canTrickyGMode (Insane)

Doing something particularly precise, risky, or unintuitive while in G-mode or while setting up G-mode. This includes very precise movement, enemy manipulation, and timings, where a failure may result in soft-lock or death. This also includes complex dodging of invisible projectiles or camera scroll blocks, and it can be paired with complex off-screen movement.

Dependencies: canUseEnemies, canCarefulJump, canComplexGMode, canManageReserves, canPreciseReserveRefill, canInsaneJump, canGMode, canTrickyJump

Difficulty filter

Strats ()

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

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"
}
{
  "or": [
    "canTrickyGMode",
    "Morph"
  ]
}
"h_artificialMorphMovement"
"canOffScreenMovement"
{
  "or": [
    "h_ClimbWithoutLava",
    {
      "and": [
        "h_lavaProof",
        {
          "or": [
            "h_artificialMorphSpringBall",
            "Morph",
            "Gravity"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

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"
}
"canTrickyGMode"
"h_artificialMorphIBJ"
"canBeExtremelyPatient"
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"
}
"canTrickyGMode"
"h_artificialMorphIBJ"
"canBeExtremelyPatient"
From: 5
Bottom Right Door
To: 4
Middle Right Door

Overload PLMs using the scroll block next to the bottom right bomb blocks, allowing passage through them by making them become air. If Morph is unavailable, then careful movement will be required to get past the Pirates without taking a hit from them or their stationary, invisible lasers. If using a PB to kill the pirates, overload the PLMs at the bottom. If the top bomb block is hit with a PB before PLMs are overloaded, they will remain solid.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            "canTrickyDodgeEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        "canTrickyGMode"
      ]
    },
    {
      "and": [
        "h_artificialMorphMovement",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_ZebesNotAwake",
        "h_artificialMorphMovement"
      ]
    }
  ]
}
From: 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. The Geemer hits can be avoided with Bombs or SpringBall. Alternatively, use a Power Bombs, to kill the Geemers and another to boost over to the left Alcatraz entrance, as the Power Bomb blast will render the bomb blocks solid, unable to be turned to air. This is possible but tricky to do with a single Power Bomb: In direct G-mode, use Samus' i-frames to roll through the first Geemer and horizontally bomb boost onto the ledge. In indirect G-mode, roll immediately and place the Power Bomb just after the first downward slope to jump over both Geemers.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphMovement",
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "h_additionalBomb",
            "canTrickyGMode"
          ]
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Geemer (blue)",
        "type": "contact",
        "hits": 1
      }
    },
    "h_ZebesNotAwake"
  ]
}
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:

"canTrickyGMode"
{
  "notable": "Alcatraz Escape G-Mode Crystal Flash Then Forced Standup"
}
"h_ZebesIsAwake"
"canBeVeryPatient"
{
  "ammo": {
    "type": "Super",
    "count": 3
  }
}
"h_artificialMorphCrystalFlash"
"canPauseAbuse"
{
  "autoReserveTrigger": {}
}
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}

Dev note: FIXME: A version of this strat could be added with canRiskPermanentLossOfAccess requiring fewer Supers and time, if Samus has no tanks.

From: 1
Top Door
To: 1
Top Door

Wait for a crab to come to this door and shoot a Super to knock it off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock the crab while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Entrance condition:

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

Requires:

"canTrickyGMode"
"h_preciseIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

From: 2
Left Door
To: 1
Top Door

Overload PLMs by placing Bombs at the far right, against the bottom of the crumble block, at the right of the low underwater ceiling. With artificial morph, safely bomb the fast crab by waiting just left of where it falls. Lure a crab to the top door or wait for the global crab to come back around, which can take up to 2.5 minutes. Shoot a Super to knock the crab off, then quickly freeze it at the right height and use it to clip up past the door shell. Knock it off while it is on the sloped tiles near the top door, not on the door itself, otherwise it will never be in the correct height. Because of the shot firing rate, it can help to crouch and shoot the Super to the side to give it a bit more time to knock the crab off.

Entrance condition:

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

Requires:

"canBeVeryPatient"
"canTrickyGMode"
"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canSunkenTileWideWallClimb"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
"h_preciseIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 1
Top Left Door
To: 7
Junction (Zebbo Farms)

Roll through the item to mostly overload PLMs before falling into the pit and fully overloading them with the camera scroll blocks. Fully overloading the PLMs before touching the camera scroll blocks will prevent the camera from following Samus after exiting G-mode. While falling, carefully avoid touching the thorns 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, or precisely jump underneath it.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 5
}
"canRiskPermanentLossOfAccess"
"canOffScreenMovement"
"canComplexGMode"
{
  "or": [
    "canTrickyGMode",
    "h_artificialMorphPowerBomb",
    "ScrewAttack",
    "Ice",
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Clears obstacles: B

Collects items: 5

From: 1
Top Left Door
To: 7
Junction (Zebbo Farms)

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 Power Bombs. This can be done with as few as 2 Power Bombs by placing the bomb, moving slightly, then as it boosts Samus horizontally, hold backwards to avoid landing on another crumble block. Otherwise it takes 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, or precisely jump underneath it.

Entrance condition:

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

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_artificialMorphBombs",
    "h_artificialMorphSpringBall",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphPowerBomb",
    "ScrewAttack",
    "canTrickyGMode",
    {
      "and": [
        "canComplexGMode",
        {
          "or": [
            "Ice",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Clears obstacles: B

Dev note: FIXME: With only 2 Power Bombs, this would force the item pickup in direct G-mode.

From: 2
Top Right Door
To: 7
Junction (Zebbo Farms)

Carefully Bomb boost across the pit and roll through the item to mostly overload PLMs before falling into the pit and fully overloading them with the camera scroll blocks. Fully overloading the PLMs before touching the camera scroll blocks will prevent the camera from following Samus after exiting G-mode. While falling, carefully avoid touching the thorns 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, or precisely jump underneath it.

Entrance condition:

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

Requires:

{
  "itemNotCollectedAtNode": 5
}
"canRiskPermanentLossOfAccess"
"canOffScreenMovement"
"h_artificialMorphPowerBomb"
"canComplexGMode"
{
  "or": [
    "canTrickyGMode",
    "h_artificialMorphPowerBomb",
    "ScrewAttack",
    "Ice",
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Clears obstacles: B

Collects items: 5

Dev note: With more movement items, Samus can use the camera scroll blocks above the crumble blocks to overload PLMs.

