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).
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs using the scroll block next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Dev note: PBs cannot be used, as they will solidify the bomb blocks. |
Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Climb to the Top" } { "or": [ "canTrickyGMode", "Morph" ] } "h_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_artificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll 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_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_artificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_artificialMorphIBJ" "canBeExtremelyPatient" |
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: { "or": [ "h_artificialMorphSpringBall", "h_artificialMorphIBJ" ] } { "ammo": { "type": "PowerBomb", "count": 7 } } |
Overload PLMs using the scroll block next to any of the bomb blocks in the room, allowing passage through the bomb blocks at the top by making them become air. If Morph is not available, careful movement is needed with SpringBall to reach the top without taking a hit from the pirates or their stationary, invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_artificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_ZebesNotAwake", "h_artificialMorphMovement" ] } ] } |
A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit or unmorphing. Overload PLMs using the scroll block next to the bomb blocks at the top, allowing passage through them by making them become air. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "canTrickyGMode" "h_artificialMorphIBJ" "canBeExtremelyPatient" |
Overload PLMs using the scroll block 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: { "or": [ "h_artificialMorphSpringBall", "h_artificialMorphIBJ" ] } { "ammo": { "type": "PowerBomb", "count": 8 } } |
Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit from them or their stationary, invisible lasers. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_artificialMorphSpringBall", { "or": [ "HiJump", "canTrickyDodgeEnemies" ] } ] }, { "and": [ "h_artificialMorphIBJ", "canTrickyGMode" ] }, { "and": [ "h_artificialMorphMovement", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_ZebesNotAwake", "h_artificialMorphMovement" ] } ] } |
It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphLongCeilingBombJump", { "and": [ "h_artificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_artificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "h_artificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_artificialMorphBombHorizontally", { "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)
It is possible to cross the spike pit with spring flings and two spike hits. Pause then jump just before the fade out ends and turn Spring Ball off in order to get more horizontal distance at the start and avoid one spike hit. Turn Spring Ball off and on again while jumping on the spikes to get across to avoid another. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphBombs" { "or": [ { "and": [ "h_artificialMorphSpringBall", { "spikeHits": 4 } ] }, { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphBombHorizontally", { "spikeHits": 3 } ] }, { "and": [ "h_artificialMorphSpringFling", "canTrickyJump", { "spikeHits": 2 } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] }, { "and": [ "h_artificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_artificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] }, "h_artificialMorphLongCeilingBombJump" ] } Dev note: The IBJ from spikes has 2 extra spike hits added as a leniency. |
Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
Requires: { "or": [ "canWalljump", "SpaceJump", "canIBJ", "HiJump", "canSpringBallJumpMidAir" ] } |
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_artificialMorphIBJ" 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_artificialMorphMovement", "h_artificialMorphBombHorizontally", { "and": [ "canNeutralDamageBoost", "h_ZebesIsAwake", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } ] } |
From: 2
Middle Left Door
To: 5
Alcatraz Door
Use artificial morph to pass through the tunnel at the entrance of the room. Use Bombs or SpringBall to navigate to Alcatraz without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
From: 3
Bottom Left Horizontal Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
From: 3
Bottom Left Horizontal Door
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
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_artificialMorphMovement", "h_artificialMorphBombHorizontally" ] } |
There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, use a Power Bombs, to kill the Geemers and another to boost over to the left Alcatraz entrance, as the Power Bomb blast will render the bomb blocks solid, unable to be turned to air. This is possible but tricky to do with a single Power Bomb: In direct G-mode, use Samus' i-frames to roll through the first Geemer and horizontally bomb boost onto the ledge. In indirect G-mode, roll immediately and place the Power Bomb just after the first downward slope to jump over both Geemers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphMovement", { "and": [ "h_artificialMorphPowerBomb", { "or": [ "h_additionalBomb", "canTrickyGMode" ] } ] }, { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 5
Alcatraz Door
To: 1
Top Left Door
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. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 5
Alcatraz Door
To: 2
Middle Left Door
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. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Again traverse off-screen while going down the left shaft and through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_artificialMorphMovement" |
From: 5
Alcatraz Door
To: 8
Central Junction
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. Samus will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Note that the global Geemer may still be in this area if traversing the room quickly, and can hit Samus off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" |
Without Morph, the pirates will not spawn. Overload PLMs using the scroll block directly above the bomb block leading down to the item. Carefully land on the solid block and avoid falling further. Use a Bomb to boost Samus, then on the descent place one in the air, one on the ground, and quickly use X-Ray before they explode to exit G-mode and break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" Clears obstacles: A |
From: 2
Right Door
To: 1
Left Door
Roll through the item to overload PLMs then quickly fall into the morph tunnel, unmorph at the correct spot and jump out before the acid touches Samus. With a careful, blind, Space Jump with Screw Attack, move through the bomb walls while avoiding the spikes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "h_artificialMorphMovement" "canInsaneJump" "canOffScreenMovement" "SpaceJump" "ScrewAttack" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["ammo"],"requires":[]} Dev note: This strat leaves the room, as it would be unreasonable and may not be possible to do anything at 1 with the broken camera movement. |
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_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_artificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump", { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 5 } } ] } ] } |
From: 4
Bottom Right Door
To: 2
Middle Right Door
Enter with G-mode direct and kill the bottom Pirate with Bombs or a Power Bomb. 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 2 screens, 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": true } } Requires: "canXRayClimb" { "or": [ "h_artificialMorphPowerBomb", "h_artificialMorphIBJ" ] } Bypasses door shell: true |
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_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_artificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump", { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "contact", "hits": 5 } } ] } ] } |
