The ability to perform non-trivial movement while Samus is off-camera. This does not include movement where visual feedback is unimportant, such as simply falling down or holding a single direction.
Overload PLMs using the scroll blocks next to the bomb wall After passing through, you need to go from the bottom to the top of Climb and into the bomb blocks while still in G-mode Morph. Samus will not be visible at all; the only available feedback is audio and position on the map. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Climb to the Top" } "h_canArtificialMorphMovement" "canOffScreenMovement" { "or": [ "h_ClimbWithoutLava", { "and": [ "h_lavaProof", { "or": [ "h_canArtificialMorphSpringBall", "Morph", "Gravity" ] } ] } ] } Clears obstacles: B |
Overload PLMs using the scroll blocks next to the bomb wall Navigate to the lower right bomb blocks while still morphed. Samus will be off-camera and not visible, requiring blind movement. Enemies will not hurt Samus since they are non-global and also off-camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" "h_ClimbWithoutLava" Clears obstacles: B |
From: 1
Top Left Door
To: 2
Middle Left Door
There are scroll PLMs one tile to the left of the Terminator bomb blocks which can be used to overload PLMs. The bomb blocks then become air and can be passed through. Go down to the Save door by falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 4
Top Right Door
To: 2
Middle Left Door
A single Power Bomb, placed precisely and as early as possible, can get you over the Geemers and onto the ledge above Alcatraz without taking a hit. Alternatively Bombs or SpringBall can be used. Go down to the Save door by just falling and moving back and forth in the right places. Once you start going down you will be off-screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphMovement", "h_canArtificialMorphBombHorizontally" ] } |
From: 5
Alcatraz Door
To: 1
Top Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphMovement" |
From: 5
Alcatraz Door
To: 2
Middle Left Door
Use Bombs or SpringBall to navigate with artificial morph without unmorphing. There are scroll PLMs next to the bomb blocks and on the ledge below the Alcatraz exit, which will overload PLMs when going through them. The bomb blocks then become air and can be passed through. You will need to briefly navigate off-screen while to the right of Alcatraz before coming back left, and while going down the left shaft. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphMovement" |
From: 2
Middle Right Door
To: 1
Top Right Door
After teleporting, press down while still grappling, to move Samus up and right by retracting the grapple. Release Grapple, angle-down, and shoot the blocks to the left and right of Samus. Morph and roll to the right; then Samus will be able to unmorph and stand. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "Morph" "canOffScreenMovement" |
From: 4
Bottom Right Door
To: 1
Top Right Door
After teleporting, press down while still grappling, to move Samus up and right by retracting the grapple. Release Grapple, angle-down, and shoot the blocks to the left and right of Samus. Morph and roll to the right; then Samus will be able to unmorph and stand. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "Morph" "canOffScreenMovement" |
From: 5
G-Mode Morph Junction (Bottom)
To: 2
Top Left Door
Overload PLMs by repeatidly bombing the Power Bomb blocks or the side of the crumble block, then enter through the crumble block. Requires: "canEnterGMode" "h_canArtificialMorphIBJ" { "or": [ "canConsecutiveWalljump", "SpaceJump", "canOffScreenMovement" ] } |
From: 1
Left Door
To: 3
Middle Visible Item
Blindly grab the item before PLMs are overloaded, then return and exit g-mode to remotely acquire the item. Starting a completely blind IBJ can be somewhat tricky, even if for such a short distance. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphSpringBall", { "and": [ "h_canArtificialMorphIBJ", "canOffScreenMovement" ] } ] } Clears obstacles: A |
From: 1
Top Left Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
From: 2
Top Right Door
To: 6
Junction (Right of Tunnel)
