Doing something particularly precise or risky while in G-mode.
Dependencies: canManageReserves, canUseEnemies, canEnterRMode, canPreciseReserveRefill, canEnterGMode
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_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_artificialMorphSpringBall", "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_artificialMorphIBJ" "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_artificialMorphIBJ" "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_artificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_artificialMorphIBJ", "canTrickyGMode" ] }, { "and": [ "h_artificialMorphMovement", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_ZebesNotAwake", "h_artificialMorphMovement" ] } ] } |
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_artificialMorphMovement", { "and": [ "h_artificialMorphPowerBomb", { "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_preciseIceClip" { "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_artificialMorphBombs" { "or": [ { "and": [ "Morph", { "or": [ "HiJump", "canSpringBallJumpMidAir", "canSunkenTileWideWallClimb" ] } ] }, { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] } ] } "h_preciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 1
Top Left Door
To: 7
Junction (Zebbo Farms)
Roll through the item to mostly overload PLMs before falling into the pit and fully overloading them with the camera scroll blocks. Fully overloading the PLMs before touching the camera scroll blocks will prevent the camera from following Samus after exiting G-mode. While falling, carefully avoid touching the thorns 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, or precisely jump underneath it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 5 } "canRiskPermanentLossOfAccess" "canOffScreenMovement" "canInsaneJump" { "or": [ "canTrickyGMode", "h_artificialMorphPowerBomb", "ScrewAttack", "Ice", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 3 } } ] } Clears obstacles: B Collects items: 5 |
From: 1
Top Left Door
To: 7
Junction (Zebbo Farms)
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 Power Bombs. This can be done with as few as 2 Power Bombs by placing the bomb, moving slightly, then as it boosts Samus horizontally, hold backwards to avoid landing on another crumble block. Otherwise it takes 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, or precisely jump underneath it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_artificialMorphBombs", "h_artificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } { "or": [ "h_artificialMorphPowerBomb", "ScrewAttack", "canTrickyGMode", { "and": [ "canInsaneJump", { "or": [ "Ice", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 3 } } ] } Clears obstacles: B Dev note: FIXME: With only 2 Power Bombs, this would force the item pickup in direct G-mode. |
From: 2
Top Right Door
To: 7
Junction (Zebbo Farms)
Carefully Bomb boost across the pit and roll through the item to mostly overload PLMs before falling into the pit and fully overloading them with the camera scroll blocks. Fully overloading the PLMs before touching the camera scroll blocks will prevent the camera from following Samus after exiting G-mode. While falling, carefully avoid touching the thorns 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, or precisely jump underneath it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 5 } "canRiskPermanentLossOfAccess" "canOffScreenMovement" "h_artificialMorphPowerBomb" "canInsaneJump" { "or": [ "canTrickyGMode", "h_artificialMorphPowerBomb", "ScrewAttack", "Ice", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 3 } } ] } Clears obstacles: B Collects items: 5 Dev note: With more movement items, Samus can use the camera scroll blocks above the crumble blocks to overload PLMs. |
From: 2
Top Right Door
To: 7
Junction (Zebbo Farms)
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 Power Bombs. This can be done with as few as 2 Power Bombs by placing the bomb, moving slightly, then as it boosts Samus horizontally, hold backwards to avoid landing on another crumble block. Otherwise it takes 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, or precisely jump underneath it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_artificialMorphBombs", "h_artificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } { "or": [ "h_artificialMorphPowerBomb", "ScrewAttack", "canTrickyGMode", { "and": [ "canInsaneJump", { "or": [ "Ice", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } } ] } ] }, { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 3 } } ] } Clears obstacles: B |
From: 4
Bottom Right Door
To: 3
Bottom Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ { "tech": "canBombHorizontally" }, { "ammo": { "type": "PowerBomb", "count": 6 } }, { "or": [ "canInsaneJump", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } ] }, { "and": [ "h_artificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 3 } }, { "or": [ "canInsaneJump", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } ] }, { "and": [ "h_artificialMorphBombs", "canTrickyGMode" ] } ] } Clears obstacles: A Dev note: G-mode isnt helpful here with real Morph. |
From: 4
Bottom Right Door
To: 5
Top Item