From: 2
Top Right Door
To: 7
Junction (Zebbo Farms)

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 Power Bombs. This can be done with as few as 2 Power Bombs by placing the bomb, moving slightly, then as it boosts Samus horizontally, hold backwards to avoid landing on another crumble block. Otherwise it takes 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, or precisely jump underneath it.

Entrance condition:

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

Requires:

"canOffScreenMovement"
{
  "or": [
    "h_artificialMorphBombs",
    "h_artificialMorphSpringBall",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 2
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphPowerBomb",
    "ScrewAttack",
    "canTrickyGMode",
    {
      "and": [
        "canComplexGMode",
        {
          "or": [
            "Ice",
            {
              "ammo": {
                "type": "Missile",
                "count": 1
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Clears obstacles: B

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

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        {
          "tech": "canBombHorizontally"
        },
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 6
          }
        },
        {
          "or": [
            "canComplexGMode",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 2
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        },
        {
          "or": [
            "canComplexGMode",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        "canTrickyGMode"
      ]
    }
  ]
}

Clears obstacles: A

Dev note: G-mode isnt helpful here with real Morph.

From: 4
Bottom Right Door
To: 5
Top Item

Cross the room while killing the Beetoms, then bomb the bottom of the crumble blocks to overload PLMs and go through.

Entrance condition:

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

Requires:

"h_artificialMorphIBJ"
{
  "or": [
    "canTrickyGMode",
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 3
          }
        },
        {
          "or": [
            "canComplexGMode",
            {
              "ammo": {
                "type": "PowerBomb",
                "count": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "ScrewAttack",
            "Ice",
            {
              "ammo": {
                "type": "Missile",
                "count": 5
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 5
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "canBeVeryPatient",
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "canBePatient",
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "canBePatient",
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 2
Top Right Door

Lure a Kihunter over to the right near the door. Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height.

Entrance condition:

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

Requires:

{
  "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray"
}
"canTrickyGMode"
"h_preciseIceClip"
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 2
Top Right Door
To: 2
Top Right Door

Lure a Kihunter over to the right near the door (it may be easiest not to use the one that starts near the door). Damage it so that it falls to the ground. There is a 2 frame window at the beginning of its hop where Samus can use it to clip through the door Be careful to avoid touching the invisible, stationary projectiles that it spits out. Without Morph, jump onto the right side of it in order to have a chance to wiggle off quickly in case it is frozen at the wrong height.

Entrance condition:

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

Requires:

{
  "notable": "Ice Clip Door Lock Skip Without Morph and X-Ray"
}
"canTrickyGMode"
"h_preciseIceClip"
{
  "or": [
    "Morph",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

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

Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. After clipping up, stand hanging slightly off the edge of the door frame to continue breaking the crumble blocks, allowing the Reo to pass up through them when it thaws. When the Reo is about to come up, after breaking the crumbles for the final time, move slightly left to the safety of the door frame, and crouch for a moment before pressing left to enter the door transition.

Requires:

"canTrickyGMode"
"h_preciseIceClip"
{
  "notable": "Reo Ice Clip Without Morph and X-Ray"
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Dev note: Morph could help with this trick, but we use the morphless notable for difficulty placement.

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"
"canTrickyGMode"
{
  "thornHits": 2
}
"h_artificialMorphPowerBomb"

Clears obstacles: B

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_artificialMorphLongCeilingBombJump"
"canBeVeryPatient"
"canTrickyGMode"
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_artificialMorphBombHorizontally"
"h_artificialMorphIBJ"
"h_artificialMorphLongCeilingBombJump"
"canBeVeryPatient"
"canTrickyGMode"
From: 1
Right Door
To: 2
Hidden Ceiling Item

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

Entrance condition:

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

Requires:

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

Clears obstacles: A

From: 1
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. It is possible but tricky to do this damageless without a Power Bomb. Get the first Kihunter to swoop left twice, then quickly move back and forth getting each other Kihunter to swoop without touching Samus. In immobile, the Kihunters are in a worse location, but Samus starts with i-frames, so it is a similar difficulty.

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphPowerBomb",
    "canTrickyGMode",
    {
      "enemyDamage": {
        "enemy": "Kihunter (green)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Triple Spring Ball jump through the Lava Dive. Start with a Gravity jump, then delay the second jump as much as possible, and get all of the pauses close to as early as possible.

Entrance condition:

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

Requires:

{
  "notable": "Artificial Morph, Triple Spring Ball Jump"
}
"canTrickyGMode"
{
  "tech": "canDoubleSpringBallJumpMidAir"
}
"h_artificialMorphSpringBall"
"canInsaneJump"
{
  "lavaFrames": 275
}
{
  "gravitylessLavaFrames": 200
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Right Door
To: 1
Left Door

Triple Spring Ball jump through the Lava Dive. Delay the second jump as much as possible, and get all of the pauses close to as early as possible.

Entrance condition:

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

Requires:

{
  "notable": "Artificial Morph, Triple Spring Ball Jump"
}
"canTrickyGMode"
"h_artificialMorphDoubleSpringBallJump"
"canInsaneJump"
{
  "gravitylessLavaFrames": 640
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter the morph tunnel then exit G-mode. Shooting the shot block off screen can be done by jumping and shooting up or with Grapple or a Power Bomb. Getting positioned under the shot block can be done by walking into the camera scroll block and then walking against the right wall, jump to the left and walk a little more (about one more tile). This will also give some visibility of Samus. Without heat damage, it is recommended to jump up past the shot block and wait for it to respawn; with the block intact, Samus can't accidentally touch the lava.

Entrance condition:

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

Requires:

"h_heatedGMode"
"canComplexGMode"
"canOffScreenMovement"
{
  "or": [
    "h_artificialMorphMovement",
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "canTrickyJump",
        "h_heatProof"
      ]
    },
    {
      "and": [
        "h_heatProof",
        "h_lavaProof",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 1000
}
{
  "or": [
    "canTrickyGMode",
    {
      "heatFrames": 500
    }
  ]
}

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":20}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":60}]}

Dev note: These heat frames are not very tight, as the room is difficult to do consistently.

