canIBJ (Medium)

Infinite Bomb Jump (IBJ) uses consecutive bomb jumps to gain height indefinitely. To start and continue an IBJ, place a bomb as the previous one is exploding. The vertical speed with which Samus moves is controlled by how high or how low each bomb is placed relative to the previous one. The speed of the IBJ ranges from moving fairly fast with high bombs, to no movement or even losing height with low bomb placements. This tech alone only requires maintaining an IBJ for a vertical distance of approximately 11 tiles (the same distance as Samus can jump with HiJump), however, it may require doing this multiple times consecutively (i.e. if there is a ledge to land on mid-way).

Difficulty filter

Strats ()

From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Dev note: PBs cannot be used, as they will solidify the bomb blocks.

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

Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Morph Blind Climb to the Top"
}
"h_canArtificialMorphMovement"
"canOffScreenMovement"
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "and": [
        "h_lavaProof",
        {
          "or": [
            "h_canArtificialMorphSpringBall",
            "Morph",
            "Gravity"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

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

Overload PLMs using the scroll blocks next to the bomb wall Navigate to the lower right bomb blocks while still morphed. Samus will be off-camera and not visible, requiring blind movement. Enemies will not hurt Samus since they are non-global and also off-camera.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"canOffScreenMovement"
"h_ClimbWithoutLava"

Clears obstacles: B

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

Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time.

Entrance condition:

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

Requires:

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

Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Morph Insane IBJ to Top"
}
"h_canArtificialMorphIBJ"
"canBeExtremelyPatient"
From: 5
Bottom Right Door
To: 3
Top Right Door

Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time. Overload the PLMs at the bottom, if the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid.

Entrance condition:

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

Requires:

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

A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit or unmorphing. Overload PLMs using the scroll block next to the bomb blocks at the top, allowing passage through them by making them become air.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Morph Insane IBJ to Top"
}
"h_canArtificialMorphIBJ"
"canBeExtremelyPatient"
G-Mode Morph (Extreme)
Climb
From: 5
Bottom Right Door
To: 4
Middle Right Door

Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid.

Entrance condition:

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

Requires:

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "spikeHits": 3
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "spikeHits": 10
        },
        {
          "or": [
            "h_canArtificialMorphBombHorizontally",
            {
              "spikeHits": 2
            }
          ]
        }
      ]
    }
  ]
}

Dev note: This is a softlock unless the item is Morph. The IBJ strat has 2 extra spike hits added as a leniency.

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

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: 4
Bottom Right Door
To: 8
G-Mode Morph Junction (Ship)

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 5
Ship
To: 4
Bottom Right Door

Requires:

{
  "or": [
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door

Requires:

"canEnterGMode"
"h_canArtificialMorphIBJ"

Dev note: IBJ over the wall.

From: 1
Top Left Door
To: 5
Alcatraz Door

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally",
    {
      "and": [
        "canNeutralDamageBoost",
        "h_ZebesIsAwake",
        {
          "enemyDamage": {
            "enemy": "Geemer (blue)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Middle Left Door
To: 5
Alcatraz Door

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 3
Bottom Left Horizontal Door
To: 2
Middle Left Door

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

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 4
Top Right Door
To: 2
Middle Left Door

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

Entrance condition:

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

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally"
  ]
}
From: 4
Top Right Door
To: 5
Alcatraz Door

There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. With a regular G-mode setup and no suits, a single Geemer hit would kill Samus. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, a Power Bomb, placed precisely and as early as possible, can be used to jump onto the ledge and go around to the left entrance to Alcatraz (necessary since the Power Bomb blast will render the bomb blocks solid, unable to be turned to air). A Geemer hit can also be tanked by having Varia or Gravity or by coming in with higher energy (e.g. with G-mode immobile).

Entrance condition:

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

Requires:

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

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left.

Entrance condition:

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

Requires:

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

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left, and while going down the left shaft.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_canArtificialMorphMovement"
From: 5
Alcatraz Door
To: 8
Central Junction

Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through.

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 2
Right Door
To: 3
Item

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

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"

Clears obstacles: A

From: 3
Bottom Left Door
To: 10
G-Mode Morph Junction (Middle Right Door)

With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "h_canArtificialMorphPowerBomb",
        "h_additionalBomb",
        {
          "or": [
            "HiJump",
            "h_canArtificialMorphSpringBallBombJump",
            {
              "tech": "canJumpIntoIBJ"
            }
          ]
        }
      ]
    }
  ]
}
From: 4
Bottom Right Door
To: 10
G-Mode Morph Junction (Middle Right Door)

With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "h_canArtificialMorphPowerBomb",
        "h_additionalBomb",
        {
          "or": [
            "HiJump",
            "h_canArtificialMorphSpringBallBombJump",
            {
              "tech": "canJumpIntoIBJ"
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Elevator
To: 1
Left Door

Requires:

"f_TourianOpen"
"Gravity"
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "canWalljump",
    "canGravityJump"
  ]
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

Without Springball or Gravity, it is possible to overload PLMs with the crumble blocks with bombs. Take the first left above the waterline. Place bombs in the single tile nook on the left.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphBombThings",
        "Gravity"
      ]
    },
    "h_canArtificialMorphIBJ"
  ]
}
From: 2
Left Door
To: 1
Top Door

Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Entrance condition:

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

Requires:

"canBeVeryPatient"
"canTrickyGMode"
"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canSunkenTileWideWallClimb"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
"h_canPreciseIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 2
Left Door
To: 1
Top Door

Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. To safely bomb the fast crab, wait just left of where it falls.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump",
        "h_canArtificialMorphBombs"
      ]
    }
  ]
}
Base (Basic)
Crab Maze
From: 2
Left Door
To: 3
Crab Maze Middle Junction

Requires:

{
  "or": [
    "canCarefulJump",
    "canUseFrozenEnemies",
    "SpaceJump",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "h_canCrouchJumpDownGrab",
            "canIBJ",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Lower Section - Top Right Door
To: 15
G-Mode Morph Junction (By Left Door)

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
From: 4
Lower Section - Top Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
From: 5
Lower Section - Bottom Right Door
To: 15
G-Mode Morph Junction (By Left Door)

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
From: 5
Lower Section - Bottom Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCarefulJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphHBJ",
    "h_canArtificialMorphDiagonalBombJump"
  ]
}
Base (Basic)
West Ocean
From: 10
Left Morph Maze Item
To: 14
Morph Maze Junction (Below Super Block)

Requires:

{
  "or": [
    "canTrivialMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ"
  ]
}
{
  "or": [
    {
      "obstaclesNotCleared": [
        "B"
      ]
    },
    "canRiskPermanentLossOfAccess"
  ]
}
From: 13
Bottom Junction
To: 5
Lower Section - Bottom Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canIBJ"
  ]
}

Dev note: A speedy jump would be obsoleted by another strat for being tricky.

From: 4
Right Item
To: 2
Top Left Door

After overloading the PLMs by touching the item, go through the crumble and bomb blocks to the top door.

Requires:

{
  "obstaclesCleared": [
    "D"
  ]
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphMovement"
"h_canArtificialMorphBombs"
{
  "or": [
    "canConsecutiveWalljump",
    "SpaceJump",
    "h_canArtificialMorphLongIBJ"
  ]
}

Dev note: The setup for this strat is where the obstacle is cleared. FIXME: Bombs arent required if the item is there and can be used to overload PLMs. This was just a quick fix to prevent unsoundness.

From: 6
G-Mode Morph Junction Direct (Bottom)
To: 2
Top Left Door

Overload PLMs with a single Power Bomb by hitting the item at the right end of the room. This can be done with a single precisely placed Power Bomb. There should be 4 empty tiles between Samus and the left of the blocks when the bomb is placed.

Requires:

"canEnterGMode"
{
  "itemNotCollectedAtNode": 4
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphMovement"
{
  "or": [
    "canConsecutiveWalljump",
    "SpaceJump"
  ]
}
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 4
Right Item

Touch the item to either roll back to the left before exiting G-Mode and remotely collect it, or to overload PLMs and go up through the crumble block and bomb block.

