canBePatient (Extreme)

Executing a strat that requires waiting or doing the same thing over and over again for a substantial amount of time, potentially more than 1.5 minutes, even with good execution.

Difficulty filter

Strats ()

From: 6
Main Junction
To: 3
Top Right Door

This is a long temporary blue chain with X-Ray turnarounds to climb up and destroy the bomb blocks blocking the top morph tunnel. Breaking the bomb blocks is difficult because there is not enough space above them to get a neutral bounce. It is best to break them by jumping from the top platform (inside the 3-tile-high space), as this provides a 2-frame window for the morph; in comparison, jumping from the platform below requires a frame-perfect morph. If Spring Ball is available, it can be used to increase the window by one frame.

Requires:

{
  "notable": "Temporary Blue Chain Through Bomb Blocks"
}
"canLongChainTemporaryBlue"
"canXRayTurnaround"
"canTrickyJump"
"canBePatient"
{
  "canShineCharge": {
    "usedTiles": 27.5,
    "openEnd": 0
  }
}
"canInsaneJump"
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "obstaclesNotCleared": [
        "B"
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon",
            "Boyon",
            "Boyon",
            "Boyon"
          ]
        ],
        "excludedWeapons": [
          "Bombs",
          "PseudoScrew"
        ]
      }
    },
    {
      "and": [
        "canBePatient",
        "h_canUseMorphBombs"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 16
          }
        },
        "canCarefulJump",
        "canPseudoScrew"
      ]
    }
  ]
}

Clears obstacles: A

From: 5
Bottom Junction (Right of Boyons)
To: 2
Bottom Left Door

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon",
            "Boyon",
            "Boyon",
            "Boyon"
          ]
        ],
        "excludedWeapons": [
          "Bombs",
          "PseudoScrew"
        ]
      }
    },
    {
      "and": [
        "canBePatient",
        "h_canUseMorphBombs"
      ]
    }
  ]
}

Clears obstacles: A

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

Climb up 3 screens.

Entrance condition:

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

Requires:

"canXRayClimb"
"canBePatient"
From: 4
Bottom Right Door
To: 3
Top Right Door

Climb up 3 screens.

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 1
  }
}

Requires:

{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canShinesparkDeepStuck"
"canXRayClimb"
"canBePatient"
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door

Wait 90 seconds for a global Geemer.

Requires:

{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
"canBePatient"
From: 5
Alcatraz Door
To: 8
Central Junction

Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze it just after it starts climbing the bomb blocks. Spin-jump above it, which will put Samus into a forced crouch where X-Ray cannot be used. Use Grapple to kill a second Geemer, restoring the ability to use X-Ray. Use X-Ray to stand up, then jump up through the ceiling.

Requires:

{
  "notable": "Alcatraz Escape with Grapple X-Ray Ceiling Clip"
}
"h_ZebesIsAwake"
"canBePatient"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"h_canPreciseIceClip"
"canUseGrapple"
"canXRayStandUp"
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)

Wait 2 minutes for a global Geemer.

Requires:

{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)

Wait 2 minutes for a global Geemer, or use a Super to grab a closer one.

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)

Wait 2 minutes for a global Geemer, or use a Super to grab a closer one.

Requires:

"h_canFrozenEnemyRunway"
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1,
    "steepUpTiles": 1
  }
}
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door

Line up with the far right or left side of doorframe in the room below, to be able to not fall back through after entry, as the door remains open. Be careful not to fall into the door while being hit by the Geemer.

Requires:

{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Use R-Mode to get a blue suit to cross the room and get the item, or to leave the right shinecharged. In R-Mode, fill your Reserves at the farm. Damage down again so that Samus is within 1 Zebbo hit from triggering Reserves. Gain a shinecharge in-room without gaining more energy. It is possible to time the despawn of a drop with the acid if no ammo is owned. Shinespark vertically, such that a Zebbo can hit Samus in the wind-up to cause a reserve trigger, giving a blue suit. It is then fine to farm the Zebbos again.

Entrance condition:

{
  "comeInWithRMode": {}
}

Requires:

{
  "notable": "R-Mode Blue Suit"
}
"canBePatient"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 14,
        "openEnd": 0,
        "steepUpTiles": 1,
        "steepDownTiles": 1
      }
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 0,
            "steepUpTiles": 1,
            "steepDownTiles": 1
          }
        },
        {
          "doorUnlockedAtNode": 1
        }
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 18,
            "openEnd": 1,
            "steepUpTiles": 1,
            "steepDownTiles": 1
          }
        },
        "h_canDestroyBombWalls"
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 19,
            "openEnd": 1,
            "steepUpTiles": 1,
            "steepDownTiles": 1
          }
        },
        "h_canDestroyBombWalls",
        {
          "doorUnlockedAtNode": 1
        }
      ]
    }
  ]
}

Clears obstacles: B, D

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 2
Right Door
To: 1
Left Door

This is harder when crossing the room and easier if the left door can be used to reset the room, but it will cost one extra Power Bomb. Place a Power Bomb near the first and third bomb walls. One Waver will be alive by the fifth wall, which will only move while on camera. Get it to move to the right in order to safely Power Bomb the final set of walls. Follow the Waver around the room a few times in order to get it to the left doorway.