From: 2
Far Left Door
To: 4
Bottom Right Door

Use a complex lure to get the right-most Multiviola (which is initially moving to the left) to the bottom right door. Break a specific set of the speed blocks and let the Multiviola bounce off of them before breaking the rest. There are multiple ways to get the Multiviola to the right door, all of which require breaking the speed blocks to the left of the crumble bridge and some to them to the right. Break the speed blocks in one of the following ways: 1. The first 2 columns. 2. The first 8 columns. 3. The entire first chunk (10 columns). 4. The first chunk and all but the last column of the second (leaving an isolated block). 5. The first two chunks and all but the last column of the third (leaving an isolated stack of two blocks). Then let the Multiviola bounce several times until it is in a consistent pattern before breaking the rest. Note that option number 3 puts the Multiviola into an odd pattern where it has two distinct alternating cycles; wait for it to hit the right of the right stalactite, then the wall, then break the remaining blocks.

Requires:

"canTrickyGMode"
"h_heatProof"
"canBePatient"
"canCameraManip"
"SpeedBooster"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Dev note: It appears that there is no way to get the multiviola to get to one of the upper doors on the shaft; There are two known cycles to get it to start going up, but both get stuck in the same location. The first three Multiviolas aren't able to make it to the right shaft, regardless of how the door and speed blocks are manipulated. The fourth was tested by removing a single column of speed blocks at a time and clearing the rest before and after it gets to its cycle. The bottom door is rarely hit, but opening it during the cycle was not always tested thoroughly. It doesn't appear to be possible to lure it higher, but other things to try include: breaking speed blocks less than a column at a time, breaking some of the blocks then some more (not all of the remaining), or precisely timing the breaking of the crumble blocks.

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

Climb down using the solid crumble blocks. It is possible to use a Super to knock a Sova off and kill it by the door and pause abuse to grab its Energy drop on G-mode exit with a very precise positioning jump or large Energy drop. With a second Super it is recommended to bring down the other clockwise Sova as well (at the top of the room), and stack their drops. It is also possible to do it without a Super if the Sova drops a large Energy drop. There is a way to do this with two Sova, and if either drops a large Energy, Samus can survive: kill both of the bottom two Sova at the bottom right corner of their platforms, stand on the middle of the platform with the second lowest Sova, and hold right when exiting G-mode.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "heatFrames": 45
    },
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "or": [
            "canTrickyGMode",
            {
              "ammo": {
                "type": "Super",
                "count": 2
              }
            }
          ]
        }
      ]
    }
  ]
}
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 utilizing Samus' i-frames on room entry. After morphing, immediately roll to the right, through the Small Dessgeega. Either precisely dodge all of the enemies or quickly place a Power Bomb to kill several of them. 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_artificialMorphMovement"
{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "canInsaneJump"
      ]
    },
    "canTrickyGMode",
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"h_artificialMorphPowerBomb"

Clears obstacles: A, B, C

From: 1
Left Door
To: 1
Left Door

Wait for the acid to lower then quickly roll part way forward to trigger the Metarees and return. Then go again without any difficulty. With Power Bombs alone is particularly challenging. Use a Power Bomb to kill the Gamets to prevent them from respawning. Place a bomb at the edge of the runway then hold forward with 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.

With high movement precision, it is recommended to start a bit away from the edge (fully on the runway), giving a 3-frame window, or to start on the last pixel of the runway, giving a 4 frame window plus an extra non-consecutive frame. With slightly less precision, it may be worth starting as close to the edge as possible without falling off, as there are typically 4 non-consecutive frames that work (consisting of approximately alternating frames in a 6-frame window). Rolling into the bomb with momentum is not recommended and gives only a 2-frame window.

Entrance condition:

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

Requires:

"canTrickyGMode"
"h_artificialMorphBombHorizontally"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 6
  }
}

Collects items: 2

Dev note: The requirements here are to get the item and return, as the item cannot be used during the return. It appears that there is virtually no risk in overloading PLMs - the left runway isn't close enough, and even placing two on each pillar will not overload PLMs. FIXME: Getting extra horizontal distance from the bomb needs a tech.

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. With Grapple, it can help to immediately press down after connecting to the block in order to get a quicker swing to the right.

Requires:

"h_navigateUnderwater"
{
  "or": [
    {
      "resourceCapacity": [
        {
          "type": "Super",
          "count": 1
        }
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canTrickyGMode"
{
  "or": [
    {
      "and": [
        "Gravity",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrickyWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canPreciseGrapple"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

It can help to moonwalk towards a Mella that has never been on screen, so that it starts swooping immediately as it first enters the screen. This will make it so that when Samus is below it, it will always swoop and go up slightly compared to the previous swoop. Once it is close to the right height, move away so it stops swooping, freeze it and quickly try the clip, if it doesn't work, quickly leave and try again.

Entrance condition:

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

Requires:

"canComplexGMode"
"canManipulateMellas"
{
  "or": [
    "h_preciseIceClip",
    "h_highPixelIceClip"
  ]
}
"canInsaneJump"
{
  "or": [
    "Morph",
    "canTrickyGMode",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

Lure the Gamets to the top left door with Ice and 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:

"canTrickyGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Grapple",
    {
      "and": [
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canWalljump",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: This is possible with fewer requirements, but it is already pretty terrible.

From: 2
Right Door
To: 1
Left Door

Despawn the gate in indirect G-mode then cross the room while dodging the Rippers. It is possible to cross the room damageless without any items. Crouch under the first Rippers then jump with a precise timing to go over the next without hitting the highest ones. With two small forward spin jumps, jump over the three Rippers that come from behind. Move to the first platform and jump over them again. Cross the rest of the room while weaving through the Rippers to get to the left side. It is possible to kill a Ripper near the left door and pause abuse to collect its drop on G-mode exit.

Entrance condition:

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

Requires:

"canTrickyGMode"
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 4
Hidden Right Item

Quickly roll to the left side of the room and IBJ through the crumble blocks before GT gets there, if it is alive. Starting from a jump or with a double bomb jump can help speed this up and make it much easier, but Samus needs to bomb slowly near the top to prevent hitting the crumble blocks before PLMs are overloaded. Get GT to jump away then again jump into IBJ and climb to the right item. Note that Samus can roll under GT, but when it attacks, it places stationary invisible projectiles, which may block Samus' path. Place a Power Bomb then quickly exit G-mode to quickly clear all of the bomb blocks, otherwise it is possible to get out with a few Bombs or Screw Attack.

