Ability to enter G-mode starting with high reserve energy, resulting in Samus being immobilized. Have 5 or more 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 immediately before reserves finish filling (a 3-frame window when starting with 12 or more reserve energy, a much larger frame window if you have between 5 and 11). Samus will be unable to move until getting hit by an enemy (or until canceling G-mode by using X-Ray).
Dependencies: canPreciseReserveRefill, canGMode, canUseEnemies, canManageReserves
Dev note: It does not technically require canPreciseReserveRefill to enter immobile, but it is expected to know how to enter G-Mode before learning this.
        From: 2 
    Middle Left Door 
        To: 2 
Middle Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake" | 
    
        From: 3 
    Bottom Left Horizontal Door 
        To: 3 
Bottom Left Horizontal Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
"canBePatient" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake" | 
    
| 
 
 It takes approximately 3.5 minutes for a global Geemer to reach this location. If using a Super, fire between 19 and 33 seconds after entering the room, then wait approximately 30 more seconds to be hit. Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canComplexGMode",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}Dev note: FIXME: Should manipulating global enemies off screen be a tech?  | 
    
        From: 6 
    Bottom Right Door (On the Left Shaft) 
        To: 6 
Bottom Right Door (On the Left Shaft) 
 Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
} | 
    
        From: 7 
    Bottom Left Vertical Door 
        To: 7 
Bottom Left Vertical Door 
 Line up with the far right or left side of doorframe in the room below, to be able to not fall back through after entry, as the door remains open. Be careful not to fall into the door while being hit by the Geemer. Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
} | 
    
| 
 
 The enemies do not spawn in this room unless Missiles and Morph are collected (even if Zebes is awake). Requires: {
  "enemyDamage": {
    "enemy": "Grey Space Pirate (wall)",
    "type": "contact",
    "hits": 1
  }
}
"Missile"
"Morph" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Shoot a Super at the wall, while the Sciser is directly above Samus. If Samus is on the right side of the door, it will require two Supers, one to knock it down to the platform above her, then another to drop it on her. Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}Dev note: This is just requiring 2 Supers, since the horizontal positioning of Samus is not modeled.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Bottom Left Door 
        To: 1 
Bottom Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake" | 
    
| 
 
 Shoot a Super at the wall, while the Geemer is moving vertically. If it is on the bottom of the shot blocks, it will not fall. Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
} | 
    
| 
 
 Shoot a Super at the wall, while the Geemer is moving vertically. If it is on the bottom of the shot blocks, it will not fall. Requires: {
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Above Power Bomb Blocks - Top Left Door 
        To: 2 
Above Power Bomb Blocks - Top Left Door 
 It takes 80 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck. Requires: "canBePatient"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Above Power Bomb Blocks - Top Right Door 
        To: 3 
Above Power Bomb Blocks - Top Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 4 
    Above Power Bomb Blocks - Middle Left Door 
        To: 4 
Above Power Bomb Blocks - Middle Left Door 
 It takes 70 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck. Requires: "canBePatient"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 5 
    Above Power Bomb Blocks - Bottom Left Door 
        To: 5 
Above Power Bomb Blocks - Bottom Left Door 
 It takes 60 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck. Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 6 
    Above Power Bomb Blocks - Bottom Right Door 
        To: 6 
Above Power Bomb Blocks - Bottom Right Door 
 It takes 50 seconds for the global Zeela to make it over here. A Super could speed this up, but it's likely to just get the Zeela stuck. Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canBeVeryPatient" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canBePatient" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Top Right Door 
        To: 2 
Top Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Spore Spawn",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedSporeSpawn"
}
"canRiskPermanentLossOfAccess"Dev note: This would only be useful to leave in g-mode.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Top Right Door 
        To: 1 
Top Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Left Vertical Door 
        To: 1 
Left Vertical Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (green)",
    "type": "contact",
    "hits": 1
  }
}Dev note: It looks like the only way to remain in the room is by starting on the right side and triggering a turnaround, with or without artificial morph.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Bottom Left Door 
        To: 2 
Bottom Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Left Side - Top Door 
        To: 1 
Left Side - Top Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Left Side - Top Middle Door 
        To: 2 
Left Side - Top Middle Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Left Side - Bottom Middle Door 
        To: 3 
Left Side - Bottom Middle Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
}
"canBeExtremelyPatient" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Waver",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Use a Super to knock off the Viola to regain mobility. The Viola on the top right of the screen is the only one that can hit Samus here. Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Viola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Geemer (grey)",
    "type": "contact",
    "hits": 1
  }
}Dev note: FIXME: There is likely a downward G-Mode setup using a Geemer.  | 
    
        From: 1 
    Left Shaft - Top Left Door 
        To: 1 
Left Shaft - Top Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Left Shaft - Bottom Right Door 
        To: 2 
Left Shaft - Bottom Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sm. Dessgeega",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: "canBePatient"
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Middle Right Door 
        To: 2 
Middle Right Door 
 It takes about 2.5 minutes for the Sova to get to this door and hit Samus. Alternatively, use a Super as the third Sova has started going off screen to speed it up to 40 seconds. Requires: {
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "canBePatient"
  ]
}
{
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Bottom Right Door 
        To: 3 
Bottom Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Sova",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Viola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Ripper 2 (red)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "not": "f_DefeatedGoldenTorizo"
}
"canRiskPermanentLossOfAccess"
{
  "enemyDamage": {
    "enemy": "Golden Torizo",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Yellow Space Pirate (wall)",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 2 
    Bottom Left Door 
        To: 2 
Bottom Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Viola",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Bottom Right Door 
        To: 3 
Bottom Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Viola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Viola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Holtz",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Middle Right Door 
        To: 3 
Middle Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Kihunter (red)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "not": "f_DefeatedRidley"
}
"canRiskPermanentLossOfAccess"
{
  "enemyDamage": {
    "enemy": "Ridley",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "not": "f_DefeatedRidley"
}
"canRiskPermanentLossOfAccess"
{
  "enemyDamage": {
    "enemy": "Ridley",
    "type": "contact",
    "hits": 1
  }
}Dev note: FIXME: Ridley could also be used to set up G-mode, but the chaos of the fight makes this difficult.  | 
    
| 
 
 Requires: {
  "or": [
    {
      "enemyDamage": {
        "enemy": "Covern",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Atomic",
            "type": "contact",
            "hits": 1
          }
        },
        "f_DefeatedPhantoon"
      ]
    }
  ]
}Dev note: The Covern will do more damage than the Atomic, so there is no canRiskPermanentLossOfAccess.  | 
    
| 
 
 Requires: {
  "or": [
    {
      "enemyDamage": {
        "enemy": "Kihunter (yellow)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Covern",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}Dev note: The Kihunter will do more damage than the Covern, so whether Phantoon is dead or not, that strat will be accurate or conservative.  | 
    
| 
 
 Use a Covern or Kihunter. A flying Kihunter will collide with Samus eventually, which could take up to 30 seconds, based on her positioning. Requires: {
  "or": [
    {
      "enemyDamage": {
        "enemy": "Kihunter (yellow)",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Covern",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}Dev note: The Kihunter will do more damage than the Covern, so whether Phantoon is dead or not, that strat will be accurate or conservative.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}
"f_DefeatedPhantoon" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}
"f_DefeatedPhantoon" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Phantoon",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"Dev note: This would only be useful to leave in g-mode.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
}
"f_DefeatedPhantoon" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
}
"f_DefeatedPhantoon" | 
    
| 
 
 Requires: {
  "or": [
    {
      "enemyDamage": {
        "enemy": "Covern",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Bull",
            "type": "contact",
            "hits": 1
          }
        },
        "f_DefeatedPhantoon"
      ]
    }
  ]
}Dev note: The Covern will do more damage than the Bull, so there is no canRiskPermanentLossOfAccess.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
        From: 3 
    Bottom Left Door 
        To: 3 
Bottom Left Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
        From: 4 
    Top Right Door 
        To: 4 
Top Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
        From: 5 
    Middle Right Door 
        To: 5 
Middle Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
        From: 6 
    Bottom Right Door 
        To: 6 
Bottom Right Door 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
| 
 
 Line up with the far right or left side of doorframe in the room below, to be able to not fall back through after entry, as the door remains open. Be careful not to fall into the door while being hit by the Covern. Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Covern",
    "type": "contact",
    "hits": 1
  }
}
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess" | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Skultera",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Start on the far right or left side to get hit by the crab. If on the right side, carefully land on the right edge; if in artificial morph, use Spring Ball or quickly bomb to kill or boost over the crab to avoid a second hit. Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}Dev note: Using artificial morph in-room will already require some sort of movement, so it is not included here to avoid a second hit.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 6 
    Left Morph Passage Doorway 
        To: 6 
Left Morph Passage Doorway 
 Requires: {
  "or": [
    "Morph",
    "canOffScreenMovement"
  ]
}
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}Dev note: The tunnel does not need to be expanded for Samus to get into the morph tunnel without getting stuck, regardless of if she has Morph or is artificial morphing. Timing the artificial morph turnaround without being able to see Samus or the crab requires canOffScreenMovement. FIXME: This should not be needed if the tunnel is expanded and Samus is leaving without being morphed, but there currently isnt a way to represent that.  | 
    
| 
 
 In order to not fall back into the room below, enter on the far left and face and hold left while getting hit, or enter on the far right side while facing left and turn around and hold right white getting hit. Requires: {
  "enemyDamage": {
    "enemy": "Skultera",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Yard",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Yard",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Yard",
    "type": "contact",
    "hits": 1
  }
}Dev note: Requires entry on either side of the doorway, but not the center.  | 
    
        From: 1 
    Top Left Sand Entrance 
        To: 1 
Top Left Sand Entrance 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 3 
    Top Right Sand Entrance 
        To: 3 
Top Right Sand Entrance 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
}Dev note: Requires entering on either side of the doorway, but not in the center.  | 
    
| 
 
 Requires: {
  "not": "f_DefeatedDraygon"
}
"canRiskPermanentLossOfAccess"
{
  "enemyDamage": {
    "enemy": "Draygon",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Top Sand Entrance 
        To: 1 
Top Sand Entrance 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Top Sand Entrance 
        To: 1 
Top Sand Entrance 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zoa",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zoa",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
} | 
    
        From: 1 
    Top Sand Entrance 
        To: 1 
Top Sand Entrance 
 Requires: {
  "enemyDamage": {
    "enemy": "Bull",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: "canBePatient"
{
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: "canBeVeryPatient"
{
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zoa",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Zoa",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
}Dev note: This can only be useful if the door does not connect to the Pants Room.  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 1
  }
}Dev note: This is not possible in vanilla, because there is no way to enter through this door. FIXME: There is a strat from here to 5 with IBJ (Spring Ball + HiJump or ceiling bomb jump).  | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Shaktool",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "canBePatient",
    {
      "and": [
        "canRiskPermanentLossOfAccess",
        {
          "not": "f_ShaktoolDoneDigging"
        }
      ]
    }
  ]
} | 
    
| 
 
 Wait for Shaktool. If Shaktool's camera is fixed it is possible without Shaktool, by using a Snail (Yard): a Super or any SBA can trigger a Yard to attack. Requires: {
  "enemyDamage": {
    "enemy": "Shaktool",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "f_ShaktoolDoneDigging",
    {
      "obstaclesCleared": [
        "f_ShaktoolDoneDigging"
      ]
    }
  ]
} | 
    
        From: 2 
    Right Door 
        To: 2 
Right Door 
 If Shaktool's camera is fixed it is possible to regain mobility by using a Snail (Yard): a Super or any SBA can trigger a Yard to attack. Requires: {
  "enemyDamage": {
    "enemy": "Yard",
    "type": "contact",
    "hits": 1
  }
}
"h_ShaktoolCameraFix"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "canTrickyGMode",
        "canSpecialBeamAttack",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 1
          }
        }
      ]
    }
  ]
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom2",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom2"
          ]
        }
      ]
    },
    {
      "metroidFrames": 120
    }
  ]
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 If alive, the Metroids do up to 78 damage before the Rinka hits. Entering through the middle of the door will require less damage. Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    {
      "or": [
        "f_KilledMetroidRoom4",
        {
          "obstaclesCleared": [
            "f_KilledMetroidRoom4"
          ]
        }
      ]
    },
    {
      "metroidFrames": 104
    }
  ]
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Tourian Space Pirate (all)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Tourian Space Pirate (all)",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Blue Sidehopper",
    "type": "contact",
    "hits": 1
  }
} | 
    
| 
 
 Requires: {
  "enemyDamage": {
    "enemy": "Blue Sidehopper",
    "type": "contact",
    "hits": 1
  }
} |