canTrickyDodgeEnemies (Expert)

The ability to dodge enemies requiring highly precise or unintuitive avoidance movements.

Difficulty filter

Strats ()

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

Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. If Morph is not available, careful movement is needed with SpringBall to reach the top without taking a hit from a pirate or its stationary, invisible lasers.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    "h_artificialMorphBombs",
    "h_fourTileJumpMorph"
  ]
}
{
  "or": [
    "Morph",
    "h_ZebesNotAwake",
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    }
  ]
}
From: 5
Bottom Right Door
To: 3
Top Right Door

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"
      ]
    }
  ]
}
From: 5
Bottom Right Door
To: 4
Middle Right Door

Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit 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"
      ]
    }
  ]
}
From: 6
Main Junction
To: 3
Top Right Door

Manipulate the Pirates to the right wall while climbing the room. Kill all the Pirates while moonfalling down the right side. Then quickly gain a shinecharge, crouch, and perform a diagonal shinespark to the top, collecting the drops along the way.

Requires:

{
  "notable": "Behemoth Shinespark"
}
"h_ZebesIsAwake"
"canTrickyDodgeEnemies"
"canFarmWhileShooting"
"Morph"
"canMoonfall"
{
  "or": [
    "Plasma",
    "ScrewAttack",
    "canInsaneJump"
  ]
}
{
  "resourceMissingAtMost": [
    {
      "type": "Missile",
      "count": 0
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 28,
    "openEnd": 0
  }
}
{
  "shinespark": {
    "frames": 50,
    "excessFrames": 3
  }
}
{
  "obstaclesCleared": [
    "A"
  ]
}
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "obstaclesNotCleared": [
        "B"
      ]
    }
  ]
}
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: 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: 1
Left Door
To: 1
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        "canDodgeWhileShooting",
        {
          "cycleFrames": 600
        }
      ]
    },
    {
      "and": [
        "h_bombThings",
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 850
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 2 Waver

Dev note: There is a third Waver on the right side of the room, but generally it would not be worthwhile to cross the room for it.

From: 2
Right Door
To: 2
Right Door

Jump towards the Yapping Maw before it is on screen so it moves up. Quickly move it off camera so it will be `frozen` in place. Shortcharge like normal. If the Yapping Maw is returning to its hole, it will usually not grab Samus.

Requires:

{
  "notable": "Shinecharge Under Yapping Maw"
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"canMidairShinespark"
"canCameraManip"
"canTrickyDodgeEnemies"
{
  "canShineCharge": {
    "usedTiles": 22,
    "steepUpTiles": 2,
    "steepDownTiles": 3,
    "startingDownTiles": 2,
    "openEnd": 0
  }
}
{
  "shinespark": {
    "frames": 45
  }
}

Exit condition:

{
  "leaveWithSpark": {
    "position": "top"
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 420
        }
      ]
    },
    {
      "and": [
        "h_bombThings",
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 630
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 1 Waver

From: 9
Junction Below Items
To: 3
Bottom Left Door

It is possible to shake the Beetom off near the right door while facing left, then lure it down to the bottom without taking more hits (or to kill the Pirates with Bombs).

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ],
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ]
          }
        },
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 8
              }
            },
            {
              "and": [
                "canTrickyDodgeEnemies",
                "canEscapeEnemyGrab",
                {
                  "enemyDamage": {
                    "enemy": "Beetom",
                    "type": "contact",
                    "hits": 5
                  }
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 5
          }
        },
        {
          "enemyDamage": {
            "enemy": "Green Space Pirate (standing)",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}

Unlocks doors:

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

Dev note: FIXME: If starting the room at the bottom, the way it is written requires killing the pirates twice. If starting from the top of the room, it's going to take more hits and wiggling the Beetom off above if the only way to kill the pirates is with Power Bombs.

From: 9
Junction Below Items
To: 4
Bottom Right Door

It is possible to shake the Beetom off near the right door while facing left, then lure it down to the bottom without taking more hits (or to kill the Pirates with Bombs).

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        {
          "enemyKill": {
            "enemies": [
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ],
              [
                "Green Space Pirate (standing)",
                "Green Space Pirate (standing)"
              ]
            ]
          }
        },
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 8
              }
            },
            {
              "and": [
                "canTrickyDodgeEnemies",
                "canEscapeEnemyGrab",
                {
                  "enemyDamage": {
                    "enemy": "Beetom",
                    "type": "contact",
                    "hits": 5
                  }
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 5
          }
        },
        {
          "enemyDamage": {
            "enemy": "Green Space Pirate (standing)",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}

Unlocks doors:

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

Dev note: FIXME: If starting the room at the bottom, the way it is written requires killing the pirates twice. If starting from the top of the room, it's going to take more hits and wiggling the Beetom off above if the only way to kill the pirates is with Power Bombs.

From: 1
Left Door
To: 2
Right Door

Enter the room while building a shinespark and use it on the lowest part of the ramp to cross the room and reach a raised ledge on the right side wall. From there, use SpaceJump to escape the water. Carry the shinespark to the bottom of the ramp by delaying the first Choot with two Power Beam shots, killing it, or bounceballing through it. The Choot can be shot diagonally from the middle platform, and again by running off that platform and aiming down to float above it.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 6,
    "openEnd": 1,
    "steepDownTiles": 1
  }
}

Requires:

"canShinechargeMovementComplex"
"canCarefulJump"
{
  "or": [
    {
      "and": [
        "canMidairShinespark",
        "canShinechargeMovementTricky",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Choot",
            "type": "contact",
            "hits": 1
          }
        },
        "canNeutralDamageBoost",
        "canBounceBall"
      ]
    },
    {
      "and": [
        "canMockball",
        {
          "or": [
            "canPseudoScrew",
            "ScrewAttack",
            "Plasma",
            "Wave",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
"canHorizontalShinespark"
{
  "shinespark": {
    "frames": 125,
    "excessFrames": 5
  }
}
"canSpaceJumpWaterBounce"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "canDownGrab"
      ]
    },
    "canWalljump"
  ]
}

Dev note: There is 1 unusable tile in this runway.

From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)

It is possible to roll off of the ledge and avoid the Geemers, but it is somewhat tight and the timing is likely earlier than expected.

Entrance condition:

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

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall",
    "h_artificialMorphBombThings",
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Dev note: It may be possible to come in indirect and still have enough i-frames to get through the Geemers, but Samus may be coming from a doorless room like Crateria Tube. This is not easy to model and isn't worth doing, because the player will almost certainly canTrickyDodgeEnemies enabled before enabling canArtificialMorph.

From: 1
Bottom Left Door
To: 5
G-Mode Morph Junction (Bottom)

The eye scanners are particularly annoying while in g-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Flashing Lights"
}
{
  "or": [
    "h_ZebesNotAwake",
    "Morph",
    "h_artificialMorphSpringBall",
    "h_artificialMorphBombThings",
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Dev note: Although there would be no enemies and the strat would be free, these options are here as a way to avoid the canRiskPermanentLossOfAccess.

From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)

It is possible to roll off of the ledge over the Geemers, but it is somewhat tight and the timing is likely earlier than expected.. Alternatively, it is possible to roll of the ledge go through the Geemers before Samus' i-frames expire.

Entrance condition:

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

Requires:

"h_ZebesIsAwake"
{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall",
    "h_artificialMorphBombThings",
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)

The eye scanners are particularly annoying while in g-mode. They scan Samus with bright flashing lights which remain for a further distance. This is notable so a player can disable having to enter these flashing lights. If disabled, Samus will only require being in g-mode in this room if Zebes is awake.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Flashing Lights"
}
{
  "or": [
    "h_ZebesNotAwake",
    "Morph",
    "h_artificialMorphSpringBall",
    "h_artificialMorphBombThings",
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Dev note: Although there would be no enemies and the strat would be free, these options are here as a way to avoid the canRiskPermanentLossOfAccess.

From: 1
Left Door
To: 1
Left Door

Pseudo Screw the first ground hopper and focus fire on it until it dies while taking 2-3 hits. Kill the ceiling hopper while on the ground, crouched near the stair for some safety, or with Morph without risk. The third hopper can be killed with another Pseudo Screw with pause abuse, a Morph dodge, or a dodge by jumping over it while it lunges towards Samus.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPseudoScrew"
"h_pauseAbuseMinimalReserveRefill"
"h_pauseAbuseMinimalReserveRefill"
"h_pauseAbuseMinimalReserveRefill"
{
  "or": [
    "h_pauseAbuseMinimalReserveRefill",
    "Morph"
  ]
}
{
  "or": [
    "h_pauseAbuseMinimalReserveRefill",
    "canTrickyDodgeEnemies"
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

To save a hit, jump over the third Sidehopper as it lunges towards Samus.

Requires:

"h_pauseAbuseMinimalReserveRefill"
"h_pauseAbuseMinimalReserveRefill"
"h_pauseAbuseMinimalReserveRefill"
{
  "or": [
    "Ice",
    {
      "and": [
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

Requires:

"Morph"
"canTrickyDodgeEnemies"
"h_pauseAbuseMinimalReserveRefill"
"h_pauseAbuseMinimalReserveRefill"
{
  "or": [
    "Ice",
    {
      "and": [
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

Enter the room ready to kill the hoppers before they can hit Samus. Enter with a Charged Plasma shot ready, in a Screw Attack spin jump, or prepated to rapidly kill the hopper with Plasma and another beam.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Charge"
      ]
    },
    {
      "and": [
        "Plasma",
        "canTrickyDodgeEnemies",
        {
          "or": [
            "Ice",
            "Wave"
          ]
        }
      ]
    },
    "ScrewAttack"
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

Roll into the room, fall off the step and roll into the corner. Either use a Power Bomb on entry, or unmorph at the bottom of the step and quickly kill the hoppers with Plasma.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"Morph"
"canTrickyJump"
{
  "or": [
    "Plasma",
    {
      "and": [
        "h_usePowerBomb",
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Sidehopper"
                  ]
                ],
                "explicitWeapons": [
                  "Missile",
                  "Super",
                  "PowerBomb"
                ]
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

Enter the room and immediately shoot a Missile and a Super to kill the first hopper. Quickly kill the second the same way or safely kill it with morph.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canTrickyDodgeEnemies"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "or": [
    "Morph",
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 1
          }
        },
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Clears obstacles: C

From: 1
Left Door
To: 1
Left Door

Enter the room and immediately shoot a Missile and a Super to kill the first hopper.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canTrickyDodgeEnemies"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Dev note: This can then be paired with quickly leaving the room normally or with a G-Mode setup, if the door is unlocked.

From: 1
Left Door
To: 1
Left Door

Requires:

"h_ZebesIsAwake"
"canPrepareForNextRoom"
{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "Plasma",
        "Charge",
        {
          "cycleFrames": 270
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 250
        }
      ]
    },
    {
      "and": [
        "Plasma",
        "Wave",
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 300
        }
      ]
    },
    {
      "and": [
        "h_PlasmaHitbox",
        {
          "cycleFrames": 360
        }
      ]
    },
    {
      "and": [
        "Morph",
        "canTrickyDodgeEnemies",
        {
          "or": [
            {
              "and": [
                "Wave",
                "Spazer",
                {
                  "cycleFrames": 600
                }
              ]
            },
            {
              "and": [
                "Wave",
                {
                  "cycleFrames": 840
                }
              ]
            },
            {
              "and": [
                "Spazer",
                "Ice",
                {
                  "cycleFrames": 840
                }
              ]
            },
            {
              "and": [
                "Spazer",
                {
                  "cycleFrames": 960
                }
              ]
            },
            {
              "and": [
                "Ice",
                {
                  "cycleFrames": 1560
                }
              ]
            },
            {
              "and": [
                "canBePatient",
                {
                  "cycleFrames": 2320
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: C

Resets obstacles: A, B, D

Farm cycle drops: 3 Sidehopper

From: 1
Left Door
To: 5
Left Item

Tank the Sidehopper hits or kill them after a single hit by quickly placing a Power Bomb. It is also possible to kill the Sidehoppers with a very fast Screw Attack, if Samus has Morph Ball. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks.

Entrance condition:

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

Requires:

{
  "or": [
    "canComplexGMode",
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Sidehopper",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        "ScrewAttack"
      ]
    }
  ]
}

Clears obstacles: D

From: 1
Left Door
To: 5
Left Item

Tank the Sidehopper hits or kill them after a single hit by quickly placing a Power Bomb. It is also possible to kill the Sidehoppers with a very fast Screw Attack, if Samus has Morph Ball. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks. Place a Power Bomb next to the right wall then quickly exit G-mode before it explodes to destroy the blocks.

Entrance condition:

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

Requires:

{
  "or": [
    "canComplexGMode",
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Sidehopper",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        "ScrewAttack"
      ]
    }
  ]
}
"h_artificialMorphPowerBomb"
{
  "or": [
    "h_artificialMorphMovement",
    "h_additionalBomb"
  ]
}

Clears obstacles: B, D

From: 1
Left Door
To: 5
Left Item

Roll into the room, fall off the step and roll into the corner. Roll to the right immediately as the floor hopper is going to take its second jump to get it off camera. Once it is off camera, stop and wait for the next hopper to jump towards Samus, then roll under it as it jumps again.

Entrance condition:

{
  "comeInWithMockball": {
    "speedBooster": "any",
    "adjacentMinTiles": 0,
    "remoteAndLandingMinTiles": [
      [
        0,
        0
      ]
    ]
  }
}

Requires:

"canPrepareForNextRoom"
"canTrickyDodgeEnemies"
"canCameraManip"
"h_bombThings"

Clears obstacles: A

From: 1
Left Door
To: 5
Left Item

Roll into the room, fall off the step and roll into the corner. Roll to the right immediately as the floor hopper is going to take its second jump to get it off camera. Once it is off camera, stop and wait for the next hopper to jump towards Samus, then roll under it as it jumps again.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"canPrepareForNextRoom"
"canTrickyDodgeEnemies"
"canCameraManip"
"h_bombThings"

Clears obstacles: A

From: 3
Bottom Left Door
To: 3
Bottom Left Door

Requires:

"Morph"
{
  "resetRoom": {
    "nodes": [
      3
    ]
  }
}
{
  "cycleFrames": 630
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Beetom",
            "Beetom"
          ]
        ],
        "explicitWeapons": [
          "ScrewAttack",
          "Missile",
          "PowerBomb"
        ]
      }
    },
    {
      "and": [
        "h_useMorphBombs",
        {
          "or": [
            "Ice",
            "canTrickyDodgeEnemies"
          ]
        },
        {
          "cycleFrames": 400
        }
      ]
    }
  ]
}

Clears obstacles: A

Resets obstacles: B

Farm cycle drops: 2 Beetom, 1 Zebbo

From: 4
Bottom Right Door
To: 4
Bottom Right Door

Kill or get the Beetom stuck below the platform, then lure a Zebbo to the left door. Be careful not to let the Zebbo go off camera or it will despawn.

