Doing something particularly precise or risky while in G-mode.
Dependencies: canEnterRMode, canManageReserves, canUseEnemies, canEnterGMode, canPreciseReserveRefill
Dev note: This could be expanded to unusual setups.
Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Climb to the Top" } { "or": [ "canTrickyGMode", "Morph" ] } "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_canArtificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit or unmorphing. Overload PLMs using the scroll block next to the bomb blocks at the top, allowing passage through them by making them become air. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit from them or their stationary, invisible lasers. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_canArtificialMorphIBJ", "canTrickyGMode" ] }, { "and": [ "h_canArtificialMorphMovement", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_ZebesNotAwake", "h_canArtificialMorphMovement" ] } ] } |
There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, use a Power Bombs, to kill the Geemers and another to boost over to the left Alcatraz entrance, as the Power Bomb blast will render the bomb blocks solid, unable to be turned to air. This is possible but tricky to do with a single Power Bomb: In direct G-mode, use Samus' i-frames to roll through the first Geemer and horizontally bomb boost onto the ledge. In indirect G-mode, roll immediately and place the Power Bomb just after the first downward slope to jump over both Geemers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", { "or": [ "h_additionalBomb", "canTrickyGMode" ] } ] }, { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canTrickyGMode" "h_canPreciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
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: 1
Left Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Kihunter over to the right near the door (it may be easiest not to use the one that starts near the door). Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray" } "canTrickyGMode" "h_canPreciseIceClip" { "or": [ "Morph", "canInsaneJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 1
Left Door
To: 2
Item
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. With Power Bombs alone is particularly challenging. Use a Power Bomb to kill the Gamets to prevent them from respawning. Place a bomb at the edge of the runway and hit it with momentum and precise timing to get a boost to skip the first and land on the next safe platform. As quickly as possible place another and let it boost horizontally to the next platform, then another to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 6 } } { "or": [ "canTrickyGMode", { "acidFrames": 212 } ] } Clears obstacles: A Dev note: The requirements here are to get the item and return, as the item cannot be used during the return. It appears that there is virtually no risk in overloading PLMs - the left runway isn't close enough, and even placing two on each pillar will not overload PLMs. FIXME: Hitting the bomb with momentum needs a tech. |
From: 2
Right Door
To: 1
Left Door
Despawn the gate in indirect G-mode then cross the room while dodging the Rippers. It is possible to cross the room damageless without any items. Crouch under the first Rippers then jump with a precise timing to go over the next without hitting the highest ones. With two small forward spin jumps, jump over the three Rippers that come from behind. Move to the first platform and jump over them again. Cross the rest of the room while weaving through the Rippers to get to the left side. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "canTrickyGMode" { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", { "ammo": { "type": "Super", "count": 1 } } ] } ] } |
Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Get GT to jump away then again jump into IBJ and climb to the right item. With a speedy jump, it is possible to overload PLMs with one jump, then wait for it to get close and run under it and jump to the top right. Note that Samus can roll under GT, but when it attacks, it places stationary invisible projectiles, which may block Samus' path. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphJumpIntoIBJ" ] }, { "and": [ "canTrickyGMode", "h_canArtificialMorphDoubleBombJump" ] } ] } { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_canUseMorphBombs", { "heatFrames": 250 } ] }, { "and": [ "ScrewAttack", { "heatFrames": 50 } ] } ] } Clears obstacles: door_2 |
From: 1
Top Left Door
To: 4
Top Right Door
IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is possible to manipulate the bottom pirate to place several lasers, in order to overload them, and then IBJ over the pirate and IBJ again from the right corner. OVerloading the lasers can prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphIBJ" "canTrickyGMode" { "heatFrames": 80 } |
From: 4
Top Right Door
To: 1
Top Left Door
Fall behind the standing pirate and avoid getting hit by one of its stationary, invisible lasers, or the wall pirate. Kill the pirate while it is by the left door, which requires 3 Power Bombs. Exit G-mode and pause abuse to pick up it's drops before going through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canTrickyGMode" { "ammo": { "type": "PowerBomb", "count": 3 } } "h_heatedGModePauseAbuse" |
From: 4
Top Right Door
To: 1
Top Left Door
Fall behind the standing pirate and avoid getting hit by one of its stationary, invisible lasers, or the wall pirate. Crouch so that it can walk to the left door and kill it. Exit G-mode and pause abuse to pick up it's drops before going through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canTrickyGMode" { "enemyKill": { "enemies": [ [ "Yellow Space Pirate (standing)" ] ] } } "h_heatedGModePauseAbuse" |
The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door. Requires: "h_heatedGMode" "canTrickyGMode" { "notable": "Speed Echoes Kill" } { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } "canUseSpeedEchoes" { "or": [ { "heatFrames": 45 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and open the door and leave. Otherwise, it requires exiting G-mode at the left side of the room, shooting the door and returning to the right side of the room. Requires: "h_heatedGMode" "canTrickyGMode" { "notable": "Speed Echoes Kill" } { "canShineCharge": { "usedTiles": 18, "openEnd": 1 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } { "shinespark": { "frames": 9, "excessFrames": 9 } } "canUseSpeedEchoes" { "or": [ { "heatFrames": 190 }, "h_heatedGModePauseAbuse" ] } Clears obstacles: A Dev note: FIXME: These heat frames would be lower if both doors were locked and either could be used to set the metal pirates kill flag. It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" { "or": [ "SpaceJump", "canTrickyGMode", { "and": [ "canTrickyJump", "canPreciseWalljump", { "acidFrames": 10 } ] }, { "and": [ "canTrickyJump", { "acidFrames": 24 } ] } ] } "h_HeatedGModeOpenDifferentDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50},{"acidFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110},{"acidFrames":110}]} |