Fall into the pit while being careful to only touch one of the crumble blocks. Bounce up through the camera scroll blocks to overload PLMs with Spring Ball, Bombs, or 6 Power Bombs. Move horizontally to fall through the crumble blocks that haven't been touched. Carefully fall to not touch the spikes on the right, then roll through the spikeway. After the camera stops scrolling, move another 2-3 tiles then exit G-Mode. Make small jumps to reset the camera then quickly kill the Beetom as it jumps at Samus. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" { "or": [ "h_canArtificialMorphBombs", "h_canArtificialMorphSpringBall", { "ammo": { "type": "PowerBomb", "count": 6 } } ] } Clears obstacles: B |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 7
Below Power Bomb Blocks - Top Right Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 9
Right Etecoon Shaft - Top Left Door
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 11
Right Etecoon Shaft - Item
Roll through the camera scroll blocks in front of the bomb block, then go through the morph tunnel and IBJ to the top. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 9
Right Etecoon Shaft - Top Left Door
To: 12
Above Power Bomb Blocks - Main Junction
Place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up the left side, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 10
Right Etecoon Shaft - Bottom Left Door
To: 12
Above Power Bomb Blocks - Main Junction
IBJ up and place bombs against the item Chozo ball to overload PLMs. Then go through the bomb blocks and tunnel. IBJ up again, blind, until getting on the top small platform. Place a Power Bomb and exit g-mode before the bomb goes off to break the blocks. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "itemNotCollectedAtNode": 11 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphIBJ" "h_canArtificialMorphPowerBomb" "canBePatient" "canOffScreenMovement" |
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)
Raise a Zeb to be just below the crumble blocks and blindly freeze it to set up an ice clip to reach the Power Bomb room exit door. Get a bug from the pipe to spawn facing left and freeze it while moving to the ledge below the Hopper room door. While crouched, a spazer or wave beam shot will shoot through the floor in front of Samus. Shoot then immediately jump so that the bug can be frozen at a pixel perfect height, which is higher than where it would typically be frozen (when not needing to preserve a flash suit). Once frozen, wait for the bug to thaw, then blindly follow it to the left without letting it go off camera, which would cause it to despawn. Refreeze it below the crumble blocks, perform a very precise ledge grab onto it, then jump through the crumble block to reach the door, all while carefully avoiding losing the flash suit. Requires: { "notable": "Blind Zeb Ice Clip (Preserve Flash Suit)" } "canStaggeredWalljump" "canCameraManip" "canOffScreenMovement" { "or": [ "Wave", "Spazer" ] } "canInsaneJump" "h_canHighPixelIceClip" |
From: 2
Right Door
To: 3
Top Junction
Enter with G-Mode and use X-Ray to get stuck 9 pixels inside the door. X-Ray climb to a relatively specific height: after just one pixel of Samus' feet are visible while crouching facing left, perform between 20 and 22 more X-Ray stand-ups (any of these work). Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canOffScreenMovement" "canInsaneJump" |
From: 2
Right Door
To: 3
Top Junction
Get stuck 3 pixels inside the door, and X-ray climb to a precise height: after just one pixel of Samus' feet are visible while crouching facing left, perform exactly 7 more X-Ray stand-ups. Use X-ray to face left, then run and jump to barely make it onto the ledge. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "HiJump" "canXRayClimb" "canOffScreenMovement" "canInsaneJump" |
From: 2
Bottom Right Door
To: 1
Top Right Door
Enter the room in a pose that allows Samus to stand. After teleporting, retract Grapple by pressing up. Then hold right to release Grapple while standing. Samus should get pushed up onto the floor. Run to the right and reach the door, taking just one hit from a Hopper. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Requires: "canOffScreenMovement" { "enemyDamage": { "enemy": "Sidehopper", "type": "contact", "hits": 1 } } |