Entrance condition:

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

Requires:

"h_heatedGMode"
"h_artificialMorphLongIBJ"
{
  "or": [
    {
      "or": [
        "f_DefeatedGoldenTorizo",
        {
          "obstaclesCleared": [
            "f_DefeatedGoldenTorizo"
          ]
        }
      ]
    },
    {
      "and": [
        "canInsaneJump",
        "h_artificialMorphJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphDoubleBombJump"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "heatFrames": 70
        }
      ]
    },
    {
      "and": [
        "h_useMorphBombs",
        {
          "heatFrames": 250
        }
      ]
    },
    {
      "and": [
        "ScrewAttack",
        {
          "heatFrames": 50
        }
      ]
    }
  ]
}

Clears obstacles: door_2

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

IBJ up the room while avoiding any of the invisible, stationary lasers that the pirates have placed; it is possible to manipulate the bottom pirate to place several lasers, in order to overload them, and then IBJ over the pirate and IBJ again from the right corner. Overloading the lasers can prevent the wall pirates from placing one when they jump. Abort the IBJ and fall if necessary to avoid a pirate hit. It is then possible to shoot at the door and then use X-Ray, so the shot hits immediately afterwards.

Entrance condition:

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

Requires:

"h_heatedGMode"
"h_artificialMorphIBJ"
"canTrickyGMode"
{
  "heatFrames": 70
}
From: 4
Top Right Door
To: 1
Top Left Door

Fall behind the standing pirate and avoid getting hit by one of its stationary, invisible lasers, or the wall pirate. Kill the pirate while it is by the left door, which requires 3 Power Bombs. Exit G-mode and pause abuse to pick up it's drops before going through the door.

Entrance condition:

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

Requires:

"canTrickyGMode"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 3
  }
}
"h_heatedGModePauseAbuse"
From: 4
Top Right Door
To: 1
Top Left Door

Fall behind the standing pirate and avoid getting hit by one of its stationary, invisible lasers, or the wall pirate. Crouch so that it can walk to the left door and kill it. Exit G-mode and pause abuse to pick up it's drops before going through the door.

Entrance condition:

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

Requires:

"canTrickyGMode"
{
  "enemyKill": {
    "enemies": [
      [
        "Yellow Space Pirate (standing)"
      ]
    ]
  }
}
"h_heatedGModePauseAbuse"
From: 3
Bottom Horizontal Door
To: 2
Right Vertical Door

It is tricky to climb the room without fully overloading PLMs. With Ice and either HiJump or Spring Ball, freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Alternatively, with Spring Ball and either HiJump, Bombs, or Power Bombs, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Once up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. This will finish overloading PLMs. Blindly traverse the maze until the end, where Samus will be stuck at the far right next to the shot block. Exit G-mode just one tile to the left, Morph, use a Bomb or Power Bomb to destroy the shot block and escape through the door.

There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"canTrickyGMode"
{
  "or": [
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "HiJump"
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "h_useSpringBall"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_useSpringBall"
      ]
    },
    "canSpringBallBombJump"
  ]
}
"h_bombThings"
"h_heatedGModeOffCameraDoor"
{
  "heatFrames": 200
}

Collects items: 4

From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door

It is tricky to climb the room without fully overloading PLMs. With Spring Ball, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. The first jump can be done with HiJump or a bomb boost into Spring Ball jump. Up above, unmorph and get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it.

There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door.

Entrance condition:

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

Requires:

"canTrickyGMode"
"h_artificialMorphSpringBall"
{
  "or": [
    "HiJump",
    "h_artificialMorphSpringBallBombJump"
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 3
Bottom Horizontal Door
To: 3
Bottom Horizontal Door

It is tricky to climb the room without fully overloading PLMs. Freeze the left Alcoon to the right of where it jumps out of the ground. With HiJump, spin jump off of it and land directly on the middle stair platform. With Spring Ball, morph on top of the Alcoon, jump to barely land on the lowest platform while avoiding the camera scroll blocks one tile above, then use Spring Ball again to jump to the next platform. Up above, get onto the edge of the runway leading right, then run through the camera scroll blocks to reach the item. Wait at least 35 seconds for the Alcoon to jump back down before returning to the door, or kill it with a Power Bomb or SBA. Stand close to the transition and use X-Ray then hold right to leave the room before the door closes. Note that spending any extra frames in the camera scroll blocks will overload PLMs before reaching the item and prevent remote acuiring it.

There is a row of camera scroll blocks two-tiles above the bottom left platform, and a column two-tiles away from the right of the gap in front of the left door.

Entrance condition:

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

Requires:

"canTrickyGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "h_useSpringBall"
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 4
G-Mode Junction
To: 1
Left Door

The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door.

Requires:

"h_heatedGMode"
"canTrickyGMode"
{
  "notable": "Speed Echoes Kill"
}
{
  "canShineCharge": {
    "usedTiles": 18,
    "openEnd": 1
  }
}
{
  "shinespark": {
    "frames": 9,
    "excessFrames": 9
  }
}
{
  "shinespark": {
    "frames": 9,
    "excessFrames": 9
  }
}
"canUseSpeedEchoes"
{
  "or": [
    {
      "heatFrames": 45
    },
    "h_heatedGModePauseAbuse"
  ]
}

Clears obstacles: A

Dev note: It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags.

From: 4
G-Mode Junction
To: 2
Right Door

The pirates will place stationary, invisible projectiles when they jump or Samus runs through them, making that portion of the runway unusable without taking damage. To prevent this, it is important to shinecharge with only a small portion of the room to prevent the opposite pirate from placing a projectile. After shinecharging through the first pirate, stand between where it jumps, then near the end of the shinecharge timer, spark vertically with low energy to kill the pirate. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and open the door and leave. Otherwise, it requires exiting G-mode at the left side of the room, shooting the door and returning to the right side of the room.

Requires:

"h_heatedGMode"
"canTrickyGMode"
{
  "notable": "Speed Echoes Kill"
}
{
  "canShineCharge": {
    "usedTiles": 18,
    "openEnd": 1
  }
}
{
  "shinespark": {
    "frames": 9,
    "excessFrames": 9
  }
}
{
  "shinespark": {
    "frames": 9,
    "excessFrames": 9
  }
}
"canUseSpeedEchoes"
{
  "or": [
    {
      "heatFrames": 190
    },
    "h_heatedGModePauseAbuse"
  ]
}

Clears obstacles: A

Dev note: FIXME: These heat frames would be lower if both doors were locked and either could be used to set the metal pirates kill flag. It is possible to enter the room in direct G-mode, kill the pirates, return to the open door, then exit G-mode and quickly touch the transition to awaken Zebes (but not get the metal pirates kill flag). This is not included, as it is a very niche knowledge check, and at that point, you might as well pause abuse to get the pirate drops and both flags.

