canArtificialMorph (Extreme)

Ability to obtain artificial morph with G-mode. For low-energy G-mode setups, turn around after reserves finish filling but before knockback frames expire (a 4-frame window when entering G-mode with 4 reserve energy). For high-energy (immobile) setups, instead turn around while taking knockback from the enemy that returns control to Samus (a 5-frame window) This results in Samus entering a morph ball state without needing to have collected or equipped Morph.

Dependencies: canUseEnemies, canPreciseReserveRefill, canEnterGMode, canEnterRMode, canManageReserves

Difficulty filter

Strats ()

From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Door
To: 3
Top Right Door

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.

From: 1
Top Door
To: 4
Middle Right Door

Overload PLMs using the scroll block next to the bomb blocks.

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  },
  "comesThroughToilet": "any"
}
From: 2
Bottom Left Door
To: 3
Top Right Door

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"
}
"h_canArtificialMorphMovement"
"canOffScreenMovement"
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "and": [
        "h_lavaProof",
        {
          "or": [
            "h_canArtificialMorphSpringBall",
            "Morph",
            "Gravity"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

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

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"
"h_ClimbWithoutLava"

Clears obstacles: B

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

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.

From: 3
Top Right Door
To: 4
Middle Right Door

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.

From: 3
Top Right Door
To: 6
Main Junction

Overload PLMs using the scroll block at the top of the stairs next to 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.

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

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.

G-Mode Morph (Extreme)
Climb
From: 4
Middle Right Door
To: 3
Top Right Door

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 or unmorphing.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    "Morph"
  ]
}
From: 4
Middle Right Door
To: 3
Top Right Door

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:

"h_canArtificialMorphIBJ"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 7
  }
}
From: 4
Middle Right Door
To: 3
Top Right Door

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"
}
"h_canArtificialMorphIBJ"
"canBeExtremelyPatient"
From: 4
Middle Right Door
To: 6
Main Junction

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.

G-Mode Morph (Extreme)
Climb
From: 5
Bottom Right Door
To: 3
Top Right Door

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 or unmorphing.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    "Morph"
  ]
}
From: 5
Bottom Right Door
To: 3
Top Right Door

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:

"h_canArtificialMorphIBJ"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 8
  }
}
From: 5
Bottom Right Door
To: 3
Top Right Door

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"
}
"h_canArtificialMorphIBJ"
"canBeExtremelyPatient"
G-Mode Morph (Extreme)
Climb
From: 5
Bottom Right Door
To: 4
Middle Right Door

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. 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",
            "canCarefulJump"
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphMovement",
        "h_canArtificialMorphPowerBomb"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 3
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"

Clears obstacles: C

From: 1
Top Left Door
To: 3
Item

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "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)

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.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                {
                  "or": [
                    "canUseIFrames",
                    {
                      "spikeHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME Add strat for going down without PBs, by using the uncollected item to overload PLMs. This can only be done once, as it forces item pickup.

From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "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: 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"
}
"canLongIBJ"
"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.

From: 1
Left Doorway
To: 1
Left Doorway

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: 2
Right Doorway
To: 1
Left Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 2
Right Doorway
To: 2
Right Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 2
Right Door
To: 1
Left Door

Repeatedly bomb the crumble blocks until the PLMs are overloaded.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"
From: 1
Top Left Door
To: 8
G-Mode Morph Junction (Ship)

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_canArtificialMorphBombs"

Dev note: Other items (SpringBall or Power Bombs) could be used to get through but these cases are not relevant, as Bombs are needed to do anything useful with G-Mode Morph after this point.

From: 2
Bottom Left Door
To: 8
G-Mode Morph Junction (Ship)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 3
Top Right Door
To: 8
G-Mode Morph Junction (Ship)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 4
Bottom Right Door
To: 8
G-Mode Morph Junction (Ship)

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
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: 2
Middle Left Door
To: 1
Top Left Door

Use G-Mode Morph to pass through the tunnel as you enter the room. Then unmorph and get up to the top of the room normally. There are scroll PLMs at the two-tile gap as you approach the Terminator 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: 5
Alcatraz Door

Use G-Mode Morph to pass through the tunnel as you enter the room. Use Bombs or SpringBall to navigate to Alcatraz without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 2
Middle Left Door
To: 8
Central Junction

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 3
Bottom Left Horizontal Door
To: 2
Middle Left Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 3
Bottom Left Horizontal Door
To: 5
Alcatraz Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
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: 5
Alcatraz Door

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. With a regular G-mode setup and no suits, a single Geemer hit would kill Samus. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, a Power Bomb, placed precisely and as early as possible, can be used to jump onto the ledge and go around to the left entrance to Alcatraz (necessary since the Power Bomb blast will render the bomb blocks solid, unable to be turned to air). A Geemer hit can also be tanked by having Varia or Gravity or by coming in with higher energy (e.g. with G-mode immobile).