From: 3
Bottom Left Door
To: 10
Temporary Blue Junction (Top Left Door)
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "HiJump" "canTrickyUseFrozenEnemies" "canLongChainTemporaryBlue" "canXRayTurnaround" "canOffScreenMovement" |
From: 4
Bottom Right Door
To: 10
Temporary Blue Junction (Top Left Door)
Entrance condition: { "comeInShinecharging": { "length": 11, "openEnd": 0 } } Requires: "HiJump" "canTrickyUseFrozenEnemies" "canLongChainTemporaryBlue" "canXRayTurnaround" "canOffScreenMovement" |
From: 10
Temporary Blue Junction (Top Left Door)
To: 3
Bottom Left Door
Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canOffScreenMovement" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 10
Temporary Blue Junction (Top Left Door)
To: 4
Bottom Right Door
Requires: "canLongChainTemporaryBlue" "canXRayTurnaround" "canOffScreenMovement" Exit condition: { "leaveWithTemporaryBlue": {} } Unlocks doors: {"types":["ammo"],"requires":[]} |
From: 3
Right Vertical Door
To: 2
Bottom Left Door
Wiggle back and forth to get through the bomb blocks while avoiding the off screen Zeela. Unmorph and exit G-Mode then quickly run back and forth to fix the camera or go through the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true }, "comesThroughToilet": "any" } Requires: "canOffScreenMovement" |
Destroy the shot block by standing on top of it, jumping, aiming down, and shooting at the moment that you land. This requires precision because the beam projectile will immediately despawn while off-camera. Less precise alternatives include using a bomb, Power Bomb, or Grapple, if available. With the shot block destroyed, fall down through the opening and jump back up, and the camera will be fixed. Requires: { "obstaclesCleared": [ "A" ] } "canOffScreenMovement" { "heatFrames": 160 } Resets obstacles: A |
When off-camera, the Gamets still spawn but cannot be destroyed with beams or other projectiles. Requires: { "obstaclesCleared": [ "A" ] } "canOffScreenMovement" { "or": [ "ScrewAttack", "h_canUseMorphBombs", "Grapple" ] } { "or": [ "canPauseAbuse", { "heatFrames": 50 } ] } { "refill": [ "Energy", "Missile", "Super", "PowerBomb" ] } |
From: 5
Bottom Right Junction
To: 2
Right Door
Wait for the global Sova to begin climbing the wall below the door. Have Reserves set to manual and couch jump up above the Sova as it turns the lip of the ledge. Before touching the Sova, pause, so that Samus will recieve a small damage boost followed by pause screen appearing. Set Reserves back to auto which will end Samus' IFrames enabling a second damage boost. Without Morphball, this requires a blind damage boost. Requires: { "notable": "Sova Boost" } "canCrouchJump" "canInsaneJump" { "or": [ "canMidAirMorph", "canOffScreenMovement" ] } "canCameraManip" "canReserveDoubleDamageBoost" { "heatFrames": 830 } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sova", "type": "contact", "hits": 1 } } { "heatFrames": 90 } |
From: 2
Top Right Door
To: 1
Top Door
After teleporting, briefly press down to extend Grapple, then press up to retract it again. Release Grapple to fall onto the platform below the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 100 } { "or": [ "canOffScreenMovement", { "heatFrames": 80 } ] } |
From: 3
Bottom Right Door
To: 1
Top Door
After teleporting, briefly press down to extend Grapple, then press up to retract it again. Release Grapple to fall onto the platform below the door. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 100 } "canOffScreenMovement" |
From: 2
Bottom Right Door
To: 1
Top Right Door
After the teleport, immediately press down to extend Grapple to avoid bonking on the ceiling overhang; note that buffering the down input through the transition will not work. Then swing over to the door. Crumble jump in case the swing does not make it all the way to the door. Samus will be visible but off-camera; swinging back and forth to fix the camera is possible, at the cost of additional heat damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 120 } { "or": [ "canOffScreenMovement", { "heatFrames": 180 } ] } |
After teleporting, hold left and release Grapple to remain in a standing pose (and not be force crouched). X-ray climb a specific distance, performing exactly 15 X-Ray stand-ups. Then morph and roll out to the right. If Bombs, Power Bombs, or Screw Attack are available, this can allow more lenience in how far to climb. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 12, 13 ] ] } } Requires: "canXRayClimb" "Morph" "canOffScreenMovement" |
From: 2
Right Door
To: 1
Left Door
Placing a Power Bomb a 0.5 to 1 tile away from the item plinth to bounce Samus onto it (where the right item usually is) while also overloading PLMs as the explosion hits the left item. Wait for the explosion to completely finish before touching the crumble blocks or they will remain solid. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 4 } "canRiskPermanentLossOfAccess" "h_canArtificialMorphPowerBomb" "canOffScreenMovement" |
From: 2
Right Door
To: 1
Left Door
Overload PLMs by rolling through the item then go through the crumble blocks. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": true } } Requires: { "itemNotCollectedAtNode": 3 } "canRiskPermanentLossOfAccess" { "or": [ "h_canArtificialMorphBombThings", "h_canArtificialMorphMovement" ] } "canOffScreenMovement" |
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" |
From: 2
Right Door
To: 4
Top Left Item
Overload PLMs using scroll blocks in the morph tunnel. The camera will not scroll to the left side of the room. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphMovement" "canOffScreenMovement" |
From: 1
Top Right Door
To: 3
Acid Chozo Statue
Grapple teleporting here will spawn Samus inside the wall behind the Acid Chozo statue. To escape, perform a Crystal Flash to stand up, then morph and roll out to the right. Samus will be visible but off-camera, making the movement tricky. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 220 } "h_canCrystalFlash" { "heatFrames": 20 } "canOffScreenMovement" Clears obstacles: A |
From: 1
Top Right Door
To: 3
Acid Chozo Statue
After teleporting, press down to retract Grapple. Samus will be inside the Power Bomb blocks behind the Acid Chozo statue hand. Use a Power Bomb, wait to begin falling, then hold right to roll out under the hand. Samus will be visible but off-camera, making the movement tricky. Holding right too early after laying the Power Bomb will cause Samus to get stuck inside the Chozo hand; in this case, Samus can get out by unmorphing, remorphing, and rolling to the right on top of the hand. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "h_canUsePowerBombs" { "heatFrames": 220 } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 3
Acid Chozo Statue
Grapple teleporting here will spawn Samus inside the wall behind the Acid Chozo statue. To escape, perform a Crystal Flash to stand up, then morph and roll out to the right. Samus will be visible but off-camera, making the movement tricky. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ] ] } } Requires: { "heatFrames": 220 } "h_canCrystalFlash" { "heatFrames": 20 } "canOffScreenMovement" Clears obstacles: A |
From: 2
Bottom Right Door
To: 3
Acid Chozo Statue
After teleporting, press down to retract Grapple. Samus will be inside the Power Bomb blocks behind the Acid Chozo statue hand. Use a Power Bomb, wait to begin falling, then hold right to roll out under the hand. Samus will be visible but off-camera, making the movement tricky. Holding right too early after laying the Power Bomb will cause Samus to get stuck inside the Chozo hand; in this case, Samus can get out by unmorphing, remorphing, and rolling to the right on top of the hand. While off camera, the Chozo hand will not function (i.e., will not trigger the acid lowering cutscene). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "h_canUsePowerBombs" { "heatFrames": 220 } "canOffScreenMovement" Clears obstacles: A |
From: 2
Middle Right Door
To: 3
Top Right Door
After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ] ] } } Requires: { "notable": "Grapple Teleport Inside Wall" } "canOffScreenMovement" "Morph" { "heatFrames": 200 } |
