It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill them or avoid them then kill the Multiviola near the door without too much delay. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_HeatedGModeOpenDifferentDoor", "h_heatedGModePauseAbuse" ] } |
From: 4
Left Shaft - Top Right Door
To: 3
Left Shaft - Middle Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab", "Wave" ] } { "heatFrames": 950 } { "or": [ "canTrickyJump", "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } "h_HeatedGModeOffCameraDoor" |
From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door
It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", "canIBJ", { "and": [ "h_canCrouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_canCrouchJumpDownGrab", "canTrickyUseFrozenEnemies" ] } ] } "h_HeatedGModeOffCameraDoor" Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2100 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" Clears obstacles: A |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2200 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2250 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2500 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 19 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_HeatedGModeOpenDifferentDoor" |
From: 1
Left Door
To: 2
Right Door
Samus can ceiling bomb jump up gentle slopes. Going down gentle slopes is also possible but harder, instead an unmorph to reset fall speed is recommended here. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" "h_canArtificialMorphResetFallSpeed" "h_HeatedGModeOpenDifferentDoor" |
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. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_HeatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Samus can ceiling bomb jump up gentle slopes. Going down gentle slopes is also possible but harder, instead an unmorph to reset fall speed is recommended here. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" "h_canArtificialMorphResetFallSpeed" "h_HeatedGModeOpenDifferentDoor" |
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. |
It is possible to jump onto the first Tripper early enough that Samus can crouch under all of the first spikes. Jump onto it as early as possible; pressing against the wall above the first spike and breaking spin and falling neutrally can help and avoid touching the spike. Moving to the left side of the Tripper is important and Moonwalk can help. Using the second Tripper can save a lot of lava damage. With wall jumps, ride the Tripper and wall jump twice above the middle spike, fall into the lava and jump back onto the Tripper and wall jump on the opposite side of the middle spike until it returns. Without wall jumps, jump into the lava in front of the Tripper, spin jump once to move quickly then again to land on the Tripper after the middle spike. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "lavaFrames": 175 }, { "and": [ { "or": [ "HiJump", "canWalljump", "Gravity" ] }, { "lavaFrames": 100 } ] }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 25 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 35 } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to start a Diagonal IBJ from the sinking tripper, but it's very precise (3 frame window if Samus doesn't move). One of these frames gives a normal IBJ, which shouldn't be expected (1 frame for the first Bomb, then 3 frames for the second). |
With wall jumps, ride the Tripper and wall jump twice above the middle spike, fall into the lava and jump back onto the Tripper and wall jump on the opposite side of the middle spike until it returns. Without wall jumps, jump into the lava in front of the Tripper, spin jump once to move quickly then again to land on the Tripper after the middle spike. With a very precise timing, it is possible to ride the second Tripper without touching the lava, otherwise, cross the second pit with the same method as the first. To cross the second pit, jump onto the Tripper as early as possible, then position Samus as far right as possible; this can be made easier with Moonwalk. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "lavaFrames": 110 }, { "and": [ { "or": [ "HiJump", "canWalljump", "Gravity" ] }, { "lavaFrames": 40 } ] }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 25 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 35 } ] } ] } { "or": [ { "lavaFrames": 60 }, { "and": [ "canTrickyJump", "canConsecutiveWalljump", { "lavaFrames": 35 } ] }, { "and": [ "canTrickyJump", { "lavaFrames": 40 } ] }, "canInsaneJump" ] } "h_HeatedGModeOpenDifferentDoor" |
Morph and ride the Trippers. It is possible to Bomb boost off of the Tripper then IBJ until the next Tripper. It may help to roll into the Bomb to make the placement a little more lenient, but avoid falling off the Tripper to be able to keep trying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "canInsaneJump", "h_canArtificialMorphIBJ" ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: It is possible to cross the room with Power Bombs, but requires avoiding killing the off-screen Tripper with them. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse. |
From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction
Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "h_heatedGModePauseAbuse", { "heatFrames": 40 } ] } Dev note: Ice clipping through the shot blocks is not considered reasonable, as Samus can't use X-ray, kill any Gamets, or likely take a hit. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" Dev note: Going to the central junction is ignored, as it is likely not very useful. FIXME: It is be possible to get to the farm with a second, frame perfect, pause abuse. |
From: 5
Bottom Floating Platform Junction
To: 1
Top Left Door
Requires: { "heatFrames": 480 } { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door
Requires: { "obstaclesCleared": [ "A" ] } { "heatFrames": 280 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 3
Top Right Door
Requires: { "heatFrames": 510 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Enter the morph tunnel then exit G-mode. Shooting the shot block off screen can be done by jumping and shooting up or with Grapple or a Power Bomb. Getting positioned under the shot block can be done by walking into the camera scroll block and then walking against the right wall, jump to the left and walk a little more (about one more tile). This will also give some visibility of Samus. Without heat damage, it is recommended to jump up past the shot block and wait for it to respawn; with the block intact, Samus can't accidentally touch the lava. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "canOffScreenMovement" { "or": [ "h_canArtificialMorphMovement", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "canInsaneJump", { "and": [ "canTrickyJump", "h_heatProof" ] }, { "and": [ "h_heatProof", "h_lavaProof", { "or": [ "Gravity", "HiJump" ] } ] } ] } { "heatFrames": 1000 } Dev note: These heat frames are not very tight, as the room is difficult to do consistently. |
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the shot blocks, which takes 30 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the shot blocks, which takes 20 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 5
Middle Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Bottom Right Door
To: 6
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Middle Right Door
To: 5
Middle Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Middle Right Door
To: 6
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 6
Top Right Door
To: 6
Top Right Door
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the middle left door, while it is on the left side of the platform, which takes 45 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "SpeedBooster" ] }, "h_lavaProof" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: Damage through the lava could work, or maybe a Geruta damage boost. (Energy from immobile or CF) |
From: 1
Left Door
To: 2
Right Door
It is possible to lure the Geruta to be used as a platform with nothing but Ice. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_canCrouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks) |
From: 2
Right Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
From: 2
Right Door
To: 1
Left Door
Use the Geruta to get up to the top left ledge while also getting it to swoop into the top left region. This requires many jumps from below to get it to swoop up onto the ledge and not get stuck. When the Geruta is heading into the right spot, use it as a platform to get up as well. Requires: "h_heatProof" "canBeVeryPatient" "canCameraManip" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it. |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. Requires: "h_heatProof" "canBePatient" "canCameraManip" "Morph" { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "ammo": { "type": "PowerBomb", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", { "or": [ "ScrewAttack", "h_canBombThings" ] } ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "canBeVeryPatient", { "or": [ "canLongIBJ", "canJumpIntoIBJ" ] } ] }, { "and": [ "canBeVeryPatient", "Grapple", { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it. |
From: 2
Right Door
To: 1
Left Door
Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up. Requires: "h_heatProof" "canBePatient" "canCameraManip" { "or": [ "canInsaneJump", "Ice", "h_lavaProof", { "enemyDamage": { "enemy": "Geruta", "type": "contact", "hits": 1 } }, { "and": [ "canUseIFrames", { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 1 } }, { "lavaFrames": 55 } ] } ] } { "or": [ "canTrickyDodgeEnemies", "SpaceJump", "Charge", "Ice", "Plasma", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Dragon", "type": "fireball", "hits": 5 } }, { "and": [ "h_lavaProof", "ScrewAttack" ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "canBeVeryPatient", "HiJump", "Grapple" ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_DirectHeatedGModeLeaveSameDoor" |
From: 2
Right Door
To: 2
Right Door
Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_canCrouchJumpDownGrab", "canInsaneJump" ] } ] } "h_DirectHeatedGModeLeaveSameDoor" Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks) |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } "h_DirectHeatedGModeLeaveSameDoor" Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_canCrouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] } ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks) |
From: 2
Right Door
To: 3
Item
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_heatedGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } { "heatFrames": 90 } Clears obstacles: A Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ { "notable": "SpringBall Bomb Boost" }, "canSpringBallJumpMidAir", "canUnmorphBombBoost", "h_canCrouchJumpDownGrab", { "or": [ "canInsaneJump", "h_additionalBomb" ] } ] } ] } { "heatFrames": 0 } Dev note: FIXME: A variant with shinesparking can be added. (Energy from immobile, CF, or energy free sparks) |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "heatFrames": 0 } Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable. |
From: 1
Top of the Shaft Left Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the pirates and under the first Multiviola, then return fast enough to avoid pirate lasers and contact with the second Multiviola. Requires: { "heatFrames": 765 } "canTrickyDodgeEnemies" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Requires: { "heatFrames": 600 } { "or": [ "SpeedBooster", { "heatFrames": 65 } ] } { "or": [ "SpeedBooster", "Plasma", "ScrewAttack", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "and": [ "Ice", "Wave", "Spazer" ] }, { "and": [ "canDodgeWhileShooting", { "or": [ { "and": [ "Ice", "Wave" ] }, { "and": [ "Ice", "Spazer" ] }, { "and": [ "Wave", "Spazer" ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 2
Far Left Door
Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the first pirate and into the second, then jump over the again on the return. Requires: { "heatFrames": 720 } { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Far Left Door
To: 4
Bottom Right Door
Use a complex lure to get the right-most Multiviola (which is initially moving to the left) to the bottom right door. Break a specific set of the speed blocks and let the Multiviola bounce off of them before breaking the rest. There are multiple ways to get the Multiviola to the right door, all of which require breaking the speed blocks to the left of the crumble bridge and some to them to the right. Break the speed blocks in one of the following ways: 1. The first 2 columns. 2. The first 8 columns. 3. The entire first chunk (10 columns). 4. The first chunk and all but the last column of the second (leaving an isolated block). 5. The first two chunks and all but the last column of the third (leaving an isolated stack of two blocks). Then let the Multiviola bounce several times until it is in a consistent pattern before breaking the rest. Note that option number 3 puts the Multiviola into an odd pattern where it has two distinct alternating cycles; wait for it to hit the right of the right stalactite, then the wall, then break the remaining blocks. Requires: "h_heatProof" "canBePatient" "canCameraManip" "SpeedBooster" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 3 } } ] } { "or": [ "canTrickyUseFrozenEnemies", "canTrickyDodgeEnemies" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: It appears that there is no way to get the multiviola to get to one of the upper doors on the shaft; There are two known cycles to get it to start going up, but both get stuck in the same location. The first three Multiviolas aren't able to make it to the right shaft, regardless of how the door and speed blocks are manipulated. The fourth was tested by removing a single column of speed blocks at a time and clearing the rest before and after it gets to its cycle. The bottom door is rarely hit, but opening it during the cycle was not always tested thoroughly. It doesn't appear to be possible to lure it higher, but other things to try include: breaking speed blocks less than a column at a time, breaking some of the blocks then some more (not all of the remaining), or precisely timing the breaking of the crumble blocks. |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
While artificially morphed, carefully dodge or kill the enemies in the first half of the room. Go over the first set of Speed Blocks, then kill the first Red Pirate with a Power Bomb or after unmorphing. It is possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Without any Power Bombs, this requires precise movement with Spring Ball or very precise movement with just Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canTrickyJump" { "or": [ { "ammo": { "type": "PowerBomb", "count": 6 } }, { "and": [ { "or": [ { "and": [ "h_canArtificialMorphSpringBall", "canTrickyDodgeEnemies" ] }, { "and": [ "h_canArtificialMorphIBJ", "canInsaneJump" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_canArtificialMorphSpringBall" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_canArtificialMorphIBJ" ] } ] }, { "or": [ "h_canArtificialMorphPowerBomb", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } Dev note: It is possible to jump over the left bridge pirate, but it is incredibly precise and not expected. |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
Carefully dodge or kill the enemies in the first half of the room. With Morph, go over the first set of Speed Blocks, then kill the first Red Pirate or air ball over it. It is also possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyDodgeEnemies", "h_canUsePowerBombs", "ScrewAttack", "h_hasBeamUpgrade", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Multiviola", "type": "contact", "hits": 1 } } ] } "Morph" { "or": [ "h_canUsePowerBombs", { "and": [ { "or": [ "h_canUseSpringBall", "h_canUseMorphBombs" ] }, { "or": [ "canLateralMidAirMorph", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } ] } { "heatFrames": 0 } |
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
Run through the speed blocks then carefully cross the crumble bridge, as it will mostly be air. Alternatively, a speedball will prevent PLMs from overloading and Samus can roll over the bridge. Kill the pirate after the bridge before it places its invisible lasers, preventing Samus from getting through damageless. Samus can simply run to the right and fall through the bridge to safety below the pirate and kill it from below. It is also possible to perform one precise jump to cross most of the bridge and kill the pirate while blue. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_getBlueSpeedMaxRunway" { "or": [ "canSpeedball", "canInsaneJump", "h_hasBeamUpgrade", { "enemyKill": { "enemies": [ [ "Red Space Pirate (standing)" ] ], "explicitWeapons": [ "Missile", "Super", "ScrewAttack" ] } }, { "enemyDamage": { "enemy": "Red Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 0 } Dev note: It is possible to shinecharge before the bridge and spark vertically above it, then move the camera to kill the pirate with speed echoes, but this isn't really easier. |
From: 3
Bottom Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "heatFrames": 0 } |
From: 4
Bottom Right Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 5
Top Right Door
To: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 1
Top of the Shaft Left Door
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 2
Far Left Door