Requires:

"Morph"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Bottom Left Door
To: 9
Junction Below Items

X-Ray climb about 2.5 screen lengths, until the camera shows Samus' helmet on the bottom of the screen. Shoot up to clear the shot blocks and resume climbing until you can walk out to the right. Fix the camera by shooting the floor shot block and jumping down. The pirate will attack while climbing past it.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Green Space Pirate (standing)",
        "hits": 1,
        "type": "laser"
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Green Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Charge",
          "Ice",
          "Wave",
          "Spazer",
          "Plasma",
          "Missile",
          "Super"
        ]
      }
    }
  ]
}
"canBePatient"
From: 4
Bottom Right Door
To: 9
Junction Below Items

X-Ray climb about 2.5 screen lengths, until the camera shows Samus' helmet on the bottom of the screen. Shoot up to clear the shot blocks and resume climbing until you can walk out to the left. Fix the camera by shooting the floor shot block and jumping down. The bottom pirate will attack while climbing past it.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Green Space Pirate (standing)",
        "hits": 1,
        "type": "laser"
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Green Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Charge",
          "Ice",
          "Wave",
          "Spazer",
          "Plasma",
          "Missile",
          "Super"
        ]
      }
    }
  ]
}
"canBePatient"
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 9
Junction Below Items

Place bombs against the bottom of the crumble blocks to overload PLMs.

Requires:

"canEnterGMode"
"h_canArtificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "canBePatient",
            "HiJump"
          ]
        }
      ]
    },
    "h_canArtificialMorphCeilingBombJump"
  ]
}
From: 1
Top Door
To: 1
Top Door

The nearby Global crab can be used to exit on the left side of the door. Exiting on the right will require travelling the Morph maze to find a local crab or two.

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
"h_canUseSpringBall"
"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 5
Lower Section - Bottom Right Door
To: 2
Upper Right Section - 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 4 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Climb up 3 screens.

Entrance condition:

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

Requires:

"canXRayClimb"
"canBePatient"
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Climb up 3 screens.

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 1
  }
}

Requires:

{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canShinesparkDeepStuck"
"canXRayClimb"
"canBePatient"
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 4
Right Item
To: 2
Top Left Door

Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally. Once Samus is close to the top Bomb Block, freeze one Geemer low and jump as high as possible before placing a power bomb. Continue climbing with the Geemer that survives.

Requires:

{
  "or": [
    "h_canUsePowerBombs",
    {
      "and": [
        {
          "obstaclesCleared": [
            "B"
          ]
        },
        "Morph"
      ]
    },
    {
      "obstaclesCleared": [
        "C"
      ]
    }
  ]
}
"h_canUsePowerBombs"
"canTrivialMidAirMorph"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canBePatient"
"canCameraManip"

Clears obstacles: A, B

From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

It takes 80 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck.

Requires:

"canBePatient"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

It takes 70 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck.

Requires:

"canBePatient"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 7
Below Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - 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 3 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left 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 4 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 8
Below Power Bomb Blocks - Bottom Left Door

If coming from above, let the Zeela below the Power Bomb blocks to circle until it is on the bottom right area, then go up and place the bomb on the bottom central platform to break the blocks without killing the Zeela. Then quickly shoot the shot block to direct it down to the lower section.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction

Climb up 4 screens.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
From: 9
Right Etecoon Shaft - Top Left Door
To: 12
Above Power Bomb Blocks - Main Junction

Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up the left side, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 11
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphPowerBomb"
"canBePatient"
"canOffScreenMovement"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction

IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up again, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 11
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphIBJ"
"h_canArtificialMorphPowerBomb"
"canBePatient"
"canOffScreenMovement"
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 13
Below Power Bomb Blocks - Main Junction

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

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 11
}
"canRiskPermanentLossOfAccess"
"h_canArtificialMorphIBJ"
"canBePatient"
From: 12
Above Power Bomb Blocks - Main Junction
To: 13
Below Power Bomb Blocks - Main Junction

Freeze two Zeelas to perform an 'Enemy Stuck Moonfall' in order to clip through the Power Bomb blocks. Position one Zeela upside down on a ceiling, and another below it on the ground. The global Zeela paired with either the lowest Zeela, or the other perimeter Zeela can be used, but freezing them together is the hardest part. Freezing one and then unequipping Ice Beam to dispel the ice effect or manipulating the camera can be used to synchronize them. If the moonfall is initiated immediately after freezing both enemies, it is possible to gain enough speed to automatically clip through the enemy and the floor; in this case, hold an angle button to buffer a pose change. Alternatively, and more easily, when one of the enemies is about to thaw, hold backward in order to move forward and fall off the enemy with a buffered turnaround, which will clip through the floor without needing as much fall speed. From directly on top of the Power Bomb blocks, no pose change is needed. Two Super Missiles can speed up the Zeela setup greatly by knocking them off of the wall.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canDisableEquipment",
    "canCameraManip"
  ]
}
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    }
  ]
}
From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction

Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult.