Requires: "f_TourianOpen" "Gravity" { "or": [ "HiJump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "canWalljump", "canGravityJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphSpringBall", { "and": [ "h_artificialMorphBombThings", "Gravity" ] }, "h_artificialMorphIBJ" ] } |
Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canBeVeryPatient" "canTrickyGMode" "h_artificialMorphBombs" { "or": [ { "and": [ "Morph", { "or": [ "HiJump", "canSpringBallJumpMidAir", "canSunkenTileWideWallClimb" ] } ] }, { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] } ] } "h_preciseIceClip" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
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_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump", "h_artificialMorphBombs" ] } ] } |
Requires: { "or": [ "canCarefulJump", "canUseFrozenEnemies", "SpaceJump", { "and": [ "Gravity", { "or": [ "HiJump", "canWalljump", "h_crouchJumpDownGrab", "canIBJ", "canSpringBallJumpMidAir" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" 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_artificialMorphIBJ" ] }, "h_artificialMorphSpringBall", "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } |
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_artificialMorphIBJ" ] }, "h_artificialMorphSpringBall", "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } |
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_artificialMorphIBJ" ] }, "h_artificialMorphSpringBall", "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } |
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_artificialMorphIBJ" ] }, "h_artificialMorphSpringBall", "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } |
From: 10
Left Morph Maze Item
To: 14
Morph Maze Junction (Below Super Block)
Requires: { "or": [ "canTrivialMidAirMorph", "h_useSpringBall", "canIBJ" ] } { "or": [ { "obstaclesNotCleared": [ "B" ] }, "canRiskPermanentLossOfAccess" ] } |
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_artificialMorphMovement" "h_artificialMorphBombs" { "or": [ "canConsecutiveWalljump", "SpaceJump", "h_artificialMorphLongIBJ" ] } 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: 5
G-Mode Morph Junction (Bottom)
To: 2
Top Left Door
Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block. Requires: "canEnterGMode" "h_artificialMorphIBJ" { "or": [ "canConsecutiveWalljump", "SpaceJump", { "and": [ "h_artificialMorphLongIBJ", "canOffScreenMovement" ] } ] } Dev note: The off screen movement is just during an IBJ, and only if wall jumps are disabled. But the IBJ is long and Samus is covered for most of it. |
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_artificialMorphPowerBomb" "h_artificialMorphMovement" { "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_artificialMorphMovement" 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. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphPowerBomb" "h_artificialMorphMovement" 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_artificialMorphSpringBall", { "and": [ "h_artificialMorphIBJ", "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. |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_crouchJumpDownGrab" ] } { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } } "canShinechargeMovement" { "shineChargeFrames": 95 } Exit condition: { "leaveShinecharged": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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_artificialMorphMovement" |
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_artificialMorphMovement" "h_artificialMorphPowerBomb" 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_artificialMorphMovement" |
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_artificialMorphPowerBomb" { "or": [ "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBall", { "tech": "canSpringBallBombJump" }, { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ] } Clears obstacles: A |
From: 9
Right Etecoon Shaft - Top Left Door
To: 11
Right Etecoon Shaft - Item
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
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_artificialMorphIBJ" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 15
Right Etecoon Shaft - Upper Morph Tunnel Entrance Junction
Requires: { "or": [ "canMidAirMorph", "h_useSpringBall", { "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. |
Requires: { "or": [ "SpaceJump", "canIBJ", "HiJump", "canSpringBallJumpMidAir", { "and": [ "SpeedBooster", "canWalljump" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } |
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_artificialMorphBombs", "h_artificialMorphPowerBomb" ] }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "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_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "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_artificialMorphSpringBallBombJump", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, "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. Power Bomb them or lure them off-camera to the right while above. It is possible to kill the Zebbos by placing a bomb next to the tube. It is also possible to kill them and get on top of the pipe with a single Power Bomb; boost vertically then fall and delay the forward press. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } { "or": [ "h_artificialMorphMovement", { "and": [ "h_artificialMorphPowerBomb", "h_artificialMorphPowerBomb" ] } ] } |
Roll through the camera scroll blocks and then through the bomb block. It is possible to kill the Zebbo by placing a Bomb next to its tube. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
From: 2
Right Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)
Avoiding the hoppers can be tricky. Power Bomb them or lure them off-camera to the right while above. It is possible to kill the Zebbos by placing a bomb next to the tube. It is also possible to kill them and get on top of the pipe with a single Power Bomb; boost vertically then fall and delay the forward press. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ { "or": [ "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] }, { "or": [ "h_artificialMorphSpringBall", "h_artificialMorphIBJ" ] } ] }, "h_artificialMorphPowerBomb" ] } { "or": [ "h_artificialMorphMovement", { "and": [ "h_artificialMorphPowerBomb", "h_artificialMorphPowerBomb" ] } ] } |
From: 2
Right Side - Top Door
To: 17
Direct G-Mode Morph Junction (Middle Item)
Avoiding the hoppers can be tricky. Power Bomb them or lure them off-camera to the right while above. It is possible to kill the Zebbos by placing a bomb next to the tube. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Morph", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } { "or": [ "h_artificialMorphMovement", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 12
Bottom Chozo Item
On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Place 8 Power Bombs to hit the item just above and overload PLMs while killing the Sidehoppers. It is possible to save one Power Bomb by placing 6 of them up against the ceiling, then the 7th low to kill the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 10 } "canRiskPermanentLossOfAccess" "canArtificialMorph" { "ammo": { "type": "PowerBomb", "count": 7 } } { "or": [ "h_artificialMorphMovement", "h_artificialMorphPowerBomb" ] } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 15
G-Mode Morph Junction (Middle Right)
On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Move to the edge of the ledge in order to be able to place bombs that will hit the Power Bomb blocks while avoiding falling. Use a Power Bomb, Wave, or a quick Plasma shot while falling to kill the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" "h_artificialMorphIBJ" { "or": [ "h_artificialMorphPowerBomb", { "and": [ "Morph", "Wave" ] }, { "and": [ "Morph", "Plasma" ] } ] } Dev note: It's possible to drop down past the Sidehoppers and Reos without killing them, but it's very difficult. FIXME: This could be done in indirect G-mode, but it would require entering unmorphed or with upward momentum to avoid touching the crumble block. |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 15