Requires:

"canEnterGMode"
{
  "itemNotCollectedAtNode": 4
}
"h_canArtificialMorphMovement"

Clears obstacles: D

Dev note: This will force Samus to pick up the item, so it can only be done once. This does not include canRiskPermanentLossOfAccess if Samus only uses this to return to the left with the item.

From: 3
Right Door
To: 5
Left Item

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

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphMovement"

Clears obstacles: B

From: 1
Left Door
To: 3
Middle Visible Item

Blindly grab the item before PLMs are overloaded, then return and exit g-mode to remotely acquire the item. Starting a completely blind IBJ can be somewhat tricky, even if for such a short distance.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "canOffScreenMovement"
      ]
    }
  ]
}

Clears obstacles: A

Dev note: There would typically be risk of the logic being incorrect if the player exits g-mode, progresses to the right to get the next item, then comes back and this obstacle is still set so they can go through the pipe. Fortunately getting the item to the right also requires Morph.

From: 2
Right Door
To: 2
Right Door

Use the runway on the screen above to gain a shinecharge near the edge of the runway.

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab"
  ]
}
{
  "canShineCharge": {
    "usedTiles": 25,
    "openEnd": 1
  }
}
"canShinechargeMovement"
{
  "shineChargeFrames": 95
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 4
Top Left Item

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}

Clears obstacles: A

From: 7
Below Power Bomb Blocks - Top Right Door
To: 10
Right Etecoon Shaft - Bottom Left Door

Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 7
Below Power Bomb Blocks - Top Right Door
To: 12
Above Power Bomb Blocks - Main Junction

Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 10
Right Etecoon Shaft - Bottom Left Door

Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction

Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "tech": "canSpringBallBombJump"
        },
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 6
          }
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 9
Right Etecoon Shaft - Top Left Door
To: 11
Right Etecoon Shaft - Item

This is only useful if the item is Morph.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 9
Right Etecoon Shaft - Top Left Door
To: 13
Below Power Bomb Blocks - Main Junction

Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel, then exit g-mode.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 11
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphIBJ"
From: 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"
      ]
    }
  ]
}

Dev note: Doable with just a very long IBJ, but if bombing horizontally is too hard, that will be too.

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

Requires:

{
  "or": [
    "SpaceJump",
    "canIBJ",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "SpeedBooster",
        "canWalljump"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 2
Top Right Door

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
From: 3
Bottom Right Door
To: 2
Top Right Door

Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. IBJ or bomb boost spring ball jump up to the top right door.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "h_canArtificialMorphBombs",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}

Dev note: The canTrickyJump is used for rolling into a precise location, dodging hoppers while rolling, and spring ball jumping past enemies.

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

While in g-mode, touch the item, roll out of the pipe, then get to the top right door before exiting g-mode and obtaining the item.

Requires:

"canEnterGMode"
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}

Dev note: FIXME: Need these items without counting the item at 4.

From: 2
Top Right Door
To: 2
Top Right Door

With Spring Ball alone, quickly jump over the Kihunter and wait for it to move away, then Spring Ball Bomb Jump through the door. Alternatively, place a Power Bomb and roll to the left on entry to kill the Kihunter, then quickly IBJ through the door before more arrive.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphSpringBallBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    "Morph"
  ]
}

Exit condition:

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

Dev note: It is possible to do this with Bombs alone, but it is pretty chaotic.

From: 1
Left Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)

Roll through the camera scroll blocks and then through the bomb block. Avoiding the hoppers can be tricky.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyJump",
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "h_canArtificialMorphPowerBomb"
      ]
    }
  ]
}
From: 2
Right Side - Top Door
To: 1
Left Side - Top Door

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 2
Right Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)

Avoiding the hoppers can be tricky.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        {
          "or": [
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Sm. Sidehopper",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            "h_canArtificialMorphSpringBall",
            "h_canArtificialMorphIBJ"
          ]
        }
      ]
    },
    "h_canArtificialMorphPowerBomb"
  ]
}
{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "h_canArtificialMorphPowerBomb"
      ]
    }
  ]
}
From: 6
Right Side - Top Middle Door
To: 8
Right Side - Bottom Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 6
Right Side - Top Middle Door
To: 12
Bottom Chozo Item

Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 6
Right Side - Top Middle Door
To: 15
G-Mode Morph Junction (Middle Right)

If using Bombs, lure and kill the Reo. If using Spring Ball, it's important to release jump before reaching to peak of each jump to outrun the Reo.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 8
Right Side - Bottom Door
To: 11
Middle Item

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item

Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers.

Entrance condition:

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

Requires:

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

Dev note: Using a Power Bomb boost into Spring Ball will not work, as it will make the blocks remain solid.

From: 8
Right Side - Bottom Door
To: 15
G-Mode Morph Junction (Middle Right)

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 9
Left Side - Bottom Door
To: 11
Middle Item

Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Without Morph, be careful not to overload PLMs using the camera scroll blocks on the path upward. Then partially floor clip into the left side of the bomb block, and jump to clip through and escape. To exit G-Mode, damage down until the reserves trigger, which can be done most quickly using the Sidehoppers.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            {
              "and": [
                "h_canArtificialMorphSpringBallBombJump",
                "h_additionalBomb",
                "h_additionalBomb",
                "h_additionalBomb"
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_canArtificialMorphCrystalFlash"
{
  "or": [
    "Morph",
    {
      "and": [
        "canTwoTileSqueeze",
        "canPartialFloorClip",
        "canCeilingClip"
      ]
    }
  ]
}
"canBePatient"

Dev note: This assumes Samus has many Energy Tanks, which will take a while to empty.

From: 13
Central Junction
To: 7
Right Side - Bottom Middle Door (Behind the Super Block)

Requires:

{
  "or": [
    "canTrivialMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ",
    {
      "and": [
        "Morph",
        "canCarefulJump"
      ]
    }
  ]
}
{
  "obstaclesCleared": [
    "F"
  ]
}

Dev note: This base strat represents only backtracking after entering from 7. It is possible to avoid a mid-air morph by rolling off the platform above With HiJump, a full jump won't work, so the midair morph may not be very trivial.

From: 15
G-Mode Morph Junction (Middle Right)
To: 1
Left Side - Top Door

Carefully dodge the Sidehoppers, or kill them with a Power Bomb. Be careful not to hit the bomb block with the Power Bomb or it will remain solid. With IBJ alone, it is easiest to IBJ from the bug pipe below to the ceiling, luring the Sidehoppers to the left. At the top, overload PLMs using the camera scroll block just in front of the block, then roll through it.

Requires:

"canEnterGMode"
{
  "or": [
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    "h_canArtificialMorphIBJ"
  ]
}
{
  "or": [
    "Morph",
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    },
    "h_canArtificialMorphPowerBomb"
  ]
}
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks.

Requires:

"canEnterGMode"
"h_canArtificialMorphIBJ"

Clears obstacles: C

From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks.

Requires:

"canEnterGMode"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphPowerBomb"

Clears obstacles: B, C

From: 15
G-Mode Morph Junction (Middle Right)
To: 8
Right Side - Bottom Door

Requires:

"canEnterGMode"
"h_canArtificialMorphMovement"
From: 15
G-Mode Morph Junction (Middle Right)
To: 12
Bottom Chozo Item

Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers.

Requires:

"canEnterGMode"
"h_canArtificialMorphMovement"
From: 1
Right Door
To: 2
Chozo Item

Traverse the room while avoiding or killing the Boyons. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. If Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "and": [
        "h_canArtificialMorphBombs",
        "canBePatient"
      ]
    }
  ]
}

Clears obstacles: B

From: 1
Left Door
To: 3
Top Right Door

Requires:

"h_canBombThings"
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "canJumpIntoIBJ",
    {
      "and": [
        "Gravity",
        "canIBJ"
      ]
    }
  ]
}
From: 2
Item
To: 1
Right Door

Requires:

{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    "canSpringBallBombJump"
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

It takes around 3 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Top Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "and": [
        "h_canArtificialMorphBombThings",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 2
Middle Left Door
To: 2
Middle Left Door

It takes around 4 minutes to get the Zero to this door with Morph, or 90 seconds with 2 Supers. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. To speed this up and avoid the Morph requirement, use a Super when the Zero is at the tip of the platform extending out below the morph tunnel. The Zero will fall onto a lower platform, and another Super can be used to make it fall on the left platform.

