canUseIFrames (Hard)

Take damage to gain invulnerability frames so that Samus can run through enemies and on spike floors or wall jump from a spike wall. Enemies and their projectiles provide 95 i-frames, while spikes and thorns provide 60.

Dependencies: canCarefulJump

Dev note: Spikes seem to have collision oscillation which can make them have 59-60 frames, thorns seem to always have 59.

Difficulty filter

Strats ()

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

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canShinechargeMovement"
"canUseIFrames"
"h_canShineChargeMaxRunway"
{
  "shineChargeFrames": 110
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)

Requires:

"canUseIFrames"
"h_pauseAbuseMinimalReserveRefill"
From: 1
Top Left Door
To: 4
Top Junction (Right of Spikes)

Requires:

{
  "spikeHits": 1
}
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 1
    }
  ]
}
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: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

Quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes.

Entrance condition:

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

Requires:

"Morph"
"Grapple"
{
  "or": [
    "canCarefulJump",
    {
      "spikeHits": 1
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "spikeHits": 1
        },
        {
          "or": [
            "canUseIFrames",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: Grapple will quickly overload PLMS. It is barely possible to cross the gap using short grapples, canResetFallSpeed, and ending with a swing.

From: 4
Top Junction (Right of Spikes)
To: 1
Top Left Door

Requires:

"canUseIFrames"
"h_pauseAbuseMinimalReserveRefill"
From: 4
Top Junction (Right of Spikes)
To: 1
Top Left Door

Requires:

{
  "spikeHits": 1
}
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 1
    }
  ]
}
From: 2
Middle Right Door
To: 4
Bottom Right Door

Requires:

"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Green Space Pirate (standing)",
    "type": "contact",
    "hits": 3
  }
}
From: 4
Bottom Right Door
To: 2
Middle Right Door

FIXME: This could use a ledge grab tech to avoid the 4th pirate hit.

Requires:

"canUseIFrames"
"canTrickyJump"
{
  "enemyDamage": {
    "enemy": "Green Space Pirate (standing)",
    "type": "contact",
    "hits": 3
  }
}

Dev note: A shinespark could be used to kill the bottom two pirates.

From: 1
Left Door
To: 2
Right Door

Use a Waver to damage boost across part of the room, then pass through any remaining enemies while i-frames are active. Killing the first waver and damage boosting with the second may be easier.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 140
}
"canShinechargeMovementTricky"
"canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 1
Left Door

Jump into the Choot to damage boost across part of the room, then pass through any remaining enemies while i-frames are active.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 150
}
"canShinechargeMovementTricky"
"canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Right Door
To: 2
Right Door

Run and jump to the left, turning around right before landing on the spikes. Continue holding right, gaining speed to jump out through the door.

Requires:

"Gravity"
{
  "spikeHits": 1
}
"canUseIFrames"
{
  "or": [
    {
      "spikeHits": 2
    },
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 16,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $3.3 with spin, or $3.4 with a quick aim-down. This would not be logically valid for gaining blue speed, so we have to be sure it can't be used that way.

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: 4
Bottom Right Door
To: 2
Top Right Door

Freeze a Zebbo inside the wall above the right side of the spikeway, close to the ceiling thorns. Face right, equip X-Ray, move at least a few pixels away from the wall, and jump straight up into the ceiling thorns. If successful, Samus will be knocked back into the wall and end up standing inside it. Use X-Ray immediately to prevent additional thorn hits. If Samus is high enough to be touching the thorns, then i-frames will continue to be refreshed once per second. While X-Ray climbing, be careful to only release X-Ray soon after i-frames are refreshed. Crouch before pressing X-Ray again.

Requires:

{
  "notable": "Wall Ice Clip X-Ray Climb"
}
"canWallIceClip"
{
  "thornHits": 1
}
"canXRayClimb"
"canUseIFrames"
"canNeutralDamageBoost"

Dev note: Standing at least 3 pixels away from the wall ensures that knockback pushes Samus fully up against the ceiling; there is also no problem with standing further right, even hanging off the ledge: as long as Samus is still in range to take damage from the thorns above, they will be able to knock Samus into the wall. It is possible to freeze the Zeebo lower, but if Samus is too low, it will be necessary to take 3 thorn hits. It is also possible to get stuck inside the wall by taking knockback from a floor thorn, or by using a frozen Beetom as a platform. However those methods are not any easier, more damage will be taken, and the climb will be longer. If Samus begins climbing at a level below the ceiling thorns, then as Samus approaches the thorns, X-Ray will need to only be released while turning to the right, in order to prevent the thorn hits from knocking Samus out of the wall.

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
"canUseIFrames"

Exit condition:

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

Dev note: This is worst-case scenario. A strat that comes in and leaves with a single hit could be added.

From: 1
Left Door
To: 1
Left Door

Use damage from the small sidehopper to align against the left wall. Jump straight up and shoot with the correct timing. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "notable": "Reverse Gate Glitch"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
"canNeutralDamageBoost"
"canUseIFrames"
"HiJump"
"canOffScreenSuperShot"

Clears obstacles: B

From: 1
Top Right Door
To: 1
Top Right Door

Stand to the right of the center spike Run to the left, and continue running left while getting knocked back right by the spike. The spike i-frames allow shortcharging while running through the left two spike blocks. After gaining a shinecharge, turn back right, run, and jump through the door.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "obstaclesNotCleared": [
    "B"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 23,
    "openEnd": 0
  }
}
{
  "spikeHits": 1
}
"canUseIFrames"
"canShinechargeMovementComplex"
{
  "shineChargeFrames": 118
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Spikes cannot be used as openEnds.