Cross the room while killing the Beetoms, then bomb the bottom of the crumble blocks to overload PLMs and go through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" { "or": [ "canTrickyGMode", { "and": [ { "ammo": { "type": "PowerBomb", "count": 3 } }, { "or": [ "canInsaneJump", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } ] }, { "and": [ "Morph", { "or": [ "ScrewAttack", "Ice", { "ammo": { "type": "Missile", "count": 5 } }, { "ammo": { "type": "Super", "count": 5 } } ] } ] } ] } { "or": [ "canBeVeryPatient", "h_artificialMorphCeilingBombJump", { "and": [ "canBePatient", "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "canBePatient", "Morph", { "or": [ "HiJump", "canWalljump" ] } ] } ] } Clears obstacles: A |
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_preciseIceClip" { "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_preciseIceClip" { "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
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canUseIFrames" "canNeutralDamageBoost" "canTrickyGMode" { "thornHits": 2 } "h_artificialMorphPowerBomb" Clears obstacles: B |
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_artificialMorphLongCeilingBombJump" "canBeVeryPatient" "canTrickyGMode" |
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_artificialMorphBombHorizontally" "h_artificialMorphIBJ" "h_artificialMorphLongCeilingBombJump" "canBeVeryPatient" "canTrickyGMode" |
From: 1
Right Door
To: 2
Hidden Ceiling Item
Quickly kill the Beetoms with Bombs or a Power Bomb. In direct G-mode, Samus has a few i-frames to place a Power Bomb, in indirect G-mode, enter and immediately roll to the left to avoid the first Beetom. With Bombs and without taking any damage, everything is harder. It is recommended to roll in the lower section, placing Bombs, while avoiding touching a Beetom or getting Bomb boosted. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphPowerBomb", { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "h_artificialMorphBombs", { "or": [ "canTrickyGMode", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] } ] } Clears obstacles: A |
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. It is possible but tricky to do this damageless without a Power Bomb. Get the first Kihunter to swoop left twice, then quickly move back and forth getting each other Kihunter to swoop without touching Samus. In immobile, the Kihunters are in a worse location, but Samus starts with i-frames, so it is a similar difficulty. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_artificialMorphPowerBomb", "canTrickyGMode", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } |
Climb the solid crumble blocks. It is possible to use a Super to knock a Sova off and kill it by the door and pause abuse to grab its Energy drop on G-mode exit. It is also possible to do it without a Super if the Sova drops a large Energy drop. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ "h_heatedGMode", { "heatFrames": 45 } ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "h_heatedGModePauseAbuse" ] }, { "and": [ "canTrickyGMode", "h_heatedGModePauseAbuse" ] } ] } |
From: 1
Left Door
To: 1
Left Door
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 then hold forward with 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. With high movement precision, it is recommended to start a bit away from the edge (fully on the runway), giving a 3-frame window, or to start on the last pixel of the runway, giving a 4 frame window plus an extra non-consecutive frame. With slightly less precision, it may be worth starting as close to the edge as possible without falling off, as there are typically 4 non-consecutive frames that work (consisting of approximately alternating frames in a 6-frame window). Rolling into the bomb with momentum is not recommended and gives only a 2-frame window. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_artificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 6 } } { "or": [ "canTrickyGMode", { "acidFrames": 212 } ] } Collects items: 2 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: Getting extra horizontal distance from the bomb needs a tech. |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false }, "comesThroughToilet": "any" } Requires: "canManipulateMellas" { "or": [ "h_preciseIceClip", "h_highPixelIceClip" ] } "canInsaneJump" { "or": [ "Morph", "canTrickyGMode", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat. |
From: 2
Right 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_artificialMorphLongIBJ" { "or": [ { "or": [ "f_DefeatedGoldenTorizo", { "obstaclesCleared": [ "f_DefeatedGoldenTorizo" ] } ] }, { "and": [ "canInsaneJump", "h_artificialMorphJumpIntoIBJ" ] }, { "and": [ "canTrickyGMode", "h_artificialMorphDoubleBombJump" ] } ] } { "or": [ { "and": [ "h_artificialMorphPowerBomb", { "heatFrames": 70 } ] }, { "and": [ "h_useMorphBombs", { "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_artificialMorphIBJ" "canTrickyGMode" { "heatFrames": 70 } |
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" |
From: 3
Bottom Horizontal Door
To: 2
Right Vertical Door