Requires:

{
  "notable": "Bottom Ice Clip"
}
"h_canBombThings"
"h_additionalBomb"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
{
  "or": [
    "h_canXRayMorphIceClip",
    {
      "and": [
        "h_canHighPixelIceClip",
        "canInsaneJump",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "can4HighMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}
{
  "or": [
    "canBePatient",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Wait for the slow global Zeelas. They take almost 2 minutes to get there.

Requires:

{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canBePatient"
From: 2
Right Door
To: 2
Right Door

Wait for the slow global Zeelas. They take almost 2 minutes to get there.

Requires:

"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Right Door
To: 2
Right Door

Wait for the slow global Zeelas. They take almost 2 minutes to get there.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Door
To: 2
Bottom Door

Requires:

"Charge"
{
  "or": [
    {
      "and": [
        "Ice",
        "Wave"
      ]
    },
    {
      "and": [
        "Ice",
        "Spazer"
      ]
    },
    {
      "and": [
        "Spazer",
        "Wave"
      ]
    },
    {
      "and": [
        "canBePatient",
        {
          "or": [
            "Ice",
            "Wave",
            "Spazer"
          ]
        }
      ]
    },
    "Plasma",
    "canBeVeryPatient"
  ]
}

Clears obstacles: f_DefeatedSporeSpawn

From: 2
Bottom Door
To: 2
Bottom Door

Requires:

{
  "resourceCapacity": [
    {
      "type": "Missile",
      "count": 1
    }
  ]
}
{
  "or": [
    "canDodgeWhileShooting",
    "canBePatient"
  ]
}

Clears obstacles: f_DefeatedSporeSpawn

From: 6
Right Side - Top Middle Door
To: 2
Right Side - Top 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 4 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 9
Left Side - Bottom Door
To: 11
Middle Item

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_canArtificialMorphIBJ",
    "Morph",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            {
              "and": [
                "h_canArtificialMorphSpringBallBombJump",
                "h_additionalBomb",
                "h_additionalBomb",
                "h_additionalBomb"
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_canArtificialMorphCrystalFlash"
{
  "or": [
    "Morph",
    {
      "and": [
        "canTwoTileSqueeze",
        "canPartialFloorClip",
        "canCeilingClip"
      ]
    }
  ]
}
"canBePatient"
From: 2
Bottom Left Door
To: 1
Top Left Door

There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks.

Entrance condition:

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

Requires:

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

There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks.

Entrance condition:

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

Requires:

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

Requires:

{
  "useFlashSuit": {}
}
{
  "or": [
    {
      "shinespark": {
        "frames": 103,
        "excessFrames": 6
      }
    },
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 99,
            "excessFrames": 6
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canConsecutiveWalljump",
            "SpaceJump",
            {
              "and": [
                "canIBJ",
                "canBePatient",
                "canUnmorphBombBoost"
              ]
            }
          ]
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 7
          }
        }
      ]
    }
  ]
}
From: 3
Right Door
To: 2
Bottom Left Door

Using Speed Booster, run through and break the bomb wall to free the global Zeela. Break the speed blocks just before the Zeela gets to them in order for it to go down to the bottom half of the room. The speed blocks respawn very quickly, so this requires very precise timing. Normally, it takes the Zeela a minimum of 2 minutes to setup, but a super can make it fall down the shaft, saving 30 seconds. It may be easiest to knock the Zeela from the ceiling directly into the hole, saving another 30 seconds: Shoot a well-timed Super diagonally at the ground just before breaking the speed blocks.

Requires:

{
  "notable": "G-Mode Setup - Lure the Zeela Down Below"
}
"canBePatient"
"h_getBlueSpeedMaxRunway"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Use a Reo (Bee) and a Zeela to perform an 'Enemy Stuck Moonfall', clipping Samus through the Speed blocks. Break the Bomb blocks to bring enemies over to the Speed blocks. Have a Reo wait off camera while the Zeela walks onto the Speed blocks, then freeze the Bee just above Samus' head. Try to freeze both enemies near the same time and start the moonfall as quickly as possible.

Requires:

{
  "notable": "Reo Zeela Stuck Moonfall"
}
"canTrickyUseFrozenEnemies"
"canEnemyStuckMoonfall"
"canBePatient"
"canCameraManip"
{
  "obstaclesCleared": [
    "A"
  ]
}
From: 1
Right Door
To: 3
Dry Platform Junction

Watch a Zero (Caterpillar) climb along the ceiling before knocking it down near the speed blocks. Freeze it and jump on top. Escape the water with a spinjump or crouch jump.

