canComplexGMode (Extreme)

Doing something precise, risky, or unintuitive while in G-mode or while setting up G-mode. This includes: enemy dodging that would not normally be an issue and is unintuitive, such as enemies that deal a small amount of damage and awkward dodging while artificially morphed; bypassing door locks while in G-mode to maintain indirect G-mode in the next room; exiting direct G-mode while in the open door to get very deep doorstuck and X-Ray climb and doorlock bypass a door above; exiting G-mode while inside of overloaded blocks in order to have them solidify and be able to X-Ray climb; touching an item in direct G-mode before PLMs are overloaded and obtaining the item remotely when exiting G-mode. Getting a usable amount of Energy for G-mode setups where there is a high risk of taking extra damage beforehand can often benefit from getting close to the correct position, taking an enemy hit and then using X-ray and waiting for Samus's i-frames to expire in order to be able to take additional hits without the enemy moving very much.

Dependencies: canGMode, canPreciseReserveRefill, canUseEnemies, canManageReserves

Difficulty filter

Strats ()

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

From: 1
Top Left Door
To: 5
Bottom Junction (Right of Boyons)

Roll through the item to overload PLMs, then go down through the speed blocks and exit G-mode to collect the item. Note that if the item has already been collected, Samus can overload PLMs with Grapple.

With Morph and Grapple, quickly grapple to then release grapple on the grapple blocks a few times until they stop working. Be careful not to fall into the spikes.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        {
          "itemNotCollectedAtNode": 3
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    {
      "and": [
        "Morph",
        "Grapple",
        {
          "or": [
            "canTrickyJump",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "spikeHits": 4
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        "h_artificialMorphBombHorizontally",
        {
          "spikeHits": 3
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringFling",
        "canTrickyJump",
        {
          "spikeHits": 2
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "SpaceJump",
            {
              "and": [
                {
                  "spikeHits": 1
                },
                {
                  "or": [
                    "canUseIFrames",
                    {
                      "spikeHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}

Collects items: 3

Dev note: FIXME: It is possible to cross with spike hits, but it would require a CF and reserve trigger below.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 7 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

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

Crystal Flash then Shinespark up to the item, touch it, and return through the speed block that is now air. Use the Boyons and acid to reserve trigger to exit G-mode below to collect the item.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "or": [
    {
      "and": [
        "canTrivialUseFrozenEnemies",
        "h_shinechargeMaxRunway",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 118,
            "excessFrames": 6
          }
        }
      ]
    },
    {
      "and": [
        "canShinechargeMovementComplex",
        {
          "canShineCharge": {
            "usedTiles": 34,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 128,
            "excessFrames": 6
          }
        }
      ]
    }
  ]
}
{
  "autoReserveTrigger": {
    "minReserveEnergy": 1
  }
}

Collects items: 3

Dev note: These shinespark frames could be reduced with more items or tech, but in direct G-mode, Samus will need to CF and reserve trigger to collect the item.

From: 2
Bottom Left Door
To: 3
Item

Wall jump up 5 times, placing a Power Bomb precisely in the top right corner to overload PLMs with as few Power Bombs as possible. This only works in direct G-mode with the item still uncollected.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
{
  "notable": "G-Mode Up with Power Bombs"
}
{
  "itemNotCollectedAtNode": 3
}
"canConsecutiveWalljump"
"Morph"
{
  "or": [
    "canRiskPermanentLossOfAccess",
    {
      "and": [
        "canComplexGMode",
        "canLongXRayClimb",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 5
  }
}
"canBePatient"
{
  "or": [
    "canTrivialUseFrozenEnemies",
    "canTrickyJump",
    "ScrewAttack",
    "h_getBlueSpeedMaxRunway",
    {
      "enemyKill": {
        "enemies": [
          [
            "Boyon",
            "Boyon",
            "Boyon",
            "Boyon"
          ]
        ]
      }
    },
    {
      "enemyDamage": {
        "enemy": "Boyon",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Dev note: Using this strat doesn't have canRiskPermanentLossOfAccess if the player could x-ray climb instead: this requires direct G-mode and Samus can freely doorstuck here, and there is no benefit to going to the item instead of the top left door, unless the item is there. FIXME: Placing the Power Bombs lower, on the magic tile, could overload PLMs with fewer, likely with as low as 2 Power Bombs.

From: 2
Bottom Left Door
To: 5
Bottom Junction (Right of Boyons)

Shinespark up to the item, touch it, and return through the speed block that is now air. Exit G-mode below to collect the item.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "canTrivialUseFrozenEnemies",
        "h_shinechargeMaxRunway",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 118,
            "excessFrames": 6
          }
        }
      ]
    },
    {
      "and": [
        "canShinechargeMovementComplex",
        {
          "canShineCharge": {
            "usedTiles": 34,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 128,
            "excessFrames": 6
          }
        }
      ]
    }
  ]
}

Collects items: 3

Dev note: These shinespark frames could be reduced with more items or tech, but in direct G-mode, Samus will be at low Energy and need an energy free shinespark.

From: 3
Item
To: 4
Top Junction (Right of Spikes)

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "C"
  ]
}

Dev note: FIXME: It would be possible to remote acquire to the left after using spring into ceiling bomb jump, but it would require restructuring the room and an extremely long CIBJ.

From: 3
Item
To: 5
Bottom Junction (Right of Boyons)

Walk through the item or use Bombs to overload PLMs, fall through the speed blocks, then exit G-Mode to remote acquire the item.

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "C"
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Overload the scroll PLMs which are one tile to the left of the bomb blocks, then pass through them. Refill at the ship, then return.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "refill": [
    "Energy",
    "Missile",
    "Super",
    "PowerBomb"
  ]
}
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "canTrickyWalljump",
    {
      "and": [
        "SpeedBooster",
        "HiJump"
      ]
    },
    {
      "and": [
        "SpeedBooster",
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canWalljump"
          ]
        }
      ]
    },
    {
      "and": [
        "h_shinechargeMaxRunway",
        "canMidairShinespark",
        {
          "or": [
            {
              "shinespark": {
                "frames": 29,
                "excessFrames": 1
              }
            },
            {
              "and": [
                "canShinechargeMovementComplex",
                {
                  "shinespark": {
                    "frames": 22,
                    "excessFrames": 1
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 4
Bottom Right Door

Overload the scroll PLMs which are one tile to the left of the bomb blocks leading to Gauntlet. Then pass through the bomb blocks (which will have become air). If needed, refill at the ship and/or continue on through the next set of bomb blocks to reach the bottom right door.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "and": [
        "canComplexGMode",
        {
          "refill": [
            "Energy",
            "Missile",
            "Super",
            "PowerBomb"
          ]
        }
      ]
    },
    "free"
  ]
}
From: 4
Bottom Right Door
To: 3
Top Right Door

Climb up 3 screens.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"
From: 4
Bottom Right Door
To: 3
Top Right Door

Refill at the ship then return and X-Ray climb up 3 screens.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_getBlueSpeedMaxRunway",
    "ScrewAttack"
  ]
}
{
  "refill": [
    "Energy",
    "Missile",
    "Super",
    "PowerBomb"
  ]
}
"canLongXRayClimb"
"canBePatient"
From: 4
Bottom Right Door
To: 3
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

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

Enter with G-mode direct, refill at the ship and return. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_getBlueSpeedMaxRunway",
    "ScrewAttack"
  ]
}
{
  "refill": [
    "Energy",
    "Missile",
    "Super",
    "PowerBomb"
  ]
}
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 1
Top Left Door
To: 5
Alcatraz Door

There are scroll PLMs one tile to the left of the bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Use Bombs, SpringBall, or a Geemer damage boost to get across the gap without unmorphing. To survive a Geemer hit, you will need Varia or Gravity or to come in with more than 4 energy (e.g. by coming in with indirect G-mode after leaving with G-mode immobile).

Entrance condition:

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

Requires:

{
  "or": [
    "h_artificialMorphMovement",
    "h_artificialMorphBombHorizontally",
    {
      "and": [
        "canComplexGMode",
        "canNeutralDamageBoost",
        "h_ZebesIsAwake",
        {
          "enemyDamage": {
            "enemy": "Geemer (blue)",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 5
Alcatraz Door
To: 5
Alcatraz Door

It takes approximately 3.5 minutes for a global Geemer to reach this location. If using a Super, fire between 19 and 33 seconds after entering the room, then wait approximately 30 more seconds to be hit.

Requires:

{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"h_ZebesIsAwake"
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canComplexGMode",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Dev note: FIXME: Should manipulating global enemies off screen be a tech?

From: 1
Left Door
To: 3
Item

Overload PLMs using the scroll block directly above the bomb block leading down to the item. Carefully land on the solid block and avoid falling further. Use a Bomb to boost Samus, then on the descent place one in the air, one on the ground, and quickly use X-Ray before they explode to exit G-mode and break the blocks.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphBombs"
"canTrickyJump"

Clears obstacles: A

From: 2
Right Door
To: 3
Item

Without Morph, the pirates will not spawn. Overload PLMs using the scroll block directly above the bomb block leading down to the item. Carefully land on the solid block and avoid falling further. Use a Bomb to boost Samus, then on the descent place one in the air, one on the ground, and quickly use X-Ray before they explode to exit G-mode and break the blocks.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphIBJ"
"canTrickyJump"

Clears obstacles: A

Roll through the item to overload PLMs then quickly fall into the morph tunnel, unmorph at the correct spot and jump out before the acid touches Samus. With a careful, blind, Space Jump with Screw Attack, move through the bomb walls while avoiding the spikes.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
"h_artificialMorphMovement"
"canInsaneJump"
"canOffScreenMovement"
"SpaceJump"
"ScrewAttack"

Exit condition:

{
  "leaveNormally": {}
}

Collects items: 3

Unlocks doors:

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

Dev note: This strat leaves the room, as it would be unreasonable and may not be possible to do anything at 1 with the broken camera movement.

From: 2
Right Door
To: 4
Middle Junction (Left of Morph Tunnel)

Roll through the item to overload PLMs then fall into the morph tunnel, unmorph at the correct spot and quickly jump out before the acid touches Samus. Exit G-mode and roll back into the tunnel to fix the camera and return avoiding the acid again.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
"Morph"
"canInsaneJump"
"canOffScreenMovement"

Collects items: 3

Dev note: Acid damage wasn't considered, as Samus needs to be in direct G-mode FIXME: This could be done with a CF after overloading PLMs with the item.

From: 2
Middle Right Door
To: 9
Junction Below Items

Crystal Flash then damage down on the Pirates to Reserve trigger to exit G-Mode. To prevent freeing the Beetoms, the Power Bomb needs to be placed on the left platform just below the door. To prevent extra hits after the trigger, kill the Pirate when Samus is low on Energy, then finish damaging down using its invisible lasers.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Green Space Pirate (standing)"
          ]
        ]
      }
    },
    {
      "enemyDamage": {
        "enemy": "Green Space Pirate (standing)",
        "type": "laser",
        "hits": 3
      }
    }
  ]
}

Clears obstacles: A

Dev note: FIXME: Using a Power Bomb could also be used to exit G-mode. All G-mode CF strats need to be thoroughly checked and maybe make a tech for understanding it.

From: 4
Bottom Right Door
To: 2
Middle Right Door

Enter with G-mode direct and kill the bottom Pirate. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
{
  "enemyKill": {
    "enemies": [
      [
        "Green Space Pirate (standing)"
      ]
    ],
    "explicitWeapons": [
      "Charge",
      "Ice",
      "Wave",
      "Spazer",
      "Plasma",
      "Missile",
      "Super"
    ]
  }
}

Bypasses door shell: true

From: 4
Bottom Right Door
To: 2
Middle Right Door

Enter with G-mode direct and kill the bottom Pirate with Bombs or a Power Bomb. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
{
  "or": [
    "h_artificialMorphPowerBomb",
    "h_artificialMorphIBJ"
  ]
}

Bypasses door shell: true

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. It is okay to kill the fast crab, and leave another crab alive, off camera. After PLMs are overloaded, lure a crab and take a hit when it is near the bottom right corner then another at the top of Samus' jump at the crumble block to boost to the right. This requires carefully timing the first hit and jump so that Samus can get hit at the peak of her jump.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphSpringBall"
"h_artificialMorphBombs"
"canUseIFrames"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Sciser",
    "type": "contact",
    "hits": 2
  }
}
From: 3
Upper Right Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "notable": "Get Inside the Bridge"
}
"canSkipDoorLock"
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canXRayClimb"
From: 4
Lower Section - Top Right Door
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "notable": "Get Inside the Bridge"
}
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canXRayClimb"

Bypasses door shell: true

From: 4
Lower Section - Top Right Door
To: 12
Top Junction

Climb up 2 screens.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "canArtificialMorph",
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "canLongIBJ",
        "Gravity"
      ]
    },
    {
      "and": [
        "HiJump",
        "canJumpIntoIBJ"
      ]
    },
    {
      "and": [
        "canLongIBJ",
        "canBombHorizontally",
        "canResetFallSpeed"
      ]
    },
    {
      "and": [
        "canJumpIntoIBJ",
        "canLongIBJ",
        "canTrickyJump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "SpeedBooster",
            "canSpringBallJumpMidAir"
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyJump",
        "canPreciseGrapple"
      ]
    },
    {
      "and": [
        "Gravity",
        "canShinechargeMovement",
        "canMidairShinespark",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 35,
            "excessFrames": 10
          }
        }
      ]
    }
  ]
}
"canLongXRayClimb"
From: 5
Lower Section - Bottom Right Door
To: 2
Upper Right Section - Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Climb up 3 screens.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"
From: 5
Lower Section - Bottom Right Door
To: 3
Upper Right Section - Bottom Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 6
Middle Right Door (By Zeb Farm)
To: 2
Upper Right Section - Top Right Door

Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, freeze it and jump on top of it. Use the Zeb as a platform to climb high enough to get it to be aligned with the door. Use the background to see how high the Zeb is - Get the Zeb 2-3 tiles higher than the thinner bright line in the background. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not. Chase the Zeb towards the doorway, refreezing it as needed.

Requires:

{
  "notable": "G-Mode Setup Lure Zeb from Below"
}
"canComplexGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_bombThings",
    "h_useSpringBall",
    "h_usePowerBomb"
  ]
}
"canCameraManip"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 6
Middle Right Door (By Zeb Farm)
To: 3
Upper Right Section - Bottom Right Door

Start from the Middle Right Door next to the Zeb farm. While standing on the right of the Zeb farm, freeze the Zeb while it is still moving up and facing to the right. Quickly go through the morph tunnel with a Bomb, Power Bomb, or Spring Ball, and get onto the small floating platform just above the Zeb farm. After the Zeb is visible, fall off the platform to make the Zeb move horizontally at the right height to hit Samus in the doorway to the right. Note that if the Zeb is unfrozen and off screen horizontally it will despawn, but if it's off screen vertically it will not.

Requires:

{
  "notable": "G-Mode Setup Lure Zeb from Below"
}
"canComplexGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_bombThings",
    "h_useSpringBall",
    "h_usePowerBomb"
  ]
}
"canCameraManip"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

It is possible to bomb boost from the door runway over the Zeb and onto the first step. Without doing this, the Zeb will likely touch Samus, as it will start moving if Samus goes down a single step. At the left end of the tunnel, roll against the lower left corner, exit G-mode, and X-Ray standup, shoot the block, partial floor clip, then jump and down grab to the ledge. Wiggle to escape. A failed jump will result in a forced crouch, which is likely a soft lock.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayStandUp"
"canPartialFloorClip"
"canDownGrab"
{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)
To: 14
Morph Maze Junction (Below Super Block)

Shinespark vertically through the crumble block and quickly morph and move left into the bomb block just below. Align Samus on the second downward slope in front of the door before sparking.

Requires:

"canComplexGMode"
{
  "canShineCharge": {
    "usedTiles": 23,
    "steepUpTiles": 6,
    "steepDownTiles": 1,
    "openEnd": 1
  }
}
{
  "shinespark": {
    "frames": 23,
    "excessFrames": 0
  }
}
"can4HighMidAirMorph"
{
  "or": [
    "h_artificialMorphBombThings",
    "h_artificialMorphSpringBall",
    "can3HighWallMidAirMorph"
  ]
}

Dev note: The canInsaneJump is used as a difficulty placement, as this strat is unintuitive. FIXME: This can't be used if going 17->16 and Power Bombing the item with canRiskPermanentLossOfAccess, because the block will remain solid.

From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 1
Lower Section - Bottom Left Door

To overload the PLMs, place a Power Bomb precisely to the right of the bottom of the second overhang above the bottom left door. This is at the max jump height without HiJump. Placing the Power Bomb higher or lower will not overload the PLMs without many Power Bombs.

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "notable": "G-mode Overload PLMs by Power Bombing Morph Maze Item"
}
"h_usePowerBomb"
{
  "or": [
    "SpaceJump",
    "canLongIBJ",
    {
      "and": [
        "canTrickyDashJump",
        "canTrickySpringBallJump",
        "HiJump"
      ]
    }
  ]
}

Collects items: 10

Dev note: This requires the item to not be collected, but there is no reason to do this without it being there, so there is no canRiskPermanentLossOfAccess.

From: 17
G-Mode Morph Junction Direct (By Left Door)
To: 16
G-Mode Morph Overloaded PLMs Junction (By Left Door)

To overload the PLMs, place a Power Bomb precisely to the right of the bottom of the second overhang above the bottom left door. This is at the max jump height without HiJump. Placing the Power Bomb higher or lower will not overload the PLMs without many Power Bombs.

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "notable": "G-mode Overload PLMs by Power Bombing Morph Maze Item"
}
{
  "itemNotCollectedAtNode": 10
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "h_artificialMorphLongIBJ",
    "Morph",
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            "h_artificialMorphBombThings"
          ]
        }
      ]
    }
  ]
}
"h_artificialMorphPowerBomb"
From: 4
Right Item
To: 1
Bottom Left Door

After touching the item, roll back to the left before exiting G-Mode and remotely collect it.

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "D"
  ]
}

Dev note: This does not include canRiskPermanentLossOfAccess, because the only reason to do this strat is if the item is there.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 1
Left Door
To: 5
Left Item

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

Entrance condition:

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

Requires:

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

Clears obstacles: D

From: 1
Left Door
To: 5
Left Item

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

Entrance condition:

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

Requires:

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

Clears obstacles: B, D

From: 1
Left Door
To: 5
Left Item

Either kill the Sidehoppers immediately on entry by placing a Power Bomb while rolling off the stair, dodge them multiple times, or tank their hits. If Samus has Morph Ball, it is also possible to kill the Sidehoppers upon room entry with Screw Attack or a powerful beam. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks.

Entrance condition:

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

Requires:

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

Clears obstacles: D

Either kill the Sidehoppers immediately on entry by placing a Power Bomb while rolling off the stair, dodge them multiple times, or tank their hits. If Samus has Morph Ball, it is also possible to kill the Sidehoppers upon room entry with Screw Attack or a powerful beam. Overload the PLMs by rolling through the camera scroll blocks which are 4 tiles to the right of the stair by the door. Roll under the last Sidehopper and through the bomb blocks. Place a Power Bomb next to the right wall then quickly exit G-mode before it explodes to destroy the blocks.

Entrance condition:

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

Requires:

{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 2
      }
    },
    "h_artificialMorphPowerBomb",
    "canComplexGMode"
  ]
}
"h_artificialMorphPowerBomb"
{
  "or": [
    "h_artificialMorphMovement",
    "h_additionalBomb"
  ]
}

Clears obstacles: B, D

From: 1
Left Door
To: 1
Left Door

Blindly grab the item before PLMs are overloaded, then return and exit G-mode to remotely acquire the item. Starting a completely blind IBJ can be somewhat tricky, even if for such a short distance.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphSpringBall",
    {
      "and": [
        "h_artificialMorphIBJ",
        "canOffScreenMovement"
      ]
    }
  ]
}

Collects items: 3

From: 2
Right Door
To: 2
Right Door

Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Jump into the room and mockball to get under the first shutter, to break the crumble blocks to the left. Stop before passing under the second shutter. Breaking these crumble blocks is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": "any",
    "minTiles": 1
  }
}

Requires:

"can4HighMidAirMorph"
"canMockball"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Space Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInSpaceJumping": {
    "speedBooster": false,
    "minTiles": 4
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Jump into the room and aim down to get under the first shutter, then break the crumble blocks to the left. This is the only way for the Wavers to reach the door. After the crumbles are broken, shoot the ceiling block and wait by the door for the Waver to come.

Entrance condition:

{
  "comeInWithSidePlatform": {
    "platforms": [
      {
        "minHeight": 1,
        "maxHeight": 2,
        "minTiles": 4,
        "speedBooster": false,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "note": [
          "Skree Boost Room and Butterfly Room are minimal-runway examples that this applies to."
        ]
      },
      {
        "minHeight": 3,
        "maxHeight": 3,
        "minTiles": 5,
        "speedBooster": false,
        "obstructions": [
          [
            1,
            0
          ]
        ],
        "note": [
          "Bomb Torizo Room is a minimal-runway example that this applies to."
        ]
      }
    ]
  }
}

Requires:

"canCrouchGateClip"
"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
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: 3
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

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

Place two precisely positioned Power Bombs to overload PLMs. This is at the same height as the tile above the door. This ends up being the max height Samus can jump and place it while at the very bottom of the room, with a midair morph or artificially morphed Spring Ball jump. Because PLMs are overloaded, Samus needs to exit G-mode at the item to collect it before returning through the crumble blocks.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "itemNotCollectedAtNode": 5
}
{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall"
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}

Collects items: 5

Dev note: This does not require canRiskPermanentLossOfAccess if Samus returns through the crumble blocks.

Cross the room while killing the Beetoms, then use two precisely positioned Power Bombs to overload PLMs. Place the Power Bombs at the same height as the tile above the door. This ends up being the max height Samus can jump and place it while at the very bottom of the room, with a midair morph or artificially morphed Spring Ball jump. Because PLMs are overloaded, Samus needs to exit G-mode at the item to collect it before returning through the crumble blocks.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "itemNotCollectedAtNode": 5
}
{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall"
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "PowerBomb",
        "count": 3
      }
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "ScrewAttack",
            "Ice",
            {
              "ammo": {
                "type": "Missile",
                "count": 5
              }
            },
            {
              "ammo": {
                "type": "Super",
                "count": 5
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    }
  ]
}

Clears obstacles: A

Collects items: 5

Dev note: This does not require canRiskPermanentLossOfAccess if Samus returns through the crumble blocks.

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.

Cross the room while killing the Beetoms, then use two precisely positioned Power Bombs to overload PLMs. Place the Power Bombs at the same height as the tile above the door. This ends up being the max height Samus can jump and place it while at the very bottom of the room, with a midair morph or artificially morphed Spring Ball jump.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
{
  "itemNotCollectedAtNode": 5
}
"canRiskPermanentLossOfAccess"
"h_artificialMorphMovement"
{
  "or": [
    {
      "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
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
{
  "or": [
    "canWalljump",
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    "h_artificialMorphIBJ"
  ]
}

Clears obstacles: A

Dev note: This requires canRiskPermanentLossOfAccess unless Samus returns through the crumble blocks.

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: 4
Above Power Bomb Blocks - Middle Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 3
Above Power Bomb Blocks - Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 7
Below Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 7
Below Power Bomb Blocks - Top Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

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

Fall past the first bug, wait for the second to spawn before rolling off the ledge. Get into the tube with an IBJ, bomb boost Spring Ball jump, or HiJump Spring Fling. Touch the item then roll out of the tube before exiting G-mode to remote acquire the item.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Collects items: 4

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

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. While in G-mode, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. With Bombs alone, it may help to kill the top respawning bug before descending to make it easier to get back up. Alternatively, on the way back up, IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Collects items: 4

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

Fall past the first bug, wait for the second to spawn before rolling off the ledge. Get into the tube with an IBJ, bomb boost Spring Ball jump, or HiJump Spring Fling. Touch the item then roll out of the tube before exiting G-mode to remote acquire the item.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphSpringBallBombJump",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Collects items: 4

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

Roll under the first bug, wait for the second to spawn before rolling off the ledge. IBJ, bomb boost spring ball jump, or HiJump Spring Fling into the pipe. While in G-mode, touch the item, roll out of the pipe, then get to the top right door before exiting G-mode and obtaining the item. With Bombs alone, it may help to kill the top respawning bug before descending to make it easier to get back up. Alternatively, on the way back up, IBJ directly below the pipe until the bug spawns, then quickly boost horizontally and move to the left. Get as far right as possible without another bug spawning, IBJ then boost horizontally at the top.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBallBombJump",
        "h_additionalBomb",
        "h_additionalBomb"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringFling"
      ]
    }
  ]
}

Collects items: 4

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

In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit.

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

Clears obstacles: C

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

From: 3
Left Side - Top Middle Door (Main Entrance)
To: 3
Left Side - Top Middle Door (Main Entrance)

Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end.

Requires:

"canComplexGMode"
"canTrickyUseFrozenEnemies"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Carefully lure a Zeb from the pipe below while freezing it. Samus must start to the left of the pipe in order for the Zeb to move left at the end.

Requires:

"canComplexGMode"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_usePowerBomb",
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "obstaclesCleared": [
            "C"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 12
Bottom Chozo Item

On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Place 8 Power Bombs to hit the item just above and overload PLMs while killing the Sidehoppers.

It is possible to save one Power Bomb by placing 6 of them up against the ceiling, then the 7th low to kill the Sidehoppers.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "itemNotCollectedAtNode": 10
}
"canRiskPermanentLossOfAccess"
"canArtificialMorph"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 7
  }
}
{
  "or": [
    "h_artificialMorphMovement",
    "h_artificialMorphPowerBomb"
  ]
}
From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 15
G-Mode Morph Junction (Middle Right)

On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Move to the edge of the ledge in order to be able to place bombs that will hit the Power Bomb blocks while avoiding falling. Use a Power Bomb, Wave, or a quick Plasma shot while falling to kill the Sidehoppers.

Entrance condition:

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

Requires:

"canComplexGMode"
"canArtificialMorph"
"h_artificialMorphIBJ"
{
  "or": [
    "h_artificialMorphPowerBomb",
    {
      "and": [
        "Morph",
        "Wave"
      ]
    },
    {
      "and": [
        "Morph",
        "Plasma"
      ]
    }
  ]
}

Dev note: It's possible to drop down past the Sidehoppers and Reos without killing them, but it's very difficult. FIXME: This could be done in indirect G-mode, but it would require entering unmorphed or with upward momentum to avoid touching the crumble block.

From: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)
To: 15
G-Mode Morph Junction (Middle Right)

On entry, artificial morph and land on the doorsill without touching the crumble blocks below. Place 8 Power Bombs to hit the item just above and overload PLMs while killing the Sidehoppers. It is possible to save one Power Bomb by placing 6 of them up against the ceiling, then the 7th low to kill the Sidehoppers.

Entrance condition:

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

Requires:

"canPowerBombItemOverloadPLMs"
"canComplexGMode"
{
  "itemNotCollectedAtNode": 10
}
"canRiskPermanentLossOfAccess"
"canArtificialMorph"
"h_artificialMorphMovement"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 7
  }
}
From: 6
Right Side - Top Middle Door
To: 2
Right Side - Top Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 4 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 8
Right Side - Bottom Door
To: 2
Right Side - Top Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

From: 8
Right Side - Bottom Door
To: 6
Right Side - Top Middle Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 8
Right Side - Bottom Door
To: 8
Right Side - Bottom Door

To manipulate the Reo into a suitable position, lure it to the left and crouch at the edge of the platform; jump as needed to bring it back on camera when it goes off; it should perform 4 big swoops down to the left, 2 small swoops (hitting the overhang above), then 5 more big swoops, after which it will enter a slow hover moving directly towards Samus. Then lure it down and to the right, making it pass through the morph tunnel. Samus' vertical position must stay below that of the Reo, in order to keep the Reo in its hover state.

Requires:

"canComplexGMode"
"Morph"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 9
Left Side - Bottom Door
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Overload PLMs using the camera scroll blocks on the path upward, then go through the bomb blocks. Go up to the Sidehopper pit and go up through the crumble blocks and through to the next room.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_CrystalFlash"
"canMidAirMorph"

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 9
Left Side - Bottom Door
To: 11
Middle Item

Go into the morph tunnel below the Charge Beam location and Crystal Flash to force a standup and jump through. Samus is now unable to use X-Ray. Without Morph, be careful not to overload PLMs using the camera scroll blocks on the path upward. Then partially floor clip into the left side of the bomb block, and jump to clip through and escape. To exit G-Mode, damage down until the reserves trigger, which can be done most quickly using the Sidehoppers.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphIBJ",
    "Morph",
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "HiJump",
            {
              "and": [
                "h_artificialMorphSpringBallBombJump",
                "h_additionalBomb",
                "h_additionalBomb",
                "h_additionalBomb"
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_artificialMorphCrystalFlash"
{
  "or": [
    "Morph",
    {
      "and": [
        "canInsaneJump",
        "canTwoTileSqueeze",
        "canPartialFloorClip",
        "canCeilingClip"
      ]
    }
  ]
}
"canBePatient"
{
  "autoReserveTrigger": {}
}

Dev note: This assumes Samus has many Energy Tanks, which will take a while to empty.