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_ZebesNotAwake"
  ]
}
From: 5
Alcatraz Door
To: 1
Top Left Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. 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. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_canArtificialMorphMovement"
From: 5
Alcatraz Door
To: 2
Middle Left Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. 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. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left, and while going down the left shaft.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_canArtificialMorphMovement"
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

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. 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. The bomb blocks then become air and can be passed through.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 6
Bottom Right Door (On the Left Shaft)
To: 2
Middle Left Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 6
Bottom Right Door (On the Left Shaft)
To: 5
Alcatraz Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 7
Bottom Left Vertical Door
To: 2
Middle Left Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 7
Bottom Left Vertical Door
To: 5
Alcatraz Door

Use Bombs or SpringBall to navigate with artificial morph without unmorphing.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 1
Left Door
To: 3
Item

Overload PLMs using the scroll block directly above the bomb block leading down to the item. When the bomb blocks turn to air, lay bombs as Samus falls. After landing on the first platform, quickly unmorph and use X-ray to cancel G-mode before the bombs explode.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"

Clears obstacles: A

From: 1
Left Door
To: 3
Item

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

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

From: 2
Right Door
To: 3
Item

Without Morph, the pirates will not spawn. Overload PLMs using the scroll block directly above the bomb block leading down to the item. When the bomb blocks turn to air, lay bombs as Samus falls. After landing on the first platform, quickly unmorph and use X-Ray to cancel G-mode before the bombs explode.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"

Clears obstacles: A

From: 2
Right Door
To: 3
Item

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

From: 1
Left Door
To: 1
Left Door

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: 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"
            }
          ]
        }
      ]
    }
  ]
}
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"
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Door
To: 3
Crab Maze Middle Junction

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"
  ]
}
From: 2
Left Door
To: 1
Top Door

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

From: 2
Left Door
To: 1
Top Door

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"
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}
From: 2
Right Door
To: 1
Left Door

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"
From: 1
Top Door
To: 1
Top Door

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    "h_canArtificialMorphHBJ"
  ]
}
From: 1
Left Door
To: 2
Right Door

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: 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

Climb up 2 screens.

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"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "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"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
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"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "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"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Unmorph and cancel g-mode, shoot the shot block, then x-ray standup, partial floor clip, and down grab to the ledge. Wiggle to escape.

Entrance condition:

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

Requires:

"canXRayStandUp"
"canPartialFloorClip"
"canDownGrab"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphBombs",
        {
          "or": [
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Zeb",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "h_canArtificialMorphPowerBomb"
              ]
            },
            {
              "and": [
                "canNeutralDamageBoost",
                {
                  "enemyDamage": {
                    "enemy": "Zeb",
                    "type": "contact",
                    "hits": 3
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

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

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 1
Left Door
To: 5
Left Item

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

From: 1
Left Door
To: 5
Left Item

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

From: 1
Left Door
To: 5
Left Item

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

From: 3
Right Door
To: 5
Left Item

Place the Power Bomb, then exit g-mode before the bomb goes off.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphMovement"

Clears obstacles: B

From: 1
Left Door
To: 3
Middle Visible Item

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: 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: 6
Junction (Right of Tunnel)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
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: 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: 3
Above Power Bomb Blocks - Top Right Door
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: 4
Above Power Bomb Blocks - Middle Left Door
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: 5
Above Power Bomb Blocks - Bottom Left Door
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: 6
Above Power Bomb Blocks - Bottom Right Door
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: 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: 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": true
  }
}

Requires:

"h_DoorImmediatelyClosedFix"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 9
Right Etecoon Shaft - Top Left Door
To: 11
Right Etecoon Shaft - Item

This is only useful if the item is Morph.

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

This is only useful if the item is Morph.

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

Kill or spring ball over the first bug. IBJ or bomb boost spring ball jump up to the door.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
From: 1
Top Left Door
To: 4
Item (Through the Pipe)

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_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

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

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_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: 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: 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: 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: 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

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.

From: 1
Left Side - Top Door
To: 13
Central Junction

Roll through the camera scroll blocks and then through the bomb block.