G-Mode Morph Junction (Middle Right)
On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Place 8 Power Bombs to hit the item just above and overload PLMs while killing the Sidehoppers. It is possible to save one Power Bomb by placing 6 of them up against the ceiling, then the 7th low to kill the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 10 } "canRiskPermanentLossOfAccess" "canArtificialMorph" "h_artificialMorphMovement" { "ammo": { "type": "PowerBomb", "count": 7 } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
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_artificialMorphMovement" |
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_artificialMorphMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" |
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. It is possible to get up with a Spring Fling; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, "h_artificialMorphSpringFling" ] } Dev note: Using a Power Bomb boost into Spring Ball will not work, as it will make the blocks remain solid. FIXME: The spring fling variant would force collecting the item, if in direct G-mode. |
From: 8
Right Side - Bottom Door
To: 15
G-Mode Morph Junction (Middle Right)
If climbing the room with Spring Ball bomb boosts, note that one Power Bomb can be saved with a Spring Fling; pause and just before the screen is fully black, jump, disable Spring ball, then buffer right on the unpause. Another can be saved by carefully jumping out of the morph passageway in front of the off-screen Super block. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphIBJ", "Morph", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringFling", { "or": [ "h_artificialMorphSpringBallBombJump", "canTrickyJump" ] } ] } ] } Dev note: This strat does not have a Power Bomb Spring Ball jump option to avoid the Spring Fling, because it would solidify the block and make 8->15->12 unsound. These strats are split off and don't stop at 15 first. FIXME: The spring fling variant would force collecting the item, if in direct G-mode, unless leaving through 4. |
From: 8
Right Side - Bottom Door
To: 17
Direct G-Mode Morph Junction (Middle Item)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_artificialMorphMovement" |
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_artificialMorphIBJ", "Morph", { "and": [ "h_artificialMorphSpringBall", { "or": [ "HiJump", { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } ] } ] } "h_artificialMorphCrystalFlash" { "or": [ "Morph", { "and": [ "canInsaneJump", "canTwoTileSqueeze", "canPartialFloorClip", "canCeilingClip" ] } ] } "canBePatient" { "autoReserveTrigger": {} } 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_useSpringBall", "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_artificialMorphSpringBall", "HiJump" ] }, "h_artificialMorphIBJ" ] } { "or": [ "Morph", "canTrickyDodgeEnemies", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } }, "h_artificialMorphPowerBomb" ] } |
From: 15
G-Mode Morph Junction (Middle Right)
To: 8
Right Side - Bottom Door
Requires: "canEnterGMode" "h_artificialMorphMovement" |
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_artificialMorphMovement" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 14
G-Mode Morph Junction (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_artificialMorphIBJ" { "or": [ "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } |
From: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)
To: 1
Left Side - Top Door
Avoiding the top Sidehoppers without Power Bombs can be tricky; if starting at the top of the room, it may help to lure them to the left before going down the room. For safety, it is also possible to lure the hoppers to the left from below with several IBJs or HiJump and Spring Ball. Requires: "canEnterGMode" { "or": [ "Morph", "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } ] } { "or": [ "Morph", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } |
From: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Without Bombs, fully overload PLMs with the item before dropping into the Sidehopper pit. Dodge or kill the Sidehoppers then go through the crumble block before exiting G-mode. With Bombs, it can help to not overload the PLMs fully, to IBJ off of the lower crumble blocks, then Bomb the side of the upper crumble to go through it. Requires: "canEnterGMode" "h_artificialMorphMovement" { "or": [ "Morph", "h_artificialMorphIBJ", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } Dev note: With Morph or Bombs, Samus will have already killed the Sidehoppers before getting here. |
From: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)
To: 8
Right Side - Bottom Door
Fully overload PLMs with the item before dropping into the Sidehopper pit. Dodge or kill the Sidehoppers then go through the lower crumble blocks and avoid the Reos while traversing to the bottom right door. Requires: "canEnterGMode" "h_artificialMorphMovement" { "or": [ "Morph", "h_artificialMorphIBJ", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } Dev note: With Morph or Bombs, Samus will have already killed the Sidehoppers before getting here. |
From: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)
To: 12
Bottom Chozo Item
Fully overload PLMs with the item before dropping into the Sidehopper pit. Dodge or kill the Sidehoppers then go through the lower crumble blocks and avoid the Reos while traversing to the bottom right door. Requires: "canEnterGMode" "h_artificialMorphMovement" { "or": [ "Morph", "h_artificialMorphIBJ", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } Dev note: With Morph or Bombs, Samus will have already killed the Sidehoppers before getting here. Traversing the room could be done with Power Bombs, without artificial morph movement, but it's required to get here already. |
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 1
Left Side - Top Door
Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Avoiding the top Sidehoppers without Power Bombs can also be tricky; if starting at the top of the room, it may help to lure them to the left before going down the room. For safety, it is also possible to lure the hoppers to the left from below with several IBJs or HiJump and Spring Ball. Requires: "canEnterGMode" { "or": [ "Morph", "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "ammo": { "type": "PowerBomb", "count": 2 } }, { "or": [ "h_artificialMorphPowerBomb", "h_artificialMorphSpringFling" ] }, { "or": [ "h_artificialMorphPowerBomb", "canTrickyJump" ] } ] } ] } { "or": [ "Morph", "canInsaneJump", { "and": [ "canTrickyDodgeEnemies", "h_artificialMorphSpringBall" ] }, "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } ] } { "or": [ "Morph", "canTrickyDodgeEnemies", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } ] } |
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block before exiting G-mode. Requires: "canEnterGMode" { "or": [ "Morph", "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ { "or": [ "h_artificialMorphSpringBallBombJump", "h_artificialMorphSpringFling" ] }, { "or": [ "h_artificialMorphSpringBallBombJump", "canTrickyJump" ] } ] } ] } { "or": [ "Morph", "canInsaneJump", { "and": [ "canTrickyDodgeEnemies", "h_artificialMorphSpringBall" ] }, "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } ] } |
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block. Place a Power Bomb then quickly exit G-mode before it explodes to break the Power Bomb blocks. Requires: "canEnterGMode" { "or": [ "Morph", "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ { "or": [ "h_artificialMorphSpringBallBombJump", "h_artificialMorphSpringFling" ] }, { "or": [ "h_artificialMorphSpringBallBombJump", "canTrickyJump" ] } ] } ] } { "or": [ "Morph", "canInsaneJump", { "and": [ "canTrickyDodgeEnemies", "h_artificialMorphSpringBall" ] }, "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Reo", "type": "contact", "hits": 1 } } ] } "h_artificialMorphPowerBomb" |