Requires:

{
  "or": [
    {
      "and": [
        "Morph",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "canBePatient",
        {
          "ammo": {
            "type": "Super",
            "count": 2
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 4
Bottom Right Door

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 2
Middle Left Door
To: 4
Bottom Right Door

Entrance condition:

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

Requires:

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

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 2
Middle Left Door
To: 6
Elevator

Entrance condition:

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

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canTrickyDashJump",
        "h_canCrouchJumpDownGrab"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 2
Middle Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "SpaceJump",
            "canIBJ",
            "canSpringBallJumpMidAir",
            {
              "and": [
                "canTrickyDashJump",
                "h_canCrouchJumpDownGrab"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 4
Bottom Right Door
To: 1
Top Left Door

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ"
  ]
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: It takes around 50 seconds to get the Zero to this door.

From: 4
Bottom Right Door
To: 6
Elevator

Entrance condition:

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

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 4
Bottom Right Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "SpaceJump",
            "canIBJ",
            "canSpringBallJumpMidAir",
            "h_canCrouchJumpDownGrab"
          ]
        }
      ]
    }
  ]
}
From: 5
Top Right Door (Through Morph Tunnel)
To: 1
Top Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombThings"
  ]
}
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)

It takes around 2 minutes to get the Zero to this door.

Requires:

"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 5
Top Right Door (Through Morph Tunnel)
To: 6
Elevator

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombThings"
  ]
}
"canOffScreenMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 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"
Base (Basic)
Red Tower
From: 1
Top Left Door
To: 9
Junction (Top Rippers)

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump"
  ]
}
From: 3
Bottom Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)

Gain R-mode while entering the room. Use the respawning bugs to refill reserve energy. Get grabbed by the Beetom and carry it to the 4-tile high gap one screen above the bottom-left door. Position Samus one pixel to the right of being against the wall. Jump and aim down, reaching the ceiling at the same time that reserves are triggered. This will force Samus to stand up, briefly clipping into the wall above. Immediately freeze the Beetom inside the wall, by buffering a shot during the reserve trigger. Use a Ripper to get knocked back onto the frozen Beetom. This will clip Samus one pixel left into the wall, making it possible to X-ray climb. X-ray climb up 2 screens.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "R-Mode Frozen Beetom X-Ray Climb"
}
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Ripper",
    "type": "contact",
    "hits": 1
  }
}
"canWallIceClip"
"canXRayClimb"
From: 4
Bottom Right Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)

Gain R-mode while entering the room. Use the respawning bugs to refill reserve energy. Get grabbed by the Beetom and carry it to the 4-tile high gap one screen above the bottom-left door. Position Samus one pixel to the right of being against the wall. Jump and aim down, reaching the ceiling at the same time that reserves are triggered. This will force Samus to stand up, briefly clipping into the wall above. Immediately freeze the Beetom inside the wall, by buffering a shot during the reserve trigger. Use a Ripper to get knocked back onto the frozen Beetom. This will clip Samus one pixel left into the wall, making it possible to X-ray climb. X-ray climb up 2 screens.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "R-Mode Frozen Beetom X-Ray Climb"
}
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Ripper",
    "type": "contact",
    "hits": 1
  }
}
"canWallIceClip"
"canXRayClimb"
Base (Basic)
Red Tower
From: 6
Junction (Above Bottom Rippers)
To: 1
Top Left Door

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ"
  ]
}
From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)

Requires:

"canTrivialUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "canIBJ"
  ]
}
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
Junction (Right Pit)
To: 3
Right Door

Requires:

{
  "or": [
    "SpaceJump",
    "canIBJ",
    "HiJump"
  ]
}
From: 2
Bottom Right Door
To: 5
Kihunter Junction

The Kihunters can be killed from below but there is a chance one will drop down the hole. Watch them before breaking the shot block.

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump"
  ]
}

Clears obstacles: C, D

From: 5
Kihunter Junction
To: 4
Hidden Item

Requires:

{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ"
  ]
}
{
  "obstaclesCleared": [
    "A"
  ]
}
From: 5
Kihunter Junction
To: 4
Hidden Item

Requires:

"h_canUsePowerBombs"
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ"
  ]
}

Clears obstacles: A, B, C

From: 3
Right Vertical Door
To: 3
Right Vertical Door

Entrance condition:

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

Requires:

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

Exit condition:

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

Entrance condition:

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

Requires:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 5
Bottom Door
To: 5
Bottom Door

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

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_canArtificialMorphPowerBomb"

Clears obstacles: A

From: 5
Bottom Door
To: 9
Main Junction

Requires:

"h_canUseMorphBombs"
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ"
  ]
}
From: 6
Middle Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)

Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canCameraManip"
      ]
    },
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)

Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canCameraManip"
      ]
    },
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 8
Bottom Right Item
To: 9
Main Junction

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 2
Right Door

Unmorph after exiting the morph tunnel and get to the other side of the room. Killing the Dessgeegas can be done with no beam upgrades; Samus can jump over them while shooting the last few hits or retreat to the left. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
{
  "or": [
    "canTrickyJump",
    "h_canArtificialMorphPowerBomb",
    "h_hasBeamUpgrade",
    {
      "enemyKill": {
        "enemies": [
          [
            "Sm. Dessgeega",
            "Sm. Dessgeega"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "ScrewAttack"
        ]
      }
    },
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "canWalljump"
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 43,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 5
          }
        }
      ]
    },
    {
      "and": [
        "canInsaneWalljump",
        "canWallJumpInstantMorph",
        "canUnmorphBombBoost",
        "canDownGrab"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canBePatient"
      ]
    },
    "h_HeatedGModeOpenDifferentDoor"
  ]
}

Dev note: FIXME: Methods that require a Sova damage boost could be added

From: 1
Left Door
To: 2
Right Door

Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "h_canArtificialMorphPowerBomb"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canBePatient"
      ]
    },
    "h_HeatedGModeOpenDifferentDoor"
  ]
}
From: 2
Right Door
To: 1
Left Door

Carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. The local or global Sova can be used. To use the local one, keep it off camera when possible and horizontally boost to jump over both stairs at once. With Spring Ball or a moderately good IBJ, Samus should be able to get through the morph tunnel before the global Sova, otherwise it takes just over a minute for it to return.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "h_canArtificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBall"
  ]
}
{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_HeatedGModeOpenDifferentDoor"
  ]
}
From: 5
Bottom Right Junction
To: 2
Right Door

Requires:

{
  "or": [
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 1020
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 510
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 3
Right Door

Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"
"canCameraManip"
"canTrickyJump"
"h_HeatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

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

Requires:

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

Bomb boost onto the crumble blocks in the middle of the spike pit, then on the right side, move the Ripper off camera and IBJ. If the camera gets shifted so that the Ripper stays on camera, shift it back to the right by IBJng up a bit on the left side of the 4 crumbles then move to the right as Samus falls.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"h_canArtificialMorphBombHorizontally"
"canCameraManip"
"canTrickyJump"
"h_HeatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 4
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "heatFrames": 0
}
From: 2
Bottom Left Door
To: 4
Item

Stand under where the gate will spawn when exiting G-mode to open it before grabbing the item.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "heatFrames": 25
}

Clears obstacles: A

From: 3
Right Door
To: 1
Top Left Door

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 3
Right Door
To: 1
Top Left Door

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 3
Right Door
To: 2
Bottom Left Door

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 3
Right Door
To: 2
Bottom Left Door

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 3
Right Door
To: 3
Right Door

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_DirectHeatedGModeLeaveSameDoor"

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": [
    "ScrewAttack",
    "h_canUsePowerBombs",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
"h_DirectHeatedGModeLeaveSameDoor"
From: 3
Right Door
To: 4
Item

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 4
Item

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

Entrance condition:

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

Requires:

{
  "or": [
    "ScrewAttack",
    "h_canUsePowerBombs",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
{
  "heatFrames": 0
}
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot or Bomb the gate many times to overload PLMs.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphCeilingBombJump",
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_canArtificialMorphDoubleBombJump",
        "h_canArtificialMorphStaggeredIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: This is only useful if the item is Morph, because with Morph, another strat would have been used.