From: 3
Item
To: 4
Top Left Junction

Gain a shinecharge by running right-to-left, either using the short runway (with unbroken Super block) or an extended runway by taking a spike hit. Then spin jump, hit the ceiling, aim down, break the Super block, and turn around to quick drop through the crumble block. During the item message box, buffer the inputs to turn around to the right and jump. Once under the crumble block (the left part of it), press up while still holding jump, to immediately activate the spark and make it up in time.

Requires:

{
  "notable": "Mission Impossible Shinespark"
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 16,
        "openEnd": 0
      }
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 23,
            "openEnd": 0
          }
        },
        {
          "spikeHits": 1
        },
        "canUseIFrames"
      ]
    }
  ]
}
"canShinechargeMovementComplex"
"canQuickDrop"
{
  "or": [
    {
      "shinespark": {
        "frames": 19,
        "excessFrames": 7
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 19,
            "excessFrames": 15
          }
        },
        "canCrumbleJump"
      ]
    }
  ]
}
{
  "obstaclesCleared": [
    "A",
    "B"
  ]
}

Dev note: This expects that the Sidehoppers are dead. To avoid redundant requirements, they must be killed coming in.

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

Open the door in advance, then lure the Sidehoopers to left wall. This is much easier with Morph ball. Take a hit, then start running with the i-frames.

Requires:

{
  "obstaclesNotCleared": [
    "B"
  ]
}
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "Morph",
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 29,
    "openEnd": 0
  }
}
From: 2
Item
To: 1
Right Door

Use the Solid Blocks next to the Samus Eater to clip up through the Power Bomb Blocks. Carefully jump around the thorns, use HiJump to jump over them, or walk through them using i-frames.

Requires:

"canCeilingClip"
"canPartialFloorClip"
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "HiJump",
        "canTwoTileSqueeze",
        {
          "or": [
            "canTrickyJump",
            {
              "thornHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        "canUseIFrames",
        {
          "thornHits": 1
        }
      ]
    },
    {
      "and": [
        "canPreciseWalljump",
        "canTwoTileSqueeze"
      ]
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Use the Spikes in the center of the room to build a Shinespark with X-Mode. There are sections of the room where using more complex movement can be used to save a Spike hit when X-Moding.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
{
  "or": [
    "SpaceJump",
    "h_XModeSpikeHit"
  ]
}
"h_canShineChargeMaxRunway"
{
  "shinespark": {
    "frames": 50
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 1
Left Door
To: 2
Right Door

If you wait long enough, a Waver will arrive. After it turns around to go back to the right, damage boost off of it, then follow it. Continue to hit it to get i-frames to avoid taking damage from any spikes. The amount of Waver hits can be reduced by running ahead on the spikes and taking damage from a second Waver instead of following the first Waver.

Requires:

{
  "notable": "X-Ray Exit Damage Boost"
}
"canHorizontalDamageBoost"
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    {
      "and": [
        "canUseIFrames",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

This strat is simply running and jumping across the spikes.

Requires:

{
  "spikeHits": 4
}
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 3
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Cross the gaps by freezing multiple enemies or by refreezing a Waver while standing on it. Be careful running on frozen enemies. Freeze the final Waver high and walljump up, or wait for the second Waver to come back.

Requires:

{
  "notable": "X-Ray Access Ice Bridge"
}
"canTrickyUseFrozenEnemies"
"canCarefulJump"
{
  "spikeHits": 3
}
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 3
    }
  ]
}
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Damage boost off of the Fireflea or a Waver in order to get onto the upper spikes. It is possible to quickly get into position to use the Waver or to wait for it to return. It is also possible (but not required in this strat) to perform a second damage boost off of the Wavers to avoid some spike damage.

Requires:

"canTrickyJump"
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
}
"canHorizontalDamageBoost"
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 1
    }
  ]
}
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Jump from on top of the lower spikes, wall jump on the overhang, and land on the upper spikes.

Requires:

"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
  "spikeHits": 2
}
From: 3
Safe Block in the Middle of the Room
To: 4
Small Ledge Below Left Door

Requires:

"canUseIFrames"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "spikeHits": 3
    }
  ]
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Requires:

"HiJump"
"canSpringBallJumpMidAir"
{
  "or": [
    "canTrickySpringBallJump",
    {
      "and": [
        "canUseIFrames",
        {
          "spikeHits": 1
        }
      ]
    }
  ]
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Requires:

"h_IBJFromSpikes"
"canLongIBJ"
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Jump to the door leading to X-Ray either by jumping from spikes or with a very precise jump. Cross the room by Jumping atop the spikes. Taking enemy damage can be used to reduce some spike damage. The final jump can either be made by jumping from the bottommost spike stair or from the safe stair. Setup run speed atop the spike stair by holding forward to be pushed backward. The safe stair jump is much harder, but can be made without every pixel of runway.

Requires:

{
  "notable": "X-Ray Access SpikeJumps with HiJump"
}
"HiJump"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canInsaneWalljump",
        "canInsaneJump",
        "h_canBackIntoCorner"
      ]
    },
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canHorizontalDamageBoost",
        "canPreciseWalljump",
        "canUseIFrames"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Gain i-frames by taking damage then run left to create enough space to run back to the right with speedbooster.

Requires:

"h_getBlueSpeedMaxRunway"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Mini-Kraid",
    "type": "spike",
    "hits": 1
  }
}

Clears obstacles: A

From: 1
Top Left Door
To: 3
Right Door

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canWalljump",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "canWalljump",
        "canUseIFrames",
        {
          "spikeHits": 1
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 1
Top Left Door
To: 4
Item

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "canWalljump",
            "SpeedBooster"
          ]
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 2
Bottom Left Door
To: 3
Right Door

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the door. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "canWalljump",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "canWalljump",
        "canUseIFrames",
        {
          "spikeHits": 1
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 4
Item

Overload PLMs by shooting the gate, then go through the crumble blocks below and get to the item. The gate can be shot while precisely positioned from below without requiring any items. The positioning is precise and off camera; while facing left, position Samus front foot barely on the flat part after the slope.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "canWalljump",
            "SpeedBooster"
          ]
        }
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 3
Right Door

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "h_IBJFromSpikes"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "canCameraManip",
        "canMoonwalk"
      ]
    }
  ]
}
"h_DirectHeatedGModeLeaveSameDoor"
From: 3
Right Door
To: 4
Item

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 4
Item

Jump into the spike pit, hitting the Ripper to avoid spike damage. Climb the left wall while avoiding falling onto the spikes or through the crumble blocks. The ledge is the same size of that in writg.