From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 8
Right Side - Bottom Door
Requires: "canEnterGMode" "h_artificialMorphMovement" |
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_artificialMorphPowerBomb" { "or": [ "h_artificialMorphMovement", { "and": [ "h_artificialMorphBombs", "canBePatient" ] } ] } Clears obstacles: B |
Requires: "h_bombThings" { "or": [ "HiJump", "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canJumpIntoIBJ", { "and": [ "Gravity", "canIBJ" ] } ] } |
Requires: { "obstaclesCleared": [ "B" ] } { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canSpringBallBombJump" ] } |
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_artificialMorphMovement", { "and": [ "h_artificialMorphBombThings", "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": {} } |
Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_crouchJumpDownGrab" ] } ] } 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_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_crouchJumpDownGrab" ] } ] } ] } ] } |
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. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_crouchJumpDownGrab" ] } 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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_crouchJumpDownGrab" ] } ] } ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_artificialMorphMovement", "h_artificialMorphBombThings" ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
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_artificialMorphMovement", "h_artificialMorphBombThings" ] } "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_artificialMorphBombHorizontally" "h_artificialMorphIBJ" "h_artificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
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" |
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" ] } |
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_artificialMorphBombs" { "or": [ { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 1 } } ] } Clears obstacles: A, door_2 |
Requires: { "or": [ "SpaceJump", "canIBJ", "HiJump" ] } |
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 |
Requires: { "or": [ "canMidAirMorph", "h_useSpringBall", "canIBJ" ] } { "obstaclesCleared": [ "A" ] } |
Requires: "h_usePowerBomb" { "or": [ "canMidAirMorph", "h_useSpringBall", "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_artificialMorphSpringBallBombJump", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, "h_artificialMorphIBJ", "Morph" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" "h_artificialMorphPowerBomb" 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_artificialMorphMovement" "h_artificialMorphPowerBomb" Clears obstacles: A |
Requires: "h_useMorphBombs" { "or": [ "canMidAirMorph", "h_useSpringBall", "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_artificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_artificialMorphPowerBomb", { "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_artificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir" ] } |
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_artificialMorphMovement" { "or": [ "canTrickyJump", "h_artificialMorphPowerBomb", "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 |
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_artificialMorphIBJ" { "or": [ "canTrickyDodgeEnemies", { "and": [ "h_artificialMorphPowerBomb", "h_artificialMorphPowerBomb" ] } ] } { "or": [ { "and": [ "h_heatedGModePauseAbuse", "canBePatient" ] }, "h_heatedGModeOpenDifferentDoor" ] } |
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_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 1 } } ] } { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBall" ] } { "or": [ "h_heatedGModePauseAbuse", "h_heatedGModeOpenDifferentDoor" ] } |
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_artificialMorphIBJ" "h_artificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphIBJ" "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_artificialMorphIBJ" "h_artificialMorphBombHorizontally" "canCameraManip" "canTrickyJump" "h_heatedGModeOpenDifferentDoor" |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphIBJ" { "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_artificialMorphIBJ" { "heatFrames": 25 } Clears obstacles: A |
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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "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_artificialMorphLongCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } "h_heatedDirectGModeLeaveSameDoor" |
From: 3
Right Door
To: 3
Right Door
Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "ScrewAttack", "h_usePowerBomb", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } "canIBJ" "canBombHorizontally" "h_heatedDirectGModeLeaveSameDoor" |
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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "heatFrames": 0 } |
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_usePowerBomb", { "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_artificialMorphCeilingBombJump", { "and": [ "h_artificialMorphBombHorizontally", "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphBombHorizontally", "canTrickyDodgeEnemies", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ" ] } ] } { "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_usePowerBomb", { "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_usePowerBomb" ] } ] } { "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_usePowerBomb" ] } ] } { "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_usePowerBomb", { "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. |
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_artificialMorphMovement", "h_artificialMorphBombHorizontally" ] } "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_artificialMorphMovement" "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_artificialMorphMovement", "h_artificialMorphBombHorizontally" ] } "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. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } 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_artificialMorphBombHorizontally", "canTrickyJump" ] }, "h_artificialMorphJumpIntoIBJ", { "and": [ "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, "h_artificialMorphSpringBallBombJump" ] } "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_crouchJumpDownGrab", "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_crouchJumpDownGrab", "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_artificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 3 } } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "or": [ "h_artificialMorphBombs", { "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_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "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_crouchJumpDownGrab", "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_artificialMorphIBJ", { "ammo": { "type": "PowerBomb", "count": 2 } } ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", { "or": [ "h_artificialMorphBombs", { "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_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "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_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", "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_crouchJumpDownGrab", "canBombHorizontally" ] }, { "and": [ "h_crouchJumpDownGrab", "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. |
Kill the enemies, then IBJ. Requires: "canIBJ" { "heatFrames": 750 } |
Kill the enemies, then IBJ. Requires: "canIBJ" { "heatFrames": 1500 } |
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_artificialMorphSpringBall", { "and": [ "canInsaneJump", "h_artificialMorphIBJ" ] } ] } "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 } |