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Dev note: It is possible to do this with a Beetom, avoiding the canTrickyDodgeEnemies, but we will ignore that here.

From: 4
Bottom Right Door
To: 4
Bottom Right Door

Requires:

{
  "resetRoom": {
    "nodes": [
      4
    ]
  }
}
{
  "cycleFrames": 530
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Beetom",
            "Beetom"
          ]
        ],
        "explicitWeapons": [
          "ScrewAttack",
          "Missile",
          "PowerBomb"
        ]
      }
    },
    {
      "and": [
        {
          "or": [
            "Ice",
            "canTrickyDodgeEnemies"
          ]
        },
        "h_useMorphBombs"
      ]
    }
  ]
}

Clears obstacles: A

Resets obstacles: B

Farm cycle drops: 2 Beetom, 2 Zebbo

From: 4
Bottom Right Door
To: 7
Junction (Zebbo Farms)

When entering the room, it is recommended to open the door to be used as a quick escape if a Beetom attaches to Samus. Wait for the first Beetom to get stuck under one of the platforms. It may be necessary to lure it to the right. At this point, the farm can be used to gain energy. Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms. Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits.

Requires:

{
  "notable": "Beetom Tricky Dodge"
}
"canTrickyDodgeEnemies"

Clears obstacles: A

Dev note: Although this won't kill the Beetoms, it will remove them as an obstacle.

From: 6
Junction (Right of Tunnel)
To: 7
Junction (Zebbo Farms)

Wait for the first Beetom to get stuck under the first platform, then get to the first farm. If the second Beetom is making this farm difficult to use, it may be easier to use the next farm. Jump into the thorns to get invulnerability frames, then run through, luring the Beetoms under the platforms while clearing and using the farms. Note that it is possible to shake a Beetom off of Samus by rapidly turning left and right, or angling up and down, etc. Samus will take 2-4 hits.

Requires:

{
  "notable": "Beetom Tricky Dodge"
}
"canTrickyDodgeEnemies"
{
  "obstaclesNotCleared": [
    "B"
  ]
}

Clears obstacles: A

Dev note: Although this won't kill the Beetoms, it will remove them as an obstacle. This strat is not possible when coming blindly from above, as the Beetom will instantly grab Samus.

From: 1
Left Door
To: 1
Left Door

Kill the Beetoms with Screw Attack or by freezing them and using Bombs or Power Bombs.

Requires:

{
  "resetRoom": {
    "nodes": [
      1,
      2
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 180
        }
      ]
    },
    {
      "and": [
        "Ice",
        "h_useMorphBombs",
        {
          "cycleFrames": 300
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Ice",
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            {
              "resourceAvailable": [
                {
                  "type": "Energy",
                  "count": 50
                }
              ]
            },
            {
              "resourceAvailable": [
                {
                  "type": "PowerBomb",
                  "count": 4
                }
              ]
            }
          ]
        },
        "h_usePowerBomb",
        {
          "cycleFrames": 210
        }
      ]
    }
  ]
}

Clears obstacles: A

Farm cycle drops: 4 Beetom

Dev note: Using an adjacent 2-tile runway doesn't seem workable since heat frames may be too much to maintain energy. We can't use Missiles for the farm since the Beetoms don't drop Missiles. Potentially there could be some other way to dodge the Beetoms, to kill them without Ice or Screw FIXME: Using a Missile, Super, or Power Bomb at the start could be added to the logic to get the first Power Bombs to use for further farming, but this needs a way to express that we're not in health-bomb energy range.

From: 1
Left Door
To: 1
Left Door

Set up three frozen Beetoms, in a such a way that Samus can perform a moonfall between the two upper ones and land on the bottom one, then leave the room with stored fall speed. The bottom one should be frozen flush with the ledge, by shooting it while it is attached to Samus, standing on the lower floor. The top one should be frozen close to the ceiling. Because of an asymmetry in where Samus' shot spawns when facing left vs. right, moonfalling to the left has an advantage in that it allows refreezing both the lower two Beetoms while building up speed. Damage from attached Beetoms occurs once every 64 frames, based on the enemy's frame counter, which increments whenever the enemy is active regardless of whether it is attached to Samus; therefore, it is possible to avoid damage by not having a Beetom attached at these specific times.

Requires:

{
  "notable": "Ice Moonfall Leave with Stored Fall Speed"
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Dev note: The fall speed stored is between 1 and 2 tiles.

From: 2
Right Door
To: 2
Right Door

Set up three frozen Beetoms, in a such a way that Samus can perform a moonfall between the two upper ones and land on the bottom one, then leave the room with stored fall speed. The bottom one should be frozen flush with the ledge, by shooting it while it is attached to Samus, standing on the lower floor. The top one should be frozen close to the ceiling. Because of an asymmetry in where Samus' shot spawns when facing left vs. right, moonfalling to the left has an advantage in that it allows refreezing both the lower two Beetoms while building up speed. Damage from attached Beetoms occurs once every 64 frames, based on the enemy's frame counter, which increments whenever the enemy is active regardless of whether it is attached to Samus; therefore, it is possible to avoid damage by not having a Beetom attached at these specific times.

Requires:

{
  "notable": "Ice Moonfall Leave with Stored Fall Speed"
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Dev note: The fall speed stored is between 1 and 2 tiles.

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

Use a Power Bombs to kill the first three hoppers, or carefully roll under the third one. The next hopper can be killed safely with many Bombs by staying on the top left of the raised ground; stay near the left edge of it without overhanging - otherwise it can hit Samus. Alternatively, lure and spring ball jump past it. Placing a Bomb next to a bug pipe can kill a bug inside of it. After killing a bug from a pipe, they will stop respawning there. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. Getting past the last bug pipe can be the trickiest. This is easiest with an IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        {
          "or": [
            "canInsaneJump",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 2
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBallBombJump",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)

Use a Power Bombs to kill the first three hoppers, or carefully roll under the third one. The next hopper can be killed safely with many Bombs by staying on the top left of the raised ground; stay near the left edge of it without overhanging - otherwise it can hit Samus. Alternatively, lure and spring ball jump past it. Placing a Bomb next to a bug pipe can kill a bug inside of it. After killing a bug from a pipe, they will stop respawning there. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling up to the pipe.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        {
          "or": [
            "canInsaneJump",
            "h_artificialMorphPowerBomb"
          ]
        }
      ]
    },
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Dev note: This cannot be used to obtain the item remotely, as the item only spawns in direct G-mode.

From: 1
Left Side - Top Door
To: 12
Bottom Chozo Item

Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Power Bomb them or lure them off-camera to the right while above. Carefully roll through the rest of the room and through the bomb blocks to the lowest item.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"

Dev note: With Morph, Bombs, or Spring Ball, 1->15->12 will be used instead.

From: 1
Left Side - Top Door
To: 14
G-Mode Morph Junction (Behind the Power Bomb Blocks)

Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Power Bomb them or lure them off-camera to the right while above. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully dodge or kill them. Bounce up through the crumble blocks to the door to the left.

Entrance condition:

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

Requires:

"h_artificialMorphSpringBall"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "canComplexGMode",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: C

Dev note: With Morph or Bombs, 1->15->14 will be used instead. FIXME: Many strats in the room will kill the Sidehoppers or Reos with a Power Bomb, and then do so again on the return. This could be fixed with another obstacle, but this room already has so many that it could cause problems.

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 Zebs 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"
      ]
    }
  ]
}
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 Zebs 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: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

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 Zebs by placing a bomb next to the tube. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
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 Zebs 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: 3
Left Side - Top Middle Door (Main Entrance)
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 6
Right Side - Top Middle Door
To: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

Avoid the Reo by jumping past it with quick short jumps, or slowly IBJ below it until it escapes above. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 8
Right Side - Bottom Door
To: 14
G-Mode Morph Junction (Behind the Power Bomb Blocks)

While using multiple Power Bomb boost Spring Ball jumps, to climb the room, overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Note that one Power Bomb can be saved with a Spring Fling from the lower item pedestal; 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 this morph passageway. Drop into the Sidehopper pit and dodge the hoppers while getting up to the crumble block tunnel. Alternatively, carefully dodge the Reos below them and use a well-placed Power Bomb to kill both Reos and Sidehoppers.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBallBombJump",
    "h_artificialMorphSpringFling"
  ]
}
{
  "or": [
    "h_artificialMorphSpringBallBombJump",
    "canTrickyJump"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: C

Dev note: With Morph, Bombs, or Spring Ball + HiJump, 8->15->14 will be used instead. 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: 16
Direct G-Mode Morph Junction (Top Item, Above Hopper Pit)

Climb the room while avoiding the Reo and the camera scroll block against the wall in front of the off-screen Super tunnel. IBJ from the lower hopper pit, or with HiJump, perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphLongIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}
From: 13
Central Junction
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing about 1.5 screens, the sound of the crumble blocks breaking is an indication that it is safe to end the climb, either by jumping up or by falling out to the right. Alternatively, there's no harm in continuing to climb, as the lack of door means it's impossible to climb beyond the destination.

Requires:

{
  "notable": "Wall Ice Clip X-Ray Climb"
}
"canWallIceClip"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Reo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "SpaceJump",
            "canInsaneJump"
          ]
        },
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
"canXRayClimb"

Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit. FIXME: describe how to do this by freezing the Zeb higher, above node 5.

From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Freeze a Zeb inside the left wall of the room, and use it to clip into the wall and X-Ray climb. Note that jumping directly against the wall to clip into it will put Samus into a forced crouch, unable to use X-Ray. Samus may either 1) perform a Crystal Flash to stand up, 2) use neutral knockback from a Reo to put Samus standing inside the wall, or 3) use the frozen Reo as a platform to run and clip into the wall. To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Freeze the Reo when its left side is approximately flush with the ledge, or up to about a tile to the right. After X-Ray climbing a little over half a screen, it is possible to aim up and shoot the door (if it is blue) and listen for if it opens, to test if you are high enough to safely jump up. Alternatively, the sound of the crumble blocks breaking will indicate when Samus' feet are level with the bottom of the door.

Requires:

{
  "notable": "Wall Ice Clip X-Ray Climb"
}
"canWallIceClip"
{
  "or": [
    "h_CrystalFlash",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Reo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "SpaceJump",
            "canInsaneJump"
          ]
        },
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
"canXRayClimb"

Dev note: The Zeb moves 2 pixels per frame, and there are 3 positions where it can be frozen inside the wall using Ice beam alone, namely 2 pixels, 4 pixels, or 6 pixels deep inside the wall. For the method that uses the frozen Reo as a platform, only the 2-pixel-deep position will work; by moonwalking back inside the 2-tile space, it will work 100% reliably as long as the Zeb is frozen in that exact spot. For the method that jumps directly into the wall (with a Crystal Flash), either 2 or 4 pixels can work, or 6 with SpeedBooster; it will work more reliably the less deeply the Zeb is frozen inside the wall. Likewise, with the Reo knockback method either 2 or 4 pixels can work, though it is more reliable in the 2-pixel position; it helps to take the knockback a few pixels away from the wall, as it takes a few frames for the horizontal speed of the knockback to reach its maximum. The trick can work with Samus facing either toward or away from the wall when taking knockback; facing away makes it easier to quickly kill the Reo afterward to avoid taking a second hit.

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:

"canGMode"
{
  "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: 1
Left Side - Top Door

Go down and overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Use multiple Power Bomb boost Spring Ball jumps, to climb the room; note that one Power Bomb can be saved by carefully jumping out of this morph passageway. Kill or carefully dodge the Sidehoppers at the top, then Power Bomb boost Spring Ball jump up to the top left door and exit G-Mode.

Requires:

"canGMode"
"h_artificialMorphSpringBallBombJump"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
{
  "or": [
    "canTrickyJump",
    "h_artificialMorphPowerBomb"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 15
G-Mode Morph Junction (Middle Right)
To: 10
Top Item (Above Hopper Pit)

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. Then IBJ up to the item above.

Requires:

"canGMode"
"h_artificialMorphLongIBJ"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 15
G-Mode Morph Junction (Middle Right)
To: 10
Top Item (Above Hopper Pit)

Perform a Spring Fling from the right pillar by jumping immediately before the pause finishes and turning off Spring Ball, quickly pausing again and turning Spring Ball back on can help as well.

Requires:

"canGMode"
"HiJump"
"h_artificialMorphSpringFling"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
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:

"canGMode"
"h_artificialMorphIBJ"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 15
G-Mode Morph Junction (Middle Right)
To: 14
G-Mode Morph Junction (Behind the Power Bomb Blocks)

Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Either carefully jump out of this morph tunnel or use a Power Bomb boost Spring Ball jump to get up to the ledge. Either place a Power Bomb by the Reos to kill both Reos and Sidehoppers above, or climb up and fall into the Sidehopper pit and dodge them. Using the Reo's hallway to lure the Sidehoppers to the left can help. Jump up and into the tunnel at the left side of the Sidehopper pit and go through the crumble block.

Requires:

"canGMode"
"h_artificialMorphSpringBall"
"canCameraManip"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "HiJump",
    "h_artificialMorphSpringBallBombJump",
    "canTrickyJump"
  ]
}
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:

"canGMode"
{
  "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
      }
    }
  ]
}

Collects items: 10

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:

"canGMode"
"h_artificialMorphMovement"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Collects items: 10

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:

"canGMode"
"h_artificialMorphMovement"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Collects items: 10

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:

"canGMode"
"h_artificialMorphMovement"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Collects items: 10

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:

"canGMode"
{
  "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",
    "canComplexGMode",
    {
      "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
      }
    }
  ]
}

Collects items: 11

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:

"canGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canComplexGMode",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Collects items: 11

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:

"canGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphSpringBallBombJump",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canComplexGMode",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_artificialMorphPowerBomb"

Collects items: 11

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

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 310
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 440
        }
      ]
    },
    {
      "and": [
        "Wave",
        "Spazer",
        "canDodgeWhileShooting",
        {
          "cycleFrames": 500
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Doorway Sidehopper Kill"
        },
        {
          "doorUnlockedAtNode": 1
        },
        "canTrickyDodgeEnemies",
        {
          "or": [
            {
              "and": [
                "Wave",
                {
                  "cycleFrames": 750
                }
              ]
            },
            {
              "and": [
                "Spazer",
                {
                  "cycleFrames": 840
                }
              ]
            },
            {
              "and": [
                "Ice",
                {
                  "cycleFrames": 1000
                }
              ]
            },
            {
              "cycleFrames": 1440
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

Resets obstacles: B

Farm cycle drops: 2 Sidehopper

From: 1
Top Right Door
To: 4
Top Left Junction

Open the door, walk a safe distance into the doorway, and turn around. Wait for the Sidehopper to do 4 hops before beginning to shoot it. It can then be safely killed from inside the doorway. It is not recommended to moonwalk into the doorway, as this carries risk of shooting the Sidehopper pre-maturely. After bringing the second Hopper on camera, quickly get back to the right and crouch against the the ledge while aiming upward to safely kill it.