Requires:

"canSuitlessMaridia"
"canBePatient"
"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
From: 1
Right Door
To: 2
Chozo Item

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

Entrance condition:

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

Requires:

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

Clears obstacles: B

From: 1
Right Door
To: 2
Chozo Item

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon",
            "Boyon",
            "Boyon",
            "Boyon"
          ]
        ],
        "excludedWeapons": [
          "Bombs",
          "PseudoScrew"
        ]
      }
    },
    {
      "and": [
        "canBePatient",
        "h_canUseMorphBombs"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 16
          }
        },
        "canPseudoScrew"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Chozo Item
To: 1
Right Door

Requires:

{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon",
            "Boyon",
            "Boyon",
            "Boyon"
          ]
        ],
        "excludedWeapons": [
          "Bombs",
          "PseudoScrew"
        ]
      }
    },
    {
      "and": [
        "canBePatient",
        "h_canUseMorphBombs"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 16
          }
        },
        "canPseudoScrew"
      ]
    }
  ]
}

Clears obstacles: A

From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)

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

Requires:

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

Exit condition:

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

It takes around 2 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform.

Requires:

"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canMidAirMorph"
"canNeutralDamageBoost"
"canTrickyJump"
"h_canCrouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Zero",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Right Door
To: 2
Right Door

It takes 90 seconds after room entry to get hit by a Waver. It is the second Waver that comes nearby.

Requires:

"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Left Door
To: 1
Left Door

Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab.

Requires:

"Charge"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma",
    "canBePatient"
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "canCarefulJump",
            "h_canCrouchJumpDownGrab"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: f_DefeatedKraid

From: 1
Left Door
To: 1
Left Door

4 supers are required to kill Kraid. Only 1 is needed to get him to stand up, after which they are farmable, even though the drop rate is low. Getting up during Phase 2 can be done by jumping on Kraid's projectile platforms or a well timed crouch jump + down grab.

Requires:

{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 5
      }
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 4
          }
        },
        "canDodgeWhileShooting"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 3
          }
        },
        "canDodgeWhileShooting",
        "canBePatient"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "canDodgeWhileShooting",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "canCarefulJump",
            "h_canCrouchJumpDownGrab"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: f_DefeatedKraid

From: 4
Left Side - Bottom Door
To: 1
Left Side - Top 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 3 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 4
Left Side - Bottom Door
To: 1
Left Side - Top Door

Climb up 3 screens.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
From: 7
Top Right Door
To: 7
Top Right Door

Place a Power Bomb on the bottom stair attached to the door in order to prevent killing the Sova, or free a Sova from the Morph maze with Bombs. If coming from below, be sure to lure the Sova to the bottom before placing a Power Bomb near the blocks in order to prevent killing it. Use Space Jump to follow the Sova to the top right door. Freeze it just at the bottom of the small stairs, as Samus can run over the half-tile gap that remains.

Requires:

"h_canFrozenEnemyRunway"
"SpaceJump"
"canBePatient"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canBombThings"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 1
Left Side - Top Door

Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary.

Requires:

"canEnterGMode"
"h_canArtificialMorphIBJ"
{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "and": [
        "canTrickyJump",
        {
          "or": [
            "canBePatient",
            "canDoubleBombJump"
          ]
        }
      ]
    }
  ]
}
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 7
Top Right Door

Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary. It may be best to first IBJ to the top left side and kill the top Waver with Bombs; this can be done by placing bombs in a vertical line, then dodging the Waver as it approaches.

Requires:

"canEnterGMode"
"h_canArtificialMorphIBJ"
{
  "or": [
    "h_canArtificialMorphPowerBomb",
    {
      "and": [
        "canTrickyJump",
        "canBePatient",
        {
          "or": [
            "canBeVeryPatient",
            "canDoubleBombJump"
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Climb up 1 screen.

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 1
  }
}

Requires:

{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canShinesparkDeepStuck"
"canXRayClimb"
"canBePatient"
{
  "heatFrames": 1600
}
From: 4
Bottom Right Door
To: 6
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 3 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": false
  }
}

Requires:

"canXRayClimb"
"canBePatient"

Bypasses door shell: true

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

Climb up 3 screens.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "heatFrames": 4000
}
"canBePatient"
From: 2
Bottom Right Door
To: 1
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 3 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": false
  }
}

Requires:

"h_heatProof"
"canXRayClimb"
"canBePatient"

Bypasses door shell: true

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

Release the ceiling Sova while being careful not to kill it if using Power Bombs. The Sova takes 90 seconds to get to the door if the Power Bomb blocks are broken and 45 seconds if they are not. Using a Super when the Sova is exiting the ceiling takes only 12 seconds.