Requires:

{
  "notable": "HiJumpless Wall Jump"
}
"h_heatProof"
"canInsaneWalljump"
"canHorizontalDamageBoost"
{
  "or": [
    "canUseIFrames",
    "canCrumbleJump"
  ]
}
{
  "enemyDamage": {
    "enemy": "Ripper 2 (green)",
    "type": "contact",
    "hits": 1
  }
}
From: 3
Right Door
To: 4
Item

Position Samus into the bottom right corner, using i-frames to run and jump from the crumble blocks, and then wall jump to make it onto the ledge. If using a spike hit to gain i-frames, be sure to be holding forward (left) when landing, in order to get pushed back into the corner. If using the Ripper to gain i-frames, perform a damage boost from a relatively low position, in order to land quickly enough to reach the crumble blocks before i-frames run out.

Requires:

{
  "notable": "Hijumpless Spike Speedjump"
}
{
  "or": [
    {
      "spikeHits": 1
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Ripper 2 (green)",
            "type": "contact",
            "hits": 1
          }
        },
        "canHorizontalDamageBoost",
        "canInsaneJump"
      ]
    }
  ]
}
"canUseIFrames"
"canTrickyDashJump"
"canPreciseWalljump"
{
  "heatFrames": 300
}
From: 3
Right Door
To: 4
Item

Run off or perform a short hop off the ledge into the Ripper and damage boost to the left of the spikes. Using the i-frames from the Ripper, quickly jump from the spikes to the item. With HiJump, it is also possible to avoid the damage boost and land right of the crumble blocks and get a good jump to the left.

Requires:

"canPrepareForNextRoom"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Ripper 2 (green)",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        "HiJump",
        "canTrickyJump"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    "canTrickySpringBallJump"
  ]
}
{
  "heatFrames": 300
}

Dev note: FIXME: It is possible to avoid the Ripper and jump off of the crumble blocks. With a Spring Ball jump, this requires an very precise jump and very quick pause to get as much horizontal speed as possible before the second jump. With HiJump + Wall Jump, it is possible to crumble spin jump from the first crumbles to the second crumbles and then wall jump.

From: 3
Right Door
To: 4
Item

Requires:

"canUseIFrames"
{
  "spikeHits": 1
}
"canWalljump"
"HiJump"
{
  "heatFrames": 300
}
From: 3
Right Door
To: 4
Item

Requires:

"h_HeatedIBJFromSpikes"
{
  "heatFrames": 1100
}
From: 3
Right Door
To: 4
Item

Requires:

"canUseIFrames"
{
  "spikeHits": 1
}
"SpeedBooster"
"HiJump"
{
  "heatFrames": 200
}
From: 3
Right Door
To: 4
Item

Requires:

"canUseIFrames"
{
  "spikeHits": 1
}
"canSpringBallJumpMidAir"
{
  "heatFrames": 300
}
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)

Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canPreciseGrapple",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes",
    "canCeilingBombJump",
    {
      "and": [
        "canBombHorizontally",
        "canIBJ",
        "h_canUsePowerBombs"
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 7
G-Mode Junction (Bottom Right)

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canPreciseGrapple",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes",
    "canCeilingBombJump",
    {
      "and": [
        "canBombHorizontally",
        "canIBJ",
        "h_canUsePowerBombs"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: With Grapple, Morph isn't needed, but there's no reason to go there without Morph.

From: 4
Item
To: 3
Right Door

Requires:

"canUseIFrames"
{
  "spikeHits": 1
}
"HiJump"
"SpeedBooster"
{
  "heatFrames": 250
}
From: 4
Item
To: 3
Right Door

Requires:

"canUseIFrames"
{
  "spikeHits": 1
}
"canSpringBallJumpMidAir"
{
  "heatFrames": 300
}
From: 4
Item
To: 3
Right Door

Requires:

"h_HeatedIBJFromSpikes"
{
  "heatFrames": 1100
}
From: 4
Item
To: 3
Right Door

A short hop from the ledge can bounce on the crumbles and into the spikes. Just be careful of being pushed back onto the crumble blocks by the spikes.

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canTrickyJump"
"canUseIFrames"
"canMidairShinespark"
"h_canShineChargeMaxRunway"
{
  "heatFrames": 480
}
{
  "shinespark": {
    "frames": 11,
    "excessFrames": 4
  }
}

Dev note: Two spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 4
Lava, Left Wall
To: 3
Above Lava Junction

Enter the Bottom-Left Namihe by Kagoing inside of it. Wait for a second hit to gain i-frames and then very quickly walljump up the spikes and across to the right side wall.

Requires:

{
  "notable": "HiJumpless Nahime Morph Kago"
}
"canSuitlessLavaDive"
"canInsaneWalljump"
"canInsaneJump"
"canUseIFrames"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canKago"
{
  "heatFrames": 510
}
{
  "gravitylessLavaFrames": 480
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "kago",
    "hits": 2
  }
}
From: 5
Lava, Center Namihe
To: 3
Above Lava Junction

Use the bottommost right side Namihe to generate a flame and walk with it to the bottommost left Namihe head Use a turnaround animation as Samus is hit by the flame to cancel out knockback frames. While invulnerability frames are active, walljump up the spikes either 2 or 3 times and jump accross to catch the middle wall and climb from there.