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_artificialMorphMovement", { "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. |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_artificialMorphMovement" "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_artificialMorphSpringBall", "canTrickyDodgeEnemies" ] }, { "and": [ "h_artificialMorphIBJ", "canInsaneJump" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 1 } }, "h_artificialMorphSpringBall" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_artificialMorphIBJ" ] } ] }, { "or": [ "h_artificialMorphPowerBomb", "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_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } ] } ] } |
Requires: "Morph" { "or": [ "canWalljump", "HiJump", "SpaceJump", "canIBJ", "canUseFrozenEnemies", "canSpringBallJumpMidAir" ] } |
Artificial morph IBJ or use two bomb boost spring ball jumps. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } 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_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "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_artificialMorphBombThings", "h_artificialMorphMovement" ] } "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. |
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_artificialMorphMovement" "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_artificialMorphMovement" "canOffScreenMovement" Dev note: This is only useful morphless if the item is Morph. |
Requires: { "or": [ "h_bombThings", { "obstaclesCleared": [ "C" ] } ] } { "or": [ "canMidAirMorph", "h_useSpringBall", "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_artificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "h_artificialMorphSpringBall", "h_artificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_artificialMorphPowerBomb" 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_artificialMorphMovement" { "or": [ "canTrickyJump", { "and": [ "h_artificialMorphPowerBomb", "h_artificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_artificialMorphPowerBomb" Clears obstacles: A, B, C |
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_artificialMorphIBJ" { "or": [ "canBePatient", "h_artificialMorphSpringBall", "h_artificialMorphCeilingBombJump" ] } |
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_artificialMorphIBJ" { "or": [ "canBePatient", "h_artificialMorphSpringBall", "h_artificialMorphCeilingBombJump" ] } "h_artificialMorphPowerBomb" Clears obstacles: A, B, C |
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_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, "h_artificialMorphSpringBallBombJump" ] } "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_artificialMorphMovement" "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_artificialMorphMovement" "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_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, "h_artificialMorphSpringBallBombJump" ] } "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. |
Requires: { "or": [ { "and": [ "HiJump", { "or": [ "canTrivialMidAirMorph", "h_useSpringBall" ] } ] }, { "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_usePowerBomb" ] } { "heatFrames": 260 } |
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_artificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", { "or": [ "SpaceJump", "canTrivialUseFrozenEnemies" ] } ] }, { "and": [ "canLateralMidAirMorph", "canTrickyJump" ] }, { "and": [ "h_artificialMorphSpringFling", "canTrickyJump" ] }, "h_artificialMorphHBJ", { "and": [ "Gravity", "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally", { "lavaFrames": 160 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
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_artificialMorphMovement", "h_lavaProof" ] }, { "and": [ "Morph", "canTrickyUseFrozenEnemies" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally", "canTrickyUseFrozenEnemies" ] }, { "and": [ "canInsaneJump", { "or": [ "h_artificialMorphHBJ", "h_artificialMorphDiagonalBombJump" ] } ] } ] } "h_heatedGModeOpenDifferentDoor" Dev note: FIXME: It is also possible with a rolling speed bomb boost down back. |
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_artificialMorphSpringFling", "canTrickyJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } { "or": [ { "and": [ { "notable": "Impressive Damage Boost" }, "canHorizontalDamageBoost", "canTrickyJump", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] }, { "lavaFrames": 70 }, { "and": [ "Gravity", { "lavaFrames": 25 } ] } ] } "h_heatedGModeOpenDifferentDoor" |
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 |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Clears obstacles: door_2 |
Requires: { "or": [ "SpeedBooster", "HiJump", "SpaceJump", "canIBJ", "canWalljump", "canSpringBallJumpMidAir" ] } |
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_artificialMorphIBJ" "h_artificialMorphBombHorizontally" "canSuitlessLavaDive" { "or": [ { "acidFrames": 280 }, { "and": [ "canTrickyJump", { "acidFrames": 220 } ] }, { "and": [ "canInsaneJump", "h_artificialMorphDoubleBombJump", { "acidFrames": 175 } ] } ] } |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphIBJ", { "or": [ "canInsaneJump", { "acidFrames": 106 } ] } ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "h_artificialMorphBombThings", "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. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } 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_artificialMorphMovement" { "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_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_useMorphBombs" { "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_navigateHeatRooms" { "or": [ "f_UsedAcidChozoStatue", { "obstaclesCleared": [ "f_UsedAcidChozoStatue" ] } ] } "h_usePowerBomb" { "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_artificialMorphPowerBomb", { "and": [ "h_artificialMorphBombs", "h_artificialMorphMovement" ] } ] } { "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_crouchJumpDownGrab", "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_crouchJumpDownGrab", "HiJump", "SpaceJump", "canIBJ", "canArtificialMorph" ] } "canXRayClimb" Bypasses door shell: true |
Requires: { "heatFrames": 80 } { "or": [ "HiJump", "SpaceJump", "canWalljump", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir", { "and": [ "canIBJ", { "heatFrames": 440 } ] }, { "and": [ "canJumpIntoIBJ", { "heatFrames": 80 } ] } ] } |
From: 1
Top Left Door
To: 4
Top Right Door
IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is possible to manipulate the bottom pirate to place several lasers, in order to overload them, and then IBJ over the pirate and IBJ again from the right corner. OVerloading the lasers can prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphIBJ" "canTrickyGMode" { "heatFrames": 80 } |
From: 1
Top Left Door
To: 4
Top Right Door
Use 3 Power Bombs to kill the pirate. If done quickly, it is possible to also kill one of the wall pirates. IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is also possible to manipulate the bottom pirate to place several lasers before killing it, in order to overload them and prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "ammo": { "type": "PowerBomb", "count": 3 } } "h_artificialMorphIBJ" "canInsaneJump" { "heatFrames": 80 } Clears obstacles: A Dev note: FIXME: It may be possible to kill the upper pirates in a way where Samus can collect their drops on the path to the 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: 2
Bottom Left Door
To: 5
Bottom Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: A |
From: 3
Bottom Right Door
To: 5
Bottom Junction
Place a Power Bomb at the top of the room, then exit G-mode to have the blocks above break. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: A |
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_usePowerBomb", { "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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "canTrickyJump", "h_artificialMorphSpringBall" ] } ] } 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: 3