Requires:

{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "obstaclesCleared": [
    "B"
  ]
}
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesNotCleared": [
        "C"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 2
Middle Left Door

If the Power Bomb blocks are broken and the room cannot be reset, the runway can be extended by waiting for the slow global Sova. Be careful to prevent killing the Sova when breaking the Power Bomb blocks, while still ensuring breaking the ceiling Bomb blocks. Using a Super to knock off the Sova once it is near the gates will save approximately 30 seconds.

Requires:

"h_canFrozenEnemyRunway"
{
  "obstaclesCleared": [
    "A",
    "B",
    "C"
  ]
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canBePatient",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 1
  }
}
From: 4
Right Door
To: 2
Middle Left Door

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

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

Clears obstacles: A, B, C

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

It takes about 1.5 minutes for the Sova to get to this door and hit Samus.

Requires:

"canBePatient"
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
}
From: 1
Top Right Door
To: 1
Top Right Door

Wait 80 seconds for the Sova to get into position, then freeze it to bridge the gap and significantly extend the runway. The other Sovas can be farmed or used as a backup.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"
{
  "heatFrames": 4800
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 10,
    "openEnd": 1
  }
}
From: 2
Middle Right Door
To: 2
Middle Right Door

It takes about 2.5 minutes for the Sova to get to this door and hit Samus. Alternatively, use a Super just after the Sovas go off screen to speed it up to 40 seconds.

Requires:

{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "canBePatient"
  ]
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Middle Right Door
To: 2
Middle Right Door

Wait 3 minutes for the Sova to get into position, or 100 seconds with Morph by going ahead of them to break the shot blocks as they get there. This can be further reduced to 45 seconds with a Super by knocking a Sova off after it exits the morph tunnel. The other Sovas can be farmed or used as a backup.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    {
      "and": [
        "h_heatProof",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "h_heatProof",
        "canBePatient",
        "Morph"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "heatFrames": 2600
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 3
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"canBePatient"

Clears obstacles: A

From: 2
Top Door
To: 3
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"canBePatient"

Clears obstacles: A, door_2

From: 3
Item
To: 4
Central Junction

Requires:

"canLongCeilingBombJump"
"canBePatient"
From: 4
Central Junction
To: 3
Item

Requires:

{
  "or": [
    "f_DefeatedCrocomire",
    {
      "obstaclesCleared": [
        "f_DefeatedCrocomire"
      ]
    }
  ]
}
"canLongCeilingBombJump"
"canBePatient"
From: 4
Central Junction
To: 4
Central Junction

This can be a very long fight if Crocomire is stingy with the farming phases. Farming requires careful dodging in order to minimize energy drops. Delay grabbing all of the drops until necessary to reduce the chance of running out of ammo.

Requires:

{
  "notable": "Crocomire with 5 Missiles"
}
"canFarmWhileShooting"
"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    }
  ]
}
{
  "resourceCapacity": [
    {
      "type": "Missile",
      "count": 5
    }
  ]
}

Clears obstacles: f_DefeatedCrocomire

From: 5
Small Platforms Junction
To: 1
Left Door

Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge then climb up to the door. Then the Mella will start moving upward, which means it comes at you partially blind. Getting it to reach the door, and not just short of the door is the hardest part. If it drops below the camera it will be necessary to go back down and raise it some more.

Requires:

"canManipulateMellas"
"canCameraManip"
"canBePatient"
"canTrickyJump"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "and": [
            "HiJump",
            "canWalljump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 5
Small Platforms Junction
To: 3
Item

Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used as a stepping stone once frozen. Without movement items it may be necessary to continue manipulating it from above, jumping and aiming down to freeze it.

Requires:

"canTrickyUseFrozenEnemies"
"canManipulateMellas"
{
  "or": [
    {
      "and": [
        "canBePatient",
        "canWalljump"
      ]
    },
    "canBeVeryPatient"
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Use a Super to knock off a Viola and follow it to this door.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "or": [
    "canConsecutiveWalljump",
    "h_canFly",
    "canBePatient"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 1
  }
}
From: 3
Bottom Right Door
To: 1
Top Left Door

Use a Super to knock off a nearby Viola, then lure it to the top. To avoid a wall jump, it is possible to use the Viola as a frozen platform.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "or": [
    "canConsecutiveWalljump",
    "h_canFly",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "canBePatient"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Bottom Right Door
To: 4
Top Door

Knock a Viola off of its platform and keep it on camera as it climbs to the top of the room.

Requires:

"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"h_canUseSpringBall"
"canUpwardGModeSetup"
{
  "or": [
    "canConsecutiveWalljump",
    "h_canFly",
    "canBePatient"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 3
Bottom Right Door
To: 4
Top Door

Knock a Viola off of the middle platforms and ride it up the right wall by freezing it with Ice Beam.