It is tricky to climb the room without fully overloading PLMs. With Ice and either HiJump or Spring Ball, freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Alternatively, with Spring Ball and either HiJump, Bombs, or Power Bombs, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Once up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. This will finish overloading PLMs. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canOffScreenMovement" "canTrickyGMode" { "or": [ { "and": [ "canTrickyUseFrozenEnemies", "HiJump" ] }, { "and": [ "canTrickyUseFrozenEnemies", "h_useSpringBall" ] }, { "and": [ "HiJump", "h_useSpringBall" ] }, "canSpringBallBombJump" ] } "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } Collects items: 4 |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
It is tricky to climb the room without fully overloading PLMs. With Spring Ball, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canTrickyGMode" "h_artificialMorphSpringBall" { "or": [ "HiJump", "h_artificialMorphSpringBallBombJump" ] } "h_heatedDirectGModeLeaveSameDoor" Collects items: 4 |
From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door
It is tricky to climb the room without fully overloading PLMs. Freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Up above, get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it. There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canTrickyGMode" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "h_useSpringBall" ] } "h_heatedDirectGModeLeaveSameDoor" Collects items: 4 |
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_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_artificialMorphBombThings", "h_artificialMorphSpringBall", { "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. |
It is much more common for Ridley to hit Samus when Ridley is facing left. One way to get Ridley to turn around is when it pogos on the right side of the room, stationary spin jump and break spin. The fireballs can be tricky to deal with in the door frame, but can be done by dropping down and quickly wall jumping back up or by kagoing them. Requires: { "heatFrames": 900 } { "or": [ "canTrickyGMode", { "heatFrames": 180 } ] } "canInsaneJump" { "or": [ "SpaceJump", "canWalljump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } { "not": "f_DefeatedRidley" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Ridley alive with the door unlocked. The extra heat frames are a leniency to account for randomness. |
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_artificialMorphPowerBomb" { "or": [ { "and": [ "h_artificialMorphPowerBomb", "canHitbox" ] }, "canLateralMidAirMorph", "h_artificialMorphSpringBall", { "and": [ "canTrickyGMode", "h_artificialMorphIBJ" ] }, { "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_artificialMorphBombs", { "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": [ { "and": [ "canInsaneJump", "h_artificialMorphJumpIntoIBJ" ] }, { "and": [ "canTrickyGMode", "h_artificialMorphSpringFling" ] }, { "and": [ "canTrickyGMode", "h_artificialMorphDoubleBombJump", "h_artificialMorphBombHorizontally" ] } ] } { "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_usePowerBomb" { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 550 } Collects items: 3 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_artificialMorphPowerBomb" { "or": [ "h_artificialMorphMovement", { "heatFrames": 100 } ] } { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 350 } |
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 place their invisible, stationary lasers, 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 sure to watch and listen for where the robots are placing their lasers; they occupy a 24x24 pixel space and are typically placed with only 1-2 tiles of space between them. Fall off the workrobots without any horizontal movement to decrease the chance of touching a laser. Note that the majority of the lasers that the workrobots place only deal 4 damage and can be tanked with a suit's damage reduction or an immobile entrance. Avoid placing a 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_artificialMorphPowerBomb" { "or": [ "canTrickyGMode", { "enemyDamage": { "enemy": "Workrobot", "type": "ring-side", "hits": 1 } } ] } { "or": [ "canTrickyJump", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Atomic", "type": "contact", "hits": 1 } } ] } |
Lure the crab to the top of the room and freeze it close enough to the corner that it will be able to hit Samus after it thaws. Without Morph, this is much trickier, requiring fairly precise freeze positioning and movement to get onto the crab. Aim down before landing on the crab to avoid triggering the transition. Be sure to touch the transition before it thaws or Samus will be in a falling pose, but late enough that it will be able to rotate around the corner and hit Samus in time. Requires: "canBePatient" { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "Gravity", "HiJump", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canPreciseGrapple", "canSpringBallJumpMidAir", "canBeVeryPatient" ] }, { "and": [ "HiJump", "canGravityJump", "canBeVeryPatient" ] } ] } "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ "Morph", "canTrickyGMode" ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: Without Morph, this is not difficult enough to require canTrickyGMode, but it is easy to fail and the setup is very slow. The patience requirements for these strats are lenient, but there is a good chance of not getting the setup or entering G-mode first try. |