Bottom Horizontal Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphSpringBallBombJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } "h_heatedGModeOpenDifferentDoor" |
From: 3
Bottom Horizontal Door
To: 2
Right Vertical Door
PLMs will be overloaded using the camera scroll blocks while climbing the room. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door. Note that it is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns and stationary, invisible lasers, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canOffScreenMovement" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canUseFrozenEnemies", "canIBJ", { "and": [ "canTrickyDashJump", "canTrickyDodgeEnemies" ] } ] } "h_bombThings" "h_heatedGModeOffCameraDoor" { "heatFrames": 200 } |
From: 3
Bottom Horizontal Door
To: 4
Item
It is possible to climb up with a tricky dash jump and no wall jump. Either kill the Alcoon before it spawns any stationary, invisible fireballs, or let the right alcoons shoot enough to overload projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" { "or": [ { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphSpringBallBombJump" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } { "heatFrames": 0 } |
From: 7
Junction By Lower Alcoons (Left of Spike Pits)
To: 1
Left Door
Requires: "h_navigateHeatRooms" "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_navigateHeatRooms" "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_navigateHeatRooms" "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_navigateHeatRooms" "canIBJ" { "or": [ { "enemyKill": { "enemies": [ [ "Alcoon" ] ], "explicitWeapons": [ "Missile", "Super", "Plasma", "Wave+Spazer", "PseudoScrew", "ScrewAttack" ] } }, { "heatFrames": 270 } ] } { "heatFrames": 50 } { "or": [ { "and": [ "canDoubleBombJump", { "heatFrames": 480 } ] }, { "heatFrames": 840 } ] } |
Overload PLMs by rolling through the camera scroll block just right of the bomb blocks, then roll through the morph tunnel and use a bomb boost or Spring Ball to escape the tunnel and get to the door. Without a way to boost out of the tunnel, exit G-mode and use a two-turn X-Ray climb, then ceiling clip by jumping out of the tunnel. Note that the Kihunter is global, and will hit Samus. Without any way to know where the Kihunter will be, a contact hit is expected without Screw Attack. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" "canOffScreenMovement" { "or": [ "h_artificialMorphBombThings", "h_artificialMorphSpringBall", { "and": [ "canXRayClimb", "canCeilingClip", { "heatFrames": 450 }, { "or": [ "canTrickyGMode", { "heatFrames": 200 } ] } ] } ] } { "or": [ "ScrewAttack", { "enemyDamage": { "enemy": "Kihunter (red)", "type": "contact", "hits": 1 } } ] } "h_heatedGModeOffCameraDoor" Exit condition: { "leaveNormally": {} } Unlocks doors: {"types":["missiles"],"requires":[{"heatFrames":50}]} {"types":["super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":110}]} Dev note: It is also possible, but not expected, to kill the Kihunter by the door and use its drop to get out of the room. Because this is blind and there doesn't appear to be a way to fix the camera, it is not expected to climb higher in the room. FIXME: These door unlock heat frames could be lowered, but it depends on if the Kihunter is alive, and if Samus had to exit G-mode to get out of the tunnel. |
Overload PLMs by rolling through the camera scroll block just left of the bomb blocks, then roll through to the door. Jump and shoot down to hit the door, or use Grapple to save a few heat frames. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphMovement" { "heatFrames": 30 } "h_heatedGModeOffCameraDoor" Dev note: This door is slightly slower to get through than normal off-camera doors because it's vertical. |
From: 3
Top Right Door
To: 2
Bottom Left Door
Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room. It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball. With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers. Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_heatedGMode" "h_artificialMorphPowerBomb" { "or": [ { "and": [ "h_artificialMorphPowerBomb", "canHitbox" ] }, "canLateralMidAirMorph", "h_artificialMorphSpringBall", { "and": [ "canTrickyGMode", "h_artificialMorphIBJ" ] }, { "and": [ "Morph", { "or": [ "Charge", { "ammo": { "type": "Super", "count": 3 } }, { "ammo": { "type": "Missile", "count": 9 } }, { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] }, { "and": [ "h_artificialMorphBombs", { "enemyDamage": { "enemy": "Yellow Space Pirate (standing)", "type": "contact", "hits": 1 } } ] } ] } { "heatFrames": 160 } Clears obstacles: A |
From: 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_navigateHeatRooms" "Ice" "Wave" "Plasma" { "or": [ "Charge", { "heatFrames": 240 } ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" "Ice" "Wave" "Spazer" { "or": [ "Charge", "canCarefulJump", "h_heatProof" ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" { "obstaclesCleared": [ "A" ] } { "or": [ "h_crouchJumpDownGrab", "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. |
Fire up from below and try not to jump too high as that will put the camera in a bad position. Requires: "h_navigateHeatRooms" "Plasma" { "or": [ "canCarefulJump", { "heatFrames": 100 } ] } { "or": [ "h_crouchJumpDownGrab", "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. |
Requires: "h_navigateHeatRooms" "ScrewAttack" { "or": [ "canWalljump", { "and": [ "h_crouchJumpDownGrab", { "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_crouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb" ] } ] } Clears obstacles: A Dev note: SpringBallBombJump uses 3 powerbombs total. |
Fire up from below and try not to jump too high as that will put the camera in a bad position. Requires: "h_navigateHeatRooms" { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super" ] } } { "or": [ "canCarefulJump", { "heatFrames": 210 } ] } { "or": [ "h_crouchJumpDownGrab", "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_navigateHeatRooms" "Wave" "Plasma" { "or": [ "h_crouchJumpDownGrab", "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: 5
G-Mode Morph Junction (Above Bomb Block)
To: 1
Top Left Door
Kill the Kihunters then shoot the shot blocks and escape. Requires: "h_heatedGMode" { "obstaclesCleared": [ "A" ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ" ] } { "heatFrames": 200 } |
From: 5
G-Mode Morph Junction (Above Bomb Block)
To: 5
G-Mode Morph Junction (Above Bomb Block)
Kill the Kihunters then either exit the room at the top or go to the item. Requires: "h_heatedGMode" { "or": [ { "enemyKill": { "enemies": [ [ "Kihunter (red)", "Kihunter (red)", "Kihunter (red)" ] ], "explicitWeapons": [ "Super", "Missile", "Plasma", "ScrewAttack" ] } }, { "and": [ "Ice", { "or": [ "Wave", "Spazer", "canBeVeryPatient", { "and": [ "Charge", "canBePatient" ] } ] } ] }, { "and": [ "Charge", { "or": [ "Wave", "Spazer", "canBeVeryPatient" ] } ] }, { "and": [ "Spazer", { "or": [ "Wave", "canBePatient" ] } ] } ] } { "or": [ "h_crouchJumpDownGrab", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ" ] } { "heatFrames": 0 } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
Get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs and move to the item to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" { "heatFrames": 0 } Dev note: It is possible to damage boost off of the Hibashi instead of requiring artificial morph movement, but there is no known way to get here with Energy and artificial morph (a Power Bomb will solidify the bomb block). |
From: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
Get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs and move to the item to the left. Then use a Power Bomb to activate the shutter. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" "h_artificialMorphPowerBomb" { "heatFrames": 0 } Clears obstacles: E Dev note: It is possible to damage boost off of the Hibashi instead of requiring artificial morph movement, but there is no known way to get here with Energy and artificial morph (a Power Bomb will solidify the bomb block). |