From: 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. 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": [
    "ScrewAttack",
    "h_canUsePowerBombs",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
{
  "heatFrames": 0
}
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: 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.

Entrance condition:

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

Requires:

{
  "or": [
    "ScrewAttack",
    "h_canUsePowerBombs",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
{
  "heatFrames": 0
}
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma.

From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 1
Top Left Door
To: 2
Middle Left Door

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally"
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room.

From: 3
Bottom Left Door
To: 2
Middle Left Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_HeatedGModeOffCameraDoor"

Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room.

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphMovement",
    "h_canArtificialMorphBombHorizontally"
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: It is possible to open the gate as it closes, but isn't expected since this is off camera. To do that would require resetting the room.

From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. It is possible to bomb from the edge of the top door runway into the hidden morph tunnel, but if Samus is not at the edge, she will bonk and fall. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphBombHorizontally",
        "canTrickyJump"
      ]
    },
    "h_canArtificialMorphJumpIntoIBJ",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
"h_HeatedGModeOffCameraDoor"
From: 1
Left Shaft - Top Left Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    {
      "and": [
        "canBombHorizontally",
        "canTrickyJump"
      ]
    },
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    "canTrickyUseFrozenEnemies"
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: It is possible to go from 5->1 with a bomb spread, but it requires difficult off-screen movement to escape the room.

From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door

It is important avoid touching the invisible fireballs the Alcoons place.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canCrouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ"
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful.

From: 2
Left Shaft - Bottom Right Door
To: 3
Left Shaft - Middle Right Door

Requires:

"canIBJ"
{
  "heatFrames": 1200
}
From: 2
Left Shaft - Bottom Right Door
To: 4
Left Shaft - Top Right Door

It is important avoid touching the invisible fireballs the Alcoons place.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canCrouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ"
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop.

From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        {
          "or": [
            "h_canArtificialMorphBombs",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 4
              }
            }
          ]
        }
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"
From: 2
Left Shaft - Bottom Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canTrickyUseFrozenEnemies"
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful.

From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door

It is important avoid touching the invisible fireballs the Alcoons place.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canCrouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ"
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. FIXME: It is possible to kill a Multiviola in the gap in the floor, but Samus only gets one attempt, and its very difficult to escape with a small Energy drop.

From: 3
Left Shaft - Middle Right Door
To: 4
Left Shaft - Top Right Door

Jump the Alcoon and kill the Multiviola, then IBJ.

Requires:

"canIBJ"
{
  "heatFrames": 1950
}
From: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        {
          "or": [
            "h_canArtificialMorphBombs",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 3
              }
            }
          ]
        }
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"
From: 3
Left Shaft - Middle Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canTrickyUseFrozenEnemies"
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful.

From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. Jump over them or kill the Alcoons with Power Bombs. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"
From: 4
Left Shaft - Top Right Door
To: 5
Far Right Door

It is important avoid touching the invisible fireballs the Alcoons place. It is possible to kill them without any beam upgrades or ammo by jumping and shooting horizontally near the floor surface. Stay near the far wall when shooting to prevent getting too close and triggering their jump. After entering the morph tunnel, roll through the two camera scroll blocks a few times to overload PLMs. They are at the entrance and two tiles in the tunnel. Exit G-mode and go through the room to the far right door.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        "canTrickyUseFrozenEnemies"
      ]
    }
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful.

From: 4
Left Shaft - Top Right Door
To: 6
Left Shaft - Top Junction

Kill the enemies, then IBJ.

Requires:

"canIBJ"
{
  "heatFrames": 750
}
From: 6
Left Shaft - Top Junction
To: 1
Left Shaft - Top Left Door

Kill the enemies, then IBJ.

Requires:

"canIBJ"
{
  "heatFrames": 1500
}
From: 2
Right Door
To: 1
Left Door

Morph and ride the Trippers. It is possible to Bomb boost off of the Tripper then IBJ until the next Tripper. It may help to roll into the Bomb to make the placement a little more lenient, but avoid falling off the Tripper to be able to keep trying.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "canInsaneJump",
        "h_canArtificialMorphIBJ"
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: FIXME: It is possible to cross the room with Power Bombs, but requires avoiding killing the off-screen Tripper with them.

From: 5
Bottom Floating Platform Junction
To: 4
Top Floating Platform Junction

Kill a Gamet and don't pick up its drops, so that they won't spawn while performing the IBJ.

Requires:

"canIBJ"
{
  "heatFrames": 850
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter the morph tunnel then exit G-mode. Shooting the shot block off screen can be done by jumping and shooting up or with Grapple or a Power Bomb. Getting positioned under the shot block can be done by walking into the camera scroll block and then walking against the right wall, jump to the left and walk a little more (about one more tile). This will also give some visibility of Samus. Without heat damage, it is recommended to jump up past the shot block and wait for it to respawn; with the block intact, Samus can't accidentally touch the lava.

Entrance condition:

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

Requires:

"h_heatedGMode"
"canOffScreenMovement"
{
  "or": [
    "h_canArtificialMorphMovement",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "h_heatProof",
        "h_lavaProof",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 1000
}

Dev note: These heat frames are not very tight, as the room is difficult to do consistently.

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_HeatedGModeOpenDifferentDoor"
From: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)

While artificially morphed, carefully dodge or kill the enemies in the first half of the room. Go over the first set of Speed Blocks, then kill the first Red Pirate with a Power Bomb or after unmorphing. It is possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers. Without any Power Bombs, this requires precise movement with Spring Ball or very precise movement with just Bombs.

Entrance condition:

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

Requires:

"canTrickyJump"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 6
      }
    },
    {
      "and": [
        {
          "or": [
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "canTrickyDodgeEnemies"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "canInsaneJump"
              ]
            },
            {
              "and": [
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 1
                  }
                },
                "h_canArtificialMorphSpringBall"
              ]
            },
            {
              "and": [
                {
                  "ammo": {
                    "type": "PowerBomb",
                    "count": 2
                  }
                },
                "h_canArtificialMorphIBJ"
              ]
            }
          ]
        },
        {
          "or": [
            "h_canArtificialMorphPowerBomb",
            "h_hasBeamUpgrade",
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Red Space Pirate (standing)"
                  ]
                ],
                "explicitWeapons": [
                  "Missile",
                  "Super",
                  "ScrewAttack"
                ]
              }
            },
            {
              "enemyDamage": {
                "enemy": "Red Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: It is possible to jump over the left bridge pirate, but it is incredibly precise and not expected.

From: 1
Left Door
To: 3
Top Right Item

Roll through the camera scroll block in the morph tunnel at the bottom of the room to overload PLMs, then get to the right side through the crumble blocks or bomb blocks near the left item. This can be done with an IBJ or two Spring Ball Bomb Jumps.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canSpringBallJumpMidAir",
            "SpaceJump"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 4
Top Left Item

Requires:

"Morph"
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 4
Top Left Item

Artificial morph IBJ or use two bomb boost spring ball jumps.

Entrance condition:

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

Requires:

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

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

From: 1
Left Door
To: 4
Top Left Item

Get to the item without overloading PLMs by avoiding entering the morph tunnel at the bottom of the room or using Power Bombs near the items.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canSpringBallJumpMidAir",
            "SpaceJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: D

From: 2
Right Door
To: 1
Left Door

Overload PLMs by rolling through the item then go through the crumble blocks. The camera will not scroll to the left side of the room.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "h_canArtificialMorphBombThings",
    "h_canArtificialMorphMovement"
  ]
}
"canOffScreenMovement"

Dev note: FIXME: This item will be remote acquired, but it is ignored here since will require an obstacle and the strat is canRiskPermanentLossOfAccess.