The crumble bridge will be air. Either tank a spike hit, carefully Space Jump over it, or with SpeedBooster, use the full runway to run over the pit. Note that there is a slight incline just before the bridge, which can be used as an indicator for where to Space Jump. Requires: { "or": [ { "and": [ "canTrickyJump", "SpaceJump" ] }, "SpeedBooster", { "spikeHits": 1 } ] } "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 3
Bottom Door
Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 4
Bottom Right Door
Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 5
Top Right Door
Jump over the Cacatacs. Their projectiles remain inside of them and their hitbox is a bit smaller than it appears. Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 1
Top of the Shaft Left Door
The speed block platform above the bottom door will not be usable, so Samus must blindly wall jump up the first ledge or use some assist. There is some visibility on the left side of the screen, which is useful in determining which ledge she is on. The Cacatacs will not be able to damage Samus off screen. Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir" ] } "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. FIXME: It is possible to X-Ray climb from inside the speed blocks. Count shots to determine Samus' position. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 3
Bottom Door
Walk back and forth until it is obvious Samus is on the doorshell. Use X-Ray, jump, and shoot down at the bottom of the jump, this may take a couple attempts. For a faster exit, place a Bomb on the door, then quickly unmorph and use X-Ray. With Grapple it is faster still; use X-Ray while crouched, then quickly use Grapple while angling down. Requires: "h_heatedGMode" { "or": [ { "heatFrames": 160 }, { "and": [ "h_canUseMorphBombs", { "heatFrames": 85 } ] }, { "and": [ "canUseGrapple", { "heatFrames": 50 } ] } ] } Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. It's possible to use a Bomb while still artificially morphed, but that only saves a few heat frames and is ignored. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 4
Bottom Right Door
Requires: "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 5
Top Right Door
The speed block platform above the bottom door will not be usable, so Samus must blindly wall jump up the first ledge or use some assist. There is some visibility on the left side of the screen, which is useful in determining which ledge she is on. The Cacatacs will not be able to damage Samus off screen. Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir" ] } "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: Requires leaving the room, as Samus is off camera and shouldn't be expected to do more in-room. |
From: 8
G-Mode Morph Junction (Bottom Right, Started at Left)
To: 6
Bottom Right Junction
Exit G-Mode and jump back and forth to fix the camera. If Samus exits G-Mode while in the camera scroll block next to the speed blocks, the camera won't fix. Requires: "h_heatedGMode" { "heatFrames": 250 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 45 } |
From: 1
Top Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 405 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Climb the solid crumble blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Lure a Sova from the bottom to top of the room. If wall jumping, it may be easiest to follow behind the Sova and pass it at the top of the room. Requires: { "heatFrames": 2060 } { "or": [ "h_canUseSpringBall", { "and": [ "canStaggeredWalljump", { "heatFrames": 100 } ] }, { "and": [ "SpaceJump", { "heatFrames": 100 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} Dev note: FIXME: This could be doable with an x-ray climb and then carefully and slowly returning the camera. This is also possible with a very large number of crumble jumps. |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 370 } { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_canUseSpringBall", "canCrumbleJump", "canTrickyJump", { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 80 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: It is possible to jump into the room if it is dry, but these options are easy enough to ignore adding that. Opening the door with missiles will usually not add any heat frames, but will if using IBJ or a doorframe jump. |
Note that breaking the left bomb blocks and either the crumble blocks or the other bomb blocks could make the Sova go in a loop without ever getting to the door (unless using a Super). Because of this it is advised not to break the bomb blocks. But if breaking them is necessary, it is possible to do so, even with a Power Bomb. Place the Power Bomb while the Sova is in the bottom left section of the room, while it is moving counter-clockwise. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 3
Top Right Item
Roll through the camera scroll block in the morph tunnel at the bottom of the room to overload PLMs, then get to the right side through the crumble blocks or bomb blocks near the left item. This can be done with an IBJ or two Spring Ball Bomb Jumps. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } ] } ] } |
Artificial morph IBJ or use two bomb boost spring ball jumps. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Dev note: This is only useful if the item is Morph. |
From: 1
Left Door
To: 4
Top Left Item
Get to the item without overloading PLMs by avoiding entering the morph tunnel at the bottom of the room or using Power Bombs near the items. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } ] } ] } Clears obstacles: D |
From: 2
Right Door
To: 1
Left Door
Placing a Power Bomb a 0.5 to 1 tile away from the item plinth to bounce Samus onto it (where the right item usually is) while also overloading PLMs as the explosion hits the left item. Wait for the explosion to completely finish before touching the crumble blocks or they will remain solid. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canOffScreenMovement" Dev note: FIXME: This item will be remote acquired, but it is ignored here since the strat is canRiskPermanentLossOfAccess. |
From: 2
Right Door
To: 1
Left Door
Overload PLMs by rolling through the item then go through the crumble blocks. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphMovement" ] } "canOffScreenMovement" Dev note: FIXME: This item will be remote acquired, but it is ignored here since will require an obstacle and the strat is canRiskPermanentLossOfAccess. |
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" |
From: 2
Right Door
To: 2
Right Door
Release the Sova by breaking the crumble blocks. The Sova will then take 40 seconds to get to the door. Note that breaking the left bomb blocks and either the crumble blocks or the other bomb blocks could make the Sova go in a loop without ever getting to the door (unless using a Super). Because of this it is advised not to break the bomb blocks. But if breaking them is necessary, it is possible to do so, even with a Power Bomb. Place the Power Bomb while the Sova is in the bottom left section of the room, while it is moving counter-clockwise. Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 4
Top Left Item
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" Dev note: This is only useful morphless if the item is Morph. |
Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
Overload PLMs by rolling through the item, then go through the bomb block and exit G-Mode to obtain the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } Dev note: This does not include canRiskPermanentLossOfAccess as every strat that gets here could instead overload PLMs in the bottom morph tunnel. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 2
Middle Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 2
Middle Left Door
To: 2
Middle Left Door
Release the ceiling Sova while being careful not to kill it if using Power Bombs. The Sova takes 90 seconds to get to the door if the Power Bomb blocks are broken and 45 seconds if they are not. Using a Super when the Sova is exiting the ceiling takes only 12 seconds. Requires: { "obstaclesCleared": [ "A" ] } { "obstaclesCleared": [ "B" ] } { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesNotCleared": [ "C" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 4
Right Door
Release the ceiling Sova while being careful not to kill it if using Power Bombs. Go through the ceiling morph tunnel and wait for the Sova on the other side. Requires: { "obstaclesCleared": [ "A", "B" ] } "Morph" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
It is tricky but possible to cross the room without any damage by jumping over the Small Dessgeega on room entry then using a Power Bomb to kill several enemies. Note that crossing the room damageless is easier in indirect G-Mode. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
It is tricky but possible to cross the room without any damage by rolling through the room. The enemies can be killed with extra Power Bombs, but without them, it's arguably easier to roll through the room without the use a Spring Ball or Bombs. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ "canTrickyJump", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canBePatient", "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump" ] } |
From: 4
Right Door
To: 2
Middle Left Door
Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left. Place a Power Bomb and quuickly exit G-Mode before it goes off in order to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canBePatient", "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 1
Top Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Top Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, then shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","powerbomb"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} |
From: 1
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, "h_canArtificialMorphSpringBallBombJump" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
From: 1
Top Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
From: 1
Top Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1200 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGModePauseAbuse" "canFarmWhileShooting" Dev note: The Sovas will not give drops if there are too many fireballs, but this shouldnt be a problem when leaving through the bottom door. |
From: 2
Middle Right Door
To: 1
Top Right Door
Kill the Sovas or wait at around 25 seconds for them to get out of the way before going down and passing them while climbing to the top door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" "h_HeatedGModeOffCameraDoor" Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected. |
From: 2
Middle Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "Morph" "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Middle Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, get to and shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. There is enough time to go around the left side of the room if Samus can't climb the right side. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } "Morph" { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["never"]} |
From: 2
Middle Right Door
To: 2
Middle Right Door
It takes about 2.5 minutes for the Sova to get to this door and hit Samus. With Morph, Samus can shoot the shot block as the Sova is coming down to save some time. Alternatively, use a Super as the third Sova has started going off screen to speed it up to 40 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "and": [ { "heatFrames": 2340 }, { "ammo": { "type": "Super", "count": 1 } } ] }, { "and": [ "h_heatProof", "canBePatient" ] }, { "and": [ "Morph", "canBePatient", { "heatFrames": 5925 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Middle Right Door
To: 3
Bottom Right Door
Kill the Sovas or wait at least 20 seconds for them to get out of the way before going to the bottom door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_HeatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected. |
From: 2
Middle Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1200 } "Morph" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. |
From: 3
Bottom Right Door
To: 1
Top Right Door
Wait for the Sovas to wind around the room and reach the top door. This takes about 1 minute and 15 seconds. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 4600 } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 1
Top Right Door
Use a Super to knock a Sova off as it exits the morph tunnel, get to and shoot the shot block in time to let it pass. Use another Super to knock it off the top runway so it can climb the left wall and reach the door. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 2200 } { "ammo": { "type": "Super", "count": 2 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["canTrickyJump"]} |
It is possible to kill the Sovas and pick up their drops during a pause abuse, but they will only give drops if there are not too many Fune fireballs. With a ledge grab onto the top platform, it is possible to get all the Funes off camera. Alternatively, it is possible to kill or repeatedly freeze them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canBePatient" "h_heatedGModePauseAbuse" "canFarmWhileShooting" { "or": [ "canTrickyJump", "canTrickyUseFrozenEnemies", { "ammo": { "type": "Super", "count": 1 } }, "h_canUsePowerBombs" ] } Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. The Power Bomb kill could be done with artificial morph, but it's not worth modeling. |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, "h_canArtificialMorphSpringBallBombJump" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
From: 3
Bottom Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canTrickyUseFrozenEnemies" ] } "h_HeatedGModeOffCameraDoor" Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected. |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Avoid the fireballs while waiting for the Sovas. If the fireball is going to be at a bad cycle, it can help to kill the first Sova. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1140 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Getting across the lava while artificially morphed requires an HBJ or Spring Fling. For the Spring Fling, jump immediately before the pause triggers. With Morph, Samus can air ball across. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", { "or": [ "SpaceJump", "canTrivialUseFrozenEnemies" ] } ] }, { "and": [ "canLateralMidAirMorph", "canTrickyJump" ] }, { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump" ] }, "h_canArtificialMorphHBJ", { "and": [ "Gravity", "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally", { "lavaFrames": 160 } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
Getting across the lava while artificially morphed requires an HBJ or Bomb boosting out and freezing a Boyon below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", "canTrickyUseFrozenEnemies" ] }, { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canInsaneJump", { "or": [ "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } ] } ] } "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: It is also possible with a rolling speed bomb boost down back. |
Spring Fling or IBJ across the right pit and damage boost or lava dive in the second; to Spring Fling, jump immediately before the pause triggers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringFling", "canTrickyJump" ] }, { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] } ] } { "or": [ { "and": [ { "notable": "Impressive Damage Boost" }, "canHorizontalDamageBoost", "canTrickyJump", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] }, { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 25 } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" { "or": [ "f_DefeatedCrocomire", { "obstaclesCleared": [ "f_DefeatedCrocomire" ] } ] } "canBePatient" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "SpeedBooster", "HiJump", "SpaceJump", "canIBJ", "canWalljump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Clears obstacles: door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongCeilingBombJump" { "or": [ "f_DefeatedCrocomire", { "obstaclesCleared": [ "f_DefeatedCrocomire" ] } ] } "canBePatient" Clears obstacles: A, door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Get to the top of the room with Spring Ball Bomb Jumps. To cross the room, perform a Spring Ball Bomb Jump after hitting the bomb with momentum to get a larger horizontal boost, then unmorph on the descent to reset fall speed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" { "or": [ "HiJump", { "and": [ "canInsaneJump", "h_canArtificialMorphResetFallSpeed", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } Dev note: The HiJump strat can only be useful if preserving a blue suit. Leniency isn't included as Samus will likely unmorph. FIXME: Hitting the bomb with momentum should probably be a tech. |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 1
Left Door
To: 1
Left Door
Cross the room while in indirect G-Mode and the gate will not be there. Note that if any of the Gamets are killed, none of them will respawn, but they can still be frozen and used as a platform. It is possible but difficult to cross either of the moats with Grapple before PLMs are overloaded, but not both of them. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: B |
Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
Slowly kill the Puyos with Bombs or us a Power Bomb. Stand under the gate when exiting G-Mode to open the gate. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } { "or": [ "h_canArtificialMorphPowerBomb", "canBePatient" ] } Clears obstacles: A |