Shooting the Sidehopper delays its AI, which affects its RNG on later hops. If the Sidehopper is shot too early, it may do a short hop directly into the doorway. After the Sidehopper initiates its 4th hop (in which it will land on the ground in front of the ledge), it will be stuck in a safe pattern for long enough to kill it, regardless of whether it does large or small hops afterward.

Requires:

{
  "notable": "Doorway Sidehopper Kill"
}
{
  "doorUnlockedAtNode": 1
}
"canTrickyDodgeEnemies"

Clears obstacles: A

From: 1
Top Right Door
To: 4
Top Left Junction

Use 1-3 Power Bombs to kill the Sidehoppers.

Entrance condition:

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

Requires:

"canTrickyDodgeEnemies"
"h_artificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "h_artificialMorphBombHorizontally",
            "h_artificialMorphSpringBall"
          ]
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

If coming from a water room, Samus' jump height will be much lower. With Screw Attack, it is important to turnaround before touching the hoppers. It can help to hold left through the transition and then buffer a right spin jump while landing.

Requires:

"canGMode"
{
  "obstaclesCleared": [
    "C"
  ]
}
"canTrickyDodgeEnemies"
{
  "or": [
    "ScrewAttack",
    "Plasma"
  ]
}

Clears obstacles: A

Dev note: FIXME: Assumes worst case scenario of it being a water connection. Add a way to check if this is an air connection.

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

It takes around 3 minutes to get the Zero to this door. Crouch jump to touch a well timed Cacatac spike at the peak of Samus' jump. Use a neutral damage boost to gain some height. At the peak of the boost, down grab the ledge. 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"
"canNeutralDamageBoost"
"canTrickyDodgeEnemies"
"h_crouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}

Exit condition:

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

It takes around 4 minutes to get the Zero to this door. Crouch jump to touch a well timed Cacatac spike at the peak of Samus' jump. Use a neutral damage boost to gain some height. At the peak of the boost, down grab the ledge. 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"
"canNeutralDamageBoost"
"canTrickyDodgeEnemies"
"h_crouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}

Exit condition:

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

Crouch jump to touch a well timed Cacatac spike at the peak of Samus' jump. Use a neutral damage boost to gain some height. At the peak of the boost, down grab the ledge.

Requires:

"canNeutralDamageBoost"
"canTrickyDodgeEnemies"
"h_crouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Let the Caterpillar climb the right wall and then use a Cacatac spike to boost up to the same level. Crouch jump to touch a well timed Cacatac spike at the peak of Samus' jump. Use a neutral damage boost to gain some height. At the peak of the boost, down grab the ledge.

Requires:

"canNeutralDamageBoost"
"canTrickyDodgeEnemies"
"h_crouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

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

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. Crouch jump to touch a well timed Cacatac spike at the peak of Samus' jump. Use a neutral damage boost to gain some height. At the peak of the boost, down grab the ledge.

Requires:

"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"Morph"
"canNeutralDamageBoost"
"canTrickyDodgeEnemies"
"h_crouchJumpDownGrab"
{
  "enemyDamage": {
    "enemy": "Cacatac",
    "type": "spike",
    "hits": 1
  }
}

Exit condition:

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

Use a Fireflea (or two) to quickly boost to the left, to be able to catch the Waver and boost off it on its first cycle, to cross the first gap. Take one or two more hits from the Wavers for i-frames; take the last hit close to the ground while holding forward. Then gain speed using Speed Booster to jump across the second gap. If the jump is slightly short, a wall jump can be used to get up.

Using the second Waver cycle leads to a bad pattern at the end, where the path of the speedy jump will be blocked by a Waver, which can still be avoided but only with great difficulty.

Requires:

"canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
"SpeedBooster"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "enemyDamage": {
            "enemy": "Fireflea",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Fireflea",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Waver",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
{
  "or": [
    "canWalljump",
    "canTrickyDodgeEnemies"
  ]
}

Dev note: FIXME: Patiently waiting for a different Waver cycle could be another way to avoid Fireflea damage. FIXME: gaining a shinecharge on the spikes (and hero shot sparking out the left door) is possible though extremely precise.

From: 2
Right Door
To: 1
Left Door

A precise strat that involves crossing both gaps by damage boosting off Wavers. The Wavers are also used for i-frames to avoid taking damage from any spikes. It generally best to use a Fireflea (or two) to quickly boost to the left, in order to boost off the Waver during its first cycle. Waiting for the Waver to return is possible and does not take long, but it gives a different pattern at the left side of the room, making the final damage boost significantly more difficult.

Requires:

{
  "notable": "Full Room Damage Boosts (Right to Left)"
}
"canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Fireflea",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "enemyDamage": {
            "enemy": "Fireflea",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    "canInsaneJump"
  ]
}
{
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 6
  }
}
From: 2
Right Door
To: 1
Left Door

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

Requires:

"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "spikeHits": 3
}
{
  "or": [
    "canUseIFrames",
    {
      "spikeHits": 3
    }
  ]
}
From: 2
Right Door
To: 4
Small Ledge Below Left Door

Damage boost off a Waver to get onto the upper spikes, then continue taking hits from the Waver to gain i-frames and avoid any spike hits. It is possible to quickly get into position to use the Waver or to wait for it to return. There are several possible ways to ensure Samus lands on the safe platform: 1) align with the right-most vine of the group of 3 vines in the background; 2) position so that one tile of the doorway ledge is visible on camera; or 3) take an extra Waver hit, to have i-frames while descending the spike stairs.

Requires:

"canHorizontalDamageBoost"
"canTrickyJump"
"canUseIFrames"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Waver",
        "type": "contact",
        "hits": 5
      }
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "enemyDamage": {
            "enemy": "Waver",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Waver",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}

Dev note: FIXME: account for the possibility of farming the Waver (or all 3) at the end, compensating for some of the damage.

From: 7
Junction (Bottom of Room)
To: 6
Junction (Above Bottom Rippers)

Requires:

"canTrickySpringBallJump"
{
  "or": [
    "canConsecutiveWalljump",
    "HiJump",
    {
      "and": [
        "canTrickyJump",
        "canLateralMidAirMorph",
        "canResetFallSpeed",
        {
          "or": [
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            {
              "enemyDamage": {
                "enemy": "Ripper",
                "type": "contact",
                "hits": 1
              }
            },
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    },
    "canSpringFling"
  ]
}
{
  "or": [
    "canTrickyJump",
    "canLateralMidAirMorph",
    "canSpringwall"
  ]
}
From: 9
Junction (Top Rippers)
To: 5
Top Right Door

Climb the top of Red Tower with just Space Jump. This can be done by dodging the Rippers and shooting the block as Samus is going upward, so she goes through the block as it breaks. The positioning and timing of the final jump and shot is more precise without HiJump.

Requires:

"canPreciseSpaceJump"
"canTrickyDodgeEnemies"
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 255
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "cycleFrames": 280
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 300
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "cycleFrames": 315
        }
      ]
    },
    {
      "and": [
        "Ice",
        {
          "cycleFrames": 400
        }
      ]
    },
    {
      "and": [
        "canPseudoScrew",
        {
          "cycleFrames": 450
        }
      ]
    },
    {
      "and": [
        "Charge",
        "canDodgeWhileShooting",
        {
          "cycleFrames": 600
        }
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 620
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 3 Green Space Pirate (standing)

From: 2
Right Door
To: 1
Left Door

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

Entrance condition:

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

Requires:

"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Mini-Kraid",
        "type": "spike",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: A, door_2

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
{
  "or": [
    {
      "and": [
        {
          "or": [
            "Plasma",
            "ScrewAttack",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        },
        {
          "cycleFrames": 225
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "cycleFrames": 310
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "cycleFrames": 330
        }
      ]
    },
    {
      "and": [
        "Ice",
        {
          "cycleFrames": 440
        }
      ]
    },
    {
      "cycleFrames": 600
    }
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mini-Kraid",
        "type": "stone",
        "hits": 1
      }
    },
    "Plasma",
    "ScrewAttack",
    {
      "and": [
        "Ice",
        "Wave",
        "Spazer"
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Ice",
            "Wave",
            "Spazer"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}

Resets obstacles: A

Farm cycle drops: 1 Mini-Kraid

From: 1
Right Door
To: 1
Right Door

Kill the Beetoms with Screw Attack or using Bombs or Power Bombs, either freezing them or carefully avoiding them to minimize damage.

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 130
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Ice",
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        },
        {
          "or": [
            {
              "resourceAvailable": [
                {
                  "type": "Energy",
                  "count": 50
                }
              ]
            },
            {
              "resourceAvailable": [
                {
                  "type": "PowerBomb",
                  "count": 4
                }
              ]
            }
          ]
        },
        "h_usePowerBomb",
        {
          "cycleFrames": 290
        }
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        "canTrickyDodgeEnemies",
        "canInsaneJump",
        {
          "cycleFrames": 425
        }
      ]
    },
    {
      "and": [
        "Ice",
        "canDodgeWhileShooting",
        "h_useMorphBombs",
        {
          "cycleFrames": 720
        }
      ]
    }
  ]
}

Clears obstacles: A

Farm cycle drops: 4 Beetom

Dev note: Health Bomb ends at 50 energy. FIXME: One Missile or Super can be used to gain a power bomb and then power bombs can be used to farm more power bombs.

From: 1
Right Door
To: 2
Hidden Ceiling Item

Quickly kill the Beetoms with Bombs or a Power Bomb. In direct G-mode, Samus has a few i-frames to place a Power Bomb, in indirect G-mode, enter and immediately roll to the left to avoid the first Beetom. With Bombs and without taking any damage, everything is harder. It is recommended to roll in the lower section, placing Bombs, while avoiding touching a Beetom or getting Bomb boosted.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "or": [
            "canTrickyGMode",
            {
              "enemyDamage": {
                "enemy": "Beetom",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Right Door
To: 2
Hidden Ceiling Item

Carefully manipulate the Beetoms to avoid all damage.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

{
  "doorUnlockedAtNode": 1
}
"canTrickyDodgeEnemies"
"canInsaneJump"

Unlocks doors:

{"nodeId":1,"types":["super"],"requires":[]}
{"nodeId":1,"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Hidden Ceiling Item
To: 1
Right Door

Carefully manipulate the Beetoms to avoid all damage.

Requires:

"canTrickyDodgeEnemies"
"canInsaneJump"
From: 1
Left Vertical Door
To: 1
Left Vertical Door

Requires:

{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 360
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 360
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "cycleFrames": 390
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "cycleFrames": 390
        }
      ]
    },
    {
      "and": [
        "Ice",
        "canDodgeWhileShooting",
        {
          "cycleFrames": 600
        }
      ]
    },
    {
      "and": [
        "canPseudoScrew",
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 600
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 1000
        }
      ]
    }
  ]
}

Clears obstacles: C

Resets obstacles: A, B, D

Farm cycle drops: 4 Kihunter (green)

From: 2
Bottom Right Door
To: 2
Bottom Right Door

If Samus runs into the room and quickly destroys the shot block, a Kihunter will immediately fall down. To avoid this, either spin jump into the room, or wait a moment before shooting the block.

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"canDodgeWhileShooting"
{
  "or": [
    "HiJump",
    "canWalljump",
    "h_crouchJumpDownGrab",
    "SpaceJump"
  ]
}
{
  "or": [
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 480
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 570
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "cycleFrames": 660
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "cycleFrames": 660
        }
      ]
    },
    {
      "and": [
        "Charge",
        {
          "cycleFrames": 780
        }
      ]
    },
    {
      "and": [
        "Ice",
        {
          "cycleFrames": 840
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 1200
        }
      ]
    }
  ]
}

Clears obstacles: C, D

Resets obstacles: A, B

Farm cycle drops: 4 Kihunter (green)

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

Enter the room with a Missile selected on auto-cancel, holding angle-up. Fire a Missile shot to kill the first Skree, then run right and immediately fire a beam shot to destroy the shot block. Run off the edge and down-grab onto the next platform. Run and jump directly up where the shot block used to be, moving quickly enough to dodge the Skree projectiles by going under them. Use a wall jump, HiJump, or a mid-air spring ball jump to make it up.

Requires:

"canAutoCancelWeapon"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
"canTrickyDodgeEnemies"
"canInsaneJump"
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "heatFrames": 160
        }
      ]
    },
    {
      "and": [
        "canWalljump",
        {
          "heatFrames": 180
        }
      ]
    },
    {
      "and": [
        "canTrickySpringBallJump",
        {
          "heatFrames": 195
        }
      ]
    }
  ]
}
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)

Wait for the Waver to pass or quickly use a Power Bomb to boost over the gap towards the Cacatac. Use a second Power Bomb to jump over it and down below; hold left as soon as Samus starts moving upward, in order to avoid the invisible Cacatac spikes.

Entrance condition:

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

Requires:

{
  "tech": "canBombHorizontally"
}
"h_artificialMorphPowerBomb"
"h_additionalBomb"
"canTrickyDodgeEnemies"
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:

"canGMode"
"h_artificialMorphLongIBJ"
{
  "or": [
    "h_artificialMorphPowerBomb",
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "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:

"canGMode"
"h_artificialMorphLongIBJ"
{
  "or": [
    "h_artificialMorphPowerBomb",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "canBePatient",
        {
          "or": [
            "canBeVeryPatient",
            "canDoubleBombJump"
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

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

Entrance condition:

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

Requires:

"h_artificialMorphIBJ"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "h_artificialMorphPowerBomb"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canBePatient"
      ]
    },
    "h_heatedGModeOpenDifferentDoor"
  ]
}
From: 2
Right Door
To: 1
Left Door

Wait for the Sova to pass then 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"
  ]
}
From: 2
Right Door
To: 3
Bottom Left Junction

Manipulate the movement of the Sm. Dessgeegas by entering the room in a specific way. Multiple setups are possible: A relatively safe method is to walk into the room (with no dash speed, and any amount of base speed or none at all), walk off the ledge, and press against the opposite ledge to align with it. After landing, wait a moment, then run off the edge and across the room. If successful, the first Sm. Dessgeega should have hopped to the right, out of Samus' way, and the second Sm. Dessgeega should do a big hop while Samus runs under it. A more aggressive method involves walking into the room, and holding dash starting when Samus is about 1 tile from falling off the ledge; start holding forward again slightly before landing on the small floating platform, while continuing to hold dash.