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"
      ]
    }
  ]
}
From: 2
Right Side - Top Door
To: 1
Left Side - Top Door

Roll through the camera scroll blocks and then through the bomb block.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
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

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: 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": 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)

Use a Power Bomb, then exit G-Mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"

Clears obstacles: B, C

From: 6
Right Side - Top Middle Door
To: 8
Right Side - Bottom Door

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: 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: 11
Middle Item

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo 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"
"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: 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: 1
Top Left Door
To: 3
Right Door

Use a Power Bomb to destroy the bomb block wall.

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

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

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

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"

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

Kill the Sidehoppers with Bombs or a Power Bomb, then IBJ up onto the Grapple block.

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

From: 1
Left Door
To: 3
Top Junction

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

Using a power bomb against the left wall will kill the enemies and trigger the elevator.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B

From: 2
Right Door
To: 3
Top Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"

Clears obstacles: B

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: 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

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

Place Bombs against the side of the crumble block until PLMs are overloaded, then go through.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"
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

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

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

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

From: 1
Right Door
To: 1
Right Door

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
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: 4
Bottom Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
From: 2
Middle Left Door
To: 6
Elevator

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"

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: 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)

Exit G-Mode while under the gate to open it without a Super.

Entrance condition:

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

Clears obstacles: A

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
  }
}
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: 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

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

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.

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.

From: 1
Left Door
To: 2
Right Door

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

From: 2
Right Door
To: 1
Left Door

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

From: 2
Right Door
To: 1
Left Door

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.

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.

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

Overload the PLMs by rolling through the camera scroll blocks which are just above the shot blocks.

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: 2
Bottom Left Door
To: 3
Right Vertical Door

Wiggle back and forth to get through the bomb blocks before the Zeela hits Samus.

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": true
  },
  "comesThroughToilet": "any"
}

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBallBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    "h_canArtificialMorphIBJ",
    "Morph"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 3
Top Door
To: 3
Top Door

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
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: 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: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door

Place a Power Bomb high enough to reach the blocks above.

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: 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: 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)

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: 1
Left Door
To: 2
Right Door

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

From: 1
Left Door
To: 2
Right Door

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"
  ]
}
From: 2
Right Door
To: 1
Left Door

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"
  ]
}
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"
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
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"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"
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
}
From: 2
Bottom Left Door
To: 4
Item

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

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. 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"
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: 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"
From: 3
Right Door
To: 4
Item

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
}
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: 1
Left Door
To: 2
Right Door

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
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

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: 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: 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: 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: 2
Right Door
To: 1
Left Door

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"
From: 1
Top Door
To: 1
Top Door

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

Morph and ride the Trippers.

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).

From: 2
Right Door
To: 1
Left Door

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.

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

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.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_HeatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}
"h_DirectHeatedGModeLeaveSameDoor"
From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}
{
  "heatFrames": 0
}
From: 2
Right Door
To: 3
Item

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.

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: 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"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Top Left Item

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.

From: 2
Right Door
To: 1
Left Door

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: 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.

From: 2
Middle Left Door
To: 2
Middle Left Door

Place a Power Bomb and exit G-Mode in order to break the blocks.

Entrance condition:

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

Requires:

"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 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

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.

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: 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: 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: 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: 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: 1
Left Door
To: 2
Right Door

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"
From: 2
Right Door
To: 1
Left Door

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.

From: 2
Right Door
To: 1
Left Door

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"
From: 1
Left Door
To: 3
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"canBePatient"

Clears obstacles: A

From: 2
Top Door
To: 2
Top Door

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

From: 2
Top Door
To: 3
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"canBePatient"

Clears obstacles: A, door_2

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

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: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}

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: 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: 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: 6
G-Mode Morph Junction (Bottom)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 4
Top Right Door
To: 6
G-Mode Morph Junction (Bottom)

Entrance condition:

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

Perform a long diagonal bomb jump from the left door to the solid platforms above the acid.

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": true
  },
  "comesThroughToilet": "any"
}

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 2
Right Vertical Door
To: 2
Right Vertical Door

Place a Power Bomb then exit G-Mode to break the blocks.

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
          }
        }
      ]
    }
  ]
}
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.

Entrance condition:

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

Dev note: This is only useful if the item is Morph.

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. 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.

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.

From: 2
Bottom Door
To: 4
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
From: 3
Bottom Right Door
To: 4
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
From: 4
Top Door
To: 4
Top Door

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: 1
Left Door
To: 2
Right Door

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

From: 1
Left Door
To: 3
Junction Left of Green Gate

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: 2
Right Door
To: 1
Left Door

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
          }
        }
      ]
    }
  ]
}
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: 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: 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: 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.