Requires:

{
  "notable": "HiJumpless Dive"
}
"canSuitlessLavaDive"
"canUseIFrames"
"canStaggeredWalljump"
"canFastWalljumpClimb"
"canUseEnemies"
"canCameraManip"
{
  "heatFrames": 600
}
{
  "gravitylessLavaFrames": 500
}
{
  "enemyDamage": {
    "enemy": "Namihe",
    "type": "fireball",
    "hits": 1
  }
}
From: 1
Left Door
To: 2
Right Door

While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Damage boost towards then freeze the Leftmost enemy as it extends. Morph and unmorph while above the middle Yapping Maw to land on it just above the lava line. Ignore the rightmost Yapping Maw. Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

{
  "notable": "Frozen Maw Platforms"
}
"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "lavaFrames": 30
        },
        {
          "heatFrames": 240
        }
      ]
    }
  ]
}
"canUseIFrames"
{
  "spikeHits": 2
}
{
  "lavaFrames": 15
}
{
  "heatFrames": 580
}
From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

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

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

From: 1
Left Door
To: 2
Right Door

Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

{
  "notable": "Suitless Damage Boosts"
}
{
  "heatFrames": 520
}
{
  "lavaFrames": 80
}
{
  "spikeHits": 3
}
"canUseIFrames"
"canHorizontalDamageBoost"
From: 1
Left Door
To: 2
Right Door

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

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 100
}
{
  "spikeHits": 2
}
{
  "or": [
    "canUseIFrames",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "heatFrames": 50
        }
      ]
    },
    "canHorizontalDamageBoost"
  ]
}
From: 2
Right Door
To: 1
Left Door

While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Morph and unmorph while above the rightmost Yapping Maw to land on it just above the lava line. Ignore the second Yapping Maw. Freeze the Leftmost enemy as it extends. Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

{
  "notable": "Frozen Maw Platforms"
}
"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "spikeHits": 1
        },
        {
          "lavaFrames": 20
        },
        {
          "heatFrames": 240
        }
      ]
    }
  ]
}
"canUseIFrames"
{
  "spikeHits": 2
}
{
  "lavaFrames": 15
}
{
  "heatFrames": 580
}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

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

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

From: 2
Right Door
To: 1
Left Door

Damage boosts can be used to save energy - delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

{
  "notable": "Suitless Damage Boosts"
}
{
  "heatFrames": 520
}
{
  "lavaFrames": 80
}
{
  "spikeHits": 3
}
"canUseIFrames"
"canHorizontalDamageBoost"
From: 2
Right Door
To: 1
Left Door

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

Requires:

"Gravity"
{
  "disableEquipment": "SpeedBooster"
}
{
  "heatFrames": 350
}
{
  "lavaFrames": 100
}
{
  "spikeHits": 2
}
{
  "or": [
    "canUseIFrames",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "heatFrames": 50
        }
      ]
    },
    "canHorizontalDamageBoost"
  ]
}

Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up.

Requires:

"h_heatProof"
"canBePatient"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    "Ice",
    "h_lavaProof",
    {
      "enemyDamage": {
        "enemy": "Geruta",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Dragon",
            "type": "fireball",
            "hits": 1
          }
        },
        {
          "lavaFrames": 55
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "SpaceJump",
    "Charge",
    "Ice",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Dragon",
        "type": "fireball",
        "hits": 5
      }
    },
    {
      "and": [
        "h_lavaProof",
        "ScrewAttack"
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        "HiJump",
        "Grapple"
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Dev note: It's possible to avoid the item, but the Geruta will get stuck on it and usually require many swoops to get past it.

From: 2
Bottom Right Door
To: 5
Bottom Junction Right of Morph Tunnel

Wait for the first Holtz to attack then either use the Magdollite for i-frames, or avoid the projectiles and continue dodging bats.

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Magdollite",
            "type": "flame",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 330
}
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door

Wait for the Magdollite to attack then either use it for i-frames, or jump over the swooping Holtzes.

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Magdollite",
            "type": "flame",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 375
}
From: 5
Bottom Junction Right of Morph Tunnel
To: 2
Bottom Right Door

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyJump",
        {
          "heatFrames": 820
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "heatFrames": 660
        }
      ]
    },
    {
      "and": [
        "canHorizontalDamageBoost",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Magdollite",
            "type": "flame",
            "hits": 1
          }
        },
        {
          "heatFrames": 660
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Roll under the top Fune fireball then roll off the edge to avoid the first Boulder. Kill a Fune or use the Boulder for i-frames to get through the tricky section. It is also possible to Kago the Fune to save health compared to taking a Boulder hit.

Requires:

"Morph"
{
  "or": [
    "canTrickyJump",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Boulder",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Fune",
            "type": "kago",
            "hits": 1
          }
        },
        "canKago",
        "canUseIFrames"
      ]
    },
    {
      "and": [
        "Ice",
        "canCarefulJump"
      ]
    }
  ]
}
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction

Requires:

{
  "enemyDamage": {
    "enemy": "Fireflea",
    "type": "contact",
    "hits": 1
  }
}
"canUseEnemies"
"canUseIFrames"
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item

Requires:

{
  "enemyDamage": {
    "enemy": "Fireflea",
    "type": "contact",
    "hits": 1
  }
}
"canUseEnemies"
"canUseIFrames"
From: 6
Bottom Right Corner Junction
To: 1
Bottom Left Door

Taking damage off a Dessgeega at the far right, coming in from the top, allows you to charge a blue suit and get through to the door.

Requires:

{
  "or": [
    {
      "obstaclesCleared": [
        "F"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Dessgeega",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "getBlueSpeed": {
    "usedTiles": 23,
    "openEnd": 2
  }
}
{
  "heatFrames": 200
}

Clears obstacles: C, E

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":30}]}
From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Jump over the first KiHunter and attempt to either use i-frames to pass through the top KiHunter, or dodge it if possible.