From: 2
Right Door
To: 1
Left Door

Entrance condition:

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

Requires:

"ScrewAttack"
{
  "or": [
    "SpaceJump",
    "canTrickyGMode",
    {
      "and": [
        "canTrickyJump",
        "canPreciseWalljump",
        {
          "acidFrames": 10
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        {
          "acidFrames": 24
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50},{"acidFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110},{"acidFrames":110}]}
From: 2
Bottom Right Vertical Door
To: 3
Middle Right Door

Overload PLMs by rolling through the camera scroll block just right of the bomb blocks, then roll through the morph tunnel and use a bomb boost or Spring Ball to escape the tunnel and get to the door. Without a way to boost out of the tunnel, exit G-mode and use a two-turn X-Ray climb, then ceiling clip by jumping out of the tunnel. Note that the Kihunter is global, and will hit Samus. Without any way to know where the Kihunter will be, a contact hit is expected without Screw Attack.

Entrance condition:

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

Requires:

"h_artificialMorphMovement"
"canOffScreenMovement"
{
  "or": [
    "h_artificialMorphBombThings",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "canXRayClimb",
        "canCeilingClip",
        {
          "heatFrames": 450
        },
        {
          "or": [
            "canTrickyGMode",
            {
              "heatFrames": 200
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "ScrewAttack",
    {
      "enemyDamage": {
        "enemy": "Kihunter (red)",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_heatedGModeOffCameraDoor"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

{"types":["missiles"],"requires":[{"heatFrames":50}]}
{"types":["super"],"requires":[]}
{"types":["powerbomb"],"requires":[{"heatFrames":110}]}

Dev note: It is also possible, but not expected, to kill the Kihunter by the door and use its drop to get out of the room. Because this is blind and there doesn't appear to be a way to fix the camera, it is not expected to climb higher in the room. FIXME: These door unlock heat frames could be lowered, but it depends on if the Kihunter is alive, and if Samus had to exit G-mode to get out of the tunnel.

From: 1
Left Door
To: 3
Ridley

Enter the room in G-mode and quickly kill Ridley with 30 Supers. G-mode protects against heat damage but also causes Ridley's fireballs to be invisible and not move. As long as Ridley is swooping, not many fireballs will be placed, so delaying Ridley from pogoing can be helpful. Once Ridley begins pogoing, it generally becomes unsafe for Samus to jump high because of the risk of touching a fireball. By the end of the fight, projectiles will probably be overloaded, causing Ridley's drops not to spawn; they can be collected by exiting G-mode just before drops spawn, and pause abusing if necessary.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Ridley with 30 Supers"
}
"canTrickyGMode"
"h_heatedGMode"
{
  "heatFrames": 0
}
{
  "ammo": {
    "type": "Super",
    "count": 30
  }
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "resourceAtMost": [
            {
              "type": "Energy",
              "count": 1
            }
          ]
        },
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 100
          }
        }
      ]
    },
    "free"
  ]
}

Clears obstacles: f_DefeatedRidley, door_1

Sets flags: f_DefeatedRidley

Dev note: FIXME: Leaving back through the open door while still in G-Mode is also possible, and free to do.

From: 2
Right Door
To: 2
Right Door

It is much more common for Ridley to hit Samus when Ridley is facing left. One way to get Ridley to turn around is when it pogos on the right side of the room, stationary spin jump and break spin. The fireballs can be tricky to deal with in the door frame, but can be done by dropping down and quickly wall jumping back up or by kagoing them.

Requires:

{
  "heatFrames": 900
}
{
  "or": [
    "canTrickyGMode",
    {
      "heatFrames": 180
    }
  ]
}
"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}
{
  "not": "f_DefeatedRidley"
}
"canRiskPermanentLossOfAccess"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: Not likely to be possible, as it requires canRiskPermanentLossOfAccess and Ridley alive with the door unlocked. The extra heat frames are a leniency to account for randomness.

From: 2
Right Door
To: 3
Ridley

Enter the room in G-mode and quickly kill Ridley with 30 Supers. G-mode protects against heat damage but also causes Ridley's fireballs to be invisible and not move. As long as Ridley is swooping, not many fireballs will be placed, so delaying Ridley from pogoing can be helpful. Once Ridley begins pogoing, it generally becomes unsafe for Samus to jump high because of the risk of touching a fireball. By the end of the fight, projectiles will probably be overloaded, causing Ridley's drops not to spawn; they can be collected by exiting G-mode just before drops spawn, and pause abusing if necessary.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Ridley with 30 Supers"
}
"canTrickyGMode"
"h_heatedGMode"
{
  "heatFrames": 0
}
{
  "ammo": {
    "type": "Super",
    "count": 30
  }
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "resourceAtMost": [
            {
              "type": "Energy",
              "count": 1
            }
          ]
        },
        {
          "partialRefill": {
            "type": "Energy",
            "limit": 100
          }
        }
      ]
    },
    "free"
  ]
}

Clears obstacles: f_DefeatedRidley, door_2

Sets flags: f_DefeatedRidley

Dev note: FIXME: Leaving back through the open door while still in G-Mode is also possible, but difficult to do without touching an invisible fireball.

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

Break the bomb blocks with either a fully delayed max height jump from the wall, or with an instant turnaround after jumping from the lower layer of bomb blocks. It is possible to kill the pirate at the top of the room and use a pause abuse on G-mode exit to collect its drops. This requires getting somewhat lucky, as there is approximately a 70% chance that the pirate will give a large energy drop (small is not enough). To do this requires not climbing the room too quickly - one or two failed attempts at breaking the bomb blocks should be plenty, then exit G-mode, pause abuse, and kill the pirate before the pause triggers with a precisely timed spin jump into it.

Entrance condition:

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

Requires:

{
  "notable": "HiJump and Only Screw"
}
"HiJump"
"ScrewAttack"
"canInsaneWalljump"
"canInsaneJump"
"canConsecutiveWalljump"
"canMidairWiggle"
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canTrickyGMode"
      ]
    }
  ]
}

Clears obstacles: A

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

Get to the bomb blocks while morphed, use a Power Bomb, then exit G-mode and drop to the bottom of the room. It is possible to go through the top pirate while it is being hit by a Power Bomb explosion, otherwise it is possible to jump over it with Morph or Spring Ball. With Bombs, it is possible but tricky to IBJ over the pirate or Bomb it many times to kill it without it placing any of its stationary, invisible lasers. Note that the pirate will not turn towards Samus and place a laser if it is moving its head back and forth.

