Ability to enter G-mode starting with low reserve energy. Have 4 or fewer energy in reserves (set to Auto), take damage while going through a door, use X-Ray while entering the next room, and release X-Ray before reserves have finished filling (a 4-frame window when starting with 4 reserve energy). This can be used for many things, including overloading PLMs to move through solid tiles, setting up a deep doorstuck, and triggering Artificial Morph if canArtificialMorph is enabled.
Dependencies: canUseEnemies, canPreciseReserveRefill, canManageReserves, canEnterRMode
From: 1
Left Door
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Overload PLMs using scroll blocks a few tiles in front of the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
Overload PLMs using the scroll block next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
Overload PLMs using the scroll block next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } |
Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Climb to the Top" } "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_canArtificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll blocks next to the bomb wall Navigate to the lower right bomb blocks while still morphed. Samus will be off-camera and not visible, requiring blind movement. Enemies will not hurt Samus since they are non-global and also off-camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" "h_ClimbWithoutLava" Clears obstacles: B |
Overload PLMs using the scroll blocks immediately in front of the bomb wall Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "h_ClimbWithoutLava", "h_lavaProof", { "obstaclesNotCleared": [ "B" ] } ] } Clears obstacles: B |
Overload PLMs using the scroll block at the top of the stairs immediately in front of the bomb blocks. Reach the bottom and pass through the bomb blocks while still in G-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } |
Overload PLMs using the scroll block at the top of the stairs immediately in front of the bomb blocks. Fall down to the lower bomb blocks while still in G-mode Morph. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Fall down and pass through bomb wall at the bottom while still in G-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } |
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 or unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "Morph" ] } |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "ammo": { "type": "PowerBomb", "count": 7 } } |
From: 4
Middle Right Door
To: 3
Top Right Door
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "Morph", "h_canFourTileJumpMorph" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
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 or unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "Morph" ] } |
Overload PLMs using the scroll block at the top of the stairs next to the bomb blocks. Place PBs as high as possible to occasionally kill multiple pirates at a time. Overload the PLMs at the bottom, if the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "ammo": { "type": "PowerBomb", "count": 8 } } |
From: 5
Bottom Right Door
To: 3
Top Right Door
A long series of precise bomb jumps and enemy manipulations are required to reach the top without taking a hit or unmorphing. Overload PLMs using the scroll block next to the bomb blocks at the top, allowing passage through them by making them become air. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Insane IBJ to Top" } "h_canArtificialMorphIBJ" "canBeExtremelyPatient" |
Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "canCarefulJump" ] } ] }, { "and": [ "h_canArtificialMorphIBJ", "canTrickyJump" ] }, { "and": [ "h_canArtificialMorphMovement", "h_canArtificialMorphPowerBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" Clears obstacles: C |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphLongCeilingBombJump", { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 3 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 1 } ] } ] }, { "and": [ "h_canArtificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] } ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Place the PBs exactly two tiles left of the Morph tunnel. Be sure not to touch the item if this strat will be needed again in the future. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 3 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 1 } ] } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] } ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "spikeHits": 3 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 1 } ] } ] }, { "and": [ "Morph", { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } ] }, { "and": [ "h_canArtificialMorphIBJ", { "spikeHits": 10 }, { "or": [ "h_canArtificialMorphBombHorizontally", { "spikeHits": 2 } ] } ] }, "h_canArtificialMorphLongCeilingBombJump" ] } |
From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)
Quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "Grapple" { "or": [ "canCarefulJump", { "spikeHits": 1 } ] } { "or": [ "SpaceJump", { "and": [ { "spikeHits": 1 }, { "or": [ "canUseIFrames", { "spikeHits": 1 } ] } ] } ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 3
Item
Ascend with a long IBJ, then ceiling bomb jump against the speed blocks to overload the PLMs. Falling is very unforgiving. Note that the boyons can be killed with bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Ceiling Bomb Jump" } "h_canArtificialMorphCeilingBombJump" "canBeVeryPatient" |
Wall jump up 9 times, placing a PB at the top. Only works in direct g-mode with the item still uncollected. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Up with Power Bombs" } { "itemNotCollectedAtNode": 3 } "canConsecutiveWalljump" "Morph" { "or": [ "canRiskPermanentLossOfAccess", "canXRayClimb" ] } { "ammo": { "type": "PowerBomb", "count": 9 } } "canBeVeryPatient" { "or": [ "canTrivialUseFrozenEnemies", "canTrickyJump", "ScrewAttack", "h_getBlueSpeedMaxRunway", { "enemyKill": { "enemies": [ [ "Boyon", "Boyon", "Boyon", "Boyon" ] ] } }, { "enemyDamage": { "enemy": "Boyon", "hits": 1, "type": "contact" } } ] } |
Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } |
From: 3
Item
To: 5
Bottom Junction (Right of Boyons)
Walk through the item or use Bombs to overload PLMs, fall through the speed blocks, then exit G-Mode to remote acquire the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Doorway
To: 2
Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). If needed, continue on through the next set of bomb blocks (which will also be air) to reach the bottom right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Climb up 3 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
G-Mode Morph Junction (Ship)
To: 1
Top Left Door
Using IBJ to reach the Gauntlet entrance bomb blocks, place a Power Bomb and it will hit but not break the blocks. Then IBJ up to to the left, unmorph and use X-Ray to cancel G-mode, the blocks will be broken, allowing Samus to pass through. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" |
From: 8
G-Mode Morph Junction (Ship)
To: 1
Top Left Door
IBJ up to to the top left of the room. Use X-Ray to cancel G-mode, then fall with Screw Attack to break the bomb blocks. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" "ScrewAttack" |
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 8
G-Mode Morph Junction (Ship)
To: 4
Bottom Right Door
Place a Power Bomb then quickly exit G-Mode before it explodes to break the bomb blocks. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Top Left Door
To: 1
Top Left Door
Destroy the bomb wall to open a path for the Geemer to hit Samus through the transition. If using a PB be careful not to kill the Geemer. Place the PB far left, next to the door, as the Geemer is leaving the flat part of the ceiling. Requires: "h_ZebesIsAwake" "h_canDestroyBombWalls" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 2
Middle Left Door
There are scroll PLMs one tile to the left of the Terminator bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Go down to the Save door by falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 1
Top Left Door
To: 5
Alcatraz Door
There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally", { "and": [ "canNeutralDamageBoost", "h_ZebesIsAwake", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } ] } ] } |
From: 1
Top Left Door
To: 8
Central Junction
There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 2
Middle Left Door
To: 1
Top Left Door
Use G-Mode Morph to pass through the tunnel as you enter the room. Then unmorph and get up to the top of the room normally. There are scroll PLMs at the two-tile gap as you approach the Terminator bomb blocks, which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Middle Left Door
To: 2
Middle Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 5
Alcatraz Door
Use G-Mode Morph to pass through the tunnel as you enter the room. Use Bombs or SpringBall to navigate to Alcatraz without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 2
Middle Left Door
To: 8
Central Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Horizontal Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 3
Bottom Left Horizontal Door
To: 2
Middle Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door
There is a Geemer just below the door that only moves while on camera. Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Horizontal Door
To: 5
Alcatraz Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 4
Top Right Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 4
Top Right Door
To: 2
Middle Left Door
A single Power Bomb, placed precisely and as early as possible, can get you over the Geemers and onto the ledge above Alcatraz without taking a hit. Alternatively Bombs or SpringBall can be used. Go down to the Save door by just falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally" ] } |
From: 4
Top Right Door
To: 4
Top Right Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 5
Alcatraz Door
There are scroll PLMs one tile to the right of the bomb blocks which can be used to overload PLMs, turning the bomb blocks to air. However, if Zebes is awake, two Geemers block the way. With a regular G-mode setup and no suits, a single Geemer hit would kill Samus. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, a Power Bomb, placed precisely and as early as possible, can be used to jump onto the ledge and go around to the left entrance to Alcatraz (necessary since the Power Bomb blast will render the bomb blocks solid, unable to be turned to air). A Geemer hit can also be tanked by having Varia or Gravity or by coming in with higher energy (e.g. with G-mode immobile). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } }, "h_ZebesNotAwake" ] } |
From: 5
Alcatraz Door
To: 1
Top Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphMovement" |
From: 5
Alcatraz Door
To: 2
Middle Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left, and while going down the left shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphMovement" |
From: 5
Alcatraz Door
To: 5
Alcatraz Door
It takes approximately 3.5 minutes for a global Geemer to reach this location, but this can be reduced by using a Super between 19 and 33 seconds after entering the room, to make a Geemer fall and take a shorter path. Requires: "h_ZebesIsAwake" { "or": [ "canBeVeryPatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Alcatraz Door
To: 8
Central Junction
Enter with direct G-Mode artificial morph, and perform a Crystal Flash to refill reserve energy. Do this all the way to the left, to prevent the Geemer from being destroyed by the lingering light orb. Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Either way, after the Geemer comes down into Alcatraz, shoot a Super to knock it off the ledge to make it bypass the light orb. Damage down until one Geemer hit away from running out of energy. If Samus has at least one Energy Tank, it will take longer to damage down, in which case an additional Super can be used to knock the Geemer onto the floating platform, to allow unlimited time for damaging down. A final Super can be used to knock the Geemer off the floating platform. Set reserves to manual, stand next to the bomb blocks, and wait for the Geemer to approach. Just before taking a hit, press pause. During the fade-out, hold forward to land quickly after knockback. At a precise moment just before the pause hits, jump and aim down; the aim-down can be buffered before jumping, e.g. by rolling from forward to down through a diagonal input. Set reserves to auto, then unpause while continuing to hold jump. If successful, the forced stand-up will occur close to the ceiling and while Samus still has upward momentum, allowing Samus to clip through. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "Alcatraz Escape G-Mode Crystal Flash Then Forced Standup" } "h_ZebesIsAwake" "canBeVeryPatient" { "ammo": { "type": "Super", "count": 3 } } "h_canArtificialMorphCrystalFlash" "canPauseAbuse" { "autoReserveTrigger": {} } { "enemyDamage": { "enemy": "Geemer (blue)", "type": "contact", "hits": 1 } } |
From: 5
Alcatraz Door
To: 8
Central Junction
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 6
Bottom Right Door (On the Left Shaft)
To: 2
Middle Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)
Wait 2 minutes for a global Geemer, or use a Super to grab a closer one. Requires: "h_ZebesIsAwake" { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Bottom Left Vertical Door
To: 1
Top Left Door
There are scroll PLMs throughout the room, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
From: 7
Bottom Left Vertical Door
To: 2
Middle Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 5
Alcatraz Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door
Freeze a Geemer on the bottom of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip into the tile left of the door. Press up to get out of crouch and lose the stored vertical speed (so that X-Ray works). Then turn-around, open the door, and go into the door transition as the third Geemer hits you. Falling off the frozen Geemers requires relatively high precision: This setup is a 4 frame window, not too far left, so you can get to the door transition, not too far right such that you enter the transition when falling. Requires: { "notable": "Downward G-Mode Setup with Ice" } "h_ZebesIsAwake" "canEnemyStuckMoonfall" "canFreeFallClip" "canTrickyUseFrozenEnemies" "canDownwardGModeSetup" Exit condition: { "leaveWithGModeSetup": {} } |
From: 8
Central Junction
To: 1
Top Left Door
Place the Power Bomb below the bomb blocks as the Geemer is leaving the flat part of the ceiling to break it and let the Geemer through. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 8
Central Junction
To: 1
Top Left Door
After the Geemer is near, destroy the bomb wall using blue speed from the right. This opens a path for the Geemer to hit Samus through the transition. Requires: "h_ZebesIsAwake" { "getBlueSpeed": { "usedTiles": 25, "steepUpTiles": 3, "steepDownTiles": 3, "openEnd": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Overload PLMs using the scroll block directly above the bomb block leading down to the item. When the bomb blocks turn to air, lay bombs as Samus falls. After landing on the first platform, quickly unmorph and use X-ray to cancel G-mode before the bombs explode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: A |
Lay a Power Bomb to break the bomb blocks leading down to the item, then use X-ray to cancel G-mode, to clear the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Overload PLMs using the scroll block directly above the bomb block leading down to the item. Using X-Ray to cancel G-mode will lead to a soft lock if the item there can't be used to get Samus out. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 2
Right Door
To: 3
Item
Without Morph, the pirates will not spawn. While near the bomb blocks, use a Power Bomb and then use X-ray to cancel G-mode, which will clear the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Without Morph, the pirates will not spawn. Overload PLMs using the scroll block directly above the bomb block leading down to the item. When the bomb blocks turn to air, lay bombs as Samus falls. After landing on the first platform, quickly unmorph and use X-Ray to cancel G-mode before the bombs explode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" Clears obstacles: A |
Without Morph, the pirates will not spawn. Use Power Bomb horizontal boosts to move toward the left side of the room in artificial morph. Roll off the third blue platform from the right door and lay a Power Bomb against the left wall to get into range of the bomb blocks. Unmorph and use X-ray to cancel G-mode. It may be best to do this before the PB explodes, in case PLMs are already overloaded. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphPowerBomb", "canTrickyJump" ] } Clears obstacles: A |
Be careful not to touch any of the pirates spawned lasers. Overload PLMs using the scroll block directly above the bomb block leading down to the item. Using X-Ray to cancel G-mode will lead to a soft lock if the item there can't be used to get Samus out. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Carefully kill the Zebbo, then place two bombs against the right wall to break the left half of the wall to slightly increase the length of the runway. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
Place a Power Bomb to the left of the Zebbo, then exit G-Mode, to break the bomb wall to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: B |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "or": [ "h_canUseMorphBombs", "ScrewAttack" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 6, "openEnd": 1, "steepUpTiles": 1, "steepDownTiles": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 1
Left Door
Place a Power Bomb near the door, then wait for the Waver to get into position to hit Samus through the transition. The Waver only moves while on camera, and needs to move around the region several times before being set up properly. Requires: "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[],"useImplicitRequires":false} |
From: 1
Left Door
To: 2
Right Door
This is harder when crossing the room and easier if the right door can be used to reset the room, but it will cost one extra Power Bomb. One method is to place a Power Bomb near the first bomb wall, killing the first Waver, but keeping the second, global Waver. Wait for the global Waver to make a couple of passes before going to the left, where Samus can safely place a second Power Bomb by the next wall. Wait again before placing the third Power Bomb, as the Waver will soon be returning. After the third bomb, wait at the right door for the setup. Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 1
Left Door
This is harder when crossing the room and easier if the left door can be used to reset the room, but it will cost one extra Power Bomb. Place a Power Bomb near the first and third bomb walls. One Waver will be alive by the fifth wall, which will only move while on camera. Get it to move to the right in order to safely Power Bomb the final set of walls. Follow the Waver around the room a few times in order to get it to the left doorway. Requires: "Morph" { "ammo": { "type": "PowerBomb", "count": 3 } } "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "h_canUseMorphBombs", "ScrewAttack" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Entrance condition: { "comeInGettingBlueSpeed": { "length": 6, "openEnd": 1, "steepUpTiles": 1, "steepDownTiles": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 2
Right Door
To: 2
Right Door
Place a Power Bomb near the door, then wait for the Waver to get into position to hit Samus through the transition. The Waver only moves while on camera, and needs to move around the region several times before being set up properly. Requires: "h_canUsePowerBombs" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Right Door
To: 2
Middle Right Door
Requires: "h_canUsePowerBombs" { "or": [ { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "and": [ "Ice", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Middle Right Door
To: 9
Junction Below Items
Crystal Flash then damage down on the Pirates to Reserve trigger to exit G-Mode. To prevent freeing the Beetoms, the Power Bomb needs to be placed on the left platform just below the door. To prevent extra hits after the trigger, kill the Pirate when Samus is low on Energy, then finish damaging down using its invisible lasers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphCrystalFlash" { "autoReserveTrigger": {} } { "or": [ { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)" ] ] } }, { "enemyDamage": { "enemy": "Green Space Pirate (standing)", "type": "laser", "hits": 3 } } ] } Clears obstacles: A |