From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door
With a way to move while morphed, use a Power Bomb while on the Power Bomb blocks and quickly exit G-mode. Otherwise, do so to the right of the Power Bomb blocks, quickly exit G-mode, and jump up and over to fall through the blocks. Fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky. Requires: "h_heatedGMode" "canOffScreenMovement" "h_artificialMorphPowerBomb" { "or": [ "h_artificialMorphMovement", { "heatFrames": 100 } ] } { "or": [ "canTrickyGMode", { "spikeHits": 1 } ] } { "heatFrames": 350 } |
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_artificialMorphMovement" |
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_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "canIBJ", "SpeedBooster", "h_crouchJumpDownGrab", "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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump", { "and": [ "h_artificialMorphSpringBall", "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_artificialMorphSpringBall", { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphBombHorizontally" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
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" ] } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_navigateUnderwater" { "or": [ { "and": [ "h_artificialMorphIBJ", "Gravity" ] }, { "and": [ "h_artificialMorphSpringBall", "Gravity" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphSpringBall", { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphBombHorizontally", "h_artificialMorphBombThings" ] }, { "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_artificialMorphMovement" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphPowerBomb" "h_artificialMorphMovement" 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_artificialMorphMovement" ] }, { "and": [ "h_artificialMorphSpringBall", "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_artificialMorphSpringBall", { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphBombHorizontally", "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. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", "h_artificialMorphSpringBall" ] }, { "and": [ "canGravityJump", "h_artificialMorphSpringBall" ] } ] } 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_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } 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_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
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_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } 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_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
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_artificialMorphIBJ" "Gravity" { "or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ", "canBeVeryPatient" ] } |
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_navigateUnderwater" "h_artificialMorphBombs" { "or": [ { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Morph", { "or": [ "Gravity", "HiJump", "canCrouchJump" ] } ] }, { "and": [ "Gravity", "h_artificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_artificialMorphIBJ", "canBeVeryPatient" ] } ] } Clears obstacles: B |
From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_navigateUnderwater" "h_artificialMorphBombs" { "or": [ { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Morph", { "or": [ "Gravity", "HiJump", "canCrouchJump" ] } ] }, { "and": [ "Gravity", "h_artificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_artificialMorphIBJ", "canBeVeryPatient" ] } ] } |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "canGravityJump" ] } |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "h_crouchJumpDownGrab", "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
Requires: "canEnterGMode" "h_navigateUnderwater" { "or": [ { "and": [ "h_artificialMorphIBJ", "Gravity", { "or": [ "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ", "canBePatient", "h_artificialMorphPowerBomb" ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
From: 13
G-Mode Morph Junction By Middle Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item
Requires: "canEnterGMode" { "notable": "G-Mode Overload Speed Blocks then use Global Crab" } "h_navigateUnderwater" { "obstaclesCleared": [ "B" ] } { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphJumpIntoIBJ", "h_artificialMorphDoubleBombJump", "h_artificialMorphStaggeredIBJ", { "and": [ "h_artificialMorphIBJ", "canBeVeryPatient" ] }, { "and": [ "h_artificialMorphIBJ", "h_artificialMorphPowerBomb" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBall", "canGravityJump" ] } ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } 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_navigateUnderwater" "h_artificialMorphBombs" { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_artificialMorphSpringBall", "canGravityJump" ] } ] }, { "or": [ "h_artificialMorphSpringBall", "h_artificialMorphCeilingBombJump", "canBeVeryPatient" ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpeedBooster", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "canSpringBallBombJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphIBJ" "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_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, { "and": [ "h_artificialMorphSpringBallBombJump", "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. |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "Morph", { "and": [ "h_artificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, "h_artificialMorphLongIBJ", { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] }, "h_artificialMorphSpringBallBombJump" ] } Dev note: FIXME: Add strats to get here with Morph, suitless. |
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_navigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canGravityJump" ] } ] }, { "and": [ "canUseEnemies", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphIBJ", { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } 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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } |
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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } |
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. |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_artificialMorphLongIBJ", { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] }, { "and": [ "h_artificialMorphSpringBall", "HiJump" ] } ] } |
Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", { "and": [ "canIBJ", "canBombHorizontally" ] }, "canSpringBallJumpMidAir" ] } { "or": [ "canMidAirMorph", "h_useSpringBall", "h_bombThings" ] } |
From: 5
Right Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_artificialMorphIBJ" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_artificialMorphBombs" { "or": [ "h_artificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_artificialMorphIBJ" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: "Gravity" { "or": [ "canMidAirMorph", "h_useSpringBall", { "and": [ "canIBJ", "canBombHorizontally" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_artificialMorphPowerBomb" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ", "canDodgeWhileShooting" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_artificialMorphPowerBomb" ] } ] } ] } Clears obstacles: B |
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_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "canTrickyJump", "h_artificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "canTrickyJump", "h_artificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
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_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } Clears obstacles: B |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "canUseFrozenEnemies", "canGravityJump", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