Entrance condition:

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

Requires:

"h_heatedGMode"
"h_artificialMorphPowerBomb"
{
  "or": [
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "canHitbox"
      ]
    },
    "canLateralMidAirMorph",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "Charge",
            {
              "ammo": {
                "type": "Super",
                "count": 3
              }
            },
            {
              "ammo": {
                "type": "Missile",
                "count": 9
              }
            },
            {
              "enemyDamage": {
                "enemy": "Yellow Space Pirate (standing)",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Yellow Space Pirate (standing)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 160
}

Clears obstacles: A

From: 2
Right Door
To: 5
G-Mode Morph Junction (Above Bomb Block)

Avoiding the acid completely requires precise movement. With Spring Ball and Bombs, jump into IBJ to delay while waiting for the acid. With just Spring Ball, perform a well-timed pause to trigger immediately after Samus jumps to get enough horizontal momentum to cross the second Hibashi and land in the alcove. A quick pause with a second spring fling on the descent can help a bit. With just Bombs, this is possible with well-timed, first-try double IBJs.

Entrance condition:

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

Requires:

"canInsaneJump"
{
  "or": [
    "h_artificialMorphJumpIntoIBJ",
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphSpringFling"
      ]
    },
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphBombHorizontally"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: FIXME: Could add strats that take acid damage and are more lenient.

From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door

Exit G-mode while on the item pedestal, while off-camera, then return to the right through the Dessgeega that can't damage Samus off-screen. Use a Power Bomb and fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky.

Requires:

"h_heatedGMode"
"canOffScreenMovement"
"h_usePowerBomb"
{
  "or": [
    "canTrickyGMode",
    {
      "spikeHits": 1
    }
  ]
}
{
  "heatFrames": 550
}

Collects items: 3

Dev note: FIXME: Strats could be added on remote acquire strats that use the item for the escape, such as Morph, explosives, or an E-Tank.

From: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)
To: 1
Bottom Left Door

With a way to move while morphed, use a Power Bomb while on the Power Bomb blocks and quickly exit G-mode. Otherwise, do so to the right of the Power Bomb blocks, quickly exit G-mode, and jump up and over to fall through the blocks. Fall down the spiky shaft and get to the door. Avoiding a spike hit is possible but tricky.

Requires:

"h_heatedGMode"
"canOffScreenMovement"
"h_artificialMorphPowerBomb"
{
  "or": [
    "h_artificialMorphMovement",
    {
      "heatFrames": 100
    }
  ]
}
{
  "or": [
    "canTrickyGMode",
    {
      "spikeHits": 1
    }
  ]
}
{
  "heatFrames": 350
}
From: 1
Left Door
To: 3
Right Door

On room entry, place a Power Bomb to kill the Atomic and land on the Workrobot. Wait for the Workrobot to move across the room until it meets with a second robot. Depending on where the robots place their invisible, stationary lasers, 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 sure to watch and listen for where the robots are placing their lasers; they occupy a 24x24 pixel space and are typically placed with only 1-2 tiles of space between them. Fall off the workrobots without any horizontal movement to decrease the chance of touching a laser. Note that the majority of the lasers that the workrobots place only deal 4 damage and can be tanked with a suit's damage reduction or an immobile entrance. Avoid placing a 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"
}
"canComplexGMode"
"f_DefeatedPhantoon"
"canBePatient"
"h_artificialMorphPowerBomb"
{
  "or": [
    "canTrickyGMode",
    {
      "enemyDamage": {
        "enemy": "Workrobot",
        "type": "ring-side",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Atomic",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
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:

{
  "or": [
    {
      "and": [
        "canOffScreenMovement",
        "canTrickyGMode"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Dev note: This is only useful if the item is Morph. If Samus already has Morph, she can fix the camera, using another strat.

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_artificialMorphIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "h_artificialMorphSpringBall",
        "HiJump"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "canOffScreenMovement",
        "canTrickyGMode"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Dev note: This is only useful if the item is Morph. If Samus already has Morph, she can fix the camera, using another strat.

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:

{
  "or": [
    {
      "and": [
        "canOffScreenMovement",
        "canTrickyGMode"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Dev note: This is only useful if the item is Morph. If Samus already has Morph, she can fix the camera, using another strat.

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:

{
  "or": [
    {
      "and": [
        "canOffScreenMovement",
        "canTrickyGMode"
      ]
    },
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Dev note: This is only useful if the item is Morph. If Samus already has Morph, she can fix the camera, using another strat.

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

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

Entrance condition:

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

Requires:

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

Exit condition:

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

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

From: 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 similar to a Gravity jump - hold forward just before the pause to disable gravity.

Entrance condition:

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

Requires:

{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombHorizontally",
        {
          "or": [
            "h_additionalBomb",
            "canTrickyGMode",
            {
              "and": [
                "canTrickyJump",
                "canGravityJump"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

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

From: 5
Top Door
To: 5
Top Door

Lure the crab to the top of the room and freeze it close enough to the corner that it will be able to hit Samus after it thaws. Without Morph, this is much trickier, requiring fairly precise freeze positioning and movement to get onto the crab. Aim down before landing on the crab to avoid triggering the transition. Be sure to touch the transition before it thaws or Samus will be in a falling pose, but late enough that it will be able to rotate around the corner and hit Samus in time.

Requires:

"canBePatient"
{
  "or": [
    {
      "and": [
        "Gravity",
        "SpaceJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "HiJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "HiJump",
        "canPreciseGrapple",
        "canSpringBallJumpMidAir",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "HiJump",
        "canGravityJump",
        "canBeVeryPatient"
      ]
    }
  ]
}
"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Morph",
    "canTrickyGMode"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: Without Morph, this is not difficult enough to require canTrickyGMode, but it is easy to fail and the setup is very slow. The patience requirements for these strats are lenient, but there is a good chance of not getting the setup or entering G-mode first try.

From: 6
Left Morph Passage Doorway
To: 8
Higher Hill Junction

Quickly kill the crab. Jump using Springball with the right timing leaving the Morph tunnel to avoid falling.