Rooms containing hopper-type enemies (including Sm. Dessgeegas) reset RNG on entry, which makes it possible to manipulate their movement in a deterministic way. It also means the Sova drop can be manipulated by killing it on specific frames relative to room entry. Because the Sova is global, its position can be used as a cue for when to kill it. If Samus is full on Missiles, there are several 3-frame windows of where it can be killed to obtain a big energy. The exact timing required for the shot will depend on the weapon used.

Requires:

{
  "notable": "Dessgeega Dodge (Right-to-Left)"
}
"canTrickyDodgeEnemies"
"canInsaneJump"
{
  "heatFramesWithEnergyDrops": {
    "frames": 295,
    "drops": [
      {
        "enemy": "Sova",
        "count": 1
      }
    ]
  }
}

Dev note: Manipulating the second Sm. Dessgeega is much more precise than manipulating the first. The way the strat is written, manipulating the Sova drop isn't technically expected, though in practice getting a big energy is required to make it through the room tankless.

From: 3
Right Door
To: 1
Top Left Door

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

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Collects items: 4

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:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Collects items: 4

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:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphLongCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 3
Right Door
To: 4
Item

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 3
Right Door
To: 4
Item

Bomb horizontally on room entry to jump over the Ripper and land on the crumble blocks, or use a Power Bomb to kill the Ripper. In indirect G-mode, stand where the gate will spawn and exit G-mode to open the gate. In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedGMode"
{
  "or": [
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 35
}

Clears obstacles: A

Dev note: Artificial morph strats can be useful, for instance, in indirect G-mode without heat protection, where Samus needs to collect the item. The canComplexGMode is only used here to describe opening the gate in direct G-mode without gate glitching. However, the indirect variant still requires canHeatedGMode or Varia - with Varia, indirect strats can instead be used to go to the top left door and return.

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:

"canComplexGMode"
{
  "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: 1
Left Door
To: 2
Right Door

Carefully kill the Beetoms with Bombs, then overload PLMs by placing many bombs next to the speed blocks. An easy way to do this is to stay just out of range to avoid luring them and spam bombs in a vertical line until they wander close enough to jump into the blasts. Safely kill the remaining Beetoms from inside the speed blocks.

Entrance condition:

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

Requires:

"h_artificialMorphBombs"
{
  "or": [
    "h_artificialMorphPowerBomb",
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "Ice",
            {
              "ammo": {
                "type": "Missile",
                "count": 3
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 3
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Follow the left Multiviola back and forth across the room while avoiding it and the Magdolites.

Requires:

"canComplexGMode"
{
  "heatFrames": 1880
}
{
  "or": [
    "canInsaneJump",
    "h_heatProof",
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 350
        },
        {
          "enemyDamage": {
            "enemy": "Magdollite",
            "type": "flame",
            "hits": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

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

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. This requires luring the left Multiviola around the room multiple times. It is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill them with Supers or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn.

Entrance condition:

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

Requires:

"h_heatedGModePauseAbuse"
"canTrickyDodgeEnemies"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    }
  ]
}

Dev note: It is possible to do this with nothing, but requires precise positioning and lucky drops.

From: 2
Right Door
To: 2
Right Door

Follow the right Multiviola to the left and back.

Requires:

{
  "heatFrames": 570
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Multiviola",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: Could save some heat frames by setting this up while crossing the room.

From: 1
Right Door
To: 2
Chozo Ball Item

Place a Power Bomb while waiting for the middle Dragon to shoot a fireball, to clear the Sovas for later. While the item block is breaking, turn around to perform a Flatley jump to collect the item and jump to the ledge item in one motion. Place a second Power Bomb while jumping up from the lower item block to clear the remaining enemies for the return trip.

Requires:

{
  "notable": "Power Bomb with Damage Boost"
}
"canFlatleyJump"
"canTrickyDodgeEnemies"
"canMidAirMorph"
"canHorizontalDamageBoost"
{
  "enemyDamage": {
    "enemy": "Dragon",
    "type": "fireball",
    "hits": 1
  }
}
{
  "enemyKill": {
    "enemies": [
      [
        "Dragon"
      ],
      [
        "Dragon",
        "Dragon"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
{
  "heatFrames": 260
}

Clears obstacles: A

Collects items: 3

From: 1
Right Door
To: 4
Junction Above Hidden Platform Item

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 35
        }
      ]
    },
    "canInsaneJump",
    {
      "and": [
        {
          "obstaclesCleared": [
            "A"
          ]
        },
        {
          "heatFrames": 60
        }
      ]
    }
  ]
}
{
  "heatFrames": 195
}
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. The Alcoons are global, so it is best to kill those at the top of the room and either kill or avoid those lower, depending on if Samus has a way to kill them quickly.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canFarmWhileShooting",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
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:

"canTrickyDodgeEnemies"
{
  "or": [
    "h_artificialMorphBombHorizontally",
    "h_artificialMorphJumpIntoIBJ",
    {
      "and": [
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    },
    "h_artificialMorphSpringBallBombJump"
  ]
}
"h_heatedGModeOffCameraDoor"
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below 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.

Entrance condition:

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

Requires:

{
  "or": [
    "h_crouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canFarmWhileShooting",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}

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. Those are also likely not compatible with preventing the Alcoons from overloading drops.

From: 3
Left Shaft - Middle Right Door
To: 1
Left Shaft - Top Left Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below 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.

Entrance condition:

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

Requires:

{
  "or": [
    "h_crouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canFarmWhileShooting",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}

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. Those are also likely not compatible with preventing the Alcoons from overloading drops.

From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. One easy way to do this without any beam upgrades or ammo is to kill them before they jump. This can be done from below 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.

Entrance condition:

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

Requires:

{
  "or": [
    "h_crouchJumpDownGrab",
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canFarmWhileShooting",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}

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. Those are also likely not compatible with preventing the Alcoons from overloading drops.

From: 1
Left Door
To: 2
Right Door

It is possible to lure the Geruta to be used as a platform with nothing but Ice.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "canTrickyDodgeEnemies"
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable.

From: 2
Right Door
To: 1
Left Door

Lure the Geruta to the left door. This may require many jumps to get it to swoop up onto the ledge and not get stuck.

Requires:

"canComplexGMode"
"h_heatProof"
"canBePatient"
"canCameraManip"
"Morph"
{
  "or": [
    "canTrickyDodgeEnemies",
    "SpaceJump",
    "Charge",
    "Ice",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Dragon",
        "type": "fireball",
        "hits": 5
      }
    },
    {
      "and": [
        "h_lavaProof",
        {
          "or": [
            "ScrewAttack",
            "h_bombThings"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "or": [
            "canLongIBJ",
            "canJumpIntoIBJ"
          ]
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        "Grapple",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

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

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

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

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

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

"canComplexGMode"
"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable.

From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "heatFrames": 90
}

Clears obstacles: A

Dev note: Goes to 3 because opening the gate mostly only makes sense when going back to the right for a longer runway or obtaining the item. FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable.

From: 2
Right Door
To: 3
Item

Entrance condition:

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

Requires:

"h_heatedGMode"
"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: A variant with only ice and reset fall speed could be added, but is probably unreasonable.

From: 2
Right Door
To: 3
Item

Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below. Freeze it when it performs a larger swoop and use it as a platform to get to the item.

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
{
  "heatFrames": 1050
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "heatFrames": 110
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 500
    }
  ]
}

Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG.

From: 2
Right Door
To: 3
Item

Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze.

Requires:

{
  "notable": "Ice Only Geruta Platforming"
}
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    {
      "and": [
        "canResetFallSpeed",
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 1000
        },
        {
          "or": [
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Geruta",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 3000
}
From: 2
Right Door
To: 3
Item

Use mid-air Spring Ball jumps to manipulate the Geruta into position near the ledge. Then do a Spring Ball jump into a neutral damage boost (while still morphed) to reach the ledge.

Requires:

{
  "notable": "Spring Ball Jump into Damage Boost"
}
{
  "heatFrames": 1920
}
"canTrickyDodgeEnemies"
"canTrickySpringBallJump"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Geruta",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Right Door
To: 3
Item

Either freeze the Geruta and turn off and on Ice to quickly thaw it and save Energy, or carefully jump over it without freezing it or getting hit. Then lure it left by jumping towards it from below with a series of mid-air SpringBall jumps. Freeze it when it performs a larger swoop and use it as a platform to get to the item. Be careful not to jump into the Geruta's path to avoid hitting it.

Requires:

{
  "notable": "SpringBall Freeze"
}
"canTrickyUseFrozenEnemies"
"canSpringBallJumpMidAir"
{
  "heatFrames": 1600
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        {
          "heatFrames": 110
        },
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 700
    }
  ]
}

Dev note: The canInsaneJump option is to represent the difference between good and bad Geruta RNG.

From: 3
Item
To: 2
Right Door

It is possible to lure the Geruta to be used as a platform with nothing but Ice.

Requires:

"h_heatProof"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "canTrickyDodgeEnemies"
  ]
}
From: 2
Far Left Door
To: 2
Far Left Door

Lure the second Multiviola to the left door. The first one will require more time and heat damage. Jump over the pirates and under the first Multiviola, then return fast enough to avoid pirate lasers and contact with the second Multiviola.

Requires:

{
  "heatFrames": 765
}
"canTrickyDodgeEnemies"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
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:

"canTrickyDodgeEnemies"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 6
      }
    },
    {
      "and": [
        "h_artificialMorphMovement",
        {
          "or": [
            "canInsaneJump",
            "h_artificialMorphPowerBomb"
          ]
        },
        {
          "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: 2
Far Left Door
To: 8
G-Mode Morph Junction (Bottom Right, Started at Left)

Carefully dodge or kill the enemies in the first half of the room. With Morph, go over the first set of Speed Blocks, then kill the first Red Pirate or air ball over it. It is also possible to kill or jump over the second pirate, but be careful to prevent it from shooting invisible lasers.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "h_usePowerBomb",
    "ScrewAttack",
    "h_hasBeamUpgrade",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Red Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Multiviola",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"Morph"
{
  "or": [
    "h_usePowerBomb",
    {
      "and": [
        {
          "or": [
            "h_useSpringBall",
            "h_useMorphBombs"
          ]
        },
        {
          "or": [
            "canLateralMidAirMorph",
            "h_hasBeamUpgrade",
            {
              "enemyKill": {
                "enemies": [
                  [
                    "Red Space Pirate (standing)"
                  ]
                ],
                "explicitWeapons": [
                  "Missile",
                  "Super",
                  "ScrewAttack"
                ]
              }
            },
            {
              "enemyDamage": {
                "enemy": "Red Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 2
Bottom Right Door
To: 1
Top Right Door

Do 9 successive crumble jumps up the platforms. If Hi-Jump is available, then it is possible to skip 4 of the crumble platforms, using only the center platforms, in which case it is recommended to down-grab the 3rd center platform, though doing a crumble spin jump onto it is also an option.

Requires:

"canCrumbleJump"
"canTrickyJump"
"canTrickyDodgeEnemies"
{
  "or": [
    {
      "and": [
        "HiJump",
        "canInsaneJump",
        {
          "heatFrames": 370
        }
      ]
    },
    {
      "heatFrames": 630
    }
  ]
}
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 of 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": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"h_artificialMorphPowerBomb"

Clears obstacles: A, B, C

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

With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "h_artificialMorphBombs",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Mella",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Vertical Door
To: 7
Direct G-Mode Morph Junction (At Speed Blocks)

With Bombs, killing the Mellas can be a bit tricky; it is recommended to use one to boost and place some midair before luring a Mella to more easily kill it.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "h_artificialMorphBombs",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Mella",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 5
Small Platforms Junction
To: 1
Left Door

Lure a Mella from the right by breaking the speed blocks or using Morph. Then you need to manipulate it to go high enough to be used as a stepping stone once frozen.

Requires:

"canTrickyUseFrozenEnemies"
"canManipulateMellas"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}
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 and then climb up to the door. Reposition the Mella once towards the door, and before it finishes moving, stand in the doorframe so that the next Mella movement will hit Samus. If it drops below the camera it will be necessary to go back down and raise it again.

Requires:

"canManipulateMellas"
"canCameraManip"
"canBePatient"
"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "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"
"canBePatient"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "canBeVeryPatient"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}
From: 5
Small Platforms Junction
To: 3
Item

Lure a Mella from the right by breaking the speed blocks or using Morph. Then you need to manipulate it to go high enough to be used as a stepping stone once frozen.

Requires:

"canManipulateMellas"
"canTrickyUseFrozenEnemies"
"HiJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}
{
  "or": [
    "canWalljump",
    "canSpringBallJumpMidAir"
  ]
}
From: 1
Left Door
To: 2
Right Door

Despawn the gate in indirect G-mode then cross the room while killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit.

Entrance condition:

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

Requires:

{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Morph"
      ]
    },
    {
      "ammo": {
        "type": "Super",
        "count": 2
      }
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Despawn the gate in indirect G-mode then exit G-mode while under it to open the gate without a Super. This requires killing, freezing, dodging, or tanking the Rippers. Dodging the Rippers without Morph, requires crouching under the first two then jumping and aiming down over the next two; it also requires jumping over all three lower Rippers when most of the way across the room. Then exiting G-mode while on the right side of the gate tile as the first Ripper approaches, so it hits the gate while it's opening. Then run towards the door and jump and aim down over the Ripper that makes it through, before quickly using the runway.

Entrance condition:

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

Requires:

{
  "or": [
    "canInsaneJump",
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Morph"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
{
  "heatFrames": 110
}

Clears obstacles: A

From: 2
Right Door
To: 1
Left Door

Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ.