From: 2
Right Door
To: 1
Left Door

Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"canOffScreenMovement"
From: 2
Right Door
To: 4
Top Left Item

Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"canOffScreenMovement"

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

From: 3
Top Right Item
To: 4
Top Left Item

Requires:

{
  "or": [
    "h_canBombThings",
    {
      "obstaclesCleared": [
        "C"
      ]
    }
  ]
}
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    "canIBJ"
  ]
}

Clears obstacles: C

From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks

It is tricky but possible to cross the room without any damage by jumping over the Small Dessgeega on room entry then using a Power Bomb to kill several enemies. Note that crossing the room damageless is easier in indirect G-Mode. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "h_canArtificialMorphSpringBall",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B, C

From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks

It is tricky but possible to cross the room without any damage by rolling through the room. The enemies can be killed with extra Power Bombs, but without them, it's arguably easier to roll through the room without the use a Spring Ball or Bombs. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "h_canArtificialMorphPowerBomb",
        "h_canArtificialMorphPowerBomb"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B, C

From: 4
Right Door
To: 2
Middle Left Door

Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "or": [
    "canBePatient",
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphCeilingBombJump"
  ]
}
From: 4
Right Door
To: 2
Middle Left Door

Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left. Place a Power Bomb and quuickly exit G-Mode before it goes off in order to break the blocks.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "or": [
    "canBePatient",
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphCeilingBombJump"
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B, C

From: 7
Junction Below Power Bomb Blocks
To: 2
Middle Left Door

Requires:

{
  "obstaclesCleared": [
    "C"
  ]
}
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Top Right Door
To: 2
Middle Right Door

Entrance condition:

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

Requires:

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

Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected.

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

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies"
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected.

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

Kill the Sovas or wait at around 25 seconds for them to get out of the way before going down and passing them while climbing to the top door.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"canOffScreenMovement"
"h_HeatedGModeOffCameraDoor"

Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected.

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

Kill the Sovas or wait at least 20 seconds for them to get out of the way before going to the bottom door.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
"h_HeatedGModeOffCameraDoor"

Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and isn't expected.

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

Entrance condition:

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

Requires:

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

Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected.

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

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    "canTrickyUseFrozenEnemies"
  ]
}
"h_HeatedGModeOffCameraDoor"

Dev note: It is probably possible to farm the Sovas at this door, but it would be difficult and slow and isn't expected.

From: 4
Junction Below Morph Tunnel
To: 2
Middle Right Door

Requires:

{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canTrivialMidAirMorph",
            "h_canUseSpringBall"
          ]
        }
      ]
    },
    {
      "and": [
        "SpaceJump",
        "canTrivialMidAirMorph",
        {
          "heatFrames": 40
        }
      ]
    },
    {
      "and": [
        "canWalljump",
        "canTrivialMidAirMorph"
      ]
    },
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 900
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 240
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canDoubleBombJump",
        {
          "heatFrames": 120
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatProof",
    {
      "and": [
        "Wave",
        "Plasma"
      ]
    },
    "h_canUsePowerBombs"
  ]
}
{
  "heatFrames": 260
}
From: 1
Left Door
To: 2
Right Door

Getting across the lava while artificially morphed requires an HBJ or Spring Fling. For the Spring Fling, jump immediately before the pause triggers. With Morph, Samus can air ball across.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphMovement",
        "h_lavaProof"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            "canTrivialUseFrozenEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "canLateralMidAirMorph",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringFling",
        "canTrickyJump"
      ]
    },
    "h_canArtificialMorphHBJ",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally",
        {
          "lavaFrames": 160
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Getting across the lava while artificially morphed requires an HBJ or Bomb boosting out and freezing a Boyon below.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphMovement",
        "h_lavaProof"
      ]
    },
    {
      "and": [
        "Morph",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "h_canArtificialMorphHBJ",
            "h_canArtificialMorphDiagonalBombJump"
          ]
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"

Dev note: FIXME: It is also possible with a rolling speed bomb boost down back.

From: 2
Right Door
To: 1
Left Door

Spring Fling or IBJ across the right pit and damage boost or lava dive in the second; to Spring Fling, jump immediately before the pause triggers.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringFling",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        {
          "notable": "Impressive Damage Boost"
        },
        "canHorizontalDamageBoost",
        "canTrickyJump",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "lavaFrames": 70
    },
    {
      "and": [
        "Gravity",
        {
          "lavaFrames": 25
        }
      ]
    }
  ]
}
"h_HeatedGModeOpenDifferentDoor"
From: 2
Top Door
To: 2
Top Door

Entrance condition:

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

Requires:

{
  "or": [
    "SpeedBooster",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Clears obstacles: door_2

From: 2
Top Door
To: 2
Top Door

Entrance condition:

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

Requires:

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

Exit condition:

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

Clears obstacles: door_2

From: 4
Central Junction
To: 2
Top Door

Requires:

{
  "or": [
    "SpeedBooster",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 4
Center Platform Junction

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    "canUseFrozenEnemies",
    "canGravityJump"
  ]
}
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: 2
Right Vertical Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then IBJ above the acid while waiting for it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "or": [
            "canInsaneJump",
            {
              "acidFrames": 106
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "h_canArtificialMorphBombThings",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: The requirements here are to get the item and return, as the item cannot be used during the return.

From: 4
Top Door
To: 4
Top Door

Entrance condition:

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

Requires:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 1
Top Right Door
To: 5
Bottom Junction Right of Morph Tunnel

Enter the room in Direct G-mode, otherwise the acid will still be present. Jump in the vertical shaft to touch the camera scroll block and overload PLMs, then roll through the bomb blocks. Exit G-mode and jump multiple times to fix the camera before crossing the section with the Holtzes.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "f_UsedAcidChozoStatue",
    {
      "obstaclesCleared": [
        "f_UsedAcidChozoStatue"
      ]
    }
  ]
}
"h_canArtificialMorphMovement"
{
  "heatFrames": 200
}

Dev note: It is possible but not expected to cross the lower section while completely blind. The Holtz still damage Samus, and the middle one is low enough to make it difficult to bomb boost across. Other strats in the room are ignored because Samus needs real Morph and Varia or a lot of Energy to use the statue, and there is no way to overload PLMs to go through the bomb blocks from the bottom of the room.

From: 5
Bottom Junction Right of Morph Tunnel
To: 4
Junction Above Acid Plug, Without Acid

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "f_UsedAcidChozoStatue",
    {
      "obstaclesCleared": [
        "f_UsedAcidChozoStatue"
      ]
    }
  ]
}
"h_canUseMorphBombs"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 1020
        }
      ]
    }
  ]
}
{
  "heatFrames": 600
}
From: 5
Bottom Junction Right of Morph Tunnel
To: 4
Junction Above Acid Plug, Without Acid

Requires:

"h_canNavigateHeatRooms"
{
  "or": [
    "f_UsedAcidChozoStatue",
    {
      "obstaclesCleared": [
        "f_UsedAcidChozoStatue"
      ]
    }
  ]
}
"h_canUsePowerBombs"
{
  "or": [
    "HiJump",
    "canWalljump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 1020
        }
      ]
    }
  ]
}
{
  "heatFrames": 300
}
From: 1
Bottom Left Door
To: 5
Junction Above Bottom Blocks

Bomb the blocks before exiting G-mode and jumping through.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "and": [
        "h_canArtificialMorphBombs",
        "h_canArtificialMorphMovement"
      ]
    }
  ]
}
{
  "heatFrames": 80
}

Clears obstacles: B

From: 2
Middle Right Door
To: 2
Middle Right Door

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpeedBooster",
    "h_canCrouchJumpDownGrab",
    "canIBJ"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 2
Middle Right Door
To: 3
Top Right Door

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

Entrance condition:

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

Requires:

"h_heatProof"
{
  "or": [
    "canWalljump",
    "h_canCrouchJumpDownGrab",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canArtificialMorph"
  ]
}
"canXRayClimb"

Bypasses door shell: true

From: 5
Junction Above Bottom Blocks
To: 2
Middle Right Door

Requires:

{
  "heatFrames": 80
}
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump",
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 440
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 80
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 4
Top Right Door

Kill the pirates to free up the full runway for a speedy jump, or to start an IBJ. If the wall pirate jumps over a Samus who is not crouched, it will climb offscreen on its own. But may still need to be killed after.