Kill or dodge the Holtz while crossing the room. With Plasma and Wave or Ice, it is possible to quickly kill the Holtz while at the left door. Otherwise, jump immediately on entry while Samus still has i-frames to get to the left of the first Zebbo and kill it. Carefully cross the room while killing the Holtz without luring them, or dodge them. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires not killing the right Zebbo until it is in location. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "ScrewAttack", "canTrickyGMode", { "and": [ "canTrickyDodgeEnemies", "Plasma", { "or": [ "Wave", "Ice" ] } ] }, { "and": [ "canInsaneJump", "Plasma" ] }, { "enemyDamage": { "enemy": "Holtz", "type": "contact", "hits": 1 } }, { "and": [ "canInsaneJump", { "enemyDamage": { "enemy": "Zebbo", "type": "contact", "hits": 1 } } ] } ] } { "or": [ "h_heatedGModePauseAbuse", "h_HeatedGModeOpenDifferentDoor" ] } |
Overload PLMs by rolling through the camera scroll block just right of the bomb blocks, then roll through the morph tunnel and use a bomb boost or Spring Ball to escape the tunnel and get to the door. Without a way to boost out of the tunnel, exit G-mode and use a two-turn X-Ray climb, then ceiling clip by jumping out of the tunnel. Note that the Kihunter is global, and will hit Samus. Without any way to know where the Kihunter will be, a contact hit is expected without Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphSpringBall", { "and": [ "canXRayClimb", "canCeilingClip", { "heatFrames": 450 }, { "or": [ "canTrickyGMode", { "heatFrames": 200 } ] } ] } ] } { "or": [ "ScrewAttack", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } "h_HeatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: It is also possible, but not expected, to kill the Kihunter by the door and use its drop to get out of the room. Because this is blind and there doesn't appear to be a way to fix the camera, it is not expected to climb higher in the room. FIXME: These door unlock heat frames could be lowered, but it depends on if the Kihunter is alive, and if Samus had to exit G-mode to get out of the tunnel. |
From: 2
Bottom Left Door
To: 3
Top Right Door
Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks. It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops. This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough). To do this requires not climbing the room too quickly - one or two failed attempts at breaking the bomb blocks should be plenty, then exit G-mode, pause abuse, and kill the pirate before the pause triggers with a precisely timed spin jump into it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "HiJump and Only Screw" } "HiJump" "ScrewAttack" "canInsaneWalljump" "canInsaneJump" "canConsecutiveWalljump" "canMidairWiggle" { "or": [ "h_HeatedGModeOpenDifferentDoor", { "and": [ "h_heatedGModePauseAbuse", "canTrickyGMode" ] } ] } Clears obstacles: A |
From: 3
Top Right Door
To: 2
Bottom Left Door
Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room. It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball. With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers. Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", "canHitbox" ] }, "canLateralMidAirMorph", "h_canArtificialMorphSpringBall", { "and": [ "canTrickyGMode", "h_canArtificialMorphIBJ" ] }, { "and": [ "Morph", { "or": [ "Charge", { "ammo": { "type": "Super", "count": 3 } }, { "ammo": { "type": "Missile", "count": 9 } }, { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "h_canArtificialMorphBombs", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } { "heatFrames": 160 } Clears obstacles: A |
From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)
Avoiding the acid completely requires precise movement. With Spring Ball and Bombs, jump into IBJ to delay while waiting for the acid. With just Spring Ball, perform a well-timed pause to trigger immediately after Samus jumps to get enough horizontal momentum to cross the second Hibashi and land in the alcove. A quick pause with a second spring fling on the descent can help a bit. With just Bombs, this is possible with well-timed, first-try double IBJs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "canTrickyGMode", "h_canArtificialMorphSpringFling" ] }, { "and": [ "canTrickyGMode", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphBombHorizontally" ] } ] } { "heatFrames": 0 } Dev note: FIXME: Could add strats that take acid damage and are more lenient. |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door
Exit G-mode while on the item pedestal, while off-camera, then return to the right through the Dessgeega that can't damage Samus off-screen. Use a Power Bomb and fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky. Requires: "h_heatedGMode" "canOffScreenMovement" "h_canUsePowerBombs" { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 550 } Dev note: FIXME: Strats could be added on remote acquire strats that use the item for the escape, such as Morph, explosives, or an E-Tank. |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door
With a way to move while morphed, use a Power Bomb while on the Power Bomb blocks and quickly exit G-mode. Otherwise, do so to the right of the Power Bomb blocks, quickly exit G-mode, and jump up and over to fall through the blocks. Fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky. Requires: "h_heatedGMode" "canOffScreenMovement" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphMovement", { "heatFrames": 100 } ] } { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 350 } |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" "h_canHighPixelIceClip" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is a separate strat from the double high-pixel variant, as the first high-pixel clip is fairly lenient with free retries, unlike the top one. |
Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform another tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_canPreciseIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "Crab High Pixel Ice Clip Door Lock Skip" } "canTrickyGMode" { "ammo": { "type": "Super", "count": 2 } } "h_canHighPixelIceClip" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |