The ability to move through some enemies undamaged by timing a hit on them. This can be done with a Plasma shot, a well timed Power Bomb explosion, or a normal shot against Metal Pirates.
| 
 
 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: 1 
Left Door 
 Bounce on the Power Bomb, then quickly kill the remaining Sidehopper with a strong beam, ammo, or pseudo-screw. If Samus has a weak beam, use the bomb to boost to the right to get the Sidehopper to jump to the right, then morph under it while killing it. Entrance condition: {
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 0.4375
  }
}Requires: "canPrepareForNextRoom"
{
  "tech": "canJumpIntoIBJ"
}
"canResetFallSpeed"
"h_usePowerBomb"
"canHitbox"
{
  "or": [
    "canPseudoScrew",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "Ice",
        "Wave"
      ]
    },
    {
      "and": [
        "Ice",
        "Spazer"
      ]
    },
    {
      "and": [
        "Wave",
        "Spazer"
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "tech": "canBombHorizontally"
        }
      ]
    }
  ]
}Dev note: This is significantly easier than a typical canUnmorphBombBoost, so it is instead modeled with canJumpIntoIBJ and canResetFallSpeed.  | 
    
| 
 
 Requires: "canPrepareForNextRoom"
{
  "resetRoom": {
    "nodes": [
      1
    ]
  }
}
{
  "or": [
    {
      "and": [
        "ScrewAttack",
        {
          "cycleFrames": 130
        }
      ]
    },
    {
      "and": [
        "h_PlasmaHitbox",
        {
          "cycleFrames": 170
        }
      ]
    }
  ]
}Clears obstacles: A Resets obstacles: B, C Farm cycle drops: 1 Sidehopper, 2 Sm. Sidehopper  | 
    
        From: 1 
    Right Door 
        To: 2 
Chozo Item 
 Traverse the room with a small number of Power Bombs. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. This strat can be done easily with 7 Power Bombs. Simply kill all of the Boyons before progressing. The final Power Bomb needs to be placed on the second to last floating platform or later to break the wall. Samus can use one Power Bomb and a Boyon hit to get from the door to the second platform, or from the second to fourth platform. Alternatively, when next to the Boyons, place a Power Bomb while the Boyon is low, slightly after the peak of the jump, hitbox through the Boyons. If the Boyons are killed, Samus can horizontally boost far enough to skip a platform. Samus can cross the room with any of the following: 7 PB; 6 PB and a horizontal boost; 5 PB and hitboxing the first Boyons; 5 PB and damage from the first Boyons; 4 PB and damage from the first Boyons and hitboxing the second; 3 PB and hitting both sets of Boyons. Note that if Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode. Entrance condition: {
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}Requires: "h_artificialMorphPowerBomb"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 6
      }
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 4
          }
        },
        "h_artificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 4
          }
        },
        "canInsaneJump",
        "canHitbox"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        },
        "h_artificialMorphBombHorizontally",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        "h_artificialMorphBombHorizontally",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        },
        "canInsaneJump",
        "canHitbox"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    }
  ]
}Clears obstacles: A, B  | 
    
        From: 2 
    Right Door 
        To: 5 
Below Left Door Junction 
 Begin running from the top of the second slope and jump at the bottom of the third slope, bonking the large stalagtite in the ceiling. Kill the first pirate with Screw Attack (or ahead of time with Charge+Plasma), and pass through the second pirate using a charged plasma shot. Enter the acid while aiming down to shrink Samus' hitbox. This strat works with all combinations of movement items and suits. Requires: {
  "notable": "Reverse Acid Dive"
}
{
  "notable": "Reverse Thread the Needle"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canInsaneJump"
"canSuitlessLavaDive"
"Charge"
"Plasma"
"canHitbox"
{
  "or": [
    "ScrewAttack",
    {
      "heatFrames": 210
    }
  ]
}
{
  "heatFrames": 330
}
{
  "acidFrames": 210
} | 
    
        From: 7 
    Junction By Lower Alcoons (Left of Spike Pits) 
        To: 3 
Bottom Horizontal Door 
 Kill the Alcoon without stopping. Requires: "h_navigateHeatRooms"
"canDodgeWhileShooting"
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Alcoon"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "Wave+Plasma",
          "PseudoScrew",
          "ScrewAttack",
          "Charge+Wave+Spazer",
          "Shinespark"
        ]
      }
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    }
  ]
}
{
  "heatFrames": 120
} | 
    
        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.  | 
    
| 
 
 Requires: "canHitbox"
{
  "heatFrames": 200
} | 
    
| 
 
 Requires: "h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "or": [
    "canHitbox",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "heatFrames": 180
}
{
  "shineChargeFrames": 60
}Exit condition: {
  "leaveShinecharged": {}
}Unlocks doors: {"types":["missiles"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":180}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":150}]} | 
    
        From: 1 
    Left Door 
        To: 3 
Metal Pirates Junction 
 Requires: "canHitbox"
"canInsaneJump"
{
  "heatFrames": 100
} | 
    
        From: 1 
    Left Door 
        To: 3 
Metal Pirates Junction 
 Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: {
  "notable": "Speed Echoes Kill"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canUseSpeedEchoes"
"canHitbox"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 23,
        "openEnd": 2
      }
    },
    {
      "heatFrames": 60
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 1
          }
        },
        {
          "shinespark": {
            "frames": 1
          }
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "shinespark": {
            "frames": 9
          }
        },
        {
          "shinespark": {
            "frames": 9
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "heatFramesWithEnergyDrops": {
        "frames": 630,
        "drops": [
          {
            "enemy": "Space Pirate (fighting)",
            "count": 12
          }
        ]
      }
    },
    {
      "and": [
        "canFarmWhileShooting",
        {
          "heatFramesWithEnergyDrops": {
            "frames": 360,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        },
        {
          "heatFramesWithEnergyDrops": {
            "frames": 270,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        }
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 99
  }
}
{
  "partialRefill": {
    "type": "Super",
    "limit": 1
  }
}Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark.  | 
    
| 
 
 Requires: "canHitbox"
{
  "heatFrames": 200
} | 
    
| 
 
 Requires: "h_shinechargeMaxRunway"
"canShinechargeMovement"
{
  "or": [
    "canHitbox",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "heatFrames": 180
}
{
  "shineChargeFrames": 60
}Exit condition: {
  "leaveShinecharged": {}
}Unlocks doors: {"types":["missiles"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":180}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"obstaclesCleared":["A"]},{"heatFrames":150}]} | 
    
        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: 2 
    Right Door 
        To: 3 
Metal Pirates Junction 
 Requires: "canHitbox"
"canInsaneJump"
{
  "heatFrames": 100
} | 
    
        From: 2 
    Right Door 
        To: 3 
Metal Pirates Junction 
 Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: {
  "notable": "Speed Echoes Kill"
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canUseSpeedEchoes"
"canHitbox"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 2
  }
}
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 23,
        "openEnd": 2
      }
    },
    {
      "heatFrames": 60
    }
  ]
}
{
  "or": [
    {
      "and": [
        "HiJump",
        {
          "shinespark": {
            "frames": 1
          }
        },
        {
          "shinespark": {
            "frames": 1
          }
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "shinespark": {
            "frames": 9
          }
        },
        {
          "shinespark": {
            "frames": 9
          }
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "heatFramesWithEnergyDrops": {
        "frames": 630,
        "drops": [
          {
            "enemy": "Space Pirate (fighting)",
            "count": 12
          }
        ]
      }
    },
    {
      "and": [
        "canFarmWhileShooting",
        {
          "heatFramesWithEnergyDrops": {
            "frames": 360,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        },
        {
          "heatFramesWithEnergyDrops": {
            "frames": 270,
            "drops": [
              {
                "enemy": "Space Pirate (fighting)",
                "count": 6
              }
            ]
          }
        }
      ]
    }
  ]
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 99
  }
}
{
  "partialRefill": {
    "type": "Super",
    "limit": 1
  }
}Clears obstacles: A Dev note: FIXME: It's possible to activate a spark on the ground at 27 energy and collect drops in time. The canFarmWhileShooting presumes spawning the drops on the ground where they can be collected while charging the next shinespark.  | 
    
        From: 3 
    Metal Pirates Junction 
        To: 3 
Metal Pirates Junction 
 Use the Echoes created by shinesparking to defeat the Metal Pirates. This involves Shineparking into a precise point while also turning the Pirates vulnerable as the echoes reach them. Requires: {
  "notable": "Speed Echoes Kill"
}
"h_heatProof"
{
  "resetRoom": {
    "nodes": [
      1,
      2
    ]
  }
}
"canFarmWhileShooting"
"canUseSpeedEchoes"
"canHitbox"
{
  "canShineCharge": {
    "usedTiles": 38,
    "openEnd": 2
  }
}
{
  "shinespark": {
    "frames": 9
  }
}
{
  "cycleFrames": 730
}Clears obstacles: A Farm cycle drops: 2 Space Pirate (fighting)  | 
    
        From: 1 
    Bottom Left Door 
        To: 6 
Bottom Right Corner Junction 
 Time Plasma shots so that Samus can run through the first two Dessgeegas and gain blue speed. Shooting into the floor can give more control over the enemy i-frames. Requires: "canDodgeWhileShooting"
"Plasma"
"canHitbox"
"h_getBlueSpeedMaxRunway"
{
  "heatFrames": 145
}Clears obstacles: C, E, F  | 
    
        From: 5 
    Top Junction Between Doors 
        To: 7 
Junction At Middle Right Door With Bottom KiHunter Cleared 
 Requires: "h_navigateHeatRooms"
"canHitbox"
"Plasma"
{
  "or": [
    "canDownBack",
    {
      "and": [
        "canCarefulJump",
        {
          "heatFrames": 50
        }
      ]
    },
    {
      "heatFrames": 130
    }
  ]
}
{
  "heatFrames": 410
} | 
    
        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: 2 
    Bottom Left Door 
        To: 4 
Junction Above Bomb Blocks 
 Avoid the bottom pirates and jump high enough to break the bomb blocks with a power bomb. During the explosion, climb the right wall passing through any pirates and use a movement item to reach the top. Requires: {
  "notable": "PowerBombs and a Jump Assist"
}
"canPreciseWalljump"
"canHitbox"
"h_usePowerBomb"
"canTrivialMidAirMorph"
"canTrickyJump"
{
  "or": [
    "canSpringwall",
    "HiJump",
    "SpaceJump"
  ]
}
{
  "heatFrames": 530
}
{
  "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: 2 
Bottom Left Door 
 Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room. It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball. With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers. Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth. Entrance condition: {
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}Requires: "h_heatedGMode"
"h_artificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "canHitbox"
      ]
    },
    "canLateralMidAirMorph",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "Charge",
            {
              "ammo": {
                "type": "Super",
                "count": 3
              }
            },
            {
              "ammo": {
                "type": "Missile",
                "count": 9
              }
            },
            {
              "enemyDamage": {
                "enemy": "Yellow Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Yellow Space Pirate (standing)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 160
}Clears obstacles: A  | 
    
        From: 3 
    Top Right Door 
        To: 5 
Junction Below Top Pirate 
 Requires: "canHitbox"
{
  "or": [
    {
      "and": [
        "h_usePowerBomb",
        {
          "heatFrames": 175
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        "Charge",
        "Plasma",
        {
          "heatFrames": 125
        }
      ]
    }
  ]
} | 
    
| 
 
 Requires: "canHitbox"
"h_usePowerBomb"
{
  "heatFrames": 280
}Unlocks doors: {"nodeId":3,"types":["powerbomb"],"requires":[],"useImplicitRequires":false} | 
    
| 
 
 Requires: "canHitbox"
"h_usePowerBomb"
{
  "heatFrames": 180
}Unlocks doors: {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} | 
    
        From: 1 
    Top Left Door 
        To: 4 
Junction Above Bomb Block 
 Requires: "h_navigateHeatRooms"
"h_PlasmaHitbox"
{
  "heatFrames": 420
} | 
    
        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  | 
    
| 
 
 Requires: "h_usePowerBomb"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Dessgeega",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canHitbox",
        "canTrickyJump"
      ]
    }
  ]
}
{
  "heatFrames": 240
}Clears obstacles: A, B  | 
    
        From: 4 
    Junction Right of Power Bomb Blocks 
        To: 6 
Junction Left of Power Bomb Blocks 
 Requires: {
  "obstaclesCleared": [
    "D"
  ]
}
"canDodgeWhileShooting"
"Morph"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
{
  "or": [
    "canHitbox",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    }
  ]
}
{
  "heatFrames": 420
}Clears obstacles: A, B, C  | 
    
        From: 4 
    Junction Right of Power Bomb Blocks 
        To: 7 
Junction Left of Morph Tunnel 
 Requires: {
  "heatFrames": 120
}
"canHitbox"
"Plasma" | 
    
        From: 4 
    Junction Right of Power Bomb Blocks 
        To: 7 
Junction Left of Morph Tunnel 
 Requires: {
  "heatFrames": 150
}
"canHitbox"
"h_usePowerBomb"Clears obstacles: A, B  | 
    
        From: 5 
    Junction Below Shot Block 
        To: 4 
Junction Right of Power Bomb Blocks 
 Requires: "Morph"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
"canDodgeWhileShooting"
{
  "or": [
    "canHitbox",
    {
      "enemyDamage": {
        "enemy": "Dessgeega",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "heatFrames": 1080
}Clears obstacles: A, B, C, D  | 
    
        From: 6 
    Junction Left of Power Bomb Blocks 
        To: 5 
Junction Below Shot Block 
 Requires: "h_usePowerBomb"
"canHitbox"
{
  "heatFrames": 240
}Clears obstacles: A, B  | 
    
        From: 7 
    Junction Left of Morph Tunnel 
        To: 4 
Junction Right of Power Bomb Blocks 
 Let the right hopper jump twice towards Samus. At the start of the second jump, jump above where the ground Dessgeega can jump but below where the ceiling enemy can reach. Mockball below the third hopper. Requires: "Morph"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "h_usePowerBomb",
        "canCarefulJump",
        "canHitbox"
      ]
    }
  ]
}
"canMockball"
{
  "heatFrames": 210
}Dev note: FIXME: The Power Bomb from breaking the tunnel bomb block could be used for this strat.  | 
    
        From: 2 
    Bottom Right Door 
        To: 3 
Middle Right Door 
 Run with enough speed to jump (after the transition) to reach the far left ledge. Either kill or Kago through the Fish enemy. At slightly higher run speeds, Samus can jump from the bottom of the slope and avoid the fish. Entrance condition: {
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 7
  }
}Requires: "HiJump"
"canCrossRoomJumpIntoWater"
"canTrickyJump"
"canDodgeWhileShooting"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "Charge",
        "Plasma"
      ]
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canKago",
        "canLateralMidAirMorph",
        {
          "or": [
            {
              "enemyDamage": {
                "enemy": "Skultera",
                "type": "contact",
                "hits": 1
              }
            },
            "h_pauseAbuseMinimalReserveRefill"
          ]
        }
      ]
    }
  ]
} | 
    
| 
 
 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"
  ]
} | 
    
| 
 
 Group all of the Metroids by hitting the first Rinka with a Power Bomb. Once grouped, use two more Power Bombs to finish them off. Requires: {
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
"canHitbox"
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 1
      }
    },
    "canInsaneJump",
    {
      "metroidFrames": 100
    }
  ]
}Clears obstacles: f_KilledMetroidRoom1 Sets flags: f_KilledMetroidRoom1  | 
    