Entrance condition:

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

Requires:

{
  "or": [
    "h_EverestMorphTunnelExpanded",
    "h_artificialMorphPowerBomb",
    {
      "and": [
        "canTrickyGMode",
        "h_artificialMorphBombs"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombs",
        {
          "enemyDamage": {
            "enemy": "Sciser",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
"canInsaneJump"
"h_artificialMorphSpringBall"

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 artificial morph, and is in direct or indirect G-mode.

From: 12
G-Mode Junction (By Bottom Left Door)
To: 11
G-Mode Overloaded PLMs Junction (By Bottom Left Door)

Use two snails to moonfall down through the pipe to the section below. The snails should be easy to align, with one on the floor and another on a ceiling 4 tiles higher. Slide off or shoot the lower snail after Samus has enough fall speed in order to avoid taking a snail hit. There is a small set of frames between these two, in which Samus will fall out of bounds. With Gravity, there is approximately a 5 second fall, with a 15 frame window. Suitless, there is approximately a 16 second fall, with almost a full second window - this is approximately 8 sets of bubbles out of Samus' arm. Clip down on the right side of the room without luring the snail underneath, or clip down in the center of the room with Spring Ball or Gravity and Space Jump and carefully cross the sand. Stand partially on the sand's edge to quickly overload PLMs, then go to the right and set up a pixel-precise high ceiling snail clip first try.

Requires:

"canTrickyGMode"
"h_navigateUnderwater"
"canEnemyStuckMoonfall"
{
  "or": [
    "canFreeFallClip",
    {
      "enemyDamage": {
        "enemy": "Yard",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"canHighPixelCeilingClip"
{
  "or": [
    "canBeVeryPatient",
    "h_useSpringBall",
    {
      "and": [
        "Gravity",
        "SpaceJump"
      ]
    }
  ]
}

Dev note: It is possible to try multiple times with Gravity+Space+patience by moving the snail around the bottom of the room. It is also possible to use the gentle slopes in the middle of the room for a larger window ceiling clip, but the snails behave unusually on slopes and it ends up not really being easier.

From: 1
Left Door
To: 2
Left Sand Pit

Reach the sand while luring a Puyo just off camera to where moonwalking on the partially submerged platform can lure the Puyo. Crouch in the sand and press forward when near the transition to stand up and touch the transition on the first frame of standing.

Requires:

"h_navigateUnderwater"
"canPlayInSand"
"canMoonwalk"
"canCameraManip"
"canDownwardGModeSetup"
"canOffScreenMovement"
"canTrickyGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Left Door
To: 3
Right Sand Pit

Reach the sand while luring a Puyo just off camera to where moonwalking on the partially submerged platform can lure the Puyo. Quickly move to the right section before the Puyo hits Samus. Crouch in the sand and press forward when near the transition to stand up and touch the transition on the first frame of standing.

Requires:

"h_navigateUnderwater"
"canPlayInSand"
"canMoonwalk"
"canCameraManip"
"canDownwardGModeSetup"
"canOffScreenMovement"
"canTrickyGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 1
Left Door
To: 3
Top Door

To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself.

Entrance condition:

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

Requires:

{
  "notable": "Crab Ice Clip Door Lock Skip"
}
"canTrickyGMode"
"Gravity"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_preciseIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Door

To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work.

Entrance condition:

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

Requires:

{
  "notable": "Crab High Pixel Ice Clip Door Lock Skip"
}
"canTrickyGMode"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_highPixelIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 2
Right Door
To: 3
Top Door

Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself.

Entrance condition:

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

Requires:

{
  "notable": "Crab Ice Clip Door Lock Skip"
}
"canTrickyGMode"
"Gravity"
"h_highPixelIceClip"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_preciseIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is a separate strat from the double high-pixel variant, as the first high-pixel clip is fairly lenient with free retries, unlike the top one.

From: 2
Right Door
To: 3
Top Door

Use the lower global crab to high pixel ice clip through the shot block. Freeze the crab pixel perfectly, then get onto it with a tight down grab. To get a crab at the top of the room, use a Super to knock off the central crab and use Ice to climb it to the top of the room. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform another tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work.

Entrance condition:

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

Requires:

{
  "notable": "Crab High Pixel Ice Clip Door Lock Skip"
}
"canTrickyGMode"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_highPixelIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

From: 3
Top Door
To: 3
Top Door

To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. Samus must shoot the Super while the crab is on a block next to the door, not on the door itself.

Entrance condition:

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

Requires:

{
  "notable": "Crab Ice Clip Door Lock Skip"
}
"canTrickyGMode"
"Gravity"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_preciseIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

From: 3
Top Door
To: 3
Top Door

To get a crab at the top of the room, use a Super to knock off the central crab, because the shot blocks cannot be broken to bring a lower crab. Shoot a Super as the crab crawls on the side of the blocks near the top door, then freeze it mid-air pixel perfectly. Perform a tight down grab to get onto it then jump through the door shell. Knocking the crab off while it is on the the door or ceiling will not work.

Entrance condition:

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

Requires:

{
  "notable": "Crab High Pixel Ice Clip Door Lock Skip"
}
"canTrickyGMode"
{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"h_highPixelIceClip"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}

Bypasses door shell: true

Dev note: This is only for indirect G-Mode, because it is trivial while in direct, and would use a different strat.

From: 1
Left Door
To: 1
Left Door

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}

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

Pause and on the last frame before the pause triggers, press left and jump, and then disable Gravity and Spring Ball. On the first possible frame, repause and equip Spring Ball again then buffer the second jump out of the pause. Both of these actions are frame perfect. If the first jump was done correctly, Samus will move upwards with very little horizontal movement until breaking the water, after which she will swing rapidly to the left. Jump over the Cacatac and the spike pits with suitless Spring Flings. The final jump can be done the same way as the first, if Samus is not able to wall jump. This one is more lenient, and has a 4-frame window for the second jump, if the first is performed frame-perfectly.

Entrance condition:

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

Requires:

"canGravityJump"
"h_artificialMorphSpringFling"
"canTrickyGMode"
{
  "or": [
    "h_artificialMorphBombThings",
    {
      "enemyDamage": {
        "enemy": "Cacatac",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 1
Top Left Door
To: 5
G-Mode Morph, In Morph Tunnel

Enter morphed and kill the Mochtroid with Bombs or a Power Bomb, or roll off the edge with Gravity to drop fast enough not to lure the Mochtroid. It is also possible to Spring Fling by jumping from the ground immediately before the pause fully triggers to move right fast enough to avoid a hit.