From: 1
Left Door
To: 2
Right Door
Carefully and quickly lure the Gamets to the right door without letting them go off camera. It may help to kill any extra Gamets once they spread apart. Requires: "h_canNavigateUnderwater" { "or": [ { "resourceCapacity": [ { "type": "Super", "count": 1 } ] }, { "obstaclesCleared": [ "A" ] } ] } "canTrickyJump" { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canSpaceJumpWaterBounce" ] }, { "and": [ "Gravity", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canStaggeredWalljump", "canInsaneJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", "canInsaneJump" ] }, "canTrickyUseFrozenEnemies" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 3
Junction Left of Green Gate
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } { "or": [ "h_canArtificialMorphPowerBomb", "canBePatient" ] } |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
From: 1
Top Left Door
To: 1
Top Left Door
Lure the Gamets to the top left door with Ice and Space Jump, Grapple, or HiJump. First lure the Gamets vertically using the Kamer platform and Ice, which is much easier with HiJump disabled. Then freeze them again after they separate and are high enough to align with the door. With HiJump and another jump assist, jump to the left of the Gamets as they thaw and refreeze them a bit more to the left so that they will be on screen when Samus is on the left ledge. It is possible with HiJump and Ice alone, but much trickier. Use the Gamets as a platform or perform a running jump from the Kamer platform to get up to the left door. Requires: "canTrickyUseFrozenEnemies" { "or": [ "SpaceJump", "Grapple", { "and": [ "canTrickyJump", "HiJump", { "or": [ "SpeedBooster", "canInsaneJump", "canSpringBallJumpMidAir" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Bottom Left Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "no" } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 4
Top Right Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 3
Bottom Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Right Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Top Right Door
To: 4
Top Right Door
Lure the Gamets while using the Kamer, then get up to the doorway with a quick crouch jump + down grab or by other means. Requires: { "or": [ "HiJump", "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", { "and": [ "canTrickyJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canInsaneJump", "canPreciseGrapple" ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: A crouch jump + down grab should always be usable except when preserving a blue suit. A flash suit is lost when using X-Ray, so it can not be kept through a G-Mode setup. |
From: 4
Top Right Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 6
G-Mode Morph Junction (Bottom)
To: 1
Top Left Door
Requires: "canEnterGMode" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } |
From: 6
G-Mode Morph Junction (Bottom)
To: 4
Top Right Door
Requires: "canEnterGMode" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 6
G-Mode Morph Junction (Bottom)
To: 4
Top Right Door
It is possible to perform a Spring Ball Bomb Jump from the Kamer, but it is rarely useful. Requires: "canEnterGMode" "canTrickyJump" "h_canArtificialMorphSpringBallBombJump" Dev note: The Spring Ball Bomb Jump is likely only useful for avoiding a crouch jump to preserve a blue suit. |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" Clears obstacles: D |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Bomb boost horizontally at the top of an IBJ and land in the acid, then roll to the right and bomb out to safety. To save some Energy, it is possible to IBJ or double IBJ out of the acid onto the first solid platform. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canSuitlessLavaDive" { "or": [ { "acidFrames": 280 }, { "and": [ "canTrickyJump", { "acidFrames": 220 } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphDoubleBombJump", { "acidFrames": 175 } ] } ] } |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Diagonal Bomb Jump" } "h_canArtificialMorphDiagonalBombJump" "canLongIBJ" Clears obstacles: D |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Perform a long diagonal bomb jump from the left door to the solid platforms above the acid. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Diagonal Bomb Jump" } "h_canArtificialMorphDiagonalBombJump" "canLongIBJ" |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canManipulateMellas" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ { "tech": "canBombHorizontally" }, "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombs", "canTrickyJump" ] } ] } Clears obstacles: D |
From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ { "tech": "canBombHorizontally" }, "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombs", "canTrickyJump" ] }, { "and": [ "h_canArtificialMorphBombs", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } ] } |
G-Mode Morph Remote Acquire - to Left Door (Using Previous Strat)
(Extreme)
Post Crocomire Jump Room
From: 3
Item
To: 1
Left Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "C", "D" ] } |
From: 3
Item
To: 2
Right Vertical Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
From: 5
Small Platforms Junction
To: 1
Left Door
Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge and then climb up to the door. Reposition the Mella once towards the door, and before it finishes moving, stand in the doorframe so that the next Mella movement will hit Samus. If it drops below the camera it will be necessary to go back down and raise it again. Requires: "canManipulateMellas" "canCameraManip" "canBePatient" "canTrickyJump" { "or": [ "SpaceJump", "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] } ] } { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 2 } } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 1
Left Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Requires: "canEnterGMode" "canManipulateMellas" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
Requires: "canEnterGMode" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 3
Item
Requires: "canEnterGMode" "h_canArtificialMorphLongIBJ" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 5
Small Platforms Junction
Requires: "canEnterGMode" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Cross the solid platforms then horizontally boost into the acid and begin an IBJ. With more limited Energy, it is possible to IBJ high into the room and boost horizontally to fall into the acid a bit further to the left. Requires: "canEnterGMode" "Gravity" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphBombHorizontally" "canSuitlessLavaDive" { "acidFrames": 150 } Clears obstacles: C |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Requires: "canEnterGMode" "h_canArtificialMorphDiagonalBombJump" Clears obstacles: C |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Requires: "canEnterGMode" "h_canArtificialMorphJumpIntoIBJ" { "or": [ "h_canArtificialMorphLongIBJ", "HiJump" ] } Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
Lure the Gamets while preventing them from going off camera. Spawn them when the acid is high and rising to avoid running through it. Requires: "Morph" Exit condition: { "leaveWithGModeSetup": {} } |
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Dev note: This is only useful if the item is Morph. |
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then IBJ above the acid while waiting for it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", { "or": [ "canInsaneJump", { "acidFrames": 106 } ] } ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "h_canArtificialMorphBombThings", "canTrickyJump" ] } ] } ] } Clears obstacles: A Dev note: The requirements here are to get the item and return, as the item cannot be used during the return. |
From: 1
Left Door
To: 2
Item
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. With Power Bombs alone is particularly challenging. Use a Power Bomb to kill the Gamets to prevent them from respawning. Place a bomb at the edge of the runway and hit it with momentum and precise timing to get a boost to skip the first and land on the next safe platform. As quickly as possible place another and let it boost horizontally to the next platform, then another to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 6 } } { "or": [ "canTrickyGMode", { "acidFrames": 212 } ] } Clears obstacles: A Dev note: The requirements here are to get the item and return, as the item cannot be used during the return. It appears that there is virtually no risk in overloading PLMs - the left runway isn't close enough, and even placing two on each pillar will not overload PLMs. FIXME: Hitting the bomb with momentum needs a tech. |
Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } |
From: 1
Right Door
To: 1
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DirectHeatedGModeLeaveSameDoor" Dev note: An indirect option could be added to just get to the item without heat damage, but that would require very unusual room layouts and isn't worth the effort. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "no" } Requires: "h_canArtificialMorphLongIBJ" |
From: 3
Bottom Right Door
To: 1
Top Left Door
Use a Super to knock off a nearby Viola, then lure it to the top. To avoid a wall jump, it is possible to use the Viola as a frozen platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ", { "and": [ "canTrickyUseFrozenEnemies", "canBePatient" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
Requires: "canTrickyUseFrozenEnemies" { "ammo": { "type": "Super", "count": 1 } } "h_canUseSpringBall" "canUpwardGModeSetup" { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ", "canBePatient" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Right Door
To: 5
Bottom Junction Right of Morph Tunnel
Enter the room in Direct G-mode, otherwise the acid will still be present. Jump in the vertical shaft to touch the camera scroll block and overload PLMs, then roll through the bomb blocks. Exit G-mode and jump multiple times to fix the camera before crossing the section with the Holtzes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_canArtificialMorphMovement" { "heatFrames": 200 } Dev note: It is possible but not expected to cross the lower section while completely blind. The Holtz still damage Samus, and the middle one is low enough to make it difficult to bomb boost across. Other strats in the room are ignored because Samus needs real Morph and Varia or a lot of Energy to use the statue, and there is no way to overload PLMs to go through the bomb blocks from the bottom of the room. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 440 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door
Requires: { "or": [ { "and": [ "canTrickyJump", { "heatFrames": 820 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 660 } ] }, { "and": [ "canHorizontalDamageBoost", "canUseIFrames", { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 1 } }, { "heatFrames": 660 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 95 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} { "types": [ "missiles", "powerbomb" ], "requires": [ { "heatFrames": 385 }, { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } ] } |
Despawn the gate in indirect G-mode then Power Bomb the Rippers and cross the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Timing the Power Bomb to kill some but not all of the lower three Rippers is necessary if farming on the right side of the room. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "canTrickyJump", "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Despawn the gate in indirect G-mode then Power Bomb the Rippers and exit G-mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "heatFrames": 110 } Clears obstacles: A |
Despawn the gate in indirect G-mode then cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "ScrewAttack" ] }, { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 1
Left Door
To: 2
Right Door
Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. Then exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canTrickyDodgeEnemies", "Morph" ] }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 3 } } ] } { "heatFrames": 110 } Clears obstacles: A |
The room is a bit trickier to cross in direct G-mode because the Ripper cycle with the gate. Cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; either way, it also requires a precise jump over all three lower Rippers when most of the way across the room, or a morph under the first and quick jump over the next two. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", { "ammo": { "type": "Super", "count": 2 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "heatFrames": 0 } |
The room is a bit trickier to cross in direct G-mode because the Ripper cycle with the gate. Power Bomb the Rippers on entry then cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 0 } |
From: 1
Left Door
To: 3
Junction Left of Green Gate
This strat just saves one Ripper hit when tanking the Rippers because of the i-frames when taking the hit to regain mobility. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: "h_heatedGMode" { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } { "heatFrames": 0 } |
Despawn the gate in indirect G-mode then cross the room by either rolling under the Rippers then unmorphing and dodging them while while crossing the room, or place a Power Bomb to kill all or most of them and cross the room. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "canInsaneJump", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Despawn the gate in indirect G-mode then cross the room while killing, freezing, or tanking the Rippers. Without Morph, killing the lowest Ripper with a Super will make it possible but difficult to cross the room damageless. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canUseFrozenEnemies", { "and": [ "canInsaneJump", { "ammo": { "type": "Super", "count": 1 } } ] }, { "ammo": { "type": "Super", "count": 3 } }, { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 2 } } ] } { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "ScrewAttack" ] }, { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
From: 2
Right Door
To: 1
Left Door
Despawn the gate in indirect G-mode then cross the room while dodging the Rippers. It is possible to cross the room damageless without any items. Crouch under the first Rippers then jump with a precise timing to go over the next without hitting the highest ones. With two small forward spin jumps, jump over the three Rippers that come from behind. Move to the first platform and jump over them again. Cross the rest of the room while weaving through the Rippers to get to the left side. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyGMode" { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 470 } { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: FIXME: These heatFrames are the worst case scenario, otherwise the entire room would need to be modeled. |
From: 2
Right Door
To: 2
Right Door
Despawn the gate in indirect G-mode then Power Bomb the Rippers and exit G-mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "heatFrames": 110 } Clears obstacles: A Dev note: FIXME: It would be possible to enter in direct G-mode and use a power bomb then gate glitch and cross the room without the Rippers. |
From: 2
Right Door
To: 2
Right Door
Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canInsaneJump", "ScrewAttack", "canUseFrozenEnemies", "Morph", { "enemyDamage": { "enemy": "Ripper 2 (red)", "type": "contact", "hits": 1 } } ] } { "heatFrames": 110 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DirectHeatedGModeLeaveSameDoor" |
Avoid stepping on all three crumble blocks before moving through the item to overload PLMs, then go through the crumble blocks. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Note that if the item is not there, it is still possible to overload PLMs by using bomb spreads on crumble blocks that have never been stepped on. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ { "and": [ { "itemNotCollectedAtNode": 3 }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "Charge", "h_canUseMorphBombs" ] } ] } "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
From: 1
Left Door
To: 2
Right Door
Avoid stepping on all three crumble blocks. Use many bomb spreads to place bombs on them and overload PLMs before going through. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Charge" "h_canUseMorphBombs" "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" { "heatFrames": 0 } |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canTrickyDodgeEnemies", { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "canInsaneJump" ] } ] } ] } "h_HeatedGModeOpenDifferentDoor" Clears obstacles: door_2 |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Wait long enough for the flag to be set, then Samus can then leave the room without exiting G-mode. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "notable": "Safe Spot Kill" } { "or": [ { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] }, "canInsaneJump" ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "heatFrames": 0 } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
From: 2
Right Door
To: 2
Right Door
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. Pause abuse and jump to collect the drops on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "or": [ "h_IndirectHeatedGModeOpenSameDoor", "h_heatedGModePauseAbuse" ] } Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
