canBombHorizontally (Medium)

Place a single bomb then move Samus to the side to be boosted horizontally from the explosion. This is typically used as a way to cross gaps or to reposition at the end of an IBJ. Press forward while in the air to carry the momentum farther. Since it only uses one bomb, it can be executed with a Power Bomb or a bomb. It is not assumed by this tech, but it is possible to move forward just before the explosion in order to gain more horizontal momentum.

Difficulty filter

Strats ()

From: 1
Top Left Door
To: 3
Item

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "spikeHits": 10
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 2
            }
          ]
        }
      ]
    }
  ]
}
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
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
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"
  ]
}
From: 1
Top Left Door
To: 5
Alcatraz Door

There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile).

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally",
    {
      "and": [
        "canNeutralDamageBoost",
        "h_ZebesIsAwake",
        {
          "enemyDamage": {
            "enemy": "Geemer (blue)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 4
Top Right Door
To: 2
Middle Left Door

A single Power Bomb, placed precisely and as early as possible, can get you over the Geemers and onto the ledge above Alcatraz without taking a hit. Alternatively Bombs or SpringBall can be used. Go down to the Save door by just falling and moving back and forth in the right places. Once you start going down you will be off-screen.

Entrance condition:

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

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally"
  ]
}
From: 2
Right Door
To: 3
Item

Without Morph, the pirates will not spawn. Use Power Bomb horizontal boosts to move toward the left side of the room in artificial morph. Roll off the third blue platform from the right door and lay a Power Bomb against the left wall to get into range of the bomb blocks. Unmorph and use X-ray to cancel G-mode. It may be best to do this before the PB explodes, in case PLMs are already overloaded.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombHorizontally"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
{
  "or": [
    "h_canArtificialMorphPowerBomb",
    "canTrickyJump"
  ]
}

Clears obstacles: A

From: 4
Middle Junction (Left of Morph Tunnel)
To: 1
Left Door

After destroying a single bomb block, Samus can spin jump into its spot to quickly escape the acid. To avoid the acid completely, morph quickly at the right height and place a bomb.

Requires:

{
  "or": [
    "canCarefulJump",
    {
      "acidFrames": 35
    }
  ]
}
"h_canUseMorphBombs"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canCarefulJump",
        "canBombHorizontally",
        {
          "acidFrames": 35
        }
      ]
    },
    {
      "acidFrames": 100
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canStaggeredWalljump"
      ]
    },
    {
      "and": [
        "canCarefulJump",
        {
          "acidFrames": 35
        }
      ]
    },
    {
      "acidFrames": 100
    }
  ]
}

Clears obstacles: A, B

From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)

Climb up 1 screen.

Entrance condition:

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

Requires:

{
  "notable": "Get Inside the Bridge"
}
"canSkipDoorLock"
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        {
          "or": [
            "Gravity",
            "canJumpIntoIBJ",
            "canBombHorizontally"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canPreciseGrapple"
  ]
}
"canXRayClimb"
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

{
  "notable": "Get Inside the Bridge"
}
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        {
          "or": [
            "Gravity",
            "canJumpIntoIBJ",
            "canBombHorizontally"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canPreciseGrapple"
  ]
}
"canXRayClimb"

Bypasses door shell: true

From: 4
Lower Section - Top Right Door
To: 12
Top Junction

Climb up 2 screens.

Entrance condition:

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

Requires:

{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        {
          "or": [
            "Gravity",
            "canJumpIntoIBJ",
            "canBombHorizontally"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canPreciseGrapple"
  ]
}
"canXRayClimb"
From: 5
Lower Section - Bottom Right Door
To: 4
Lower Section - Top Right Door

Jump into an IBJ while avoiding the Ripper, or start an IBJ from the platform to the left and boost horizontally at the top.

Requires:

{
  "or": [
    "canJumpIntoIBJ",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    }
  ]
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

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

Entrance condition:

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

Requires:

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

Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing.