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "h_artificialMorphBombs",
        "canInsaneJump"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyGMode"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Mochtroid",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

With Bombs alone, this is much more difficult. After going off screen, roll to the left until Samus is back on screen. Once Samus is obstructed by the first block, boost horizontally onto where the right edge of where the other on-screen platform is. Then peform an IBJ which is completely blind at the top. Boost onto the left or right platform then exit G-mode and fix the camera if necessary.

Entrance condition:

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

Requires:

"canOffScreenMovement"
"h_artificialMorphIBJ"
{
  "or": [
    "h_artificialMorphSpringBall",
    "h_artificialMorphPowerBomb",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Menu",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphSpringBall",
    "Gravity",
    "canTrickyGMode"
  ]
}

Dev note: This strat is only useful for avoiding a wall jump. A simpler variant exits G-Mode after the morph tunnel.

From: 1
Left Door
To: 1
Left Door

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

Requires:

"canBePatient"
"canTrickyGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

It takes approximately 3 minutes for the Puyos to wake up and get to the doorway.

Requires:

"canBeVeryPatient"
"canTrickyGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["powerbomb"],"requires":[{"or":[{"resetRoom":{"nodes":[1]}},{"resetRoom":{"nodes":[2]}}]}]}
From: 2
Bottom Sand Exit
To: 2
Bottom Sand Exit

Kill, freeze, or dodge the Yapping Maws. Kill the Zoa and wait for its drop to disappear. Just before it disappears, move into the sand and crouch. Press forward when near the transition to stand up and touch the transition on the first frame of standing. If the drop is an ammo drop, Samus can collect the drop and not have to wait for it to respawn. To do this, sink slightly into the sand before collecting the drop, then crouch and stand up to touch the transition and get hit by the Zoa. Note that if the Yapping Maw grabs Samus after touching the transition, the G-mode setup can still work.

Requires:

"h_navigateUnderwater"
"canPlayInSand"
"canDownwardGModeSetup"
{
  "or": [
    "Ice",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "canTrickyGMode",
    {
      "and": [
        "canInsaneJump",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canWalljump",
            {
              "and": [
                "h_crouchJumpDownGrab",
                {
                  "doorUnlockedAtNode": 1
                }
              ]
            },
            {
              "and": [
                "h_crouchJumpDownGrab",
                {
                  "doorUnlockedAtNode": 3
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"nodeId":1,"types":["super"],"requires":["canTrickyJump"]}
{"nodeId":1,"types":["missiles","powerbomb"],"requires":["never"]}
{"nodeId":3,"types":["super"],"requires":["canTrickyJump"]}
{"nodeId":3,"types":["missiles","powerbomb"],"requires":["never"]}
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 just above 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"
}
"canTrickyGMode"
"canSuitlessMaridia"
"canPlayInSand"
"canMidairWiggle"
"HiJump"

Exit condition:

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

Kill the Metroids while artificially morphed with just Spring Ball to avoid them. A Rinka must killed whith a Power Bomb while a Metroid is completely on screen 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. With only 3 Power Bombs, bring the left two Metroids to the edge of the acid before using Power Bombs to lure them all.

Entrance condition:

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

Requires:

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

Clears obstacles: f_KilledMetroidRoom1

Sets flags: f_KilledMetroidRoom1

Dev note: The rules for luring the Metroids are not completely clear, but this method works somewhat reliably here.

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

On entry, wait until the Rinka starts to spawn then quickly roll off into the bottom right corner and Crystal Flash before the Metroids get there. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed. To do this, trigger Reserves on a Rinka above, or first damage down with some of the Metroids before killing them. To minimize damage taken, lure a Rinka away from its spawner before touching it to prevent multiple hits during the auto Reserve trigger.

Entrance condition:

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

Requires:

"canMetroidAvoid"
"canTrickyGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom2

Sets flags: f_KilledMetroidRoom2

From: 1
Left Door
To: 1
Left Door

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

Entrance condition:

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

Requires:

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

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

From: 2
Right Door
To: 2
Right Door

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

Entrance condition:

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

Requires:

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

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

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

Enter in R-mode or direct G-mode, and perform a Crystal Flash in the morph nook to the top-left of Mother Brain. During the Crystal Flash, allow the Rinkas to damage Samus down and trigger an auto-reserve refill, which will interrupt the Crystal Flash.

The interruption of the Crystal Flash (due to the R-mode forced standup) limits the damage that Samus takes during it; After the reserve trigger, Samus will take just one more Rinka hit.

Entrance condition:

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

Requires:

{
  "notable": "Moondance Clip"
}
{
  "not": "f_MotherBrainGlassBroken"
}
"canTrickyGMode"
"h_artificialMorphMovement"
"h_artificialMorphCrystalFlash"
{
  "resourceMaxCapacity": [
    {
      "type": "RegularEnergy",
      "count": 299
    }
  ]
}
{
  "autoReserveTrigger": {
    "minReserveEnergy": 100
  }
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
{
  "gainFlashSuit": {}
}

Dev note: Having a small amount of E-Tanks ensures the reserve tanks can be filled by the Crystal Flash before the auto-reserve trigger. FIXME: A larger amount of E-Tanks can also work, but the reserves will not completely fill, so less energy would remain at the end.

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

Use artificial morph to go inside the nook at the top-left of Mother Brain, then perform a Crystal Flash to stand up. Samus will take rapid damage from the Rinkas during the Crystal Flash but will be able to survive with the help of 75% damage reduction from suit protection.

Entrance condition:

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

Requires:

{
  "notable": "Moondance Clip"
}
{
  "not": "f_MotherBrainGlassBroken"
}
"canTrickyGMode"
"h_artificialMorphMovement"
"h_artificialMorphCrystalFlash"
"h_fullEnemyDamageReduction"
{
  "resourceCapacity": [
    {
      "type": "RegularEnergy",
      "count": 299
    }
  ]
}
{
  "resourceAtMost": [
    {
      "type": "Energy",
      "count": 800
    }
  ]
}

Dev note: We don't bother modeling the obstacle 'A' state here. The strat will end with R-mode if direct G-mode was used. But it doesn't matter, since this strat requires an E-Tank, which means that R-mode (for 'light pillar' during the Mother Brain 2 fight) wouldn't be useful.