Requires:

{
  "or": [
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ],
              [
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Charge"
            ]
          }
        },
        {
          "heatFrames": 2100
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ],
              [
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Charge+Plasma"
            ]
          }
        },
        {
          "heatFrames": 240
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ],
              [
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Charge+Ice+Wave+Spazer"
            ]
          }
        },
        {
          "heatFrames": 660
        }
      ]
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ],
              [
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super"
            ]
          }
        },
        {
          "heatFrames": 330
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canTrickyDashJump",
        {
          "heatFrames": 180
        }
      ]
    },
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 1320
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 540
        }
      ]
    }
  ]
}
From: 5
Bottom Junction
To: 1
Top Left Door

The shot block may respawn while bomb jumping and can be cleared by weaving a Power Bomb into the IBJ, or with a bomb placed overhead while bomb jumping. The Power Bomb can be placed one tile higher than the doors to also clear the Power Bomb Blocks above at the same time.

Requires:

"canIBJ"
{
  "or": [
    {
      "and": [
        {
          "or": [
            "canBombAboveIBJ",
            "canPowerBombMidIBJ"
          ]
        },
        {
          "heatFrames": 1000
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 510
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 480
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        "canJumpIntoIBJ",
        {
          "heatFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_canUsePowerBombs",
        {
          "heatFrames": 50
        }
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":30}]}
{"types":["powerbomb"],"requires":[],"useImplicitRequires":false}

Dev note: Placing a power bomb to break the shot block and the power bomb blocks without dropping the IBJ is the same level of control as canBombAboveIBJ.

From: 2
Top Door
To: 2
Top Door

It is possible to get back up with Spring Ball alone with a foosball off of the crumble block.

Entrance condition:

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

Requires:

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

Exit condition:

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

Dev note: This is one of the easier foosballs because it is free to retry, because there is no heat damage in G-Mode.

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: 1
Left Door

Requires:

"h_canNavigateHeatRooms"
"canIBJ"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Alcoon"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "Plasma",
          "Wave+Spazer",
          "PseudoScrew",
          "ScrewAttack"
        ]
      }
    },
    {
      "heatFrames": 270
    }
  ]
}
{
  "heatFrames": 50
}
{
  "or": [
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 500
        }
      ]
    },
    {
      "heatFrames": 860
    }
  ]
}

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: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 6
Junction By Left Door (Right of Pit)

Requires:

"h_canNavigateHeatRooms"
"canIBJ"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Alcoon"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "Plasma",
          "Wave+Spazer",
          "PseudoScrew",
          "ScrewAttack"
        ]
      }
    },
    {
      "heatFrames": 270
    }
  ]
}
{
  "heatFrames": 50
}
{
  "or": [
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 480
        }
      ]
    },
    {
      "heatFrames": 840
    }
  ]
}
From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Firing upwards has a good chance of hitting multiple Kihunters. And charge shot double hits will instantly kill a Kihunter.

Requires:

"h_canNavigateHeatRooms"
"Ice"
"Wave"
"Plasma"
{
  "or": [
    "Charge",
    {
      "heatFrames": 240
    }
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 550
}

Clears obstacles: A

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

Fire up from below and try not to jump too high as that will out the camera in a bad position.

Requires:

"h_canNavigateHeatRooms"
"Ice"
"Wave"
"Spazer"
{
  "or": [
    "Charge",
    "canCarefulJump",
    "h_heatProof"
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 1520
}

Clears obstacles: A

Dev note: FIXME IBJ strats could be added with heat frames.

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

Requires:

"h_canNavigateHeatRooms"
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        {
          "heatFrames": 1820
        }
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 390
}

Dev note: SpringBallBombJump uses 3 power bombs total.

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

Fire up from below and try not to jump too high as that will put the camera in a bad position.

Requires:

"h_canNavigateHeatRooms"
"Plasma"
{
  "or": [
    "canCarefulJump",
    {
      "heatFrames": 100
    }
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 1360
}

Clears obstacles: A

Dev note: FIXME IBJ strats could be added with heat frames.

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

Requires:

"h_canNavigateHeatRooms"
"ScrewAttack"
{
  "or": [
    "canWalljump",
    {
      "and": [
        "h_canCrouchJumpDownGrab",
        {
          "heatFrames": 120
        },
        {
          "or": [
            "canCarefulJump",
            {
              "enemyDamage": {
                "enemy": "Kihunter (red)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        },
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof",
        {
          "enemyDamage": {
            "enemy": "Kihunter (red)",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 500
}

Clears obstacles: A

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

Shoot them from below. It is possible for the KiHunters to fall through the gaps in the side, but is unlikely. Jumping may lower the camera position making it harder to shoot the KiHunters. But once it is lowered, jump to make them active and vulnerable to damage.

Requires:

"h_heatProof"
"canBePatient"
{
  "enemyKill": {
    "enemies": [
      [
        "Kihunter (red)",
        "Kihunter (red)",
        "Kihunter (red)"
      ]
    ]
  }
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}

Clears obstacles: A

Dev note: SpringBallBombJump uses 3 powerbombs total.

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

Fire up from below and try not to jump too high as that will put the camera in a bad position.

Requires:

"h_canNavigateHeatRooms"
{
  "enemyKill": {
    "enemies": [
      [
        "Kihunter (red)",
        "Kihunter (red)",
        "Kihunter (red)"
      ]
    ],
    "explicitWeapons": [
      "Super"
    ]
  }
}
{
  "or": [
    "canCarefulJump",
    {
      "heatFrames": 210
    }
  ]
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 1300
}

Clears obstacles: A

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

Requires:

"h_canNavigateHeatRooms"
"Wave"
"Plasma"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    {
      "and": [
        "canSpringBallJumpMidAir",
        {
          "heatFrames": 120
        }
      ]
    },
    "SpaceJump",
    {
      "and": [
        "canIBJ",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "canSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        {
          "heatFrames": 250
        }
      ]
    }
  ]
}
{
  "heatFrames": 940
}

Clears obstacles: A

From: 2
Top Right Door
To: 2
Top Right Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 2
Top Door
To: 2
Top Door

With Bombs, it may be helpful to roll off the platform and kill the Atomics before safely leaving the room.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them.

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"
From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 3
Bottom Left Door
To: 5
Middle Right Door

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "SpeedBooster",
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    "canSpringBallBombJump",
    "canUseFrozenEnemies"
  ]
}
From: 3
Bottom Left Door
To: 8
Item

Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
"canOffScreenMovement"
From: 4
Top Right 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
  }
}
Base (Basic)
Fish Tank
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canCarefulJump",
    "canSpringBallJumpMidAir",
    "canGravityJump",
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "ScrewAttack"
        ]
      }
    }
  ]
}
From: 3
Top Right Door
To: 3
Top Right Door

Entrance condition:

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

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "Gravity"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
Base (Basic)
Fish Tank
From: 6
Middle Junction Near Top Left Pirate
To: 7
Platform Below Top Right Door

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canGravityJump",
    "canCarefulJump",
    "canSpringBallJumpMidAir",
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "ScrewAttack"
        ]
      }
    }
  ]
}
From: 1
Left Doorway
To: 3
Top Right Doorway

Entrance condition:

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

Requires:

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

Exit condition:

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

Dev note: Bomb jumping across the broken tube uses a second bomb to climb up to the tube. FIXME: Moving before the bomb explodes gives enough momentum to only need one power bomb.

From: 2
Bottom Right Door
To: 1
Left Doorway

Entrance condition:

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

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphMovement"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}

Exit condition:

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

The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later.

Entrance condition:

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

Requires:

"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphMovement"

Clears obstacles: f_MaridiaTubeBroken

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

Entrance condition:

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

Requires:

{
  "or": [
    "f_MaridiaTubeBroken",
    {
      "obstaclesCleared": [
        "f_MaridiaTubeBroken"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphMovement"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}

Exit condition:

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

Entrance condition:

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

Requires:

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

Exit condition:

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

Dev note: Bomb jumping across the broken tube uses a second bomb to climb up to the tube. FIXME: Moving before the bomb explodes gives enough momentum to only need one power bomb.

From: 4
Top Door
To: 4
Top Door

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        {
          "not": "f_MaridiaTubeBroken"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_canArtificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "canGravityJump",
        "h_canArtificialMorphSpringBall"
      ]
    }
  ]
}

Exit condition:

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

Freeze the bottom Skulltera and a Sciser above the door, to set up a moonfall between them, and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds. Gravity Suit is needed in order to gain enough fall speed before the enemies thaw.