Entrance condition:

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

Requires:

"h_artificialMorphLongIBJ"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "or": [
            "h_artificialMorphJumpIntoIBJ",
            "h_artificialMorphDoubleBombJump",
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Clears obstacles: door_2

From: 2
Right Door
To: 3
Top Left Item

Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Otherwise, it can help to IBJ through the left-most crumble block, as GT will often jump away when first reaching Samus. The left-most crumble block is the 4th tile away from the wall. With a failed IBJ start, GT often times won't touch Samus if she is Morphed on the ground, and can jump away, giving another chance to IBJ.

Entrance condition:

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

Requires:

"h_heatedGMode"
"h_artificialMorphLongIBJ"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "or": [
            "h_artificialMorphJumpIntoIBJ",
            "h_artificialMorphDoubleBombJump",
            "canInsaneJump"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Clears obstacles: door_2

From: 7
G-Mode Junction (Bottom of Room)
To: 1
Left Door

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canTrickyWalljump",
            "canSpringBallJumpMidAir",
            "SpeedBooster"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "SpeedBooster",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 29,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 7
G-Mode Junction (Bottom of Room)
To: 3
Top Left Item

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the crumble blocks. A good jumping through them a single time is enough to overload them for the next jump. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, then spark through. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canTrickyWalljump",
            "canSpringBallJumpMidAir",
            "SpeedBooster"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "SpeedBooster",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 29,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 7
G-Mode Junction (Bottom of Room)
To: 4
Hidden Right Item

Use the camera scroll blocks below the crumble blocks to overload PLMs and go through the bomb blocks near the right item. A good jumping through them a single time is enough to overload PLMs. This can be done while dodging GT. With a speedy jump, it is possible to overload PLMs and run back to GT before it stands up, get into the safe spot location to get him to jump back, and use the runway again. With shinesparks, diagonally spark into the crumble blocks and hold forward three times, to overload PLMs as much as possible. Note that when GT attacks, it will place stationary invisible projectiles, so it is much more difficult if not getting up quickly. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canWalljump",
            "canSpringBallJumpMidAir",
            "SpeedBooster"
          ]
        }
      ]
    },
    {
      "and": [
        "canSpringBallJumpMidAir",
        "SpeedBooster",
        {
          "or": [
            {
              "or": [
                "f_DefeatedGoldenTorizo",
                {
                  "obstaclesCleared": [
                    "f_DefeatedGoldenTorizo"
                  ]
                }
              ]
            },
            "canInsaneJump"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_DefeatedGoldenTorizo",
            {
              "obstaclesCleared": [
                "f_DefeatedGoldenTorizo"
              ]
            }
          ]
        },
        {
          "canShineCharge": {
            "usedTiles": 28,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 28,
            "excessFrames": 5
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_usePowerBomb",
        {
          "heatFrames": 70
        }
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        {
          "heatFrames": 250
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "heatFrames": 50
        }
      ]
    }
  ]
}
From: 3
Bottom Platform Junction
To: 5
Below Left Door Junction

Kill the Pirate and perform a Crystal Flash.

Requires:

{
  "notable": "Reverse Acid Dive"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canSuitlessLavaDive"
{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "Super",
              "Charge+Plasma"
            ]
          }
        }
      ]
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Yellow Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Charge+Ice+Wave+Plasma"
        ]
      }
    },
    {
      "and": [
        "Gravity",
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)"
              ]
            ],
            "explicitWeapons": [
              "ScrewAttack"
            ]
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "heatFrames": 80
        },
        {
          "acidFrames": 80
        }
      ]
    },
    {
      "and": [
        {
          "heatFrames": 130
        },
        {
          "acidFrames": 130
        }
      ]
    }
  ]
}
"h_heatedAcidCrystalFlash"
{
  "heatFrames": 35
}
{
  "acidFrames": 35
}
From: 1
Top Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 1
  }
}

Requires:

"canTrickyDashJump"
"canTrickyDodgeEnemies"
"canInsaneJump"
{
  "heatFrames": 140
}

Gain blue speed running into the room, run through the bottom Pirate to kill it, then gain a shinecharge. Carefully jump around the Pirate above, and wall jump up to the door.

Entrance condition:

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

Requires:

"canShinechargeMovementComplex"
"canWalljump"
"canTrickyDodgeEnemies"
{
  "heatFrames": 145
}
{
  "shineChargeFrames": 140
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 1
Top Left Door
To: 4
Top Right Door

After climbing the room, it is possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "Charge",
        "canUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        "canJumpIntoIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 70
}

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. FIXME: It is possible to kill the pirates then IBJ or tricky dash jump, but using the runway will require at least one laser hit.

From: 1
Top Left Door
To: 4
Top Right Door

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 2,
        "maxHeight": 2,
        "minTiles": 27.4375,
        "speedBooster": true,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "requires": [
          {
            "heatFrames": 100
          }
        ],
        "note": [
          "This applies to Dust Torizo Room and Halfie Climb Room."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 39.4375,
        "speedBooster": true,
        "obstructions": [
          [
            3,
            2
          ]
        ],
        "requires": [
          {
            "heatFrames": 100
          }
        ],
        "note": [
          "This applies to Metal Pirates Room."
        ]
      }
    ]
  }
}

Requires:

"canTrickyDodgeEnemies"

Dev note: More difficult side platform entrances are not considered, because there is an alternative of doing a canTrickyDashJump with a 1-tile connected runway.

From: 1
Top Left Door
To: 4
Top Right Door

X-Ray climb up the left wall in order to jump to the center platform. Quickly kill the pirates before beginning the X-Ray climb. Climb to just above the door shell and do a turnaround spinjump to reach the platform.

Entrance condition:

{
  "comeInWithDoorStuckSetup": {}
}

Requires:

"canXRayClimb"
{
  "enemyDamage": {
    "enemy": "Yellow Space Pirate (standing)",
    "type": "laser",
    "hits": 1
  }
}
{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)",
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Super",
              "Charge+Plasma"
            ]
          }
        }
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Yellow Space Pirate (wall)",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "enemyKill": {
            "enemies": [
              [
                "Yellow Space Pirate (standing)",
                "Yellow Space Pirate (wall)"
              ]
            ],
            "explicitWeapons": [
              "Missile",
              "Super",
              "Charge+Plasma"
            ]
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 1260
}

Dev note: FIXME: other weapons could work for killing the Pirates, with more damage taken.

From: 4
Top Right Door
To: 4
Top Right Door

Requires:

{
  "heatFrames": 270
}
"canTrickyDodgeEnemies"

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 6,
    "runway": {
      "length": 4,
      "openEnd": 2
    },
    "obstruction": [
      5,
      6
    ]
  }
}

Dev note: FIXME: An option of killing the Pirate can also be possible.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "cycleFrames": 2900
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "cycleFrames": 1560
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              3
            ]
          }
        },
        {
          "cycleFrames": 2780
        }
      ]
    }
  ]
}
"Morph"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "SpringBall",
    {
      "and": [
        "Bombs",
        {
          "cycleFrames": 60
        },
        {
          "or": [
            "canTrickyJump",
            {
              "and": [
                "Ice",
                "canDodgeWhileShooting"
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canFarmWhileShooting",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Fireflea",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "or": [
            "canPreciseWalljump",
            {
              "and": [
                "HiJump",
                "SpeedBooster"
              ]
            },
            {
              "and": [
                "canJumpIntoIBJ",
                {
                  "cycleFrames": 1000
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    "canPreciseWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 5 Fireflea

From: 2
Bottom Left Door
To: 2
Bottom Left Door

Requires:

{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "cycleFrames": 2480
        }
      ]
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "cycleFrames": 1140
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "resetRoom": {
            "nodes": [
              3
            ]
          }
        },
        {
          "cycleFrames": 2360
        }
      ]
    }
  ]
}
"Morph"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "SpringBall",
    {
      "and": [
        "Bombs",
        {
          "cycleFrames": 60
        },
        {
          "or": [
            "canTrickyJump",
            {
              "and": [
                "Ice",
                "canDodgeWhileShooting"
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "SpaceJump",
    "canPreciseWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 2 Fireflea

From: 3
Bottom Horizontal Door
To: 1
Left Door

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": false
  }
}

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDashJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
"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": false
  }
}

Requires:

"h_heatedGMode"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "SpaceJump",
    "canUseFrozenEnemies",
    {
      "and": [
        "canTrickyDashJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 1
Left Door
To: 1
Left Door

Requires:

{
  "heatFrames": 280
}
"canTrickyJump"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "and": [
        "canHitbox",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 40,
      "openEnd": 0
    },
    "obstruction": [
      3,
      2
    ]
  }
}

Dev note: Max extra run speed $6.8.

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "heatFrames": 280
}
"canTrickyJump"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "and": [
        "canHitbox",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 40,
      "openEnd": 0
    },
    "obstruction": [
      3,
      2
    ]
  }
}

Dev note: Max extra run speed $6.8.

From: 1
Left Door
To: 2
Right Door

Kill or dodge the Holtz while crossing the room. With Plasma and Wave or Ice, it is possible to quickly kill the Holtz while at the left door. Otherwise, in direct G-mode, jump immediately on entry while Samus still has i-frames to get to the left of the first Zebbo and kill it, and in indirect G-mode, move to the left then run under the Holtzes. Carefully cross the room while killing the Holtz without luring them, or dodge them. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires not killing the right Zebbo until it is in location.

Entrance condition:

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

Requires:

{
  "or": [
    "ScrewAttack",
    "canInsaneJump",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Plasma"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Holtz",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}
From: 2
Right Door
To: 1
Left Door

Kill or dodge the Holtz while crossing the room. It's possible to kill the Holtz while staying safe; some of them can also be lured under platforms and out of the way.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "ScrewAttack",
    "Plasma",
    {
      "enemyDamage": {
        "enemy": "Zebbo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Requires:

"canTrickyDodgeEnemies"
{
  "or": [
    "canInsaneJump",
    "canPreciseWalljump"
  ]
}
{
  "heatFrames": 310
}
From: 3
Middle Right Door
To: 5
Top Junction Between Doors

Dodge or kill the Kihunters while climbing the room. It is possible to take it relatively slow, as there is no heat damage. Shoot the first shot block before exiting G-mode to then jump through it immediately after using X-Ray to save a small amount of heat damage. Note that with direct G-mode, it is possible to jump through the first Kihunter immediately on entry, as Samus will have i-frames.

Entrance condition:

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

Requires:

{
  "notable": "KiHunter Dodge"
}
"canTrickyDodgeEnemies"
{
  "heatFrames": 125
}

Dev note: Kill strats could be added, but it's not too hard to avoid them while taking it relatively slow.

From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared

The KiHunter can be baited by jumping into the door then walking left.

Requires:

{
  "notable": "KiHunter Dodge"
}
"h_navigateHeatRooms"
"canTrickyDodgeEnemies"
{
  "heatFrames": 100
}
From: 3
Middle Right Door
To: 7
Junction At Middle Right Door With Bottom KiHunter Cleared

Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then run or Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way.

Requires:

{
  "notable": "Kihunter Manipulation from Middle Door"
}
"h_navigateHeatRooms"
"canStopOnADime"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canWalljump"
  ]
}
{
  "heatFrames": 80
}
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors

The Middle KiHunter can be jumped past by waiting for the right timing, if it is in the way. Wait for the top KiHunter to exit the corridor and wait just below so that it will bonk the wall when it attempts to swoop, then jump past. It is possible the two KiHunters group up in the middle which may not be possible to pass without taking damage.

Requires:

{
  "notable": "KiHunter Dodge"
}
"h_navigateHeatRooms"
"canTrickyDodgeEnemies"
{
  "heatFrames": 710
}
From: 7
Junction At Middle Right Door With Bottom KiHunter Cleared
To: 5
Top Junction Between Doors

Manipulate the Three KiHunters to avoid all of them when entering the room from the Save room door. Stop on a dime on entry for positioning, because it is precise. Wait 1 second then run or Morph and roll left, past the swooping kihunter. Quickly jump to the higher level and run into the left wall. Wait there for half a second; it helps to jump into the wall. The 2 KiHunters should be grouped above Samus and out of the way.

Requires:

{
  "notable": "Kihunter Manipulation from Middle Door"
}
"h_navigateHeatRooms"
"canStopOnADime"
"canTrickyDodgeEnemies"
{
  "or": [
    "HiJump",
    "canWalljump"
  ]
}
{
  "heatFrames": 490
}
From: 1
Top Left Door
To: 4
Junction Above Bomb Blocks

Requires:

"canInsaneJump"
"canTrickyDodgeEnemies"
{
  "heatFrames": 190
}
{
  "or": [
    "canDownBack",
    "Morph",
    {
      "heatFrames": 40
    }
  ]
}
From: 1
Top Left Door
To: 5
Junction Below Top Pirate

It is possible to get past the pirate without waiting by moving fast enough, or by making it turn around. Landing on the floating platform will make the fall simpler without scrolling the camera enough to activate the pirate.

Requires:

"canTrickyJump"
{
  "heatFrames": 110
}
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "heatFrames": 35
    }
  ]
}
{
  "or": [
    "canDownBack",
    "Morph",
    {
      "heatFrames": 40
    }
  ]
}
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area.

Requires:

{
  "notable": "Low Ice Pirate Freeze"
}
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canWalljumpWithCharge"
"canTrivialMidAirMorph"
"canTrickyDodgeEnemies"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 870
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management.

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region.

Requires:

{
  "notable": "New Low Ice Pirate Freeze"
}
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canResetFallSpeed"
"canWalljumpWithCharge"
"h_useMorphBombs"
"canWallJumpInstantMorph"
"canTrickyDodgeEnemies"
{
  "ammo": {
    "type": "Missile",
    "count": 4
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 900
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, this strat requires much more precise movement and either pause abuse or optimal reserve management.

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Jump with some run speed to place the power bomb high enough to break the bomb blocks. During the explosion, jump through the left wall pirate and precisely walljump to reach the upper area.

Requires:

{
  "notable": "New Route with HiJump, Speed, and PowerBombs"
}
"HiJump"
"SpeedBooster"
"canPreciseWalljump"
"canTrickyDodgeEnemies"
"h_usePowerBomb"
"canTrivialMidAirMorph"
"canHitbox"
{
  "heatFrames": 420
}
{
  "or": [
    "h_heatResistant",
    "canPauseAbuse",
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

Dev note: With Reserves only, canPauseAbuse is used as a proxy for pause abuse or optimal reserve management and character movement.

From: 3
Top Right Door
To: 1
Top Left Door

Safely clear the shot blocks from the ground to avoid drawing fire from the space pirate. Diagonal shots from the door effectively clear a path through the shot blocks, or firing vertically from below can work too.