        From: 2 
    Bottom Door 
        To: 1 
Top Left Door 
 Move to the left side of the lowest section and jump morph before placing the Power Bomb to kill all three Metroids. Then Kill all three Metroids with Power Bombs while avoiding damage. Requires: {
  "notable": "Bottom Metroid Avoid"
}
{
  "enemyKill": {
    "enemies": [
      [
        "Metroid",
        "Metroid",
        "Metroid"
      ]
    ],
    "explicitWeapons": [
      "PowerBomb"
    ]
  }
}
"canMetroidAvoid"
"canHitbox"
{
  "or": [
    "can4HighMidAirMorph",
    "canInsaneJump"
  ]
}Clears obstacles: f_KilledMetroidRoom4 Sets flags: f_KilledMetroidRoom4  | 
    
        From: 1 
    Top Door 
        To: 2 
Right Door 
 Entrance condition: {
  "comeInShinecharged": {},
  "comesThroughToilet": "any"
}Requires: {
  "shineChargeFrames": 95
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    }
  ]
}
"canShinechargeMovementTricky"
{
  "shinespark": {
    "frames": 2
  }
}Exit condition: {
  "leaveWithSpark": {}
}Unlocks doors: {"types":["ammo"],"requires":["never"]} | 
    
        From: 1 
    Left Door 
        To: 2 
Right Door 
 IBJ or spring ball bomb jump to avoid the wall jump. Using a total of 3 Power Bombs will allow Samus to roll through the bottom four pirates. Entrance condition: {
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}Requires: {
  "or": [
    "h_artificialMorphIBJ",
    "h_artificialMorphSpringBallBombJump"
  ]
}
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
"canHitbox" | 
    
| 
 
 Safely kill the first pirate, then walk through the rest while taking damage or by using Plasma Beam. It is possible to get through the lower three pirates with a single hit while using i-frames to prevent a second hit. Either go below the pirates and use the camera to manipulate them to be closer together, or arm-pump or horizontal damage boost to get through them fast enough. Requires: {
  "or": [
    "HiJump",
    "canWalljump",
    "SpaceJump",
    "canIBJ",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 3
      }
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 2
          }
        },
        {
          "or": [
            "canCameraManip",
            "canHorizontalDamageBoost"
          ]
        },
        "canTrickyJump"
      ]
    }
  ]
} | 
    
| 
 
 Run through the pirates while taking damage or by using Plasma Beam. It is possible to get through the lower three pirates with a single hit while using i-frames to prevent a second hit. Either wait above until the pirates are a bit closer together and then run through, or arm-pump or horizontal damage boost to get through them fast enough. Requires: {
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 4
      }
    },
    {
      "and": [
        "Plasma",
        "canHitbox"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        {
          "enemyDamage": {
            "enemy": "Tourian Space Pirate (all)",
            "type": "contact",
            "hits": 3
          }
        },
        {
          "or": [
            "canCameraManip",
            "canHorizontalDamageBoost"
          ]
        }
      ]
    }
  ]
} | 
    
        From: 3 
    Bottom of Shaft 
        To: 1 
Left Door 
 Climbing the shaft with Space Jump is slower than other methods, so it is necessary to move quickly in order to minimize acid damage. With each Space Jump, release jump early rather than doing a full-height jump, in order to be able to Space Jump again more quickly. After reaching the top, fall down on the right side to land on the platform above the door. Then press against the left wall and pass through the last Pirate while firing a Plasma shot down to open the door; with precise timing, damage from the Pirate can be avoided by hitboxing through it. Hold left to land directly in the doorway. If done quickly enough, it is possible to avoid any acid damage. Requires: {
  "notable": "Bootless Walljumpless Space Jump"
}
"canPreciseSpaceJump"
"canTrickyJump"
"Plasma"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Tourian Space Pirate (all)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "canHitbox",
        "canInsaneJump"
      ]
    }
  ]
}Exit condition: {
  "leaveNormally": {}
}Unlocks doors: {"types":["ammo"],"requires":["never"]}Dev note: The leaveNormally exit condition is to prevent use of implicit door unlock strats, since unlocking the door would probably require some acid damage; FIXME: refine the door unlock requirements. FIXME: leave with runway could be ok here, though in most cases you could just reset the room, so it doesn't matter much.  |