The camera will not follow Samus so beams and missiles despawn instantly and the Pirates are inactive. The Grapple Beam still fully extends and Power Bombs turn the Pirates active. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 5, 3 ], [ 7, 2 ] ] } } Requires: "canOffScreenMovement" { "heatFrames": 125 } |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 1
Top Left Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" |
G-Mode Morph Blind Top to Bottom - Power Bomb the Bottom Fune (Top Right Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 2
Bottom Left Door
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and place a Power Bomb, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" { "or": [ "h_canArtificialMorphSpringBall", "h_canArtificialMorphBombHorizontally", { "enemyDamage": { "enemy": "Boulder", "type": "contact", "hits": 1 } } ] } "h_canArtificialMorphPowerBomb" Clears obstacles: A |
G-Mode Morph Blind Top to Bottom - Jump over the Bottom Fune (Top Left Door)
(Extreme)
Lower Norfair Fireflea Room
From: 3
Top Right Door
To: 6
Junction Behind Fune
Traversing the room without getting hit requires fairly tricky off-screen movement. Note that Samus moves freely through the off-screen Funes, but will take damage from the Boulders. The Boulders will behave normally and start to roll as Samus is in front of them, except for the top Boulder. Roll off the first ledge and immediately roll to the right all the way to the right wall. Use Spring Ball or a horizontal bomb boost to get over the next Boulder. Quickly roll off the left edge and back to the right in order to avoid the third Boulder. Roll to the right wall then the left wall and use Spring Ball to jump over the Fune, exit G-Mode, and jump repeatedly to fix the camera. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "notable": "G-Mode Morph Blind Top to Bottom" } "canOffScreenMovement" "canTrickyJump" "h_canArtificialMorphSpringBall" |
From: 3
Bottom Horizontal Door
To: 7
Junction By Lower Alcoons (Left of Spike Pits)
Get out of the wall if necessary; then do a blind jump over the Alcoon. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 28 ], [ 2, 29 ] ] } } Requires: "canOffScreenMovement" { "heatFrames": 80 } |
From: 3
Middle Right Door
To: 5
Top Junction Between Doors
The grapple teleport skips past the Kihunters. With good semi-blind movement, this makes it possible to reach the top with minimal heat damage. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 2, 18 ], [ 2, 19 ], [ 2, 29 ] ] } } Requires: { "notable": "Grapple Teleport Semi-Blind Movement" } "canOffScreenMovement" { "heatFrames": 330 } |
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Dodge the enemies while getting to the door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Climb up about half a screen. If Phantoon is dead, the last part of the climb should be done carefully to avoid triggering collision with the spikes: Do not press forward or turn-around except while X-Ray is active. For each X-ray stand-up, release the turn-around input quickly to make sure that it is not still held after X-Ray deactivates. Once Samus is high enough, unequip X-Ray, jump up (from either standing or crouch) to clip past the spikes, and land, taking a single spike hit. Then use the i-frames from the spike hit to run and jump to the left to make it to the door. Samus is high enough after the top of her arm cannon first becomes visible at the bottom of the screen; or up to 3 additional climbs can be performed after that point. In case of an accidental spike collision, it is possible to recover: Unless Samus climbed higher than needed, she will still be stuck in the wall, will take a single spike hit, and be able to continue climbing. With Grapple it is possible to swing on the Grapple blocks, avoiding all spike damage. Spike damage can also be avoided with Space Jump, by doing a stationary turn-around spin jump, which is very precise. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: { "notable": "X-Ray Climb" } "canXRayClimb" { "or": [ { "and": [ { "spikeHits": 3 }, { "resourceCapacity": [ { "type": "RegularEnergy", "count": 199 } ] } ] }, { "and": [ { "not": "f_DefeatedPhantoon" }, "canRiskPermanentLossOfAccess" ] }, { "and": [ "canOffScreenMovement", { "or": [ { "spikeHits": 1 }, "Grapple", { "and": [ "SpaceJump", "canInsaneJump", "canBeVeryPatient" ] } ] } ] } ] } |