From: 2
Right Door
To: 2
Right Door
With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Having GT start with his laser attack will also make it so there are no drops which can be collected at the end of the fight. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } "canInsaneJump" { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } "h_IndirectHeatedGModeOpenSameDoor" Clears obstacles: f_DefeatedGoldenTorizo, door_2 |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canTrickyDodgeEnemies", { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "canInsaneJump" ] } ] } ] } { "heatFrames": 0 } Clears obstacles: door_2 |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Get GT to jump away then again jump into IBJ and climb to the right item. With a speedy jump, it is possible to overload PLMs with one jump, then wait for it to get close and run under it and jump to the top right. Note that Samus can roll under GT, but when it attacks, it places stationary invisible projectiles, which may block Samus' path. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphJumpIntoIBJ" ] }, { "and": [ "canTrickyGMode", "h_canArtificialMorphDoubleBombJump" ] } ] } { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_canUseMorphBombs", { "heatFrames": 250 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 50 } ] } ] } Clears obstacles: door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } Clears obstacles: door_2 |
From: 2
Right Door
To: 7
G-Mode Junction (Bottom of Room)
Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. If GT starts with his laser attack, be sure to carefully jump over them before doing something else in the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Safe Spot Kill" } { "or": [ { "resourceAtMost": [ { "type": "Missile", "count": 31 } ] }, "canInsaneJump" ] } { "or": [ { "ammo": { "type": "Super", "count": 30 } }, { "and": [ "Charge", { "or": [ "canBeVeryPatient", { "and": [ "canBePatient", "Wave" ] }, { "and": [ "canBePatient", "Spazer" ] }, "Plasma", { "and": [ "canBePatient", { "ammo": { "type": "Super", "count": 15 } } ] } ] } ] } ] } { "heatFrames": 0 } Clears obstacles: f_DefeatedGoldenTorizo, door_2 Dev note: This exists because Samus can kill GT and stay in G-mode to then do something else in the room. |
From: 7
G-Mode Junction (Bottom of Room)
To: 1
Left Door
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the crumble blocks. Jumping through them a single time is enough to overload them for the next jump. It is possible to go though the crumble blocks while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canDelayedWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 7
G-Mode Junction (Bottom of Room)
To: 3
Top Left Item
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the crumble blocks. Jumping through them a single time is enough to overload them for the next jump. It is possible to go though the crumble blocks while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Requires: "h_heatedGMode" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canDelayedWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } { "heatFrames": 0 } |
From: 7
G-Mode Junction (Bottom of Room)
To: 4
Hidden Right Item
Use the camera scroll blocks below the crumble blocks to overload PLMs to be able to go through the bomb blocks near the right item. Jumping through them a single time is enough to overload them. It is possible to do this while dodging GT. With a speedy jump, it is possible to overload PLMs with one jump, then wait for it to get close and run under it and jump to the top right. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Requires: "h_heatedGMode" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canTrickyDodgeEnemies" ] } { "or": [ "SpaceJump", { "and": [ "HiJump", { "or": [ "canWalljump", "canSpringBallJumpMidAir", "SpeedBooster" ] } ] }, { "and": [ "canSpringBallJumpMidAir", "SpeedBooster", { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, "canInsaneJump" ] } ] } ] } { "or": [ { "and": [ "h_canUsePowerBombs", { "heatFrames": 70 } ] }, { "and": [ "h_canUseMorphBombs", { "heatFrames": 250 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 50 } ] } ] } |
From: 1
Bottom Left Door
To: 3
Top Right Door
Enter the room in Direct G-mode, with the item uncollected. Bomb the Chozo ball to overload PLMs then IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphLongIBJ" "h_HeatedGModeOpenDifferentDoor" |
From: 1
Bottom Left Door
To: 3
Top Right Door
Enter the room in Direct G-mode, with the item uncollected. Shoot the Chozo ball to overload PLMs then climb the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" { "or": [ "SpaceJump", "canSpringwall" ] } "h_HeatedGModeOpenDifferentDoor" |
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "SpaceJump" "h_HeatedGModeOpenDifferentDoor" Clears obstacles: A, B |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Enter the room in Direct G-mode, with the item uncollected. Shoot the Chozo ball to overload PLMs then climb the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" { "heatFrames": 0 } |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Bomb the blocks before exiting G-mode and jumping through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphBombs", "h_canArtificialMorphMovement" ] } ] } { "heatFrames": 80 } Clears obstacles: B |
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 0 } Clears obstacles: B |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "h_HeatedGModeOpenDifferentDoor" Clears obstacles: B |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpeedBooster", "h_canCrouchJumpDownGrab", "canIBJ" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
Screw Attack through the bomb blocks before exiting G-mode above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "SpaceJump" "h_HeatedGModeOpenDifferentDoor" Clears obstacles: A |
From: 2
Middle Right Door
To: 3
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "HiJump", "SpaceJump", "canIBJ", "canArtificialMorph" ] } "canXRayClimb" Bypasses door shell: true |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 19 } Clears obstacles: B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb all the blocks before exiting G-mode near the lower bomb blocks. It is possible to fall back onto the door shell with artificial morph, then use Spring Ball to place a Power Bomb high enough. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", "canArtificialMorph", "h_canArtificialMorphSpringBall" ] }, { "and": [ "h_canUsePowerBombs", { "or": [ "HiJump", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir" ] } ] } ] } "h_additionalBomb" { "heatFrames": 0 } Clears obstacles: A, B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb the upper blocks before exiting G-mode near the lower bomb blocks. It is possible to fall back onto the door shell with artificial morph, then use Spring Ball to place a Power Bomb high enough. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", "canArtificialMorph", "h_canArtificialMorphSpringBall" ] }, { "and": [ "h_canUsePowerBombs", { "or": [ "HiJump", "h_canCrouchJumpDownGrab", "canSpringBallJumpMidAir" ] } ] } ] } { "heatFrames": 0 } Clears obstacles: A |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb all the blocks before exiting G-mode near the lower bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "h_canUsePowerBombs", { "or": [ "canWalljump", "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } "h_additionalBomb" { "heatFrames": 0 } Clears obstacles: A, B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb the blocks before exiting G-mode and jumping through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphBombs" ] } { "heatFrames": 0 } Clears obstacles: B |
From: 2
Middle Right Door
To: 5
Junction Above Bottom Blocks
Bomb the upper blocks before exiting G-mode near the lower bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "h_canUsePowerBombs", { "or": [ "canWalljump", "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } { "heatFrames": 0 } Clears obstacles: A |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" "h_HeatedGModeOpenDifferentDoor" Clears obstacles: A, B |
From: 3
Top Right Door
To: 3
Top Right Door
Bomb the blocks before exiting G-mode and jumping through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphBombs" ] } { "heatFrames": 0 } Clears obstacles: A |
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 19 } Clears obstacles: A, B |
From: 3
Top Right Door
To: 5
Junction Above Bottom Blocks
Screw Attack through the bomb blocks before exiting G-mode below. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_heatedGMode" "ScrewAttack" { "heatFrames": 0 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canConsecutiveWalljump", { "and": [ "canJumpIntoIBJ", "canLongIBJ", "canDoubleBombJump", "canInsaneJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
Cross the room while avoiding the pirate's stationary invisible lasers. On entry, fall to the right to land past the first pirate, then run and jump over the next pirate and continue to the top door. It is possible but precise to cross the room without any items or a wall jump by jumping from the slightly raised platform on the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canSpringBallJumpMidAir", "canInsaneJump", { "and": [ "Charge", "canTrickyUseFrozenEnemies", "Plasma", "canTrickyJump" ] } ] } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1600 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Right Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1650 } |
From: 3
Bottom Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 5
Bottom Junction
To: 2
Bottom Left Door
Requires: { "heatFrames": 175 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 5
Bottom Junction
To: 3
Bottom Right Door
Requires: { "heatFrames": 175 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
Use 17 Power Bombs while pressed against the crumble blocks to overload PLMs and go through the crumble blocks. With Morph, exit G-mode near the item then return to the left, without, exit in the middle of the room to break the crumble blocks. Anywhere else in the left section of the room requires one more Power Bomb. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "ammo": { "type": "PowerBomb", "count": 18 } } { "heatFrames": 240 } Dev note: Returning to the left avoids canRiskPermanentLossOfAccess. This might be useful with a crystal flash. |
From: 1
Left Door
To: 2
Top Door
Use 17 Power Bombs while pressed against the crumble blocks to overload PLMs and go through the crumble blocks. Anywhere else in the left section of the room requires one more Power Bomb. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "ammo": { "type": "PowerBomb", "count": 17 } } { "heatFrames": 50 } Dev note: It is possible to go to 3, but then it takes extra heat frames to get out, being almost the same as ending at 2 and going to 3. |
From: 1
Left Door
To: 2
Top Door
Bomb the side of the crumble blocks to overload PLMs and go through to the middle of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphBombs" { "heatFrames": 50 } Dev note: It is possible to go to 3, but then it takes extra heat frames to get out, being almost the same as ending at 2 and going to 3. |
From: 2
Top Door
To: 1
Left Door
Use 9 Power Bombs against the right crumble blocks to overload PLMs and roll through the crumble blocks on the left. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "ammo": { "type": "PowerBomb", "count": 9 } } "h_HeatedGModeOpenDifferentDoor" |
From: 2
Top Door
To: 1
Left Door
Bomb the side of the crumble blocks to overload PLMs and go through to the left door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_heatedGMode" "h_canArtificialMorphBombs" "h_HeatedGModeOpenDifferentDoor" Dev note: FIXME: This and a few other variant could go to 3, but then it takes extra heat frames to get out, which is about the same overall, but the item could be Varia, Gravity, or an E-Tank making it possible when entering with less Energy. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Top Door
To: 2
Top Door
It is possible to get back up with Spring Ball alone with a foosball off of the crumble block. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "canTrickyJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: This is one of the easier foosballs because it is free to retry, because there is no heat damage in G-Mode. |
It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 150 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":70}]} {"types":["powerbomb"],"requires":[{"heatFrames":250}]} Dev note: FIXME: Could maybe reduce the heat frames if coming from the farm or the left. |
From: 3
Left Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 280 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":130}]} {"types":["powerbomb"],"requires":[{"heatFrames":350}]} |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" Dev note: This is only useful if the item is Morph or a way to kill the Fune. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Bottom Left Door
To: 6
Junction Behind Fune
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" Dev note: This is only useful if the item is Morph or a way to kill the Fune. |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Right Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" Dev note: This is only useful if the item is Morph or a way to kill the Fune. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "heatFrames": 0 } |
Shinecharge either right to left or left to right before horizontally sparking across the room. Use the raised step to the left or the lowered step to the right to be able to find the end of the runway. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canOffScreenMovement" "canMidairShinespark" "canShinechargeMovement" { "canShineCharge": { "usedTiles": 24, "openEnd": 1 } } { "shinespark": { "frames": 75, "excessFrames": 5 } } "h_HeatedGModeOffCameraDoor" |
Space Jump across without falling. The Hibashi (fire pillars) can not hit Samus while off camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "SpaceJump" "h_HeatedGModeOffCameraDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_HeatedGModeOffCameraDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Samus will not take a hit by the Multiviola, as she still has i-frames when it reaches her. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Samus will not take a hit by the Multiviola, as she still has i-frames when it reaches her. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: { "heatFrames": 145 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["canUseIFrames",{"heatFrames":150}]} Dev note: Unlocking the door with a Power Bomb will give Samus i-frames for one or two Dessgeega hits. |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 110 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} Dev note: FIXME: Could maybe reduce the heat frames if coming from the farm or the right. FIXME: A Power Bomb can be used, but it's complex enough to be a separate strat. |
Kill or dodge the Holtz while crossing the room. With Plasma and Wave or Ice, it is possible to quickly kill the Holtz while at the left door. Otherwise, jump immediately on entry while Samus still has i-frames to get to the left of the first Zebbo and kill it. Carefully cross the room while killing the Holtz without luring them, or dodge them. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires not killing the right Zebbo until it is in location. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canTrickyGMode", { "and": [ "canTrickyDodgeEnemies", "Plasma", { "or": [ "Wave", "Ice" ] } ] }, { "and": [ "canInsaneJump", "Plasma" ] }, { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } ] } { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Kill or dodge the Holtz while crossing the room. It's possible to kill the Holtz while staying safe; some of them can also be lured under platforms and out of the way. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyDodgeEnemies", "ScrewAttack", "Plasma", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } "h_HeatedGModeOpenDifferentDoor" |
Kill or dodge the Holtz while crossing the room. It's possible to kill the Holtz while staying safe; some of them can also be lured under platforms and out of the way. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires manipulating or killing the Holtz while not killing the left Zebbo until it is in location. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canBeVeryPatient", { "and": [ "canBePatient", { "or": [ "Ice", "Wave", "Spazer" ] } ] }, "Plasma", "canInsaneJump", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } "h_heatedGModePauseAbuse" |
Immeidately jump over both Holtz and get back to the door quickly. Alternatively it is possible to wait by the door then time the lure of the second Holtz to sync the two together. Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 150 } "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles"],"requires":[{"heatFrames":225}]} {"types":["powerbomb"],"requires":[{"heatFrames":650}]} Dev note: FIXME: Could probably reduce the heat frames if coming from the farm or the left. |
From: 3
Middle Right Door
To: 3
Middle Right Door