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "canWalljump",
    "HiJump"
  ]
}
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "heatFrames": 30
        }
      ]
    }
  ]
}
{
  "heatFrames": 470
}

Clears obstacles: A

From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    {
      "and": [
        "canUseIFrames",
        "h_canCrouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        "canWalljump"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        "SpaceJump"
      ]
    },
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 300
        },
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canTrickyJump",
        {
          "heatFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
{
  "heatFrames": 570
}
{
  "enemyDamage": {
    "enemy": "Kihunter (red)",
    "type": "contact",
    "hits": 3
  }
}

Clears obstacles: A

From: 4
Junction Right of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks

Use i-frames from the first Dessgeega to run through the remaining enemies and store a shinespark. 1-tap Shortcharge, then run back towards the Hoppers and try to hit all three at once by shinesparking horizontally as the ceiling hopper jumps down.

Requires:

{
  "canShineCharge": {
    "usedTiles": 25,
    "steepUpTiles": 4,
    "openEnd": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
"canUseIFrames"
"canShinechargeMovementComplex"
"canHorizontalShinespark"
{
  "shinespark": {
    "frames": 40
  }
}
{
  "heatFrames": 330
}

Clears obstacles: D

From: 5
Junction Below Shot Block
To: 1
Bottom Left Door

Morph Kago through the top Spike platform and use the i-frames to Kago again through the second.

Requires:

"canKago"
"canUseIFrames"
"canResetFallSpeed"
{
  "enemyDamage": {
    "enemy": "Kzan",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 180
}

Dev note: Useful when enemy damage can be reduced while still taking full heat damage.

From: 5
Junction Below Shot Block
To: 7
Junction Left of Morph Tunnel

Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Aim down after jumping in order to fully boost over the solid statue. Damage boost to the right and use i-frames to run through all of the enemies.

Requires:

{
  "notable": "HiJumpless Statue Clip Damage Boost"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"canTrickyJump"
"canPartialFloorClip"
"canCeilingClip"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 225
}
From: 5
Junction Below Shot Block
To: 7
Junction Left of Morph Tunnel

Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Damage boost to the right and use i-frames to run through all of the enemies.

Requires:

{
  "notable": "Statue Clip Damage Boost"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"HiJump"
"canPartialFloorClip"
"canCeilingClip"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 225
}
From: 5
Junction Below Shot Block
To: 8
Junction Below Top Right Door

Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Aim down after jumping in order to fully boost over the solid statue. Damage boost to the right and use i-frames to run through all of the enemies. Begin shortcharging while running through the Dessgeegas for a speedball. It may help to end the damage boost early, but then it becomes more difficult to stutter for the shortcharge.

Requires:

{
  "notable": "HiJumpless Statue Clip Damage Boost"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"canPartialFloorClip"
"canCeilingClip"
"canTrickyJump"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "getBlueSpeed": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canSpeedball"
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 390
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "hibashiHits": 1
    }
  ]
}
From: 5
Junction Below Shot Block
To: 8
Junction Below Top Right Door

Break the Power Bomb statue leaving 1 row of blocks. Partially clip beneath the Power Bomb blocks and the sold tiles beneath. Wait for a Dessgeega to jump over head and jump into it. The left ceiling Dessgeega works better. Damage boost to the right and use i-frames to run through all of the enemies. Begin shortcharging while running through the Dessgeegas for a speedball. It may help to end the damage boost early, but then it becomes more difficult to stutter for the shortcharge.

Requires:

{
  "notable": "Statue Clip Damage Boost"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"HiJump"
"canPartialFloorClip"
"canCeilingClip"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "getBlueSpeed": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canSpeedball"
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
{
  "heatFrames": 390
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "hibashiHits": 1
    }
  ]
}
From: 7
Junction Left of Morph Tunnel
To: 7
Junction Left of Morph Tunnel

Use i-frames from the first Dessgeega to run through the remaining enemies and store a shinespark. It helps to run towards the first hopper to take damage and then not stutter. Mid-air spark to kill all three at once.

Requires:

{
  "canShineCharge": {
    "usedTiles": 17,
    "openEnd": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Dessgeega",
    "type": "contact",
    "hits": 1
  }
}
"canUseIFrames"
"canMidairShinespark"
"canShinechargeMovementComplex"
{
  "shinespark": {
    "frames": 40
  }
}
{
  "heatFrames": 310
}

Clears obstacles: D

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

Requires:

"canXMode"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"h_XModeSpikeHit"
"canUseIFrames"
"h_canShineChargeMaxRunway"
"canShinechargeMovement"
{
  "shineChargeFrames": 80
}

Exit condition:

{
  "leaveShinecharged": {}
}

Dev note: Three spike hits are expected per attempt (with any additional leniency hits being multiplied by this amount).

From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

This is doable even without any momentum from a previous room, but pretty tight.