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "canGravityJump",
    "SpaceJump",
    "canIBJ",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
"canEnemyStuckMoonfall"
"canFreeFallClip"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 1
Bottom Door
To: 13
G-Mode Morph Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Clears obstacles: B

From: 1
Bottom Door
To: 13
G-Mode Morph Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 2
Bottom Right Door
To: 13
G-Mode Morph Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Clears obstacles: B

From: 2
Bottom Right Door
To: 13
G-Mode Morph Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 3
Middle Right Door
To: 4
Top Right Door

This is a long climb, and getting around the fish under the missiles can be tricky or slow.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    "h_canArtificialMorphDoubleBombJump",
    "h_canArtificialMorphStaggeredIBJ",
    "canBeVeryPatient"
  ]
}
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canUseFrozenEnemies",
    "canSpringBallJumpMidAir",
    "canGravityJump"
  ]
}
From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Place bombs against the speed blocks until they are overloaded.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_canNavigateUnderwater"
"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        "canBeVeryPatient",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCrouchJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphCeilingBombJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "canBeVeryPatient"
      ]
    }
  ]
}

Clears obstacles: B

From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Place bombs against the speed blocks until they are overloaded.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_canNavigateUnderwater"
"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        "canBeVeryPatient",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCrouchJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphCeilingBombJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "canBeVeryPatient"
      ]
    }
  ]
}
From: 8
Bottom Junction
To: 3
Middle Right Door

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "canGravityJump"
  ]
}
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab",
    "canGravityJump"
  ]
}

Dev note: There is a frozen crab strat too, but it's generally a lot harder than the crouch jump and down grab.

From: 13
G-Mode Morph Junction By Middle Right Door
To: 4
Top Right Door

Climb the room with IBJ or double Spring Ball jump.

Requires:

"canEnterGMode"
"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphDoubleBombJump",
            "h_canArtificialMorphStaggeredIBJ",
            "canBePatient",
            "h_canArtificialMorphPowerBomb"
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 13
G-Mode Morph Junction By Middle Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item

This is a long climb, and getting around the fish under the speed blocks can be tricky or slow.

Requires:

"canEnterGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_canNavigateUnderwater"
{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphJumpIntoIBJ",
            "h_canArtificialMorphDoubleBombJump",
            "h_canArtificialMorphStaggeredIBJ",
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "canBeVeryPatient"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "h_canArtificialMorphPowerBomb"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "HiJump"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "canGravityJump"
              ]
            }
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Dev note: FIXME: Some IBJ strats may need canBeVeryPatient if they can't be done before the crab is in position

From: 13
G-Mode Morph Junction By Middle Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded.

Requires:

"canEnterGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphJumpIntoIBJ",
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "HiJump"
              ]
            },
            {
              "and": [
                "h_canArtificialMorphSpringBall",
                "canGravityJump"
              ]
            },
            "h_canArtificialMorphDoubleBombJump",
            "h_canArtificialMorphStaggeredIBJ",
            "canBeVeryPatient",
            "h_canArtificialMorphPowerBomb"
          ]
        },
        {
          "or": [
            "h_canArtificialMorphSpringBall",
            "h_canArtificialMorphCeilingBombJump",
            "canBeVeryPatient"
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Dev note: FIXME: Some IBJ strats may need canBeVeryPatient if they can't be done before the crab is in position

From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpeedBooster",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "canSpringBallBombJump"
  ]
}
From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
From: 2
Bottom Left Door
To: 12
G-Mode Junction (In Morph Tunnel)

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "canGravityJump",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}

Dev note: FIXME: Add strats to get here with Morph. A long IBJ could be added if the door is closed, but a horizontal boost is easy enough.

From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 4
Top Right Door
To: 12
G-Mode Junction (In Morph Tunnel)

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "canGravityJump",
            "HiJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphLongIBJ",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    "h_canArtificialMorphSpringBallBombJump"
  ]
}

Dev note: FIXME: Add strats to get here with Morph, suitless.

From: 5
Top Door
To: 5
Top Door

Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally.

Entrance condition:

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

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "SpaceJump",
            "canIBJ",
            "canGravityJump"
          ]
        }
      ]
    },
    {
      "and": [
        "canUseEnemies",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 5
Top Door
To: 5
Top Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphIBJ",
            {
              "and": [
                "HiJump",
                "h_canArtificialMorphSpringBall"
              ]
            }
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction

After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab.

Entrance condition:

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

Requires:

"h_EverestMorphTunnelExpanded"
"Gravity"
{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction

After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab.

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
From: 9
Platform Below Top Door
To: 5
Top Door

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ"
  ]
}

Dev note: FIXME: It's possible to clip through the door with morph, xray, a super and a way to lure the crab, but its a precise and unforgiving freeze.

From: 2
Bottom Door
To: 1
Top Left Door

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

Entrance condition:

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

Requires:

"Gravity"
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
From: 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: 5
Right Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    }
  ]
}
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)

Entrance condition:

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

Requires:

"h_canArtificialMorphBombs"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "Morph",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    }
  ]
}
From: 6
Top Door
To: 6
Top Door

Entrance condition:

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

Requires:

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

Exit condition:

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

Requires:

"Gravity"
{
  "or": [
    "canMidAirMorph",
    "h_canUseSpringBall",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    }
  ]
}
From: 1
Left Door
To: 5
Item

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "canDodgeWhileShooting"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        {
          "or": [
            "canTrickyJump",
            "h_canArtificialMorphPowerBomb"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

From: 4
Right Door
To: 2
Left Sand Pit

With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "canTrickyJump",
            "h_canArtificialMorphBombThings"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Right Door
To: 3
Right Sand Pit

With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "canTrickyJump",
            "h_canArtificialMorphBombThings"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 4
Right Door
To: 5
Item

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

Entrance condition:

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

Requires:

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

Be careful not to touch or bomb the sand in order to grab the item before PLMs are overloaded. With bombs, kill the Zoas and they will stop spawning.

Entrance condition:

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

Requires:

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

Clears obstacles: B

Base (Basic)
Crab Shaft
From: 1
Left Door
To: 4
Platform Below Top Door

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canUseFrozenEnemies",
    "canGravityJump",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 4
Platform Below Top Door

Entrance condition:

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

Requires:

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

Entrance condition:

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

Requires:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
From: 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: 5
Bottom Middle Junction
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)

Requires:

"Gravity"
{
  "or": [
    "SpaceJump",
    "canHBJ",
    "canResetFallSpeed",
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "spike",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "HiJump",
    "canIBJ",
    "canHBJ",
    "canSpringBallBombJump",
    {
      "spikeHits": 1
    }
  ]
}
From: 1
Top Sand Entrance
To: 4
Right Item

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

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphIBJ",
            {
              "and": [
                "h_canArtificialMorphSpringBallBombJump",
                "h_additionalBomb"
              ]
            },
            {
              "and": [
                "HiJump",
                "h_canArtificialMorphSpringBall"
              ]
            },
            {
              "and": [
                "canGravityJump",
                "h_canArtificialMorphSpringBall"
              ]
            }
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}

Dev note: Without this being Morph, there is no way to escape. PLMs are already overloaded from the sand.

From: 5
Junction Below Left Item
To: 3
Top Left Item

Requires:

"HiJump"
"canCrouchJump"
"canBombJumpWaterEscape"
"canIBJ"
From: 3
Bottom Right Door
To: 5
G-Mode Morph, In Morph Tunnel

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Requires:

"Gravity"
{
  "or": [
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir",
    "HiJump"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Entrance condition:

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

Requires:

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

Requires:

{
  "resetRoom": {
    "nodes": [
      1,
      2
    ]
  }
}
"Gravity"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies",
    "canGravityJump",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    "canSpringBallBombJump"
  ]
}
{
  "refill": [
    "Super",
    "Energy"
  ]
}
From: 1
Bottom Left Door
To: 2
Top Right Door

Requires:

"Gravity"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canUseFrozenEnemies",
    "canGravityJump",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canIBJ",
    "canSpringBallBombJump"
  ]
}
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction

Gravity with a good jump from the sand can reach the Solid Rock Maze region.