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

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

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

From: 1
Left Door
To: 1
Left 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: 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.

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

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

Place a Power Bomb then exit G-Mode to kill the Fune.

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.

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

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: 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: 2
Right Door
To: 2
Right Door

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
Top Right Door
To: 2
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Left Door
To: 3
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
  }
}

Requires:

"h_canArtificialMorphMovement"
From: 1
Left Door
To: 3
Right Door

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"
  ]
}
From: 2
Top Door
To: 2
Top Door

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
  }
}
From: 2
Top Door
To: 3
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
  },
  "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"
  ]
}
From: 3
Right Door
To: 2
Top Door

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: 1
Left Door
To: 2
Right Door

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.

From: 1
Right Door
To: 2
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
"canBePatient"

Clears obstacles: A

From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}

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.

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"
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"
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"
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"
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

From: 1
Bottom Left Door
To: 4
Farm Junction Left of Gate

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": true
  }
}

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}

Clears obstacles: A

From: 2
Bottom Right Door
To: 4
Farm Junction Left of Gate

Entrance condition:

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

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    "h_canArtificialMorphJumpIntoIBJ"
  ]
}
From: 1
Top Left Doorway
To: 1
Top Left Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Left Doorway
To: 2
Bottom Left Door

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: 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: 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: 2
Bottom Left Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
From: 4
Top Right Doorway
To: 4
Top Right Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
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"
      ]
    }
  ]
}
From: 3
Top Right Door
To: 3
Top Right Door

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
  }
}
From: 4
Top Left Door
To: 4
Top Left Door

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"
      ]
    }
  ]
}
From: 1
Left Doorway
To: 1
Left Doorway

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: 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: 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: 2
Bottom Right Door

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: 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: 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
  }
}
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: 4
Top Door

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
  }
}
From: 4
Top Door
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. 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"]}
From: 4
Top Door
To: 5
Inside Maridia Tube Junction

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

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: 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: 4
Top Right Door

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: 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

From: 4
Top Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item

Carefully descend to the ledge left of the 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)

Place bombs against the speed blocks until they are overloaded.

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: 7
Morph Tunnel Item

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"
      ]
    }
  ]
}
From: 5
Morph Passage Doorway
To: 7
Morph Tunnel Item

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"
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Top Item

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

From: 1
Left Door
To: 2
Top Item

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: 4
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
"Gravity"
From: 1
Top Left Door
To: 9
Platform Below Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
"Gravity"
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)

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.

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

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
"Gravity"
From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
From: 2
Bottom Left Door
To: 7
Lower Hills Junction

This requires one spring ball bomb jump.

Entrance condition:

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

Requires:

"Gravity"
"h_canArtificialMorphSpringBallBombJump"
From: 2
Bottom Left Door
To: 9
Platform Below Top Door

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: 9
Platform Below Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
"Gravity"
From: 4
Top Right Door
To: 12
G-Mode Junction (In Morph Tunnel)

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.

From: 5
Top Door
To: 4
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
"Gravity"
From: 5
Top Door
To: 5
Top Door

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
  }
}
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)

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
      }
    }
  ]
}
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": "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": true
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
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: 1
Top Left Door
To: 3
Bottom Right Ledge

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"
      ]
    }
  ]
}
From: 2
Bottom Door
To: 1
Top Left Door

Enter the room on the far right or left side in order to not fall back through the open doorway.

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

Place a Power Bomb then exit G-Mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 1
Middle Left Door
To: 9
Junction Below Top Door

Bomb the Power Bomb blocks below to overload PLMs, then go up through the crumble blocks to escape.

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)

Bomb the PB blocks below to overload PLMs, then go up through the crumble blocks to escape.

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"
      ]
    }
  ]
}
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: 10
G-Mode Morph Junction (By Bottom Left Door)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}
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: 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: 6
Top Door
To: 1
Middle Left Door

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.

From: 6
Top Door
To: 6
Top Door

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
  }
}
From: 6
Top Door
To: 6
Top Door

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
  }
}
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: 10
G-Mode Morph Junction (By Bottom Left Door)

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  },
  "comesThroughToilet": "any"
}
From: 1
Left Door
To: 2
Left Sand Pit

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
  }
}
From: 1
Left Door
To: 3
Right Sand Pit

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
  }
}
From: 1
Left Door
To: 5
Item

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        {
          "or": [
            "canTrickyJump",
            "h_canArtificialMorphPowerBomb"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 5
Item

Be careful not to touch or bomb the sand in order to grab the item before PLMs are overloaded.