From: 12
G-Mode Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Use two snails to moonfall down through the pipe to the section below. The snails should be easy to align, with one on the floor and another on a ceiling 4 tiles higher. Slide off or shoot the lower snail after Samus has enough fall speed in order to avoid taking a snail hit. There is a small set of frames between these two, in which Samus will fall out of bounds. With Gravity, there is approximately a 5 second fall, with a 15 frame window. Suitless, there is approximately a 16 second fall, with almost a full second window - this is approximately 8 sets of bubbles out of Samus' arm. Clip down on the right side of the room without luring the snail underneath, or clip down in the center of the room with Spring Ball or Gravity and Space Jump and carefully cross the sand. Stand partially on the sand's edge to quickly overload PLMs, then go to the right and set up a pixel-precise high ceiling snail clip first try. Requires: "canTrickyGMode" "h_navigateUnderwater" "canEnemyStuckMoonfall" { "or": [ "canFreeFallClip", { "enemyDamage": { "enemy": "Yard", "type": "contact", "hits": 1 } } ] } "canHighPixelCeilingClip" { "or": [ "canBeVeryPatient", "h_useSpringBall", { "and": [ "Gravity", "SpaceJump" ] } ] } Dev note: It is possible to try multiple times with Gravity+Space+patience by moving the snail around the bottom of the room. It is also possible to use the gentle slopes in the middle of the room for a larger window ceiling clip, but the snails behave unusually on slopes and it ends up not really being easier. |
From: 1
Left Door
To: 2
Left Sand Pit
Reach the sand while luring a Puyo just off camera to where moonwalking on the partially submerged platform can lure the Puyo. Crouch in the sand and press forward when near the transition to stand up and touch the transition on the first frame of standing. Requires: "h_navigateUnderwater" "canPlayInSand" "canMoonwalk" "canCameraManip" "canDownwardGModeSetup" "canOffScreenMovement" "canTrickyGMode" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 3
Right Sand Pit
Reach the sand while luring a Puyo just off camera to where moonwalking on the partially submerged platform can lure the Puyo. Quickly move to the right section before the Puyo hits Samus. Crouch in the sand and press forward when near the transition to stand up and touch the transition on the first frame of standing. Requires: "h_navigateUnderwater" "canPlayInSand" "canMoonwalk" "canCameraManip" "canDownwardGModeSetup" "canOffScreenMovement" "canTrickyGMode" Exit condition: { "leaveWithGModeSetup": {} } |
To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Crab Ice Clip Door Lock Skip" } "canTrickyGMode" "Gravity" { "ammo": { "type": "Super", "count": 2 } } "h_preciseIceClip" 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_highPixelIceClip" 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_highPixelIceClip" { "ammo": { "type": "Super", "count": 2 } } "h_preciseIceClip" 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_highPixelIceClip" 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_preciseIceClip" 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_highPixelIceClip" 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. |
Requires: { "not": "f_DefeatedDraygon" } "canRiskPermanentLossOfAccess" { "or": [ "h_breakOneDraygonTurret", { "and": [ "canTrickyDodgeEnemies", "Gravity" ] }, { "and": [ "canSuitlessMaridia", "canTrickyGMode" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Draygon alive with the door unlocked. |
From: 2
Right Door
To: 1
Left Door
Pause and on the last frame before the pause triggers, press left and jump, and then disable Gravity and Spring Ball. On the first possible frame, repause and equip Spring Ball again then buffer the second jump out of the pause. Both of these actions are frame perfect. If the first jump was done correctly, Samus will move upwards with very little horizontal movement until breaking the water, after which she will swing rapidly to the left. Jump over the Cacatac and the spike pits with suitless Spring Flings. The final jump can be done the same way as the first, if Samus is not able to wall jump. This one is more lenient, and has a 4-frame window for the second jump, if the first is performed frame-perfectly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" "h_artificialMorphSpringFling" "canTrickyGMode" { "or": [ "h_artificialMorphBombThings", { "enemyDamage": { "enemy": "Cacatac", "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. It is also possible to Spring Fling by jumping from the ground immediately before the pause fully triggers to move right fast enough to avoid a hit. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "h_artificialMorphBombs", "canInsaneJump" ] }, "h_artificialMorphPowerBomb", { "and": [ "h_artificialMorphSpringFling", "canTrickyGMode" ] }, { "enemyDamage": { "enemy": "Mochtroid", "type": "contact", "hits": 1 } } ] } |