Requires:

"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        {
          "heatFrames": 175
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canTrickyDodgeEnemies",
        {
          "heatFrames": 140
        }
      ]
    },
    {
      "heatFrames": 225
    }
  ]
}
From: 4
Junction Above Bomb Block
To: 1
Top Left Door

Wait for the Kihunters to move away from where Samus will jump up. This may mean Hitboxing through the middle KiHunter multiple times.

Requires:

"h_navigateHeatRooms"
"Plasma"
"canHitbox"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Kihunter (red)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_crouchJumpDownGrab",
    "canWalljump",
    "HiJump",
    "SpaceJump"
  ]
}
"canTrickyJump"
{
  "heatFrames": 600
}

Clears obstacles: A

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

Watch the KiHunter above to prevent getting kocked off when jumping to the next platform.

Requires:

"canTrickyDodgeEnemies"
{
  "heatFrames": 90
}
"h_pauseAbuseMinimalReserveRefill"
{
  "heatFrames": 120
}
"h_pauseAbuseMinimalReserveRefill"
{
  "heatFrames": 100
}
"h_pauseAbuseMinimalReserveRefill"
{
  "heatFrames": 180
}
{
  "or": [
    "Wave",
    {
      "heatFrames": 40
    }
  ]
}
{
  "or": [
    "HiJump",
    "canWalljump"
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Requires:

"f_DefeatedPhantoon"
{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 420
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 440
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer"
          ]
        },
        {
          "cycleFrames": 840
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Ice",
        {
          "cycleFrames": 1200
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 1740
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 1 Kihunter (yellow), 2 Atomic

From: 2
Bottom Door
To: 2
Bottom Door

Requires:

"f_DefeatedPhantoon"
{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 520
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "Plasma",
        {
          "cycleFrames": 800
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "Wave",
        "Spazer",
        "Ice",
        {
          "cycleFrames": 930
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "or": [
            "Wave",
            "Spazer",
            "Ice"
          ]
        },
        {
          "cycleFrames": 1400
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        {
          "cycleFrames": 2600
        }
      ]
    }
  ]
}

Clears obstacles: A

Farm cycle drops: 3 Kihunter (yellow), 2 Atomic

From: 2
Bottom Door
To: 2
Bottom Door

Requires:

{
  "not": "f_DefeatedPhantoon"
}
{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
{
  "or": [
    {
      "and": [
        {
          "or": [
            "canDodgeWhileShooting",
            "canRiskPermanentLossOfAccess"
          ]
        },
        "Plasma",
        {
          "cycleFrames": 930
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canTrickyDodgeEnemies",
            "canRiskPermanentLossOfAccess"
          ]
        },
        "Wave",
        {
          "cycleFrames": 1010
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canTrickyDodgeEnemies",
            "canRiskPermanentLossOfAccess"
          ]
        },
        "Spazer",
        {
          "cycleFrames": 1140
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canTrickyDodgeEnemies",
            "canRiskPermanentLossOfAccess"
          ]
        },
        "Ice",
        {
          "cycleFrames": 1300
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canInsaneJump",
            "canRiskPermanentLossOfAccess"
          ]
        },
        "canFarmWhileShooting",
        {
          "cycleFrames": 1980
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 3 Trapped Atomic

From: 3
Right Door
To: 3
Right Door

Requires:

"f_DefeatedPhantoon"
{
  "resetRoom": {
    "nodes": [
      3
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 400
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 520
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer"
          ]
        },
        {
          "cycleFrames": 840
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Ice",
        {
          "cycleFrames": 1500
        }
      ]
    }
  ]
}

Resets obstacles: A

Farm cycle drops: 3 Kihunter (yellow), 1 Atomic

From: 2
Top Door
To: 3
Right Door

On room entry, dodge the atomic and quickly place a Power Bomb to kill both Atomics. It is tricky but possible to kill them both with a single Power Bomb placed on the right half of the platform. Wait for the Workrobot to pass, then roll off to the right of it or use a Power Bomb to boost over any stationary, invisible lasers. Be sure to watch and listen for where the robots are placing their lasers; they occupy a 24x24 pixel space and are typically placed with only 1-2 tiles of space between them. Fall without any horizontal movement to decrease the chance of touching a laser. Note that the majority of the lasers that the workrobots place only deal 4 damage and can be tanked with a suit's damage reduction or an immobile entrance. 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:

"canComplexGMode"
"f_DefeatedPhantoon"
"h_artificialMorphPowerBomb"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb"
  ]
}
"h_artificialMorphPowerBomb"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Workrobot",
        "type": "ring-side",
        "hits": 1
      }
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Attack Phantoon with one or two Missile shots, then fire a charged Plasma shot when it comes back around; use X-Ray repeatedly while the charged Plasma shot is in contact with Phantoon, to wait out Phantoon's i-frames, making it possible to kill in one cycle. Note that using a charged Plasma shot initially (without first using Missiles) would cause Phantoon to immediately close its eye and not take any more damage during that cycle.

Requires:

"Charge"
"Plasma"
{
  "or": [
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "and": [
        {
          "resourceCapacity": [
            {
              "type": "Missile",
              "count": 1
            }
          ]
        },
        {
          "or": [
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Phantoon",
                "type": "flame",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
"canXRayWaitForIFrames"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Phantoon",
            "type": "flame",
            "hits": 2
          }
        },
        {
          "enemyDamage": {
            "enemy": "Phantoon",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "enemyDamage": {
            "enemy": "Phantoon",
            "type": "flame",
            "hits": 1
          }
        },
        {
          "enemyDamage": {
            "enemy": "Phantoon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}

Sets flags: f_DefeatedPhantoon

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 4,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $0.F.

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 4,
      "openEnd": 0
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $0.F.

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

Requires:

{
  "cycleFrames": 185
}
"canDodgeWhileShooting"
"canTrickyJump"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma",
    "Grapple",
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "cycleFrames": 15
        }
      ]
    }
  ]
}

Farm cycle drops: 2 Zebbo

From: 1
Top Left Doorway
To: 4
Top Right Doorway

To save a bomb, it is possible to roll from the doorway onto the platform with movement similar to a Gravity jump - hold forward just before the pause to disable gravity.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_artificialMorphLongIBJ",
            "h_artificialMorphJumpIntoIBJ"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombHorizontally",
        {
          "or": [
            "h_additionalBomb",
            "canTrickyGMode",
            {
              "and": [
                "canTrickyDodgeEnemies",
                "canGravityJump"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

Dev note: It is possible to cross with a single Power Bomb, but it requires a last pixel jump with a frame perfect forward press. A crab hit could bounce Samus onto the middle platform, but the gravity jump is better. If Samus has a blue suit and cant pause, then she also cant boost from the crab.

From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

Reduce Samus' run speed with a stutter or late dash tap in order to complete the shinecharge in time. With low energy, shinespark diagonally to the middle ledge on the left.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 4.4375
  }
}

Requires:

"canWaterShineCharge"
{
  "canShineCharge": {
    "usedTiles": 23,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "shinespark": {
        "frames": 43,
        "excessFrames": 26
      }
    },
    {
      "and": [
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 38,
            "excessFrames": 25
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    },
    "h_pauseAbuseMinimalReserveRefill",
    {
      "and": [
        "canControlShinesparkEnd",
        "canUseSpeedEchoes",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 29
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
{
  "or": [
    "h_crouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "Ice",
        "Plasma"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 6
Middle Junction Near Top Left Pirate

Start the dash as close to the door transition as possible in order to store the shinespark in time. Stand 2 or 3 pixels from the door for run speed to be low enough going into the next room. With low energy, shinespark diagonally to the middle ledge on the left.

Entrance condition:

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

Requires:

"canWaterShineCharge"
"canTrickyJump"
"h_shinechargeMaxRunway"
{
  "or": [
    {
      "shinespark": {
        "frames": 43,
        "excessFrames": 26
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 38,
            "excessFrames": 25
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Pink Space Pirate (standing)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Pink Space Pirate (standing)"
          ]
        ],
        "explicitWeapons": [
          "Plasma"
        ]
      }
    },
    "h_pauseAbuseMinimalReserveRefill",
    {
      "and": [
        "canControlShinesparkEnd",
        "canUseSpeedEchoes",
        {
          "resourceAtMost": [
            {
              "type": "RegularEnergy",
              "count": 29
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
{
  "or": [
    "h_crouchJumpDownGrab",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "Ice",
        "Plasma"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 3
Middle Right Door

Run with 7 tiles (no openend) of speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canTrickyDashJump"
"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "canDownGrab"
      ]
    },
    {
      "and": [
        "Charge",
        "Plasma",
        "canDownGrab"
      ]
    },
    {
      "and": [
        "Plasma",
        "canHitbox",
        "canDownGrab"
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}
From: 1
Left Door
To: 3
Hidden Right Item

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. While near the right wall, shoot the item and grab it. If the shot misses, carefully fall back down and safely land on Mama Turtle again. After grabbing the item, fall on her again to avoid taking a hit; jump to the left at the top of the ride to escape the water safely.

Requires:

"h_navigateUnderwater"
"canUseEnemies"
"canCarefulJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

Dev note: FIXME: Is it worth adding a suitless bootless strat that follows this and gets back to the left without another hit?

From: 1
Left Door
To: 4
On Mama Turtle

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help.

Requires:

"h_navigateUnderwater"
"canUseEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 6
Top Right Junction

Requires getting back on Mama Turtle while she is at the right. The safest way is to have a normalized fall speed with either a full height jump or falling from the ledge above. If suitless, walking off the right ledge when she hits the left wall can be a good indicator to help land on her safely. Shrinking Samus' hitbox after touching the turtles back will also usually help. At the top of the ride, jump to the top right ledge.

Requires:

"h_navigateUnderwater"
"canUseEnemies"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "Gravity",
        "canTrickyJump"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Kame (Tatori)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Carefuly avoid hiting the crab, by jumping under it to the right.

Entrance condition:

{
  "comeInWithGrappleJump": {
    "position": "left"
  },
  "comesThroughToilet": "any"
}

Requires:

"canTrickyDodgeEnemies"
From: 1
Left Door
To: 2
Left Sand Pit

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphBombs",
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "h_additionalBomb",
        {
          "or": [
            "canTrickyJump",
            "h_artificialMorphSpringBall",
            "Gravity",
            "h_additionalBomb"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphSpringBall",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 7
      }
    }
  ]
}

Exit condition:

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphBombThings",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphSpringBall",
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "enemyDamage": {
                "enemy": "Puyo",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphPowerBomb",
        {
          "enemyDamage": {
            "enemy": "Puyo",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}

Exit condition:

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

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        {
          "or": [
            "canInsaneJump",
            {
              "and": [
                "Gravity",
                "canTrickyDodgeEnemies"
              ]
            },
            "h_artificialMorphBombThings",
            {
              "enemyDamage": {
                "enemy": "Puyo",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Collects items: 5

From: 1
Left Door
To: 5
Item

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

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ",
        "canDodgeWhileShooting"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        },
        {
          "or": [
            "canInsaneJump",
            {
              "and": [
                "Gravity",
                "canTrickyDodgeEnemies"
              ]
            },
            "h_artificialMorphBombThings",
            {
              "enemyDamage": {
                "enemy": "Puyo",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

Collects items: 5

From: 1
Left Door
To: 1
Left Door

Requires:

{
  "not": "f_DefeatedDraygon"
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "h_breakOneDraygonTurret",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "Gravity"
      ]
    },
    {
      "and": [
        "canSuitlessMaridia",
        "canTrickyGMode"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Draygon alive with the door unlocked.

From: 1
Left Door
To: 1
Left Door

Fire a charged Plasma shot, then use X-Ray repeatedly while the shot is in contact with Draygon, to wait out Draygon's i-frames. It is possible to one-cycle, which is easiest with a full beam, alternatively, it is possible to Morph under the swoop and two-cycle it. Note that if Samus is crouched when Draygon dies, she will stand up; this can be used to see when the fight has ended.

Requires:

"h_navigateUnderwater"
{
  "or": [
    {
      "and": [
        "canTrickyDodgeEnemies",
        {
          "or": [
            "Gravity",
            "canInsaneJump",
            {
              "enemyDamage": {
                "enemy": "Draygon",
                "type": "turretProjectile",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    "h_breakThreeDraygonTurrets"
  ]
}
"canXRayWaitForIFrames"
"Charge"
"Plasma"
{
  "or": [
    "canTrickyDodgeEnemies",
    "Morph",
    {
      "and": [
        "Ice",
        "Wave"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Draygon",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Clears obstacles: f_DefeatedDraygon

Sets flags: f_DefeatedDraygon

From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Samus will fall quickly. Fall through the room slightly left of center to avoid the Bulls.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Samus will fall quickly. Fall through the room slightly left of center to avoid the Bulls.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

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

With only a runway of 2 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canShinechargeMovementTricky"
"canInsaneJump"
"canTrickyDodgeEnemies"
{
  "shineChargeFrames": 150
}
{
  "or": [
    "canBeVeryPatient",
    {
      "shineChargeFrames": 15
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Dev note: FIXME: The canBeVeryPatient requirement is for difficulty placement of the boomerang method; but the boomerang (or maybe specifically the moonwalk boomerang) should possibly be its own tech, and the same with rapid arm pumping.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

With only a runway of 3 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 3 or 4 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge. Alternatively, with greater difficulty but saving some shinecharge frames, after performing the turnaround spin jump, briefly moonwalk back, then retain momentum by boomeranging forward (switching from pressing backward to pressing forward on the next frame), and arm pump to reach the door quickly.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 3
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canShinechargeMovementTricky"
"canInsaneJump"
"canTrickyDodgeEnemies"
{
  "shineChargeFrames": 145
}
{
  "or": [
    "canBeVeryPatient",
    {
      "shineChargeFrames": 10
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Dev note: The same shinecharge frames could be achieved with a closed end runway (effective length of 2.4375), with a 3-frame stutter, but there doesn't appear to be any application.