From: 15
G-Mode Morph Junction (Middle Right)
To: 13
Central Junction

As long as the Sidehoppers haven't been lured to the right, fall into the pit and use a Power Bomb to kill them or dodge them. If PLMs are already overloaded, Samus will need to quickly exit G-mode before the Power Bomb explodes.

Requires:

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

Clears obstacles: B

From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 1
Left Side - Top Door

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Avoiding the top Sidehoppers without Power Bombs can also be tricky; if starting at the top of the room, it may help to lure them to the left before going down the room. For safety, it is also possible to lure the hoppers to the left from below with several IBJs or HiJump and Spring Ball.

Requires:

"canGMode"
{
  "or": [
    "Morph",
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBallBombJump",
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 2
          }
        },
        {
          "or": [
            "h_artificialMorphPowerBomb",
            "h_artificialMorphSpringFling"
          ]
        },
        {
          "or": [
            "h_artificialMorphPowerBomb",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "Morph",
    "canComplexGMode",
    {
      "and": [
        "canTrickyDodgeEnemies",
        "h_artificialMorphSpringBall"
      ]
    },
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Reo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "Morph",
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Collects items: 11

From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block before exiting G-mode.

Requires:

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

Collects items: 11

From: 17
Direct G-Mode Morph Junction (Middle Item)
To: 4
Left Side - Middle Doorway (Behind the Power Bomb Blocks)

Fully overload PLMs with the item before climbing the room. The hardest part is getting past the Reo without Power Bombs, if it is stuck in the stairwell just above the door. Either manipulate it until it can escape, get it stuck swooping in the top right corner of the stairwell then kill it with Bombs, or avoid it entirely, and go up through the crumble blocks to the left after manipulating the Sidehoppers to be off-camera at the right of their pit. Dodge or kill the Sidehoppers then go through the crumble block. Place a Power Bomb then quickly exit G-mode before it explodes to break the Power Bomb blocks.

Requires:

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

Collects items: 11

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 6 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

From: 3
Right Door
To: 2
Bottom Left Door

Using Speed Booster, run through and break the bomb wall to free the global Zeela. Break the speed blocks just before the Zeela gets to them in order for it to go down to the bottom half of the room. The speed blocks respawn very quickly, so this requires very precise timing. Normally, it takes the Zeela a minimum of 2 minutes to setup, but a super can make it fall down the shaft, saving 30 seconds. It may be easiest to knock the Zeela from the ceiling directly into the hole, saving another 30 seconds: Shoot a well-timed Super diagonally at the ground just before breaking the speed blocks.

Requires:

{
  "notable": "G-Mode Setup - Lure the Zeela Down Below"
}
"canComplexGMode"
"canBePatient"
"h_getBlueSpeedMaxRunway"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
"canOffScreenMovement"
"canInsaneJump"

Dev note: 9 pixels stuck in the door is X position 484 (0x1E4). The correct Y positions for the jump are 193 (0xC1), 188 (0xBC), and 187 (0xBB) FIXME: Some of the X position to the left (482, 483) could also work; maybe investigate which vertical positions work for them?

Shinespark multiple times up the shaft and overload PLMs with the camera scroll blocks which are against the crumble blocks. To overload PLMs in as few as 3 Shinesparks, spark diagonally in the shaft and hold backwards when hitting the top, then spark again to get up. Afterwards, exit G-mode by using another Power Bomb to enable X-Ray again, or use the bugs to trigger Reserves.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "canShineCharge": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canShinechargeMovement"
{
  "shinespark": {
    "frames": 399,
    "excessFrames": 0
  }
}
{
  "shinespark": {
    "frames": 138,
    "excessFrames": 6
  }
}
{
  "or": [
    "h_usePowerBomb",
    {
      "and": [
        "canBeVeryPatient",
        {
          "autoReserveTrigger": {}
        }
      ]
    }
  ]
}

Dev note: Depending on the number of tanks, the Reserve trigger may or may not take very long. This is a worst-case scenario. Samus is not able to Crystal Flash twice in this room in Direct G-mode.

Shinespark multiple times up the shaft and overload PLMs with the camera scroll blocks which are against the crumble blocks. To overload PLMs in as few as 3 Shinesparks, spark diagonally in the shaft and hold backwards when hitting the top, then spark again to get up.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "canShineCharge": {
    "usedTiles": 16,
    "openEnd": 1
  }
}
"canShinechargeMovement"
{
  "shinespark": {
    "frames": 399,
    "excessFrames": 0
  }
}
{
  "shinespark": {
    "frames": 138,
    "excessFrames": 6
  }
}

Dev note: Samus is not able to CF twice in this room in Indirect G-mode.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 8 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

Traverse the room while rolling on the thorns and avoiding the Samus Eaters. Roll from the first platform onto the thorns under the first set of Boyons. When just past the first Boyons, turn right to damage boost up and hit the block and fall back on the thorns. While still facing right wait for the thorns to hit again; use the boost to get onto the next set of thorns and roll across them into the third Samus Eater before using a Power Bomb. Use the Power Bomb to boost up into the thorns. Hit the thorns again to get next to the Chozo statue. Place another Power Bomb and exit G-Mode before it goes off to break the wall. Note that if Samus is teleported into the Samus Eater when exiting G-Mode, then PLMs weren't properly overloaded before entering it. PLMs can be overloaded by waiting on their petals before entering them. Taking 2 thorn hits while under the first Boyons is important for this reason.

Entrance condition:

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

Requires:

"canComplexGMode"
"canUseIFrames"
"canNeutralDamageBoost"
"canInsaneJump"
{
  "thornHits": 5
}
"h_artificialMorphPowerBomb"
"h_additionalBomb"

Clears obstacles: B

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 2
Middle Left Door (Behind Power Bomb Blocks)
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

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

Lure a Zeb up from below by freezing it or quickly moving after the Zeb has spawned, but before it becomes visible. Note that Samus must start on the right side of the Zeb in order for it to move rightwards once it starts moving horizontally.

Requires:

{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canComplexGMode"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

Lure a Zeb by freezing it or by moving quickly while carefully preventing it from going off screen. It is possible to lure the Zeb from the left side of the right pillar, which can be helpful without ice.

Requires:

{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canComplexGMode"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. The camera will be messed up, so you will need to move blindly to get into position. Don't wait too long or the Zeela will hit you. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 2
Left Side - Top Middle Door
To: 1
Left Side - Top Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 3
Left Side - Bottom Middle Door
To: 1
Left Side - Top Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door

Lure the Waver from the right side of the room. It only moves while on camera. Crouch next to the closed door and let the Waver pass just overhead twice before opening it and getting into position, in order to get hit by the third swoop. Or open the door and use the Waver's second swoop, which is a bit tighter.

Requires:

"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Left Side - Bottom Door
To: 1
Left Side - Top Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 4
Left Side - Bottom Door
To: 2
Left Side - Top Middle Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 4
Left Side - Bottom Door
To: 3
Left Side - Bottom Middle Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door

Starting from the top of the room will require careful manipulation of the Sovas. If going through the Power Bomb blocks, place the Power Bomb on the lowest stair on the ledge above, go down and lure the Sova up and use a Super to knock it off once it is just above the right side of where the Power Bomb blocks were. If using Bombs, lure the Sova that is just below the Power Bomb blocks, then use a Super to prevent it from going into the Morph tunnel. Starting at the bottom of the room and going up for the item before coming back down can be done, even with a Power Bomb, by first luring the Sova into safety at the bottom of the room.

Requires:

{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          4,
          5
        ]
      }
    },
    {
      "and": [
        "canComplexGMode",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: FIXME: It is possible to do this by following the Sova around the room to avoid resetting the room or using a Super.

From: 6
Middle Right Door
To: 7
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

G-Mode (Extreme)
Cathedral
From: 1
Left Door
To: 2
Right Door

It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}
G-Mode (Extreme)
Cathedral
From: 2
Right Door
To: 1
Left Door

It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. There is a Sova below the door that can be lured over to it.

Entrance condition:

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

Requires:

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

Unmorph after exiting the morph tunnel and get to the other side of the room. Killing the Dessgeegas can be done with no beam upgrades; Samus can jump over them while shooting the last few hits or retreat to the left. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. Samus will likely need to wait at the door for about a minute for the global Sova gets there.

Entrance condition:

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

Requires:

"h_artificialMorphMovement"
{
  "or": [
    "canTrickyJump",
    "h_artificialMorphPowerBomb",
    "h_hasBeamUpgrade",
    {
      "enemyKill": {
        "enemies": [
          [
            "Sm. Dessgeega",
            "Sm. Dessgeega"
          ]
        ],
        "explicitWeapons": [
          "Missile",
          "Super",
          "ScrewAttack"
        ]
      }
    },
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "canWalljump"
      ]
    },
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 43,
            "openEnd": 0
          }
        },
        {
          "shinespark": {
            "frames": 9,
            "excessFrames": 5
          }
        }
      ]
    },
    {
      "and": [
        "canInsaneWalljump",
        "canWallJumpInstantMorph",
        "canUnmorphBombBoost",
        "canDownGrab"
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canBePatient"
      ]
    },
    "h_heatedGModeOpenDifferentDoor"
  ]
}

Dev note: FIXME: Methods that require a Sova damage boost could be added

From: 1
Left Door
To: 2
Right Door

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

Entrance condition:

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

Requires:

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

Cross the room and go through the morph tunnel. Without any morph movement items, carefully air ball over the Sova and use it to damage boost into the tunnel or wait for the global Sova. It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "h_bombThings",
    "h_useSpringBall",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Sova",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            {
              "and": [
                "canTrickyJump",
                "canLateralMidAirMorph"
              ]
            },
            "canBePatient",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}
From: 2
Right Door
To: 1
Left Door

Wait for the Sova to pass then carefully roll under the Sm. Desgeegas or kill them with a Power Bomb (while avoiding killing the Sova). It is possible to kill a Sova on the door and pause abuse to grab its Energy drop on G-mode exit. The local or global Sova can be used. To use the local one, keep it off camera when possible and horizontally boost to jump over both stairs at once. With Spring Ball or a moderately good IBJ, Samus should be able to get through the morph tunnel before the global Sova, otherwise it takes just over a minute for it to return.

Entrance condition:

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

Requires:

{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sm. Dessgeega",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
{
  "or": [
    "h_artificialMorphIBJ",
    "h_artificialMorphSpringBall"
  ]
}
{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canXRayClimb"
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canXRayClimb"

Bypasses door shell: true

From: 3
Right Door
To: 1
Top Left Door

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

Entrance condition:

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

Requires:

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

Collects items: 4

From: 3
Right Door
To: 2
Bottom Left Door

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

Entrance condition:

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

Requires:

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

Collects items: 4

From: 3
Right Door
To: 3
Right Door

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

Entrance condition:

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

Requires:

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

Collects items: 4

From: 3
Right Door
To: 3
Right Door

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "h_IBJFromSpikes"
      ]
    },
    {
      "and": [
        "h_IBJFromSpikes",
        "canCameraManip",
        "canMoonwalk"
      ]
    }
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "ScrewAttack",
    "h_usePowerBomb",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 3
Right Door
To: 4
Item

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

Entrance condition:

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

Requires:

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

Clears obstacles: A

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

From: 3
Right Door
To: 4
Item

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. In indirect G-mode, stand where the gate will spawn and exit G-mode to open the gate. In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedGMode"
{
  "or": [
    "ScrewAttack",
    "h_usePowerBomb",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
{
  "heatFrames": 35
}

Clears obstacles: A

Dev note: The canComplexGMode is only used here to describe opening the gate in direct G-mode without gate glitching. However, the indirect variant still requires canHeatedGMode or Varia - with Varia, indirect strats can instead be used to go to the top left door and return.

From: 3
Right Door
To: 4
Item

Jump onto the crumble blocks to make them solid, then use them as a platform to cross the room. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. In indirect G-mode, stand where the gate will spawn and exit G-mode to open the gate. In direct G-mode, overload PLMs by shooting the gate then position Samus a few pixels away from the gate to where upward diagonal shots go through it. Crouch then shoot diagonally and quickly exit G-mode (3-7 frames later) to open the gate on G-mode exit.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedGMode"
{
  "or": [
    "SpaceJump",
    "canPreciseGrapple",
    "canSpringBallJumpMidAir",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes"
  ]
}
{
  "heatFrames": 35
}

Clears obstacles: A

Dev note: The canComplexGMode is only used here to describe opening the gate in direct G-mode without gate glitching. However, the indirect variant still requires canHeatedGMode or Varia - with Varia, indirect strats can instead be used to go to the top left door and return.

From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)

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

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphCeilingBombJump",
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "h_artificialMorphIBJ",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "h_artificialMorphBombHorizontally",
        "canTrickyDodgeEnemies",
        "h_artificialMorphDoubleBombJump",
        "h_artificialMorphStaggeredIBJ"
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Dev note: This is only useful if the item is Morph, because with Morph, another strat would have been used.

From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)

Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "ScrewAttack",
    "h_usePowerBomb",
    {
      "ammo": {
        "type": "Missile",
        "count": 2
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canIBJ"
"canBombHorizontally"
{
  "heatFrames": 0
}
From: 3
Right Door
To: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)

Jump onto the crumble blocks to make them solid, then use them as a platform to get to the item. With Grapple, a running jump then single Grapple swing can be used before PLMs are overloaded, alternatively jump on the crumble blocks and Grapple the Ripper. Avoid touching all 6 crumbles, so Samus can use the item to overload PLMs and go through one of the crumbles to get to the left side of the room. If the item has already been obtained, Samus can shoot the gate many times to overload PLMs.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canPreciseGrapple",
    "canInsaneWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canStaggeredIBJ",
        "canDoubleBombJump",
        "canBombHorizontally"
      ]
    },
    "h_IBJFromSpikes",
    "canCeilingBombJump",
    {
      "and": [
        "canBombHorizontally",
        "canIBJ",
        "h_usePowerBomb"
      ]
    }
  ]
}
{
  "heatFrames": 0
}
From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door

It is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"canComplexGMode"
"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 17,
            "excessFrames": 4
          }
        }
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Collects items: 4

From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 1
Top Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"canComplexGMode"
"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canIBJ",
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Collects items: 4

Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled. FIXME: The item that was remote acquired could be Morph, one of the items needed to climb the room, or maybe Plasma.

From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 2
Bottom Left Door

Requires:

"canComplexGMode"
"Morph"
"h_heatedGModeOpenDifferentDoor"

Collects items: 4

From: 6
Direct G-Mode Junction, Prepared Remote Acquire (Bottom Right)
To: 2
Bottom Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained.

Requires:

"canComplexGMode"
"Morph"
"Plasma"
"h_heatedGModePauseAbuse"

Collects items: 4

Dev note: FIXME: The item that was remote acquired could be Morph or maybe Plasma.