Entrance condition:

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

Requires:

"h_canArtificialMorphJumpIntoIBJ"
"h_canArtificialMorphBombHorizontally"
From: 9
Right Etecoon Shaft - Top Left Door
To: 15
Right Etecoon Shaft - Upper Morph Tunnel Entrance Junction

Requires:

{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    {
      "and": [
        "canTrivialMidAirMorph",
        {
          "or": [
            "SpaceJump",
            "canConsecutiveWalljump"
          ]
        }
      ]
    },
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    }
  ]
}

Bounce on the Power Bomb, then quickly kill the remaining Sidehopper with a strong beam, ammo, or pseudo-screw. If Samus has a weak beam, use the bomb to boost to the right to get the Sidehopper to jump to the right, then morph under it while killing it.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 0.4375
  }
}

Requires:

"canPrepareForNextRoom"
{
  "tech": "canJumpIntoIBJ"
}
"canResetFallSpeed"
"h_canUsePowerBombs"
"canHitbox"
{
  "or": [
    "canPseudoScrew",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "Ice",
        "Wave"
      ]
    },
    {
      "and": [
        "Ice",
        "Spazer"
      ]
    },
    {
      "and": [
        "Wave",
        "Spazer"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "tech": "canBombHorizontally"
        }
      ]
    }
  ]
}
From: 1
Top Right Door
To: 4
Top Left Junction

Use 1-3 Power Bombs to kill the Sidehoppers.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            "h_canArtificialMorphSpringBall"
          ]
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: A

Traverse the room with a small number of Power Bombs. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. This strat can be done easily with 7 Power Bombs. Simply kill all of the Boyons before progressing. The final Power Bomb needs to be placed on the second to last floating platform or later to break the wall. Samus can use one Power Bomb and a Boyon hit to get from the door to the second platform, or from the second to fourth platform. Alternatively, when next to the Boyons, place a Power Bomb while the Boyon is low, slightly after the peak of the jump, hitbox through the Boyons. If the Boyons are killed, Samus can horizontally boost far enough to skip a platform. Samus can cross the room with any of the following: 7 PB; 6 PB and a horizontal boost; 5 PB and hitboxing the first Boyons; 5 PB and damage from the first Boyons; 4 PB and damage from the first Boyons and hitboxing the second; 3 PB and hitting both sets of Boyons. Note that if Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 6
      }
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 4
          }
        },
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 4
          }
        },
        "canTrickyJump",
        "canHitbox"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        },
        "h_canArtificialMorphBombHorizontally",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        "h_canArtificialMorphBombHorizontally",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        },
        "canTrickyJump",
        "canHitbox"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}

Clears obstacles: A, B

From: 2
Right Door
To: 1
Left Door

This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast.

Entrance condition:

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

Requires:

{
  "notable": "Long Ceiling Bomb Jump"
}
"h_canArtificialMorphBombHorizontally"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphLongCeilingBombJump"
"canBeVeryPatient"
"canInsaneJump"
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Requires:

"canIBJ"
{
  "spikeHits": 1
}
{
  "or": [
    "canBombHorizontally",
    {
      "spikeHits": 1
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Kill all of the enemies with Bombs. Samus will take a Baby Kraid spike hit while rolling through the invisible projectiles. It is not too difficult to IBJ and then bomb horizontally over the cluster of invisible spikes, but there is some risk because they are invisible. They occupy a slightly smaller space than what Baby Kraid was occupying.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Mini-Kraid",
        "type": "spike",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: A, door_2

From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door

The blocks are breakable with 4 Power Bombs. Horizontally bomb over the vertical door then up two ledges before placing a Power Bomb that can reach the blocks above.

Entrance condition:

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

Requires:

"h_canArtificialMorphBombHorizontally"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}

Clears obstacles: A

From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)

Use one Power Bomb to jump towards the Cacatac then a second to jump over it and down below. Do not land where the Cacatac was, or Samus will get hit by its invisible spikes.