From: 2
Bottom Left Door
To: 2
Bottom Left Door

With only a runway of 4 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 4 frames, and repress forward on the last possible frame before the transition. It also works well to release forward for 3 frames and repress on the last possible frame. Other timings can also work, but may gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 4
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canShinechargeMovementTricky"
"canInsaneJump"
"canTrickyDodgeEnemies"
{
  "shineChargeFrames": 140
}
{
  "or": [
    "canBeVeryPatient",
    {
      "shineChargeFrames": 10
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

With a runway of 5 tiles (open end) in the other room, the ideal timing for the stutter is to release forward for 5 frames, and repress forward on the last possible frame before the transition. Other timings can work, but will gain the shinecharge further from the door, leaving fewer shinecharge frames remaining. After gaining the shinecharge, continue holding forward in order to make Samus stand. Then turnaround spin jump back toward the door, and continue spin jumping to reach the transition with a shinecharge.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 5
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canShinechargeMovementTricky"
"canInsaneJump"
"canTrickyDodgeEnemies"
{
  "shineChargeFrames": 130
}
{
  "or": [
    "canBeVeryPatient",
    {
      "shineChargeFrames": 15
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

{"types":["super"],"requires":[]}
{"types":["missiles","powerbomb"],"requires":["never"]}
From: 2
Bottom Left Door
To: 6
Bottom Shinecharged

With only a runway length of 3 tiles (closed end) in the other room, this requires a precise setup: release forward for 3 or 4 frames, then repress forward on the last possible frame before the transition; alternatively, release forward for 2 frames and repress forward on the second-to-last possible frame before the transition. It is possible to clear the Mochtroid with Power Beam without taking damage, by first firing angle up shots and then switching to angle down shots once the Mochtroid is on top of Samus.

If a longer runway is available (4 tiles), the timing windows are a bit more lenient: 1. Release forward for 3, 4, or 5 frames, repress forward on the last possible frame; 2. Release forward for 2 or 3 frames, repress forward on the 2nd-to-last possible frame; 3. Release forward for 1 or 2 frames, repress forward on the 3rd-to-last possible frame.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2.4375
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    }
  ]
}
{
  "shineChargeFrames": 0
}
From: 2
Bottom Left Door
To: 6
Bottom Shinecharged

With only a runway of 2 tiles (open end) in the other room, this requires a double-frame-perfect setup: release forward for exactly 3 frames, and repress forward on the last possible frame before the transition. It is possible to clear the Mochtroid with Power Beam without taking damage, by first firing angle up shots and then switching to angle down shots once the Mochtroid is on top of Samus.

Entrance condition:

{
  "comeInStutterShinecharging": {
    "minTiles": 2
  }
}

Requires:

"canPreciseStutterWaterShineCharge"
"canInsaneJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "Wave",
            "Spazer",
            "Plasma",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            },
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    }
  ]
}
{
  "shineChargeFrames": 0
}

Dev note: FIXME: canInsaneJump is for difficulty placement; replace with a more appropriate tech since no jump is involved.

From: 4
Top Right Door
To: 5
G-Mode Morph, In Morph Tunnel

Kill the bottom Mochtroid with Bombs or a Power Bomb, roll into the tunnel with Gravity, or avoid it with nothing. With no items, move left and cross about half way across the room before switching back to the right. This will make the Mochtroid move left and give Samus enough time to get to the morph tunnel without taking a hit.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "Gravity",
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Samus will fall quickly. Fall through the room slightly right of center to avoid the Bulls.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Samus will fall quickly. Fall through the room slightly right of center to avoid the Bulls.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

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

Requires:

"Gravity"
{
  "resetRoom": {
    "nodes": [
      1,
      2
    ]
  }
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "spike",
        "hits": 1
      }
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "cycleFrames": 100
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "cycleFrames": 360
        }
      ]
    },
    {
      "and": [
        "canWalljump",
        {
          "cycleFrames": 390
        }
      ]
    },
    {
      "and": [
        "h_crouchJumpDownGrab",
        {
          "cycleFrames": 490
        }
      ]
    }
  ]
}
{
  "or": [
    "Plasma",
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 80
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "Spazer",
            "Wave"
          ]
        },
        {
          "cycleFrames": 50
        }
      ]
    },
    {
      "and": [
        "Grapple",
        {
          "cycleFrames": 60
        }
      ]
    },
    {
      "and": [
        {
          "cycleFrames": 180
        },
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Cacatac",
                "type": "spike",
                "hits": 1
              }
            },
            {
              "and": [
                "canTrickyDodgeEnemies",
                {
                  "cycleFrames": 100
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Farm cycle drops: 4 Cacatac

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "HiJump",
    "Gravity",
    "canEscapeSand"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Zoa",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "cycleFrames": 165
}

Farm cycle drops: 3 Zoa

From: 2
Right Door
To: 3
Elevator

Align with the right wall of the shaft by pressing against it. Use precise Bomb placements to IBJ while dodging the Rippers.

Requires:

{
  "notable": "Dodge Rippers IBJ"
}
"canTrickyDodgeEnemies"
"canStaggeredIBJ"
{
  "or": [
    "canBeVeryPatient",
    {
      "enemyDamage": {
        "enemy": "Ripper",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
From: 2
Right Door
To: 4
G-Mode Junction (Top by Elevator)

Positioning so that Samus will be against the right wall of the shaft, use precise Bomb placements to IBJ while dodging the Rippers.

Requires:

{
  "notable": "Dodge Rippers IBJ"
}
"canTrickyDodgeEnemies"
"canStaggeredIBJ"
{
  "or": [
    "canBeVeryPatient",
    {
      "enemyDamage": {
        "enemy": "Ripper",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

Requires:

{
  "resetRoom": {
    "nodes": [
      2
    ]
  }
}
"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 210
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "cycleFrames": 220
        }
      ]
    },
    {
      "and": [
        "Grapple",
        {
          "cycleFrames": 240
        }
      ]
    },
    {
      "and": [
        "Wave",
        {
          "cycleFrames": 260
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "cycleFrames": 285
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "canTrickyDodgeEnemies",
            {
              "and": [
                "Gravity",
                "canTrickyJump"
              ]
            }
          ]
        },
        {
          "cycleFrames": 360
        }
      ]
    }
  ]
}

Clears obstacles: A

Farm cycle drops: 2 Menu

Dev note: FIXME: It is also posssible to farm Owtches and/or additional Menus.

From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

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

Run back and forth between the two Zeb spawners to farm them simultaneously.

Requires:

"canTrickyDodgeEnemies"
{
  "cycleFrames": 170
}

Farm cycle drops: 2 Zeb

From: 1
Left Door
To: 1
Left Door

Requires:

"Gravity"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 2,
      "openEnd": 1
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $0.9.

From: 3
Right Door
To: 3
Right Door

Requires:

"Gravity"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "canTrickyDodgeEnemies"
  ]
}

Exit condition:

{
  "leaveWithSidePlatform": {
    "height": 3,
    "runway": {
      "length": 2,
      "openEnd": 1
    },
    "obstruction": [
      1,
      0
    ]
  }
}

Dev note: Max extra run speed $0.9.

From: 4
Junction Below Left Door
To: 4
Junction Below Left Door

While farming the Zoas, jump back and forth across the room to avoid the Yapping Maws.

Requires:

"Gravity"
"canPlayInSand"
"canTrickyDodgeEnemies"
{
  "cycleFrames": 120
}
{
  "or": [
    "Plasma",
    "Wave",
    "Spazer",
    "Grapple",
    {
      "cycleFrames": 10
    }
  ]
}

Farm cycle drops: 1 Zoa

From: 4
Junction Below Left Door
To: 4
Junction Below Left Door

While farming the Zoas, jump back and forth across the room to avoid the Yapping Maws.

Requires:

"canSuitlessMaridia"
"canPlayInSand"
"canTrickyDodgeEnemies"
{
  "cycleFrames": 170
}
{
  "or": [
    "Plasma",
    "Wave",
    "Spazer",
    "Grapple",
    {
      "cycleFrames": 10
    }
  ]
}
{
  "or": [
    "HiJump",
    "canInsaneJump"
  ]
}

Farm cycle drops: 1 Zoa

From: 3
Junction Below Right Door
To: 2
Right Door

Freeze the Puyo at the start of its jump animation, on the right frame.

Requires:

{
  "notable": "Puyo Clip Precise Freeze"
}
"Gravity"
"h_preciseIceClip"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "Wave",
    "canPreciseGrapple"
  ]
}
From: 3
Junction Below Right Door
To: 2
Right Door

Freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Standing on a side of the room and shooting forward will freeze the Puyo at the correct height.

Requires:

{
  "notable": "Puyo Clip"
}
"Gravity"
"h_XRayMorphIceClip"
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "Wave",
    "canPreciseGrapple"
  ]
}
From: 3
Junction Below Right Door
To: 2
Right Door

Freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Standing on a side of the room and shooting forward will freeze the Puyo at the correct height.

Requires:

{
  "notable": "Puyo Clip"
}
"h_XRayMorphIceClip"
"canTrickyJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 1
      }
    },
    "Wave",
    "canPreciseGrapple"
  ]
}
From: 4
Junction Below Sand Entrance
To: 1
Left Door

If entering from the sandfall above, come in at the far left of the transition, with either a spin-jump or i-frames, to avoid the Evir shot; land on the right side of the pillar to the left, being careful to not bring left Evir on camera. If coming from the right side of the room, then moonwalk on the center pillar to scroll the camera as far right as possible, to avoid getting hit by an Evir shot; alternatively, jump slightly to the left and freeze the Evir, then return back to the center pillar before jumping across the sand. Freeze the right Evir and jump onto it. Quickly move left and fire an angle-down shot to freeze the left Evir before it descends too far. Jump onto the left Evir, back up to the right side of it to maximize space to build momentum, and jump to the left onto the sand and then onto the ledge. If Samus does not quite get enough height to make it onto the ledge, then break spin, turn around to the right, land on the sand again, and do a turnaround spin-jump to the left. If the Evirs descend too far, it is possible to use a Power Bomb to bring them back up again, but caution is needed to avoid killing the first Evir, and it is difficult to avoid getting shot.

Requires:

{
  "notable": "Suitless Bootless Evir Freeze (Center to Left)"
}
"canSuitlessMaridia"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
"canCameraManip"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 1
          }
        },
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "particle",
            "hits": 2
          }
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 1
          }
        },
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}

Dev note: This strat is still possible after falling through the sandpit after being centered by the toilet by landing towards the right, then crossing back left.

From: 4
Junction Below Sand Entrance
To: 1
Left Door

Requires:

"canSuitlessMaridia"
"HiJump"
"canPlayInSand"
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 4
Junction Below Sand Entrance
To: 2
Right Door

On the left side of the raised platform, jump for max height. Lateral Midair Morph for horizontal momentum, and perform the Spring Ball jump the moment before touching the sandfall. Pause again to disable springball as soon as possible.

Requires:

{
  "notable": "Spring Ball HiJump"
}
"canSuitlessMaridia"
"HiJump"
"canTrickySpringBallJump"
"canStationaryLateralMidAirMorph"
"canSpringFling"
"canPlayInSand"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    },
    {
      "enemyKill": {
        "enemies": [
          [
            "Evir"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "Super",
          "PowerBomb"
        ]
      }
    },
    "canTrickyDodgeEnemies",
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
From: 4
Junction Below Sand Entrance
To: 2
Right Door

Use a Power Bomb to make the right-most Evir rise. Freeze it low and jump onto it. Crouch and continue holding down; when the Evir is about to thaw, jump with a buffered aim-down and refreeze the Evir after it climbs a few pixels. Repeat many times until gaining enough height to spin jump onto the pillar.

With each refreeze, it is recommended that Samus switch which side of the Evir to stand on, to avoid a risk of getting shot by the Evir.

Requires:

{
  "notable": "Suitless Bootless Evir Climb"
}
"h_usePowerBomb"
"canBePatient"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
"canTrickyDodgeEnemies"
From: 4
West Leg Sand
To: 2
East Leg Right Door

Use the grapple block to initiate a Grapple Jump to climb up to the higher level and above the water line. Aiming the Grapple Jump to line up with the one tile hole is difficult and Samus is moving at high speeds. Escaping the water is also difficult as Samus must be standing at the water line when jumping for the next part of the grapple jump. It may be easier to jump out of the water by turning HiJump off. A Grapple Jump can be a spin jump by running briefly before jumping and that can be used to begin Walljumping or Space Jumping.

Requires:

{
  "notable": "Grapple Jump"
}
"canSuitlessMaridia"
"canTrickyGrappleJump"
"canMidairWiggle"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Menu",
        "type": "contact",
        "hits": 1
      }
    },
    "SpaceJump",
    {
      "and": [
        "canConsecutiveWalljump",
        {
          "or": [
            "ScrewAttack",
            "canTrickyWalljump"
          ]
        }
      ]
    },
    "h_pauseAbuseMinimalReserveRefill",
    "canTrickyDodgeEnemies"
  ]
}
From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "h_ShaktoolCameraFix",
    {
      "or": [
        "f_ShaktoolDoneDigging",
        {
          "obstaclesCleared": [
            "f_ShaktoolDoneDigging"
          ]
        }
      ]
    }
  ]
}
"h_useMorphBombs"
"canDodgeWhileShooting"
{
  "or": [
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              2
            ]
          }
        },
        {
          "or": [
            {
              "and": [
                "canSuitlessMaridia",
                {
                  "cycleFrames": 350
                }
              ]
            },
            {
              "and": [
                "Gravity",
                {
                  "cycleFrames": 280
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "or": [
            "f_ShaktoolDoneDigging",
            {
              "obstaclesCleared": [
                "f_ShaktoolDoneDigging"
              ]
            }
          ]
        },
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        {
          "or": [
            {
              "and": [
                "canSuitlessMaridia",
                "canTrickyDodgeEnemies",
                {
                  "cycleFrames": 1150
                }
              ]
            },
            {
              "and": [
                "Gravity",
                {
                  "cycleFrames": 770
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Resets obstacles: A, B

Farm cycle drops: 2 Yard

From: 1
Left Door
To: 2
Right Door

Entrance condition:

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

Requires:

"h_navigateUnderwater"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_crouchJumpDownGrab",
    "HiJump",
    "Gravity",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    }
  ]
}
From: 2
Right Door
To: 2
Right Door

The Evirs must be killed quickly before they descend too far. With only Spazer available for damage, this is particularly tight. One of the first two Evirs will need to be skipped.

Requires:

{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          2
        ]
      }
    },
    {
      "and": [
        {
          "resetRoom": {
            "nodes": [
              1
            ]
          }
        },
        "Gravity",
        {
          "cycleFrames": 300
        }
      ]
    }
  ]
}
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump",
        {
          "cycleFrames": 645
        }
      ]
    }
  ]
}
"canPlayInSand"
"canTrickyDodgeEnemies"
"canInsaneJump"
"Spazer"
{
  "disableEquipment": "Ice"
}
{
  "cycleFrames": 1440
}

Farm cycle drops: 2 Evir

Dev note: FIXME: Slower methods are possible for resetting at the left door.