From: 7
G-Mode Junction (Bottom Right)
To: 1
Top Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained. Note that it is possible to climb the left side of the room with SpeedBooster alone, with either a tricky dash jump or a vertical shinespark.

Requires:

"Morph"
{
  "or": [
    "SpaceJump",
    "canSpringBallJumpMidAir",
    "canWalljump",
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    "canTrickyDashJump",
    {
      "and": [
        {
          "canShineCharge": {
            "usedTiles": 28,
            "gentleUpTiles": 3,
            "gentleDownTiles": 3,
            "openEnd": 0
          }
        },
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 1,
            "excessFrames": 1
          }
        }
      ]
    }
  ]
}
"Plasma"
"h_heatedGModePauseAbuse"
"canInsaneJump"

Dev note: All of these methods are fast enough to be able to escape after obtaining the drops. The shinespark is longer than 1 frame, but is modeled this way because the drops aren't properly modeled.

From: 7
G-Mode Junction (Bottom Right)
To: 2
Bottom Left Door

With Plasma and a pause abuse, it is possible to kill the Kago and exit G-mode while killing the Kago bugs and make it to the door with a small amount of Energy remaining. Shoot Plasma and quickly exit G-Mode, so that the bugs die immediately. Avoid having spent much time on the left side of the room, as the Fune fireballs will reduce the number of drops obtained.

Requires:

"Morph"
"Plasma"
"h_heatedGModePauseAbuse"
From: 2
Right Door
To: 2
Right Door

This room has many offscreen shot blocks. Shooting enough of them with wave + spazer or wave + plasma allows Samus to pass through the speed blocks. Quickly grab a Beetom and take it to the right door to use for a G-Mode setup.

Requires:

{
  "notable": "Shot Block Overload (Speedless Speedway)"
}
"canComplexGMode"
"Wave"
{
  "or": [
    "Spazer",
    "Plasma"
  ]
}
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "Ice",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {
    "knockback": false
  }
}
From: 2
Right Door
To: 2
Right Door

On entry, wait for the Geruta to swoop under the door runway, then spin jump up into the alcove on the ceiling above the end of the runway. The Geruta will often swoop around the runway and be set up to hit Samus on the next swoop. Other times it may swoop outwards instead; in this scenario, repeat the same movements for another attempt for it to swoop towards the door. Because it deals a lot of damage, it is possible to enter with ~99 Energy and use the setup whether it swoops towards the door on a first or second attempt at manipulating it.

Requires:

"canComplexGMode"
{
  "heatFrames": 350
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Dev note: Adding more heat frame leniency here won't really help because then if the Geruta gets into position quickly, Samus will have too much Energy to use for the setup.

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

From: 6
Right Side, In G-Mode
To: 1
Top Left Door

It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit.

Requires:

{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_heatedGModePauseAbuse",
        {
          "heatFrames": 10
        }
      ]
    },
    "h_heatedGModeOpenDifferentDoor"
  ]
}

Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall.

From: 6
Right Side, In G-Mode
To: 3
Bottom Left Door

It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit.

Requires:

{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_heatedGModePauseAbuse",
        {
          "heatFrames": 10
        }
      ]
    },
    "h_heatedGModeOpenDifferentDoor"
  ]
}

Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall.

From: 6
Right Side, In G-Mode
To: 4
Top Right Door

It is possible to use a Super to kill a Viola by the door and pause abuse to grab its Energy drop on G-mode exit.

Requires:

{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_heatedGModePauseAbuse",
        {
          "heatFrames": 10
        }
      ]
    },
    "h_heatedGModeOpenDifferentDoor"
  ]
}

Dev note: As Violas only give small Energy, Samus is likely to lose a few Energy overall.

From: 1
Left Door
To: 2
Right Door

It is possible to kill a Gamet by the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}

Dev note: This is not useful unless heat damage is increased or Energy capacity is reduced.

From: 1
Left Door
To: 3
Top Door

Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_preciseIceClip",
    "h_highPixelIceClip"
  ]
}

Exit condition:

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

Bypasses door shell: true

From: 1
Left Door
To: 4
Gamet Farm Junction

Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_heatedGModePauseAbuse",
    {
      "heatFrames": 40
    }
  ]
}
From: 2
Right Door
To: 3
Top Door

Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_preciseIceClip",
    "h_highPixelIceClip"
  ]
}

Exit condition:

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

Bypasses door shell: true

From: 2
Right Door
To: 4
Gamet Farm Junction

Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_heatedGModePauseAbuse",
    {
      "heatFrames": 40
    }
  ]
}
From: 3
Top Door
To: 3
Top Door

Jump next to the Gamet farm until one is at the correct height, which is just over one tile above Samus. Lure it to the right and use it to ice clip through the top door shell. Avoid killing any of the Gamets or they will all stop spawning. With bad positioning, move the Gamets off camera to try again; ice can help get around them. Also, be careful to avoid touching the invisible, stationary projectiles that the Dragons shoot.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_preciseIceClip",
    "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: 3
Top Door
To: 4
Gamet Farm Junction

Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_heatedGModePauseAbuse",
    {
      "heatFrames": 40
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

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

Requires:

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

Exit condition:

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

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. While luring the right Multiviola around the room, it is important to prevnt the Magdollites from spawning too many fireballs, otherwise the Multiviola won't give any drops. Either kill the middle Magdollite with a Super and stay away from the others when possible, or use Ice keep them frozen. Be careful not to touch any invisible flames that the Magdollites do spawn. It is also possible to do this with nothing; stand on the right platform while the Magdollite shoots to the right, then go to left edge of the runway to the right, pause abuse and exit G-mode while crouching and shooting upwards to kill and collect the flame drops.

Entrance condition:

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

Requires:

"h_heatedGModePauseAbuse"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "canFarmWhileShooting",
        "canInsaneJump"
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

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

Entrance condition:

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

Requires:

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

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

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canXRayClimb"

Bypasses door shell: true

G-Mode (Extreme)
Rising Tide
From: 1
Left Door
To: 2
Right Door

To save Energy, it is possible to lure a Sova to the right door and pause abuse to grab its Energy drop on G-mode exit. The left-most Sova falls into the lava and walks to the right. It is important to prevent the Dragons from shooting too many fireballs, as they will eventually prevent drops from appearing. Keeping the Sova on camera and moving a reasonable amount of the time will prevent the drops from being overloaded.

Entrance condition:

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

Requires:

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

Lure a Sova to the left door and pause abuse to grab its Energy drop on G-mode exit. It is important to prevent the Dragons from shooting too many fireballs, as they will eventually prevent drops from appearing. Either use a Super to bring the left-most Sova that circles a platform, by knocking it off while it is on the right side of the platform, or lure the left-most Sova that falls into the lava to the right and back to the left. Without a Super, Samus must quickly kill or freeze the Dragons. Only the right 3 Dragons must be killed in order to prevent the drops from being overloaded, but killing more makes it more lenient.

Entrance condition:

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

Requires:

{
  "or": [
    "Plasma",
    {
      "and": [
        "Charge",
        "Wave"
      ]
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 9
      }
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "canTrickyJump"
      ]
    }
  ]
}
"h_heatedGModePauseAbuse"
From: 1
Left Shaft - Top Left Door
To: 2
Left Shaft - Bottom Right Door

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

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canFarmWhileShooting",
        "canTrickyDodgeEnemies"
      ]
    }
  ]
}
From: 2
Left Shaft - Bottom Right Door
To: 1
Left Shaft - Top Left Door

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

Entrance condition:

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

Requires:

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

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops.

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

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

Entrance condition:

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

Requires:

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

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops.

From: 3
Left Shaft - Middle Right Door
To: 2
Left Shaft - Bottom Right Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoon places, and to prevent it from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill the Alcoon or avoid it then kill the Multiviola near the door without too much delay.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    "h_heatedGModePauseAbuse"
  ]
}
From: 4
Left Shaft - Top Right Door
To: 1
Left Shaft - Top Left Door

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

Entrance condition:

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

Requires:

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

Dev note: Frozen Alcoon platforms and Artificial morph IBJ are not included, as Samus can crouch jump and down grab; they can be considered if G-mode + flash suits are added, though they are still likely not useful. Those are also likely not compatible with preventing the Alcoons from overloading drops.

From: 4
Left Shaft - Top Right Door
To: 2
Left Shaft - Bottom Right Door

It is possible to kill a Multiviola by the door and pause abuse to grab its Energy drop on G-mode exit. It is important avoid touching the invisible fireballs the Alcoons place, and to prevent them from shooting too many fireballs, as they will eventually prevent drops from appearing. Either kill them or avoid them then kill the Multiviola near the door without too much delay.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    "h_heatedGModePauseAbuse"
  ]
}
From: 4
Left Shaft - Top Right Door
To: 4
Left Shaft - Top Right Door

Climb the room and open the top door, so that the Multiviola will reach the second door.

Requires:

"canComplexGMode"
{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "h_crouchJumpDownGrab",
    "Wave"
  ]
}
{
  "heatFrames": 950
}
{
  "or": [
    "canTrickyJump",
    "Wave",
    "Spazer",
    "Plasma",
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "enemyDamage": {
        "enemy": "Alcoon",
        "type": "fireball",
        "hits": 1
      }
    }
  ]
}

Exit condition:

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

Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck.

Requires:

"canComplexGMode"
{
  "heatFrames": 2100
}
{
  "or": [
    "h_heatProof",
    "canCrumbleJump"
  ]
}

Exit condition:

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

Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck.

Requires:

"canComplexGMode"
{
  "heatFrames": 2200
}
{
  "or": [
    "h_heatProof",
    "canCrumbleJump"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["h_heatProof"]}
From: 2
Right Door
To: 1
Left Door

Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck.

Requires:

"canComplexGMode"
{
  "heatFrames": 2250
}
{
  "or": [
    "h_heatProof",
    "canCrumbleJump"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["missiles","super"],"requires":[]}
{"types":["powerbomb"],"requires":["h_heatProof"]}
From: 2
Right Door
To: 2
Right Door

Free the Geruta and lure it to this door. To speed it up, it helps to prevent breaking most of the crumbles (no more than two consecutive) so the Geruta doesn't get stuck.

Requires:

"canComplexGMode"
{
  "heatFrames": 2500
}
{
  "or": [
    "h_heatProof",
    "canCrumbleJump"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Bottom Left Door
To: 5
Bottom Floating Platform Junction

Kill the Gamets where Samus can grab the drops. Exit G-mode, then pause abuse to pick them up without dying.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "or": [
    "h_heatedGModePauseAbuse",
    {
      "heatFrames": 40
    }
  ]
}

Dev note: Ice clipping through the shot blocks is not considered reasonable, as Samus can't use X-ray, kill any Gamets, or likely take a hit.

From: 5
Bottom Floating Platform Junction
To: 1
Top Left Door

Requires:

"canComplexGMode"
{
  "heatFrames": 480
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canMoonwalk",
    "canInsaneJump"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 3
Bottom Left Door
To: 2
Middle Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 4
Bottom Right Door
To: 5
Middle Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 4
Bottom Right Door
To: 6
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 5
Middle Right Door
To: 6
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 1
Left Door
To: 2
Right Door

Go over the plateau, or under it with lava protection. To avoid the Dragon's fireballs, be sure to kill it quickly, overload the drops with the Dragons on the left first, or exit G-mode.

Entrance condition:

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

Requires:

{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster"
      ]
    },
    {
      "and": [
        "canComplexGMode",
        "h_lavaProof"
      ]
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"

Dev note: FIXME: Damage through the lava could work, or maybe a Geruta damage boost. (Energy from immobile or CF)

Use the Geruta to get up to the top left ledge while also getting it to swoop into the top left region. This requires many jumps from below to get it to swoop up onto the ledge and not get stuck. When the Geruta is heading into the right spot, use it as a platform to get up as well.

Requires:

"canComplexGMode"
"h_heatProof"
"canBeVeryPatient"
"canCameraManip"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

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

From: 2
Right Door
To: 1
Left Door

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

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

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

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

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Collects items: 3

Unlocks doors:

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

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

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphLongIBJ",
    "h_artificialMorphJumpIntoIBJ"
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

From: 2
Right Door
To: 2
Right Door

On room entry, perform a low spin jump onto the first ledge to avoid getting the Geruta to swoop to the right. Jump against the left wall, then move right and the Geruta should come down quickly. Move back and forth until it comes down further. This can be tricky if needing to avoid contact damage. Quickly freezing the Geruta as it starts to come down can be used to avoid taking a hit. Killing the Dragon on room entry can also be helpful.

Requires:

"canComplexGMode"
"h_heatProof"
"canBePatient"
{
  "or": [
    {
      "and": [
        "canInsaneJump",
        "canTrickyUseFrozenEnemies"
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Geruta",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    "canTrickyUseFrozenEnemies",
    "Charge",
    "Plasma",
    "h_usePowerBomb",
    {
      "ammo": {
        "type": "Missile",
        "count": 3
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "and": [
        "ScrewAttack",
        {
          "lavaFrames": 20
        }
      ]
    }
  ]
}

Exit condition:

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

Touch the item as little as possible in order to prevent PLMs from being overloaded, so the platforms below remain solid.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        {
          "notable": "SpringBall Bomb Boost"
        },
        "canSpringBallJumpMidAir",
        "canUnmorphBombBoost",
        "h_crouchJumpDownGrab",
        "canInsaneJump"
      ]
    },
    {
      "and": [
        "canHorizontalShinespark",
        {
          "canShineCharge": {
            "usedTiles": 15,
            "openEnd": 2
          }
        },
        {
          "shinespark": {
            "frames": 40,
            "excessFrames": 18
          }
        }
      ]
    },
    {
      "and": [
        {
          "notable": "Ceiling Mockball Spring Fling"
        },
        "SpeedBooster",
        "canInsaneJump",
        "canMomentumConservingMorph",
        "canSpringFling"
      ]
    }
  ]
}
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

Dev note: There is no leniency option for using an extra Power Bomb, because it will contribute to PLM overload. (2 PBs is technically barely possible) FIXME: A variant with shinesparking can be added. (It would require energy free sparks)

From: 2
Right Door
To: 2
Right Door

Entrance condition:

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

Requires:

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

Collects items: 3

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

From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 2
Far Left Door

Exit G-mode before the crumble bridge, this is when the floor starts sloping up slightly. Run over the bridge and through the pirates without fixing the camera, to safely run through the pirates.

Requires:

"canComplexGMode"
"h_heatedGMode"
"h_getBlueSpeedMaxRunway"
{
  "heatFrames": 375
}
From: 7
G-Mode Morph Junction (Bottom Right, Started at Right)
To: 2
Far Left Door

Exit G-mode before the crumble bridge, this is when the floor starts sloping up slightly. Without a way to kill the pirates, touch the camera scroll block briefly before the bridge, then run over the bridge and through the pirates before fixing the camera, to not have to deal with the pirates. Otherwise, it may be worth killing the pirates for some Energy to be able to tank a hit later. Use a Bomb, Power Bomb, or Spring Ball to get over the Speed blocks. Then carefully avoid or kill the remaining enemies.

Requires:

"canGMode"
"h_heatProof"
{
  "or": [
    "h_bombThings",
    "h_useSpringBall"
  ]
}
{
  "or": [
    "h_usePowerBomb",
    "h_hasBeamUpgrade",
    "ScrewAttack",
    {
      "ammo": {
        "type": "Missile",
        "count": 3
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    },
    "canComplexGMode"
  ]
}
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: 2
Bottom Right Door
To: 1
Top Right Door

Climb the solid crumble blocks. It is possible to use a Super to knock one or two Sova off and follow it to the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        "h_heatedGModePauseAbuse"
      ]
    }
  ]
}

Dev note: FIXME: It is possible to use grapple to grab the drop from the top Sova from the doorway, but it is fairly precise and requires a large Energy drop.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 3 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canLongXRayClimb"
"canBePatient"

Bypasses door shell: true

From: 1
Left Door
To: 1
Left Door

Get to the item with two Spring Ball bomb jumps and remote acquire the item back by the left door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphSpringBallBombJump"
"h_additionalBomb"

Collects items: 4

Dev note: The Power Bombs will solidify the bomb block, preventing remote acquiring on the right. The Power Bombs are not going to overload many PLMs.

From: 1
Left Door
To: 4
Top Left Item

Get to the item without overloading PLMs by avoiding entering the morph tunnel at the bottom of the room.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphIBJ",
    {
      "and": [
        "HiJump",
        "h_artificialMorphSpringBall"
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canSpringBallJumpMidAir",
            "SpaceJump"
          ]
        }
      ]
    }
  ]
}

Clears obstacles: D

From: 2
Right Door
To: 1
Left Door

Touch both the item and the camera scroll blocks in the morph tunnel before PLMs are overloaded, then use either to finish overloading them. This will make it so that Samus can fix the camera after exiting G-mode on the left. It is possible to wait for the Sova to appear on screen before going to the left, in order to ensure Samus won't touch it. With only a Power Bomb boost to touch the item, it is not possible to fix the camera, but it is possible to kill the Sova.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
{
  "or": [
    "h_artificialMorphMovement",
    "h_artificialMorphPowerBomb"
  ]
}

Collects items: 3

Dev note: The only loss of access here is the camera fix, but there is another strat that can be used without.

Touch both the item and the camera scroll blocks in the morph tunnel before PLMs are overloaded, then use either to finish overloading them. This will make it so that Samus can fix the camera after exiting G-mode on the left. It is possible to wait for the Sova to appear on screen before going to the left, in order to ensure Samus won't touch it.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphMovement"

Collects items: 3

Dev note: This is only useful if the item is Morph or if Samus has Morph but no way up to this item location.

From: 4
Top Left Item
To: 1
Left Door

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "D"
  ]
}

Collects items: 4

From: 4
Top Left Item
To: 3
Top Right Item

Overload PLMs by rolling through the item, then go through the bomb block and exit G-Mode to obtain the item.

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "D"
  ]
}

Collects items: 4

Dev note: This does not include canRiskPermanentLossOfAccess as every strat that gets here could instead overload PLMs in the bottom morph tunnel.

From: 2
Middle Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

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

It is possible to kill the Sovas and pick up their drops during a pause abuse.

Entrance condition:

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

Requires:

"h_heatedGModePauseAbuse"
"canFarmWhileShooting"

Dev note: The Sovas will not give drops if there are too many fireballs, but this shouldnt be a problem when leaving through the bottom door.

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

It is possible to kill the Sovas and pick up their drops during a pause abuse, but they will only give drops if there are not too many Fune fireballs. With a ledge grab onto the top platform, it is possible to get all the Funes off camera. Alternatively, it is possible to kill or repeatedly freeze them.

Entrance condition:

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

Requires:

"canBePatient"
"h_heatedGModePauseAbuse"
"canFarmWhileShooting"
{
  "or": [
    "canTrickyJump",
    "canTrickyUseFrozenEnemies",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "h_usePowerBomb"
  ]
}

Dev note: The single tile ledge at this door doesn't seem to make it any slower to exit. The Power Bomb kill could be done with artificial morph, but it's not worth modeling.

From: 2
Right Door
To: 1
Left Door

Enter the lava pool as the Ripper touches the left wall. Place a Power Bomb in the corner and boost up into the Ripper to escape. The Power Bomb timing is somewhat lenient, but incorrectly timing it will kill the Ripper and leave Samus in the lava pool.

Entrance condition:

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

Requires:

"canComplexGMode"
"Gravity"
"h_artificialMorphPowerBomb"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Ripper 2 (red)",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyJump"
{
  "lavaFrames": 140
}
"h_additionalBomb"
{
  "or": [
    {
      "and": [
        {
          "notable": "Impressive Damage Boost"
        },
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Boyon",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "lavaFrames": 25
    }
  ]
}
"h_heatedGModeOpenDifferentDoor"
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. Killing any of the Gamets will prevent them from respawning. With Bombs, horizontally boost then IBJ above the acid while waiting for it. It is possible with Spring Ball alone, but it is easy to take damage; perform small jumps but hold jump before landing to prevent a small bounce in which Samus can't jump. On the return route, jump over the Gamets to let them pass instead of racing to get them off screen.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "h_artificialMorphIBJ",
        {
          "or": [
            "canInsaneJump",
            {
              "acidFrames": 106
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "h_artificialMorphBombThings",
            "canTrickyJump"
          ]
        }
      ]
    }
  ]
}

Collects items: 2

Dev note: The requirements here are to get the item and return, as the item cannot be used during the return.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 1
Left Door
To: 2
Right Door

Carefully and quickly lure the Gamets to the right door without letting them go off camera. It may help to kill any extra Gamets once they spread apart.

Requires:

"h_navigateUnderwater"
{
  "or": [
    {
      "resourceCapacity": [
        {
          "type": "Super",
          "count": 1
        }
      ]
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canComplexGMode"
{
  "or": [
    {
      "and": [
        "Gravity",
        "SpaceJump"
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpaceJumpWaterBounce"
      ]
    },
    "canTrickyUseFrozenEnemies"
  ]
}

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.

From: 5
Small Platforms Junction
To: 1
Left Door

Lure a Mella from the right by breaking the speed blocks or using Morph. Then manipulate it to go high enough to be used in the left doorway. Raise the Mella up to just below the door's ledge and then climb up to the door. Reposition the Mella once towards the door, and before it finishes moving, stand in the doorframe so that the next Mella movement will hit Samus. If it drops below the camera it will be necessary to go back down and raise it again.

Requires:

"canManipulateMellas"
"canCameraManip"
"canBePatient"
"canComplexGMode"
{
  "or": [
    "SpaceJump",
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir"
      ]
    },
    {
      "and": [
        "HiJump",
        "SpeedBooster",
        "canWalljump"
      ]
    }
  ]
}
{
  "or": [
    "canTrickyDodgeEnemies",
    {
      "enemyDamage": {
        "enemy": "Mella",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "B"
      ]
    },
    "Morph"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}

Unlocks doors:

{"types":["ammo"],"requires":[]}
From: 6
G-Mode Morph Junction (At Speed Blocks)
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.

Requires:

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

Exit condition:

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

Bypasses door shell: true

From: 7
Direct G-Mode Morph Junction (At Speed Blocks)
To: 1
Left Door

Touch the item then cross the room with a long diagonal bomb jump from the solid platforms above the acid.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Morph Long Diagonal Bomb Jump"
}
"h_artificialMorphDiagonalBombJump"
"h_artificialMorphLongIBJ"

Collects items: 3

From: 7
Direct G-Mode Morph Junction (At Speed Blocks)
To: 1
Left Door

Touch the item then cross the room with a Spring Ball jump into IBJ from the moving platforms above the acid.

Requires:

"canComplexGMode"
"h_artificialMorphLongIBJ"
"h_artificialMorphJumpIntoIBJ"

Collects items: 3

From: 7
Direct G-Mode Morph Junction (At Speed Blocks)
To: 2
Right Vertical Door

IBJ to the item, touch it, and drop back down to the right of the speed blocks before exiting G-mode.

Requires:

"canComplexGMode"
"h_artificialMorphLongIBJ"

Collects items: 3

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

Lure the Gamets to the top left door with Ice and Space Jump. 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. Space Jump to the left of them and refreeze them as they move to the left, then quickly climb back up to the top left before they thaw.

Requires:

"canComplexGMode"
"canTrickyUseFrozenEnemies"
"SpaceJump"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 3
Bottom Right Door
To: 4
Top Right Door

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
From: 3
Bottom Right Door
To: 4
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 1
Right Door
To: 1
Right Door

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 2

Dev note: An indirect option could be added to just get to the item without heat damage, but that would require very unusual room layouts and isn't worth the effort.

From: 1
Left Door
To: 2
Right Door

Despawn the gate in indirect G-mode then Power Bomb the Rippers and cross the room. It is possible to kill a Ripper near the right door and pause abuse to collect its drop on G-mode exit. Timing the Power Bomb to kill some but not all of the lower three Rippers is necessary if farming on the right side of the room.

Entrance condition:

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

Requires:

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

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

Entrance condition:

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

Requires:

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

Despawn the gate in indirect G-mode then cross the room by either rolling under the Rippers then unmorphing and dodging them while while crossing the room, or place a Power Bomb to kill all or most of them and cross the room. 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": true
  }
}

Requires:

{
  "or": [
    "canInsaneJump",
    "h_artificialMorphPowerBomb"
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Despawn the gate in indirect G-mode then cross the room while killing, freezing, or tanking the Rippers. Without Morph, killing the lowest Ripper with a Super will make it possible but difficult to cross the room damageless. 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:

{
  "or": [
    "ScrewAttack",
    "canUseFrozenEnemies",
    {
      "and": [
        "canInsaneJump",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    },
    {
      "ammo": {
        "type": "Super",
        "count": 3
      }
    },
    {
      "enemyDamage": {
        "enemy": "Ripper 2 (red)",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "ScrewAttack"
      ]
    },
    {
      "and": [
        "h_heatedGModePauseAbuse",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 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: 1
Left Door
To: 1
Left Door

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 3

From: 1
Left Door
To: 2
Right Door

Avoid stepping on all three crumble blocks before moving through the item to overload PLMs, then go through the crumble blocks. After dropping below, move to the door quickly in order to prevent GT falling on Samus. Note that if the item is not there, it is still possible to overload PLMs by using bomb spreads on crumble blocks that have never been stepped on.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        {
          "itemNotCollectedAtNode": 3
        },
        "canRiskPermanentLossOfAccess"
      ]
    },
    {
      "and": [
        "Charge",
        "h_useMorphBombs"
      ]
    }
  ]
}
"h_heatedGModeOffCameraDoor"

Exit condition:

{
  "leaveNormally": {}
}

Collects items: 3

Unlocks doors:

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

Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable.

From: 1
Left Door
To: 2
Right Door

Avoid stepping on all three crumble blocks. Use many bomb spreads to place bombs on them and overload PLMs before going through. After dropping below, move to the door quickly in order to prevent GT falling on Samus.

Entrance condition:

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

Requires:

"canComplexGMode"
"Charge"
"h_useMorphBombs"
"h_heatedGModeOffCameraDoor"

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

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

Dev note: This strat forces Samus to leave the room because the camera is stuck at the top left of the room. FIXME: It is possible to get to the top right item, but its not easy or too useful. It is possible to use the item to break the Bomb blocks and escape. Fighting GT while blind is unreasonable.

From: 2
Right Door
To: 2
Right Door

Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Wait long enough for the flag to be set, then Samus can then leave the room without exiting G-mode.

Entrance condition:

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

Requires:

"h_heatedGMode"
{
  "notable": "Safe Spot Kill"
}
{
  "or": [
    {
      "resourceAtMost": [
        {
          "type": "Missile",
          "count": 31
        }
      ]
    },
    "canComplexGMode"
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 30
      }
    },
    {
      "and": [
        "Charge",
        {
          "or": [
            "canBeVeryPatient",
            {
              "and": [
                "canBePatient",
                "Wave"
              ]
            },
            {
              "and": [
                "canBePatient",
                "Spazer"
              ]
            },
            "Plasma",
            {
              "and": [
                "canBePatient",
                {
                  "ammo": {
                    "type": "Super",
                    "count": 15
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Exit condition:

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

Clears obstacles: f_DefeatedGoldenTorizo, door_2

Sets flags: f_DefeatedGoldenTorizo

From: 2
Right Door
To: 2
Right Door

Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. Pause abuse and jump to collect the drops on G-mode exit.

Entrance condition:

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

Requires:

{
  "notable": "Safe Spot Kill"
}
{
  "resourceAtMost": [
    {
      "type": "Missile",
      "count": 31
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 30
      }
    },
    {
      "and": [
        "Charge",
        {
          "or": [
            "canBeVeryPatient",
            {
              "and": [
                "canBePatient",
                "Wave"
              ]
            },
            {
              "and": [
                "canBePatient",
                "Spazer"
              ]
            },
            "Plasma",
            {
              "and": [
                "canBePatient",
                {
                  "ammo": {
                    "type": "Super",
                    "count": 15
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "h_heatedIndirectGModeOpenSameDoor",
    "h_heatedGModePauseAbuse"
  ]
}

Clears obstacles: f_DefeatedGoldenTorizo, door_2

Sets flags: f_DefeatedGoldenTorizo

From: 2
Right Door
To: 2
Right Door

With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. Having GT start with his laser attack will also make it so there are no drops which can be collected at the end of the fight.

Entrance condition:

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

Requires:

{
  "notable": "Safe Spot Kill"
}
"canComplexGMode"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 30
      }
    },
    {
      "and": [
        "Charge",
        {
          "or": [
            "canBeVeryPatient",
            {
              "and": [
                "canBePatient",
                "Wave"
              ]
            },
            {
              "and": [
                "canBePatient",
                "Spazer"
              ]
            },
            "Plasma",
            {
              "and": [
                "canBePatient",
                {
                  "ammo": {
                    "type": "Super",
                    "count": 15
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
"h_heatedIndirectGModeOpenSameDoor"

Clears obstacles: f_DefeatedGoldenTorizo, door_2

Sets flags: f_DefeatedGoldenTorizo

From: 2
Right Door
To: 7
G-Mode Junction (Bottom of Room)

Start the fight with 31 Missiles or fewer in order to prevent GT from using its laser attack, which will enable Samus to stand next to it. Having GT start with his Chozo Ball attack also will make it so there are drops which can be collected at the end of the fight, otherwise they will have been overloaded. With more than 31 Missiles, Samus will have a 2 pixel window in which she must quickly get into to prevent touching GT or his lasers. If GT starts with his laser attack, be sure to carefully jump over them before doing something else in the room.