Requires:

"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canBePatient"
From: 3
Bottom Right Door
To: 4
Top Door

Use a Super to knock a Viola off of the middle platforms and ride it up the right wall by freezing it with Ice Beam. Once it reaches the top door, use another Super to knock it off again, and freeze it mid-air. Use Morph and X-Ray to stand on top of it and clip up through the door shell above.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_canXRayMorphIceClip"
{
  "or": [
    "canConsecutiveWalljump",
    "h_canFly",
    "canBePatient"
  ]
}

Bypasses door shell: true

From: 3
Bottom Right Door
To: 4
Top Door

Climb up 3 screens, then perform a turn-around spin jump to the left to reach the platform.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canBePatient"
"canXRayClimb"
From: 5
Golden Torizo
To: 5
Golden Torizo

This strat requires much farming. It assumes a capacity of and starting with only 5 supers for five sessions of farming. A safe farming method is to face left while standing in the safe spot. Then fire straight up to shoot the orbs as they appear. Jump up while GT's beak is not open to collect the drops. Plasma allows all of the orbs to be broken at once. Grapple allows for more drops to be collected by shooting diagonally, and collecting the items using Grapple. Keep the number of current Missiles below 31 so that GT will be guaranteed to use the attack which creates drops. Firing Supers requires a very steady fire rate so that for every Super Missile caught by GT, the next 4 Supers do damage.

Requires:

{
  "notable": "Safe Spot Kill"
}
"h_canNavigateHeatRooms"
"canTrickyJump"
"canBePatient"
{
  "ammo": {
    "type": "Super",
    "count": 5
  }
}
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "heatFrames": 3100
        }
      ]
    },
    {
      "and": [
        "canPreciseGrapple",
        {
          "heatFrames": 3200
        }
      ]
    },
    {
      "heatFrames": 4500
    }
  ]
}

Clears obstacles: f_DefeatedGoldenTorizo

From: 3
Metal Pirates Junction
To: 3
Metal Pirates Junction

Uncharged Spazer does half damage.

Requires:

"h_heatProof"
"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        "Spazer",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "Charge",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "Charge",
        "Ice",
        "canBePatient"
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 99
  }
}
{
  "partialRefill": {
    "type": "Super",
    "limit": 1
  }
}

Clears obstacles: A

From: 2
Right Door
To: 3
Farm Junction Free of Holtzes

Requires:

{
  "or": [
    "canBePatient",
    "canDodgeWhileShooting"
  ]
}
{
  "heatFrames": 2400
}
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors

Requires:

"h_heatProof"
"canBePatient"
{
  "enemyKill": {
    "enemies": [
      [
        "Kihunter (red)",
        "Kihunter (red)"
      ]
    ]
  }
}
From: 6
Bottom Platform Junction With Pirates Killed
To: 4
Junction Above Bomb Blocks

Requires:

"canIBJ"
{
  "or": [
    {
      "and": [
        "canJumpIntoIBJ",
        {
          "heatFrames": 1460
        }
      ]
    },
    {
      "and": [
        "canDoubleBombJump",
        {
          "heatFrames": 1000
        }
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canDoubleBombJump",
        {
          "heatFrames": 800
        }
      ]
    },
    {
      "heatFrames": 2000
    }
  ]
}
{
  "or": [
    "canPowerBombMidIBJ",
    {
      "and": [
        "canBombAboveIBJ",
        "canStaggeredIBJ",
        {
          "heatFrames": 180
        }
      ]
    },
    {
      "and": [
        "h_heatProof",
        "canBePatient"
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

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

Requires:

"h_heatProof"
"canBePatient"
{
  "enemyKill": {
    "enemies": [
      [
        "Kihunter (red)",
        "Kihunter (red)",
        "Kihunter (red)"
      ]
    ]
  }
}

Clears obstacles: A

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

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

Requires:

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

Clears obstacles: A

From: 6
Junction Left of Power Bomb Blocks
To: 4
Junction Right of Power Bomb Blocks

Requires:

"h_heatProof"
{
  "or": [
    "Charge",
    "Spazer"
  ]
}
"canBePatient"

Clears obstacles: C, D

From: 7
Junction Left of Morph Tunnel
To: 4
Junction Right of Power Bomb Blocks

Lure the Ground Hoppers to the Morph Tunnel The left ceiling Dessgeega can be safely killed above the Power Bomb statue.

Requires:

"h_heatProof"
"canBePatient"
"h_canUseMorphBombs"

Clears obstacles: C, D

From: 1
Left Door
To: 3
Right Door

On room entry, place a Power Bomb to kill the Atomic and land on the Workrobot. Wait for the Workrobot to move across the room until it meets with a second robot. Depending on where the robots meet, either roll off and quickly roll under the Atomic, stay on for a second to try to lure the Atomic left a bit, or use a Power Bomb to kill it. Be careful not to hit any of the invisible, stationary lasers, and don't place any Power Bombs too close to the right wall or it will hit the bomb block and it will no longer be passable. Quickly use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them before the Atomic hits Samus.