Requires: { "heatFrames": 150 } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", { "and": [ "canJumpIntoIBJ", "canTrickyJump", { "or": [ "canLongIBJ", "HiJump" ] } ] }, { "and": [ { "or": [ "f_DefeatedRidley", { "obstaclesCleared": [ "f_DefeatedRidley" ] } ] }, { "or": [ "canLongIBJ", { "and": [ "canJumpIntoIBJ", "HiJump" ] } ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "SpeedBooster", "canTrickyJump", { "or": [ "canInsaneJump", { "or": [ "f_DefeatedRidley", { "obstaclesCleared": [ "f_DefeatedRidley" ] } ] } ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Clears obstacles: door_2 Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Right Door
To: 3
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Be careful to avoid the Workrobot's invisible, stationary lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "f_DefeatedPhantoon" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
On room entry, place a Power Bomb to kill the Atomic and land on the Workrobot. Wait for the Workrobot to move across the room until it meets with a second robot. Depending on where the robots meet, either roll off and quickly roll under the Atomic, stay on for a second to try to lure the Atomic left a bit, or use a Power Bomb to kill it. Be careful not to hit any of the invisible, stationary lasers, and don't place any Power Bombs too close to the right wall or it will hit the bomb block and it will no longer be passable. Quickly use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them before the Atomic hits Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-mode Morph Workrobot Ride" } "f_DefeatedPhantoon" "canBePatient" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
With Bombs, it may be helpful to roll off the platform and kill the Atomics before safely leaving the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "f_DefeatedPhantoon" { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform. Requires: "canUpwardGModeSetup" "canTwoTileSqueeze" "canTrickyUseFrozenEnemies" "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 2
Top Door
To: 3
Right Door
On room entry, dodge the atomic and quickly place a Power Bomb to kill both Atomics. It is tricky but possible to kill them both with a single Power Bomb placed on the right half of the platform. Wait for the Workrobot to pass, then roll off to the right of it. Be careful not to hit any of the invisible, stationary lasers. Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "f_DefeatedPhantoon" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode and return into the morph tunnel to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Dodge the enemies while getting to the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 3
Right Door
To: 3
Right Door
Requires: "f_DefeatedPhantoon" { "or": [ "h_canBombThings", { "and": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Phantoon alive with the door unlocked. |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Bull with bombs, by switching between the high and low ground. Rapidly place bombs while rolling slowly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphCeilingBombJump" Dev note: It is possible with a low vertical diagonal bomb jump, or a double HBJ, but those aren't tech yet. |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" "canBePatient" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Door
To: 1
Top Door
Freeze an Atomic or Covern at a precise distance below the door in order to jump up and clip through the door shell. If Phantoon is defeated, it is possible to lure the Atomic from below the shot blocks by placing a Power Bomb. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. If Phantoon is not defeated, stand on the stairs so that Samus is just a few pixels lower, then freeze the Covern low in its cycle. Alternatively, freeze it high then perform a tight down grab to get onto it for a pixel perfect clip. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "h_canPreciseIceClip", "h_canHighPixelIceClip" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. FIXME: If Phantoon is not defeated, this does not require Morph or artificial morph. |
Bring two atomics to the top of the room. Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform. Requires: "canUpwardGModeSetup" "canTwoTileSqueeze" "canTrickyUseFrozenEnemies" "f_DefeatedPhantoon" { "enemyDamage": { "enemy": "Atomic", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 2
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Top Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 4
Top Right Door
To: 4
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Top Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 5
Middle Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. If Phantoon is not defeated then you have to move quickly to prevent the Coverns from hitting you. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Middle Right Door
To: 5
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Middle Right Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 5
Middle Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 6
Bottom Right Door
To: 6
Bottom Right Door
Requires: { "or": [ "h_canBombThings", { "obstaclesCleared": [ "A" ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "SpaceJump", "canLongIBJ", "canJumpIntoIBJ", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" Clears obstacles: A |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "SpaceJump", "canLongIBJ", "canJumpIntoIBJ", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 3
Top Right Door
To: 3
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Top Right Door
To: 4
Farm Junction Left of Gate
The gate will not spawn in indirect G-mode and is freely passable. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Left Doorway
To: 1
Top Left Doorway
Exit condition: { "leaveWithGModeSetup": {} } |
Roll over the two crabs before the first gets to Samus. This is easier with Gravity Suit turned off. It is possible but difficult to roll from the doorway onto the platform with Gravity turned off. This requires backing up slightly after entering the room then quickly rolling before the crabs. It is a bit tighter in direct G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] }, "canTrickyJump", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
From: 1
Top Left Doorway
To: 4
Top Right Doorway
To save a bomb, it is possible but difficult to roll from the doorway onto the platform with Gravity turned off. This requires backing up slightly after entering the room then quickly rolling before the crabs. It is a bit tighter in direct G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", { "or": [ "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Left Doorway
To: 4
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
The shaft will be clear of crabs on room entry. Quickly gravity jump before the bottom crab enters the shaft and exit the left morph tunnel to be safe. This is a bit tighter when entering in G-Mode Immobile. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" "h_canArtificialMorphSpringBall" |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
One method to kill the crabs is to wait on the central platform until a crab comes near, then move with it laying bombs in its path. Another is to wait in the doorway and place three bombs to hit it while bouncing over it. The top of the IBJ will be off camera. Starting the IBJ as far to either side as possible and holding forward once off camera will make it easier to get through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
The shaft will be clear of crabs on room entry. Quickly gravity jump before the bottom crab enters the shaft and exit the left morph tunnel to be safe. The same strategy works when entering in G-Mode Immobile. Move to the center platform and gravity jump shortly after getting hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" "h_canArtificialMorphSpringBall" |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
One method to kill the crabs is to wait on the central platform until a crab comes near, then move with it laying bombs in its path. Another is to wait in the doorway and place three bombs to hit it while bouncing over it. The top of the IBJ will be off camera. Starting the IBJ as far to either side as possible and holding forward once off camera will make it easier to get through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 4
Top Right Doorway
To: 1
Top Left Doorway
To save a bomb, it is possible to roll from the doorway onto the platform with Gravity turned off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Right Doorway
To: 1
Top Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Top Right Doorway
To: 4
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Right Doorway
To: 4
Top Right Doorway
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
G-Mode Morph Junction (Top Half)
To: 1
Top Left Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: "canEnterGMode" |
From: 5
G-Mode Morph Junction (Top Half)
To: 4
Top Right Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
From: 2
Right Door
To: 1
Left Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Kill the first fish with bombs then dodge or kill the second one. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphBombHorizontally" ] } ] } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish" } "h_canArtificialMorphDoubleSpringBallJump" "canInsaneJump" "canTrickyUseFrozenEnemies" "canDownGrab" { "or": [ { "and": [ "Plasma", "Wave" ] }, { "and": [ "h_canArtificialMorphPowerBomb", "Plasma" ] }, { "and": [ "h_canArtificialMorphPowerBomb", "Wave", "Spazer" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "canConsecutiveWalljump", "SpaceJump", "canLongIBJ", { "and": [ "HiJump", "canWalljump" ] }, { "and": [ "HiJump", "canTrickyDashJump" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } ] }, { "and": [ "Gravity", "canUseFrozenEnemies", { "or": [ "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canSpringBallJumpMidAir" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump", { "and": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", "canTrickySpringBallJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Kill or dodge the fish by the top left door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish" } "h_canArtificialMorphDoubleSpringBallJump" "canInsaneJump" "canTrickyUseFrozenEnemies" "canDownGrab" { "or": [ { "and": [ "Plasma", "Wave" ] }, { "and": [ "h_canArtificialMorphPowerBomb", "Plasma" ] }, { "and": [ "h_canArtificialMorphPowerBomb", "Wave", "Spazer" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphBombThings" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Bomb jumping across the broken tube uses a second bomb to climb up to the tube. FIXME: Moving before the bomb explodes gives enough momentum to only need one power bomb. |
From: 1
Left Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. Note that the door will be closed, so open it during the ascent. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 1
Left Doorway
To: 5
Inside Maridia Tube Junction
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
From: 1
Left Doorway
To: 6
Platform Below Top Door
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Dev note: This could be useful as a way to unlock the top door for later, if there is no normal way to climb the room. FIXME: Strats to unlock door 4 from 6 need to be added. |
From: 2
Bottom Right Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphMovement" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Bottom Right Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" Clears obstacles: f_MaridiaTubeBroken |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphMovement" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 2
Bottom Right Door
To: 6
Platform Below Top Door
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Dev note: This could be useful as a way to unlock the top door for later, if there is no normal way to climb the room. FIXME: Strats to unlock door 4 from 6 need to be added. |
From: 3
Top Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", "h_additionalBomb" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Bomb jumping across the broken tube uses a second bomb to climb up to the tube. FIXME: Moving before the bomb explodes gives enough momentum to only need one power bomb. |
From: 3
Top Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 3
Top Right Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Doorway
To: 4
Top Door
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. Note that the door will be closed, so open it during the ascent. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 3
Top Right Doorway
To: 5
Inside Maridia Tube Junction
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
From: 3
Top Right Doorway
To: 6
Platform Below Top Door
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Dev note: This could be useful as a way to unlock the top door for later, if there is no normal way to climb the room. FIXME: Strats to unlock door 4 from 6 need to be added. |
From: 4
Top Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Top Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "h_canMaxHeightSpringBallJump", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
In direct G-Mode, the tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. In indirect G-Mode, Samus must exit G-Mode before the Power Bomb explodes. Either way, it is recommended to exit G-Mode before the Power Bomb goes off to be safe. Be sure not to overload PLMs with the camera scroll blocks which are next to the tube. Jump as the first action to gravity jump to the top of the room. Note that the door will be closed, so open it during the ascent. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
The tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Be sure not to overload PLMs with the camera scroll blocks which are next to the tube. It is possible to exit G-Mode before the Power Bomb goes off to be safe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } Clears obstacles: B |
From: 1
Bottom Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } |
From: 1
Bottom Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Clears obstacles: B |
From: 1
Bottom Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } Clears obstacles: B |
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies", "h_canCrouchJumpDownGrab" ] }, { "and": [ "HiJump", { "or": [ { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] }, "canSpringBallJumpMidAir", { "and": [ "canTrickyUseFrozenEnemies", "canCrouchJump" ] } ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient", { "or": [ "canStationaryLateralMidAirMorph", { "ammo": { "type": "Super", "count": 1 } } ] } ] } ] } |
From: 2
Bottom Right Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Clears obstacles: B |
From: 2
Bottom Right Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
From: 3
Middle Right Door
To: 3
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } |
From: 3
Middle Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Clears obstacles: B Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 3
Middle Right Door
To: 12
G-Mode Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 3
Middle Right Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Clears obstacles: B Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 3
Middle Right Door
To: 13
G-Mode Morph Junction By Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" Clears obstacles: B |
From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Place bombs against the speed blocks until they are overloaded. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Morph", "canBeVeryPatient", { "or": [ "Gravity", "HiJump", "canCrouchJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canBeVeryPatient" ] } ] } Clears obstacles: B |
From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Morph", "canBeVeryPatient", { "or": [ "Gravity", "HiJump", "canCrouchJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canBeVeryPatient" ] } ] } |
From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway
There is a camera scroll block in the middle of the morph tunnel, so it is best to go through the tunnel quickly and not backtrack. The crab will not come through the whole tunnel, so as Samus gets close to the vertical portion, wait for the crab to pass. After touching the item, retreat to the doorway before exiting g-mode. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] } ] } |
From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway
Samus needs to touch the item before PLMs are overloaded. This can be difficult because Power Bombs interact with the items, and there is a camera scroll block in the morph tunnel. If the Speed-locked item has already been collected on the other side of the room, this will be easier. Otherwise, Samus will need to touch the item before the Power Bomb finishes exploding. In this case, it is recommended to hold left on room entry, place a Power Bomb immediately as Samus hits the left wall, then hold left again until she lands on the pedestal. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "Gravity" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "canInsaneJump", { "itemCollectedAtNode": 6 } ] } |
From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway
Get to the item while avoiding the crab, note that it doesn't go all the way through the tunnel. Use a super to knock it off, while it is on the right wall, in order to knock it off so it will go down the morph tunnel. Requires: "h_EverestMorphTunnelExpanded" "Morph" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
The crab will not come through the whole tunnel, so wait for it to pass before going through the vertical portion. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