Entrance condition:

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

Requires:

{
  "notable": "Safe Spot Kill"
}
{
  "or": [
    {
      "resourceAtMost": [
        {
          "type": "Missile",
          "count": 31
        }
      ]
    },
    "canComplexGMode"
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 30
      }
    },
    {
      "and": [
        "Charge",
        {
          "or": [
            "canBeVeryPatient",
            {
              "and": [
                "canBePatient",
                "Wave"
              ]
            },
            {
              "and": [
                "canBePatient",
                "Spazer"
              ]
            },
            "Plasma",
            {
              "and": [
                "canBePatient",
                {
                  "ammo": {
                    "type": "Super",
                    "count": 15
                  }
                }
              ]
            }
          ]
        }
      ]
    }
  ]
}
{
  "heatFrames": 0
}

Clears obstacles: f_DefeatedGoldenTorizo, door_2

Sets flags: f_DefeatedGoldenTorizo

Dev note: This exists because Samus can kill GT and stay in G-mode to then do something else in the room.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
{
  "or": [
    "canWalljump",
    "h_crouchJumpDownGrab",
    "HiJump",
    "SpaceJump",
    "canIBJ",
    "canArtificialMorph"
  ]
}
"canXRayClimb"

Bypasses door shell: true

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

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
{
  "heatFrames": 1600
}
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canXRayClimb"

Bypasses door shell: true

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

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
{
  "heatFrames": 1650
}
From: 3
Bottom Right Door
To: 4
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canLongXRayClimb"

Bypasses door shell: true

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: 1
Left Door
To: 2
Right Door

It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

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

It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit.

Entrance condition:

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

Requires:

{
  "or": [
    "h_heatedGModePauseAbuse",
    "h_heatedGModeOpenDifferentDoor"
  ]
}
From: 1
Left Door
To: 1
Left Door

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 left to leave the room before the door closes.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedDirectGModeLeaveSameDoor"

Collects items: 4

From: 4
Elevator
To: 1
Left Door

Space Jump across without falling. The Hibashi (fire pillars) can not hit Samus while off camera.

Entrance condition:

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

Requires:

"canComplexGMode"
"SpaceJump"
"h_heatedGModeOffCameraDoor"
From: 4
G-Mode Junction
To: 1
Left Door

Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door.

Requires:

"h_heatedGMode"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 6
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 36
      }
    }
  ]
}
{
  "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: 1
Left Door

Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. It is possible to exit G-mode and quicky pause abuse, to collect the pirates' drops and get to the door.

Requires:

"h_heatedGMode"
{
  "or": [
    "Plasma",
    {
      "and": [
        "Charge",
        "Spazer"
      ]
    },
    {
      "and": [
        "Charge",
        "Wave"
      ]
    },
    {
      "and": [
        "Spazer",
        "Ice",
        "Wave"
      ]
    },
    {
      "and": [
        "canBePatient",
        {
          "or": [
            {
              "and": [
                "Charge",
                "Ice"
              ]
            },
            {
              "and": [
                "Spazer",
                "Ice"
              ]
            },
            {
              "and": [
                "Spazer",
                "Wave"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "or": [
            "Charge",
            "Spazer"
          ]
        }
      ]
    }
  ]
}
{
  "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: 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

Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. 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"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 6
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 36
      }
    }
  ]
}
{
  "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: 4
G-Mode Junction
To: 2
Right Door

Be careful to avoid the stationary, invisible projectiles that the pirates spawn from where they jump. 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"
{
  "or": [
    "Plasma",
    {
      "and": [
        "Charge",
        "Spazer"
      ]
    },
    {
      "and": [
        "Charge",
        "Wave"
      ]
    },
    {
      "and": [
        "Spazer",
        "Ice",
        "Wave"
      ]
    },
    {
      "and": [
        "canBePatient",
        {
          "or": [
            {
              "and": [
                "Charge",
                "Ice"
              ]
            },
            {
              "and": [
                "Spazer",
                "Ice"
              ]
            },
            {
              "and": [
                "Spazer",
                "Wave"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "or": [
            "Charge",
            "Spazer"
          ]
        }
      ]
    }
  ]
}
{
  "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: 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: 1
Left Door
To: 2
Right Door

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

Entrance condition:

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

Requires:

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

Kill or dodge the Holtz while crossing the room. It's possible to kill the Holtz while staying safe; some of them can also be lured under platforms and out of the way. It is possible to kill a Zebbo by the door and pause abuse to grab its Energy drop on G-mode exit, which requires manipulating or killing the Holtz while not killing the left Zebbo until it is in location.

Entrance condition:

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

Requires:

{
  "or": [
    "ScrewAttack",
    "canBeVeryPatient",
    {
      "and": [
        "canBePatient",
        {
          "or": [
            "Ice",
            "Wave",
            "Spazer"
          ]
        }
      ]
    },
    "Plasma",
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Zebbo",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
"h_heatedGModePauseAbuse"
From: 1
Left Door
To: 3
Ridley

Enter the room in G-mode, perform a Crystal Flash, then lay an additional Power Bomb, preferably at the top of the room. The Power Bomb will not explode but will continually force Ridley into a corner of the room. If the Power Bomb is laid near the top of the room, then Ridley will be forced into the bottom of the room, making it easy to damage Ridley at the highest possible rate; if the Power Bomb is laid lower, Ridley will be forced to the top of room, and Samus will have to jump repeatedly to bring it on camera. in which case Ridley can still be damaged but more slowly and with some caution needed to avoid invisible fireballs. After reducing Ridley's health to zero, take damage from Ridley or an invisible fireball to trigger auto-reserves and exit G-mode. Then get grabbed by Ridley to finish the fight.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Crystal Flash Stuck Ridley"
}
"canComplexGMode"
"h_heatedGMode"
"h_CrystalFlash"
"h_usePowerBomb"
{
  "or": [
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "HiJump",
            "canSpringBallJumpMidAir",
            "SpaceJump"
          ]
        },
        {
          "ridleyKill": {
            "powerBombs": false,
            "gMode": true,
            "stuck": "bottom"
          }
        }
      ]
    },
    {
      "ridleyKill": {
        "powerBombs": false,
        "gMode": true,
        "stuck": "top"
      }
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "heatFrames": 520
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 100
  }
}

Clears obstacles: f_DefeatedRidley, door_1

Sets flags: f_DefeatedRidley

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, perform a Crystal Flash, then lay an additional Power Bomb, preferably at the top of the room. The Power Bomb will not explode but will continually force Ridley into a corner of the room. If the Power Bomb is laid near the top of the room, then Ridley will be forced into the bottom of the room, making it easy to damage Ridley at the highest possible rate; if the Power Bomb is laid lower, Ridley will be forced to the top of room, and Samus will have to jump repeatedly to bring it on camera. in which case Ridley can still be damaged but more slowly and with some caution needed to avoid invisible fireballs. After reducing Ridley's health to zero, take damage from Ridley or an invisible fireball to trigger auto-reserves and exit G-mode. Then get grabbed by Ridley to finish the fight.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Crystal Flash Stuck Ridley"
}
"canComplexGMode"
"h_heatedGMode"
"h_CrystalFlash"
"h_usePowerBomb"
{
  "or": [
    {
      "and": [
        {
          "or": [
            "canWalljump",
            "HiJump",
            "canSpringBallJumpMidAir",
            "SpaceJump"
          ]
        },
        {
          "ridleyKill": {
            "powerBombs": false,
            "gMode": true,
            "stuck": "bottom"
          }
        }
      ]
    },
    {
      "ridleyKill": {
        "powerBombs": false,
        "gMode": true,
        "stuck": "top"
      }
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "heatFrames": 520
}
{
  "partialRefill": {
    "type": "Energy",
    "limit": 100
  }
}

Clears obstacles: f_DefeatedRidley, door_2

Sets flags: f_DefeatedRidley

Dev note: FIXME: artificial morph with direct G-mode is another option for laying a Power Bomb at the top of the room, by landing on the door ledge on entry (the Morph item would still be needed since the Crystal Flash forces Samus out of being morphed).

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: 1
Left Door
To: 1
Left Door

Use 17 Power Bombs while pressed against the crumble blocks to overload PLMs and go through the crumble blocks. With Morph, exit G-mode near the item then return to the left, without, exit in the middle of the room to break the crumble blocks.

Anywhere else in the left section of the room requires one more Power Bomb.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedGMode"
"canPowerBombItemOverloadPLMs"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 18
  }
}
{
  "heatFrames": 240
}

Collects items: 3

Dev note: Returning to the left avoids canRiskPermanentLossOfAccess. This might be useful with a crystal flash.

From: 2
Top Door
To: 1
Left Door

Use 9 Power Bombs against the right crumble blocks to overload PLMs and roll through the crumble blocks on the left.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatedGMode"
"canPowerBombItemOverloadPLMs"
{
  "itemNotCollectedAtNode": 3
}
"canRiskPermanentLossOfAccess"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 9
  }
}
"h_heatedGModeOpenDifferentDoor"
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 5 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_heatProof"
"canLongXRayClimb"
"canBeVeryPatient"

Bypasses door shell: true

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

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, climb the room very quickly, before shots are overloaded - HiJump or wall jumps help, but are not required. It is also possible to wait for the shots to be overloaded and then exit G-mode, pause abuse, and kill the pirate before the pause triggers, but this is generally harder.

Entrance condition:

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

Requires:

"ScrewAttack"
"SpaceJump"
{
  "or": [
    "h_heatedGModeOpenDifferentDoor",
    {
      "and": [
        "h_heatedGModePauseAbuse",
        "canInsaneJump",
        "canComplexGMode"
      ]
    }
  ]
}

Clears obstacles: A

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: 2
Top Right Door
To: 9
G-Mode Morph Junction Left of Morph Tunnel (Off-Camera)

Raise the shutter by shooting a missile or upgraded beam at it. Stand on the right side of lowest safe tile and shoot diagonally down while crouched if using missiles, or standing otherwise. A basic beam shot will work if fired vertically down, onto the side of the spike. Then, get into the cove next to the bomb block and carefully wiggle in that camera scroll block to overload PLMs.

Entrance condition:

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

Requires:

"Morph"
{
  "or": [
    "canComplexGMode",
    "Wave"
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    "Charge",
    "Ice",
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
{
  "heatFrames": 0
}

Clears obstacles: E

From: 1
Left Door
To: 2
Top Door

Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. Be careful to avoid the Workrobot's invisible, stationary lasers.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
{
  "or": [
    "h_preciseIceClip",
    "h_highPixelIceClip"
  ]
}

Exit condition:

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

Bypasses door shell: true

From: 1
Left Door
To: 3
Right Door

Delay getting hit by the Atomic for as long as possible, then fall off the ledge and clip through the first Workrobot. Move partway across the room and keep the Atomic just off screen, which is where Samus can see approximately one full tile of the vertical doorshell. Wait for the Workrobot to appear, then hold right as it enters the screen to get hit by the Atomic and kago through the Workrobot. 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:

"canComplexGMode"
"f_DefeatedPhantoon"
"canKago"
{
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 2
  }
}
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: 1
Left Door
To: 3
Right Door

Wait for the Atomic to hit Samus, then use it to force her way through the first Workrobot. Move partway across the room and keep the Atomic just off screen, which is where Samus can see approximately one full tile of the vertical doorshell. Wait for the Workrobot to appear, then hold right as it enters the screen to get hit by the Atomic and kago through the Workrobot. 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,
    "mobility": "immobile"
  }
}

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
"canKago"
{
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}

Dev note: The first Atomic hit is accounted through the regain mobility strat.

From: 2
Top Door
To: 2
Top Door

Freeze an Atomic at a precise distance below the door in order to jump up and clip through the door shell. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
{
  "or": [
    "h_preciseIceClip",
    "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: 2
Top Door
To: 3
Right Door

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

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
"h_artificialMorphPowerBomb"
{
  "or": [
    "canTrickyDodgeEnemies",
    "h_artificialMorphPowerBomb"
  ]
}
"h_artificialMorphPowerBomb"
{
  "or": [
    "canInsaneJump",
    {
      "enemyDamage": {
        "enemy": "Workrobot",
        "type": "ring-side",
        "hits": 1
      }
    }
  ]
}
From: 2
Middle Left Door
To: 7
Bowling In G-Mode

This is a very long ceiling bomb jump. Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
{
  "notable": "Ceiling Bomb Jump"
}
"canLongCeilingBombJump"
"canBeVeryPatient"
From: 2
Middle Left Door
To: 7
Bowling In G-Mode

Spring fling many times to cross the spikeway with as few hits as possible. Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
"h_artificialMorphSpringFling"
"canInsaneJump"
{
  "spikeHits": 4
}
From: 2
Middle Left Door
To: 7
Bowling In G-Mode

Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
"Morph"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canUseIFrames",
        {
          "spikeHits": 2
        },
        {
          "or": [
            "canHorizontalDamageBoost",
            "canInsaneJump",
            "SpeedBooster",
            {
              "spikeHits": 1
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Middle Left Door
To: 7
Bowling In G-Mode

Crystal Flash then pause abuse to cross the spikeway with minimal Energy loss. Ride the statue, which will not take Samus down, and will instead drop her off in the spike pit somewhat near the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"f_DefeatedPhantoon"
"h_CrystalFlash"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        "canUseIFrames",
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    },
    {
      "and": [
        "canUseIFrames",
        "SpeedBooster",
        "h_pauseAbuseMinimalReserveRefill",
        "h_pauseAbuseMinimalReserveRefill"
      ]
    }
  ]
}
From: 7
Bowling In G-Mode
To: 2
Middle Left Door

Quickly unmorph and jump to the left edge to take as few spike hits as possible. It is also possible to place a bomb or Power Bomb just before being grabbed by the statue before the bowling ride. Samus will experience the boost after the ride, which can boost her straight onto the statue.

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphBombThings",
    {
      "spikeHits": 1
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "spikeHits": 1
    }
  ]
}
From: 7
Bowling In G-Mode
To: 3
Bottom Left Door

Quickly unmorph and jump onto the bowling statue. Be careful not to jump below its hand and be pushed back down. It is also possible to place a bomb or Power Bomb just before being grabbed by the statue before the bowling ride. Samus will experience the boost after the ride, which can boost her straight onto the statue. Exit G-mode then jump to the right into the spike pit, which will now have a section that is air. Go to the bottom door to exit the room and fix the camera.