With Bombs alone, this is much more difficult. After going off screen, roll to the left until Samus is back on screen. Once Samus is obstructed by the first block, boost horizontally onto where the right edge of where the other on-screen platform is. Then peform an IBJ which is completely blind at the top. Boost onto the left or right platform then exit G-mode and fix the camera if necessary. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_artificialMorphIBJ" { "or": [ "h_artificialMorphSpringBall", "h_artificialMorphPowerBomb", "canInsaneJump", { "enemyDamage": { "enemy": "Menu", "type": "contact", "hits": 1 } } ] } { "or": [ "h_artificialMorphSpringBall", "Gravity", "canTrickyGMode" ] } Dev note: This strat is only useful for avoiding a wall jump. A simpler variant exits G-Mode after the morph tunnel. |
Requires: "canBePatient" "canTrickyGMode" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Requires: "canBeVeryPatient" "canTrickyGMode" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Kill, freeze, or dodge the Yapping Maws. Kill the Zoa and wait for its drop to disappear. Just before it disappears, move into the sand and crouch. Press forward when near the transition to stand up and touch the transition on the first frame of standing. If the drop is an ammo drop, Samus can collect the drop and not have to wait for it to respawn. To do this, sink slightly into the sand before collecting the drop, then crouch and stand up to touch the transition and get hit by the Zoa. Note that if the Yapping Maw grabs Samus after touching the transition, the G-mode setup can still work. Requires: "h_navigateUnderwater" "canPlayInSand" "canDownwardGModeSetup" { "or": [ "Ice", { "ammo": { "type": "Super", "count": 1 } }, "canTrickyGMode", { "and": [ "canInsaneJump", { "or": [ "Gravity", "HiJump", "canWalljump", { "and": [ "h_crouchJumpDownGrab", { "doorUnlockedAtNode": 1 } ] }, { "and": [ "h_crouchJumpDownGrab", { "doorUnlockedAtNode": 3 } ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"nodeId":1,"types":["super"],"requires":["canTrickyJump"]} {"nodeId":1,"types":["missiles","powerbomb"],"requires":["never"]} {"nodeId":3,"types":["super"],"requires":["canTrickyJump"]} {"nodeId":3,"types":["missiles","powerbomb"],"requires":["never"]} |
From: 2
Right Door
To: 2
Right Door
If Shaktool's camera is fixed it is possible to regain mobility by using a Snail (Yard): a Super or any SBA can trigger a Yard to attack. Requires: { "enemyDamage": { "enemy": "Yard", "type": "contact", "hits": 1 } } "h_ShaktoolCameraFix" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "and": [ "canTrickyGMode", "canSpecialBeamAttack", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } ] } |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must killed whith a Power Bomb while a Metroid is completely on screen 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. With only 3 Power Bombs, bring the left two Metroids to the edge of the acid before using Power Bombs to lure them all. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "canInsaneJump" "h_artificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canTrickyGMode", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } Clears obstacles: f_KilledMetroidRoom1 Sets flags: f_KilledMetroidRoom1 Dev note: The rules for luring the Metroids are not completely clear, but this method works somewhat reliably here. |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
On entry, wait until the Rinka starts to spawn then quickly roll off into the bottom right corner and Crystal Flash before the Metroids get there. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. To do this, trigger Reserves on a Rinka above, or first damage down with some of the Metroids before killing them. To minimize damage taken, lure a Rinka away from its spawner before touching it to prevent multiple hits during the auto Reserve trigger. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canMetroidAvoid" "canTrickyGMode" "h_artificialMorphCrystalFlash" { "autoReserveTrigger": {} } Clears obstacles: f_KilledMetroidRoom2 Sets flags: f_KilledMetroidRoom2 |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must be completely on screen while a Power Bomb explodes in order for it to lure the 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. With only 3 Power Bombs, cluster the Metroids before laying Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "canTrickyDodgeEnemies" "h_artificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canTrickyGMode", { "ammo": { "type": "PowerBomb", "count": 1 } } ] } Clears obstacles: f_KilledMetroidRoom3 Sets flags: f_KilledMetroidRoom3 |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must be completely on screen while a Power Bomb explodes in order for it to lure the 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. With only 3 Power Bombs, cross the room with a spring fling and cluster the Metroids before laying Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "canTrickyDodgeEnemies" "h_artificialMorphSpringBall" { "or": [ { "tech": "canSpringBallBombJump" }, "canInsaneJump" ] } { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ { "and": [ "canTrickyGMode", "h_artificialMorphSpringFling" ] }, { "ammo": { "type": "PowerBomb", "count": 1 } } ] } Clears obstacles: f_KilledMetroidRoom3 Sets flags: f_KilledMetroidRoom3 |