Requires:

"canTrickyJump"
"canUseIFrames"
{
  "spikeHits": 2
}
From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

A bit easier than 2-hit bowling

Requires:

"canUseIFrames"
"SpeedBooster"
{
  "spikeHits": 2
}
From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

Requires:

"canUseIFrames"
{
  "spikeHits": 3
}
From: 2
Middle Left Door
To: 6
Bowling Chozo Statue

Start with Springball disabled. Jump over the spikes and midair morph. SpringFling on the way down, SpringBall bounce through the spikes, then SpringFling again to reach the statue taking only one spike hit.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 12
  }
}

Requires:

"canTrickyJump"
"canSpringFling"
"canLateralMidAirMorph"
"canUseIFrames"
{
  "spikeHits": 1
}
From: 3
Bottom Left Door
To: 2
Middle Left Door

Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

{
  "notable": "X-Ray Climb"
}
"canXRayClimb"
{
  "or": [
    {
      "and": [
        {
          "spikeHits": 3
        },
        {
          "resourceCapacity": [
            {
              "type": "RegularEnergy",
              "count": 199
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    {
      "and": [
        "canOffScreenMovement",
        {
          "or": [
            {
              "and": [
                {
                  "spikeHits": 1
                },
                "canUseIFrames"
              ]
            },
            "Grapple",
            {
              "and": [
                "SpaceJump",
                "canInsaneJump",
                "canBeVeryPatient"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Dev note: FIXME: The canBeVeryPatient is for difficulty placement, as the damageless Space Jump version would likely require many attempts. The resourceCapacity requirement is to ensure that reserve energy management will not be needed for the lower-difficulty version of the strat; this could be refined since suits can affect spike damage, but we don't yet have a good way to represent that cleanly, given that randomizers are likely to modify suit damage protection.

From: 1
Right Door
To: 2
Item

From the top right platform, jump to the left into the thorns, then climb the left wall.

Requires:

{
  "thornHits": 1
}
{
  "or": [
    "canUseIFrames",
    {
      "thornHits": 1
    }
  ]
}
"canWalljump"
{
  "not": "f_DefeatedPhantoon"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "canCarefulJump",
    "Gravity"
  ]
}

Dev note: The canCarefulJump and Gravity are here, as with either of those, there is access across with or without f_DefeatedPhantoon.

In the spike pit, near the left wall, jump into an IBJ to climb out.

Requires:

"h_IBJFromThorns"
"canLongIBJ"
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The h_IBJFromThorns requires canCarefulJump. There is no loss of access, because with that it is possible to get across with or without f_DefeatedPhantoon.

From: 2
Item
To: 1
Right Door

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    "SpaceJump",
    {
      "and": [
        {
          "thornHits": 1
        },
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canUseIFrames",
            "Grapple",
            "canHorizontalDamageBoost",
            {
              "thornHits": 1
            }
          ]
        }
      ]
    }
  ]
}
From: 3
Bottom Left Door
To: 8
Item

Freeze an Atomic near the bottom of the stairs above the bomb block, so that it is barely off-camera when Samus drops down. Below, prepare a second Atomic to be frozen. As it approaches, jump up to cause the upper Atomic to come on-camera and descend. Take a hit from the lower Atomic, and freeze it about 1.5 tiles above the floor; use the i-frames to jump on top of the lower Atomic and freeze the upper Atomic while it is inside Samus' head. Immediately moonfall to the left. If successful, Samus will clip two tiles into the floor. Turn to the right, and perform a turnaround spin jump to the left to break the bomb block using Screw Attack. If Samus clips through the Atomics but does not clip into the floor, it means the bottom Atomic was frozen too low. If Samus clips only one tile into the floor, it means the bottom Atomic was frozen too high.

Requires:

{
  "notable": "Atomic Ice Moonfall Screw Clip"
}
"f_DefeatedPhantoon"
{
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}
"canUseIFrames"
"canTrickyUseFrozenEnemies"
"canEnemyStuckMoonfall"
"ScrewAttack"
"Morph"

Clears obstacles: C

From: 3
Top Right Door
To: 3
Top Right Door

Use the full runway by dealing with the Boyon: kill it, freeze it, or use i-frames.

Requires:

{
  "or": [
    "Ice",
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon"
          ]
        ]
      }
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 1
  }
}

Dev note: Killing the Boyon with Bombs takes several contact hits, but it's assumed Samus can farm at the nearby Zebbos. FIXME: Using a frozen Boyon to extend the runway is not reliable, as it can only be frozen 2 pixels higher than the ground, preventing multi-stutter shortcharges. This could, however, be used for non-shinecharge strats.

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

Tank the pirate then quickly crouch jump and down grab or use HiJump to get to the ledge.

Requires:

"canSuitlessMaridia"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Pink Space Pirate (standing)",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "HiJump",
    "h_canCrouchJumpDownGrab",
    {
      "and": [
        "canTrickyJump",
        "canTrickySpringBallJump"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A SpringBallJump from the sand with HiJump, or Grapple can be used to get past it.

Requires:

{
  "notable": "Spike Platforming with Move Assist (Left to Right)"
}
"canWalljump"
"Morph"
"canUseIFrames"
{
  "or": [
    "Grapple",
    {
      "and": [
        "canSuitlessMaridia",
        "canPlayInSand",
        "HiJump",
        "canNeutralDamageBoost",
        "canTrickySpringBallJump",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    }
  ]
}
{
  "spikeHits": 1
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 1
Left Door
To: 3
Top Right Door

Land on each set of spikes as a way to jump to the next safe platform. The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canWalljump"
"canInsaneJump"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "spikeHits": 3
}
{
  "or": [
    "Morph",
    {
      "spikeHits": 2
    }
  ]
}

Dev note: Positioning on the spikes is harder to control without morph.

From: 1
Left Door
To: 3
Top Right Door

Use the spikes, which are not in the water, to jump from platform to platform as a way to cross the room. Requires knowing the position of every spike in the room, and hitting the spikes while morphed can help. The first jump is particularly tough. A springball rolling jump can be used to get past it.

Entrance condition:

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

Requires:

{
  "notable": "Spike Platforming with SpringBall (Left to Right)"
}
"canWalljump"
"Morph"
"canUseIFrames"
"h_canUseSpringBall"
"canMockball"
{
  "spikeHits": 3
}
{
  "or": [
    {
      "spikeHits": 1
    },
    "canHorizontalDamageBoost"
  ]
}
From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Morphing before landing on the spikes helps to be able to control the knockback. The final spike jump (which would be the most difficult) is avoided by doing a crouch jump into spring ball jump into IBJ to reach the left door. Perform the spring ball jump near max height. Place the first bomb between about 4 and 6 frames after the spring ball jump; ideally it should be just above the water line. Press pause between about 5 and 10 frames after placing the bomb, to disable Spring Ball (a 'spring fling', to reset fall speed). Place the second bomb soon after regaining control, while the game is fading back in. A spike hit in the center of the room can avoided by doing another spring ball jump into IBJ (also with a spring fling).