Requires:

"Gravity"
"canPlayInSand"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    "canIBJ",
    "canGravityJump"
  ]
}
From: 5
Morph Tunnel Junction
To: 6
Junction Between Items

Requires:

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

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canWalljump",
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Bottom Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_canArtificialMorphIBJ",
        {
          "or": [
            "Gravity",
            "h_canArtificialMorphSpringBall",
            "h_canArtificialMorphPowerBomb",
            {
              "enemyDamage": {
                "enemy": "Ripper",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
From: 1
Left Door
To: 2
Right Door

The off screen portion can be simple with Spring Ball or two short IBJs.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "h_canArtificialMorphIBJ",
        "Gravity"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_canArtificialMorphIBJ"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "Gravity"
  ]
}

Dev note: Spring Ball and Gravity wouldn't be required with some risky off-screen horizontal bomb jumps. This strat is only useful for avoiding a wall jump. A simpler variant exits G-Mode after the morph tunnel.

From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Requires:

{
  "or": [
    "canIBJ",
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Menu",
            "Menu",
            "Menu"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb",
          "ScrewAttack",
          "Plasma",
          "Missile",
          "Super",
          "Grapple"
        ]
      }
    },
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Menu",
                "Menu",
                "Menu"
              ]
            ]
          }
        },
        {
          "or": [
            "canFarmWhileShooting",
            {
              "and": [
                "canDodgeWhileShooting",
                {
                  "or": [
                    "Wave",
                    "Spazer",
                    {
                      "enemyDamage": {
                        "enemy": "Menu",
                        "type": "contact",
                        "hits": 1
                      }
                    },
                    "h_pauseAbuseMinimalReserveRefill"
                  ]
                }
              ]
            },
            {
              "enemyDamage": {
                "enemy": "Menu",
                "type": "contact",
                "hits": 3
              }
            }
          ]
        }
      ]
    }
  ]
}

Dev note: The Menus are relatively hard to dodge, and would end up with the same requirements as killing them with the Power Beam.

From: 1
Left Vertical Door
To: 5
Top Junction

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "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_canArtificialMorphLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 1
Left Vertical Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canLongIBJ",
    {
      "and": [
        "canIBJ",
        "canBombHorizontally"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 1
Left Vertical Door

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphLongIBJ",
            {
              "and": [
                "h_canArtificialMorphIBJ",
                "h_canArtificialMorphBombHorizontally"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canArtificialMorphDoubleSpringBallJump",
        "h_canCrouchJumpDownGrab"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 1
Left Vertical Door

Start the dash as close to the door transition as possible to help avoid getting hit by the first Owtch. Store the shine charge while high up on the left slope. Spark up while on the right side of the platform. To avoid the Owtch on the platform, it may help to jump on the left side of the platform then jump again and spark midair above the right side.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 0.4375
  }
}

Requires:

"canWaterShineCharge"
"canShinechargeMovementComplex"
{
  "or": [
    {
      "shinespark": {
        "frames": 90,
        "excessFrames": 50
      }
    },
    {
      "and": [
        {
          "shinespark": {
            "frames": 90,
            "excessFrames": 57
          }
        },
        {
          "or": [
            "canWalljump",
            "HiJump",
            "canSpringBallJumpMidAir",
            "SpaceJump",
            {
              "and": [
                "canIBJ",
                "canBombHorizontally"
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 5
Top Junction

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        "h_canArtificialMorphSpringBall"
      ]
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphLongIBJ",
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphBombHorizontally"
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Hidden Item

Entrance condition:

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

Requires:

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

Clears obstacles: A

Dev note: This link doesn't accomplish anything, other than enabling Samus to return with Artificial Morph. Samus does not obtain the item until returning and exiting G-Mode, so all the requirements must be here.

From: 2
Bottom Door
To: 4
Water Level Junction

Requires:

"Gravity"
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "SpeedBooster",
    "h_canCrouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    "canGravityJump"
  ]
}
From: 2
Bottom Door
To: 4
Water Level Junction

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_canArtificialMorphIBJ",
            "h_canArtificialMorphSpringBallBombJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphDoubleSpringBallJump"
  ]
}
From: 2
Left Item
To: 1
Right Door

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 1
Left Door

Entrance condition:

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

Requires:

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

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

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

Clears obstacles: A

From: 3
Top Door
To: 3
Top Door

Entrance condition:

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

Requires:

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

Exit condition:

{
  "leaveWithGMode": {
    "morphed": true
  }
}
Base (Basic)
Oasis
From: 5
Bottom Junction
To: 5
Bottom Junction

Requires:

{
  "or": [
    "h_canUsePowerBombs",
    {
      "and": [
        "Gravity",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "Gravity",
        "canIBJ"
      ]
    },
    {
      "and": [
        "h_canUseMorphBombs",
        "h_canUseSpringBall"
      ]
    },
    {
      "and": [
        "h_canUseMorphBombs",
        "canTrivialMidAirMorph",
        "canDisableEquipment"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to PB the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. If using mobile g-mode, it is easiest to get past the bottom one and prevent it from digging. If using immobile g-mode, it is easiest to have whichever one hits Samus go off screen. In the morph tunnel, it is important to place the PB as far right as possible, while still hitting the PB blocks, otherwise the Snails will have overloaded the PLMs and the blocks won't break. The green stone changes one tile earlier than the PB wall, and can be a good visual cue to place the PB. After using the PB, exit the sand, leave G-Mode, and wait for Shaktool. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed.

Entrance condition:

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

Requires:

{
  "notable": "Reverse G-Mode Morph"
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ"
      ]
    },
    "h_canArtificialMorphSpringBall"
  ]
}
"h_canArtificialMorphPowerBomb"

Clears obstacles: A, B, f_ShaktoolDoneDigging

From: 2
Item
To: 1
Left Door

It may be necessary to turn off Gravity Suit in order have more time to jump and morph underwater.

Requires:

"Gravity"
{
  "or": [
    "canIBJ",
    "canSpringBallBombJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canMidAirMorph",
        {
          "or": [
            "canWalljump",
            "HiJump",
            "canGravityJump",
            "SpaceJump",
            {
              "and": [
                "canUnmorphBombBoost",
                "canTrickyJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_canUseSpringBall",
        {
          "or": [
            "HiJump",
            "canGravityJump"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 5
Left Pillar Junction

Time a bomb to hit Samus when she is morphed, 1 pixel into the sand, inside a sandfall, and moving horizontally. There is a setup using a Sand IBJ to rise up the sandfall from the floor and Sandfall Bounce with the correct timing. An alternate setup places the bomb before entering the sand and jumps into it with a very fast jump morph, using HiJump.

Requires:

{
  "notable": "Insane Bomb Jump"
}
"canTrickyJump"
"canSandfallBounce"
"h_canUseMorphBombs"
{
  "or": [
    "canIBJ",
    {
      "and": [
        "HiJump",
        "can4HighMidAirMorph"
      ]
    }
  ]
}

Dev note: FIXME: A Power Bomb can be used with the jump morph. Bombs are only listed for leniency in that case.

From: 1
Top Door
To: 1
Top Door

Entrance condition:

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

Requires:

"h_canArtificialMorphMovement"

Exit condition:

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

IBJ or spring ball bomb jump to avoid the wall jump. Using a total of 3 PBs will allow Samus to roll through the bottom 4 pirates.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
"canHitbox"
From: 1
Left Door
To: 2
Right Door

IBJ or spring ball bomb jump to avoid the wall jump. The first pirate takes 2 PBs, the next 3 can be killed with 3 total PBs if they are placed under the middle pirate.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}

Clears obstacles: A

From: 1
Left Door
To: 2
Right Door

Tank 3 pirate hits then IBJ or spring ball bomb jump to avoid the wall jump.

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "h_canArtificialMorphSpringBallBombJump"
  ]
}
{
  "enemyDamage": {
    "enemy": "Tourian Space Pirate (all)",
    "type": "contact",
    "hits": 3
  }
}
From: 1
Left Door
To: 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: 1
Left Door
To: 2
Right Door

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ"
  ]
}
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered

The pirates are free to kill, although they take some time.

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered

IBJ and use 10 PBs to kill the pirates and get to the top. Exit gmode and fall to the bottom. Note that there is a path up to the right that doesn't need wall jumps, but a crouch jump down grab is needed to get to the final platform.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 10
  }
}