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 } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphIBJ", { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] }, { "and": [ "canGravityJump", "h_artificialMorphSpringBall" ] } ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } Dev note: Without this being Morph, there is no way to escape. PLMs are already overloaded from the sand. |
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_artificialMorphIBJ" ] }, { "and": [ "h_artificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
Requires: "Gravity" { "or": [ "SpaceJump", "canIBJ", "canSpringBallJumpMidAir", "HiJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: { "resetRoom": { "nodes": [ 1, 2 ] } } "Gravity" { "or": [ "h_crouchJumpDownGrab", "canUseFrozenEnemies", "canGravityJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canSpringBallBombJump" ] } { "refill": [ "Super", "Energy" ] } |
Requires: "Gravity" { "or": [ "h_crouchJumpDownGrab", "canUseFrozenEnemies", "canGravityJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canIBJ", "canSpringBallBombJump" ] } |
Requires: "Gravity" "canPlayInSand" { "or": [ "HiJump", "canSpringBallJumpMidAir", "canWalljump", "canIBJ", "canGravityJump" ] } |
Requires: { "or": [ "h_useSpringBall", "canIBJ" ] } |
Requires: { "or": [ "HiJump", "SpaceJump", "canIBJ", "canWalljump", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_artificialMorphIBJ", { "or": [ "Gravity", "h_artificialMorphSpringBall", "h_artificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } ] }, "h_artificialMorphSpringBallBombJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphSpringBall", { "and": [ "h_artificialMorphIBJ", "Gravity" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_artificialMorphIBJ" { "or": [ "h_artificialMorphSpringBall", "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. |
Requires: { "or": [ "HiJump", "canWalljump", "SpaceJump", "canSpringBallJumpMidAir", { "and": [ "canIBJ", "canBombHorizontally" ] }, { "and": [ "canLongIBJ", "Gravity" ] }, { "and": [ "canSpringBallBombJump", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] }, { "and": [ "h_artificialMorphLongIBJ", "Gravity" ] }, { "and": [ "h_artificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Requires: "Gravity" { "or": [ "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpaceJump", "canLongIBJ", { "and": [ "canIBJ", "canBombHorizontally" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphLongIBJ", { "and": [ "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] } ] } ] }, { "and": [ "h_artificialMorphDoubleSpringBallJump", "canDownGrab" ] }, { "and": [ "canGravityJump", "h_artificialMorphSpringBallBombJump" ] } ] } |
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" ] } ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_artificialMorphSpringBall" ] } ] } { "or": [ "h_artificialMorphLongIBJ", { "and": [ "Gravity", "h_artificialMorphIBJ", "h_artificialMorphBombHorizontally" ] }, { "and": [ "canGravityJump", "h_artificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Avoid moving too much between the right of the Owtch and the item to avoid overloading PLMs until after touching the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphSpringBallBombJump" ] }, "h_artificialMorphDoubleSpringBallJump" ] } 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. |
Requires: "Gravity" { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ", "SpeedBooster", "h_crouchJumpDownGrab", "canSpringBallJumpMidAir", "canGravityJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "h_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } ] }, "h_artificialMorphDoubleSpringBallJump" ] } |
Requires: "Gravity" { "or": [ "canWalljump", "HiJump", "SpaceJump", "canIBJ", "canSpringBallJumpMidAir" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphPowerBomb", { "and": [ "h_artificialMorphIBJ", "Gravity" ] }, { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_artificialMorphPowerBomb", { "and": [ "h_artificialMorphIBJ", "Gravity" ] }, { "and": [ "h_artificialMorphSpringBall", "h_artificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_artificialMorphIBJ" ] }, { "and": [ "Gravity", "h_artificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_artificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: { "or": [ "h_usePowerBomb", { "and": [ "Gravity", "ScrewAttack" ] }, { "and": [ "Gravity", "canIBJ" ] }, { "and": [ "h_useMorphBombs", "h_useSpringBall" ] }, { "and": [ "h_useMorphBombs", "canTrivialMidAirMorph", "canDisableEquipment" ] } ] } Clears obstacles: A |
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_artificialMorphIBJ" ] }, "h_artificialMorphSpringBall" ] } "h_artificialMorphPowerBomb" Clears obstacles: A, B, f_ShaktoolDoneDigging |
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_useSpringBall", { "or": [ "HiJump", "canGravityJump" ] } ] } ] } |
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_useMorphBombs" { "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
Left Blast Door
To: 8
Standing on Top Left of Mother Brain Tank
Enter in R-mode or direct G-mode, and perform a Crystal Flash in the morph nook to the top-left of Mother Brain. During the Crystal Flash, allow the Rinkas to damage Samus down and trigger an auto-reserve refill, which will interrupt the Crystal Flash. The interruption of the Crystal Flash (due to the R-mode forced standup) limits the damage that Samus takes during it; After the reserve trigger, Samus will take just one more Rinka hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Moondance Clip" } { "not": "f_MotherBrainGlassBroken" } "h_artificialMorphMovement" "h_artificialMorphCrystalFlash" { "resourceMaxCapacity": [ { "type": "RegularEnergy", "count": 299 } ] } { "autoReserveTrigger": { "minReserveEnergy": 100 } } { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } { "gainFlashSuit": {} } Dev note: Having a small amount of E-Tanks ensures the reserve tanks can be filled by the Crystal Flash before the auto-reserve trigger. FIXME: A larger amount of E-Tanks can also work, but the reserves will not completely fill, so less energy would remain at the end. |
From: 1
Left Blast Door
To: 8
Standing on Top Left of Mother Brain Tank
Use artificial morph to go inside the nook at the top-left of Mother Brain, then perform a Crystal Flash to stand up. Samus will take rapid damage from the Rinkas during the Crystal Flash but will be able to survive with the help of 75% damage reduction from suit protection. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Moondance Clip" } { "not": "f_MotherBrainGlassBroken" } "h_artificialMorphMovement" "h_artificialMorphCrystalFlash" "h_fullEnemyDamageReduction" { "resourceCapacity": [ { "type": "RegularEnergy", "count": 299 } ] } { "resourceAtMost": [ { "type": "Energy", "count": 800 } ] } Dev note: We don't bother modeling the obstacle 'A' state here. The strat will end with R-mode if direct G-mode was used. But it doesn't matter, since this strat requires an E-Tank, which means that R-mode (for 'light pillar' during the Mother Brain 2 fight) wouldn't be useful. |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_artificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } |
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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } "h_artificialMorphPowerBomb" "h_artificialMorphPowerBomb" "h_artificialMorphPowerBomb" "canHitbox" |
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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } { "ammo": { "type": "PowerBomb", "count": 5 } } Clears obstacles: A |
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_artificialMorphIBJ", "h_artificialMorphSpringBallBombJump" ] } { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 3 } } |
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" ] } ] } |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ "HiJump", "canWalljump", "SpaceJump", "canIBJ" ] } |
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_artificialMorphIBJ" { "ammo": { "type": "PowerBomb", "count": 10 } } |