Requires:

{
  "notable": "Bomb Jump Water Escape"
}
"HiJump"
"canPreciseWalljump"
"canUseIFrames"
{
  "spikeHits": 1
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
"h_canMaxHeightSpringBallJump"
{
  "or": [
    "canSpringFling",
    {
      "and": [
        {
          "spikeHits": 1
        },
        "canInsaneJump"
      ]
    }
  ]
}
"canBombJumpWaterEscape"
"canJumpIntoIBJ"

Dev note: The IBJ at the left side of the room can be done without a 'spring fling' but is far more precise: the first bomb must be placed exactly two frames before the spring ball jump, and the spring ball jump should be performed just before max height, during the 4-frame window between 2 and 5 frames before the last possible frame to jump (there are also 1-frame windows at 0 and 8 frames before the last frame).

From: 3
Top Right Door
To: 1
Left Door

Stay out of the water, and by extension the sand, of the room by using the spikes as platforms. Landing on spikes aiming down with no other direction pressed can help control the knockback. Requires knowing the position of every spike in the room. The final spike jump is very difficult.

Requires:

{
  "notable": "Spike Platforming with No Equipment"
}
"canPreciseWalljump"
"canInsaneJump"
"canUseIFrames"
{
  "spikeHits": 3
}
"canNeutralDamageBoost"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "spikeHits": 1
    }
  ]
}
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires:

"Gravity"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "h_IBJFromSpikes",
    {
      "and": [
        "canIBJ",
        {
          "or": [
            "canLongIBJ",
            "canJumpIntoIBJ"
          ]
        },
        "canHBJ"
      ]
    },
    {
      "and": [
        "canDiagonalBombJump",
        "canLongIBJ"
      ]
    }
  ]
}
From: 2
Right Door
To: 4
Top Right Ledge Junction

Take a spike hit and pause just after getting hit. Quickly crouch and jump just before the fade out ends. With a precise Gravity jump, it is possible to not need a crouch jump or down grab.

Requires:

"canGravityJump"
"HiJump"
{
  "spikeHits": 1
}
"canUseIFrames"
"canTrickyJump"
{
  "or": [
    "canInsaneJump",
    "canCrouchJump",
    "canDownGrab"
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "spikeHits": 1
    }
  ]
}
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    "canLongIBJ",
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    }
  ]
}
{
  "or": [
    "canBombHorizontally",
    "h_IBJFromSpikes"
  ]
}
From: 5
Bottom Middle Junction
To: 4
Top Right Ledge Junction

Requires:

"Gravity"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "canDiagonalBombJump",
    "h_IBJFromSpikes"
  ]
}
From: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)

Jump into the ceiling Cacatac and damage boost onto the platform between spike pits. Use i-frames to cross the second set of spikes.

Requires:

"Gravity"
"canHorizontalDamageBoost"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Item
To: 1
Top Left Door

Take a hit from the pirate to gain i-frames for running through the pirate to use for a longer runway.

Requires:

"HiJump"
"SpeedBooster"
"canWalljump"
"canUseIFrames"
{
  "enemyDamage": {
    "enemy": "Pink Space Pirate (standing)",
    "type": "laser",
    "hits": 1
  }
}
From: 2
Item
To: 1
Top Left Door

Using the bottom of the room, shortcharge to use the echoes created by shinesparking to kill all of the Standing Pirates. Either lead the pirate to the left wall or take a hit to gain i-frames to use the full runway to charge a spark To lead a pirate, have it shoot in the direction you want it to go. Then jump overhead and crouch on the other side. Or, jump and aim down while on the sloped tiles just above to lower the camera and wait for the pirate to move to the correct spot. Turn around and diagonal spark the ceiling to kill the lowest pirate, and later the middle pirates. Building a spark towards the left allows for enough run speed to jump to the middle level. Then vertical shinespark out which kills the top pirate.

Requires:

{
  "or": [
    "Morph",
    "canCarefulJump",
    "canCameraManip"
  ]
}
"canShinechargeMovementComplex"
{
  "canShineCharge": {
    "usedTiles": 21,
    "openEnd": 0
  }
}
{
  "shinespark": {
    "frames": 30,
    "excessFrames": 7
  }
}
"canUseSpeedEchoes"
{
  "or": [
    "canCameraManip",
    {
      "and": [
        {
          "getBlueSpeed": {
            "usedTiles": 19,
            "openEnd": 0
          }
        },
        {
          "canShineCharge": {
            "usedTiles": 21,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 21,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 3,
            "excessFrames": 3
          }
        },
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Pink Space Pirate (standing)",
            "type": "laser",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: Killing the top pirate naturally puts you at 1

From: 2
Item
To: 1
Top Left Door

Pseudo screw the left pirate, or clear the left side with shinesparks, then IBJ out

Requires:

{
  "or": [
    "canLongIBJ",
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canShinechargeMovement",
        "canUseSpeedEchoes",
        {
          "getBlueSpeed": {
            "usedTiles": 19,
            "openEnd": 0
          }
        },
        {
          "canShineCharge": {
            "usedTiles": 21,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    },
    {
      "and": [
        "canShinechargeMovement",
        "canUseSpeedEchoes",
        {
          "enemyDamage": {
            "enemy": "Pink Space Pirate (standing)",
            "type": "contact",
            "hits": 1
          }
        },
        "canUseIFrames",
        {
          "canShineCharge": {
            "usedTiles": 21,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 2,
            "excessFrames": 2
          }
        }
      ]
    },
    {
      "and": [
        "canPseudoScrew",
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Pink Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            },
            "h_pauseAbuseMinimalReserveRefill"
          ]
        }
      ]
    }
  ]
}

Dev note: If you can kill them without being hurt, you can take path 2->3->1.