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphBombThings",
    {
      "spikeHits": 1
    }
  ]
}
{
  "or": [
    "canInsaneJump",
    {
      "spikeHits": 1
    }
  ]
}

Exit condition:

{
  "leaveNormally": {}
}

Unlocks doors:

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

Dev note: FIXME: It is possible to go down and grab one or both items then return, but that is a difficult trek while blind, with the Workrobots awake.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

Freeze an Atomic or Covern at a precise distance below the door in order to jump up and clip through the door shell. If Phantoon is defeated, it is possible to lure the Atomic from below the shot blocks by placing a Power Bomb. Freezing it while it is moving horizontally and Samus is standing works as a trivial setup. If Phantoon is not defeated, stand on the stairs so that Samus is just a few pixels lower, then freeze the Covern low in its cycle. Alternatively, freeze it high then perform a tight down grab to get onto it for a pixel perfect clip.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "h_artificialMorphPowerBomb",
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
{
  "or": [
    "h_preciseIceClip",
    "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. FIXME: If Phantoon is not defeated, this does not require Morph or artificial morph.

From: 5
Middle Right Door
To: 4
Top Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. If Phantoon is not defeated then you have to move quickly to prevent the Coverns from hitting you.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump.

Entrance condition:

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

Requires:

{
  "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish"
}
"canComplexGMode"
"h_artificialMorphDoubleSpringBallJump"
"canInsaneJump"
"canTrickyUseFrozenEnemies"
"canDownGrab"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "Plasma"
      ]
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "Wave",
        "Spazer"
      ]
    }
  ]
}
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door

Double Spring Ball jump while artificially morphed and quickly unmorph and freeze the fish before landing on it. The required positioning of the fish is fairly precise; aim for it to be at the lowest point a few tiles from the right wall, or one tile from the right wall where Samus has more time to press against it. Down grabbing onto the fish makes this significantly easier. The fish should be frozen in one hit, this requires Plasma and Wave or a single Power Bomb hit and Plasma or Wave and Spazer. With Plasma, it is tricky to freeze the fish without killing it; avoid shooting it horizontally. The positioning of a Power Bomb, is fairly lenient, but will always hit the fish once if placed a couple tiles below the peak of a normal Spring Ball + HiJump.

Entrance condition:

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

Requires:

{
  "notable": "Artificial Morph, Double Spring Ball Jump onto Frozen Fish"
}
"canComplexGMode"
"h_artificialMorphDoubleSpringBallJump"
"canInsaneJump"
"canTrickyUseFrozenEnemies"
"canDownGrab"
{
  "or": [
    {
      "and": [
        "Plasma",
        "Wave"
      ]
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "Plasma"
      ]
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        "Wave",
        "Spazer"
      ]
    }
  ]
}
From: 1
Bottom Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "direct",
    "morphed": false
  },
  "comesThroughToilet": "no"
}

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        "canWalljump"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrickyUseFrozenEnemies",
        "h_crouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            {
              "and": [
                {
                  "notable": "Underwater Walljumps"
                },
                "canUnderwaterWalljump"
              ]
            },
            "canSpringBallJumpMidAir",
            {
              "and": [
                "canTrickyUseFrozenEnemies",
                "canCrouchJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canTrickyUseFrozenEnemies",
        "canBeVeryPatient",
        {
          "or": [
            "canStationaryLateralMidAirMorph",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

From: 1
Bottom Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        "canWalljump"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrickyUseFrozenEnemies",
        "h_crouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            {
              "and": [
                {
                  "notable": "Underwater Walljumps"
                },
                "canUnderwaterWalljump"
              ]
            },
            "canSpringBallJumpMidAir",
            {
              "and": [
                "canTrickyUseFrozenEnemies",
                "canCrouchJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canTrickyUseFrozenEnemies",
        "canBeVeryPatient",
        {
          "or": [
            "canStationaryLateralMidAirMorph",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        "canWalljump"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrickyUseFrozenEnemies",
        "h_crouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            {
              "and": [
                {
                  "notable": "Underwater Walljumps"
                },
                "canUnderwaterWalljump"
              ]
            },
            "canSpringBallJumpMidAir",
            {
              "and": [
                "canTrickyUseFrozenEnemies",
                "canCrouchJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canTrickyUseFrozenEnemies",
        "canBeVeryPatient",
        {
          "or": [
            "canStationaryLateralMidAirMorph",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}

Clears obstacles: B

From: 2
Bottom Right Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        "canWalljump"
      ]
    },
    {
      "and": [
        "Gravity",
        "canTrickyUseFrozenEnemies",
        "h_crouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            {
              "and": [
                {
                  "notable": "Underwater Walljumps"
                },
                "canUnderwaterWalljump"
              ]
            },
            "canSpringBallJumpMidAir",
            {
              "and": [
                "canTrickyUseFrozenEnemies",
                "canCrouchJump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "h_maxHeightSpringBallJump",
        "canTrickyUseFrozenEnemies",
        "canBeVeryPatient",
        {
          "or": [
            "canStationaryLateralMidAirMorph",
            {
              "ammo": {
                "type": "Super",
                "count": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 3
Middle Right Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"

Clears obstacles: B

Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position

From: 3
Middle Right Door
To: 12
G-Mode Junction By Middle Right Door

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"

Dev note: FIXME: Immobile strats may need canBeVeryPatient if they can't be done before the crab is in position

From: 4
Top Right Door
To: 10
Direct G-Mode Morph On Ledge Left of Morph Tunnel Item

Carefully descend to the ledge left of the morph tunnel item.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"

Clears obstacles: B

From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Place bombs against the speed blocks until they are overloaded.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCrouchJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphCeilingBombJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ",
        "canBeVeryPatient"
      ]
    }
  ]
}

Clears obstacles: B

From: 4
Top Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Place bombs against the speed blocks until they are overloaded.

Entrance condition:

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

Requires:

{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canComplexGMode"
"h_navigateUnderwater"
"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "h_artificialMorphSpringBall",
        {
          "or": [
            "Gravity",
            "HiJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Morph",
        {
          "or": [
            "Gravity",
            "HiJump",
            "canCrouchJump"
          ]
        }
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphCeilingBombJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ",
        "canBeVeryPatient"
      ]
    }
  ]
}
From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway

Samus needs to touch the item before PLMs are overloaded. This can be difficult because Power Bombs interact with the items, and there is a camera scroll block in the morph tunnel. If the Speed-locked item has already been collected on the other side of the room, this will be easier. Otherwise, Samus will need to touch the item before the Power Bomb finishes exploding. In this case, it is recommended to hold left on room entry, place a Power Bomb immediately as Samus hits the left wall, then hold left again until she lands on the pedestal.

Entrance condition:

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

Requires:

"h_EverestMorphTunnelExpanded"
"Gravity"
"h_artificialMorphPowerBomb"
"h_artificialMorphPowerBomb"
{
  "or": [
    "canComplexGMode",
    {
      "itemCollectedAtNode": 6
    }
  ]
}

Collects items: 7

From: 5
Morph Passage Doorway
To: 5
Morph Passage Doorway

Get to the item while avoiding the crab, note that it doesn't go all the way through the tunnel. Use a Super to knock it off, while it is on the right wall, in order to knock it off so it will go down the morph tunnel.

Requires:

"canComplexGMode"
"h_EverestMorphTunnelExpanded"
"Morph"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 6
Speed Blocked Item
To: 9
Junction Below Speed Blocks

After grabbing the item, turnaround as the crab thaws to Kago it and escape.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canKago"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    },
    "h_pauseAbuseMinimalReserveRefill"
  ]
}
{
  "obstaclesCleared": [
    "C"
  ]
}

Dev note: This strat is here instead of part of 11->6, because if the item is an E-Tank, Samus can use it to escape.

From: 6
Speed Blocked Item
To: 9
Junction Below Speed Blocks

After grabbing the item, quickly shoot the crab with a diagonal Wave shot to kill it and escape.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"Wave"
{
  "obstaclesCleared": [
    "C"
  ]
}

Dev note: This strat is here instead of part of 11->6, because if the item is Wave, Samus can use it to escape.

From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item

Samus can Crystal Flash to have enough Energy to take a crab hit or to get some Reserve Energy, but then she will not be able to use X-Ray to exit G-Mode, and will require a Reserve Trigger. The Crystal Flash needs to be done before unmorphing, while being careful not to kill the global crab. Samus then needs to jump into the speed-locked item and hit the crab to trigger Reserves and exit G-Mode. This can be done with HiJump, Gravity, Spring Ball, or Ice. Turn around while inside the item to collect it. Wait for the global crab to get into position. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"h_artificialMorphCrystalFlash"
{
  "or": [
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canCrouchJump",
        "canTrickyUseFrozenEnemies"
      ]
    }
  ]
}
{
  "autoReserveTrigger": {}
}
{
  "obstaclesCleared": [
    "B"
  ]
}

Dev note: Samus needs to use Bombs or Power Bombs to overload PLMs, so Morph or artificial Morph is already required. FIXME: If Samus has a lot of tanks, it could take too much time to damage down. Ice can be used to take multiple hits from a crab before it leaves.

From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item

Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. If using Bombs, it is important to freeze the crab with all other beams turned off, so that the crab has 30 remaining Energy or less. Place a Bomb or Power Bomb, then quickly get into the crouch position and use X-Ray to exit G-Mode before it goes off. It is important to be crouched, not standing, and have Gravity off, or the bomb will boost Samus and she will be stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room.

It is possible to kago the bomb boost in order to do this strat with Gravity still equipped.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Gravity",
    "HiJump",
    "canCrouchJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "disableEquipment": "Gravity"
    },
    "canKago"
  ]
}
"h_bombThings"
From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 6
Speed Blocked Item

Freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item. Samus will now be stuck on the crab, and if it thaws and hits her, she will be pushed up and stuck in the speed blocks. Note that if the crab is arriving too early, it may be possible to slow the crab with Ice or lure the crab from above instead. Alternatively, she may have to wait for the global crab to circle the room.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"canBePatient"
"h_navigateUnderwater"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Gravity",
    "HiJump",
    "canCrouchJump",
    "canSpringBallJumpMidAir"
  ]
}

Clears obstacles: C

From: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Crystal Flash to gain enough Energy to tank a crab hit. This needs to be done before unmorphing, while being careful not to kill the global crab.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_artificialMorphCrystalFlash"
{
  "obstaclesNotCleared": [
    "B"
  ]
}

Dev note: Samus needs to use Bombs or Power Bombs to overload PLMs, so Morph or artificial Morph is already required. A Crystal Flash in direct G-Mode will prevent Samus from using X-Ray, so it would not be able to use the 11->6 strats.

From: 12
G-Mode Junction By Middle Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

Place bombs against the speed blocks until they are overloaded. With a slow ascent, such as with Spring Ball and Ice, the crab will need to circle the entire room, it is possible to use a Super when it passes the speed blocks to speed this up significantly.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_useMorphBombs"
"h_navigateUnderwater"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "Gravity",
        "canWalljump"
      ]
    },
    {
      "and": [
        "HiJump",
        {
          "or": [
            "canSpringBallJumpMidAir",
            {
              "and": [
                {
                  "notable": "Underwater Walljumps"
                },
                "canUnderwaterWalljump"
              ]
            }
          ]
        }
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "or": [
            "HiJump",
            "Gravity",
            "h_maxHeightSpringBallJump"
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_useSpringBall"
      ]
    },
    {
      "and": [
        "HiJump",
        "h_useSpringBall"
      ]
    },
    {
      "and": [
        "Gravity",
        "canCeilingBombJump"
      ]
    },
    "canBeVeryPatient"
  ]
}
From: 13
G-Mode Morph Junction By Middle Right Door
To: 11
G-Mode Junction Below Speed Blocks (Overloaded PLMs)

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded.

Requires:

"canComplexGMode"
{
  "notable": "G-Mode Overload Speed Blocks then use Global Crab"
}
"h_navigateUnderwater"
"h_artificialMorphBombs"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_artificialMorphIBJ",
            {
              "and": [
                "h_artificialMorphSpringBall",
                "HiJump"
              ]
            },
            {
              "and": [
                "h_artificialMorphSpringBall",
                "canGravityJump"
              ]
            }
          ]
        },
        {
          "or": [
            "h_artificialMorphSpringBall",
            "h_artificialMorphCeilingBombJump",
            "canBeVeryPatient"
          ]
        }
      ]
    },
    "h_artificialMorphDoubleSpringBallJump"
  ]
}
From: 2
Bottom Right Door
To: 3
Top Right Doorway

Climb up 1 screen.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)

It is possible to place a Power Bomb on the ledge above to kill the crab before going down and into the tunnel.

Entrance condition:

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

Requires:

"canCameraManip"
{
  "or": [
    "Morph",
    "h_artificialMorphSpringBall",
    {
      "and": [
        "canComplexGMode",
        "h_artificialMorphPowerBomb"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphLongIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphBombHorizontally"
      ]
    },
    {
      "and": [
        {
          "enemyDamage": {
            "enemy": "Sciser",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "or": [
            "h_EverestMorphTunnelExpanded",
            {
              "enemyDamage": {
                "enemy": "Sciser",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
From: 1
Top Left Door
To: 12
G-Mode Junction (In Morph Tunnel)

Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so start from the right ground, not the raised scaffolding by the door. A Power Bomb can be placed on the descent to kill the Crab.

Entrance condition:

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

Requires:

"canComplexGMode"
"canSuitlessMaridia"
{
  "or": [
    "h_EverestMorphTunnelExpanded",
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 5
Top Door
To: 12
G-Mode Junction (In Morph Tunnel)

Bounce from the right peak into the morph tunnel. Samus can't bounce twice in a single fall, so come to a stop on the top platform or avoid it completely. A Power Bomb can be placed on the descent to kill the Crab, as long as Samus lands near the top of the peak, to give the bomb enough time before she gets there. If the morph tunnel is expanded, it is also possible to slow Samus' descent enough to avoid the crab by hitting the Powamp, falling near the top of the peak, then bouncing into the edge of the tunnel. This will save a small amount of Energy.

Entrance condition:

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

Requires:

"canSuitlessMaridia"
"canComplexGMode"
{
  "or": [
    "h_artificialMorphPowerBomb",
    {
      "enemyDamage": {
        "enemy": "Sciser",
        "type": "contact",
        "hits": 2
      }
    },
    {
      "and": [
        "h_EverestMorphTunnelExpanded",
        {
          "enemyDamage": {
            "enemy": "Sciser",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "h_EverestMorphTunnelExpanded",
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Powamp",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Middle Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

From: 12
G-Mode Junction (By Bottom Left Door)
To: 3
Left Sand Pit

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. 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.

Requires:

"canComplexGMode"
"h_navigateUnderwater"
"canEnemyStuckMoonfall"
{
  "or": [
    "canFreeFallClip",
    {
      "enemyDamage": {
        "enemy": "Yard",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 12
G-Mode Junction (By Bottom Left Door)
To: 4
Right Sand Pit

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.