Entrance condition:

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

Requires:

{
  "notable": "G-mode Morph Workrobot Ride"
}
"f_DefeatedPhantoon"
"canBePatient"
"h_canArtificialMorphPowerBomb"
{
  "or": [
    "canTrickyJump",
    "h_canArtificialMorphPowerBomb"
  ]
}
From: 2
Item (Behind the Bomb Wall)
To: 1
Left Door

In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to escape. Note that it is required to break the bomb block above the Morph tunnel as well, in order to clip out.

Requires:

{
  "notable": "R-Mode Standup Clip (Right to Left)"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"canCeilingClip"
"canBePatient"
{
  "or": [
    "Ice",
    "Wave",
    "Spazer",
    "Plasma",
    "ScrewAttack"
  ]
}
{
  "or": [
    "canTrivialMidAirMorph",
    "h_canUseSpringBall",
    "h_canBombThings"
  ]
}
From: 1
Right Door
To: 2
Item

Requires:

"canLongCeilingBombJump"
"canBePatient"
From: 1
Right Door
To: 2
Item

Entrance condition:

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

Requires:

"h_canArtificialMorphLongCeilingBombJump"
"canBePatient"

Clears obstacles: A

From: 2
Item
To: 1
Right Door

Requires:

"canLongCeilingBombJump"
"canBePatient"
From: 7
Bottom Door
To: 3
Bottom Left Door

In R-Mode, kill the Coverns until there is Energy in Samus's Reserves. Get into the Morph tunnel and go to the far left. Wait for Coverns to damage Samus down until Reserves trigger, forcing a stand up and enabling her to shoot the shot blocks and escape.

Entrance condition:

{
  "comeInWithRMode": {},
  "comesThroughToilet": "any"
}

Requires:

{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "canBePatient",
    "Plasma"
  ]
}
{
  "or": [
    {
      "and": [
        "canCarefulJump",
        "canMidAirMorph",
        "canDisableEquipment"
      ]
    },
    "h_canUseSpringBall"
  ]
}

Clears obstacles: B

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

Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time.

Requires:

"Gravity"
"canBePatient"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canGravityJump",
            "canConsecutiveWalljump",
            "SpeedBooster"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Top Left Door
To: 1
Top Left Door

Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canBePatient"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canGravityJump",
            "canConsecutiveWalljump",
            "SpeedBooster"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 9
Junction Below Top Door
To: 1
Middle Left Door

Use two snails to perform an 'Enemy Stuck Moonfall' to bypass the bomb blocks above the middle left door of Aqueduct. Position one snail on the above door shell, and the second above the corner of pipe below Samus will clip through the lower snail, taking damage, then continue through a segment of pipe where the crumble blocks can be reached. Facing both snails during the moonfall while positioning Samus for the clip can be precise Depending on the exact heights of the snails, it may be necessary to pose change while clipping.

Requires:

{
  "notable": "Snail Stuck Moonfall"
}
"h_canNavigateUnderwater"
"canEnemyStuckMoonfall"
"canBePatient"
{
  "enemyDamage": {
    "enemy": "Yard",
    "type": "contact",
    "hits": 1
  }
}
From: 3
Top Door
To: 3
Top Door

The Global crab in the upper section can be knocked off the wall to enter the left side of the above door. Otherwise, there are more crabs in the lower section of the room.

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        {
          "or": [
            "HiJump",
            "canBePatient"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Bottom Left Door
To: 2
Top Right Door

Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it.

Entrance condition:

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

Requires:

"canXRayClimb"
"canBePatient"
"canOffScreenMovement"
From: 1
Bottom Left Door
To: 2
Top Right Door

Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canShinesparkDeepStuck"
{
  "shinespark": {
    "frames": 1,
    "excessFrames": 1
  }
}
"canXRayClimb"
"canBePatient"
"canOffScreenMovement"
From: 1
Bottom Left Door
To: 3
Elevator

Climb up 2.5 screens.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
From: 3
Middle Right Door
To: 3
Middle Right Door

Requires:

"canBePatient"
{
  "resetRoom": {
    "nodes": [
      3
    ],
    "mustStayPut": false
  }
}
{
  "refill": [
    "Energy",
    "Missile",
    "Super"
  ]
}
From: 1
Left Door
To: 1
Left Door

It takes between 1-2 minutes for the Puyos to wake up and get to the doorway.

Requires:

"canBePatient"
{
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
}
From: 1
Left Door
To: 1
Left Door

It takes between 1-2 minutes for the Puyos to wake up and get to the doorway.