From: 2
Middle Right Door
To: 10
G-Mode Morph Junction (Middle Right Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 10
G-Mode Morph Junction (Middle Right Door)
With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] } ] } |
From: 4
Bottom Right Door
To: 2
Middle Right Door
Enter with G-mode direct and kill the bottom Pirate. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "enemyKill": { "enemies": [ [ "Green Space Pirate (standing)" ] ], "explicitWeapons": [ "Charge", "Ice", "Wave", "Spazer", "Plasma", "Missile", "Super" ] } } Bypasses door shell: true |
From: 4
Bottom Right Door
To: 10
G-Mode Morph Junction (Middle Right Door)
With Spring Ball, it is possible to save a Power Bomb by placing it on the descent of the first jump by the bottom corner of the overhang, then bouncing on it on the ascent of the second. It is also possible but tighter to get high enough from bouncing on a Power Bomb with a single jump, similar to jumping into an IBJ. This doesn't save anything if breaking the Power Bomb blocks above. With an extra Power Bomb to spare, simply Spring Ball Bomb Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", { "tech": "canJumpIntoIBJ" } ] } ] } ] } |
From: 9
Junction Below Items
To: 2
Middle Right Door
Requires: { "or": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 4 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 9
Junction Below Items
To: 3
Bottom Left Door
It is possible to shake the beetom off near the right door, 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": [ "canTrickyJump", "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":[]} |
From: 9
Junction Below Items
To: 4
Bottom Right Door
It is possible to shake the beetom off near the right door, 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": [ "canTrickyJump", "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":[]} |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 2
Middle Right Door
Requires: "canEnterGMode" |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 4
Bottom Right Door
Requires: "canEnterGMode" "h_canArtificialMorphBombThings" "h_additionalBomb" |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 9
Junction Below Items
Place bombs against the bottom of the crumble blocks to overload PLMs. Requires: "canEnterGMode" "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canBePatient", "HiJump" ] } ] }, "h_canArtificialMorphCeilingBombJump" ] } |
From: 10
G-Mode Morph Junction (Middle Right Door)
To: 9
Junction Below Items
Place a Power Bomb and exit G-Mode. To prevent freeing the Beetoms, the Power Bomb needs to be placed on the left platform just below the door. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
The nearby Global crab can be used to exit on the left side of the door. Exiting on the right will require travelling the Morph maze to find a local crab or two. Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" "h_canUseSpringBall" "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } |
Without Springball or Gravity, it is possible to overload PLMs with the crumble blocks with bombs. Take the first left above the waterline. Place bombs in the single tile nook on the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombThings", "Gravity" ] }, "h_canArtificialMorphIBJ" ] } |
Place bombs at the far right, next to the low underwater ceiling. To safely bomb the fast crab, wait just left of the crack on the floor where it falls. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump", "h_canArtificialMorphBombs" ] } ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Door
To: 3
Bottom Door
Run from the ledge into the open doorway while hitting the frozen Crab as it thaws and the door transition simultaneously. Note that this requires a pixel perfect freeze, a small pixel starting window, and has tight timing. It then has a 50% success rate due to collision oscillation. Requires: "canWallIceClip" "canDownwardGModeSetup" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Elevator
To: 2
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphCeilingBombJump", "h_canArtificialMorphHBJ" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 1
Lower Section - Bottom Left Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Lower Section - Bottom Left Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } |
From: 3
Upper Right Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", "canJumpIntoIBJ", { "and": [ "canIBJ", "Gravity" ] }, { "and": [ "HiJump", { "or": [ "SpeedBooster", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "canTrickyJump", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canShinechargeMovement", "canMidairShinespark", "h_canShineChargeMaxRunway", { "shinespark": { "frames": 35, "excessFrames": 10 } } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 4
Lower Section - Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Get Inside the Bridge" } "canSkipDoorLock" { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canIBJ", { "or": [ "Gravity", "canJumpIntoIBJ", "canBombHorizontally" ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canPreciseGrapple" ] } "canXRayClimb" |
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Get Inside the Bridge" } { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canIBJ", { "or": [ "Gravity", "canJumpIntoIBJ", "canBombHorizontally" ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canPreciseGrapple" ] } "canXRayClimb" Bypasses door shell: true |
From: 4
Lower Section - Top Right Door
To: 12
Top Junction
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "canArtificialMorph", "canWalljump", "SpaceJump", { "and": [ "canIBJ", { "or": [ "Gravity", "canJumpIntoIBJ", "canBombHorizontally" ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canPreciseGrapple" ] } "canXRayClimb" |
From: 4
Lower Section - Top Right Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump", "canCarefulJump" ] } ] }, "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 4
Lower Section - Top Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump", "canCarefulJump" ] } ] }, "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 5
Lower Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door
Climb up 3 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" |
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Lower Section - Bottom Right Door
To: 15
G-Mode Morph Junction (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump", "canCarefulJump" ] } ] }, "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 5
Lower Section - Bottom Right Door
To: 17
G-Mode Morph Junction Direct (By Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump", "canCarefulJump" ] } ] }, "h_canArtificialMorphHBJ", "h_canArtificialMorphDiagonalBombJump" ] } |
From: 6
Middle Right Door (By Zeb Farm)
To: 2
Upper Right Section - Top Right Door
Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, freeze it and jump on top of it. Use the Zeb as a platform to climb high enough to get it to be aligned with the door. Use the background to see how high the Zeb is - Get the Zeb 2-3 tiles higher than the thinner bright line in the background. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not. Chase the Zeb towards the doorway, refreezing it as needed. Requires: { "notable": "G-Mode Setup Lure Zeb from Below" } "canTrickyUseFrozenEnemies" { "or": [ "h_canBombThings", "h_canUseSpringBall", "h_canUsePowerBombs" ] } "canCameraManip" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Middle Right Door (By Zeb Farm)
To: 3
Upper Right Section - Bottom Right Door
Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, fall off the platform to make the Zeb move horizontally at the right height to hit Samus in the doorway to the right. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not. Requires: { "notable": "G-Mode Setup Lure Zeb from Below" } "canTrickyUseFrozenEnemies" { "or": [ "h_canBombThings", "h_canUseSpringBall", "h_canUsePowerBombs" ] } "canCameraManip" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
Middle Right Door (By Zeb Farm)
To: 6
Middle Right Door (By Zeb Farm)
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction
Unmorph and cancel g-mode, shoot the shot block, then x-ray standup, partial floor clip, and down grab to the ledge. Wiggle to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canXRayStandUp" "canPartialFloorClip" "canDownGrab" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombs", { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Zeb", "hits": 1, "type": "contact" } } ] } ] }, { "and": [ "h_canArtificialMorphBombHorizontally", { "or": [ { "and": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "canNeutralDamageBoost", { "enemyDamage": { "enemy": "Zeb", "hits": 3, "type": "contact" } } ] } ] } ] } ] } |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
Start the IBJ on the second downward tile from the door. The crumble block is the leftmost flat ceiling tile. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" "h_canArtificialMorphCeilingBombJump" |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
The crumble block is the leftmost flat ceiling tile. Requires: "canEnterGMode" "h_canUseMorphBombs" "SpaceJump" { "or": [ "canCeilingBombJump", "canBeVeryPatient" ] } |
From: 15
G-Mode Morph Junction (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
Requires: "canEnterGMode" "Grapple" "Morph" |
From: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To: 14
Morph Maze Junction (Below Super Block)
Requires: "canEnterGMode" { "or": [ { "and": [ "SpaceJump", "Morph" ] }, "h_canArtificialMorphIBJ", { "and": [ "canTrickyDashJump", "canSpringBallJumpMidAir", "HiJump" ] } ] } |
From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 10
Left Morph Maze Item
To overload the PLMs, place a PB precisely to the right of the bottom of the second overhang above the door to the Moat. This is at the max jump height without HiJump. Placing the PB higher or lower will not overload the PLMs without many PBs. Requires: { "notable": "G-mode Overload PLMs by PBing Missile Item" } "canEnterGMode" { "itemNotCollectedAtNode": 10 } "h_canUsePowerBombs" { "or": [ "h_canFly", { "and": [ "canTrickyDashJump", "canTrickySpringBallJump", "HiJump" ] } ] } Clears obstacles: B |
From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To overload the PLMs, place a PB precisely to the right of the bottom of the second overhang above the door to the Moat. This is at the max jump height without HiJump. Placing the PB higher or lower will not overload the PLMs without many PBs. Requires: { "notable": "G-mode Overload PLMs by PBing Missile Item" } "canEnterGMode" { "itemNotCollectedAtNode": 10 } "canRiskPermanentLossOfAccess" { "or": [ "h_canArtificialMorphIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", "h_canArtificialMorphBombThings" ] } ] } ] } "h_canArtificialMorphPowerBomb" |
In direct G-mode, the door will not close, and the in-room doorsill gives enough running room to make it up to the invisible ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canPreciseWalljump" "canTrickyJump" { "or": [ { "spikeHits": 1 }, "canMorphTurnaround", "canMoonwalk", { "and": [ "canArtificialMorph", { "tech": "canMorphTurnaround" } ] } ] } |
From: 2
Right Door
To: 1
Left Door
Starting an IBJ from spring ball with no other items is not very precise, it just takes a bit of an odd timing. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphJumpIntoIBJ" "h_canArtificialMorphBombHorizontally" |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
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": "any", "morphed": true } } Requires: "h_ZebesIsAwake" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "hits": 1, "type": "contact" } } ] } |
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": "any", "morphed": true } } Requires: { "notable": "G-Mode Flashing Lights" } { "or": [ "h_ZebesNotAwake", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "hits": 1, "type": "contact" } } ] } |
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true, "mobility": "immobile" } } Requires: "h_ZebesIsAwake" "canUseIFrames" |
From: 1
Bottom Left Door
To: 6
G-Mode Morph Junction Direct (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_ZebesIsAwake" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "hits": 1, "type": "contact" } } ] } |
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", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Geemer (blue)", "hits": 1, "type": "contact" } } ] } |
From: 2
Top Left Door
To: 2
Top Left Door
Falling down the shaft and breaking the crumble block does not require Morph. Requires: "h_ZebesIsAwake" { "obstaclesCleared": [ "A", "B" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 2
Top Left Door
Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } { "or": [ "canConsecutiveWalljump", "h_canFly" ] } Exit condition: { "leaveWithGModeSetup": {} } |
G-Mode Setup - Get Hit By Geemer - Broken Power Bomb Blocks
(Extreme)
Blue Brinstar Energy Tank Room
From: 2
Top Left Door
To: 2
Top Left Door
Falling down the shaft and breaking the crumble block does not require Morph. Requires: "h_ZebesIsAwake" { "or": [ "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } "h_canUsePowerBombs" { "canShineCharge": { "usedTiles": 42, "openEnd": 0 } } { "shinespark": { "frames": 43 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Right Item
To: 1
Bottom Left Door
After touching the item, roll back to the left before exiting G-Mode and remotely collect it. Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
From: 5
G-Mode Morph Junction (Bottom)
To: 2
Top Left Door
Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" { "or": [ "canConsecutiveWalljump", "SpaceJump", "canOffScreenMovement" ] } |
From: 5
G-Mode Morph Junction (Bottom)
To: 4
Right Item
Requires: "canEnterGMode" |
From: 5
G-Mode Morph Junction (Bottom)
To: 4
Right Item
The blocks will not break if PLMs are already overloaded. Exiting G-Mode before the Power Bomb explodes will ensure they break. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 2
Top Left Door
Overload PLMs with a single Power Bomb by hitting the item at the right end of the room. This can be done with a single precisely placed Power Bomb. There should be 4 empty tiles between Samus and the left of the blocks when the bomb is placed. Requires: "canEnterGMode" { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 4
Right Item
Touch the item to either roll back to the left before exiting G-Mode and remotely collect it, or to overload PLMs and go up through the crumble block and bomb block. Requires: "canEnterGMode" { "itemNotCollectedAtNode": 4 } "h_canArtificialMorphMovement" Clears obstacles: D |
From: 6
G-Mode Morph Junction Direct (Bottom)
To: 5
G-Mode Morph Junction (Bottom)
Requires: "canEnterGMode" |
From: 1
Top Left Door
To: 1
Top Left Door
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Requires: "Morph" "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ZebesIsAwake" Exit condition: { "leaveWithGModeSetup": {} } |
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": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, { "and": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } }, { "ammo": { "type": "PowerBomb", "count": 1 } } ] }, { "and": [ "Morph", "ScrewAttack", "canTrickyJump" ] } ] } Clears obstacles: D |
Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_ZebesNotAwake" Clears obstacles: D |
Either kill the Sidehoppers immediately on entry by placing a Power Bomb while rolling off the stair or tank their hits. If Samus has Morph Ball, it is also possible to kill the Sidehoppers upon room entry with Screw Attack or a powerful beam. 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": "indirect", "morphed": true } } Requires: { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 2 } }, { "ammo": { "type": "PowerBomb", "count": 1 } }, { "and": [ "Morph", { "or": [ { "and": [ "Plasma", "Charge" ] }, "ScrewAttack" ] } ] } ] } Clears obstacles: D |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Place the Power Bomb, then exit g-mode before the bomb goes off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" Clears obstacles: B |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Left Door
To: 3
Middle Visible Item
Blindly grab the item before PLMs are overloaded, then return and exit g-mode to remotely acquire the item. Starting a completely blind IBJ can be somewhat tricky, even if for such a short distance. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphIBJ", "canOffScreenMovement" ] } ] } Clears obstacles: A |
From: 3
Middle Visible Item
To: 2
Chozo Item
Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
The only way the Wavers will get to the door is if the right crumble blocks are all broken. This assumes that Samus comes from the left with Speed, a mockball, or a crouch gate clip. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come. Note that if Samus takes more than 35 seconds after entering the room, before shooting the ceiling, the Waver will not come down. Requires: { "obstaclesNotCleared": [ "A" ] } { "or": [ "SpeedBooster", "canMockball", { "and": [ "canCrouchGateClip", { "or": [ "canXRayTurnaround", "canMoonwalk" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Top Left Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
From: 2
Top Right Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 6
Junction (Right of Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Elevator
To: 1
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Elevator
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above. Requires: { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Above Power Bomb Blocks - Top Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Above Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Above Power Bomb Blocks - Top Right Door
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above. Requires: { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Place a Power Bomb, then exit g-mode in order to break the Power Bomb blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 13
Below Power Bomb Blocks - Main Junction
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 7
Below Power Bomb Blocks - Top Right Door
Bring the Zeela from above. It is not global, so it will need to remain on camera for it to move. Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 10
Right Etecoon Shaft - Bottom Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 12
Above Power Bomb Blocks - Main Junction
Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 8
Below Power Bomb Blocks - Bottom Left Door
Bring the Zeela from above. It is not global, so it will need to remain on camera for it to move. Using a Super once it's on the right wall below the door can save 20 seconds. Exit condition: { "leaveWithGModeSetup": {} } |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 10
Right Etecoon Shaft - Bottom Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction
Place a Power Bomb while on the top single tile platform, then exit g-mode before the Power Bomb explodes in order to break the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "tech": "canSpringBallBombJump" }, { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ] } Clears obstacles: A |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 9
Right Etecoon Shaft - Top Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 9
Right Etecoon Shaft - Top Left Door
To: 11
Right Etecoon Shaft - Item
This is only useful if the item is Morph. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 12
Above Power Bomb Blocks - Main Junction
Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up the left side, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 13
Below Power Bomb Blocks - Main Junction
Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel, then exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 11
Right Etecoon Shaft - Item
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction
IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up again, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 13
Below Power Bomb Blocks - Main Junction
IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel, then exit g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" "canBePatient" |
Kill or spring ball over the first bug. IBJ or bomb boost spring ball jump up to the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } |
From: 1
Top Left Door
To: 4
Item (Through the Pipe)
Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ or bomb boost spring ball jump into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } Clears obstacles: A |
Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ or bomb boost spring ball jump into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
From: 2
Top Right Door
To: 4
Item (Through the Pipe)
Fall past the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Clears obstacles: A |
From: 3
Bottom Right Door
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } |
From: 3
Bottom Right Door
To: 2
Top Right Door
Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, killed with a Power Bomb, or dodged and lured off the edge. IBJ or bomb boost spring ball jump up to the top right door. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "canTrickyJump", { "and": [ "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb" ] }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 4
Item (Through the Pipe)
Use a Power Bombs to kill the first three hoppers, or carefully dodge them by quickly rolling between the first two tall flowers and waiting for the hopper to jump over Samus. The middle hopper can be killed safely with many Bombs by staying on the top left of the raised ground, without overhanging or the hopper can hit Samus. Alternatively, lure and spring ball jump past it. Killing the bugs in their pipes is possible without getting hit, or use spring ball to jump past them. Once the bugs are killed once they will stop respawning. The last hopper can be carefully killed with Bombs, or 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": [ "canTrickyJump", { "and": [ "h_canArtificialMorphBombs", "h_canArtificialMorphPowerBomb" ] }, { "ammo": { "type": "PowerBomb", "count": 3 } } ] } { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } |
From: 4
Item (Through the Pipe)
To: 2
Top Right Door
While in g-mode, touch the item, roll out of the pipe, then get to the top right door before exiting g-mode and obtaining the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 4
Item (Through the Pipe)
To: 5
Junction The Left End of Morph Tube
While in g-mode, touch the item, roll out of the pipe, then exit g-mode to obtain the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Right Door
To: 2
Top Right Door
Quickly jump back through the door to avoid a Kihunter hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
With Spring Ball alone, quickly jump over the Kihunter and wait for it to move away, then Spring Ball Bomb Jump through the door. Alternatively, place a Power Bomb and roll to the left on entry to kill the Kihunter, then quickly IBJ through the door before more arrive. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } { "or": [ "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphPowerBomb" ] }, "Morph" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Requires: { "or": [ "h_canBombThings", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 1
Left Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
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. 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": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Left Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)
Roll through the camera scroll blocks and then through the bomb block. Avoiding the hoppers can be tricky. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } |
Roll through the camera scroll blocks and then through the bomb block. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } |
From: 2
Right Side - Top Door
To: 2
Right Side - Top Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Overload PLMs using the camera scroll blocks in front of the bomb blocks to the top left door. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 2
Right Side - Top Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Overload PLMs using the camera scroll blocks in front of the bomb blocks to the top left door. Avoiding the Sidehoppers can be tricky. Continue through the room to the Sidehoppers below the Grapple blocks, and carefully kill both of them with a single Power Bomb. Bounce up through the crumble blocks to the door to the left Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 2
Right Side - Top Door
To: 12
Bottom Chozo Item
Use a Power Bomb to boost horizontally to the Morph tunnel to the left and overload PLMs using the camera scroll blocks in front of the bomb blocks. 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: { "ammo": { "type": "PowerBomb", "count": 4 } } |
From: 2
Right Side - Top Door
To: 15
G-Mode Morph Junction (Middle Right)
Avoiding the hoppers can be tricky. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", { "and": [ { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] }, { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphIBJ" ] } ] }, "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] } ] } |
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 3
Left Side - Top Middle Door (Main Entrance)
Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end. Requires: "canTrickyUseFrozenEnemies" Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Left Side - Top Middle Door (Main Entrance)
To: 15
G-Mode Morph Junction (Middle Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombThings" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end. Requires: "canTrickyUseFrozenEnemies" { "or": [ "h_canUsePowerBombs", { "obstaclesCleared": [ "B" ] }, { "and": [ "Morph", { "obstaclesCleared": [ "C" ] } ] } ] } { "or": [ "canWalljump", "HiJump", "SpaceJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Use a Power Bomb, then exit G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 6
Right Side - Top Middle Door
To: 2
Right Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 6
Right Side - Top Middle Door
To: 6
Right Side - Top Middle Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Right Side - Top Middle Door
To: 12
Bottom Chozo Item
Carefully roll off of the edge and land on the platform holding the item. Roll through it until PLMs are overloaded, then roll through the bomb blocks and down below. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" |
From: 6
Right Side - Top Middle Door
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 6
Right Side - Top Middle Door
To: 15
G-Mode Morph Junction (Middle Right)
If using Bombs, lure and kill the Reo. If using Spring Ball, it's important to release jump before reaching to peak of each jump to outrun the Reo. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Right Side - Bottom Door
To: 1
Left Side - Top Door
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 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. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" { "ammo": { "type": "PowerBomb", "count": 3 } } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } |
From: 8
Right Side - Bottom Door
To: 2
Right Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 8
Right Side - Bottom Door
To: 4
Left Side - Middle Doorway (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. Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" "h_additionalBomb" "h_additionalBomb" Clears obstacles: C |
From: 8
Right Side - Bottom Door
To: 4
Left Side - Middle Doorway (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. Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" "h_additionalBomb" "h_additionalBomb" "h_additionalBomb" Clears obstacles: B, C |
From: 8
Right Side - Bottom Door
To: 6
Right Side - Top Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item
Roll through it until PLMs are overloaded, then roll through the bomb blocks and down below. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphSpringBall" |
From: 8
Right Side - Bottom Door
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } |
From: 8
Right Side - Bottom Door
To: 15
G-Mode Morph Junction (Middle Right)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 9
Left Side - Bottom Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Overload PLMs using the camera scroll blocks on the path upward, then go through the bomb blocks. Go up to the Sidehopper pit and go up through the crumble blocks and through to the next room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canCrystalFlash" "canMidAirMorph" |
From: 9
Left Side - Bottom Door
To: 11
Middle Item
Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Without Morph, be careful not to overload PLMs using the camera scroll blocks on the path upward. Then partially floor clip into the left side of the bomb block, and jump to clip through and escape. To exit G-Mode, damage down until the reserves trigger, which can be done most quickly using the Sidehoppers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "HiJump", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } ] } ] } "h_canArtificialMorphCrystalFlash" { "or": [ "Morph", { "and": [ "canTwoTileSqueeze", "canPartialFloorClip", "canCeilingClip" ] } ] } "canBePatient" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 1
Left Side - Top Door
Carefully dodge the Sidehoppers, or kill them with a Power Bomb. Be careful not to hit the bomb block with the Power Bomb or it will remain solid. With IBJ alone, it is easiest to IBJ from the bug pipe below to the ceiling, luring the Sidehoppers to the left. At the top, overload PLMs using the camera scroll block just in front of the block, then roll through it. Requires: "canEnterGMode" { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, "h_canArtificialMorphIBJ" ] } { "or": [ "Morph", "canTrickyJump", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } }, "h_canArtificialMorphPowerBomb" ] } |
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: "canEnterGMode" "h_canArtificialMorphSpringBallBombJump" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Sm. Sidehopper", "hits": 1, "type": "contact" } } ] } |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" Clears obstacles: C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
If there are no Sidehoppers in the bottom right corner of their pen, roll down and carefully place bombs while luring and killing them. Otherwise, go down into the hallway below and carefully kill the two Reos and lure the Sidehoppers to the left. If they don't stay on the left, exit this hallway and enter it again to reset the camera and try again. Go up through the crumble blocks to the left. If PLMs are not yet overloaded, place Bombs next to the crumble blocks. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" Clears obstacles: B, C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Go down below and lure the third Reo, below the Zeb pipe, off screen to the left. 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. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Requires: "canEnterGMode" "h_canArtificialMorphSpringBall" "canCameraManip" "h_canArtificialMorphPowerBomb" { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", "canTrickyJump" ] } Clears obstacles: C |
G-mode Morph Overload PLMs with Power Bombs and Spring Ball, Break Power Bomb Blocks
(Extreme)
Big Pink
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
Carefully dodge the Reos to the left of the door leading to the Pink Hopper Room and lure them and the Sidehoppers close to each other. Place a Power Bomb to kill them and both Sidehoppers above. Go down below and lure the third Reo, below the Zeb pipe, off screen to the left. 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. Get into the Sidehopper pit and jump up and into the tunnel and go through the crumble blocks to the door to the left. Use a Power Bomb then quickly exit G-Mode before it explodes to also break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphSpringBall" "canCameraManip" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "HiJump", "h_canArtificialMorphSpringBallBombJump", "canTrickyJump" ] } Clears obstacles: B, C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 4
Left Side - Middle Doorway (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, or in front of the bomb block at the top left door. Safely kill the enemies, then mid-air morph and go through the crumble blocks. Requires: "canEnterGMode" "canMidAirMorph" Clears obstacles: C |
From: 15
G-Mode Morph Junction (Middle Right)
To: 8
Right Side - Bottom Door
Requires: "canEnterGMode" "h_canArtificialMorphMovement" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 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: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 12
Bottom Chozo Item
Overload PLMs by moving through the camera scroll blocks in front of the passageway leading to the exit of Spore Spawn Supers. Requires: "canEnterGMode" "h_canArtificialMorphMovement" |
From: 15
G-Mode Morph Junction (Middle Right)
To: 13
Central Junction
Use a Power Bomb to kill any Sidehoppers in the pit below, then roll off and use a second, while exiting G-Mode to destroy the blocks in front of the door. Place the Power Bomb far enough left to hit the blocks, but not so far as to lure the Sidehopper. This is when Samus is on the right-most squiggly plant, or when there is one tile of air between the right wall and the edge of the screen. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: B |
Exit condition: { "leaveWithGModeSetup": {} } |
Screw Attack through the bomb block wall, to instantly overload PLMs on the other side, and fall through the Speed Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "ScrewAttack" Clears obstacles: A |
Use a Power Bomb to destroy the bomb block wall. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Zeela", "hits": 1, "type": "contact" } } ] } Clears obstacles: A |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canBePatient" |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by wall jumping or space jumping into them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by bouncing into them. A single IBJ is slow enough at the top to overload them before Samus can hit the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canBePatient" |
There are camera scroll blocks just below the speed blocks, so it is easy to overload PLMs by wall jumping or space jumping into them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
Use The camera scroll blocks above the speed blocks and by the bomb wall to overload PLMs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
From: 3
Right Door
To: 2
Bottom Left Door
Using Speed Booster, run through and break the bomb wall to free the global Zeela. Break the speed blocks just before the Zeela gets to them in order for it to go down to the bottom half of the room. The speed blocks respawn very quickly, so this requires very precise timing. Normally, it takes the Zeela a minimum of 2 minutes to setup, but a super can make it fall down the shaft, saving 30 seconds. It may be easiest to knock the Zeela from the ceiling directly into the hole, saving another 30 seconds: Shoot a well-timed Super diagonally at the ground just before breaking the speed blocks. Requires: { "notable": "G-Mode Setup - Lure the Zeela Down Below" } "canBePatient" "h_getBlueSpeedMaxRunway" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Requires: { "or": [ "h_getBlueSpeedMaxRunway", "h_canDestroyBombWalls", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: B, C |
From: 1
Left Door
To: 1
Left Door
Kill the Sidehoppers with a Power Bomb upon entry. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 1
Left Door
To: 1
Left Door
This is possible to do without taking a second hit: Enter the room in a jump, then shoot down to open the door and land in the doorsill. Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
From: 1
Left Door
To: 1
Left Door
This is possible to do without taking a second hit: Enter the room in a jump, then shoot down to open the door and land in the doorsill. Entrance condition: { "comeInJumping": { "minTiles": 0.4375, "speedBooster": "any" } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":["never"]} |
From: 1
Left Door
To: 2
Right Door
Kill the Sidehoppers with Bombs or a Power Bomb, then IBJ up onto the Grapple block. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, "h_canArtificialMorphPowerBomb" ] } Clears obstacles: A, B |
Kill the Sidehoppers with Bombs or a Power Bomb, then IBJ up onto the Grapple block. Use Wave to get through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "enemyDamage": { "enemy": "Sm. Sidehopper", "type": "contact", "hits": 1 } } { "or": [ { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 3 } }, "h_canArtificialMorphPowerBomb" ] } Clears obstacles: A |
From: 2
Right Door
To: 3
Top Junction
Using a power bomb against the left wall will kill the enemies and trigger the elevator. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" Clears obstacles: B |
From: 2
Right Door
To: 3
Top Junction
Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canOffScreenMovement" "canInsaneJump" |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 1
Top Right Door
To: 1
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Top Right Door
To: 1
Top Right Door
It's fastest to kill the first hopper safely from inside the doorway, then lure the second one over. Exit condition: { "leaveWithGModeSetup": {} } |
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: "h_canArtificialMorphPowerBomb" { "or": [ { "and": [ "h_canArtificialMorphPowerBomb", { "or": [ "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphSpringBall" ] } ] }, { "enemyDamage": { "enemy": "Sidehopper", "hits": 1, "type": "contact" } } ] } Clears obstacles: A |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Right Door
To: 3
Item
Place two Power Bombs, precisely on the third tile in the morph tunnel to overload PLMs (watch the right side of the screen). Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 4 } }, { "and": [ "Morph", { "or": [ "can4HighMidAirMorph", { "ammo": { "type": "PowerBomb", "count": 2 } } ] } ] } ] } |
From: 2
Bottom Right Door
To: 3
Item
Place Bombs against the side of the crumble block until PLMs are overloaded, then go through. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb the shaft and overload PLMs with the camera scroll blocks which are against the crumble blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canConsecutiveWalljump", "SpaceJump" ] } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 8 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
From: 1
Right Door
To: 1
Right Door
The timing to get hit by these guys is a bit tighter, since they are so slow. Buffering their movement with x-ray can help. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while avoiding or killing the Boyons. If the Chozo item is still there, it is best to exit G-Mode before the final Power Bomb goes off to ensure that PLMs aren't overloaded. If Samus falls into a Samus Eater, she will often be teleported into it when exiting G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphBombs", "canBePatient" ] } ] } Clears obstacles: B |
From: 1
Right Door
To: 2
Chozo Item
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_canArtificialMorphPowerBomb" { "or": [ { "ammo": { "type": "PowerBomb", "count": 6 } }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 4 } }, "h_canArtificialMorphBombHorizontally" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 4 } }, "canTrickyJump", "canHitbox" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 3 } }, "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } } ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 1 } }, "canTrickyJump", "canHitbox" ] }, { "and": [ { "ammo": { "type": "PowerBomb", "count": 2 } }, { "enemyDamage": { "enemy": "Boyon", "type": "contact", "hits": 2 } } ] } ] } Clears obstacles: A, B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right and wait on the safe spot for a second to overload PLMs. Move right to touch the thorns and use that to damage boost leftwards onto the next thorns and roll into the third Samus Eater. Place a Power Bomb and then quickly unmorph and jump onto the block above and exit G-Mode before the Power Bomb explodes to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Also note that there are much easier strats with more Energy or more Power Bombs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canUseIFrames" "canNeutralDamageBoost" "canInsaneJump" { "thornHits": 2 } "h_canArtificialMorphPowerBomb" Clears obstacles: B |
From: 1
Right Door
To: 2
Chozo Item
Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right to damage boost up and hit the block and fall back on the thorns. While still facing right wait for the thorns to hit again; use the boost to get onto the next set of thorns and roll across them into the third Samus Eater before using a Power Bomb. Use the Power Bomb to boost up into the thorns. Hit the thorns again to get next to the Chozo statue. Place another Power Bomb and exit G-Mode before it goes off to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Taking 2 thorn hits while under the first Boyons is important for this reason. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canUseIFrames" "canNeutralDamageBoost" "canTrickyJump" { "thornHits": 5 } "h_canArtificialMorphPowerBomb" "h_additionalBomb" Clears obstacles: B |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B |
From: 1
Right Door
To: 1
Right Door
Samus is safe while morphed and on the ground unless near the door, where the Sidehoppers can jump into the open door and then jump lower Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" Clears obstacles: A |
From: 1
Right Door
To: 1
Right Door
Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } |
It takes around 3 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "Morph" { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
It takes around 3 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. 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" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb" ] } ] } |
From: 2
Middle Left Door
To: 2
Middle Left Door
It takes around 4 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit. Requires: "canBeVeryPatient" "Morph" { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } 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. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. 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" "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Middle Left Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "canTrickyDashJump", "h_canCrouchJumpDownGrab" ] } ] } ] } ] } |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Let the Caterpillar climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. Requires: "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "canCrouchJump" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Bottom Right Door
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "h_canFly", "canSpringBallJumpMidAir", "h_canCrouchJumpDownGrab" ] } ] } ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 1
Top Left Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombThings" ] } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Clears obstacles: A |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Requires: "canBePatient" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } "Morph" { "or": [ "HiJump", "canWalljump", "h_canFly", "canTrickyUseFrozenEnemies", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
It takes around 2 minutes to get the Zero to this door. Let the Zero climb the right wall and jump on top of it in Morph Ball form to bounce up to the Cacatac platform. Requires: "canBePatient" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } "canMidAirMorph" "canNeutralDamageBoost" "canTrickyJump" "h_canCrouchJumpDownGrab" { "enemyDamage": { "enemy": "Zero", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Top Right Door (Through Morph Tunnel)
To: 6
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombThings" ] } "canOffScreenMovement" Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 6
Elevator
To: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: "Morph" |
From: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Exit G-Mode near the door to pass the gate. Requires: "canEnterGMode" |
From: 7
G-Mode Morph Junction Indirect (In Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)
Exit G-Mode while under the gate to open it without a Super. The camera will not scroll through the morph tunnel, but Samus will still be visible; position where Samus appears to be standing on air one tile to the right of the ledge. It is possible to test the location, as there is a block on the ceiling one tile left of the gate. With Morph, Samus can fix the camera by going through the morph tunnel. Requires: "canEnterGMode" "canOffScreenMovement" Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
It takes 30 seconds after room entry to get hit by a Waver. It is the second Waver that comes nearby. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 2
Right Door
To: 1
Left Door
This is a very long ceiling bomb jump. Crossing the room with artificial morph is particularly difficult without a good way to kill the Wavers. It is recommended to avoid killing the Firefleas, as the room gets dark fast. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Long Ceiling Bomb Jump" } "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphIBJ" "h_canArtificialMorphLongCeilingBombJump" "canBeVeryPatient" "canInsaneJump" |
From: 2
Right Door
To: 2
Right Door
It takes 90 seconds after room entry to get hit by a Waver. It is the second Waver that comes nearby. Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Either place a Power Bomb on the ledge with the Geega bug farms, to only break the top row of blocks and not kill the Beetom, or move the Beetom to safety by shaking it off at a higher platform before breaking the Power Bomb blocks. Requires: { "obstaclesNotCleared": [ "A" ] } "h_canUsePowerBombs" { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["missiles","super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "HiJump", "SpeedBooster" ] } ] } ], "note": [ "Using a Power Bomb here requires leaving the Beetom above and going back for it.", "The Power Bomb will destroy the nearby Rippers, which is why there are additional requirements to get back up." ] } |
Requires: { "obstaclesNotCleared": [ "A" ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 5 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } Unlocks doors: {"types":["missiles","super"],"requires":[]} { "types": [ "powerbomb" ], "requires": [ { "or": [ "canWalljump", "h_canFly", "canSpringBallJumpMidAir", { "and": [ "HiJump", "SpeedBooster" ] } ] } ], "note": [ "Using a Power Bomb here requires leaving the Beetom above and going back for it.", "The Power Bomb will destroy the nearby Rippers, which is why there are additional requirements to get back up." ] } |
From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 2
Middle Left Door (Behind Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Bottom Left Door
To: 6
Junction (Above Bottom Rippers)
Use two Power Bombs to kill the Rippers, or carefully pass the first two and place a single Power Bomb on the left ledge to kill them all. Exit G-Mode before the Power Bomb explodes in order to break the wall. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 3
Bottom Left Door
To: 6
Junction (Above Bottom Rippers)
Requires switching between single and double IBJs. While Doubles are not techincally necessary, they make the strat more bearable. Exit G-Mode before the Power Bomb explodes in order to break the wall. With an extra Power Bomb, it may be worthwhile to use it to kill some of the Rippers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "IBJ Between the Bottom Rippers" } "h_canArtificialMorphDoubleBombJump" "h_canArtificialMorphStaggeredIBJ" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Bottom Right Door
To: 6
Junction (Above Bottom Rippers)
Use two Power Bombs to kill the Rippers, or carefully pass the first two and place a single Power Bomb on the left ledge to kill them all. Exit G-Mode before the Power Bomb explodes in order to break the wall. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Bottom Right Door
To: 6
Junction (Above Bottom Rippers)
Requires switching between single and double IBJs. While Doubles are not techincally necessary, they make the strat more bearable. Exit G-Mode before the Power Bomb explodes in order to break the wall. With an extra Power Bomb, it may be worthwhile to use it to kill some of the Rippers. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "IBJ Between the Bottom Rippers" } "h_canArtificialMorphDoubleBombJump" "h_canArtificialMorphStaggeredIBJ" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Without any suits or tanks, Samus will need to move the Beetom part way up the room, shake it off, and go back and farm multiple times. While the Beetom is near the top section, by the Rippers, shake the Beetom off, and re-grab it and ascend the shaft. Either use frozen Rippers as platforms, while shooting diagonally to prevent freezing the Beetom, or kill the Rippers before ascending. Be careful not to apply too many inputs after grabbing the Beetom in order to get to the top before it is shaken off. Requires: { "obstaclesNotCleared": [ "A" ] } "HiJump" { "or": [ "canUseFrozenEnemies", { "and": [ "SpaceJump", { "obstaclesCleared": [ "B" ] } ] }, { "and": [ "canConsecutiveWalljump", { "obstaclesCleared": [ "B" ] } ] } ] } { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 9 } } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Right Door
To: 2
Item
Overload the PLMs with Bombs by bombing the crumble block on the ground behind the first moving elevator. After PLMs are overloaded, go through to the item (through the intended entrance or exit path). Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombThings" |
From: 1
Right Door
To: 2
Item
Overload PLMs before touching the crumble block in the morph tunnel, then go through it after they are overloaded. This can be done with 2 Power Bombs by placing them on the center of the rightmost tile inside the ceiling morph tunnel. One tile left of the elevator. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_additionalBomb" { "or": [ "h_canArtificialMorphSpringBall", "h_additionalBomb" ] } |
Wait for the pirates to move as far right as possible in order to kill them all with a single Power Bomb. Unmorph and kill Baby Kraid before exiting G-Mode. Run away, exit G-Mode, then jump over the spike projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombThings" Clears obstacles: door_1 |
Kill all of the enemies with Bombs. Samus will take a Baby Kraid spike hit while rolling through the invisible projectiles. It is not too difficult to IBJ and then bomb horizontally over the cluster of invisible spikes, but there is some risk because they are invisible. They occupy a slightly smaller space than what Baby Kraid was occupying. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally", "canTrickyJump" ] }, { "enemyDamage": { "enemy": "Mini-Kraid", "type": "spike", "hits": 1 } } ] } Clears obstacles: A, door_2 |
Wait on the right side of Baby Kraid for about 10 seconds so that he shoots the maximum amount of projectiles which will move to the right after exiting G-Mode. Roll through him and kill the left pirates with a Power Bomb. Only one is necessary when placing next to the pirate when it is as far to the left as possible. Unmorph, freely kill Baby Kraid, then exit G-Mode. The his projectiles should all shoot to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "enemyDamage": { "enemy": "Mini-Kraid", "type": "contact", "hits": 1 } } "h_canArtificialMorphPowerBomb" Clears obstacles: A, door_2 |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Right Door
To: 2
Top Right Door
Lure a Zeb up from below by freezing it or quickly moving after the Zeb has spawned, but before it becomes visible. Note that Samus must start on the right side of the Zeb in order for it to move rightwards once it starts moving horizontally. Requires: { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Requires: { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
The only projectiles that Kraid can hit Samus with through the transition are the spinning talons after he stands up. This requires Kraid to not be defeated and the door to be open during the second phase. Requires: { "not": "f_DefeatedKraid" } "canRiskPermanentLossOfAccess" { "or": [ "Charge", { "ammo": { "type": "Missile", "count": 2 } }, { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Right Door
To: 2
Hidden Ceiling Item
Roll in while avoiding the Beetoms. It is possible to kill them all without getting hit; one of the most safe areas is the center of the lower floor. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphBombs", { "or": [ "canTrickyJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 1 } } ] } ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Vertical Door
To: 3
Top Right Door
Overload the PLMs by rolling through the camera scroll blocks which are just above the shot blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Kihunter (green)", "type": "contact", "hits": 1 } } ] } |
From: 3
Top Right Door
To: 5
Kihunter Junction
Rolling on the ground will overload PLMs by moving through camera scroll blocks. Lure all of the Kihunters to the top right position, then quickly move left, exit g-mode and retreat to one of the other exits. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. The camera will be messed up, so you will need to move blindly to get into position. Don't wait too long or the Zeela will hit you. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Right Vertical Door
To: 2
Bottom Left Door
Wiggle back and forth to get through the bomb blocks while avoiding the off screen Zeela. Unmorph and exit G-Mode then quickly run back and forth to fix the camera or go through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canOffScreenMovement" |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, "h_canArtificialMorphIBJ", "Morph" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 3
Right Vertical Door
To: 3
Right Vertical Door
Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "obstaclesCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Freeze the stack of Gammets together a few times to try and raise them as high as possible. Run with them to the door and freeze the top two such that Samus can stand on the lower and take damage from the higher Gammet when it unfreezes. Requires: "h_heatProof" "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" "Morph" Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 4
Gamet Farm Junction
To: 2
Right Door
Requires: { "heatFrames": 440 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","powerbomb"],"requires":["never"]} {"types":["super"],"requires":[]} |
Requires: { "heatFrames": 240 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Side - Top Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Left Side - Top Middle Door
To: 2
Left Side - Top Middle Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Left Side - Top Middle Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Left Side - Bottom Middle Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door
Lure a Sova from the bomb maze, or from just below the Power Bomb blocks. Using a Power Bomb while avoiding killing the Sova can be done by placing the Power Bomb on the lowest stair on the ledge above, Starting at the bottom of the room and going up through the Power Bomb blocks can be done by first luring the Sova into safety at the bottom of the room. Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canBombThings" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Left Side - Bottom Middle Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Left Side - Bottom Door
To: 1
Left Side - Top Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 2
Left Side - Top Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 3
Left Side - Bottom Middle Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Place a Power Bomb high enough to reach the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
The blocks are breakable with 4 Power Bombs. Horizontally bomb over the vertical door then up two ledges before placing a Power Bomb that can reach the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 3 } } Clears obstacles: A |
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door
Starting from the top of the room will require careful manipulation of the Sovas. If going through the Power Bomb blocks, place the Power Bomb on the lowest stair on the ledge above, go down and lure the Sova up and use a Super to knock it off once it is just above the right side of where the Power Bomb blocks were. If using Bombs, lure the Sova that is just below the Power Bomb blocks, then use a Super to prevent it from going into the Morph tunnel. Starting at the bottom of the room and going up for the item before coming back down can be done, even with a Power Bomb, by first luring the Sova into safety at the bottom of the room. Requires: { "or": [ { "resetRoom": { "nodes": [ 4, 5 ] } }, { "ammo": { "type": "Super", "count": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Bottom Door
To: 5
Bottom Door
Place a Power Bomb high enough to reach the blocks above. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
Middle Right Door
To: 6
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Middle Right Door
To: 7
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 6
Middle Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } |
From: 7
Top Right Door
To: 7
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Lower the camera to watch the Wavers and to help avoid them. With Bombs alone, it may be helpful to kill the top Waver; this can be done by placing Bombs in a vertical line and then moving out of the way as it approaches. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "canCameraManip" ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Waver", "type": "contact", "hits": 1 } } ] } |
From: 7
Top Right Door
To: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
Use one Power Bomb to jump towards the Cacatac then a second to jump over it and down below. Do not land where the Cacatac was, or Samus will get hit by its invisible spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "tech": "canBombHorizontally" } "h_canArtificialMorphPowerBomb" "h_additionalBomb" |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 1
Left Side - Top Door
Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "canTrickyJump", { "or": [ "canBePatient", "canDoubleBombJump" ] } ] } ] } |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 3
Left Side - Bottom Middle Door
Requires: "canEnterGMode" |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 3
Left Side - Bottom Middle Door
Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 10
G-Mode Morph Junction (Above the Power Bomb Blocks)
To: 7
Top Right Door
Carefully dodge the Wavers while being prepared to abort the IBJ and start over if necessary. It may be best to first IBJ to the top left side and kill the top Waver with Bombs; this can be done by placing bombs in a vertical line, then dodging the Waver as it approaches. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "canTrickyJump", "canBePatient", { "or": [ "canBeVeryPatient", "canDoubleBombJump" ] } ] } ] } |
Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 1000 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 650 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":40}]} |
Jump on entry, as the Sova is not global and barely off screen. It is possible to use a Super to speed it up. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 425 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 160 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
It is possible to use a Super to speed up the Sova. Knocking it off while it is on the overhang above requires rapid switching to get to X-Ray in time. Entrance condition: { "comeInNormally": {} } Requires: { "or": [ { "heatFrames": 560 }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 420 } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Entrance condition: { "comeInNormally": {} } Requires: { "heatFrames": 1180 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
To save Energy, it is possible to lure a Beetom to the door without taking any extra hits and without any items. Get close enough to it to get it to hop towards Samus, then walk and occasionally run to the door with it following. It is possible to do this while crossing the room with SpeedBooster by jumping while blue at the end of the speed blocks. Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
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_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphPowerBomb", "canTrickyJump", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 2 } }, { "and": [ "Morph", { "or": [ "Ice", { "ammo": { "type": "Missile", "count": 3 } }, { "ammo": { "type": "Super", "count": 3 } } ] } ] } ] } |
Overload PLMs by placing many bombs next to the speed blocks. Safely kill the Beetoms from inside the speed blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" |
From: 2
Right Door
To: 1
Left Door
Shoot diagonal up-left shots into the ceiling while pressed against the speed blocks to hit all of the shot blocks and overload PLMs. Note that G-Mode makes it possible with Wave alone (no Spazer or Plasma necessary), and the speed blocks do not resolidify, so the Beetoms can be safely killed while inside of the speed blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "Shot Block Overload (Speedless Speedway)" } "Wave" { "or": [ { "and": [ "Ice", "Morph" ] }, { "ammo": { "type": "Missile", "count": 6 } }, { "ammo": { "type": "Super", "count": 6 } }, "ScrewAttack", "h_canBombThings", { "enemyDamage": { "enemy": "Beetom", "type": "contact", "hits": 15 } } ] } |
Carefully run through the blocks without killing all of the Beetoms or getting attacked by one. To save Energy, it is possible to lure a Beetom to the door without taking any extra hits and without any items. Get close enough to it to get it to hop towards Samus, then walk and occasionally run to the door with it following. It is possible to do this while crossing the room with SpeedBooster by luring one close to the left door and leaving it there, running through, then going back for it. Requires: "h_getBlueSpeedMaxRunway" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 1
Top Left Door
To: 4
Top Right Door
Knock the top Viola off twice to get it to the door quickly. Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 4
Top Right Door
Use a Super to knock off the very bottom Viola. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 1430 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInNormally": {} } Requires: { "ammo": { "type": "Super", "count": 2 } } { "heatFrames": 780 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":[{"heatFrames":140}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 1
Top Left Door
Use a Super to knock off the top Viola in the lower half. Knock it off when it on the bottom just left of middle to have it fall all the way. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 2130 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 2
Middle Left Door
Requires: { "ammo": { "type": "Super", "count": 1 } } "Morph" { "heatFrames": 980 } { "or": [ "Wave", { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":300}]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 3
Bottom Left Door
Use a Super to knock off the second from the bottom Viola. Be sure not to knock it off when it is on the left side, or it will get stuck on the bottom platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 290 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles"],"requires":[]} {"types":["super"],"requires":[],"useImplicitRequires":false} {"types":["powerbomb"],"requires":["never"]} |
From: 5
Middle Junction (Ledge Right of Morph Tunnel)
To: 4
Top Right Door
With two Supers, knock the top Viola off twice to get it to the door quickly. Otherwise, use one Super to knock off the very bottom Viola. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 820 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 720 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":[{"heatFrames":150}]} |
From: 4
Elevator
To: 4
Elevator
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Requires: { "heatFrames": 1880 } { "or": [ "canTrickyDodgeEnemies", "h_heatProof", { "and": [ "canTrickyJump", { "heatFrames": 350 }, { "enemyDamage": { "enemy": "Magdollite", "type": "flame", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Requires: { "heatFrames": 570 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Carefully jump over the Dragon's fireballs while the Sova is approaching, or wait on the edge of the platform, under the fireballs, for one second before using the Super. Requires: { "ammo": { "type": "Super", "count": 1 } } { "heatFrames": 210 } { "or": [ "canTrickyJump", { "heatFrames": 70 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Gamet Farm Junction
To: 1
Left Door
Requires: { "heatFrames": 220 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 2
Top Right Door
To: 2
Top Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Partially cross the room until a Sova falls from the ceiling, follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the first Sova after the one that falls, while it is on the right side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2000 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "heatFrames": 1390 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Cross more than half way across the room until a Sova falls from the ceiling then follow it back and forth across the room. Alternatively, to save a lot of Energy, use a Super to knock off the Sova just before that, while it is on the right side of it's thin platform. Requires: { "heatFrames": 1780 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 2050 } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["never"]} |
Cross more than half way across the room until a Sova falls from the ceiling. Alternatively, to save Energy, use a Super to knock off the second Sova from the right, while it is on the left side of it's platform. Requires: { "heatFrames": 1500 } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "heatFrames": 320 } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Shaft - Top Left Door
To: 1
Left Shaft - Top Left Door
Requires: { "heatFrames": 120 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Left Shaft - Bottom Right Door
To: 2
Left Shaft - Bottom Right Door
Enter the room and crouch next to the closed door. After the Multiviola hits the door, open it and it will be on a trajectory to hit Samus the next pass. Requires: { "heatFrames": 920 } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door
Climb the room and open the top door, so that the Multiviola will reach the second door. Requires: { "or": [ "canWalljump", "HiJump", "SpaceJump", "h_canCrouchJumpDownGrab", "Wave" ] } { "heatFrames": 950 } { "or": [ "canTrickyJump", "Wave", "Spazer", "Plasma", { "ammo": { "type": "Missile", "count": 1 } }, { "ammo": { "type": "Super", "count": 1 } }, { "enemyDamage": { "enemy": "Alcoon", "type": "fireball", "hits": 1 } } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2100 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2200 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2250 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["missiles","super"],"requires":[]} {"types":["powerbomb"],"requires":["h_heatProof"]} |
Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck. Requires: { "heatFrames": 2500 } { "or": [ "h_heatProof", "canTrickyJump", "canCrumbleJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Bottom Floating Platform Junction
To: 1
Top Left Door
Requires: { "heatFrames": 480 } { "or": [ "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 2
Bottom Left Door
Requires: { "obstaclesCleared": [ "A" ] } { "heatFrames": 280 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
From: 5
Bottom Floating Platform Junction
To: 3
Top Right Door
Requires: { "heatFrames": 510 } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the shot blocks, which takes 30 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the shot blocks, which takes 20 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Bottom Right Door
To: 4
Bottom Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Bottom Right Door
To: 5
Middle Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 4
Bottom Right Door
To: 6
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" Bypasses door shell: true |
From: 5
Middle Right Door
To: 5
Middle Right Door
Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Middle Right Door
To: 6
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 6
Top Right Door
To: 6
Top Right Door
Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the middle left door, while it is on the left side of the platform, which takes 45 seconds. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Right Door
To: 1
Left Door
Use the Geruta to get up to the top left ledge while also getting it to swoop into the top left region. This requires many jumps from below to get it to swoop up onto the ledge and not get stuck. When the Geruta is heading into the right spot, use it as a platform to get up as well. Requires: "h_heatProof" "canBeVeryPatient" "canCameraManip" "canTrickyUseFrozenEnemies" { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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: "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_canBombThings" ] } ] } ] } { "or": [ "SpaceJump", { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "canBeVeryPatient", "canJumpIntoIBJ" ] }, { "and": [ "canBeVeryPatient", "Grapple", { "or": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } { "or": [ { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesCleared": [ "A" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
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. To safely pass the Geruta without a hit, jump left below it, to get it to swoop left before going up. Requires: "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": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" "canBePatient" Bypasses door shell: true |
Note that breaking the left bomb blocks and either the crumble blocks or the other bomb blocks could make the Sova go in a loop without ever getting to the door (unless using a Super). Because of this it is advised not to break the bomb blocks. But if breaking them is necessary, it is possible to do so, even with a Power Bomb. Place the Power Bomb while the Sova is in the bottom left section of the room, while it is moving counter-clockwise. Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 3
Top Right Item
Roll through the camera scroll block in the morph tunnel at the bottom of the room to overload PLMs, then get to the right side through the crumble blocks or bomb blocks near the left item. This can be done with an IBJ or two Spring Ball Bomb Jumps. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } ] } ] } |
Artificial morph IBJ or use two bomb boost spring ball jumps. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } |
From: 1
Left Door
To: 4
Top Left Item
Get to the item without overloading PLMs by avoiding entering the morph tunnel at the bottom of the room or using Power Bombs near the items. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "Morph", { "or": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir", "SpaceJump" ] } ] } ] } Clears obstacles: D |
From: 2
Right Door
To: 1
Left Door
Placing a Power Bomb a 0.5 to 1 tile away from the item plinth to bounce Samus onto it (where the right item usually is) while also overloading PLMs as the explosion hits the left item. Wait for the explosion to completely finish before touching the crumble blocks or they will remain solid. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canOffScreenMovement" |
From: 2
Right Door
To: 1
Left Door
Overload PLMs by rolling through the item then go through the crumble blocks. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphMovement" ] } "canOffScreenMovement" |
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" |
From: 2
Right Door
To: 2
Right Door
Release the Sova by breaking the crumble blocks. The Sova will then take 40 seconds to get to the door. Note that breaking the left bomb blocks and either the crumble blocks or the other bomb blocks could make the Sova go in a loop without ever getting to the door (unless using a Super). Because of this it is advised not to break the bomb blocks. But if breaking them is necessary, it is possible to do so, even with a Power Bomb. Place the Power Bomb while the Sova is in the bottom left section of the room, while it is moving counter-clockwise. Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 4
Top Left Item
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" |
Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
Overload PLMs by rolling through the item, then go through the bomb block and exit G-Mode to obtain the item. Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
From: 2
Middle Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Place a Power Bomb and exit G-Mode in order to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 2
Middle Left Door
To: 2
Middle Left Door
Release the ceiling Sova while being careful not to kill it if using Power Bombs. The Sova takes 90 seconds to get to the door if the Power Bomb blocks are broken and 45 seconds if they are not. Using a Super when the Sova is exiting the ceiling takes only 12 seconds. Requires: { "obstaclesCleared": [ "A" ] } { "obstaclesCleared": [ "B" ] } { "or": [ "canBePatient", { "ammo": { "type": "Super", "count": 1 } }, { "obstaclesNotCleared": [ "C" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Middle Left Door
To: 4
Right Door
Release the ceiling Sova while being careful not to kill it if using Power Bombs. Go through the ceiling morph tunnel and wait for the Sova on the other side. Requires: { "obstaclesCleared": [ "A", "B" ] } "Morph" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
It is tricky but possible to cross the room without any damage by jumping over the Small Dessgeega on room entry then using a Power Bomb to kill several enemies. Note that crossing the room damageless is easier in indirect G-Mode. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ { "and": [ "canTrickyJump", "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
From: 3
Bottom Left Door
To: 7
Junction Below Power Bomb Blocks
It is tricky but possible to cross the room without any damage by rolling through the room. The enemies can be killed with extra Power Bombs, but without them, it's arguably easier to roll through the room without the use a Spring Ball or Bombs. After crossing the room, use a Power Bomb then quickly exit G-Mode before it explodes in order to break the bomb and Power Bomb blocks above. Without Spring Ball, it is still possible to place the Power Bomb high enough to break all the blocks above from an IBJ and still exit G-Mode before it explodes. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphMovement" { "or": [ "canTrickyJump", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] }, { "enemyDamage": { "enemy": "Sm. Dessgeega", "type": "contact", "hits": 2 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canBePatient", "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump" ] } |
From: 4
Right Door
To: 2
Middle Left Door
Place Bombs against the crumble block to overload PLMs, then go through it and through the bomb blocks at the left. Place a Power Bomb and quuickly exit G-Mode before it goes off in order to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "canBePatient", "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, C |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" { "or": [ "f_DefeatedCrocomire", { "obstaclesCleared": [ "f_DefeatedCrocomire" ] } ] } "canBePatient" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "SpeedBooster", "HiJump", "h_canFly", "canWalljump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: door_2 Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Clears obstacles: door_2 Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphLongCeilingBombJump" { "or": [ "f_DefeatedCrocomire", { "obstaclesCleared": [ "f_DefeatedCrocomire" ] } ] } "canBePatient" Clears obstacles: A, door_2 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Get to the top of the room with Spring Ball Bomb Jumps. To cross the room, perform a Spring Ball Bomb Jump after hitting the bomb with momentum to get a larger horizontal boost, then unmorph on the descent to reset fall speed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBallBombJump" { "or": [ "HiJump", { "and": [ "canInsaneJump", "h_canArtificialMorphResetFallSpeed", { "ammo": { "type": "PowerBomb", "count": 3 } } ] } ] } |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
From: 1
Left Door
To: 1
Left Door
Cross the room while in indirect G-Mode and the gate will not be there. Note that if any of the Gamets are killed, none of them will respawn, but they can still be frozen and used as a platform. It is possible but difficult to cross either of the moats with Grapple before PLMs are overloaded, but not both of them. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: B |
Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canTrickyUseFrozenEnemies", "canTrickyJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 1
Left Door
To: 2
Right Door
Carefully and quickly lure the Gamets to the right door without letting them go off camera. It may help to kill any extra Gamets once they spread apart. Requires: "h_canNavigateUnderwater" { "or": [ { "resourceCapacity": [ { "type": "Super", "count": 1 } ] }, { "obstaclesCleared": [ "A" ] } ] } "canTrickyJump" { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canSpaceJumpWaterBounce" ] }, { "and": [ "Gravity", "canPreciseGrapple" ] }, { "and": [ "Gravity", "canStaggeredWalljump", "canInsaneJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", "canInsaneJump" ] }, "canTrickyUseFrozenEnemies" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 1
Left Door
To: 3
Junction Left of Green Gate
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 2
Right Door
To: 2
Right Door
Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
From: 1
Top Left Door
To: 1
Top Left Door
Lure the Gamets to the top left door with Ice and Space Jump, Grapple, or HiJump. First lure the Gamets vertically using the Kamer platform and Ice, which is much easier with HiJump disabled. Then freeze them again after they separate and are high enough to align with the door. With HiJump and another jump assist, jump to the left of the Gamets as they thaw and refreeze them a bit more to the left so that they will be on screen when Samus is on the left ledge. It is possible with HiJump and Ice alone, but much trickier. Use the Gamets as a platform or perform a running jump from the Kamer platform to get up to the left door. Requires: "canTrickyUseFrozenEnemies" { "or": [ "SpaceJump", "Grapple", { "and": [ "canTrickyJump", "HiJump", { "or": [ "SpeedBooster", "canInsaneJump", "canSpringBallJumpMidAir" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Bottom Left Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "no" } |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 4
Top Right Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 3
Bottom Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Right Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Top Right Door
To: 4
Top Right Door
Lure the Gamets while using the Kamer, then get up to the doorway with a quick crouch jump + down grab or by other means. Requires: { "or": [ "HiJump", "SpaceJump", "canWalljump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", { "and": [ "canTrickyJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ "canInsaneJump", "canPreciseGrapple" ] }, { "and": [ "canJumpIntoIBJ", "canDoubleBombJump" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 6
G-Mode Morph Junction (Bottom)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 6
G-Mode Morph Junction (Bottom)
To: 1
Top Left Door
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 6
G-Mode Morph Junction (Bottom)
To: 4
Top Right Door
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 6
G-Mode Morph Junction (Bottom)
To: 4
Top Right Door
It is possible to perform a Spring Ball Bomb Jump from the Kamer, but it is rarely useful. Requires: "canEnterGMode" "canTrickyJump" "h_canArtificialMorphSpringBallBombJump" |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" Clears obstacles: D |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Bomb boost horizontally at the top of an IBJ and land in the acid, then roll to the right and bomb out to safety. To save some Energy, it is possible to IBJ or double IBJ out of the acid onto the first solid platform. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canSuitlessLavaDive" { "or": [ { "acidFrames": 280 }, { "and": [ "canTrickyJump", { "acidFrames": 220 } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphDoubleBombJump", { "acidFrames": 175 } ] } ] } |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Diagonal Bomb Jump" } "h_canArtificialMorphDiagonalBombJump" Clears obstacles: D |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Perform a long diagonal bomb jump from the left door to the solid platforms above the acid. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: { "notable": "G-Mode Morph Long Diagonal Bomb Jump" } "h_canArtificialMorphDiagonalBombJump" |
From: 1
Left Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 2
Right Vertical Door
To: 2
Right Vertical Door
Place a Power Bomb then exit G-Mode to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. 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_canArtificialMorphSpringBall", { "and": [ { "tech": "canBombHorizontally" }, "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombs", "canTrickyJump" ] } ] } Clears obstacles: D |
From: 2
Right Vertical Door
To: 6
G-Mode Morph Junction (At Speed Blocks)
A single horizontal Power Bomb boost can get Samus on top of the blocks and kill most of the Mellas. 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_canArtificialMorphSpringBall", { "and": [ { "tech": "canBombHorizontally" }, "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphBombs", "canTrickyJump" ] }, { "and": [ "h_canArtificialMorphBombs", { "enemyDamage": { "enemy": "Mella", "type": "contact", "hits": 1 } } ] } ] } |
G-Mode Morph Remote Acquire - to Left Door (Using Previous Strat)
(Extreme)
Post Crocomire Jump Room
From: 3
Item
To: 1
Left Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "C", "D" ] } |
From: 3
Item
To: 2
Right Vertical Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "D" ] } |
From: 5
Small Platforms Junction
To: 1
Left Door
Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge then climb up to the door. Then the Mella will start moving upward, which means it comes at you partially blind. Getting it to reach the door, and not just short of the door is the hardest part. If it drops below the camera it will be necessary to go back down and raise it some more. Requires: "canManipulateMellas" "canCameraManip" "canBePatient" "canTrickyJump" { "or": [ "SpaceJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canWalljump", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "HiJump", "SpeedBooster", "canWalljump" ] } ] } { "or": [ { "obstaclesCleared": [ "B" ] }, "Morph" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 1
Left Door
Requires: "canEnterGMode" { "obstaclesCleared": [ "C" ] } |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
Requires: "canEnterGMode" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door
Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 3
Item
Requires: "canEnterGMode" "h_canArtificialMorphIBJ" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 5
Small Platforms Junction
Requires: "canEnterGMode" |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Cross the solid platforms then horizontally boost into the acid and begin an IBJ. With more limited Energy, it is possible to IBJ high into the room and boost horizontally to fall into the acid a bit further to the left. Requires: "canEnterGMode" "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" "canSuitlessLavaDive" { "acidFrames": 150 } Clears obstacles: C |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Requires: "canEnterGMode" "h_canArtificialMorphDiagonalBombJump" Clears obstacles: C |
From: 6
G-Mode Morph Junction (At Speed Blocks)
To: 6
G-Mode Morph Junction (At Speed Blocks)
Requires: "canEnterGMode" "h_canArtificialMorphJumpIntoIBJ" Clears obstacles: C |
From: 1
Left Door
To: 1
Left Door
Lure the Gamets while preventing them from going off camera. Spawn them when the acid is high and rising to avoid running through it. Requires: "Morph" Exit condition: { "leaveWithGModeSetup": {} } |
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then wait for the acid and IBJ above it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen. With Power Bombs alone is particularly challenging. Kill the Gamets then place a bomb at the edge of the runway; hit the bomb with momentum and precise timing to get a boost to skip the first and land on the next safe platform. As quickly as possible place another and let it boost horizontally to the next platform, then another to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "h_canArtificialMorphBombThings", "canTrickyJump" ] } ] }, { "and": [ "canInsaneJump", "h_canArtificialMorphBombHorizontally", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } ] } Clears obstacles: A |
Requires: "canEnterGMode" { "obstaclesCleared": [ "A" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "no" } Requires: "h_canArtificialMorphIBJ" |
From: 3
Bottom Right Door
To: 1
Top Left Door
Use a Super to knock off a nearby Viola, then lure it to the top. To avoid a wall jump, it is possible to use the Viola as a frozen platform. Requires: { "ammo": { "type": "Super", "count": 1 } } { "or": [ "canConsecutiveWalljump", "h_canFly", { "and": [ "canTrickyUseFrozenEnemies", "canBePatient" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Use a Super to knock off the lowest Viola. Requires: { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Requires: "canTrickyUseFrozenEnemies" { "ammo": { "type": "Super", "count": 1 } } "h_canUseSpringBall" "canUpwardGModeSetup" { "or": [ "canConsecutiveWalljump", "h_canFly", "canBePatient" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", "HiJump", "canSpringBallJumpMidAir", "SpeedBooster", "h_canCrouchJumpDownGrab", "canIBJ" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Middle Right Door
To: 2
Middle Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 2
Middle Right Door
To: 3
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" { "or": [ "canWalljump", "h_canCrouchJumpDownGrab", "HiJump", "h_canFly", "canArtificialMorph" ] } "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canConsecutiveWalljump", { "and": [ "canJumpIntoIBJ", "canDoubleBombJump", "canInsaneJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 2
Bottom Left Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1600 } |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Right Door
To: 1
Top Left Door
Climb up 1 screen. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" { "heatFrames": 1650 } |
From: 3
Bottom Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 2
Top Door
To: 2
Top Door
It is possible to get back up with Spring Ball alone with a foosball off of the crumble block. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "canTrickyJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Bottom Left Door
To: 6
Junction Behind Fune
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphSpringBall" |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Right Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Samus will not take a hit by the Multiviola, as she still has i-frames when it reaches her. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Samus will not take a hit by the Multiviola, as she still has i-frames when it reaches her. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "or": [ "SpaceJump", "canWalljump", { "and": [ "canJumpIntoIBJ", "canTrickyJump" ] }, { "and": [ "canIBJ", { "or": [ "f_DefeatedRidley", { "obstaclesCleared": [ "f_DefeatedRidley" ] } ] } ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "SpeedBooster", "canTrickyJump", { "or": [ "canInsaneJump", { "or": [ "f_DefeatedRidley", { "obstaclesCleared": [ "f_DefeatedRidley" ] } ] } ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Clears obstacles: door_2 Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Clears obstacles: door_2 Bypasses door shell: true |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_heatProof" "canXRayClimb" "canBeVeryPatient" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Right Door
To: 3
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" |
On room entry, place a Power Bomb to kill the Atomic and land on the Workrobot. Wait for the Workrobot to move across the room until it meets with a second robot. Depending on where the robots meet, either roll off and quickly roll under the Atomic, stay on for a second to try to lure the Atomic left a bit, or use a Power Bomb to kill it. Be careful not to hit any of the invisible, stationary lasers, and don't place any Power Bombs too close to the right wall or it will hit the bomb block and it will no longer be passable. Quickly use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them before the Atomic hits Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-mode Morph Workrobot Ride" } "f_DefeatedPhantoon" "canBePatient" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
With Bombs, it may be helpful to roll off the platform and kill the Atomics before safely leaving the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform. Requires: "canUpwardGModeSetup" "canTwoTileSqueeze" "canTrickyUseFrozenEnemies" "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" |
From: 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. Be careful not to hit any of the invisible, stationary lasers. 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: "f_DefeatedPhantoon" "h_canArtificialMorphPowerBomb" { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode and return into the morph tunnel to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Dodge the enemies while getting to the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 3
Right Door
To: 3
Right Door
Requires: "f_DefeatedPhantoon" { "or": [ "h_canBombThings", { "and": [ "Morph", { "obstaclesCleared": [ "A" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Bull with bombs, by switching between the high and low ground. Rapidly place bombs while rolling slowly. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphCeilingBombJump" |
Requires: "f_DefeatedPhantoon" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphLongCeilingBombJump" "canBePatient" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Bring two atomics to the top of the room. Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform. Requires: "canUpwardGModeSetup" "canTwoTileSqueeze" "canTrickyUseFrozenEnemies" "f_DefeatedPhantoon" { "enemyDamage": { "enemy": "Atomic", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 2
Top Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Top Left Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Top Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 3
Bottom Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 4
Top Right Door
To: 4
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 4
Top Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 5
Middle Right Door
To: 4
Top Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. If Phantoon is not defeated then you have to move quickly to prevent the Coverns from hitting you. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 5
Middle Right Door
To: 5
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Middle Right Door
To: 6
Bottom Right Door
Use the camera scroll blocks just left of the bomb blocks, in order to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 5
Middle Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Cancel g-mode, morph and move back towards the bomb blocks in order to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" |
From: 6
Bottom Right Door
To: 6
Bottom Right Door
Requires: { "or": [ "h_canBombThings", { "obstaclesCleared": [ "A" ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Right Door
To: 1
Right Door
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } |
Requires: { "not": "f_DefeatedPhantoon" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "h_canFly", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" Clears obstacles: A |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "h_canFly", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect G-mode and is freely passable. It is possible to exit G-Mode while under the gate to open it without a Super. A normalized method to do this, is to jump into the right-most pit before the gate, Samus will barely be visible behind the bottom right door. Jump and land on the corner and face left, moonwalk to the right with no beams equipped and stop moving immediately as the 11th shot fired is heard. To fix the camera afterwards, go to the left end of the room and fall back to the bottom of the room. Alternatively, get into the left-most pit, jump slightly to the right, move over one tile, then jump. If the camera is not fixed, move to the right a bit more and jump again. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 3
Top Right Door
To: 3
Top Right Door
It is easier to use the middle Zebbo farm than the right one. Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Top Right Door
To: 4
Farm Junction Left of Gate
The gate will not spawn in indirect G-mode and is freely passable. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Top Left Doorway
To: 1
Top Left Doorway
Exit condition: { "leaveWithGModeSetup": {} } |
Roll over the two crabs before the first gets to Samus. This is easier with Gravity Suit turned off. It is possible but difficult to roll from the doorway onto the platform with Gravity turned off. This requires backing up slightly after entering the room then quickly rolling before the crabs. It is a bit tighter in direct G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] }, "canTrickyJump", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
From: 1
Top Left Doorway
To: 4
Top Right Doorway
To save a bomb, it is possible but difficult to roll from the doorway onto the platform with Gravity turned off. This requires backing up slightly after entering the room then quickly rolling before the crabs. It is a bit tighter in direct G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", { "or": [ "h_canArtificialMorphBombThings", "canTrickyJump", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Left Doorway
To: 4
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
The shaft will be clear of crabs on room entry. Quickly gravity jump before the bottom crab enters the shaft and exit the left morph tunnel to be safe. This is a bit tighter when entering in G-Mode Immobile. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" "h_canArtificialMorphSpringBall" |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
One method to kill the crabs is to wait on the central platform until a crab comes near, then move with it laying bombs in its path. Another is to wait in the doorway and place three bombs to hit it while bouncing over it. The top of the IBJ will be off camera. Starting the IBJ as far to either side as possible and holding forward once off camera will make it easier to get through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 3
Bottom Right Door
To: 3
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
The shaft will be clear of crabs on room entry. Quickly gravity jump before the bottom crab enters the shaft and exit the left morph tunnel to be safe. The same strategy works when entering in G-Mode Immobile. Move to the center platform and gravity jump shortly after getting hit. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canGravityJump" "h_canArtificialMorphSpringBall" |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
One method to kill the crabs is to wait on the central platform until a crab comes near, then move with it laying bombs in its path. Another is to wait in the doorway and place three bombs to hit it while bouncing over it. The top of the IBJ will be off camera. Starting the IBJ as far to either side as possible and holding forward once off camera will make it easier to get through the morph tunnel. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 4
Top Right Doorway
To: 1
Top Left Doorway
To save a bomb, it is possible to roll from the doorway onto the platform with Gravity turned off. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Right Doorway
To: 1
Top Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 4
Top Right Doorway
To: 4
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 4
Top Right Doorway
To: 4
Top Right Doorway
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
G-Mode Morph Junction (Top Half)
To: 1
Top Left Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Requires: "canEnterGMode" |
From: 5
G-Mode Morph Junction (Top Half)
To: 4
Top Right Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 2
Right Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
From: 2
Right Door
To: 1
Left Door
The gate will not spawn in indirect G-Mode, and can be freely passed. Exit G-Mode while under the gate to open it without a Super. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door
Kill the first fish with bombs then dodge or kill the second one. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", { "or": [ "canConsecutiveWalljump", { "and": [ "HiJump", "canWalljump" ] }, "h_canFly", { "and": [ "HiJump", "canTrickyDashJump" ] }, "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, "canGravityJump" ] } ] }, { "and": [ "Gravity", "canUseFrozenEnemies", { "or": [ "canWalljump", { "and": [ "HiJump", "SpeedBooster" ] }, "canSpringBallJumpMidAir" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump", { "and": [ "canSuitlessMaridia", "canTrickyUseFrozenEnemies", "HiJump", "canTrickySpringBallJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door
Kill or dodge the fish by the top left door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Left Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", "h_canArtificialMorphBombThings" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Doorway
To: 5
Inside Maridia Tube Junction
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
From: 2
Bottom Right Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphMovement" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Bottom Right Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" "h_canArtificialMorphMovement" Clears obstacles: f_MaridiaTubeBroken |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphMovement" ] }, { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 2
Bottom Right Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 3
Top Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally", "h_additionalBomb" ] }, { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Doorway
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 3
Top Right Doorway
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 3
Top Right Doorway
To: 5
Inside Maridia Tube Junction
The tube will break when exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
From: 4
Top Door
To: 1
Left Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 4
Top Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Top Door
To: 3
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "f_MaridiaTubeBroken", { "obstaclesCleared": [ "f_MaridiaTubeBroken" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "h_canMaxHeightSpringBallJump", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", { "and": [ { "not": "f_MaridiaTubeBroken" }, "canRiskPermanentLossOfAccess" ] } ] } { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_canArtificialMorphSpringBall" ] }, { "and": [ "canGravityJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
The tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Be sure not to overload PLMs with the camera scroll blocks which are next to the tube. It is possible to exit G-Mode before the Power Bomb goes off to be safe. Jump as the first action to gravity jump to the top of the room. Note that the door will be closed, so open it during the ascent. This can only be attempted once. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "Breaking the Tube Gravity Jump" } { "not": "f_MaridiaTubeBroken" } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canSuitlessMaridia" "canTrickyJump" Clears obstacles: f_MaridiaTubeBroken Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
The tube will break once Samus moves after exiting G-Mode or when the Power Bomb finishes detonating, whichever is later. Be sure not to overload PLMs with the camera scroll blocks which are next to the tube. It is possible to exit G-Mode before the Power Bomb goes off to be safe. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: f_MaridiaTubeBroken |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 1
Bottom Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 1
Bottom Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "ammo": { "type": "PowerBomb", "count": 2 } } |
From: 1
Bottom Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
From: 1
Bottom Door
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
From: 2
Bottom Right Door
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
From: 3
Middle Right Door
To: 3
Middle Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] }, { "and": [ "h_canArtificialMorphSpringBall", "canGravityJump" ] }, "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "h_canArtificialMorphIBJ" "Gravity" "canTrickyUseFrozenEnemies" "Wave" { "or": [ "h_canArtificialMorphJumpIntoIBJ", "h_canArtificialMorphDoubleBombJump", "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient", "h_canArtificialMorphPowerBomb" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" "h_canUseMorphBombs" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } { "or": [ "h_canUseSpringBall", "canBeVeryPatient", { "and": [ "Gravity", "canCeilingBombJump", "canIBJ" ] } ] } |
From: 3
Middle Right Door
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } "canTrickyUseFrozenEnemies" "Wave" { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 4
Top Right Door
To: 6
Speed Blocked Item
Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump" ] } ] } "canTrickyUseFrozenEnemies" "Wave" "h_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Morph", "canBeVeryPatient" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "h_canArtificialMorphCeilingBombJump" ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canBeVeryPatient" ] } ] } |
From: 4
Top Right Door
To: 6
Speed Blocked Item
Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload Speed Blocks then use Frozen Crab" } { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "canCrouchJump" ] } ] } "canTrickyUseFrozenEnemies" "Wave" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" |
From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway
Get to the item while avoiding the crab, note that it doesn't go all the way through the tunnel. Use a super to knock it off, while it is on the right wall, in order to knock it off so it will go down the morph tunnel. Requires: "h_EverestMorphTunnelExpanded" "Morph" { "ammo": { "type": "Super", "count": 1 } } Exit condition: { "leaveWithGModeSetup": {} } |
The crab will not come through the whole tunnel, so wait for it to pass before going through the vertical portion. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
From: 5
Morph Passage Doorway
To: 7
Morph Tunnel Item
There is a camera scroll block inside of the morph tunnel, so it is best to go through the tunnel quickly and not backtrack. The crab will not come through the whole tunnel, so as Samus gets close to the vertical portion, wait for the crab to pass. After touching the item, retreat to the doorway before exiting g-mode. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] } ] } Clears obstacles: B |
The crab will not come through the whole tunnel, so wait for it to pass before going through the vertical portion. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
Get into position as close to the center of the room as possible while not being too close to any baby turtles. Start an IBJ without hiting any baby turtles otherwhise Mama Turtle will wake up. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" Clears obstacles: B |
Place a bomb next to one of the baby turtles, then use spring ball to get on Mama Turtle's back. Start an IBJ above the waterline to get to the item. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "h_canArtificialMorphSpringBall" "h_canArtificialMorphIBJ" Clears obstacles: A, B |
From: 1
Left Door
To: 6
Top Right Junction
IBJ up a bit, then bomb over Mama Turtle and her babies to prevent her from waking. Then IBJ to the high right ledge before exiting g-mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphBombHorizontally" |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time. Requires: "Gravity" "canBePatient" { "or": [ "SpaceJump", { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "or": [ "HiJump", "canSpringBallJumpMidAir", "canGravityJump", "canConsecutiveWalljump", "SpeedBooster" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Follow the crab from the bottom right door to the top left door with Gravity or Grapple. It is also possible to knock the crab off of the middle peak with a super and follow it to the left with Ice or HiJump and Spring Ball. Requires: "canBeVeryPatient" { "or": [ "canGravityJump", { "and": [ "canPreciseGrapple", { "or": [ "HiJump", "Gravity" ] } ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, { "or": [ "canTrickyUseFrozenEnemies", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canCameraManip" { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } }, { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } ] } ] } |
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so start from the right ground, not the raised scaffolding by the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canSuitlessMaridia" "canTrickyJump" { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
This requires one spring ball bomb jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" "h_canArtificialMorphSpringBallBombJump" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 2
Bottom Left Door
To: 12
G-Mode Junction (In Morph Tunnel)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 4
Top Right Door
To: 4
Top Right Door
Follow the crab from the bottom right door to the top right door. Depending on the item setup, this takes 30-50 seconds. Requires: { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, "canGravityJump", { "and": [ "Grapple", { "or": [ "HiJump", "Gravity" ] } ] }, "h_canDoubleSpringBallJumpWithHiJump" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "Morph", { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canGravityJump", "HiJump" ] } ] }, "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" "Gravity" |
Note that it is possible to get up with Grapple alone by using the Powamps. Fling from the Powamp into the side of the top platform to align horizontally. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", { "or": [ "HiJump", "canSpringBallJumpMidAir", "h_canFly", "canGravityJump" ] } ] }, { "and": [ "canUseEnemies", "canPreciseGrapple" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Requires: { "or": [ { "and": [ "Gravity", "SpaceJump" ] }, { "and": [ "HiJump", "canPreciseGrapple", { "or": [ "Gravity", "canSpringBallJumpMidAir" ] } ] }, { "and": [ "HiJump", "canGravityJump", "canBeVeryPatient" ] } ] } "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ "Morph", "canTwoTileSqueeze" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "Morph", "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } |
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)
Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so come to a stop on the top platform or avoid it completely. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canSuitlessMaridia" "canTrickyJump" { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } { "or": [ "h_EverestMorphTunnelExpanded", { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } ] } |
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "h_canArtificialMorphIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 4
Top Right Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 6
Left Morph Passage Doorway
Requires: "h_EverestMorphTunnelExpanded" Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
From: 6
Left Morph Passage Doorway
To: 7
Lower Hills Junction
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction
Jump using Springball with the right timing leaving the Morph tunnel to avoid falling. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "canInsaneJump" "h_canArtificialMorphSpringBall" |
From: 6
Left Morph Passage Doorway
To: 9
Platform Below Top Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_EverestMorphTunnelExpanded" "h_canArtificialMorphIBJ" "Gravity" |
From: 6
Left Morph Passage Doorway
To: 9
Platform Below Top Door
After entering the room, quickly leave the morph tunnel in order to prevent getting hit by the crab. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "Gravity" |
From: 12
G-Mode Junction (In Morph Tunnel)
To: 6
Left Morph Passage Doorway
Requires: "canEnterGMode" |
From: 12
G-Mode Junction (In Morph Tunnel)
To: 6
Left Morph Passage Doorway
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Use spring ball to cross the room, or use bombs to kill the Zebbos so they stop respawning. One PB can be placed at the first plant on the ground to bomb across the farm while killing the Zebbos. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs", { "and": [ "h_canArtificialMorphBombHorizontally", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } |
From: 1
Middle Left Door
To: 1
Middle Left Door
Place a Power Bomb then exit G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A |
Requires: { "or": [ { "obstaclesCleared": [ "A" ] }, "h_canUsePowerBombs" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Middle Left Door
To: 9
Junction Below Top Door
Bomb the Power Bomb blocks below to overload PLMs, then go up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] } ] } |
From: 1
Middle Left Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Bomb the Power Bomb blocks below to overload PLMs, then IBJ up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 1
Middle Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Bomb the PB blocks below to overload PLMs, then go up through the crumble blocks to escape. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" "h_canNavigateUnderwater" { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "HiJump", "canSpringBallJumpMidAir" ] }, { "and": [ "HiJump", "canConsecutiveWalljump", "canPreciseWalljump" ] } ] } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 2
Bottom Left Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 2
Bottom Left Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } |
From: 2
Bottom Left Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 5
Right Door
To: 10
G-Mode Morph Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphBombs" { "or": [ "h_canArtificialMorphSpringBall", "Morph", { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] } ] } |
From: 5
Right Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Grapple" "h_canNavigateUnderwater" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphBombs", { "or": [ "Gravity", "h_canArtificialMorphSpringBall" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canUseEnemies", { "and": [ "canCrouchJump", "canTrickyJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
It is easiest to use a single snail on the bottom of the ceiling to the right of the door. Use at least a small amount of momentum before jumping over towards the snail. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphSpringBall" "canUseEnemies" "canTrickyJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Requires: "canUpwardGModeSetup" "h_canNavigateUnderwater" "canTwoTileSqueeze" Exit condition: { "leaveWithGModeSetup": {} } |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
From: 6
Top Door
To: 7
Top Right Left Item
PLMs can be overloaded in direct G-Mode with a single Power Bomb if both items are still there and 2 PBs if only one item is. There is a row of tiles that works, just above and to the left of the right door. The row is one tile higher than the horizontal pipe that is part of the door frame, spanning from the left to one tile away from the right wall. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "no" } Requires: { "notable": "G-Mode Overload PLMs - Power Bomb the Items" } { "or": [ { "itemNotCollectedAtNode": 7 }, { "itemNotCollectedAtNode": 8 } ] } "h_canUsePowerBombs" "h_canUsePowerBombs" "h_canNavigateUnderwater" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } |
From: 6
Top Door
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Overload PLMs using the Grapple Blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Grapple" "h_canNavigateUnderwater" |
From: 9
Junction Below Top Door
To: 1
Middle Left Door
Requires: "h_canDestroyBombWalls" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 1
Middle Left Door
Requires: "canEnterGMode" "Gravity" "h_canArtificialMorphIBJ" |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 2
Bottom Left Door
Place a Power Bomb, then exit G-Mode to break the blocks. Requires: "canEnterGMode" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 7
Top Right Left Item
Requires: "canEnterGMode" "Gravity" "h_canArtificialMorphIBJ" |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Bomb the Speed blocks by the right door. Requires: "canEnterGMode" "h_canUseMorphBombs" { "or": [ "canSnailClimb", "Gravity", "HiJump" ] } |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
Requires: "canEnterGMode" "h_canArtificialMorphBombs" "HiJump" "h_canArtificialMorphSpringBall" "canSnailClimb" |
From: 10
G-Mode Morph Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
It is barely possible to start a snail climb with just Spring Ball. Get a snail positioned such that it is on the bottom of an overhang above, and sticking out a bit to be usable as a platform. Use Spring Ball to jump and press against the snail for the maximum possible duration, in order to gain enough height to get onto it. Requires: "canEnterGMode" "h_canArtificialMorphBombs" "h_canArtificialMorphSpringBall" "canSnailClimb" "canTrickyJump" |
From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 1
Middle Left Door
After PLMs are overloaded, climb to the top left door and fall through the Bomb Blocks. Requires: "canEnterGMode" { "or": [ "canSnailClimb", { "and": [ "Gravity", { "or": [ "SpaceJump", "canConsecutiveWalljump" ] } ] } ] } |
From: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)
To: 7
Top Right Left Item
After PLMs are overloaded, use a snail to help climb to the top right items. Requires: "canEnterGMode" "canSnailClimb" { "or": [ "Gravity", "h_canMaxHeightSpringBallJump", { "and": [ "HiJump", { "or": [ "canCrouchJump", "canDownGrab" ] } ] } ] } |
Lure the Zoas. Jump so that they start moving horizontally higher, use spin jumps to move horizontally faster while keeping them on screen. Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphBombs", { "and": [ "h_canArtificialMorphPowerBomb", "h_additionalBomb", { "or": [ "canTrickyJump", "h_canArtificialMorphSpringBall", "Gravity", "h_additionalBomb" ] } ] }, { "and": [ "Gravity", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 3 } } ] }, { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 7 } } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombHorizontally" ] } ] } { "or": [ { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 1 } } ] }, { "and": [ "h_canArtificialMorphSpringBall", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 3 } } ] }, { "and": [ "Gravity", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Puyo", "type": "contact", "hits": 2 } } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs by touching the sand, then move through the speed blocks. Avoiding the sand pits is easier without Gravity or HiJump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "canSuitlessMaridia" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ", "canDodgeWhileShooting" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] }, { "or": [ "canTrickyJump", "h_canArtificialMorphPowerBomb" ] } ] } ] } Clears obstacles: B |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Avoiding the right pit is much easier without Gravity or HiJump. Standing on the edge and spin jumping to the left is much easier than a running jump. While on the left side of this platform, the Puyo to the left will start moving; carefully kill it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "canTrickyJump", { "and": [ "Gravity", "SpaceJump" ] } ] } |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Avoiding the right pit is much easier without Gravity or HiJump. Standing on the edge and spin jumping to the left is much easier than a running jump. While on the left side of this platform, the Puyo to the left will start moving; carefully kill or dodge it. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrickyJump", { "and": [ "Gravity", "SpaceJump" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": false } } |
With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canTrickyJump", "h_canArtificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Overload PLMs by touching the sand, then move through the speed blocks. Shoot the Puyo while crouching to increase accuracy. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
With Gravity, or Spring Ball and HiJump, it is easiest to go through the Morph maze at the top of the room and fall into the the sand. Otherwise, the overload PLMs by touching the sand, or by bombing the speed blocks, to be able to go through to the left. Killing the Zoas with Bombs or Power Bombs will prevent them from respawning, although it is possible but tricky to dodge them with just Spring Ball. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] }, { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "canTrickyJump", "h_canArtificialMorphBombThings" ] } ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 4
Right Door
To: 4
Right Door
Lure the Zoas. Jump so that they start moving horizontally while higher, use spin jumps to move horizontally faster while keeping them on screen. Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
Be careful not to touch or bomb the sand in order to grab the item before PLMs are overloaded. With bombs, kill the Zoas and they will stop spawning. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } Clears obstacles: B |
Requires: "h_canNavigateUnderwater" { "or": [ { "and": [ "h_canCrouchJumpDownGrab", "canTrickyJump" ] }, "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Left Sand Entrance
To: 2
Bottom Left Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Left Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "enemyDamage": { "enemy": "Bull", "type": "contact", "hits": 1 } }, "h_canArtificialMorphPowerBomb" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Sand Entrance
To: 2
Bottom Left Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "enemyDamage": { "enemy": "Bull", "type": "contact", "hits": 1 } }, "h_canArtificialMorphPowerBomb" ] } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 3
Top Right Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 3
Top Right Sand Entrance
To: 4
Bottom Right Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Place bombs without moving horizontally, such that multiple hit the Mochtroid immediately as it attaches without being boosted into the doorway or sand. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
The Global crab in the upper section can be knocked off the wall to enter the left side of the above door. Otherwise, there are more crabs in the lower section of the room. Requires: "canUpwardGModeSetup" "canTrickyUseFrozenEnemies" { "or": [ { "ammo": { "type": "Super", "count": 1 } }, "Gravity", { "and": [ "canSuitlessMaridia", { "or": [ "HiJump", "canBePatient" ] } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } |
There is enough time to IBJ to the top door before Draygon appears. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true, "mobility": "mobile" } } Requires: "Gravity" "h_canArtificialMorphIBJ" Clears obstacles: door_1 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "f_DefeatedDraygon", { "obstaclesCleared": [ "f_DefeatedDraygon" ] } ] } "Gravity" "h_canArtificialMorphIBJ" Clears obstacles: door_1 |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Left Door
To: 4
Top Right Ledge Junction
Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles. After getting to the small island platform, diagonal IBJ up while avoiding the top Cacatac. Alternatively HBJ to the next platform and Spring Ball from the right edge of this platform into an IBJ above the spikes. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphDiagonalBombJump", { "and": [ "h_canArtificialMorphHBJ", "h_canArtificialMorphJumpIntoIBJ" ] } ] } |
From: 1
Left Door
To: 6
East Cactus Alley Junction (Right of Morph Tunnel)
Hug the right wall after killing the first Cacatac in order to avoid its invisible, stationary projectiles. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canNavigateUnderwater" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally" ] } { "or": [ { "and": [ "h_canArtificialMorphBombs", { "or": [ "Gravity", "h_canArtificialMorphSpringBall" ] } ] }, "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Cacatac", "hits": 1, "type": "contact" } } ] } { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombThings" ] } ] } |
This requires multiple HBJ to get over spike pits. The first one, by the right door, must be started at the top of an IBJ. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph, IBJ, HBJ" } "Gravity" "h_canArtificialMorphIBJ" "h_canArtificialMorphHBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb" ] } ] } |
From: 1
Top Left Door
To: 1
Top Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
To avoid the Mochtroids, it is possible to place bombs near them while in the Morph Tunnel below to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Enter with G-mode direct, back up to exactly 8 pixels away from the door transition, and activate X-ray to get very deep stuck in the door. Climb up a little less than 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Perform the spin-jump when Samus' feet are between about 0.5 and 2 tiles below the bottom of the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: { "notable": "Very Deep Stuck X-Ray Climb" } "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Left Door
To: 2
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
To avoid the Mochtroids, it is possible to place bombs near them while in the Morph Tunnel to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "h_canArtificialMorphSpringBall", { "or": [ "Gravity", "HiJump" ] } ] } ] } |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 4