The shot blocks must be broken using Bombs or Power Bombs because Beams will instantly despawn. Use X-Ray or a Crystal Flash to stand up, followed by a Partial Floor clip to jump through the Crumble blocks. Requires: { "obstaclesCleared": [ "A", "B" ] } "h_canBombThings" "canOffScreenMovement" { "or": [ { "and": [ "canXRayStandUp", "canPartialFloorClip", "h_additionalBomb" ] }, { "and": [ { "or": [ { "and": [ { "canShineCharge": { "usedTiles": 35, "openEnd": 1 } }, "h_ShinesparksCostEnergy" ] }, "f_DefeatedPhantoon" ] }, "h_canCrystalFlash" ] } ] } |
From: 5
Top Right Item
To: 1
Top Left Door
Fall through the Crumble blocks in order to damage down using either the spikes or repeated Shinesparks. Touching the Chozo statue will lock the camera in a less useful position. Menu to Grappling Beam before the crystal flash ends and mash shoot while holding down. Requires: { "obstaclesCleared": [ "B" ] } "h_ShinesparksCostEnergy" "h_canJumpIntoCrystalFlashClip" "Grapple" "canOffScreenMovement" { "canShineCharge": { "usedTiles": 25, "openEnd": 1 } } |
Requires: { "obstaclesCleared": [ "A" ] } { "or": [ { "obstaclesNotCleared": [ "B" ] }, "canOffScreenMovement" ] } |
Requires: "h_canUsePowerBombs" { "or": [ { "obstaclesNotCleared": [ "B" ] }, "canOffScreenMovement" ] } Clears obstacles: A |
After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Turn around to the left, then hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right. Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 3, 12 ], [ 3, 13 ] ] } } Requires: "canOffScreenMovement" "Morph" |
From: 2
Top Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
Moonfall twice, on the right or left side of the shot blocks. This will put Samus inside of shotblocks, which can be cleared by shooting. If on the left side, perform two more moonfalls. The camera will be misaligned after the door transition. Entrance condition: { "comeInWithStoredFallSpeed": { "fallSpeedInTiles": 2 } } Requires: "canMoonfall" "canOffScreenMovement" |
From: 3
Bottom Left Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: { "or": [ "h_canArtificialMorphIBJ", "h_canArtificialMorphSpringBallBombJump", { "and": [ "h_canArtificialMorphSpringBall", "HiJump" ] } ] } "canOffScreenMovement" |
From: 4
Top Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 5
Middle Right Door
To: 8
Item
Use the camera scroll blocks just right of the bomb blocks, in order to overload PLMs and go through them. Exit g-mode and travel to the item and back while off screen. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect g-mode and is freely passable. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "h_canFly", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" |
From: 1
Bottom Left Door
To: 3
Top Right Door
The gate will not spawn in indirect g-mode and is freely passable. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect g-mode and is freely passable. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": false } } Requires: { "or": [ "canWalljump", "h_canFly", { "and": [ "HiJump", "canSpringBallJumpMidAir" ] } ] } "canOffScreenMovement" |
From: 2
Bottom Right Door
To: 3
Top Right Door
The gate will not spawn in indirect g-mode and is freely passable. Entrance condition: { "comeInWithGMode": { "mode": "indirect", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "h_canArtificialMorphIBJ" "canOffScreenMovement" |
Freeze a crab at a very precise position in order to clip through the center Morph tunnel without a way to see. Use a frozen crab on the opposite wall in order to better time the crab being used for clipping and as a way to climb on top of it. Ice Beam on its own has a high chance of hitting a wall instead of the crab; straight vertical shots can help. Gravity has a 2 pixel clip window while Suitless there is only 1 pixel up higher which requires a precise down grab to get onto the crab. Requires: { "notable": "Ice Clip" } "h_canNavigateUnderwater" "canOffScreenMovement" { "or": [ { "and": [ "Gravity", "h_canPreciseIceClip" ] }, { "and": [ "HiJump", "h_canHighPixelIceClip" ] } ] } |
From: 2