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

From: 4
Right Door
To: 1
Left Door

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"
      ]
    }
  ]
}
From: 4
Right Door
To: 2
Left Sand Pit

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: 3
Right Sand Pit

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: 5
Item

With bombs, kill the Zoas and they will stop spawning.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
From: 4
Right Door
To: 5
Item

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

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": true
  },
  "comesThroughToilet": "any"
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
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.

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

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"
  ]
}
From: 1
Left Door
To: 4
Platform Below Top Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 3
Top Door
To: 3
Top Door

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

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

From: 1
Left Door
To: 2
Right Door

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

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"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

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"
From: 1
Top Sand Entrance
To: 2
Bottom Right Sand Exit

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Sand Entrance
To: 4
Right Item

IBJ or Spring Ball Bomb Jump through two sets of Crumble Blocks.

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.

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

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

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": true
  }
}

Requires:

"h_DoorImmediatelyClosedFix"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Top Right Door
To: 5
G-Mode Morph, In Morph Tunnel

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: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
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
Bottom Left Door
To: 2
Top Right Door

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
          }
        }
      ]
    }
  ]
}
From: 1
Top Sand Entrance
To: 2
Bottom Left Sand Exit

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Left Door
To: 1
Left 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: 1
Left Door
To: 2
Bottom Sand Exit

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 3
Right Door
To: 2
Bottom Sand Exit

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 3
Right Door
To: 3
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: 1
Bottom Left Door
To: 2
Top Right Door

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"
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 2
Right Door

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)

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.

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
      }
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

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"
From: 2
Right Door
To: 1
Left Door

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: 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"
              ]
            }
          ]
        }
      ]
    }
  ]
}
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 Vertical Door
To: 4
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
{
  "or": [
    "h_canArtificialMorphSpringBallBombJump",
    "h_canArtificialMorphBombHorizontally"
  ]
}
From: 1
Left Vertical Door
To: 5
Top Junction

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"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 1
Left Vertical Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphLongIBJ",
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "h_canArtificialMorphBombHorizontally"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphDoubleSpringBallJump",
        "h_canCrouchJumpDownGrab"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 4
Top Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    }
  ]
}
"h_canArtificialMorphLongIBJ"
From: 2
Bottom Right Door
To: 5
Top Junction

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}
From: 3
Middle Right Door
To: 4
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
From: 3
Middle Right Door
To: 5
Top Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
From: 4
Top Right Door
To: 5
Top Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphLongIBJ"
From: 1
Left Door
To: 3
Hidden Item

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}

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.

From: 2
Bottom Door
To: 4
Water Level Junction

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphIBJ",
            "h_canArtificialMorphSpringBallBombJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "h_canArtificialMorphBombs"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "h_canArtificialMorphBombs"
      ]
    }
  ]
}

Clears obstacles: A

From: 3
Top Door
To: 3
Top Door

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
  }
}
From: 3
Top Door
To: 5
Bottom Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphBombThings"

Clears obstacles: A

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B, f_ShaktoolDoneDigging

From: 2
Right Door
To: 1
Left Door

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

From: 1
Left Door
To: 2
Item

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.

From: 1
Left Doorway
To: 1
Left Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Right Door
To: 1
Top Right Door

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.

From: 2
Left Door
To: 2
Left Door

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
  }
}
From: 1
Left Door
To: 1
Left Door

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.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "f_KilledMetroidRoom1",
    {
      "obstaclesCleared": [
        "f_KilledMetroidRoom1"
      ]
    }
  ]
}
"h_canArtificialMorphLongCeilingBombJump"
"canBePatient"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "f_KilledMetroidRoom1",
    {
      "obstaclesCleared": [
        "f_KilledMetroidRoom1"
      ]
    }
  ]
}
"h_canArtificialMorphCeilingBombJump"
From: 2
Right Door
To: 2
Right Door

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.

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: 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: 1
Left Door
To: 1
Left Door

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.

From: 2
Right Door
To: 2
Right Door

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

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.

From: 1
Top Right Doorway
To: 1
Top Right Doorway

Entrance condition:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
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"
  ]
}
From: 1
Left Door
To: 2
Right Door

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"
From: 1
Left Door
To: 2
Right Door

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

From: 1
Left Door
To: 2
Right Door

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
  }
}