Top Right Door
To: 4
Top Right Door
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "h_DoorImmediatelyClosedFix" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 4
Top Right Door
To: 4
Top Right Door
Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 2
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Top Sand Entrance
To: 2
Bottom Sand Exit
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
From: 1
Top Sand Entrance
To: 7
Below Morph Tunnel Junction
Get to the left side of the room while avoiding the hole in the ground, jump up through the Morph tunnel. Jump up to the ledge with either Gravity, HiJump and a Crouch Jump Down Grab, or a maximum height Spring Ball Jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "Gravity", { "and": [ "HiJump", "h_canCrouchJumpDownGrab" ] }, "h_canMaxHeightSpringBallJump" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canWalljump", "h_canCrouchJumpDownGrab", "canTrickySpringBallJump", "canUseFrozenEnemies" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "canArtificialMorph" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Bottom Left Door
To: 1
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" "canOffScreenMovement" |
IBJ up the climb. This is a lot easier with PBs or Spring Ball to help kill the enemies. With PBs, use one on entry to deal with the Puyos, then IBJ up the right side and use another to kill the middle Choot. Otherwise, Kill the Puyos then the bottom Choot with Bombs, falling off when necessary, then climb the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphPowerBomb", "h_canArtificialMorphPowerBomb" ] }, { "and": [ "h_canArtificialMorphStaggeredIBJ", "canBeVeryPatient" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", { "or": [ "Gravity", "h_canArtificialMorphSpringBall", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } ] }, "h_canArtificialMorphSpringBallBombJump" ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrivialUseFrozenEnemies", { "and": [ "canPreciseWalljump", "canStaggeredWalljump" ] } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
It is possible to kill the Rippers with a single Power Bomb by placing it at least 2 tiles above the lowest Ripper inside the narrow section of the shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Ripper", "Ripper", "Ripper" ] ] } }, { "or": [ "canWalljump", "SpaceJump" ] } ] }, { "and": [ "canIBJ", { "ammo": { "type": "Super", "count": 3 } } ] }, { "and": [ "canIBJ", "h_canUsePowerBombs", { "or": [ "h_canUsePowerBombs", "canStaggeredIBJ" ] } ] } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with three Power Bombs, or one carefully placed Power Bomb, Gravity, and a careful dodge of the top-most Ripper. With a single Power Bomb, IBJ from the water to avoid the first Ripper, then place the Power Bomb at least two tiles above the next. This can be achieved with a Staggered IBJ. Then climb the right side of the shaft and similarly dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "Gravity", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } |
From: 1
Bottom Left Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with two Power Bombs, or one carefully placed Power Bomb and a careful dodge of the top-most Ripper. With a single Power Bomb, use Spring Ball to avoid the first Ripper, then place the Power Bomb at least two tiles above the next. This can be achieved with a Staggered IBJ or a Spring Ball Bomb Boost. Then climb the right side of the shaft and dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphSpringBallBombJump" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ "canTrivialUseFrozenEnemies", { "and": [ "canPreciseWalljump", "canStaggeredWalljump" ] } ] } |
From: 2
Right Door
To: 4
G-Mode Junction (Top by Elevator)
It is possible to kill the Rippers with a single Power Bomb by placing it at least 2 tiles above the lowest Ripper inside the narrow section of the shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: { "or": [ { "and": [ { "enemyKill": { "enemies": [ [ "Ripper", "Ripper", "Ripper" ] ] } }, { "or": [ "canWalljump", "SpaceJump" ] } ] }, { "and": [ "canIBJ", { "ammo": { "type": "Super", "count": 3 } } ] }, { "and": [ "canIBJ", "h_canUsePowerBombs", { "or": [ "h_canUsePowerBombs", "canStaggeredIBJ" ] } ] } ] } |
From: 2
Right Door
To: 4
G-Mode Junction (Top by Elevator)
The Rippers can be killed with two Power Bombs, or one carefully placed Power Bomb and a careful dodge of the top-most Ripper. With a single Power Bomb, place it at least two tiles above the first Ripper. This can be achieved with a Staggered IBJ or a Spring Ball Bomb Boost. Then climb the right side of the shaft and dodge the top Ripper. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" { "or": [ "h_canArtificialMorphStaggeredIBJ", "h_canArtificialMorphPowerBomb", { "enemyDamage": { "enemy": "Ripper", "type": "contact", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Requires: "canEnterGMode" |
From: 4
G-Mode Junction (Top by Elevator)
To: 3
Elevator
Requires: "canEnterGMode" Exit condition: { "leaveWithGMode": { "morphed": false } } |
From: 1
Left Door
To: 1
Left Door
Requires: "canBeVeryPatient" "canManipulateMellas" Exit condition: { "leaveWithGModeSetup": {} } |
The off screen portion can be simple with Spring Ball or two short IBJs. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] } ] } |
From: 1
Left Door
To: 2
Right Door
Use one bomb to get to the off-screen region. After going a full screen to the right, when Samus is partially visible in the left wall, bomb to the middle platform on the right. Bomb again to the right, note that these small platforms are one tile left of the ones that are on camera. Exit G-Mode and get to the right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphBombThings" "h_additionalBomb" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBall", "Gravity" ] } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphBombThings", "h_additionalBomb", { "or": [ "h_canArtificialMorphBombHorizontally", { "and": [ "h_additionalBomb", "Gravity" ] } ] } ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": true } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBallBombJump", "h_canArtificialMorphBombHorizontally" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphBombHorizontally" ] }, { "and": [ "h_canArtificialMorphSpringBallBombJump", "h_additionalBomb", "h_additionalBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "Gravity" "h_canArtificialMorphIBJ" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Climb up 2 screens. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" |
From: 2
Bottom Right Door
To: 3
Middle Right Door
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "Gravity", { "and": [ "canSuitlessMaridia", "HiJump", "h_canArtificialMorphSpringBall" ] } ] } "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" |
Requires: "canBePatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Requires: "canBeVeryPatient" Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]} |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "Gravity" { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
The easiest way to lure an Evir projectile and get through the door before it is to stand facing and against the door cap, open the door then turn right and run back to the left. Requires: "h_canNavigateUnderwater" Exit condition: { "leaveWithGModeSetup": {} } |
The sand does not impede Samus in G-Mode. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canInsaneJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile can be tricky. With no movement items besides Gravity, walk off the platform while facing right, turn around spin jump to barely enter the sand fall before landing back on the platform and quickly getting to the door. Requires: "Gravity" "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile while suitless is very precise. From the sand, turnaround spinjump towards the right. Turn towards the sandfall about when you're level with the platform. Turn right and shoot as soon as you enter the sandfall. And try to land right next to the transition. Requires: { "notable": "Right Door G-Mode Setup Suitless HiJump" } "canSuitlessMaridia" "canPlayInSand" "canMidairWiggle" "HiJump" "canInsaneJump" Exit condition: { "leaveWithGModeSetup": {} } |
The sand does not impede Samus in G-Mode. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } |
The sand does not impede Samus in G-Mode. It is possible to jump to the tall pillar with nothing, requiring a subpixel precise jump. Running before jumping doesn't help. Stand one pixel from the right edge and spinjump to the right. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir", "canTrickyJump" ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphPowerBomb", { "and": [ "h_canArtificialMorphIBJ", "Gravity" ] }, { "and": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombs" ] } ] } Clears obstacles: A |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Requires: { "or": [ "Gravity", "HiJump", "canSpringBallJumpMidAir" ] } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, { "and": [ "Gravity", "h_canArtificialMorphSpringBall" ] }, { "and": [ "HiJump", "h_canArtificialMorphSpringBall" ] } ] } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphBombThings" Clears obstacles: A |
From: 2
East Leg Right Door
To: 2
East Leg Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Door
To: 1
Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, f_ShaktoolDoneDigging |
The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to PB the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. If using mobile g-mode, it is easiest to get past the bottom one and prevent it from digging. If using immobile g-mode, it is easiest to have whichever one hits Samus go off screen. In the morph tunnel, it is important to place the PB as far right as possible, while still hitting the PB blocks, otherwise the Snails will have overloaded the PLMs and the blocks won't break. The green stone changes one tile earlier than the PB wall, and can be a good visual cue to place the PB. After using the PB, exit the sand, leave G-Mode, and wait for Shaktool. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "Reverse G-Mode Morph" } { "or": [ { "and": [ "Gravity", "h_canArtificialMorphIBJ" ] }, "h_canArtificialMorphSpringBall" ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A, B, f_ShaktoolDoneDigging |
Requires: { "obstaclesCleared": [ "A", "B" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Requires: "h_ShaktoolCameraFix" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "Gravity", "h_canArtificialMorphBombs" ] }, { "and": [ "Gravity", "h_canArtificialMorphPowerBomb", "h_additionalBomb" ] } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "h_canNavigateUnderwater" "canCarefulJump" |
From: 2
Right Door
To: 2
Right Door
Requires: "Gravity" Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
The Evir won't shoot unless Samus is on the left tile of the platform. Getting to the transition tiles while standing before the projectile can be tricky. Either do two quick small spin jumps, one onto it and one back, breaking spin before landing both times, or start with Samus' toe barely on the last tile, move left then do a short spin jump to the right, also breaking spin before landing. Requires: "canSuitlessMaridia" "canTurnaroundSpinJump" "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" { "or": [ "canCarefulJump", "h_canCrouchJumpDownGrab", "HiJump", "Gravity", "canSpringBallJumpMidAir" ] } { "or": [ "canCarefulJump", { "enemyDamage": { "enemy": "Evir", "type": "particle", "hits": 1 } } ] } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false }, "comesThroughToilet": "any" } Requires: "h_canNavigateUnderwater" |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphSpringBall" "HiJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Top Right Door
To: 1
Top Right Door
Immediately on entry Spring Ball Bomb Jump. Be sure not to land left of the pillar below the door or it is harder to get up in time. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true, "mobility": "mobile" }, "comesThroughToilet": "any" } Requires: "canTrickyJump" "h_canArtificialMorphSpringBallBombJump" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInNormally": {}, "comesThroughToilet": "no" } Requires: { "or": [ "ScrewAttack", "canTrickyJump", { "and": [ "canDodgeWhileShooting", "canCameraManip", { "enemyKill": { "enemies": [ [ "Blue Sidehopper" ] ] } } ] } ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Requires: { "enemyDamage": { "enemy": "Blue Sidehopper", "type": "contact", "hits": 1 } } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":[{"enemyDamage":{"enemy":"Blue Sidehopper","type":"contact","hits":1}}]} |
Samus can use i-frames and return through the door without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Samus can use i-frames and return through the door without taking a hit. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Requires: { "obstaclesNotCleared": [ "A" ] } Exit condition: { "leaveWithGModeSetup": {} } Unlocks doors: {"types":["super"],"requires":[]} {"types":["missiles","powerbomb"],"requires":["never"]} |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Because of this, with extra ammo, it is possible to kill one or two of them before luring the rest. 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. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "f_KilledMetroidRoom1" "h_canArtificialMorphLongCeilingBombJump" "canBePatient" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "f_KilledMetroidRoom1" "h_canArtificialMorphCeilingBombJump" |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other Metroids. Because of this, with extra ammo, it is possible to kill one of them before luring the rest. 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. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: A |
Requires: { "not": "f_KilledMetroidRoom1" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
Wait for the Rinka to spawn, then jump, so the trajectory is as high as possible. Space jump makes this a bit easier. If the Metroids are alive, lure them off screen to the left. Requires: { "or": [ "canTrickyJump", "SpaceJump" ] } { "or": [ "canMetroidAvoid", "canUseFrozenEnemies", "ScrewAttack", "f_KilledMetroidRoom1" ] } Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Right Door
To: 1
Top Right Door
This is easiest by staying on the top floating platform with the two Metroids stuck below it. 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 } } Requires: "canMetroidAvoid" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 1
Top Right Door
To: 1
Top Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, using artificial morph to avoid the Metroids if they are still alive. Go to the top of the room and Crystal Flash, with the Metroids stuck below (if alive). The Crystal Flash will leave behind a light orb, which can be used to kill the Metroids. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } Bypasses door shell: true |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter with G-mode direct, and quickly freeze the Metroids (if still alive) and Rinkas. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter immobile with G-mode direct, with the Metroids having been killed previously. Take a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: "f_KilledMetroidRoom2" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true |
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" "h_canArtificialMorphSpringBall" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" Clears obstacles: A |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Requires: { "not": "f_KilledMetroidRoom2" } "canRiskPermanentLossOfAccess" Exit condition: { "leaveWithGModeSetup": { "knockback": false } } |
From: 2
Bottom Right Door
To: 2
Bottom Right Door
Requires: { "or": [ "canMetroidAvoid", "canUseFrozenEnemies", "ScrewAttack", "f_KilledMetroidRoom2" ] } Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other 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. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" { "ammo": { "type": "PowerBomb", "count": 4 } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Metroid (or a Rinka) must be completely on screen while a Power Bomb explodes in order for it to lure the other 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. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canMetroidAvoid" "h_canArtificialMorphSpringBall" "h_canArtificialMorphBombHorizontally" { "ammo": { "type": "PowerBomb", "count": 3 } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Top Left Door
To: 1
Top Left Door
Kill the Metroids while artificially morphed without any movement items. With just 5 Power Bombs, place one on the first platform to kill some Rinkas and to lure a second Metroid. Place a second in the same region, then drop down and quickly place a third on the second platform and fall to the third platform while the first two Metroids die. The remaining two Power Bombs can safely placed here to kill the final Metroid. 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 } } Requires: "canMetroidAvoid" { "ammo": { "type": "PowerBomb", "count": 5 } } Clears obstacles: A |
Exit condition: { "leaveWithGModeSetup": {} } |
From: 1
Left Blast Door
To: 1
Left Blast Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 2
Right Door
To: 2
Right Door
Exit condition: { "leaveWithGModeSetup": {} } |
Lure a Rinka to the top door without letting it go off screen. The bottom right Rinka can be lured at the correct angle by standing on the central platform then jumping slightly before it moves. Requires: "canTrickyJump" Exit condition: { "leaveWithGModeSetup": {} } |
Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka hits, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" Bypasses door shell: true |
From: 2
Middle Left Door
To: 2
Middle Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } Bypasses door shell: true |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 1
Top Left Door
Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use a Rinka to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "h_canCrystalFlash" { "autoReserveTrigger": {} } "canXRayClimb" { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 2 } } Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "Ice" "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 2
Middle Left Door
Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false, "mobility": "immobile" } } Requires: { "enemyDamage": { "enemy": "Rinka", "type": "contact", "hits": 1 } } "canXRayClimb" Bypasses door shell: true |
From: 3
Bottom Left Door
To: 3
Bottom Left Door
Exit condition: { "leaveWithGModeSetup": {} } |
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
From: 1
Top Right Doorway
To: 1
Top Right Doorway
Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false }, "comesThroughToilet": "any" } Exit condition: { "leaveWithGMode": { "morphed": false } } Bypasses door shell: true |
Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true }, "comesThroughToilet": "any" } Requires: "h_canArtificialMorphMovement" Exit condition: { "leaveWithGMode": { "morphed": true } } Bypasses door shell: true |
From: 1
Left Door
To: 2
Right Door
Take the bottom path and place many bombs near the speed blocks to overload PLMs and go through them. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphCeilingBombJump", "canBeVeryPatient" ] } |
IBJ or spring ball bomb jump to avoid the wall jump. Using a total of 3 PBs will allow Samus to roll through the bottom 4 pirates. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "h_canArtificialMorphPowerBomb" "canHitbox" |
IBJ or spring ball bomb jump to avoid the wall jump. The first pirate takes 2 PBs, the next 3 can be killed with 3 total PBs if they are placed under the middle pirate. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } { "ammo": { "type": "PowerBomb", "count": 5 } } Clears obstacles: A |
Tank 3 pirate hits then IBJ or spring ball bomb jump to avoid the wall jump. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump" ] } { "enemyDamage": { "enemy": "Tourian Space Pirate (all)", "type": "contact", "hits": 3 } } |
From: 1
Left Door
To: 4
Top of Shaft Without Acid Triggered
IBJ and use 10 PBs to kill the pirates and get to the top. Exit gmode and fall to the bottom. Note that there is a path up to the right that doesn't need wall jumps, but a crouch jump down grab is needed to get to the final platform. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" { "ammo": { "type": "PowerBomb", "count": 10 } } |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Exit condition: { "leaveWithGMode": { "morphed": false } } |