The crab will not come through the whole tunnel, so wait for it to pass before going through the vertical portion. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
Requires: "canEnterGMode" "canKago" { "or": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, "h_pauseAbuseMinimalReserveRefill" ] } { "obstaclesCleared": [ "C" ] } Dev note: This strat is here instead of part of 11->6, because if the item is an E-Tank, Samus can use it to escape. |
From: 6
Speed Blocked Item
To: 9
Junction Below Speed Blocks
After grabbing the item, quickly shoot the crab with a diagonal Wave shot to kill it and escape. Requires: "canEnterGMode" "Wave" { "obstaclesCleared": [ "C" ] } Dev note: This strat is here instead of part of 11->6, because if the item is Wave, Samus can use it to escape. |
From: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 Power Bombs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Samus can use the second Power Bomb to Crystal Flash to have enough Energy to take a crab hit or to get some Reserve Energy, but then she will not be able to use X-Ray to exit G-Mode, and will require a Reserve Trigger. If Samus uses the first Power Bomb to Crystal Flash, she is no longer able to place a second. Samus then needs to jump into the speed-locked item and hit the crab to trigger Reserves and exit G-Mode. This can be done with HiJump, Gravity, Spring Ball, or Ice. Turn around while inside the item to collect it. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_canNavigateUnderwater" "h_canArtificialMorphCrystalFlash" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ { "itemNotCollectedAtNode": 7 }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "HiJump", "Gravity", "canSpringBallJumpMidAir", { "and": [ "canCrouchJump", "canTrickyUseFrozenEnemies" ] } ] } { "autoReserveTrigger": {} } Dev note: An item is expected at node 6, otherwise this strat isn't useful. It takes 2 PBs to overload PLMs, or only 1 if both items are uncollected. FIXME: If Samus has a lot of tanks, it could take too much time to damage down. Ice can be used to take multiple hits from a crab before it leaves. |
From: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Overloading the PLMs can be done with as few as 2 Power Bombs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ { "itemNotCollectedAtNode": 7 }, "canRiskPermanentLossOfAccess" ] } ] } Dev note: An item is expected at node 6, otherwise this strat isn't useful. It takes 2 PBs to overload PLMs, or only 1 if both items are uncollected. |
From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item
Samus can Crystal Flash to have enough Energy to take a crab hit or to get some Reserve Energy, but then she will not be able to use X-Ray to exit G-Mode, and will require a Reserve Trigger. The Crystal Flash needs to be done before unmorphing, while being careful not to kill the global crab. Samus then needs to jump into the speed-locked item and hit the crab to trigger Reserves and exit G-Mode. This can be done with HiJump, Gravity, Spring Ball, or Ice. Turn around while inside the item to collect it. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_canNavigateUnderwater" "h_canArtificialMorphCrystalFlash" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", { "and": [ "canCrouchJump", "canTrickyUseFrozenEnemies" ] } ] } { "autoReserveTrigger": {} } { "obstaclesCleared": [ "B" ] } Dev note: Samus needs to use Bombs or Power Bombs to overload PLMs, so Morph or artificial Morph is already required. FIXME: If Samus has a lot of tanks, it could take too much time to damage down. Ice can be used to take multiple hits from a crab before it leaves. |
From: 11
G-Mode Junction 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. 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, then quickly stand and use X-Ray to exit G-Mode before it goes off. Rotate to touch the item before the crab dies and to Kago the bomb blast. It is important to Kago the bomb blast, because even suitless, the Bomb blast will boost Samus and she will be stuck in the speed blocks (unlike a Power Bomb blast). Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ "Gravity", "HiJump", "canCrouchJump", "canSpringBallJumpMidAir" ] } "h_canUseMorphBombs" "canKago" |
From: 11
G-Mode Junction 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. Place a Power Bomb, then quickly stand and use X-Ray to exit G-Mode before it goes off. Rotate to touch the item before the crab dies. It is important to turn Gravity off beforehand, or the Power Bomb will boost Samus and she will be stuck in the speed blocks. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ "Gravity", "HiJump", "canCrouchJump", "canSpringBallJumpMidAir" ] } { "disableEquipment": "Gravity" } "h_canUsePowerBombs" |
From: 11
G-Mode Junction 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. Exit G-Mode and rotate to obtain the item. Samus will now be stuck on the crab, and if it thaws and hits her, she will be pushed up and stuck in the speed blocks. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "canBePatient" "h_canNavigateUnderwater" "canTrickyUseFrozenEnemies" { "or": [ "Gravity", "HiJump", "canCrouchJump", "canSpringBallJumpMidAir" ] } Clears obstacles: C |
From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Crystal Flash to gain enough Energy to tank a crab hit. This needs to be done before unmorphing, while being careful not to kill the global crab. Requires: "canEnterGMode" "h_canArtificialMorphCrystalFlash" { "obstaclesNotCleared": [ "B" ] } Dev note: Samus needs to use Bombs or Power Bombs to overload PLMs, so Morph or artificial Morph is already required. A Crystal Flash in direct G-Mode will prevent Samus from using X-Ray, so it would not be able to use the 11->6 strats. |
From: 12
G-Mode Junction By Middle Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
Climb to the ledge left of the morph tunnel item. With Ice, carefully and quickly freeze the last crab high enough to use as a platform. With a slow ascent, such as with Spring Ball and Ice, the crab will need to circle the entire room, it is possible to use a Super when it passes the speed blocks to speed this up significantly. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } { "obstaclesCleared": [ "B" ] } "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies" ] }, { "and": [ "HiJump", { "or": [ "canSpringBallJumpMidAir", { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] } ] } ] }, { "and": [ "HiJump", "canTrickyUseFrozenEnemies", { "or": [ "canCrouchJump", "canDownGrab" ] } ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient" ] } ] } Dev note: FIXME: HiJump strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 12
G-Mode Junction By Middle Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Place bombs against the speed blocks until they are overloaded. With a slow ascent, such as with Spring Ball and Ice, the crab will need to circle the entire room, it is possible to use a Super when it passes the speed blocks to speed this up significantly. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canUseMorphBombs" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "canWalljump" ] }, { "and": [ "Gravity", "canTrickyUseFrozenEnemies" ] }, { "and": [ "HiJump", { "or": [ "canSpringBallJumpMidAir", { "and": [ { "notable": "Underwater Walljumps" }, "canUnderwaterWalljump" ] } ] } ] }, { "and": [ "HiJump", "canTrickyUseFrozenEnemies" ] }, { "and": [ "h_canMaxHeightSpringBallJump", "canTrickyUseFrozenEnemies", "canBeVeryPatient" ] } ] } { "or": [ { "and": [ "Gravity", "h_canUseSpringBall" ] }, { "and": [ "HiJump", "h_canUseSpringBall" ] }, { "and": [ "Gravity", "canCeilingBombJump" ] }, "canBeVeryPatient" ] } Dev note: FIXME: HiJump strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 13
G-Mode Morph Junction By Middle Right Door
To: 3
Middle Right Door
Requires: "canEnterGMode" |
From: 13
G-Mode Morph Junction By Middle Right Door
To: 4
Top Right Door
Requires: "canEnterGMode" "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "Gravity", { "or": [ "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBePatient", "h_canArtificialMorphPowerBomb" ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
From: 13
G-Mode Morph Junction By Middle Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" { "obstaclesCleared": [ "B" ] } { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", { "and": [ "h_canArtificialMorphIBJ", "canBeVeryPatient" ] }, { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] } ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Dev note: FIXME: Some IBJ strats may need canBeVeryPatient if they can't be done before the crab is in position |
From: 13
G-Mode Morph Junction By Middle Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_canNavigateUnderwater" "h_canArtificialMorphIBJ" { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] }, { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Dev note: FIXME: Some IBJ strats may need canBeVeryPatient if they can't be done before the crab is in position |
Get into position as close to the center of the room as possible while not being too close to any baby turtles. Start an IBJ without hiting any baby turtles otherwhise Mama Turtle will wake up. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphBombHorizontally" Clears obstacles: B |
Place a bomb next to one of the baby turtles, then use spring ball to get on Mama Turtle's back. Start an IBJ above the waterline to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "h_canArtificialMorphSpringBall" "h_canArtificialMorphLongIBJ" Clears obstacles: A, B |
From: 1
Left Door
To: 6
Top Right Junction
IBJ up a bit, then bomb over Mama Turtle and her babies to prevent her from waking. Then IBJ to the high right ledge before exiting g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphLongIBJ" "h_canArtificialMorphBombHorizontally" |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time. Requires: "Gravity" "canBePatient" { "or": [ "SpaceJump", { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "or": [ "HiJump", "canSpringBallJumpMidAir", "canGravityJump", "canConsecutiveWalljump", "SpeedBooster" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door with Gravity or Grapple. It is also possible to knock the crab off of the middle peak with a super and follow it to the left with Ice or HiJump and Spring Ball. Requires: "canBeVeryPatient" { "or": [ "canGravityJump", { "and": [ "canPreciseGrapple", { "or": [ "HiJump", "Gravity" ] } ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: These strats take approximately 2 minutes each, but because it is just for a G-Mode Setup, canBeVeryPatient was added. This could be done with many other sets of item combinations, but it would be very tedious for a g-mode setup. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canCameraManip" { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphLongIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } ] } ] } |
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so start from the right ground, not the raised scaffolding by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "canTrickyJump" { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphDoubleSpringBallJump" Dev note: FIXME: Strats like this could be added to 3, but it would require indirect, requiring a vertical doorlock bypass in the room below. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" "h_canArtificialMorphSpringBallBombJump" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
From: 2
Bottom Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } Dev note: FIXME: Add strats to get here with Morph. A long IBJ could be added if the door is closed, but a horizontal boost is easy enough. |
From: 2
Bottom Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphDoubleSpringBallJump" |
From: 4
Top Right Door
To: 4
Top Right Door
Follow the crab from the bottom right door to the top right door. Depending on the item setup, this takes 30-50 seconds. Requires: { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, "canGravityJump", { "and": [ "Grapple", { "or": [ "HiJump", "Gravity" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: This could be done with many other sets of item combinations, but it would be very tedious for a g-mode setup. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, "h_canArtificialMorphLongIBJ", { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, "h_canArtificialMorphSpringBallBombJump" ] } Dev note: FIXME: Add strats to get here with Morph, suitless. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canGravityJump" ] } ] }, { "and": [ "canUseEnemies", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", { "or": [ "Gravity", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "HiJump", "canGravityJump", "canBeVeryPatient" ] } ] } "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ "Morph", "canTwoTileSqueeze" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphLongIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } |
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so come to a stop on the top platform or avoid it completely. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canSuitlessMaridia" "canTrickyJump" { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "h_canArtificialMorphLongIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 4
Top Right Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 6
Left Morph Passage Doorway
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_EverestMorphTunnelExpanded" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 6
Left Morph Passage Doorway
To: 6
Left Morph Passage Doorway
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 6
Left Morph Passage Doorway
To: 6
Left Morph Passage Doorway
Requires: "h_EverestMorphTunnelExpanded" Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 6
Left Morph Passage Doorway
To: 9
Platform Below Top Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "h_canArtificialMorphLongIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 9
Platform Below Top Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "Gravity" |
From: 12
G-Mode Junction (In Morph Tunnel)
To: 6
Left Morph Passage Doorway
Requires: "canEnterGMode" Dev note: This technically requires h_EverestMorphTunnelExpanded or going through the transition while in G-Mode, but that shouldn't cause a problem. |
From: 12
G-Mode Junction (In Morph Tunnel)
To: 6
Left Morph Passage Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Use spring ball to cross the room, or use bombs to kill the Zebbos so they stop respawning. One PB can be placed at the first plant on the ground to bomb across the farm while killing the Zebbos. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "h_canArtificialMorphBombHorizontally", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } |
From: 1
Middle Left Door
To: 1
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Middle Left Door
To: 9
Junction Below Top Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] }, "h_canArtificialMorphDoubleSpringBallJump", { "and": [ "Gravity", "HiJump", "h_canArtificialMorphSpringBallBombJump" ] } ] } |
From: 1
Middle Left Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Bomb the Power Bomb blocks below to overload PLMs, then IBJ up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] }, "h_canArtificialMorphDoubleSpringBallJump", { "and": [ "Gravity", "HiJump", "h_canArtificialMorphSpringBallBombJump" ] } ] } |
From: 1
Middle Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] }, "h_canArtificialMorphDoubleSpringBallJump", { "and": [ "Gravity", "HiJump", "h_canArtificialMorphSpringBallBombJump" ] } ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
From: 2
Bottom Left Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Bottom Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Exit condition: { "leaveWithGModeSetup": {} } Dev note: Requires no items or tech if you step on a Snail - canUseEnemies is necessary for G-Mode Setup. |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
From: 5
Right Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphBombs", { "or": [ "Gravity", "h_canArtificialMorphSpringBall" ] } ] } ] } Dev note: FIXME: This is doable with just Bombs and entering on the left side. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canUseEnemies", { "and": [ "canCrouchJump", "canTrickyJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
It is easiest to use a single snail on the bottom of the ceiling to the right of the door. Use at least a small amount of momentum before jumping over towards the snail. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphSpringBall" "canUseEnemies" "canTrickyJump" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: "canUpwardGModeSetup" "h_canNavigateUnderwater" "canTwoTileSqueeze" Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } Dev note: This does not include canRiskPermanentLossOfAccess, as it is only worth doing this strat if the items are there. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } |
From: 6
Top Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Grapple" "h_canNavigateUnderwater" |
From: 9
Junction Below Top Door
To: 1
Middle Left Door
Requires: "h_canDestroyBombWalls" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 1
Middle Left Door
Requires: "canEnterGMode" "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } Dev note: FIXME: This is not a long IBJ if starting from door 5. |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 2
Bottom Left Door