Entrance condition:

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

Requires:

{
  "tech": "canBombHorizontally"
}
"h_canArtificialMorphPowerBomb"
"h_additionalBomb"
From: 2
Right Door
To: 3
Item

Requires:

"canJumpIntoIBJ"
"canBombHorizontally"
{
  "heatFrames": 1650
}
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)

Bomb boost horizontally at the top of an IBJ and land in the acid, then roll to the right and bomb out to safety. To save some Energy, it is possible to IBJ or double IBJ out of the acid onto the first solid platform.

Entrance condition:

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

Requires:

"Gravity"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"
"canSuitlessLavaDive"
{
  "or": [
    {
      "acidFrames": 280
    },
    {
      "and": [
        "canTrickyJump",
        {
          "acidFrames": 220
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphDoubleBombJump",
        {
          "acidFrames": 175
        }
      ]
    }
  ]
}
From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)

A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        {
          "tech": "canBombHorizontally"
        },
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombs",
        "canTrickyJump"
      ]
    }
  ]
}

Clears obstacles: D

From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)

A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        {
          "tech": "canBombHorizontally"
        },
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombs",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Mella",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)

Cross the solid platforms then horizontally boost into the acid and begin an IBJ. With more limited Energy, it is possible to IBJ high into the room and boost horizontally to fall into the acid a bit further to the left.

Requires:

"canEnterGMode"
"Gravity"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"
"canSuitlessLavaDive"
{
  "acidFrames": 150
}

Clears obstacles: C

From: 1
Left Door
To: 2
Item

Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then wait for the acid and IBJ above it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen. With Power Bombs alone is particularly challenging. Kill the Gamets then place a bomb at the edge of the runway; hit the bomb with momentum and precise timing to get a boost to skip the first and land on the next safe platform. As quickly as possible place another and let it boost horizontally to the next platform, then another to get to the item.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "h_canArtificialMorphBombThings",
            "canTrickyJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphBombHorizontally",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 6
          }
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 3
Top Left Item

Uses a single bomb blast to just barely get propelled over the crumble pit.

Requires:

{
  "notable": "Horizontal Bomb Jump"
}
"h_canNavigateHeatRooms"
"canBombHorizontally"
{
  "heatFrames": 160
}
From: 3
Top Left Item
To: 1
Left Door

Use a single bomb blast to just barely get propelled over the crumble pit.

Requires:

{
  "notable": "Horizontal Bomb Jump"
}
"h_canNavigateHeatRooms"
"canBombHorizontally"
{
  "heatFrames": 190
}

Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Morph Blind Top to Bottom"
}
"canOffScreenMovement"
"canTrickyJump"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphBombHorizontally",
    {
      "enemyDamage": {
        "enemy": "Boulder",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 2
Bottom Left Door
To: 6
Junction Behind Fune

Place a bomb just a bit left of the Fune and have it boost Samus horizontally to get over the Fune. The bomb can be placed at a similar time to when the Fune shoots a fireball. Alternatively, it is possible to land on a fireball to be boosted up.

Requires:

"h_canUseMorphBombs"
{
  "or": [
    {
      "and": [
        "canBombHorizontally",
        {
          "or": [
            "Ice",
            "canCarefulJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Fune",
            "type": "fireball",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Morph Blind Top to Bottom"
}
"canOffScreenMovement"
"canTrickyJump"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphBombHorizontally",
    {
      "enemyDamage": {
        "enemy": "Boulder",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door

Requires:

"h_canNavigateHeatRooms"
"canIBJ"
{
  "or": [
    {
      "and": [
        "canBombHorizontally",
        {
          "heatFrames": 840
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canDoubleBombJump",
        {
          "heatFrames": 290
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 480
        }
      ]
    }
  ]
}

Unlocks doors:

{"types":["powerbomb"],"requires":[{"heatFrames":60}]}
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)

Requires:

"h_canNavigateHeatRooms"
"canIBJ"
{
  "or": [
    {
      "and": [
        "canBombHorizontally",
        {
          "heatFrames": 820
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canDoubleBombJump",
        {
          "heatFrames": 270
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 460
        }
      ]
    }
  ]
}
From: 1
Top Left Doorway
To: 4
Top Right Doorway

To save a bomb, it is possible but difficult to roll from the doorway onto the platform with Gravity turned off. This requires backing up slightly after entering the room then quickly rolling before the crabs. It is a bit tighter in direct G-Mode.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally",
        {
          "or": [
            "h_canArtificialMorphBombThings",
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Sciser",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Top Right Doorway
To: 1
Top Left Doorway

To save a bomb, it is possible to roll from the doorway onto the platform with Gravity turned off.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}

Exit condition:

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

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphBombThings"
      ]
    },
    {
      "and": [
        {
          "not": "f_MaridiaTubeBroken"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

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

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        {
          "not": "f_MaridiaTubeBroken"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

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

Only requires a runway of one tile in the adjacent room. Bomb boost through the doorway, then use spring ball to get to the bottom left ledge. To avoid hitting the Skultera, place the bomb a few pixels from the doorway. One way to setup the positioning of the bomb is to place it, unmorph, rotate, and remorph

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

{
  "tech": "canSpringBallBombJump"
}
"h_canUseSpringBall"
"canCrossRoomJumpIntoWater"
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab"
  ]
}
From: 1
Left Door
To: 2
Top Item

Get into position as close to the center of the room as possible while not being too close to any baby turtles. Start an IBJ without hiting any baby turtles otherwhise Mama Turtle will wake up.

Entrance condition:

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

Requires:

"Gravity"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"

Clears obstacles: B

From: 1
Left Door
To: 6
Top Right Junction

IBJ up a bit, then bomb over Mama Turtle and her babies to prevent her from waking. Then IBJ to the high right ledge before exiting g-mode.

Entrance condition:

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

Requires:

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

Entrance condition:

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

Requires:

"canCameraManip"
{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Sciser",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "h_EverestMorphTunnelExpanded",
            {
              "enemyDamage": {
                "enemy": "Sciser",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}
From: 8
Higher Hill Junction
To: 6
Left Morph Passage Doorway

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "h_canUseSpringBall",
    "canMidAirMorph",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "canIBJ",
            "canBombHorizontally"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrivialMidAirMorph",
        {
          "or": [
            "SpaceJump",
            "canUseFrozenEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrivialMidAirMorph",
        "canDisableEquipment"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 3
Bottom Right Ledge

Use spring ball to cross the room, or use bombs to kill the Zebbos so they stop respawning. One PB can be placed at the first plant on the ground to bomb across the farm while killing the Zebbos.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphBombs",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 3
Bottom Right Ledge
To: 1
Top Left Door

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    },
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    "h_canBombThings"
  ]
}
From: 1
Left Door
To: 3
Right Sand Pit

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphBombThings",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphSpringBall",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphPowerBomb",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Left Door
To: 5
Item

Requires:

"Gravity"
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    }
  ]
}
From: 1
Left Door
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)

Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles.

Entrance condition:

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

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphBombHorizontally"
  ]
}
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphBombs",
        {
          "or": [
            "Gravity",
            "h_canArtificialMorphSpringBall"
          ]
        }
      ]
    },
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphBombThings"
      ]
    }
  ]
}
From: 2
Right Door
To: 4
Top Right Ledge Junction

Requires a runway of at least 1 tiles in the adjacent room, although it is easier with more. Start the IBJ as far left as possible. The furthest right is just right of the waterfall. Turning around, carefully, is one way to lose forward momentum and begin the IBJ. At the top of the IBJ bomb to the left and unmorph to reset fall speed.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 1
  }
}

Requires:

{
  "notable": "Cross Room Jump with IBJ"
}
"canJumpIntoIBJ"
"canBombHorizontally"
"canResetFallSpeed"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 2
Right Door
To: 4
Top Right Ledge Junction

Use the bomb boost as Samus is going through the doorway, then spring ball after breaking the water, then ibj or use an unmorph bomb boost.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

{
  "notable": "Cross Room Jump with Spring Ball, Bomb Boost"
}
"canSpringBallBombJump"
"canCrossRoomJumpIntoWater"
{
  "or": [
    "canJumpIntoIBJ",
    "canUnmorphBombBoost"
  ]
}
From: 2
Right Door
To: 4
Top Right Ledge Junction

SpringBall jump just as Samus exits the water to reach the distant ledge. To get enough horizontal distance, either use a Stationary Lateral Mid-Air Morph with a crouch jump for extra height, or spin jump out before morphing. Or SpringBall jump part of the way over and land on a Bomb explosion to cross the rest of the distance.

Requires:

"canSuitlessMaridia"
"HiJump"
"h_canMaxHeightSpringBallJump"
"canTrickyJump"
{
  "or": [
    "canStationaryLateralMidAirMorph",
    {
      "and": [
        {
          "tech": "canJumpIntoIBJ"
        },
        "canBombHorizontally"
      ]
    }
  ]
}
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Requires:

"Gravity"
"canIBJ"
{
  "or": [
    "canBombHorizontally",
    "h_IBJFromSpikes"
  ]
}
From: 1
Left Door
To: 2
Right Door

Only requires a runway of approximately 0.5 tiles in the adjacent room. Bomb boost through the doorway and hold right.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

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

Only requires a runway of approximately 0.5 tiles in the adjacent room. Bomb boost through the doorway and hold left.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

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

Use one bomb to get to the off-screen region. After going a full screen to the right, when Samus is partially visible in the left wall, bomb to the middle platform on the right. Bomb again to the right, note that these small platforms are one tile left of the ones that are on camera. Exit G-Mode and get to the right door.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_canArtificialMorphBombHorizontally"
"h_canArtificialMorphBombThings"
"h_additionalBomb"
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphBombThings",
        "h_additionalBomb",
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "and": [
                "h_additionalBomb",
                "Gravity"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Left Vertical Door
To: 4
Top Right Door

Entrance condition:

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

Requires:

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

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        {
          "or": [
            "canBombHorizontally",
            "Gravity"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 1
Left Vertical Door
To: 5
Top Junction

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 4
Top Right Door
To: 5
Top Junction

Bomb horizontally, then use spring ball to jump around the overhang. Either quickly kill the Choot or land on the left pixel to avoid a hit. Using a Power Bomb will kill the Choot just before it swings left another time and will make the landing area a bit larger.

Requires:

"HiJump"
"canSpringBallBombJump"
{
  "tech": "canBombHorizontally"
}
"canTrickyJump"
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Bomb boost through the doorway as close to the door transition as possible in order to get as far as possible.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyJump"
From: 2
Right Door
To: 4
Junction Below Sand Entrance

Bomb boost through the doorway. Get the bomb boost while as close to the door transition as possible in order to get to the first pillar.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 1
Left Door
To: 5
Left Pillar Junction

Bomb boost through the doorway. Get the bomb boost while as close to the door transition as possible in order to get to the first pillar.

Entrance condition:

{
  "comeInWithBombBoost": {}
}

Requires:

"canCrossRoomJumpIntoWater"
From: 2
Right Door
To: 2
Right Door

Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Start the room with a bomb boost spring ball jump or a precise horizontal bomb boost. In general, this seems to be easiest by minimizing Samus's horizontal movement as much as possible and getting the Metroids in sync with each other while circling around her. While moving horizontally, their movement is less predictable and harder to sync. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed.

Entrance condition:

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

Requires:

"canMetroidAvoid"
"h_canArtificialMorphSpringBall"
"h_canArtificialMorphBombHorizontally"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}

Clears obstacles: A