Requires:

"canComplexGMode"
"h_navigateUnderwater"
"canEnemyStuckMoonfall"
{
  "or": [
    "canFreeFallClip",
    {
      "enemyDamage": {
        "enemy": "Yard",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithGMode": {
    "morphed": false
  }
}
From: 1
Left Door
To: 6
Junction Right of Morph Passage

Overload PLMs by touching the sand, then move through the speed blocks. Avoiding the sand pits is easier without Gravity or HiJump. Exit G-mode while inside the speed blocks then X-Ray climb up.

Entrance condition:

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

Requires:

"canComplexGMode"
"canSuitlessMaridia"
"canXRayClimb"
"Morph"

Dev note: This requires canInsaneJump even though it is not difficult, because it is not very intuitive.

From: 4
Right Door
To: 6
Junction Right of Morph Passage

Overload PLMs by touching the sand, then move through the speed blocks. Avoiding the sand pits is easier without Gravity or HiJump. Exit G-mode while inside the speed blocks then X-Ray climb up.

Entrance condition:

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

Requires:

"canComplexGMode"
"canSuitlessMaridia"
"canXRayClimb"
"Morph"

Dev note: This requires canInsaneJump even though it is not difficult, because it is not very intuitive.

If the Puyos are alive, lure the first to the right, then roll out of the hole, unmorph and fight them. Crouching while shooting may increase accuracy.

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "B"
  ]
}

Dev note: FIXME This probably shouldnt be free if the Puyos are still alive.

Requires:

"canComplexGMode"
{
  "obstaclesCleared": [
    "B"
  ]
}
From: 1
Top Left Sand Entrance
To: 4
Bottom Right Sand Exit

Enter the room on the right side and land on the ledge just below the hidden tunnel then Power Bomb boost to get into the tunnel and kil the Bulls. Alternatively, enter the room near the right with a bit of right momentum and land directly in the tunnel while taking a Bull hit.

Entrance condition:

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

Requires:

"canComplexGMode"
"canInsaneJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "h_additionalBomb",
            "h_artificialMorphMovement"
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

Dev note: This room does not have water, so Samus can be boosted by bomb boosts without Gravity after PLMs are overloaded. It is possible to do this with 1 Power Bomb, but it is very precise and significantly depends on room entry.

From: 3
Top Right Sand Entrance
To: 2
Bottom Left Sand Exit

Enter the room on the left side and land on the ledge just below the hidden tunnel then Power Bomb boost to get into the tunnel and kil the Bulls. Alternatively, enter the room near the left with a bit of left momentum and land directly in the tunnel while taking a Bull hit.

Entrance condition:

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

Requires:

"canComplexGMode"
"canInsaneJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Bull",
        "type": "contact",
        "hits": 1
      }
    },
    {
      "and": [
        "h_artificialMorphPowerBomb",
        {
          "or": [
            "h_additionalBomb",
            "h_artificialMorphMovement"
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

Dev note: This room does not have water, so Samus can be boosted by bomb boosts without Gravity after PLMs are overloaded. It is possible to do this with 1 Power Bomb, but it is very precise and significantly depends on room entry.

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

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

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

Enter with G-mode direct, back up to exactly 8 pixels away from the door transition, and activate X-ray to get very deep stuck in the door. Climb up a little less than 1 screen, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door. Perform the spin-jump when Samus' feet are between about 0.5 and 2 tiles below the bottom of the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "notable": "Very Deep Stuck X-Ray Climb"
}
"canXRayClimb"

Bypasses door shell: true

Dev note: Standing any closer to the door will cause Samus to no longer be stuck in the wall when reaching the air pocket above. Standing any further from the door will make it impossible to get a wall-jump check from the transition tiles.

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

Climb the room with a Gravity jump + Spring Ball jump. Turn off Spring Ball and Gravity at the same time, then repause after a short delay and turn Spring back on. If coming from the right, Samus will be off camera.

Requires:

"canComplexGMode"
"canGravityJump"
"HiJump"
{
  "tech": "canSpringBallJumpMidAir"
}
"h_artificialMorphSpringBall"
From: 2
Bottom Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

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

Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
"canBePatient"
"canOffScreenMovement"
From: 2
Bottom Right Door
To: 3
Middle Right Door

Climb up 2 screens.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"
From: 2
Bottom Right Door
To: 3
Middle Right Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canLongXRayClimb"

Bypasses door shell: true

From: 1
Left Door
To: 1
Left Door

Avoid moving too much between the right of the Owtch and the item to avoid overloading PLMs until after touching the item.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_artificialMorphSpringBallBombJump"
      ]
    },
    "h_artificialMorphDoubleSpringBallJump"
  ]
}

Collects items: 3

From: 2
Bottom Door
To: 1
Left Door

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "h_artificialMorphIBJ",
            "h_artificialMorphSpringBallBombJump"
          ]
        }
      ]
    },
    "h_artificialMorphDoubleSpringBallJump"
  ]
}

Collects items: 3

From: 1
Left Door
To: 1
Left Door

The easiest way to lure an Evir projectile and get through the door before it is to stand facing and against the door cap, open the door then turn right and run back to the left.

Requires:

"h_navigateUnderwater"
{
  "or": [
    "Gravity",
    "canComplexGMode"
  ]
}

Exit condition:

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

The Evir won't shoot unless Samus enters the sand falls. Getting to the transition tiles while standing before the projectile can be tricky. With no movement items besides Gravity, walk off the platform while facing right, turn around spin jump to barely enter the sand fall before landing back on the platform and quickly getting to the door.

Requires:

"Gravity"
"canComplexGMode"

Exit condition:

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

The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to Power Bomb the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. If using mobile G-mode, it is easiest to get past the bottom one and prevent it from digging. If using immobile G-mode, it is easiest to have whichever one hits Samus go off screen. It is important to place the Power Bomb while as far right as possible to ensure that PLMs have not been overloaded before breaking the wall, or, wait until the snail has fully overloaded PLMs and dug a small place where Samus can unmorph against the wall to place the Power Bomb before quickly unmorphing and exiting G-mode. The green stone changes one tile earlier than the wall, and can be used as a visual cue to place the Power Bomb. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed.

Entrance condition:

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

Requires:

{
  "notable": "Reverse G-Mode Morph"
}
"canComplexGMode"
{
  "or": [
    {
      "and": [
        "Gravity",
        "h_artificialMorphIBJ"
      ]
    },
    "h_artificialMorphSpringBall"
  ]
}
"h_artificialMorphPowerBomb"

Clears obstacles: A, B, f_ShaktoolDoneDigging

Sets flags: f_ShaktoolDoneDigging

From: 2
Right Door
To: 1
Left Door

Enter the room in direct G-mode, and land on the doorsill while artificially morphed. Use a bomb to boost over the the left runway, or land on a snail and bomb off of it while the water is low. If entering in immobile, it is important to avoid being pulled through the floor and into the water by the snail. The Snails will dig through the sand without showing any visual difference. Each block they pass through gets closer to overloading PLMs. In order to Power Bomb the left wall before PLMs are overloaded, it is necessary to only allow one snail to dig, either by bombing one or by facing one to prevent movement until it is off screen. It is important to place the Power Bomb while as far right as possible to ensure that PLMs have not been overloaded before breaking the wall, or, wait until the snail has fully overloaded PLMs and dug a small place where Samus can unmorph against the wall to place the Power Bomb before quickly unmorphing and exiting G-mode. The green stone changes one tile earlier than the wall, and can be used as a visual cue to place the Power Bomb. Note that the Snails will not dig while off screen or while Samus is facing them, even while she is morphed.

Entrance condition:

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

Requires:

{
  "notable": "Reverse G-Mode Morph"
}
"canComplexGMode"
"h_artificialMorphIBJ"
"h_artificialMorphPowerBomb"

Clears obstacles: A, B, f_ShaktoolDoneDigging

Sets flags: f_ShaktoolDoneDigging

From: 2
Right Door
To: 2
Right Door

The Evir won't shoot unless Samus is on the left tile of the platform. Getting to the transition tiles while standing before the projectile can be tricky. Either do two quick small spin jumps, one onto it and one back, breaking spin before landing both times, or start with Samus' toe barely on the last tile, move left then do a short spin jump to the right, also breaking spin before landing.

Requires:

"canComplexGMode"
"canSuitlessMaridia"
"canTurnaroundSpinJump"

Exit condition:

{
  "leaveWithGModeSetup": {}
}

On entry, dodge the first Rinkas then Crystal Flash. While in the light orb, Samus will be almost immune and the Metroids will take damage. 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 in the acid or on a Rinka. 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:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom1

Sets flags: f_KilledMetroidRoom1

Dev note: FIXME: Before reserve triggering, Samus could cross the acid pit.

From: 2
Right Door
To: 2
Right Door

On entry, dodge the first Rinkas then Crystal Flash. While in the light orb, Samus will be almost immune and the Metroids will take damage. 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 in the acid or on a Rinka. 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:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom1

Sets flags: f_KilledMetroidRoom1

Dev note: FIXME: Before reserve triggering, Samus could cross the acid pit.

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

Enter with G-mode direct, using artificial morph to avoid the Metroids if they are still alive. Go to the top of the room and Crystal Flash, with the Metroids stuck below (if alive). The Crystal Flash will leave behind a light orb, which can be used to kill the Metroids. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_CrystalFlash"
{
  "autoReserveTrigger": {}
}
"canXRayClimb"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}

Bypasses door shell: true

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

Enter with G-mode direct, and quickly freeze the Metroids (if still alive) and Rinkas. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"Ice"
"canXRayClimb"

Bypasses door shell: true

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

Enter immobile with G-mode direct, with the Metroids having been killed previously. Take a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "or": [
    "f_KilledMetroidRoom2",
    {
      "obstaclesCleared": [
        "f_KilledMetroidRoom2"
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"canXRayClimb"

Bypasses door shell: true

Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement.

On entry, dodge the first Rinkas then Crystal Flash. While in the light orb, Samus will be almost immune and the Metroids will take damage. 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 in the acid or on a Rinka. 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:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

Kill the Metroids while artificially morphed without any movement items. Dodge the Rinkas then place a Power Bomb on the lower middle section. Place a second in the right corner and use it to boost up to the right. Without moving too far to the right, place a third Power Bomb and then move back to the left pit after a short delay. Place a fourth in the bottom right corner again and it should explode just before the Metroids get to Samus. Occasionally, the right-most Metroid gets stuck and Samus needs to go to the right and use two more Power Bombs. Note that it is necessary to exit G-Mode before exiting the room in order for the Metroids to remain killed.

Entrance condition:

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

Requires:

"canComplexGMode"
"canMetroidAvoid"
"canInsaneJump"
{
  "ammo": {
    "type": "PowerBomb",
    "count": 4
  }
}

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

From: 2
Right Door
To: 2
Right Door

On entry, dodge the first Rinkas then Crystal Flash. While in the light orb, Samus will be almost immune and the Metroids will take damage. 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 in the acid or on a Rinka. The Rinkas will likely all be dead, so jump into the acid then start jumping out just before the Reserves trigger to minimize damage taken.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom3

Sets flags: f_KilledMetroidRoom3

Dev note: The acid doesn't do much damage if Samus is jumping out as Reserves trigger. The Metroid drops should more than make up for the acid damage taken.

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

On entry, Crystal Flash, then lure the Metroids to the light orb. 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 below, 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:

"canComplexGMode"
"canMetroidAvoid"
"h_artificialMorphCrystalFlash"
{
  "autoReserveTrigger": {}
}

Clears obstacles: f_KilledMetroidRoom4

Sets flags: f_KilledMetroidRoom4

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

Lure a Rinka to the top door without letting it go off screen. The bottom right Rinka can be lured at the correct angle by standing on the central platform then jumping slightly before it moves.

Requires:

"canComplexGMode"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 1
Top Left Door

Enter with G-mode direct, back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka hits, and perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"canXRayClimb"

Bypasses door shell: true

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

Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use the Rinkas to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_CrystalFlash"
{
  "autoReserveTrigger": {}
}
"canLongXRayClimb"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 2
  }
}

Bypasses door shell: true

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

Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"Ice"
"canLongXRayClimb"

Bypasses door shell: true

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

Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 2 screens, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"canLongXRayClimb"

Bypasses door shell: true

Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement.

From: 3
Bottom Left Door
To: 2
Middle Left Door

Enter with G-mode direct, and go to the top of the room to perform a Crystal Flash to refill on energy without destroying all the bottom Rinkas. Use a Rinka to damage down. For the final hit that will trigger auto-reserves, stand in the open doorway between 1 and 6 pixels from the transition. The auto reserve trigger will cancel G-mode and close the door on top of Samus. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"h_CrystalFlash"
{
  "autoReserveTrigger": {}
}
"canXRayClimb"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 2
  }
}

Bypasses door shell: true

From: 3
Bottom Left Door
To: 2
Middle Left Door

Enter with G-mode direct, and freeze the bottom Rinka near the door. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to avoid Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
"Ice"
"canXRayClimb"

Bypasses door shell: true

From: 3
Bottom Left Door
To: 2
Middle Left Door

Enter immobile with G-mode direct, taking a Rinka hit to regain mobility. Back up to between 1 and 6 pixels from the door transition, and activate X-ray to get very deep stuck in the door. Climb up 1 screen, moving quickly to minimize Rinka damage. Perform a turnaround buffered spin-jump away from the door to trigger the transition, bypassing any lock on the door.

Entrance condition:

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

Requires:

"canComplexGMode"
{
  "enemyDamage": {
    "enemy": "Rinka",
    "type": "contact",
    "hits": 1
  }
}
"canXRayClimb"

Bypasses door shell: true

Dev note: The 'immobile' requirement in the entranceCondition is not necessary but is included for clarity. Without coming in immobile, it would not be possible to have enough energy to survive the Rinka hit. The enemyDamage in this strat is for a second Rinka hit while climbing. The first Rinka hit is included in the gModeImmobile requirement.

From: 1
Top Door
To: 1
Top Door

Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers.

Entrance condition:

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

Requires:

"canComplexGMode"
"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: 2
Right Door
To: 1
Top Door

Quickly freeze a pirate and kill the other without letting them jump back and forth. Each jump they will place a large, stationary, invisible laser, which makes the room much trickier to traverse, although they can be dodged with a precise wall jump from the outer walls. Wait for the pirate to randomly climb to the top of the room, then crouch on one of the two plaforms, second from the top. Quickly freeze the pirate when it is close to the middle of the room and crouch jump from on top of it through the door. Note that Samus can freely pass the pirates while they are frozen, to prevent them from jumping and placing more invisible lasers.

Entrance condition:

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

Requires:

"canComplexGMode"
"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.