From: 4
Below Sand Entrance
To: 2
Right Door

Perform multiple stationary lateral mid-air morphs, while avoiding the Evir projectiles, to cross the room. It is necessary to start the jumps from the far side of the platforms in order to gain more horizontal momentum before entering the sand falls. Falling into the sand will often result in a soft lock.

It is possible to use a very precise spring fling instead of a stationary lateral mid-air morph, but it is harder.

Requires:

{
  "notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_maxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
"canInsaneJump"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Evir",
            "Evir"
          ]
        ],
        "explicitWeapons": [
          "Super",
          "Missile",
          "PowerBombPeriphery",
          "Plasma"
        ]
      }
    },
    "canTrickyDodgeEnemies"
  ]
}
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction

The first Spring Ball jump is performed farther away from the sand tile so Samus can build up momentum and height before entering the sand fall. The second jump must be made from the right half of the solid tile (but not the rightmost pixels.) The third jump will land on the sand and must be followed by a jump off of the sand. Falling into the sand will often result in a soft lock. Only the far left section of sand, near the door, can be escaped with a crouch jump.

Requires:

{
  "notable": "Suitless Bootless Spring Ball"
}
"canSuitlessMaridia"
"canPlayInSand"
"h_maxHeightSpringBallJump"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Evir"
          ],
          [
            "Evir"
          ]
        ],
        "explicitWeapons": [
          "Super",
          "Missile",
          "PowerBombPeriphery",
          "Plasma"
        ]
      }
    },
    "canTrickyDodgeEnemies"
  ]
}
From: 5
Left Pillar Junction
To: 4
Below Sand Entrance

Requires:

"canSuitlessMaridia"
"HiJump"
"canPlayInSand"
{
  "or": [
    "canCarefulJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Evir",
        "type": "particle",
        "hits": 1
      }
    }
  ]
}
From: 1
Left Door
To: 2
Right Door

Jump from the left platform and mid air morph to bounce through the lava quickly. This is only useful when morphing before reaching the ceiling.

Requires:

{
  "acidFrames": 45
}
"canBounceBall"
"canLateralMidAirMorph"
"can4HighMidAirMorph"
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyDodgeEnemies",
        "canMetroidAvoid",
        {
          "acidFrames": 5
        }
      ]
    }
  ]
}

Dev note: Freezing a Metroid while exiting the acid is difficult but manageable.

From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        "Ice"
      ]
    },
    "ScrewAttack",
    "canPseudoScrew",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
"canPreciseSpaceJump"

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1
    }
  }
}

Unlocks doors:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        "Ice"
      ]
    },
    "ScrewAttack",
    "canPseudoScrew",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
"canTrickyJump"
"SpaceJump"

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1
    }
  }
}

Unlocks doors:

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

Dev note: Requires preopening the door, so this is more difficult than a normal MetroidAvoid. FIXME: Blue speed can be used to protect against metroid damage, in the canTrickyDodgeEnemies case; but could there be a scenario where having blue speed is incompatible for what is needed in the next room? We made the 'blue' property for this kind of thing; the trouble is that the entrance conditions are written for either blue or not-blue, not either.

From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        "Ice"
      ]
    },
    "ScrewAttack",
    "canPseudoScrew",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
"canTrickySpringBallBounce"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    },
    "minExtraRunSpeed": "$1.3",
    "movementType": "controlled"
  }
}

Unlocks doors:

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

Dev note: FIXME: It is possible to open the door and leave with a controlled bounce in one motion. But then avoiding damage becomes unreliable.

From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        "Ice"
      ]
    },
    "ScrewAttack",
    "canPseudoScrew",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
"canPreciseSpaceJump"

Exit condition:

{
  "leaveWithMockball": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    }
  }
}

Unlocks doors:

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

Dev note: It is possible to open the door with ammo and mockball out in one motion. But the timing makes it harder than crossing the room multiple times.

From: 1
Left Door
To: 2
Right Door

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        "Ice"
      ]
    },
    "ScrewAttack",
    "canPseudoScrew",
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    }
  ]
}
"canTrickyJump"
"canPreciseSpaceJump"

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 31,
      "openEnd": 1
    },
    "landingRunway": {
      "length": 3,
      "openEnd": 1
    },
    "movementType": "uncontrolled"
  }
}

Unlocks doors:

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

At max non-speed run speed, Spring Ball bounce on both platforms and avoid all acid. Land on the right side of the first platform to avoid the second Metroid. Bouncing on the second platform will usually avoid the third Metroid.

Requires:

"canSpringBallBounce"
"canCarefulJump"
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom1",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom1"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canMetroidAvoid",
        "canTrickyDodgeEnemies"
      ]
    },
    {
      "metroidFrames": 270
    }
  ]
}
From: 1
Top Right Door
To: 2
Bottom Right Door

If Metroids are alive, minimizing damage from them requires tricky movement to manipulate them: the moonfalling option must be done starting from almost a tile to the left of the opening; likewise, the morphing option should soft-morph about a tile to the left of the opening.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 140
}
"canShinechargeMovementTricky"
{
  "or": [
    "canMoonfall",
    "Morph",
    "canTwoTileSqueeze"
  ]
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom2",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom2"
          ]
        }
      ]
    },
    {
      "metroidFrames": 100
    },
    {
      "and": [
        "canInsaneJump",
        "canTrickyDodgeEnemies",
        {
          "metroidFrames": 10
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveShinecharged": {}
}

Unlocks doors:

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

Dev note: FIXME: Unmorphing and downbacking through the gap can leave with more frames remaining but is more difficult.

From: 2
Bottom Right Door
To: 2
Bottom Right Door

Quickly artificial morph and roll off to the bottom before being grabbed by the Metroids. This is much easier in indirect artificial morph. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed.

Entrance condition:

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

Requires:

"canMetroidAvoid"
"canTrickyDodgeEnemies"
"h_artificialMorphSpringBall"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"

Clears obstacles: f_KilledMetroidRoom2

Sets flags: f_KilledMetroidRoom2

Dev note: FIXME: This can be done in immobile, but probably never matters, since it will require so much energy.

From: 1
Left Door
To: 1
Left Door

Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must be completely on screen while a Power Bomb explodes in order for it to lure the Metroids. One strategy for this location is to wait for the Rinkas to fire twice, then place a Power Bomb in the hallway to the right and return to lure one. Jump over it twice and at the top of the second jump place a second Power Bomb; this one will explode when the other two Metroids arrive. Jumping high to the right can also help get them stuck in the top right corner while placing a Power Bomb. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. With only 3 Power Bombs, cluster the Metroids before laying Power Bombs.

Entrance condition:

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

Requires:

"canMetroidAvoid"
"canTrickyDodgeEnemies"
"h_artificialMorphSpringBall"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
{
  "or": [
    "canTrickyGMode",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    }
  ]
}

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

From: 2
Right Door
To: 2
Right Door

Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must be completely on screen while a Power Bomb explodes in order for it to lure the Metroids. Start the room with a bomb boost spring ball jump or a precise horizontal bomb boost. In general, this seems to be easiest by minimizing Samus's horizontal movement as much as possible and getting the Metroids in sync with each other while circling around her. While moving horizontally, their movement is less predictable and harder to sync. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. With only 3 Power Bombs, cross the room with a spring fling and cluster the Metroids before laying Power Bombs.

Entrance condition:

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

Requires:

"canMetroidAvoid"
"canTrickyDodgeEnemies"
"h_artificialMorphSpringBall"
{
  "or": [
    {
      "tech": "canSpringBallBombJump"
    },
    "canInsaneJump"
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
{
  "or": [
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphSpringFling"
      ]
    },
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    }
  ]
}

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

From: 2
Right Door
To: 2
Right Door

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        {
          "or": [
            "Ice",
            "ScrewAttack",
            "canPseudoScrew",
            {
              "enemyDamage": {
                "enemy": "Rinka",
                "type": "contact",
                "hits": 2
              }
            }
          ]
        }
      ]
    },
    {
      "or": [
        "f_KilledMetroidRoom3",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom3"
          ]
        }
      ]
    }
  ]
}
{
  "canShineCharge": {
    "usedTiles": 29,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "shinespark": {
        "frames": 75
      }
    },
    {
      "and": [
        "canShinechargeMovementComplex",
        {
          "shinespark": {
            "frames": 50
          }
        }
      ]
    }
  ]
}

Exit condition:

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

Requires:

"canTrickyJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "ScrewAttack",
            "canPseudoScrew",
            {
              "metroidFrames": 100
            }
          ]
        }
      ]
    },
    {
      "or": [
        "f_KilledMetroidRoom3",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom3"
          ]
        }
      ]
    }
  ]
}
"SpaceJump"

Exit condition:

{
  "leaveSpaceJumping": {
    "remoteRunway": {
      "length": 29,
      "openEnd": 1
    }
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"canTrickyJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "or": [
            "ScrewAttack",
            "canPseudoScrew",
            {
              "metroidFrames": 100
            }
          ]
        }
      ]
    },
    {
      "or": [
        "f_KilledMetroidRoom3",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom3"
          ]
        }
      ]
    }
  ]
}
"SpaceJump"

Exit condition:

{
  "leaveSpinning": {
    "remoteRunway": {
      "length": 29,
      "openEnd": 1
    }
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"canTrickyJump"
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "and": [
        "canMetroidAvoid",
        {
          "metroidFrames": 100
        }
      ]
    },
    {
      "or": [
        "f_KilledMetroidRoom3",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom3"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpringBallBounce": {
    "remoteRunway": {
      "length": 29,
      "openEnd": 2
    },
    "landingRunway": {
      "length": 5,
      "openEnd": 2
    },
    "movementType": "controlled"
  }
}
From: 1
Left Blast Door
To: 8
Standing on Top Left of Mother Brain Tank

Freeze all 3 Rinkas at close to the same time, then quickly jump into the morph nook at the top-left of Mother Brain, and perform a Crystal Flash to stand up. If executed correctly, the Rinkas will not respawn during the Crystal Flash, so Samus will not take damage.

Requires:

{
  "notable": "Moondance Clip"
}
{
  "not": "f_MotherBrainGlassBroken"
}
"canTrickyDodgeEnemies"
"canTrickyUseFrozenEnemies"
"canCrystalFlash"
From: 2
Right Door
To: 3
Mother Brain

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

Requires:

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

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

From: 8
Standing on Top Left of Mother Brain Tank
To: 1
Left Blast Door

To be able to break the glass and leave out the left side, Samus must be at a specific horizontal X pixel position ($63). Therefore, the Crystal Flash should have been performed at this position; For the moondance, moonfalls must be performed only left-to-right, or Samus will fall out. After 176 moonfalls, Samus will clip down into the tank. Angle down and fire 18 Missiles into Mother Brain to break the tank. If Samus is correctly positioned, she will then fall out and be free to move to the left.

If Samus is at position $62 (a pixel to the left of the correct position), it is possible for a Rinka hit to knock back Samus into position $63.

Requires:

{
  "notable": "Moondance Clip"
}
"Wave"
"canTrickyDodgeEnemies"
{
  "or": [
    "Ice",
    "canBeExtremelyPatient"
  ]
}
"canMoondance"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
{
  "ammo": {
    "type": "Missile",
    "count": 18
  }
}

Sets flags: f_MotherBrainGlassBroken

Dev note: FIXME: Using some Supers in place of Missiles could be possible, but if too many are used it might trigger the fight cutscene.

From: 8
Standing on Top Left of Mother Brain Tank
To: 3
Mother Brain

Perform a moondance while killing the Rinkas, carefully avoiding being hit by them. After 176 moonfalls, Samus will clip down into the tank. Samus will be unable to turn around and will be invulnerable to Rinka hits. Freeze a Rinka several pixels in front of Samus, to cause Samus to clip horizontally. This will work regardless of whether Samus is facing left or right. When Samus is close enough to the end, quickly turn around back and forth to wiggle out, to avoid taking too much damage from the invisible spikes in the air.

Requires:

{
  "notable": "Moondance Clip"
}
"Wave"
"canTrickyDodgeEnemies"
"canMoondance"
"canWallIceClip"
{
  "spikeHits": 1
}
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered

Requires:

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

Freeze the Pirates and use them as platforms to climb the room. Sometimes the Pirates may decide to climb the wrong way; patience may be required to wait for them to come back. If enough energy is available, it can be easier to use i-frames to jump up through a Pirate and freeze it from above, compared to jumping around it.

Requires:

"canBePatient"
"canTrickyUseFrozenEnemies"
"canTrickyDodgeEnemies"
{
  "or": [
    "Wave",
    "Spazer",
    {
      "ammo": {
        "type": "Missile",
        "count": 8
      }
    },
    "canBeVeryPatient"
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 4
      }
    },
    "canInsaneJump"
  ]
}

Dev note: Plasma is hard to use effectively as it's easy to accidentally kill the Pirates with it.

From: 1
Top Right Door
To: 2
Left Door

Enter through the far left side of the door. Wait for the top hopper to move right to start running. Run under the right Hopper and jump over the left Hopper to avoid all damage. Jump when Samus reaches the leftmost lump in the ground to avoid the left hopper. It helps to keep the camera scrolled to the right.

Entrance condition:

{
  "comeInNormally": {},
  "comesThroughToilet": "no"
}

Requires:

{
  "notable": "Hopper Dodge"
}
"canTrickyDodgeEnemies"
{
  "or": [
    "canPrepareForNextRoom",
    {
      "and": [
        "canCameraManip",
        "canMoonwalk",
        "canInsaneJump"
      ]
    }
  ]
}

Unlocks doors:

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

Enter the room from the left door, morph, and wait at the left wall. After 6 hops, the bottom Hopper will do three big hops in a row. Roll under the Hopper while it does the third of those three big hops. Quickly unmorph and run to the right side of the room. If successful, both Hoppers will remain off-camera, so you can safely Crystal Flash.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

{
  "notable": "Crystal Flash"
}
"canTrickyDodgeEnemies"
"h_CrystalFlash"
"canCameraManip"
From: 2
Left Door
To: 1
Top Right Door

Time Samus' movement carefully to roll underneath a Tourian Hopper and also race it to the far door. Enter the room morphed and let the hoppers jump against the wall a couple of times. After the lower hopper has long enough time between jumps, roll under and run to the door.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

{
  "notable": "Roll Under Hoppers"
}
"Morph"
"canPrepareForNextRoom"
"canTrickyDodgeEnemies"
From: 2
Left Door
To: 2
Left Door

Requires:

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

Exit condition:

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

Unlocks doors:

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

Dev note: Max extra run speed $2.4.