Place a Power Bomb, then exit G-Mode to break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 7
Top Right Left Item
Requires: "canEnterGMode" "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } Dev note: FIXME: This is not a long IBJ if starting from door 5. |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Requires: "canEnterGMode" "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } Dev note: FIXME: This is not a long IBJ if starting from door 5. |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Bomb the Speed blocks by the right door. Requires: "canEnterGMode" "h_canUseMorphBombs" { "or": [ "canSnailClimb", "Gravity", "HiJump" ] } |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Requires: "canEnterGMode" "h_canArtificialMorphBombs" "HiJump" "h_canArtificialMorphSpringBall" "canSnailClimb" |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
It is barely possible to start a snail climb with just Spring Ball. Get a snail positioned such that it is on the bottom of an overhang above, and sticking out a bit to be usable as a platform. Use Spring Ball to jump and press against the snail for the maximum possible duration, in order to gain enough height to get onto it. Requires: "canEnterGMode" "h_canArtificialMorphBombs" "h_canArtificialMorphSpringBall" "canSnailClimb" "canTrickyJump" |
From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 1
Middle Left Door
After PLMs are overloaded, climb to the top left door and fall through the Bomb Blocks. Requires: "canEnterGMode" { "or": [ "canSnailClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canConsecutiveWalljump" ] } ] } ] } |
From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 7
Top Right Left Item
Requires: "canEnterGMode" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
Lure the Zoas. Jump so that they start moving horizontally higher, use spin jumps to move horizontally faster while keeping them on screen. Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphBombs", { "and": [ "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "canTrickyJump", "h_canArtificialMorphSpringBall", "Gravity", "h_additionalBomb" ] } ] }, { "and": [ "Gravity", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 3 } } ] }, { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 7 } } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } { "or": [ { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 3 } } ] }, { "and": [ "Gravity", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs by touching the sand, then move through the speed blocks. Avoiding the sand pits is easier without Gravity or HiJump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessMaridia" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canDodgeWhileShooting" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } ] } ] } Clears obstacles: B |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Avoiding the right pit is much easier without Gravity or HiJump. Standing on the edge and spin jumping to the left is much easier than a running jump. While on the left side of this platform, the Puyo to the left will start moving; carefully kill it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", { "and": [ "Gravity", "SpaceJump" ] } ] } |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Avoiding the right pit is much easier without Gravity or HiJump. Standing on the edge and spin jumping to the left is much easier than a running jump. While on the left side of this platform, the Puyo to the left will start moving; carefully kill or dodge it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", { "and": [ "Gravity", "SpaceJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canTrickyJump", "h_canArtificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canTrickyJump", "h_canArtificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Right Door
To: 4
Right Door
Lure the Zoas. Jump so that they start moving horizontally while higher, use spin jumps to move horizontally faster while keeping them on screen. Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
Be careful not to touch or bomb the sand in order to grab the item before PLMs are overloaded. With bombs, kill the Zoas and they will stop spawning. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } Clears obstacles: B |
Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Left Sand Entrance
To: 2
Bottom Left Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Left Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "enemyDamage": { "enemy": "Bull", "type": "contact", "hits": 1 } }, "h_canArtificialMorphPowerBomb" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Sand Entrance
To: 2
Bottom Left Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "enemyDamage": { "enemy": "Bull", "type": "contact", "hits": 1 } }, "h_canArtificialMorphPowerBomb" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 3
Top Right Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 3
Top Right Door
Quickly kill the Mochtroids with Bombs or a Power Bomb, or just roll into place and Gravity jump before they get to Samus. (With Bombs, place them without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand.) Start with a precise Gravity jump, where the initial jump is just before the pause fully triggers. Turn off Spring Ball and Gravity at the same time, then precisely repause and turn Spring back on. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" { "tech": "canSpringBallJumpMidAir" } "h_canArtificialMorphSpringBall" "canTrickyJump" Dev note: FIXME: It may be possible to cross the room both directions with HiJump, Gravity, Spring and some spike hits. |
Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Exit condition: { "leaveWithGModeSetup": {} } |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" "h_canHighPixelIceClip" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is a separate strat from the double high-pixel variant, as the first high-pixel clip is fairly lenient with free retries, unlike the top one. |
Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform another tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
The Global crab in the upper section can be knocked off the wall to enter the left side of the above door. Otherwise, there are more crabs in the lower section of the room. Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, "Gravity", { "and": [ "canSuitlessMaridia", { "or": [ "HiJump", "canBePatient" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
There is enough time to IBJ to the top door before Draygon appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true, "mobility": "mobile" } } Requires: "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } Clears obstacles: door_1 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_DefeatedDraygon", { "obstaclesCleared": [ "f_DefeatedDraygon" ] } ] } "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphJumpIntoIBJ" ] } ] } Clears obstacles: door_1 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Door
To: 4
Top Right Ledge Junction
Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles. After getting to the small island platform, diagonal IBJ up while avoiding the top Cacatac. Alternatively HBJ to the next platform and Spring Ball from the right edge of this platform into an IBJ above the spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphDiagonalBombJump", { "and": [ "h_canArtificialMorphHBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] } |
From: 1
Left Door
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canNavigateUnderwater" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally" ] } { "or": [ { "and": [ "h_canArtificialMorphBombs", { "or": [ "Gravity", "h_canArtificialMorphSpringBall" ] } ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Cacatac", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
This requires multiple HBJ to get over spike pits. The first one, by the right door, must be started at the top of an IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph, IBJ, HBJ" } "Gravity" { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } "h_canArtificialMorphHBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] } ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Dev note: Without this being Morph, there is no way to escape. PLMs are already overloaded from the sand. |
Wall jump up the middle column and Morph into the hole to get to the item. This is easier in G-Mode because the crumbles above the tunnel will be air. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "canSuitlessMaridia" "HiJump" "canTrickyJump" "canConsecutiveWalljump" "canWallJumpInstantMorph" |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
To avoid the Mochtroids, it is possible to place bombs near them while in the Morph Tunnel below to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphLongIBJ" Dev note: This strat is not starting from 5, because that would require canOffScreenMovement. |
From: 1
Top Left Door
To: 5
G-Mode Morph, In Morph Tunnel
After morphing, kill the Mochtroid with a Power Bomb, or roll off the edge. Stay to the left to avoid luring the second Mochtroid below. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Gravity", "canInsaneJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
From: 1
Top Left Door
To: 5
G-Mode Morph, In Morph Tunnel
Enter morphed and kill the Mochtroid with Bombs or a Power Bomb, or roll off the edge with Gravity to drop fast enough not to lure the Mochtroid. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "Gravity", "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
Enter with G-mode direct, back up to exactly 8 pixels away from the door transition, and activate X-ray to get very deep stuck in the door. Climb up a little less than 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Perform the spin-jump when Samus' feet are between about 0.5 and 2 tiles below the bottom of the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Very Deep Stuck X-Ray Climb" } "canXRayClimb" Bypasses door shell: true Dev note: Standing any closer to the door will cause Samus to no longer be stuck in the wall when reaching the air pocket above. Standing any further from the door will make it impossible to get a wall-jump check from the transition tiles. |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
To avoid the Mochtroids, it is possible to place bombs near them while in the Morph Tunnel below to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphLongIBJ" Dev note: This strat is not starting from 5, because that would require canOffScreenMovement. |
From: 2
Bottom Left Door
To: 5
G-Mode Morph, In Morph Tunnel
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph, In Morph Tunnel
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph, In Morph Tunnel
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. This needs to be done twice to cross the room and get through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphUnderwaterBombIntoSpringBallJump" |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Right Door
To: 4
Top Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Kill the bottom Mochtroid with Bombs or a Power Bomb, roll into the tunnel with Gravity, or avoid it with nothing. With no items, move left and cross about half way across the room before switching back to the right. This will make the Mochtroid move left and give Samus enough time to get to the morph tunnel without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyDodgeEnemies", "Gravity", "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
From: 5
G-Mode Morph, In Morph Tunnel
To: 3
Bottom Right Door
Roll through the camera scroll blocks in the morph tunnel to overload PLMs then the speed blocks can be walked through. Note that the Oums are still active and dangerous off screen. The right shot block wall can be broken with a wide beam, otherwise it is important to crouch to shoot the bottom block. Requires: "canEnterGMode" "canOffScreenMovement" { "or": [ "Gravity", "HiJump", "canSunkenTileWideWallClimb" ] } |
From: 5
G-Mode Morph, In Morph Tunnel
To: 3
Bottom Right Door
Roll through the camera scroll blocks in the morph tunnel to overload PLMs then the speed blocks can be walked through. Perform a blind foosball - use the screen movement to be able to tell when Samus is in the morph tunnel and when she makes the jump. Note that the Oums are still active and dangerous off screen. The right shot block wall can be broken with a wide beam, otherwise it is important to crouch to shoot the bottom block. Requires: "canEnterGMode" "canOffScreenMovement" "canInsaneJump" "h_canArtificialMorphSpringBall" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphDoubleSpringBallJump" { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 2 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Cacatac", "type": "spike", "hits": 1 } } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Get to the left side of the room while avoiding the hole in the ground, jump up through the Morph tunnel. Jump up to the ledge with either Gravity, HiJump and a Crouch Jump Down Grab, or a maximum height Spring Ball Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "Gravity", { "and": [ "HiJump", "h_canCrouchJumpDownGrab" ] }, "h_canMaxHeightSpringBallJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: Artificial morph will allow Samus not to fall; real Morph is not sufficient. |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" "canOffScreenMovement" |
IBJ up the climb. This is a lot easier with PBs or Spring Ball to help kill the enemies. With PBs, use one on entry to deal with the Puyos, then IBJ up the right side and use another to kill the middle Choot. Otherwise, Kill the Puyos then the bottom Choot with Bombs, falling off when necessary, then climb the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", "h_canArtificialMorphJumpIntoIBJ" ] } { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", { "or": [ "Gravity", "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } ] }, "h_canArtificialMorphSpringBallBombJump" ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrivialUseFrozenEnemies", { "and": [ "canPreciseWalljump", "canStaggeredWalljump" ] } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
It is possible to kill the Rippers with a single Power Bomb by placing it at least 2 tiles above the lowest Ripper inside the narrow section of the shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Ripper", "Ripper", "Ripper" ] ] } }, { "or": [ "canWalljump", "SpaceJump" ] } ] }, { "and": [ "canLongIBJ", { "ammo": { "type": "Super", "count": 3 } } ] }, { "and": [ "canLongIBJ", "h_canUsePowerBombs", { "or": [ "h_canUsePowerBombs", "canStaggeredIBJ" ] } ] } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with three Power Bombs, or one carefully placed Power Bomb, Gravity, and a careful dodge of the top-most Ripper. With a single Power Bomb, IBJ from the water to avoid the first Ripper, then place the Power Bomb at least two tiles above the next. This can be achieved with a Staggered IBJ. Then climb the right side of the shaft and similarly dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" { "or": [ "Gravity", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with two Power Bombs, or one carefully placed Power Bomb and a careful dodge of the top-most Ripper. With a single Power Bomb, use Spring Ball to avoid the first Ripper, then place the Power Bomb at least two tiles above the next. This can be achieved with a Staggered IBJ or a Spring Ball Bomb Boost. Then climb the right side of the shaft and dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "h_canArtificialMorphSpringBallBombJump" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } Dev note: canSpringBallBombJump can be bypassed with SpringBall and other requirements, but that's being assumed with Bombs and SpringBall at this level. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrivialUseFrozenEnemies", { "and": [ "canPreciseWalljump", "canStaggeredWalljump" ] } ] } |
From: 2
Right Door
To: 4
G-Mode Junction (Top by Elevator)
It is possible to kill the Rippers with a single Power Bomb by placing it at least 2 tiles above the lowest Ripper inside the narrow section of the shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Ripper", "Ripper", "Ripper" ] ] } }, { "or": [ "canWalljump", "SpaceJump" ] } ] }, { "and": [ "canLongIBJ", { "ammo": { "type": "Super", "count": 3 } } ] }, { "and": [ "canLongIBJ", "h_canUsePowerBombs", { "or": [ "h_canUsePowerBombs", "canStaggeredIBJ" ] } ] } ] } |
From: 2
Right Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with two Power Bombs, or one carefully placed Power Bomb and a careful dodge of the top-most Ripper. With a single Power Bomb, place it at least two tiles above the first Ripper. This can be achieved with a Staggered IBJ or a Spring Ball Bomb Boost. Then climb the right side of the shaft and dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Requires: "canEnterGMode" |
From: 4
G-Mode Junction (Top by Elevator)
To: 3
Elevator
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Door
To: 1
Left Door
Requires: "canBeVeryPatient" "canManipulateMellas" Exit condition: { "leaveWithGModeSetup": {} } Dev note: FIXME Add details on how this works and check if it actually requires canBeVeryPatient. |
The off screen portion can be simple with Spring Ball or two short IBJs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] } ] } |
From: 1
Left Door
To: 2
Right Door