Bottom Left Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 3
Bottom Right Door
To: 5
G-Mode Morph Junction (Top Half)
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": false } } Requires: "Morph" "h_canNavigateUnderwater" { "or": [ "canGravityJump", { "and": [ "Gravity", "HiJump", { "or": [ "canSpringBallJumpMidAir", "canWalljump" ] } ] }, { "and": [ "canTrickyUseFrozenEnemies", "HiJump", "h_canCrouchJumpDownGrab" ] }, { "and": [ { "ammo": { "type": "Super", "count": 1 } }, "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] }, { "and": [ "canTrickyJump", "canSpringBallJumpMidAir", "canTrickyUseFrozenEnemies", "canOffScreenMovement" ] } ] } |
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door
Jump with either Springball or HiJump onto the global Sciser while it is climbing the section above the Speed locked item. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. If the Speed blocks are broken, the global crab will not be able to reach this part of the room. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "canSuitlessMaridia" { "obstaclesNotCleared": [ "A" ] } "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
From: 2
Bottom Left Door
To: 7
Lower Hills Junction
Jump with either Springball or HiJump onto a Sciser while it is climbing the right-most mountain. Have Reserves set to manual and return them to auto after taking a deadly crab hit in order to gain two damage boosts. This gains barely enough height to reach the ledge above. If Morph is unavailable, then a down-grab must be done blind: buffer the down input through the reserve refill, then press forward immediately after taking damage. Requires: "h_canNavigateUnderwater" "canCrouchJump" "canInsaneJump" "canReserveDoubleDamageBoost" { "or": [ "h_canMaxHeightSpringBallJump", "HiJump" ] } { "or": [ "Morph", "canOffScreenMovement" ] } { "autoReserveTrigger": { "minReserveEnergy": 85 } } { "enemyDamage": { "enemy": "Sciser", "type": "contact", "hits": 1 } } |
Climb up 2.5 screens. Stop when about half of Samus (or less) is visible at the top of the screen. Turn-around a couple times to move to the right, to get close to falling out. Then perform a buffered spin-jump while turning around to the right, to make it onto the platform. The Choot will be safely off-camera and will not hit Samus while passing through it. Entrance condition: { "comeInWithGMode": { "mode": "direct", "morphed": false } } Requires: "canXRayClimb" "canBePatient" "canOffScreenMovement" |
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: { "comeInWithDoorStuckSetup": {} } Requires: "canShinesparkDeepStuck" { "shinespark": { "frames": 1, "excessFrames": 1 } } "canXRayClimb" "canBePatient" "canOffScreenMovement" |
From: 1
Left Door
To: 2
Right Door
Use one bomb to get to the off-screen region. After going a full screen to the right, when Samus is partially visible in the left wall, bomb to the middle platform on the right. Bomb again to the right, note that these small platforms are one tile left of the ones that are on camera. Exit G-Mode and get to the right door. Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphBombHorizontally" "h_canArtificialMorphBombThings" "h_additionalBomb" |
Entrance condition: { "comeInWithGMode": { "mode": "any", "morphed": true } } Requires: "canOffScreenMovement" "h_canArtificialMorphIBJ" { "or": [ "h_canArtificialMorphSpringBall", "Gravity" ] } |
Immediately after teleporting, press down to retract Grapple to avoid getting stuck inside the wall (in case the top door is blue, causing it to open with Grapple on entry). Entrance condition: { "comeInWithGrappleTeleport": { "blockPositions": [ [ 7, 2 ] ] } } Requires: "canOffScreenMovement" |
From: 1
West Leg Left Door
To: 2
East Leg Right Door
This climb is from the left side of the left room, the room with the breakable grapple block. Climb up 3 screens. The camera will not move up to Samus while on the left wall. Carefully jump over the pit without falling in. It helps to step down and use the two-tile long runway. Entrance condition: { "comeInWithDoorStuckSetup": {} } Requires: "canXRayClimb" "canBePatient" "canOffScreenMovement" { "or": [ "canTrickyJump", "canWalljump", "SpaceJump" ] } |