From: 1
Top Right Door
To: 2
Left Door

Wait for the left hopper to move right so it does not follow Samus as i-frames run out. A damage boost using the top hopper also moves through the room fast enough to be safe.

Requires:

{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Blue Sidehopper",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canUseIFrames"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Blue Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]}
From: 2
Left Door
To: 2
Left Door

Requires:

{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Blue Sidehopper",
            "type": "contact",
            "hits": 2
          }
        },
        "canUseIFrames"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 12,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: Max extra run speed $2.B.

From: 2
Left Door
To: 2
Left Door

Requires:

{
  "enemyDamage": {
    "enemy": "Blue Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
"canUseIFrames"
"canTrickyDodgeEnemies"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 2,
    "runway": {
      "length": 10,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}

Dev note: Max extra run speed $2.4.

From: 2
Right Door
To: 1
Left Door

Aim the ceiling Rinka to travel horizontally across the top of the room and use it to damage boost between the two floating platforms. Killing the lower Rinka shortly before killing the higher Rinka will synchronize their respawn timers so that Samus can jump when the lower Rinka reappears in order to get a good angle on the higher Rinka. Jump to the floating platform ahead of the high Rinka, jumping extra high to lead the Metroid out of the way if it is alive. Jump into the Rinka once it reaches the left edge of the platform to reach the next platform. Then use i-frames to pass through the Metroid if it is still alive.

Requires:

{
  "notable": "Rinka Damage Boost"
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
"canHorizontalDamageBoost"
"canCameraManip"
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    {
      "and": [
        "canMetroidAvoid",
        "canUseIFrames"
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph"
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "acidFrames": 16
        }
      ]
    },
    {
      "acidFrames": 27
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Carefully dodge the Rinkas, or take a hit, while carefully avoiding falling off, then use the i-frames to use the runway.

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Carefully dodge the Rinkas, or take a hit, while carefully avoiding falling off, then use the i-frames to use the runway.

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"i_MotherBrainBarrier1Clear"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Carefully dodge the Rinkas, or take a hit, while carefully avoiding falling off, then use the i-frames to use the runway.

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Carefully dodge the Rinkas, or take a hit, while carefully avoiding falling off, then use the i-frames to use the runway.

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Carefully dodge the Rinkas, or take a hit, while carefully avoiding falling off, then use the i-frames to use the runway.

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"
"i_MotherBrainBarrier4Clear"

Exit condition:

{
  "leaveWithRunway": {
    "length": 9,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 3
Mother Brain

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

Requires:

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

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

From: 2
Right Door
To: 3
Mother Brain

Shinespark diagonally into the lower Rinka Spawner while holding down, spamming jump, then pressing forward, in order to glitch through the first Mother Brain Zebetites during Samus' i-frames. The remaining Zebetites will not spawn.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 100
}
{
  "notable": "Speed Zebetite Skip"
}
"canUseIFrames"
{
  "shinespark": {
    "frames": 4
  }
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"
"i_MotherBrainBarrier4Clear"

Dev note: This technically requires f_KilledZebetites1 to not be set, but there is no loss of access, because there is no reason to kill any Zebs without being able to kill them all.

From: 2
Right Door
To: 3
Mother Brain

Shinespark diagonally into the lower Rinka Spawner while holding down, spamming jump, then pressing forward, in order to glitch through the first Mother Brain Zebetites during Samus' i-frames. The remaining Zebetites will not spawn.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 4,
    "openEnd": 1
  }
}

Requires:

{
  "notable": "Speed Zebetite Skip"
}
"canUseIFrames"
{
  "shinespark": {
    "frames": 4
  }
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"
"i_MotherBrainBarrier4Clear"

Dev note: This technically requires f_KilledZebetites1 to not be set, but there is no loss of access, because there is no reason to kill any Zebs without being able to kill them all.

From: 2
Right Door
To: 3
Mother Brain

Shinespark diagonally into the lower Rinka Spawner while holding down, spamming jump, then pressing forward, in order to glitch through the first Mother Brain Zebetites during Samus' i-frames. The remaining Zebetites will not spawn.

Requires:

{
  "notable": "Speed Zebetite Skip"
}
"canUseIFrames"
{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 4
  }
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"i_MotherBrainBarrier1Clear"
"i_MotherBrainBarrier2Clear"
"i_MotherBrainBarrier3Clear"
"i_MotherBrainBarrier4Clear"

Dev note: This technically requires f_KilledZebetites1 to not be set, but there is no loss of access, because there is no reason to kill any Zebs without being able to kill them all.

From: 1
Left Door
To: 2
Right Door

Safely kill the first pirate, then walk through the rest while taking damage or by using Plasma Beam. It is possible to get through the lower three pirates with a single hit while using i-frames to prevent a second hit. Either go below the pirates and use the camera to manipulate them to be closer together, or arm-pump or horizontal damage boost to get through them fast enough.

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ"
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 3
      }
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "or": [
            "canCameraManip",
            "canHorizontalDamageBoost"
          ]
        },
        "canTrickyJump"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Run through the pirates while taking damage or by using Plasma Beam. It is possible to get through the lower three pirates with a single hit while using i-frames to prevent a second hit. Either wait above until the pirates are a bit closer together and then run through, or arm-pump or horizontal damage boost to get through them fast enough.

Requires:

{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 4
      }
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 3
          }
        },
        {
          "or": [
            "canCameraManip",
            "canHorizontalDamageBoost"
          ]
        }
      ]
    }
  ]
}