Requires:

"canBePatient"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]}
From: 1
Left Door
To: 1
Left Door

Requires:

"canBePatient"
{
  "or": [
    "canDodgeWhileShooting",
    "Charge",
    "Ice"
  ]
}
{
  "resetRoom": {
    "nodes": [
      1
    ],
    "mustStayPut": false
  }
}
{
  "refill": [
    "Super",
    "PowerBomb"
  ]
}
From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "h_hasBeamUpgrade",
    "canDodgeWhileShooting",
    "Grapple",
    "ScrewAttack",
    "canBePatient",
    {
      "resourceCapacity": [
        {
          "type": "Missile",
          "count": 1
        }
      ]
    },
    "h_canUsePowerBombs"
  ]
}
From: 2
Right Door
To: 1
Left Door

Requires:

{
  "or": [
    "h_hasBeamUpgrade",
    "canDodgeWhileShooting",
    "Grapple",
    "ScrewAttack",
    "canBePatient",
    {
      "resourceCapacity": [
        {
          "type": "Missile",
          "count": 1
        }
      ]
    },
    "h_canUsePowerBombs"
  ]
}
From: 2
Right Door
To: 2
Right Door

Requires:

"canBePatient"
{
  "or": [
    "canDodgeWhileShooting",
    "Charge",
    "Ice"
  ]
}
{
  "resetRoom": {
    "nodes": [
      2
    ],
    "mustStayPut": false
  }
}
{
  "refill": [
    "Super",
    "PowerBomb"
  ]
}
From: 1
West Leg Left Door
To: 2
East Leg Right Door

This climb is from the left side of the left room, the room with the breakable grapple block. Climb up 3 screens. The camera will not move up to Samus while on the left wall. Carefully jump over the pit without falling in. It helps to step down and use the two-tile long runway.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
"canOffScreenMovement"
{
  "or": [
    "canTrickyJump",
    "canWalljump",
    "SpaceJump"
  ]
}
From: 1
West Leg Left Door
To: 5
Junction Above Grapple Block

This climb is from the left side of the left room, the room with the breakable grapple block. Climb up 3 screens. Then drop down to fix the camera.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
From: 3
West Leg Right Door
To: 2
East Leg Right Door

This climb is right side of the left room - the room with the breakable grapple block. Climb up 3 screens.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
"canBePatient"
From: 1
Left Door
To: 1
Left Door

This takes 1 min 40 sec if Shaktool is done digging.

Requires:

{
  "enemyDamage": {
    "enemy": "Shaktool",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "canBePatient",
    {
      "and": [
        "canRiskPermanentLossOfAccess",
        {
          "not": "f_ShaktoolDoneDigging"
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Bounce the snails around the room in order to destroy the sand blocks, opening up the runway. Without Gravity, this requires greater caution as the water will slow Samus down and increase the risk of taking damage from a snail. A snail can be made to bounce in 3 ways: shooting it off a wall or ceiling, kicking it on the ground, or touching it while it is already bouncing. Kicking a snail involves running or jumping into it with a non-zero amount of run speed, gained by dashing for at least one frame while in air physics. A snail can be kicked from any direction when in its initial (not angered) state or when it is stunned for a moment after being shot. While a snail is angered and is moving quickly, it can only safely be kicked from a certain side: from behind if on the ground, or head-on if on the ceiling (and not at all while on a wall). If Morph is unavailable, be careful not to let the snails go off-camera, and avoid getting stuck in two-tile-high spaces. If a snail is on the ground and still on camera, it can be forced to move toward Samus again by shooting it; let it wrap around the right side of the room onto the ceiling, where it can be shot to cause it to fall and continue destroying sand blocks.

Requires:

{
  "notable": "Suitless Bounce the Snails Around the Room"
}
"canDodgeWhileShooting"
"canTrickyJump"
{
  "or": [
    "canBePatient",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Yard",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: B

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"f_KilledMetroidRoom1"
"h_canArtificialMorphLongCeilingBombJump"
"canBePatient"
From: 1
Left Door
To: 1
Left Door

Run from or Roll under the pirate lasers. The Pirates will also not shoot if they come on screen while Samus is crouched.

Requires:

{
  "or": [
    {
      "and": [
        "canDodgeWhileShooting",
        "canCameraManip",
        {
          "or": [
            "Plasma",
            {
              "and": [
                "h_hasBeamUpgrade",
                "canBePatient"
              ]
            },
            "canBeVeryPatient"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canBePatient",
            {
              "enemyDamage": {
                "enemy": "Tourian Space Pirate (all)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            "Morph",
            "canTurnaroundAimCancel",
            "canXRayTurnaround"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Right Door
To: 2
Right Door

Run from or Roll under the pirate lasers. The Pirates will also not shoot if they come on screen while Samus is crouched.

Requires:

{
  "or": [
    {
      "and": [
        "canDodgeWhileShooting",
        "canCameraManip",
        {
          "or": [
            "Plasma",
            {
              "and": [
                "h_hasBeamUpgrade",
                "canBePatient"
              ]
            },
            "canBeVeryPatient"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canBePatient",
            {
              "enemyDamage": {
                "enemy": "Tourian Space Pirate (all)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            "Morph",
            "canTurnaroundAimCancel",
            "canXRayTurnaround"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A