Use one bomb to get to the off-screen region. After going a full screen to the right, when Samus is partially visible in the left wall, bomb to the middle platform on the right. Bomb again to the right, note that these small platforms are one tile left of the ones that are on camera. Exit G-Mode and get to the right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphBombThings" "h_additionalBomb" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBall", "Gravity" ] } Dev note: Spring Ball and Gravity wouldn't be required with some risky off-screen horizontal bomb jumps. This strat is only useful for avoiding a wall jump. A simpler variant exits G-Mode after the morph tunnel. |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb", { "or": [ "h_canArtificialMorphBombHorizontally", { "and": [ "h_additionalBomb", "Gravity" ] } ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongIBJ" { "or": [ "h_canArtificialMorphSpringBallBombJump", "h_canArtificialMorphBombHorizontally" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ "h_canArtificialMorphLongIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] } ] } ] }, { "and": [ "h_canArtificialMorphDoubleSpringBallJump", "canDownGrab" ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBallBombJump" ] } ] } |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Climb up 2 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } "h_canArtificialMorphLongIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "Gravity", "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" |
IBJ from below or bomb horizontally, then use Spring Ball with HiJump to jump around the overhang while avoiding the upper Choot. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", { "tech": "canBombHorizontally" }, "canTrickyJump" ] } ] } |
Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Avoid moving too much between the right of the Owtch and the item to avoid overloading PLMs until after touching the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBallBombJump" ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } Clears obstacles: A Dev note: This link doesn't accomplish anything, other than enabling Samus to return with Artificial Morph. Samus does not obtain the item until returning and exiting G-Mode, so all the requirements must be here. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } ] }, "h_canArtificialMorphDoubleSpringBallJump" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } Dev note: This can only be useful if the door does not connect to the Pants Room. |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
The easiest way to lure an Evir projectile and get through the door before it is to stand facing and against the door cap, open the door then turn right and run back to the left. Requires: "h_canNavigateUnderwater" Exit condition: { "leaveWithGModeSetup": {} } |
The sand does not impede Samus in G-Mode. Carefully jump over the first two Evirs. Crouch against the pillar and wait a brief moment before jumping and down grabbing onto it. Lure the third Evir's projectile by jumping then crouch jump and down grab the second pillar. Getting onto the final pillar is the hardest pard, which requires a subpixel precise jump. Carefully lure the Evir projectile while getting into position, one pixel from the right edge. Stand and spinjump to the right. Note that running before jumping doesn't help. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessMaridia" "canInsaneJump" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Dev note: Only the last jump needs any items. |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile can be tricky. With no movement items besides Gravity, walk off the platform while facing right, turn around spin jump to barely enter the sand fall before landing back on the platform and quickly getting to the door. Requires: "Gravity" "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile while suitless is very precise. From the sand, turnaround spinjump towards the right. Turn towards the sandfall about when you're level with the platform. Turn right and shoot as soon as you enter the sandfall. And try to land right next to the transition. Requires: { "notable": "Right Door G-Mode Setup Suitless HiJump" } "canSuitlessMaridia" "canPlayInSand" "canMidairWiggle" "HiJump" "canInsaneJump" Exit condition: { "leaveWithGModeSetup": {} } |
The sand does not impede Samus in G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Dev note: Only the last jump needs any items. |
The sand does not impede Samus in G-Mode. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canTrickyJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphBombThings" Clears obstacles: A |
From: 2
East Leg Right Door
To: 2
East Leg Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, f_ShaktoolDoneDigging |
The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to PB the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. If using mobile g-mode, it is easiest to get past the bottom one and prevent it from digging. If using immobile g-mode, it is easiest to have whichever one hits Samus go off screen. In the morph tunnel, it is important to place the PB as far right as possible, while still hitting the PB blocks, otherwise the Snails will have overloaded the PLMs and the blocks won't break. The green stone changes one tile earlier than the PB wall, and can be a good visual cue to place the PB. After using the PB, exit the sand, leave G-Mode, and wait for Shaktool. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Reverse G-Mode Morph" } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, f_ShaktoolDoneDigging |
Requires: { "obstaclesCleared": [ "A", "B" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ShaktoolCameraFix" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] }, { "and": [ "Gravity", "h_canArtificialMorphPowerBomb", "h_additionalBomb" ] } ] } Dev note: The item is inside of a Chozo Ball, so there is no way to use artificial morph on the return. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" "canCarefulJump" |
From: 2
Right Door
To: 2
Right Door
Requires: "Gravity" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus is on the left tile of the platform. Getting to the transition tiles while standing before the projectile can be tricky. Either do two quick small spin jumps, one onto it and one back, breaking spin before landing both times, or start with Samus' toe barely on the last tile, move left then do a short spin jump to the right, also breaking spin before landing. Requires: "canSuitlessMaridia" "canTurnaroundSpinJump" "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphSpringBall" "HiJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: FIXME: This could be possible with Bombs by luring the hoppers to the left. |
From: 1
Top Right Door
To: 1
Top Right Door
Immediately on entry Spring Ball Bomb Jump. Be sure not to land left of the pillar below the door or it is harder to get up in time. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true, "mobility": "mobile" }, "comesThroughToilet": "any" } Requires: "canTrickyJump" "h_canArtificialMorphSpringBallBombJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Dev note: FIXME: This could be possible with Bombs by luring the hoppers to the left. |
Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "or": [ "ScrewAttack", "canTrickyJump", { "and": [ "canDodgeWhileShooting", "canCameraManip", { "enemyKill": { "enemies": [ [ "Blue Sidehopper" ] ] } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} Dev note: FIXME: add a Toilet entry version of this |
Requires: { "enemyDamage": { "enemy": "Blue Sidehopper", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Samus can use i-frames and return through the door without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Samus can use i-frames and return through the door without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Because of this, with extra ammo, it is possible to kill one or two of them before luring the rest. In general, this seems to be easiest by minimizing Samus's horizontal movement as much as possible and getting the Metroids in sync with each other while circling around her. While moving horizontally, their movement is less predictable and harder to sync. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: f_KilledMetroidRoom1 Dev note: It is occasionally possible with just 3 Power Bombs, which doesn't make sense since the first one doesn't hit all of the Metroids. |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } "h_canArtificialMorphLongCeilingBombJump" "canBePatient" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } "h_canArtificialMorphCeilingBombJump" |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Because of this, with extra ammo, it is possible to kill one of them before luring the rest. In general, this seems to be easiest by minimizing Samus's horizontal movement as much as possible and getting the Metroids in sync with each other while circling around her. While moving horizontally, their movement is less predictable and harder to sync. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: f_KilledMetroidRoom1 Dev note: It is occasionally possible with just 3 Power Bombs, which doesn't make sense since the first one doesn't hit all of the Metroids. |
Requires: { "not": "f_KilledMetroidRoom1" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Wait for the Rinka to spawn, then jump, so the trajectory is as high as possible. Space jump makes this a bit easier. If the Metroids are alive, lure them off screen to the left. Requires: { "or": [ "canTrickyJump", "SpaceJump" ] } { "or": [ "canMetroidAvoid", "canUseFrozenEnemies", "ScrewAttack", { "or": [ "f_KilledMetroidRoom1", { "obstaclesCleared": [ "f_KilledMetroidRoom1" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Right Door
To: 1
Top Right Door
This is easiest by staying on the top floating platform with the two Metroids stuck below it. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: f_KilledMetroidRoom2 |
From: 1
Top Right Door
To: 1
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, using artificial morph to avoid the Metroids if they are still alive. Go to the top of the room and Crystal Flash, with the Metroids stuck below (if alive). The Crystal Flash will leave behind a light orb, which can be used to kill the Metroids. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } Bypasses door shell: true |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, and quickly freeze the Metroids (if still alive) and Rinkas. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter immobile with G-mode direct, with the Metroids having been killed previously. Take a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: { "or": [ "f_KilledMetroidRoom2", { "obstaclesCleared": [ "f_KilledMetroidRoom2" ] } ] } { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Quickly artificial morph and roll off to the bottom before being grabbed by the Metroids. This is much easier in indirect artificial morph. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true, "mobility": "mobile" } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: f_KilledMetroidRoom2 Dev note: FIXME: This can be done in immobile, but probably never matters, since it will require so much energy. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Requires: { "not": "f_KilledMetroidRoom2" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Requires: { "or": [ "canMetroidAvoid", "canUseFrozenEnemies", "ScrewAttack", { "or": [ "f_KilledMetroidRoom2", { "obstaclesCleared": [ "f_KilledMetroidRoom2" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. One strategy for this location is to wait for the Rinkas to fire twice, then place a Power Bomb in the hallway to the right and return to lure one. Jump over it twice and at the top of the second jump place a second Power Bomb; this one will explode when the other two Metroids arrive. Jumping high to the right can also help get them stuck in the top right corner while placing a Power Bomb. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: f_KilledMetroidRoom3 Dev note: It is occasionally possible with just 3 Power Bombs, which doesn't make sense since the first one doesn't hit all of the Metroids. |
Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Start the room with a bomb boost spring ball jump or a precise horizontal bomb boost. In general, this seems to be easiest by minimizing Samus's horizontal movement as much as possible and getting the Metroids in sync with each other while circling around her. While moving horizontally, their movement is less predictable and harder to sync. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 3 } } Clears obstacles: f_KilledMetroidRoom3 |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Kill the Metroids while artificially morphed without any movement items. With just 5 Power Bombs, place one on the first platform to kill some Rinkas and to lure a second Metroid. Place a second in the same region, then drop down and quickly place a third on the second platform and fall to the third platform while the first two Metroids die. The remaining two Power Bombs can safely placed here to kill the final Metroid. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" { "ammo": { "type": "PowerBomb", "count": 5 } } Clears obstacles: f_KilledMetroidRoom4 Dev note: FIXME: It may be possible to kill the Metroids starting at the bottom door. |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Blast Door
To: 1
Left Blast Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Blast Door
To: 8
Standing on Top Left of Mother Brain Tank
Enter in R-mode or direct G-mode, and perform a Crystal Flash in the morph nook to the top-left of Mother Brain. During the Crystal Flash, allow the Rinkas to damage Samus down and trigger an auto-reserve refill, which will interrupt the Crystal Flash. The interruption of the Crystal Flash (due to the R-mode forced standup) limits the damage that Samus takes during it; After the reserve trigger, Samus will take just one more Rinka hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Moondance Clip" } { "not": "f_MotherBrainGlassBroken" } "h_canArtificialMorphMovement" "h_canArtificialMorphCrystalFlash" { "resourceMaxCapacity": [ { "type": "RegularEnergy", "count": 299 } ] } { "autoReserveTrigger": { "minReserveEnergy": 100 } } { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } { "gainFlashSuit": {} } Dev note: Having a small amount of E-Tanks ensures the reserve tanks can be filled by the Crystal Flash before the auto-reserve trigger. FIXME: A larger amount of E-Tanks can also work, but the reserves will not completely fill, so less energy would remain at the end. |
From: 1
Left Blast Door
To: 8
Standing on Top Left of Mother Brain Tank
Use artificial morph to go inside the nook at the top-left of Mother Brain, then perform a Crystal Flash to stand up. Samus will take rapid damage from the Rinkas during the Crystal Flash but will be able to survive with the help of 75% damage reduction from suit protection. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Moondance Clip" } { "not": "f_MotherBrainGlassBroken" } "h_canArtificialMorphMovement" "h_canArtificialMorphCrystalFlash" "h_fullEnemyDamageReduction" { "resourceCapacity": [ { "type": "RegularEnergy", "count": 299 } ] } { "resourceAtMost": [ { "type": "Energy", "count": 800 } ] } Dev note: We don't bother modeling the obstacle 'A' state here. The strat will end with R-mode if direct G-mode was used. But it doesn't matter, since this strat requires an E-Tank, which means that R-mode (for 'light pillar' during the Mother Brain 2 fight) wouldn't be useful. |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Lure a Rinka to the top door without letting it go off screen. The bottom right Rinka can be lured at the correct angle by standing on the central platform then jumping slightly before it moves. Requires: "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka hits, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } Bypasses door shell: true |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement. |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use a Rinka to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement. |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Right Doorway
To: 1
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 1
Left Door
To: 2
Right Door
Take the bottom path and place many bombs near the speed blocks to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongIBJ" { "or": [ "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
IBJ or spring ball bomb jump to avoid the wall jump. Using a total of 3 PBs will allow Samus to roll through the bottom 4 pirates. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "canHitbox" |
IBJ or spring ball bomb jump to avoid the wall jump. The first pirate takes 2 PBs, the next 3 can be killed with 3 total PBs if they are placed under the middle pirate. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } { "ammo": { "type": "PowerBomb", "count": 5 } } Clears obstacles: A |
Tank 3 pirate hits then IBJ or spring ball bomb jump to avoid the wall jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 3 } } |
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered
IBJ and use 10 PBs to kill the pirates and get to the top. Exit gmode and fall to the bottom. Note that there is a path up to the right that doesn't need wall jumps, but a crouch jump down grab is needed to get to the final platform. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "ammo": { "type": "PowerBomb", "count": 10 } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |