canTrickyUseFrozenEnemies (Hard)

The ability to use Ice Beam to freeze enemies in especially precise positionings. If supers are available, they can be used to knock wall crawlers off walls and freeze them mid air.

Dependencies: canUseEnemies, canUseFrozenEnemies

Difficulty filter

Strats ()

From: 1
Left Door
To: 1
Left Door

Wait for the Alcoon to walk off and reach the bottom of the slope. Dodge it's fireballs with Morph or Screw, or simply freeze it and wait while standing behind it. Keep a half-tile gap between the Alcoon and the runway in order to extend the runway as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 3
Bottom Left Horizontal Door
To: 3
Bottom Left Horizontal Door

There is a Geemer just below the door that only moves while on camera.

Requires:

"h_canFrozenEnemyRunway"
"h_ZebesIsAwake"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1,
    "steepUpTiles": 1
  }
}
From: 5
Alcatraz Door
To: 8
Central Junction

Notable: true

Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze it just after it starts climbing the bomb blocks. Spin-jump above it, which will put Samus into a forced crouch where X-Ray cannot be used. Use Grapple to kill a a second Geemer, restoring the ability to use X-Ray. Use X-Ray to stand up, then jump up through the ceiling.

Requires:

"h_ZebesIsAwake"
"canBePatient"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
"canUseGrapple"
"canXRayStandUp"
From: 5
Alcatraz Door
To: 8
Central Junction

Notable: true

Wait for a global Geemer to make the long trip along the map, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Hold right against the bomb blocks, take damage from the Geemer, jump, aim-down, and shoot the Geemer shortly before landing. Samus should end up standing on the ground with the Geemer frozen on the wall slightly above the ground (overlapping Samus' hitbox). Facing the bomb blocks and pressed against them, jump while holding down (but not crouched) and then press forward at a precise time to break the aim-down pose. If successful, Samus will clip up through the ceiling. This can be attempted several times before the Geemer thaws.

Requires:

"HiJump"
"h_ZebesIsAwake"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Geemer (blue)",
    "type": "contact",
    "hits": 1
  }
}
"canInsaneJump"
From: 5
Alcatraz Door
To: 8
Central Junction

Wait 3 minutes for a global Geemer to waddle over, or shoot a Super 20 to 30 seconds after entering the room to knock it off the ceiling and save a lot of time. Freeze the Geemer as it turns onto the middle slope of the left wall to escape - it helps to freeze the geemer from below. Alternatively, use a Super to knock it off the wall and freeze it mid-air.

Requires:

"h_ZebesIsAwake"
"Morph"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canCarefulJump",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 6
Bottom Right Door (On the Left Shaft)
To: 6
Bottom Right Door (On the Left Shaft)

Wait 2 minutes for a global Geemer, or use a Super to grab a closer one.

Requires:

"h_canFrozenEnemyRunway"
"h_ZebesIsAwake"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1,
    "steepUpTiles": 1
  }
}
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door

Notable: true

Freeze a Geemer on the bottom of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip into the tile left of the door. Press up to get out of crouch and lose the stored vertical speed (so that X-Ray works). Then turn-around, open the door, and go into the door transition as the third Geemer hits you. Falling off the frozen Geemers requires relatively high precision: This setup is a 4 frame window, not too far left, so you can get to the door transition, not too far right such that you enter the transition when falling.

Requires:

"h_ZebesIsAwake"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
"canDownwardGModeSetup"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door

Use a Super to bring a Geemer down to the bottom floating platform. Freeze this Geemer along with a Geemer on the floor and use them to perform an enemy-stuck moonfall. After gaining sufficient speed, move toward the door and clip through the door shell. Falling with too much speed can cause Samus to go out of bounds.

Requires:

"h_ZebesIsAwake"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 7
Bottom Left Vertical Door
To: 7
Bottom Left Vertical Door

Notable: true

Freeze a Geemer on the right of the overhang just below the door to Final Missile Bombway. Freeze a second Geemer on the top left of its platform and setup a moonfall between them. Fall off the Geemers and clip past the floating platform below, past the door shell, and into the transition. This setup is highly precise; if you do not have the right speed you may land on the platform below or the door shell. Falling with too much speed can also cause Samus to go out of bounds.

Requires:

"h_ZebesIsAwake"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

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

Notable: true

Pick up a Beetom and bring it up to the centered platform below the crumble blocks. Freeze it at about head height where Samus can move around inside its sprite, and use it to Moondance. Refreeze the Beetom regularly to keep it in place. Once the clip begins, hold down to shrink Samus' hitbox so that she can fall through the Solid tile next to the power bomb block. The shot block needs to be cleared in advance.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 4
  }
}
From: 9
Junction Below Items
To: 2
Middle Right Door

Notable: true

Position both Beetoms above the shot block for an 'Enemy Stuck Moonfall' to clip through the floor below, bypassing the morph tunnel. 1) Attach a Beetom and freeze it off of Samus while standing on the shot block. 2) Attach the other Beetom and freeze it off of Samus while standing on the first Beetom. 3) Let the bottom Beetom unfreeze and then refreeze it once it touches the ground. 4) Destroy the shot block and refresh Ice on both Beetoms. 5) Moonfall between the Beetoms until Samus clips downward, while holding a button to automatically change animation pose (Angle-aim or Up)

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
From: 9
Junction Below Items
To: 2
Middle Right Door

Bring a Beetom down from above and freeze it in position to extend the runway. Shoot it again then quickly go back up and grab the second Beetom. Keep a half-tile gap between the Beetoms and the runway in order to extend it as much as possible. This is possible without breaking the Power Bomb blocks, by having both Beetoms attach to Samus, roll through the crumble blocks, then shake off the Beetoms to separate them.

Requires:

"h_canTrickyFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 9
  }
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    {
      "and": [
        "Morph",
        "canEscapeEnemyGrab",
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 12,
    "openEnd": 1
  }
}
From: 9
Junction Below Items
To: 2
Middle Right Door

Bring a Beetom down from above and freeze it in position to extend the runway. Keep a half-tile gap between the Beetom and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 4
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 0
  }
}
From: 9
Junction Below Items
To: 2
Middle Right Door

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 4
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 9
Junction Below Items
To: 2
Middle Right Door

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 4
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 9
Junction Below Items
To: 3
Bottom Left Door

Carefully Moondance where the floor is supported by more tiles.

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 10
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 9
Junction Below Items
To: 3
Bottom Left Door

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 10
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 9
Junction Below Items
To: 4
Bottom Right Door

Carefully Moondance where the floor is supported by more tiles.

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 10
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 9
Junction Below Items
To: 4
Bottom Right Door

Requires:

{
  "or": [
    "Morph",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 10
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Notable: true

Freeze two Choots to significantly increase the length of the runway. Freeze each near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem. Standing between two Choots then precisely timing a crouched angle shot can help with the timing. A buffered X-Ray shot may also help.

Requires:

"h_canTrickyFrozenEnemyRunway"
"Gravity"

Exit condition:

{
  "leaveWithRunway": {
    "length": 19,
    "openEnd": 1,
    "steepUpTiles": 6,
    "steepDownTiles": 4
  }
}

Notable: true

Freeze two Choots to significantly increase the length of the runway. Freeze each near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem. Standing between two Choots then precisely timing a crouched angle shot can help with the timing. A buffered X-Ray shot may also help.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 9,
    "openEnd": 1,
    "steepUpTiles": 3,
    "steepDownTiles": 2
  }
}

Notable: true

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

"h_canTrickyFrozenEnemyRunway"
"Gravity"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 28,
    "openEnd": 0,
    "steepUpTiles": 6,
    "steepDownTiles": 6
  }
}

Notable: true

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

"h_canTrickyFrozenEnemyRunway"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 15,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze the Choot near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"

Exit condition:

{
  "leaveWithRunway": {
    "length": 12,
    "openEnd": 1,
    "steepUpTiles": 4,
    "steepDownTiles": 2
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze the Choot near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 1,
    "steepUpTiles": 2,
    "steepDownTiles": 1
  }
}
From: 1
Left Door
To: 2
Right Door

Freeze each of the three Choot enemies at the correct pixel height to walk across the room. Be careful about taking damage or falling on slopes.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Left Door
To: 2
Right Door

Freeze each of the three Choot enemies at the correct pixel height to walk across the room. Be careful about taking damage or falling on slopes.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 2
Right Door
To: 1
Left Door

Freeze each of the three Choot enemies at the correct pixel height to walk across the room. Be careful about taking damage or falling on slopes.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 2
Right Door
To: 1
Left Door

Freeze each of the three Choot enemies at the correct pixel height to walk across the room. Be careful about taking damage or falling on slopes.

Entrance condition:

{
  "comeInWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 2
Right Door
To: 2
Right Door

Notable: true

Freeze two Choots to significantly increase the length of the runway. Freeze each near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem. Standing between two Choots then precisely timing a crouched angle shot can help with the timing. A buffered X-Ray shot may also help.

Requires:

"h_canTrickyFrozenEnemyRunway"
"Gravity"

Exit condition:

{
  "leaveWithRunway": {
    "length": 23,
    "openEnd": 1,
    "steepUpTiles": 6,
    "steepDownTiles": 4
  }
}

Notable: true

Freeze two Choots to significantly increase the length of the runway. Freeze each near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem. Standing between two Choots then precisely timing a crouched angle shot can help with the timing. A buffered X-Ray shot may also help.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 16,
    "openEnd": 1,
    "steepUpTiles": 3,
    "steepDownTiles": 2
  }
}
From: 2
Right Door
To: 2
Right Door

Notable: true

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

"h_canTrickyFrozenEnemyRunway"
"Gravity"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 28,
    "openEnd": 0,
    "steepUpTiles": 6,
    "steepDownTiles": 6
  }
}

Notable: true

Freeze all three Choots to significantly increase the length of the runway and run across the entire room. Freeze each immediately after it jumps in order to be able to run onto and off of it without a problem. Jump between two of them and wait for them to fall and start to rise again, taking one Choot hit in the process. This will give Samus just enough time to shoot them both and jump and freeze the third and barely be able to use the runway before they thaw. With this runway, Samus can then get a suitless, in-room shinecharge, with just a 1-tap.

Requires:

"h_canTrickyFrozenEnemyRunway"
"canInsaneJump"
{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 15,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze the Choot near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"

Exit condition:

{
  "leaveWithRunway": {
    "length": 16,
    "openEnd": 1,
    "steepUpTiles": 4,
    "steepDownTiles": 2
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze the Choot near the end of its descent or immediately after it jumps in order to be able to run onto and off of it without a problem.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 1,
    "steepUpTiles": 2,
    "steepDownTiles": 1
  }
}
From: 1
Top Door
To: 1
Top Door

The nearby Global crab can be used to exit on the left side of the door. Exiting on the right will require travelling the Morph maze to find a local crab or two.

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
"h_canUseSpringBall"
"canBePatient"

Exit condition:

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

Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. If you don't have Morph and X-Ray, you must shoot the Super while the Sciser is on the slope near the door, not on the door itself.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

From: 3
Bottom Door
To: 3
Bottom Door

Notable: true

Freeze the two Scisers to set up a moonfall between them, and aim down. Hold left to move to the right at the correct time, which will set up an automatic turn-around, allowing Samus to clip past the floating platform below, past the door shell, and through the transition. The amount of speed required is highly precise.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 3
Junction (Left side Pit)
To: 2
Right Door

Notable: true

Get to the right of the Choot on the rightmost platform. Spin jump up to the right, break spin while aligned with the wall, then freeze the Choot and stand on it while it is midair to the right of the stalagmite. Jump from the Choot to the water line and space jump at the water line to the Kamer platform.

Requires:

"canSpaceJumpWaterBounce"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
From: 3
Junction (Left side Pit)
To: 2
Right Door

Notable: true

Freeze the right-most ramp Choot in a way where Samus can climb on top of it and use Space Jump to escape the water. Use a turn around to avoid knockback when making contact with the Choot to better time the use of Ice. Freeze the Choot as far to the right (on its lowest swoop), but this method is less precise than the alternatives. If Samus is inside the Choot when it is frozen, she can continuing moving freely. Jump on top either in spinjump or in Morph Ball Use XRay to standup, clipping partially into the above slope. Use a flately jump to fall out of the wall while still keeping enough height to spacejump on top of the water and escape.

Requires:

{
  "enemyDamage": {
    "enemy": "Choot",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyUseFrozenEnemies"
"Morph"
"canXRayStandUp"
"canSpaceJumpWaterBounce"
"canFlatleyJump"
"canHitbox"
From: 4
Junction (Right side Pit)
To: 2
Right Door

Freeze the Choot when it swings right on its jump. Quickly get on top of it by first getting onto the pillar to the left, or with a SpringBall Jump. Perform a precise spring ball jump to get to the far right ledge, while avoiding hitting the water surface. While on the ledge, stand on the raised ground to the right and jump to the surface, then space jump across the water to the left.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canCarefulJump"
"canSpringBallJumpMidAir"
{
  "or": [
    "canTrickySpringBallJump",
    "canResetFallSpeed",
    "canStationaryLateralMidAirMorph"
  ]
}
"canSpaceJumpWaterBounce"
"canWalljump"
From: 6
Middle Right Door (By Zeb Farm)
To: 2
Upper Right Section - Top Right Door

Notable: true

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:

"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canBombThings",
    "h_canUseSpringBall",
    "h_canUsePowerBombs"
  ]
}
"canCameraManip"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 6
Middle Right Door (By Zeb Farm)
To: 3
Upper Right Section - Bottom Right Door

Notable: true

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:

"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canBombThings",
    "h_canUseSpringBall",
    "h_canUsePowerBombs"
  ]
}
"canCameraManip"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 6
Middle Right Door (By Zeb Farm)
To: 6
Middle Right Door (By Zeb Farm)

Freeze the Zeb from the right while jumping in order to freeze it at the correct height, noting that it will raise 1 more pixel when it thaws. While standing to the left of it, refreeze it again. Keep a half-tile gap between the Zeb and the runway in order to extend the runway as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Notable: true

Get a Zeb to move left into the morph passage, and reach the end of the tunnel before it. Freeze the bug at the correct height, such that it will move and be able to hit Samus while in the morph tunnel. While in the first two-tile tall region, shoot and refreeze the bug. Then go to the second two-tile region and shoot the block. Return and lure the bug such that it hits Samus and boosts her up and onto the ledge to escape. Be careful not to despawn the enemy by moving it off camera, except while it is frozen. This strat is a one-shot try and failure is a softlock.

Requires:

"Morph"
"canNeutralDamageBoost"
"canTrickyUseFrozenEnemies"
"canCameraManip"
{
  "enemyDamage": {
    "enemy": "Zeb",
    "hits": 1,
    "type": "contact"
  }
}
From: 6
Middle Right Door (By Zeb Farm)
To: 12
Top Junction

Notable: true

Freeze a bug three tiles to the right of the morph tunnel entrance, directly under the tile where ceiling is higher. Jump onto the bug, crouch, and jump up. The bug must be at a very precise pixel height unless using XRay and Morph. Note that although the ceiling here is 3 tiles thick, only the bottom tile is solid; the other two are slopes pushing Samus up, allowing the trick to be done.

Requires:

"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
From: 12
Top Junction
To: 8
Bridge Right Door (Same Connection as Lower Section - Bottom Right Door)

Notable: true

Watch the middle Tripper move until it reaches the rightmost platform and then move it off camera. Move to the Zeb Spawner and freeze the bug as it is rising and facing right. Travel through the Morph tunnel and wait above the Zeb. Once it rises to the correct height, let it start moving right. Freeze the Zeb and the Tripper above the Bridge and perform the Enemy Stuck Moonfall. Move off after building enough fall speed and wiggle back and forth to clip through the Bridge and land inside.

Requires:

"canSkipDoorLock"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "h_canBombThings",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 12
Top Junction
To: 14
Morph Maze Junction (Below Super Block)

Notable: true

Watch the lowest Tripper move until it reaches the left side wall and then move it off camera. Move to the Zeb Spawner and freeze the bug as it is rising and facing left. Travel through the Morph tunnel and wait above the Zeb. Once it rises to about halfway up the floating platform, let it start moving left. Freeze the Zeb and the Tripper above the Super Block and perform the Enemy Stuck Moonfall. Move off after building enough fall speed and aim down to clip through the Super block.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "h_canBombThings",
        "h_additionalBomb"
      ]
    }
  ]
}
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Lure the Reo from the right and freeze it in the correct position when it swoops down. Note that using a frozen Geemer may be useful and is easier to setup, particularly if shortcharging out the door.

Requires:

"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Reo",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 4
Right Item
To: 2
Top Left Door

Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally.

Requires:

{
  "or": [
    "h_canUsePowerBombs",
    {
      "and": [
        {
          "obstaclesCleared": [
            "B"
          ]
        },
        "Morph"
      ]
    },
    {
      "obstaclesCleared": [
        "C"
      ]
    }
  ]
}
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "ScrewAttack",
    {
      "and": [
        "h_canUseMorphBombs",
        "canMidAirMorph"
      ]
    }
  ]
}
"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canCameraManip"

Clears obstacles: A, B

From: 4
Right Item
To: 2
Top Left Door

Use both Geemers to climb the tall shaft by repeatedly freezing them. Note that one moves locally when on camera and the other moves globally. Once Samus is close to the top Bomb Block, freeze one Geemer low and jump as high as possible before placing a power bomb. Continue climbing with the Geemer that survives.

Requires:

{
  "or": [
    "h_canUsePowerBombs",
    {
      "and": [
        {
          "obstaclesCleared": [
            "B"
          ]
        },
        "Morph"
      ]
    },
    {
      "obstaclesCleared": [
        "C"
      ]
    }
  ]
}
"h_canUsePowerBombs"
"canMidAirMorph"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canBePatient"
"canCameraManip"

Clears obstacles: A, B

Use a frozen Zeela to extend the upper platform to help set up the speedball.

Requires:

"h_canFrozenEnemyRunway"
"canSlowShortCharge"
{
  "canShineCharge": {
    "usedTiles": 15,
    "openEnd": 1
  }
}
"canSpeedball"

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Use a Frozen Zeb to extend the runway. The bug's height when standing next to the pipe is optimal.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "Morph",
    "canTwoTileSqueeze",
    {
      "enemyDamage": {
        "enemy": "Zeb",
        "hits": 1,
        "type": "contact"
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 2
Right Door

Stand to the right of the Zeb farm and freeze the Zeb as it starts moving horizontally. get onto the platform above the Zeb and wait for the Zeb to thaw and make it close to the right edge of the screen. Use a mockball to get to the right side of the room, ending it as quickly as possible at the end to prevent the Zeb going off screen. Freeze the Zeb adjacent to the right runway in order to extend it by a short distance.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canTrickyFrozenEnemyRunway"
"canMockball"
"canTrickyJump"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 3
Lower Item

Crouch on the right side of the Zeb spawning pipe. While holding down, let it hit Samus, then Freeze it immediately.

Requires:

"canTrickyUseFrozenEnemies"

Clears obstacles: A, B

From: 3
Lower Item
To: 1
Left Door

Prepare a pipe bug to Ice clip through the crumble blocks, using Morph and X-Ray. It can be tested on the solid blocks directly above the pipe spawner. Climb onto the frozen bug by rolling under it and jumping while holding down.

Requires:

{
  "obstaclesCleared": [
    "B"
  ]
}
"h_canXRayCeilingClip"
"canTrickyUseFrozenEnemies"
From: 3
Bottom Left Door
To: 2
Top Right Door

Notable: true

Jump and freeze the Beetom at a precise location in order to jump through the crumble blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up. Two Beetom hits are assumed, but with failed attempts it could take more, possibly requiring leaving the Beetom and going back to the right to farm.

Requires:

"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
"Morph"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    "canPreciseCeilingClip",
    "canWalljump",
    "HiJump",
    "SpaceJump",
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Bottom Left Door
To: 3
Bottom Left Door

Bring a Beetom from the right of the spiky tunnel to the bottom left door. Jump and freeze it at the right height while leaving a half-tile gap between the Beetom and the runway to extend the runway as much as possible. If needing to leave with a multi-stutter short charge, the Beetom will need to be positioned more precisely, which can be done as above, but only on the descent of a jump. Alternatively, bring two Beetoms and stand on one while freezing the other at chest height. Freezing the lower one may be made easier or damageless by scrolling the camera when the Beetom is in the correct position and freezing it with a hero shot from the right.

Requires:

"Morph"
"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 0
  }
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing. The Beetom can be left at the door if farming for health is needed.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"Morph"
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 6
Junction (Right of Tunnel)
To: 3
Bottom Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. The Beetom can be left at the door if farming for health is needed.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"Morph"
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Notable: true

Stand in the pit and freeze the Beetoms by shooting up. Keep them all separated and equally spaced apart to maximize the length of the runway. Freeze the Beetoms that aren't currently in use to avoid them from attaching to Samus and stacking together.

Requires:

"canTrickyJump"
"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Let a Beetom attach to Samus, then freeze it by shooting upwards. Keep a half tile gap between the Beetom and ground to have as long of a runway as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 8
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 4
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}

Notable: true

Stand in the pit and freeze the Beetoms by shooting up. Keep them all separated and equally spaced apart to maximize the length of the runway. Freeze the Beetoms that aren't currently in use to avoid them from attaching to Samus and stacking together.

Requires:

"canTrickyJump"
"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Let a Beetom attach to Samus, then freeze it by shooting upwards. Keep a half tile gap between the Beetom and ground to have as long of a runway as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 195 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 8
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 4
      }
    },
    {
      "ammo": {
        "type": "Missile",
        "count": 1
      }
    },
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 2
Above Power Bomb Blocks - Top Left Door
To: 2
Above Power Bomb Blocks - Top Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 3
Above Power Bomb Blocks - Top Right Door
To: 3
Above Power Bomb Blocks - Top Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 4
Above Power Bomb Blocks - Middle Left Door
To: 4
Above Power Bomb Blocks - Middle Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small platform above.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "canBePatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 5
Above Power Bomb Blocks - Bottom Left Door
To: 5
Above Power Bomb Blocks - Bottom Left Door

It is possible to save a lot of time by using a Super to knock the clockwise Zeela off the small near the top of the room.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "canBeVeryPatient",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 6
Above Power Bomb Blocks - Bottom Right Door
To: 6
Above Power Bomb Blocks - Bottom Right Door

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 7
Below Power Bomb Blocks - Top Right Door
To: 7
Below Power Bomb Blocks - Top Right Door

If coming from above, let the Zeela below the Power Bomb blocks to circle until it is on the bottom right area, then go up and place the bomb on the bottom central platform to break the blocks without killing the Zeela. Then quickly shoot the shot block to direct it down to the lower section.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 8
Below Power Bomb Blocks - Bottom Left Door
To: 8
Below Power Bomb Blocks - Bottom Left Door

If coming from above, let the Zeela below the Power Bomb blocks to circle until it is on the bottom right area, then go up and place the bomb on the bottom central platform to break the blocks without killing the Zeela. Then quickly shoot the shot block to direct it down to the lower section.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 12
Above Power Bomb Blocks - Main Junction
To: 13
Below Power Bomb Blocks - Main Junction

Notable: true

Freeze two Zeelas to perform an 'Enemy Stuck Moonfall' in order to clip through the Power Bomb blocks. Position one Zeela upside down on a ceiling, and another below it on the ground. Freezing them together is the hardest part. Freezing one then unequipping Ice Beam to dispel the ice effect works well to synchronize them. They must be frozen for the full duration of the moonfall to automatically clip through the floor, but sliding off early can also work. From directly on top of the Power Bomb blocks, no pose change is needed, but a Super Missile can speed up the Zeela setup greatly.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "canBePatient"
  ]
}
From: 13
Below Power Bomb Blocks - Main Junction
To: 12
Above Power Bomb Blocks - Main Junction

Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up.

Requires:

"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
From: 13
Below Power Bomb Blocks - Main Junction
To: 14
Right Etecoon Shaft - Wall Jump Climb Checkpoint Junction

Notable: true

Break the bomb block at the bottom right of the main shaft. Bring a Zeela down to the bottom of the room. Morph inside the tunnel, take a Zeela hit, then jump, aim down, and shoot to freeze the Zeela as it starts to move up and while Samus is close to landing. Jump and aim down to get on top of the Zeela. If the Zeela is precisely positioned exactly 12 pixels above the ground, you can press up to make Samus stand; Otherwise, if you have X-ray, then the Zeela should be frozen lower, and you can morph and unmorph and use X-ray to force Samus to stand up; in this case there is a 6-pixel window over which it works, with the Zeela being between 4 and 9 pixels above the ground. In either case, after standing up on top of the Zeela, jump and aim down to break the crumble block. Then, before the crumble respawns, morph and use Spring Ball (if available) to jump back up and into the tunnel; without Spring Ball, a quick mid-air morph also works but is more difficult.

Requires:

"h_canBombThings"
"h_additionalBomb"
{
  "enemyDamage": {
    "enemy": "Zeela",
    "type": "contact",
    "hits": 1
  }
}
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    "canXRayCeilingClip",
    {
      "and": [
        "canPreciseCeilingClip",
        "canInsaneJump",
        "canBeVeryPatient"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    {
      "and": [
        "can4HighMidAirMorph",
        "canInsaneJump"
      ]
    }
  ]
}
{
  "or": [
    "canBePatient",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    }
  ]
}
From: 1
Left Door
To: 1
Left Door

Wait for the slow global Zeelas. They take almost 4 minutes to get there.

Requires:

"h_canFrozenEnemyRunway"
"canBeVeryPatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 2,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Wait for the slow global Zeelas. They take almost 2 minutes to get there.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Top Right Door
To: 2
Top Right Door

Lure a Kihunter over to the right near the door Damage it so that it falls to the ground. Freeze it while it hops, and use Morph and X-Ray to stand on top of it and clip up through the door shell.

Requires:

"canTrickyUseFrozenEnemies"
"h_canXRayCeilingClip"

Bypasses door shell: true

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

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

Requires:

"canTrickyUseFrozenEnemies"

Exit condition:

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

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

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 6
Right Side - Top Middle Door
To: 6
Right Side - Top Middle Door

Kill the Reos in the hallway in front of the door, then go down and stand to the right of the Zeb spawner. Freeze the Zeb before it starts going horizontally then go up and wait for it. As the Zeb gets high enough, walk out of the doorway at the right time to get it to move horizontally at the optimal height. This is much easier with Morph - instead be morphed in the hallway and once the Zeb starts moving towards Samus, freeze it.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "Morph",
    "canTrickyEnemyExtendRunway"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 13
Central Junction
To: 5
Left Side - Bottom Middle Door (Blocked by Crumble Blocks)

Notable: true

Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this strat, there is at most a two-frame window in which the Reo can be frozen. One frame (setup dependent) may let Samus crouch jump through the block; the next frame Samus can use Morph and X-Ray to clip through.

Requires:

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

Notable: true

Lure the Reo (Bee) to the left to use it as a platform for ice clipping up through the crumbles to the Power Bomb room exit door. Watch the Reo bounce against the left wall until it does a slow hover towards Samus. There is a very small timing of when its right claw is above the small pale spore next to the big red spore, when Samus should jump to be above the Reo. Crouching with Samus' front toe beneath this spore (facing left) will cause the bee to fly with the correct timing after Samus takes knockback damage, with a 3 pixel window. This will cause it to fly left and into the two tile gap below the crumble blocks. Freeze it once to get above it, and then again for the ice clip. Once it is up there, the bee will become stuck and the room will need to be reset. But if the Reo does not fit in the hole, it is possible to just wait near the ledge for another slow hover to try again. With this setup, there is a one-frame window in which the Reo can be frozen. Without a precise setup, there is typically no way to clip through without Morph and X-Ray.

Requires:

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

Notable: true

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. The bug must be frozen at a height between where Samus is crouched and where she is standing. Once frozen, somehow track how long until the freeze effect expires, and when the bug will reach the crumble blocks. If the bug is off camera when not frozen, it will despawn. Refreeze the Zeb below the crumble blocks and ice clip up to reach the door.

Requires:

"canTrickyUseFrozenEnemies"
"canStaggeredWalljump"
"canCameraManip"
{
  "or": [
    "Wave",
    "Spazer"
  ]
}
"canPreciseCeilingClip"
From: 13
Central Junction
To: 10
Top Item (Above Hopper Pit)

Lead an enemy through parts of the room as a way to reach the Mission Impossible missile location. The respawning Zeb can be used by carfeully keeping it on camera and staying high enough that it does not attack. Wait for it to respawn before attempting to guide it. Or a Reo can be brought up to this section of room, but sometimes gets stuck on the way.

Requires:

{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canHorizontalDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Zeb",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
"canCameraManip"
From: 3
Right Door
To: 1
Top Left Door

Freeze one of the Metarees at a height where Samus can become stuck and then use it to Moondance. Stop after 175 Moonfalls, before Samus clips into the ground.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "obstaclesCleared": [
    "A"
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 3
Right Door
To: 2
Bottom Left Door

Notable: true

Use a Reo (Bee) and a Zeela to perform an 'Enemy Stuck Moonfall', clipping Samus through the Speed blocks. Break the Bomb blocks to bring enemies over to the Speed blocks. Have a Reo wait off camera while the Zeela walks onto the Speed blocks, then freeze the Bee just above Samus' head. Try to freeze both enemies near the same time and start the moonfall as quickly as possible.

Requires:

"canTrickyUseFrozenEnemies"
"canEnemyStuckMoonfall"
"canBePatient"
"canCameraManip"
{
  "obstaclesCleared": [
    "A"
  ]
}
From: 3
Right Door
To: 2
Bottom Left Door

Freeze one of the Metarees at a height where Samus can become stuck and then use it to Moondance. After exactly 175 Moonfalls, before Samus clips into the ground, walk over to the Speed Blocks to perform the clip.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
From: 3
Right Door
To: 3
Right Door

Freeze one of the Metarees at a height where Samus can become stuck and then use it to Moondance. Stop after exactly 175 Moonfalls, before Samus clips into the ground.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Left Door
To: 4
Frozen Hopper Junction

Carefully freeze the hoppers without taking too much damage but also without accidently killing all of the enemies.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
{
  "enemyDamage": {
    "enemy": "Sidehopper",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    {
      "and": [
        "Wave",
        "Spazer"
      ]
    },
    "Plasma",
    {
      "enemyDamage": {
        "enemy": "Sidehopper",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 4
Frozen Hopper Junction
To: 3
Top Junction

Use a Frozen Hopper as a platform to jump up to the Grapple Block with an additional movement item. Letting it jump from the spike ledge or the door frame will make the jump easier, but it is difficult to avoid Hopper damage when setting this up.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canTrickyUseFrozenEnemies"
{
  "or": [
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Sm. Sidehopper",
        "type": "contact",
        "hits": 1
      }
    },
    "canTrickyJump"
  ]
}
From: 4
Frozen Hopper Junction
To: 4
Frozen Hopper Junction

Notable: true

Freeze a small hopper to the side and kill the remaining Side Hoppers. Stand against the left wall (damage knockback will align Samus with the wall) and shoot up to freeze the hopper. Jump up to land on it, aligned with the wall. Alternatively, Jump and shoot down to freeze the hopper as a way to avoid damage. Fire a Super just above the door shell to hit the Gate. This strat involves shooting a Super diagonally from the correct height while flush against the left wall. Its acceleration will cause it to clip into the blue gate off-screen.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canTrickyUseFrozenEnemies"
"h_canBackIntoCorner"
"canOffScreenSuperShot"
{
  "enemyDamage": {
    "enemy": "Sm. Sidehopper",
    "type": "contact",
    "hits": 1
  }
}

Clears obstacles: B

From: 1
Right Door
To: 1
Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 1
Right Door
To: 3
Dry Platform Junction

Watch a Zero (Caterpillar) climb along the ceiling before knocking it down near the speed blocks. Freeze it and jump on top. Escape the water with a spinjump or crouch jump.

Requires:

"canSuitlessMaridia"
"canBePatient"
"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

It takes around 3 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "h_canFly",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

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

Use the frozen Zero as a platform or other means to get up to the top half of the room. This takes about 3 minutes. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"h_canFrozenEnemyRunway"
"Morph"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 2
Middle Left Door
To: 2
Middle Left Door

It takes around 4 minutes to get the Zero to this door. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "h_canFly",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 2
Middle Left Door
To: 2
Middle Left Door

Use the frozen Zero as a platform or other means to get up to the top half of the room. This takes about 4 minutes, but fortunately isn't often necessary. The Zero only moves on camera and the camera scrolls when exiting the morph tunnel. Let the Zero lead through the morph tunnel or wait for the it to get very close to Samus before touching the scroll block at the exit.

Requires:

"canBeVeryPatient"
"h_canFrozenEnemyRunway"
"Morph"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 2
Middle Left Door
To: 4
Bottom Right Door

Let the Caterpillar out and freeze it as a platform.

Requires:

"canTrickyUseFrozenEnemies"
From: 4
Bottom Right Door
To: 1
Top Left Door

Let the Caterpillar out and freeze it as a platform.

Requires:

"canTrickyUseFrozenEnemies"
From: 4
Bottom Right Door
To: 4
Bottom Right Door

Requires:

{
  "or": [
    "HiJump",
    "canWalljump",
    "h_canFly",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

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

Use the frozen caterpillar as a platform or other means to get up to the top half of the room.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 5
Top Right Door (Through Morph Tunnel)
To: 5
Top Right Door (Through Morph Tunnel)

It takes around 2 minutes to get the Zero to this door.

Requires:

"canBePatient"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}
"Morph"
{
  "or": [
    "HiJump",
    "canWalljump",
    "h_canFly",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}

Exit condition:

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

Notable: true

Freeze the left-most Zeb while it is rising and is 1 pixel too low from making a flat runway. When it is close to thawing, run into the thorns to the left and hold left to avoid a vertical damage boost, then refreeze the Zeb as it crosses. It will now be 1 pixel higher. Freeze the Zeb again once it is in the perfect position to bridge the gap, which has a 2-3 pixel range.

Requires:

"canTrickyJump"
"h_canTrickyFrozenEnemyRunway"
{
  "thornHits": 2
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Use a Super to knock off a Zeela, then use it as a frozen runway.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Use a Super to knock off a Zeela, then use it as a frozen runway.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 10,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 1
Left Door

Notable: true

Cross the gaps by freezing multiple enemies or by refreezing a Waver while standing on it. Be careful running on frozen enemies. Freeze the final Waver high and walljump up, or wait for the second Waver to come back.

Requires:

"canTrickyUseFrozenEnemies"
"canCarefulJump"
{
  "spikeHits": 3
}
{
  "or": [
    "canIframeSpikeJump",
    {
      "spikeHits": 3
    }
  ]
}
From: 2
Right Door
To: 3
Safe Block in the Middle of the Room

Use the Fireflea when it moves to the right to cross the first gap.

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"canCarefulJump"
{
  "or": [
    "canTrickyJump",
    "canWalljump"
  ]
}
{
  "spikeHits": 1
}
From: 4
Small Ledge Below Left Door
To: 1
Left Door

Freeze the Waver that gets stuck in the left pit as high as possible in order to avoid a wall jump.

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"canCarefulJump"
From: 1
Top Left Door
To: 1
Top Left Door

Grab the Beetom and freeze it to extend the runway at the top left door; this is easiest with HiJump disabled. It is optimal to leave a half-tile gap in order to extend the runway as much as possible. After freezing the Beetom, it is possible to go down and farm, while returning to refreeze the Beetom.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 13,
    "openEnd": 0
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Bring the Beetom close to the door and begin Moondancing. Stop after exactly 175 moonfalls, so as not to fall through the floor.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 4
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Notable: true

Bring the Beetom close to the door and begin Moondancing. Stop after exactly 175 moonfalls, so as not to fall through the floor. Freeze the Beetom inside the door frame and Moondance such that Samus does not fall through the floor and does not touch the door transition.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 5
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)

Break the Power Bomb Blocks without killing the Beetom Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 Moonfalls, reposition the Beetom to chest height. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)

Break the Power Bomb Blocks without killing the Beetom Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUsePowerBombs"
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Top Left Door
To: 2
Middle Left Door (Behind Power Bomb Blocks)

Collect the Beetom and freeze it above and left of the Power Bomb Blocks in a way that Samus will be able to Moondance. Moondance until Samus falls through two tiles, then Moonfall again to sink through the solid blocks and reach the door.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 3
  }
}
"h_ExtendedMoondanceBeetomLeniency"
From: 1
Top Left Door
To: 3
Bottom Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 Moonfalls, reposition the Beetom to chest height. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Top Left Door
To: 3
Bottom Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Top Left Door
To: 4
Bottom Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 Moonfalls, reposition the Beetom to chest height. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 6
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Top Left Door
To: 4
Bottom Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 6
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Top Left Door
To: 5
Top Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 Moonfalls, reposition the Beetom to chest height. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump"
  ]
}
"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 6
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Top Left Door
To: 5
Top Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. If needed, the Beetom can be left at the door while Samus moves to the farm bugs.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
{
  "or": [
    "HiJump",
    "SpaceJump",
    "canWalljump"
  ]
}
"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 6
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Top Left Door
To: 9
Junction (Top Rippers)

Notable: true

Freeze the Beetom and use it as a platform to climb the room without wall jumps. This can be done with well-timed Flatley jumps on top of the frozen Beetom, by turning around and spin jumping just as it unfreezes. This can be made easier (at the cost of some additional Beetom hits) with a pause-buffer method: Press pause, and begin a turn-around just before the pause hits; unequip Ice to immediately unfreeze the Beetom; unpause and press jump quickly after control resumes, but without buffering the input. For the top two jumps, it is possible to reduce the risk of damage by freezing the Beetom against the wall: in case of a failure due to an early (e.g. buffered) jump, the Beetom may stay stuck wiggling in the wall, and then it can be refrozen without needing to take damage to reposition it.

Requires:

"canTrickyUseFrozenEnemies"
"canFlatleyJump"
{
  "or": [
    {
      "enemyDamage": {
        "enemy": "Beetom",
        "type": "contact",
        "hits": 9
      }
    },
    {
      "and": [
        "canInsaneJump",
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 4
          }
        }
      ]
    },
    {
      "and": [
        "canBeVeryPatient",
        {
          "enemyDamage": {
            "enemy": "Beetom",
            "type": "contact",
            "hits": 1
          }
        },
        {
          "refill": [
            "Energy"
          ]
        }
      ]
    }
  ]
}
From: 6
Junction (Above Bottom Rippers)
To: 1
Top Left Door

Using a crouch jump, get the Beetom attach to Samus. Quickly freeze it before it deals damage, if Samus is at very low energy.

Requires:

"canTrickyUseFrozenEnemies"
"h_canCrouchJumpDownGrab"
{
  "obstaclesNotCleared": [
    "A"
  ]
}
From: 1
Left Door
To: 1
Left Door

With Morph: Morph on the small ledge left of the Zeb spawner. After a Zeb starts moving horizontally, quickly unmorph and freeze it. After it thaws, refreeze it once it is in the correct position. Without Morph: Freeze the Zeb as it is rising. When it is close to thawing, walk into the spikes and continue to walk into the wall to prevent a vertical damage boost. Freeze the Zeb after it thaws, noting that it will rise one pixel relative to its first frozen location.

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "canTrickyEnemyExtendRunway",
        "canTrickyJump",
        {
          "thornHits": 2
        }
      ]
    }
  ]
}
"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 2
Top Right Door
To: 2
Top Right Door

Stand to the right of the Zeb farm then freeze the Zeb while it is still moving upward. Go to the top door and wait for the Zeb to arrive. Freeze it at the correct height, then drop below it and wait for it to thaw. Freeze it again in the correct horizontal position. Keep a half-tile gap between the Zeb and the runway to extend the runway as much as possible.

Requires:

"canTrickyJump"
"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 3
Bottom Right Door
To: 3
Bottom Right Door

With Morph: Morph on the small ledge right of the Zeb spawner. After a Zeb starts moving horizontally, quickly unmorph and freeze it. After it thaws, refreeze it once it is in the correct position. Without Morph: Freeze the Zeb as it is rising. When it is close to thawing, walk into the spikes and continue to walk into the wall to prevent a vertical damage boost. Freeze the Zeb after it thaws, noting that it will rise one pixel relative to its first frozen location.

Requires:

{
  "or": [
    "Morph",
    {
      "and": [
        "canTrickyEnemyExtendRunway",
        "canTrickyJump",
        {
          "thornHits": 2
        }
      ]
    }
  ]
}
"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 1
Right Door
To: 1
Right Door

Freeze a single Beetom to extend the runway. Freeze any Beetoms that latch onto Samus to minimize taking damage.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 2,
    "openEnd": 1
  }
}
From: 1
Right Door
To: 1
Right Door

Notable: true

Freeze multiple Beetoms to extend the runway. Continually refreeze the ones that are in a good position while manipulating the rest. This assumes three extra tiles of runway, which can be accomplished with two perfectly placed Beetoms, three adjacent ones, or four which are partially overlapping.

Requires:

{
  "obstaclesNotCleared": [
    "A"
  ]
}
"canTrickyJump"
"h_canTrickyFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 6
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Left Door
To: 3
Right Vertical Door

Notable: true

Freeze two Zeelas, one on the left wall below the top door platform, and one on the right wall between 1 and 2 tiles lower, both moving downward; Kill the third Zeela. Go to the bottom of the room, unequip ice to thaw the Zeelas, synchronizing their movement. Freeze the right Zeela after it turns past the single-tile ledge, with its top level with or slightly above the ledge; then freeze the left Zeela just before it turns the corner above. Quickly moonfall between them, and shoot the bottom Zeela (or slide past its edge) just before it thaws. If successful, Samus will clip down through two tiles and end up crouching. Press forward to stand, then perform another moonfall to clip down further, breaking the bomb block with Screw Attack. Unmorph and morph once or twice if needed to get unstuck from the floor.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"
"ScrewAttack"
"Morph"
From: 3
Right Vertical Door
To: 3
Right Vertical Door

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
"h_canBombThings"

Exit condition:

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

Freeze a Zeela at a precise distance below the door in order to jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up.

Requires:

"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

From: 3
Top Door
To: 3
Top Door

Freeze the stack of Gammets together a few times to try and raise them as high as possible. Run with them to the door and freeze the top two such that Samus can stand on the lower and take damage from the higher Gammet when it unfreezes.

Requires:

"h_heatProof"
"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
"Morph"

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 4
Gamet Farm Junction
To: 3
Top Door

Bring a Gamet from the farm and freeze it at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used.

Requires:

{
  "heatFrames": 560
}
"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

Base (Basic)
Bat Cave
From: 1
Bottom Left Door
To: 2
Top Right Door

Requires:

{
  "or": [
    "canWalljump",
    "HiJump",
    "SpaceJump",
    "canTrickyUseFrozenEnemies",
    "canSpringBallJumpMidAir"
  ]
}
{
  "heatFrames": 350
}
From: 1
Left Side - Top Door
To: 1
Left Side - Top Door

Place a Power Bomb on the bottom stair attached to the door in order to prevent killing the Sova, or free a Sova from the Morph maze with Bombs. If coming from below, be sure to lure the Sova to the bottom before placing a Power Bomb near the blocks in order to prevent killing it. Use the frozen Sova to climb to the top left door. Stand on a low frozen Waver to lower the camera enough to get the Sova to move again.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canBombThings"
  ]
}
{
  "or": [
    "canTrickyJump",
    "SpaceJump"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 2
Left Side - Top Middle Door
To: 2
Left Side - Top Middle Door

Place a Power Bomb on the bottom stair attached to the door in order to prevent killing the Sova, or free a Sova from the Morph maze with Bombs. If coming from below, be sure to lure the Sova to the bottom before placing a Power Bomb near the blocks in order to prevent killing it.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canBombThings"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 3
Left Side - Bottom Middle Door
To: 3
Left Side - Bottom Middle Door

Be sure to lure the Sova to the bottom before placing a Power Bomb near the blocks in order to prevent killing it.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 4
Left Side - Bottom Door
To: 4
Left Side - Bottom Door

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    {
      "resetRoom": {
        "nodes": [
          4,
          5
        ],
        "mustStayPut": false
      }
    },
    {
      "and": [
        "h_canBombThings",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 5
Bottom Door
To: 9
Main Junction

Freeze the wall crawler at a precise location in order to jump through the Power Bomb Blocks. The pixel window is larger and higher with Morph and an X-Ray Stand Up.

Requires:

"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
From: 7
Top Right Door
To: 7
Top Right Door

Place a Power Bomb on the bottom stair attached to the door in order to prevent killing the Sova, or free a Sova from the Morph maze with Bombs. If coming from below, be sure to lure the Sova to the bottom before placing a Power Bomb near the blocks in order to prevent killing it. Use Space Jump to follow the Sova to the top right door. Freeze it just at the bottom of the small stairs, as Samus can run over the half-tile gap that remains.

Requires:

"h_canFrozenEnemyRunway"
"SpaceJump"
"canBePatient"
{
  "or": [
    {
      "obstaclesCleared": [
        "A"
      ]
    },
    "h_canBombThings"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 9
Main Junction
To: 1
Left Side - Top Door

Requires:

"canUseFrozenEnemies"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canWalljump",
    "HiJump",
    "canSpringBallJumpMidAir",
    "h_canCrouchJumpDownGrab"
  ]
}
From: 9
Main Junction
To: 7
Top Right Door

Requires:

"canUseFrozenEnemies"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canWalljump",
    "HiJump"
  ]
}
From: 1
Left Door
To: 1
Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 1
Left Door
To: 2
Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
"SpeedBooster"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 1
Left Door
To: 2
Right Door

Freeze a Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
"SpeedBooster"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Notable: true

Fire wide Wave beam shots into the ceiling until it is possible to walk through the Speed blocks. Let a Beetom attach to Samus and then return to the right. Freeze the Beetom at head height where Samus can Spinjump into it and begin Moondancing. After 175 moonfalls, reposition the Beetom to chest height, then continue dancing.

Requires:

"canExtendedMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"h_ExtendedMoondanceBeetomLeniency"
"Wave"
{
  "or": [
    "Spazer",
    "Plasma"
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 2
  }
}
From: 2
Right Door
To: 2
Right Door

Notable: true

Fire wide Wave beam shots into the ceiling until it is possible to walk through the Speed blocks. Let a Beetom attach to Samus and then return to the right. Freeze the Beetom at head height where Samus can Spinjump into it and begin Moondancing.

Requires:

"canMoondance"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Beetom",
    "type": "contact",
    "hits": 2
  }
}
"Wave"
{
  "or": [
    "Spazer",
    "Plasma"
  ]
}

Exit condition:

{
  "leaveWithStoredFallSpeed": {
    "fallSpeedInTiles": 1
  }
}
From: 3
Hidden Platform Item
To: 4
Junction Above Hidden Platform Item

Use Ice to freeze the Sova in a position where Samus can collect the item without falling into the lava.

Requires:

"canTrickyUseFrozenEnemies"
{
  "heatFrames": 30
}
From: 2
Top Right Door
To: 2
Top Right Door

Knock a Geemer off with a Super then follow it back to the top. Grey Geemers can only be frozen with Plasma.

Requires:

"h_canFrozenEnemyRunway"
"Plasma"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 2
Right Door

Notable: true

While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Damage boost towards then freeze the Leftmost enemy as it extends. Morph and unmorph while above the middle Yapping Maw to land on it just above the lava line. Ignore the rightmost Yapping Maw. Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "spikeHits": 2
        },
        {
          "lavaFrames": 30
        },
        {
          "heatFrames": 240
        }
      ]
    }
  ]
}
"canIframeSpikeJump"
{
  "spikeHits": 2
}
{
  "lavaFrames": 15
}
{
  "heatFrames": 580
}
From: 2
Right Door
To: 1
Left Door

Notable: true

While crossing the Spiky Lava, land on frozen Yapping Maws to reduce the number of spike hits needed. Morph and unmorph while above the rightmost Yapping Maw to land on it just above the lava line. Ignore the second Yapping Maw. Freeze the Leftmost enemy as it extends. Delay the damage boost from the spikes slightly in order to rise above the lava before moving.

Requires:

"canResetFallSpeed"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    "canHorizontalDamageBoost",
    {
      "and": [
        {
          "spikeHits": 1
        },
        {
          "lavaFrames": 20
        },
        {
          "heatFrames": 240
        }
      ]
    }
  ]
}
"canIframeSpikeJump"
{
  "spikeHits": 2
}
{
  "lavaFrames": 15
}
{
  "heatFrames": 580
}
From: 1
Top Left Door
To: 1
Top Left Door

Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the shot blocks, which takes 30 seconds.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1,
    "gentleUpTiles": 2
  }
}
From: 2
Middle Left Door
To: 2
Middle Left Door

Use a Super to knock off the Sova while it is on the left side of the platform next to this door then quickly freeze it once it crawls into position.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 6
Top Right Door
To: 6
Top Right Door

Use a Super to knock off a Sova and follow it to this door. The fastest Sova is just above the middle left door, while it is on the left side of the platform, which takes 45 seconds.

Requires:

"h_canFrozenEnemyRunway"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}

Notable: true

Enter from the right door and spin jump onto the first ledge while barely landing on the ledge in order to prevent getting the Geruta on camera. Walk against the left wall and jump to trigger the Geruta. It should now be moving leftwards. Stand on the next platform against the right wall and shoot the Geruta to get it one shot away from being frozen. After a few swoops, it will come down; either freeze it or tank a hit. Then go up and stand on the corner and freeze it when it is in position. The Geruta will be stuck below and keep swooping, so if Energy permits, Samus will have several attempts. Quickly shinecharge left to right, kill the Geruta and spark out the bottom right door.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"h_canTrickyFrozenEnemyRunway"
"canCarefulJump"
{
  "canShineCharge": {
    "usedTiles": 17,
    "openEnd": 1
  }
}
"canShinechargeMovementTricky"
{
  "heatFrames": 1260
}
{
  "shinespark": {
    "frames": 2,
    "excessFrames": 0
  }
}

Exit condition:

{
  "leaveWithSpark": {}
}

Notable: true

Enter from the right door and spin jump onto the first ledge while barely landing on the ledge in order to prevent getting the Geruta on camera. Walk against the left wall and jump to trigger the Geruta. It should now be moving leftwards. Stand on the next platform against the right wall and shoot the Geruta to get it one shot away from being frozen. After a few swoops, it will come down; either freeze it or tank a hit. Then go up and stand on the corner and freeze it when it is in position. The Geruta will be stuck below and keep swooping, so if Energy permits, Samus will have several attempts. With full heat protection, Samus can quickly shinecharge left to right then run and spark midair to the left to save Energy.

Entrance condition:

{
  "comeInNormally": {}
}

Requires:

"h_canTrickyFrozenEnemyRunway"
"canCarefulJump"
"canHorizontalShinespark"
{
  "canShineCharge": {
    "usedTiles": 17,
    "openEnd": 1
  }
}
{
  "heatFrames": 1050
}
{
  "or": [
    {
      "shinespark": {
        "frames": 55,
        "excessFrames": 15
      }
    },
    {
      "and": [
        "h_heatProof",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 32,
            "excessFrames": 15
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 3
Item

Notable: true

Ride the Geruta left to reach the missile location by freezing it repeatedly. Stay on its left side when it touches the ceiling for the enemy to continue moving forward. It may not be possible to climb back up to the Geruta if Samus falls. When it moves towards the ceiling, reset Samus' fall speed using an unmorph or by taking knockback damage, in order to wait for the Geruta to fall low enough to refreeze.

Requires:

"canTrickyUseFrozenEnemies"
"canCarefulJump"
{
  "or": [
    "canResetFallSpeed",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Geruta",
            "type": "contact",
            "hits": 3
          }
        }
      ]
    }
  ]
}
{
  "heatFrames": 3000
}
From: 2
Right Door
To: 3
Item

Notable: true

Do a series of mid-air SpringBall jumps to bring the Geruta over, then freeze it and step on it.

Requires:

"canTrickyUseFrozenEnemies"
"canSpringBallJumpMidAir"
{
  "heatFrames": 1600
}
{
  "enemyDamage": {
    "enemy": "Geruta",
    "type": "contact",
    "hits": 1
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

To minimize heat frames, briefly wait for the Sova to be on the top right of the platform before knocking it off to shorten its path to the door.

Requires:

"h_canFrozenEnemyRunway"
{
  "heatFrames": 360
}
{
  "or": [
    "canCrumbleJump",
    "HiJump",
    "canWalljump"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 2,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Requires:

"canTrickyUseFrozenEnemies"
{
  "heatFrames": 115
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 2
Right Door

Requires:

"canTrickyUseFrozenEnemies"
{
  "heatFrames": 240
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 1
Left Door

Requires:

"canTrickyUseFrozenEnemies"
{
  "heatFrames": 330
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"canTrickyUseFrozenEnemies"
{
  "heatFrames": 140
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 1
  }
}
From: 2
Middle Left Door
To: 2
Middle Left Door

If the Power Bomb blocks are broken and the room cannot be reset, the runway can be extended by waiting for the slow global Sova. Be careful to prevent killing the Sova when breaking the Power Bomb blocks, while still ensuring breaking the ceiling Bomb blocks. Using a Super to knock off the Sova once it is near the gates will save approximately 30 seconds.

Requires:

"h_canFrozenEnemyRunway"
{
  "obstaclesCleared": [
    "A",
    "B",
    "C"
  ]
}
{
  "or": [
    "canBeVeryPatient",
    {
      "and": [
        "canBePatient",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 1
  }
}
From: 7
Junction Below Power Bomb Blocks
To: 2
Middle Left Door

Notable: true

Place a Power Bomb to break the Power Bomb blocks and the bomb blocks, without killing the global Sova. Wait 30-50 seconds for the Sova to get into position to be used as a platform.

Requires:

"h_canUsePowerBombs"
"canTrickyUseFrozenEnemies"

Clears obstacles: A, B, C

From: 1
Top Right Door
To: 1
Top Right Door

Wait 80 seconds for the Sova to get into position, then freeze it to bridge the gap and significantly extend the runway. The other Sovas can be farmed or used as a backup.

Requires:

"h_canFrozenEnemyRunway"
"canBePatient"
{
  "heatFrames": 4800
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 10,
    "openEnd": 1
  }
}
From: 2
Middle Right Door
To: 2
Middle Right Door

Wait 3 minutes for the Sova to get into position, or 100 seconds with Morph by going ahead of them to break the shot blocks as they get there. This can be further reduced to 45 seconds with a Super by knocking a Sova off after it exits the morph tunnel. The other Sovas can be farmed or used as a backup.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    {
      "and": [
        "h_heatProof",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "h_heatProof",
        "canBePatient",
        "Morph"
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "heatFrames": 2600
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Lure the Gamets up out of the water. It may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. Positioning is much easier with Morph; simply morph on the runway before they start separating. Freeze a Gamet while there is a half-tile gap between it and the runway in order to extend it as much as possible.

Requires:

"h_canNavigateUnderwater"
{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "and": [
        "h_canFrozenEnemyRunway",
        "Morph"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 2
Right Door

Lure the Geemers up out of the water. It may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. At the top, position a Gamet flush with the central runway. Positioning is much easier with Morph; simply morph on the runway before they start separating. Freeze the Gamet before it begins moving horizontally, and it will be able to turn to the right. Use it as a frozen platform to cross both bodies of water. Lure the Gamet to the right and freeze it while there is a half-tile gap between it and the runway in order to extend it as much as possible.

Requires:

"h_canNavigateUnderwater"
"canTrickyJump"
{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "and": [
        "h_canFrozenEnemyRunway",
        "Morph"
      ]
    }
  ]
}
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 9,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 3
Junction Left of Green Gate

Notable: true

Lead a Gamet up through the water and freeze it to cross the first moat. Freeze the Gamet before it starts moving left. Wait for it to thaw and fly over the second moat where it can be frozen again.

Requires:

"canTrickyUseFrozenEnemies"
From: 4
Center Platform Junction
To: 3
Junction Left of Green Gate

Either freeze the Puyos immediately on the stairs, or at the highest part of their jump to barely jump up to the ledge with HiJump.

Requires:

"Gravity"
"HiJump"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "Spazer",
    "Wave",
    "Plasma"
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Lure the Gamets up; it may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. Freeze a Gamet at the correct height, and then use it as a platform to reach the door. Positioning is much easier with Morph; simply morph on any of the stairs before they start separating. Finally, freeze a Gamet while there is a half-tile gap between it and the runway in order to extend it as much as possible.

Requires:

"SpaceJump"
{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "and": [
        "h_canFrozenEnemyRunway",
        "Morph"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Stand next to the Gamet farm on the left side. Freeze the Gamets and destroy the second and third Gamet from the top. Allow the first and fourth Gamets from the top to move left, and refreeze them above the door. Perform a moonfall between them and aim down. After gaining enough speed, move forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds.

Requires:

"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 4
Top Right Door
To: 4
Top Right Door

Lure the Gamets up; it may be helpful to freeze them on the ascent to prevent them from separating and moving horizontally. At the top, freeze a Gamet while there is a half-tile gap between it and the runway in order to extend it as much as possible. Positioning is much easier with Morph; simply morph on any of the stairs before they start separating. Freezing one or two Gamets after they separate but before they start moving can help with dodging and avoiding damage.

Requires:

{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "and": [
        "h_canFrozenEnemyRunway",
        "Morph"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 5
Main Junction
To: 1
Top Left Door

Use the moving platform (Kamer) to elevate the Gamets and then freeze them.

Requires:

"canTrickyUseFrozenEnemies"
From: 2
Right Vertical Door
To: 2
Right Vertical Door

Freeze a Mella at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used.

Requires:

"canManipulateMellas"
"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

From: 5
Small Platforms Junction
To: 3
Item

Notable: true

Freeze the Mella at a precise location in order to jump through the crumble block, then wall jump up the long channel and mid air morph to get out. The Mella pixel positioning window is larger and higher with Morph and an X-Ray Stand Up.

Requires:

"Morph"
"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canConsecutiveWalljump",
    {
      "and": [
        "HiJump",
        "canWalljump"
      ]
    }
  ]
}
From: 2
Bottom Door
To: 2
Bottom Door

Use a Super to bring a Viola down to the floor. Freeze it near or on the door, freeze the Viola on the floating platform above it, moonfall between them, and aim down. After gaining enough speed, move forward to fall down and clip past the door shell below. This one needs relatively little fall speed. With too much speed, Samus will land on the door shell instead of passing through.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 3
Bottom Right Door
To: 4
Top Door

Knock a Viola off of its platform and keep it on camera as it climbs to the top of the room.

Requires:

"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"h_canUseSpringBall"
"canUpwardGModeSetup"

Exit condition:

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

Knock a Viola off of the middle platforms and ride it up the right wall by freezing it with Ice Beam.

Requires:

"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canBePatient"
From: 3
Bottom Right Door
To: 4
Top Door

Use a Super to knock a Viola off of the middle platforms and ride it up the right wall by freezing it with Ice Beam. Once it reaches the top door, use another Super to knock it off again, and freeze it mid-air. Use Morph and X-Ray to stand on top of it and clip up through the door shell above.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 2
  }
}
"canTrickyUseFrozenEnemies"
"h_canXRayCeilingClip"
"canBePatient"

Bypasses door shell: true

From: 3
Left Farm Junction
To: 1
Left Door

The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the right Zebbo starts moving to the left then freeze it after it starts moving left. Lure the Zebbo to the left and freeze it again to extend the runway while maintaining a half-tile gap between it and the runway to extend the runway as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo.

Requires:

"h_canFrozenEnemyRunway"
{
  "heatFrames": 1000
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 4
Right Farm Junction
To: 2
Right Door

The Zebbo needs to be 2 pixels higher than where it would be if Samus was standing. One setup is to peform a tiny hop just before the left Zebbo starts moving to the right then freeze it after it starts moving right. Get onto the runway and freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. With more Energy, it is possible to morph on one of the medium-height pillars to align the Zebbo. With less Energy, it is possible to get the Zebbo into position by only freezing it once - after the small hop, jump towards the door and shoot downwards to freeze it in place.

Requires:

"h_canFrozenEnemyRunway"
{
  "heatFrames": 300
}
{
  "or": [
    "canInsaneJump",
    {
      "heatFrames": 300
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 4
Firefleas Item
To: 5
Firefleas Bottom Left Platform Junction

Notable: true

Avoid killing the Firefleas and instead freeze them as a way accross the spikes. It helps to freeze them low, closer to the spikes.

Requires:

"canTrickyUseFrozenEnemies"
"canCarefulJump"
From: 5
Firefleas Bottom Left Platform Junction
To: 4
Firefleas Item

Notable: true

Avoid killing the Firefleas and instead freeze them as a way accross the spikes. It helps to freeze them low, closer to the spikes.

Requires:

"canTrickyUseFrozenEnemies"
"canCarefulJump"
From: 5
Firefleas Bottom Left Platform Junction
To: 7
Fireflea Statue's Claw Junction

Be careful not to touch the firefleas or they will die.

Requires:

{
  "or": [
    {
      "and": [
        "canWalljump",
        "canUseFrozenEnemies"
      ]
    },
    {
      "and": [
        "HiJump",
        "canUseFrozenEnemies"
      ]
    },
    "canTrickyUseFrozenEnemies"
  ]
}
From: 6
Bottom Right Corner Junction
To: 9
Junction Below Crumble Blocks, Set Up to Clip

Notable: true

Guide the bottom-right MultiViola to the upper section of the room. Lure the Dessgeegas away to avoid killing the multiviola. Remove all enemies and possibly also the row of bomb blocks with a power bomb before attempting to guide the Multiviola. It will need to bounce each room segment multiple times before lining up to go through each shot block. Ice can be used to more safely get around the Multiviola as it is bouncing. However, opening the left side door will change the bounce locations and make the strat no longer possible. Instead the enemy can be allowed to go off camera and then Samus can prepare to run away as it comes back. Waiting in the next room segment is a safe way to wait for the Multiviola to bounce and still be able to break shot blocks.

Requires:

"h_heatProof"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canCameraManip",
    "canDodgeWhileShooting"
  ]
}
{
  "obstaclesNotCleared": [
    "E"
  ]
}
{
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 5
  }
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Dessgeega"
          ],
          [
            "Dessgeega"
          ],
          [
            "Dessgeega"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "ScrewAttack",
          "Charge+Ice+Wave",
          "Ice+Wave+Spazer",
          "Missile",
          "Super"
        ]
      }
    },
    {
      "obstaclesCleared": [
        "C"
      ]
    }
  ]
}
{
  "or": [
    {
      "enemyKill": {
        "enemies": [
          [
            "Dessgeega",
            "Dessgeega"
          ]
        ],
        "explicitWeapons": [
          "Plasma",
          "ScrewAttack",
          "Charge+Ice+Wave",
          "Ice+Wave+Spazer",
          "Missile",
          "Super"
        ]
      }
    },
    {
      "obstaclesCleared": [
        "F"
      ]
    }
  ]
}

Clears obstacles: C, D, F

From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 2
Top Right Door

Notable: true

Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. The Crumble Jump is done by aiming down (not immediately) after jumping, then changing Samus' hitbox once above the crumble blocks, and jumping again.

Requires:

"h_heatProof"
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
"canPartialFloorClip"
"canTrickyJump"
"canCrumbleJump"
{
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "HiJump",
    "SpaceJump",
    "h_canJumpIntoIBJ"
  ]
}
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 2
Top Right Door

Notable: true

Freeze the Multiviola on the left side, just below the solid block. XRay standup and jump to clip up, then jump again to get on top of the bomb blocks.

Requires:

"h_heatProof"
"h_canXRayCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canWalljump",
    "canSpringBallJumpMidAir",
    "HiJump",
    "SpaceJump",
    "h_canJumpIntoIBJ"
  ]
}
From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks

Notable: true

Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Very quickly jump and morph to place a bomb against the bomb blocks. Or break the crumble blocks and use SpringBall to jump again to place the bomb. Then jump again while the Multiviola is still frozen to clip through.

Requires:

"h_heatProof"
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
}
{
  "obstaclesNotCleared": [
    "A"
  ]
}
"h_canUseMorphBombs"
{
  "or": [
    "h_canUseSpringBall",
    "can4HighMidAirMorph"
  ]
}

Clears obstacles: B

From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks

Notable: true

Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Break the bomb blocks with a Power Bomb before bringing the Multiviola up for the clip.

Requires:

"h_heatProof"
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
}
{
  "or": [
    "h_canUsePowerBombs",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks

Notable: true

Ice Clip through the crumble blocks using a Multiviola from the bottom of the room and then Crumble Jump to clip through the bomb blocks. The ice clip can be setup by standing in a corner and firing forward when the Multiviola hits Samus, if it is moving downwards towards Samus. Jump and aim down to break the crumble blocks. Then quickly spinjump to break the bomb blocks with Screw Attack.

Requires:

"h_heatProof"
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Multiviola",
    "type": "contact",
    "hits": 1
  }
}
"ScrewAttack"
{
  "obstaclesNotCleared": [
    "A"
  ]
}

Clears obstacles: B

From: 9
Junction Below Crumble Blocks, Set Up to Clip
To: 4
Junction Below Bomb Blocks

Notable: true

Freeze the Multiviola on the left side, just below the solid block. XRay standup and jump to clip up, then Morph to be in the morph tunnel.

Requires:

"h_canXRayCeilingClip"
"canTrickyUseFrozenEnemies"
From: 2
Right Door
To: 2
Right Door

On entry lure both Holtz. Kill one and freeze the other in position.

Requires:

"h_canTrickyFrozenEnemyRunway"
{
  "heatFrames": 800
}
{
  "or": [
    {
      "and": [
        "Wave",
        {
          "heatFrames": 500
        }
      ]
    },
    {
      "and": [
        "Spazer",
        {
          "heatFrames": 500
        }
      ]
    },
    {
      "and": [
        "Plasma",
        {
          "heatFrames": 200
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 3
Farm Junction Free of Holtzes
To: 1
Left Door

Assumes killing all the Holtzes except for one that can be frozen to extend the runway. Get the Holtz stuck under the platform then farming to full before freezing it to extend the runway. Gaining Energy from the farm requires some sort of heat reduction.

Requires:

"h_heatResistant"
"h_canTrickyFrozenEnemyRunway"
{
  "heatFrames": 300
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 3
Farm Junction Free of Holtzes
To: 1
Left Door

Assumes killing all the Holtzes then farming to full. Morph on the ground near the Zebbo spawner then quickly unmorph and shoot as it starts to move horizontally. While on the runway near the door, freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. Gaining Energy from the farm requires some sort of heat reduction.

Requires:

"h_heatResistant"
"h_canFrozenEnemyRunway"
"Morph"
{
  "heatFrames": 500
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 3
Farm Junction Free of Holtzes
To: 2
Right Door

Assumes killing all the Holtzes except for one that can be frozen to extend the runway. Get the Holtz stuck under the platform then farming to full before freezing it to extend the runway. Gaining Energy from the farm requires some sort of heat reduction.

Requires:

"h_heatResistant"
"h_canTrickyFrozenEnemyRunway"
{
  "heatFrames": 300
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 3
Farm Junction Free of Holtzes
To: 2
Right Door

Assumes killing all the Holtzes then farming to full. Morph on the ground near the Zebbo spawner then quickly unmorph and shoot as it starts to move horizontally. While on the runway near the door, freeze the Zebbo again while maintaining a half-tile gap between it and the runway to extend it as much as possible. Gaining Energy from the farm requires some sort of heat reduction.

Requires:

"h_heatResistant"
"h_canFrozenEnemyRunway"
"Morph"
{
  "heatFrames": 500
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Notable: true

Freeze the pirates to use as platforms to get up through the bomb blocks. Note that the pirates' hitboxes are larger than they seem.

Requires:

"canTrickyUseFrozenEnemies"
"Charge"
"h_heatProof"
"canDelayedWalljump"
{
  "or": [
    "h_canDestroyBombWalls",
    {
      "obstaclesCleared": [
        "A"
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Notable: true

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Quickly move to the right side and walljump up to the right height to power bomb out the bomb blocks, double hitting the top wall pirate. Wait for the full power bomb effect to end and wall jump once on the right wall and hit top pirate with 1 missile and 1 super. Jump and shoot the top pirate with a charge+ice shot. Hold a charge and walljump up the left wall and freeze the top pirate when it jumps across. Use the pirate to jump to the higher area.

Requires:

"h_canNavigateHeatRooms"
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canWalljumpWithCharge"
"Morph"
{
  "ammo": {
    "type": "Missile",
    "count": 1
  }
}
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 870
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 2
Bottom Left Door
To: 4
Junction Above Bomb Blocks

Notable: true

Deal an exact amount of damage to a wall pirate to freeze it while breaking the bomb blocks with a power bomb without taking damage. Wait briefly on the left side of the center platform, then jump and shoot 4 missiles at the top pirate. Walljump up the left wall such that the lower pirates are on screen long enough to jump accross to the left. Place a Bomb on the left wall to hit the top pirate when it jumps over, followed by a power bomb. Unmorph precisely below the middle pirate so both top pirates will jump back to the right, and begin charging Ice. Walljump up the left wall with charge held and freeze the top pirate when it jumps over and use it to reach the upper region.

Requires:

"h_canNavigateHeatRooms"
"canTrickyUseFrozenEnemies"
"Charge"
"canPreciseWalljump"
"canResetFallSpeed"
"canWalljumpWithCharge"
"h_canUseMorphBombs"
{
  "ammo": {
    "type": "Missile",
    "count": 4
  }
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 1
  }
}
{
  "heatFrames": 900
}
{
  "or": [
    "h_heatResistant",
    {
      "and": [
        "canInsaneJump",
        "canPauseAbuse"
      ]
    },
    {
      "resourceCapacity": [
        {
          "type": "RegularEnergy",
          "count": 149
        }
      ]
    }
  ]
}

Clears obstacles: A

From: 1
Left Door
To: 1
Left Door

Freeze the Atomic in position to extend the runway. Maintain a half-tile gap between the Atomic and the runway to extend it as far as possible. One easy method to align the Atomic is to lure the it high then stand under it to freeze it.

Requires:

"h_canFrozenEnemyRunway"
"f_DefeatedPhantoon"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 2
Bottom Door
To: 2
Bottom Door

Clear out the Kihunters near the door, and freeze two Atomics to set up a moonfall between them, and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds.

Requires:

"f_DefeatedPhantoon"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 1
Left Door
To: 1
Left Door

One way to position the Atomic is to lure it to the right by standing on the ground, then jump over it and freeze it while standing in the corner on the ground once it is just under 2 tiles away from the ledge. Stand on the ledge and freeze it again once it is in position, maintaining a half-tile gap between the Atomic and the runway to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
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. The pixel window is larger and higher with Morph and an X-Ray stand-up.

Requires:

"f_DefeatedPhantoon"
"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

From: 2
Top Door
To: 2
Top Door

Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform.

Requires:

"canUpwardGModeSetup"
"canTwoTileSqueeze"
"canTrickyUseFrozenEnemies"
"f_DefeatedPhantoon"

Exit condition:

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

Lure an Atomic from the left half of the room. Morph in the corner against the top stair and wait for the Atomic to approach. Quickly unmorph just before and freeze the Atomic just after it hits Samus.

Requires:

"f_DefeatedPhantoon"
{
  "or": [
    "h_canBombThings",
    {
      "and": [
        "Morph",
        {
          "obstaclesCleared": [
            "A"
          ]
        }
      ]
    }
  ]
}
"h_canFrozenEnemyRunway"
{
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 1
Top Door
To: 1
Top Door

Freeze an Atomic at a precise distance below the door in order to crouch-jump up and clip through the door shell. The pixel window is larger and higher with Morph and an X-Ray stand-up, in which case a standing jump is used. If Phantoon is not defeated, freeze a Covern as high as possible, then jump and down-grab onto it and Samus will stand up.

Requires:

"canTrickyUseFrozenEnemies"
"h_canNonTrivialCeilingClip"

Bypasses door shell: true

From: 1
Top Door
To: 1
Top Door

Bring two atomics to the top of the room. Stand on one frozen Atomic to bring a second Atomic to the correct height to use as a crouch platform.

Requires:

"canUpwardGModeSetup"
"canTwoTileSqueeze"
"canTrickyUseFrozenEnemies"
"f_DefeatedPhantoon"
{
  "enemyDamage": {
    "enemy": "Atomic",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

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

Position and freeze an Atomic to extend the runway. Maintain a half-tile gap between the runway to extend it as far as possible.

Requires:

"f_DefeatedPhantoon"
"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 0
  }
}
From: 3
Bottom Left Door
To: 7
Bottom Door

Lure two Atomics down to the bottom of the room, and freeze them to be able to moonfall between them and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds.

Requires:

"f_DefeatedPhantoon"
"Morph"
{
  "obstaclesCleared": [
    "B"
  ]
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

Notable: true

Use a frozen Atomic or Covern to extend the runway in front of the Spooky Missiles bomb block, then use temporary blue into a morph ball bounce to break it. Position the enemy horizontally centered in the hole to extend the runway all the way to the wall. Positioning a Covern is tricky. One way to set this up is with Space Jump. Perform Space Jumps half way between the desired Covern position and the ceiling until the Covern spawns in the correct position.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "f_DefeatedPhantoon",
    {
      "and": [
        "SpaceJump",
        "h_canTrickyFrozenEnemyRunway"
      ]
    }
  ]
}
"canSlowShortCharge"
{
  "canShineCharge": {
    "usedTiles": 14,
    "openEnd": 0,
    "steepUpTiles": 3
  }
}
"canTemporaryBlue"
"Morph"
From: 4
Top Right Door
To: 4
Top Right Door

Lure an Atomic or get a Covern to spawn to slightly extend the runway. Positioning a Covern is a bit tricky. Consecutive wall jump or Space Jump in place above the gap but not quite at the ceiling, or perform full height jumps to sometimes get the Covern to spawn in position. A crouch shot may help freeze the Coven when it is in position.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "f_DefeatedPhantoon",
    "h_canTrickyFrozenEnemyRunway"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 14,
    "openEnd": 0,
    "steepUpTiles": 7
  }
}
From: 5
Middle Right Door
To: 5
Middle Right Door

Lure an Atomic or get a Covern to spawn to extend the runway. Position the enemy horizontally centered in the hole to extend the runway all the way to the wall. Positioning a Covern is tricky. One way to set this up is with Space Jump. Align Samus left against the tile in the ceiling to align the Covern horizontally, then perform short Space Jumps half way between the desired Covern position and the ceiling until the Covern spawns in the correct position.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "f_DefeatedPhantoon",
    {
      "and": [
        "SpaceJump",
        "h_canTrickyFrozenEnemyRunway"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 14,
    "openEnd": 0,
    "steepUpTiles": 6
  }
}
From: 5
Middle Right Door
To: 8
Item

Shinecharging up the stairs gives a longer effective runway than shinecharging down them. A frozen Atomic (or Covern) can be used for more runway.

Requires:

"canTemporaryBlue"
"canLateralMidAirMorph"
{
  "or": [
    {
      "canShineCharge": {
        "usedTiles": 11,
        "openEnd": 2,
        "steepUpTiles": 3
      }
    },
    {
      "and": [
        "f_DefeatedPhantoon",
        "h_canFrozenEnemyRunway",
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 1,
            "steepUpTiles": 3
          }
        }
      ]
    }
  ]
}

Clears obstacles: C

From: 5
Middle Right Door
To: 8
Item

Shinecharging up the stairs gives a longer effective runway than shinecharging down them. Bounce down the stairs to make movement simpler. A frozen Atomic (or Covern) can be used for more runway.

Requires:

"canChainTemporaryBlue"
"canXRayTurnaround"
{
  "or": [
    {
      "and": [
        "can4HighMidAirMorph",
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 11,
            "openEnd": 2,
            "steepUpTiles": 7
          }
        }
      ]
    },
    {
      "and": [
        "f_DefeatedPhantoon",
        "h_canFrozenEnemyRunway",
        "can4HighMidAirMorph",
        {
          "doorUnlockedAtNode": 5
        },
        {
          "canShineCharge": {
            "usedTiles": 13,
            "openEnd": 1,
            "steepUpTiles": 7
          }
        }
      ]
    },
    {
      "canShineCharge": {
        "usedTiles": 10,
        "openEnd": 2,
        "steepUpTiles": 7
      }
    },
    {
      "and": [
        "f_DefeatedPhantoon",
        "h_canFrozenEnemyRunway",
        {
          "canShineCharge": {
            "usedTiles": 12,
            "openEnd": 1,
            "steepUpTiles": 7
          }
        }
      ]
    }
  ]
}

Clears obstacles: C

From: 1
Right Door
To: 1
Right Door

Stand a few pixels away from the bottom of the stairs to easily position the Covern and extend the runway as far as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"

Exit condition:

{
  "leaveWithRunway": {
    "length": 7,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

Stand half way between the ledge and the save station to position the Covern and extend the runway as far as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "not": "f_DefeatedPhantoon"
}
"canRiskPermanentLossOfAccess"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 1
Top Left Doorway
To: 1
Top Left Doorway

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Notable: true

Use a super to knock off a crab and freeze it mid-air. Then get on that crab, possibly using a door ledge Freeze a second crab on the edge of the hole above.

Requires:

"canMidAirMorph"
"canSuitlessMaridia"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canTrickyUseFrozenEnemies"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Notable: true

Freeze one crab on the lip of the overhead opening and another on the edge of a doors platform then springballjump up. Use a Stationary Lateral Mid-Air Morph to gain enough jump height without bonking the ceiling. It is possible with a crouch jump to not need the second crab.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
"canTrickySpringBallJump"
"canTrickyUseFrozenEnemies"
"canStationaryLateralMidAirMorph"
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Freeze a crab on the edge of the hole in the ceiling. Then get on top of it with Gravity and a wall jump, jump assist, or second frozen crab on the ground, or a suitless Spring Ball jump with HiJump.

Requires:

"canMidAirMorph"
"canUseFrozenEnemies"
{
  "or": [
    {
      "and": [
        "Gravity",
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canSpringBallJumpMidAir",
            "canTrickyUseFrozenEnemies"
          ]
        }
      ]
    },
    {
      "and": [
        "HiJump",
        "canSpringBallJumpMidAir",
        "canSuitlessMaridia"
      ]
    }
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Stand on a frozen crab, then freeze a second one on the edge of the hole above. Use a crouch jump and/or down grab to get onto the crab above.

Requires:

"canMidAirMorph"
"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"HiJump"
{
  "or": [
    "canCrouchJump",
    "canDownGrab"
  ]
}
From: 2
Bottom Left Door
To: 1
Top Left Doorway

Use a Super to knock off a crab and freeze it mid-air. Freeze a second crab on the edge of the hole above.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canTrickyUseFrozenEnemies"
"canSpringBallJumpMidAir"
From: 2
Bottom Left Door
To: 2
Bottom Left Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
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: 3
Bottom Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
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: 4
Top Right Doorway
To: 4
Top Right Doorway

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires 3 tiles of run speed (with no open end) to make it past the overhang above the door. Cross Room jump and aim towards the left side where the fish is. Shooting at it from below can deal damage sooner to get a faster freeze. Hug the frozen fish to gain the extra height needed to climb on top.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 2.4375
  }
}

Requires:

"HiJump"
"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyUseFrozenEnemies"
"canInsaneJump"
"canDownGrab"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
From: 1
Bottom Left Door
To: 5
Platform Junction Near Top Left Door

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"HiJump"
"canTrickySpringBallJump"
From: 4
Top Left Door
To: 5
Platform Junction Near Top Left Door

Notable: true

Enter on the left side of the door while aiming down and freeze the fish immediately.

Entrance condition:

{
  "comeInNormally": {},
  "comesThroughToilet": "no"
}

Requires:

"h_canNavigateUnderwater"
"canPrepareForNextRoom"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "and": [
        "Wave",
        "Plasma"
      ]
    },
    {
      "and": [
        "Plasma",
        "Charge"
      ]
    },
    {
      "and": [
        "Wave",
        "Spazer",
        "Charge"
      ]
    }
  ]
}
From: 6
Middle Junction Near Top Left Pirate
To: 5
Platform Junction Near Top Left Door

Freeze the fish a bit left of the peak in its swim cycle. Build run speed on top of the fish before jumping to the ledge. The positioning is more lenient if the fish is frozen while moving leftward.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
From: 1
Bottom Door
To: 1
Bottom Door

Freeze the bottom Skulltera and a Sciser above the door, to set up a moonfall between them, and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds. Gravity Suit is needed in order to gain enough fall speed before the enemies thaw.

Requires:

"Gravity"
{
  "or": [
    "canWalljump",
    "canGravityJump",
    "h_canFly",
    "HiJump",
    "canSpringBallJumpMidAir"
  ]
}
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 1
Bottom Door
To: 3
Middle Right Door

Crouch jump up through the left side of the door transition. Angle up and shoot the fish twice on the way up, then aim down and shoot three more times as needed until it is frozen. Land on the fish, wait until it is flashing, then jump and freeze it again further to left as needed, until you can spin jump to the left to reach the platforms.

Entrance condition:

{
  "comeInWithPlatformBelow": {
    "maxHeight": 7,
    "maxLeftPosition": 2,
    "minRightPosition": -2
  },
  "comesThroughToilet": "any"
}

Requires:

"canCrossRoomJumpIntoWater"
"canCrouchJump"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "Wave",
    "Spazer",
    "Plasma"
  ]
}
From: 1
Bottom Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "canGravityJump"
      ]
    },
    "canDoubleBombJump",
    "canStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphCeilingBombJump",
    "canBeVeryPatient"
  ]
}
From: 1
Bottom Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    "canDoubleBombJump",
    "canStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
{
  "ammo": {
    "type": "PowerBomb",
    "count": 2
  }
}
From: 1
Bottom Door
To: 6
Speed Blocked Item

Notable: true

Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
"h_canUseMorphBombs"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    "canBeVeryPatient",
    {
      "and": [
        "Gravity",
        "h_canCeilingBombJump",
        "h_canIBJ"
      ]
    }
  ]
}
From: 1
Bottom Door
To: 6
Speed Blocked Item

Notable: true

Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
"h_canUsePowerBombs"
"h_canUsePowerBombs"
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "steepUpTiles": 1,
    "openEnd": 1
  }
}
From: 2
Bottom Right Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "canGravityJump"
      ]
    },
    "canDoubleBombJump",
    "canStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphCeilingBombJump",
    "canBeVeryPatient"
  ]
}
From: 2
Bottom Right Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    "h_canArtificialMorphDoubleBombJump",
    "h_canArtificialMorphStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
From: 2
Bottom Right Door
To: 6
Speed Blocked Item

Notable: true

Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
"h_canUseMorphBombs"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    "canBeVeryPatient",
    {
      "and": [
        "Gravity",
        "h_canCeilingBombJump",
        "h_canIBJ"
      ]
    }
  ]
}
From: 2
Bottom Right Door
To: 6
Speed Blocked Item

Notable: true

Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
"h_canUsePowerBombs"
"h_canUsePowerBombs"
From: 3
Middle Right Door
To: 3
Middle Right Door

Wait about 25 seconds for the global crab. Position Samus on the first floating platform to shoot the crab as quickly and early as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 26,
    "gentleUpTiles": 3,
    "gentleDownTiles": 3,
    "openEnd": 1
  }
}
From: 3
Middle Right Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "HiJump"
      ]
    },
    {
      "and": [
        "h_canArtificialMorphSpringBall",
        "canGravityJump"
      ]
    },
    "h_canArtificialMorphDoubleBombJump",
    "h_canArtificialMorphStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
{
  "or": [
    "h_canArtificialMorphSpringBall",
    "h_canArtificialMorphCeilingBombJump",
    "canBeVeryPatient"
  ]
}
From: 3
Middle Right Door
To: 6
Speed Blocked Item

Notable: true

This is a long climb, and getting around the fish under the missiles can be tricky or slow. Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"h_canArtificialMorphIBJ"
"Gravity"
"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "h_canArtificialMorphJumpIntoIBJ",
    "h_canArtificialMorphDoubleBombJump",
    "h_canArtificialMorphStaggeredIBJ",
    "canBeVeryPatient",
    {
      "enemyKill": {
        "enemies": [
          [
            "Skultera"
          ]
        ],
        "explicitWeapons": [
          "PowerBomb"
        ]
      }
    }
  ]
}
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
From: 3
Middle Right Door
To: 6
Speed Blocked Item

Notable: true

Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
"h_canUseMorphBombs"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
{
  "or": [
    "h_canUseSpringBall",
    "canBeVeryPatient",
    {
      "and": [
        "Gravity",
        "h_canCeilingBombJump",
        "h_canIBJ"
      ]
    }
  ]
}
From: 3
Middle Right Door
To: 6
Speed Blocked Item

Notable: true

Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

"canTrickyUseFrozenEnemies"
"Wave"
{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
"h_canUsePowerBombs"
"h_canUsePowerBombs"
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks

Notable: true

The tricky part is getting to the ledge below the missiles. There are two ways to do this: 1. Stand on a frozen crab with a frozen fish at the lowest height of its cycle to the right. Further to the right is better as long as it can be stood upon without the ledge above. Perform a stationary lateral midair morph into a max height spring ball jump to get onto the fish before it thaws. Press against the fish for the maximum amount of time possible while moving upwards in order to gain more height in order to get on top of it. 2. Freeze the global crab on the right wall, get onto it and up and onto the frozen fish before it thaws. Be careful not to fall through the crab. A fail will require Samus to reset the room, or wait a very long time in order for the crab to circle the room. Using a Super may make the crab fall on a floating platform, and it still takes more than a minute to return. Note that it is possible to turn off ice beam to immediately thaw any frozen enemies; this can help get the crab and fish in a good cycle with each other.

Requires:

"canSuitlessMaridia"
"canTrickySpringBallJump"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
From: 3
Middle Right Door
To: 9
Junction Below Speed Blocks

Requires:

"canSuitlessMaridia"
"HiJump"
"canTrickyUseFrozenEnemies"
From: 4
Top Right Door
To: 4
Top Right Door

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 16,
    "steepUpTiles": 2,
    "openEnd": 1
  }
}
From: 4
Top Right Door
To: 6
Speed Blocked Item

Notable: true

Place bombs against the speed blocks until they are overloaded. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "HiJump"
      ]
    }
  ]
}
"canTrickyUseFrozenEnemies"
"Wave"
"h_canArtificialMorphBombs"
{
  "or": [
    "h_canArtificialMorphSpringBall",
    {
      "and": [
        "Morph",
        "canBeVeryPatient"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "h_canArtificialMorphCeilingBombJump"
      ]
    },
    {
      "and": [
        "Gravity",
        "h_canArtificialMorphIBJ",
        "canBeVeryPatient"
      ]
    }
  ]
}
From: 4
Top Right Door
To: 6
Speed Blocked Item

Notable: true

Overloading the PLMs can be done with as few as 2 PBs if they are placed precisely. Place them two ledges above the item - to the left of the morph tunnel item. It is important that they are placed on either of the flat tiles, not the sloped tile on the right. Afterwards, freeze a crab on the edge of the speed blocks, such that Samus can jump inside and stand on the crab. Exit G-Mode and rotate to obtain the item, then kill the crab with Wave Beam to fall back down.

Entrance condition:

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

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        "canCrouchJump"
      ]
    }
  ]
}
"canTrickyUseFrozenEnemies"
"Wave"
"h_canArtificialMorphPowerBomb"
"h_canArtificialMorphPowerBomb"
From: 8
Bottom Junction
To: 3
Middle Right Door

Freeze the crab on the corner of the ledge and the fish near the wall but with enough space for Samus to fit through and jump up using HiJump or a midair spring ball jump. Possible backups include: knocking the Scisor off the wall and freezing it midair, or with HiJump: freezing the Skultera near a wall and walljumping into it repeatedly, or freezing the Scisor on the ground and crouch jumping up to the Skultera, rubbing into the frozen enemy to gain extra height before downgrabbing.

Requires:

"canSuitlessMaridia"
{
  "or": [
    "HiJump",
    "canTrickySpringBallJump"
  ]
}
"canTrickyUseFrozenEnemies"
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

Be sure not to get the first downward moving crab on screen until Samus is in position to quickly and accurately shoot and freeze it. This is much tighter with spring ball relative to HiJump. Performing a max height spring ball jump from the frozen crab can get Samus to the next ledge. Getting to the ledge with the fish is particularly precise. Either stand at the very edge of the platform and perform a very precise max heigh spring ball jump, or stand against the left wall and and perform a slightly less tight stationary lateral morph into spring ball jump.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canTrickySpringBallJump"
"canDodgeWhileShooting"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        "Spazer",
        "Wave"
      ]
    },
    "h_canMaxHeightSpringBallJump",
    "Plasma"
  ]
}
{
  "or": [
    "h_canMaxHeightSpringBallJump",
    "canStationaryLateralMidAirMorph"
  ]
}
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

Using the slow global crab to ascend the top section of Main Street requires the speed blocks to not be broken. If they are broken, the local fast crab can be used instead by letting it fall and climb the left wall. The trickiest part is getting to the second ledge. Freeze the crab when it is overhead and spring ball jump up onto it. Follow the crab up while using it as a platform multiple times.

Requires:

"canSuitlessMaridia"
"canSpringBallJumpMidAir"
"canTrickyUseFrozenEnemies"
"canTrickyJump"
{
  "or": [
    {
      "obstaclesNotCleared": [
        "A"
      ]
    },
    "canCrazyCrabClimb"
  ]
}
From: 9
Junction Below Speed Blocks
To: 4
Top Right Door

The first crab, coming down, is a bit tricky to freeze fast enough without any other beams or a missile. Prevent it from coming on screen until Samus is in position to hit it accurately. The global crab coming up can be used as a backup if the speed blocks are not broken.

Requires:

"canSuitlessMaridia"
"HiJump"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    {
      "obstaclesNotCleared": [
        "A"
      ]
    }
  ]
}
From: 1
Top Left Door
To: 1
Top Left Door

Follow the crab from the bottom right door to the top left door with Gravity or Grapple. It is also possible to knock the crab off of the middle peak with a super and follow it to the left with Ice or HiJump and Spring Ball.

Requires:

"canBeVeryPatient"
{
  "or": [
    "canGravityJump",
    {
      "and": [
        "canPreciseGrapple",
        {
          "or": [
            "HiJump",
            "Gravity"
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "canTrickyUseFrozenEnemies",
            {
              "and": [
                "HiJump",
                "canSpringBallJumpMidAir"
              ]
            }
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

Follow the crab from the bottom right door to the top left door. This takes approximately 90 seconds. It is also possible to knock the crab off of the middle peak with a super and follow it to the left which may save time.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canBePatient"
{
  "or": [
    "SpaceJump",
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        },
        {
          "or": [
            "HiJump",
            "canSpringBallJumpMidAir",
            "canGravityJump",
            "canConsecutiveWalljump",
            "SpeedBooster"
          ]
        }
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Follow the crab from the bottom right door to the top left door. It is also possible to knock the crab off of the middle peak with a super and follow it.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canBeVeryPatient"
{
  "or": [
    "canGravityJump",
    "canPreciseGrapple",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 0
  }
}
From: 2
Bottom Left Door
To: 7
Lower Hills Junction

Freeze the crab when it is hanging off the ledge then use it as a platform.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
From: 2
Bottom Left Door
To: 8
Higher Hill Junction

Use the rightmost crab to get up onto the lowest platform, while also damaging down the crab on the middle platform. Jump left onto the middle platform and freeze the crab just a bit left of the peak. Run and jump from on top of the crab to the higher platform to the left. A failure often requires resetting the room.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
From: 3
Bottom Right Door
To: 7
Lower Hills Junction

Knock the crab off the wall immediately and then freeze.

Requires:

"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "resetRoom": {
    "nodes": [
      3
    ],
    "mustStayPut": true
  }
}
From: 4
Top Right Door
To: 4
Top Right Door

Follow the crab from the bottom right door to the top right door. Depending on the item setup, this takes 30-50 seconds. Keep a half-tile gap between the crab and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
{
  "or": [
    "SpaceJump",
    "canGravityJump",
    "Grapple"
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 5
Top Door
To: 5
Top Door

Requires:

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

Exit condition:

{
  "leaveWithGModeSetup": {}
}
From: 7
Lower Hills Junction
To: 10
Upper Right Ledge Junction

Freeze the crab midway up the right wall and jump and spring ball jump up to the higher platform. Luring a second crab, which will make it to the upper platform, may be useful to avoid a tricky spring ball jump and flatley jump to get to the top right door.

Requires:

"canSuitlessMaridia"
"HiJump"
"canTrickySpringBallJump"
"canTrickyUseFrozenEnemies"

Clears obstacles: A, B

From: 10
Upper Right Ledge Junction
To: 4
Top Right Door

Climbing the right side of Mt. Everest with only two supers, ice, and HiJump. Requires originally luring 3 crabs. Two crabs and one super are needed from this location. Use a super to knock off and freeze a crab midair. Jump on it and freeze the second as a platform to jump up to the door.

Requires:

"canSuitlessMaridia"
"HiJump"
"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
{
  "obstaclesCleared": [
    "A"
  ]
}
"canTrickyJump"
From: 10
Upper Right Ledge Junction
To: 4
Top Right Door

Requires having already lured a crab, likely from above the bottom right door. Freeze the crab midway up the right wall and jump and spring ball jump up to the door.

Requires:

"canSuitlessMaridia"
"HiJump"
"canSpringBallJumpMidAir"
"canTrickyUseFrozenEnemies"
{
  "obstaclesCleared": [
    "B"
  ]
}
"canTrickyJump"
From: 1
Top Left Door
To: 1
Top Left Door

Requires a pixel-perfect freeze in order to run onto and off of the frozen Zeb.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 11,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

The Zoa needs to be at least 3 pixels higher than when it is frozen at standing height. It may help to freeze one while standing to the left of it before it starts moving horizontally, then move to a specific point on the slope to the right of it to position it vertically. Freeze the Zoa a half-tile away from the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 3
Right Sand Entrance

Requires:

"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
From: 3
Right Sand Entrance
To: 1
Left Door

Requires:

"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
From: 1
Left Door
To: 5
Item

Requires:

"canSuitlessMaridia"
"Morph"
"canTrickyUseFrozenEnemies"
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Freeze two Mochtroids above the door to set up a moonfall between them, and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds. Gravity Suit is needed in order to gain enough fall speed before the Mochtroids thaw.

Requires:

"Gravity"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 2
Right Door
To: 2
Right Door

Lure the Mochtroid into the pit and freeze it, then wait for it on the ledge and freeze it when it is in position.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Bottom Right Door
To: 2
Bottom Right Door

Notable: true

Crouch and freeze a Mochtroid to clip into the space behind the grapple blocks. Jump and tap grapple while aiming diagonally to be pushed into the wall just the right amount. Samus should be one tile below the grapple blocks and fully in the wall. Too short a tap and the next grapple will not work, too long and Samus will be stuck in the wall. Grapple diagonally again to be pushed into the transition.

Requires:

{
  "or": [
    {
      "and": [
        "Gravity",
        "canUseFrozenEnemies",
        "canCeilingClip"
      ]
    },
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        "h_canNonTrivialCeilingClip"
      ]
    }
  ]
}
"canGrappleClip"

Bypasses door shell: true

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

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid is easiest by dropping into the sand and freezing it. Maintain a half-tile gap between the Mochtroid and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
"Gravity"
"canPlayInSand"
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 1
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 3
Top Right Door
To: 3
Top Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 3
Top Door

Entrance condition:

{
  "comeInShinecharged": {
    "framesRequired": 60
  }
}

Requires:

"h_canNavigateUnderwater"
{
  "shinespark": {
    "frames": 40,
    "excessFrames": 6
  }
}
{
  "or": [
    "canCrouchJump",
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Door

Notable: true

Freeze a crab multiple times to climb the upper Crab Shaft. It may be easier to climb the left shaft by knocking the crab off the wall, or by bringing up a crab from the lower area.

Requires:

"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
"canCarefulJump"
{
  "or": [
    "canCrouchJump",
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    }
  ]
}
From: 1
Left Door
To: 3
Top Door

Notable: true

Shoot the shot block in the middle of the room, to allow a global Sciser (crab) to pass to the top part of the room. Use Ice to climb the Scisers to the top of the room. Shoot a Super as a Sciser crawls near the top door, then freeze it mid-air and use it to clip up past the door shell. If you don't have Morph and X-Ray, you must shoot the Super while the Sciser is on a block next to the door, not on the door itself.

Requires:

{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canXRayCeilingClip",
    {
      "and": [
        "Gravity",
        "canPreciseCeilingClip"
      ]
    }
  ]
}

Bypasses door shell: true

From: 1
Left Door
To: 3
Top Door

Requires around 19 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 19
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
{
  "or": [
    "canCrouchJump",
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Door

Requires running a very precise distance of 12 tiles in the adjacent room.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": true,
    "minTiles": 12
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canMomentumConservingTurnaround"
"canTrickyDashJump"
"canDownGrab"
{
  "or": [
    "canCrouchJump",
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 1
Left Door
To: 3
Top Door

After storing the shinecharge, spin jump back to the left and spark aligned against the right side of the left shaft. At the top of the room, hold right in order to land on the platform below the door.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canStutterWaterShineCharge"
"canShinechargeMovementComplex"
{
  "canShineCharge": {
    "usedTiles": 33,
    "openEnd": 2
  }
}
{
  "shinespark": {
    "frames": 40,
    "excessFrames": 6
  }
}
{
  "or": [
    "canCrouchJump",
    "Gravity",
    "HiJump",
    "canSpringBallJumpMidAir",
    {
      "and": [
        "canTrickyUseFrozenEnemies",
        {
          "ammo": {
            "type": "Super",
            "count": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 1
Left Door

Notable: true

Freeze a crab below the opening, and another one at the ceiling on the lip of the entrance. Stand on a frozen crab and crouch jump to the one on the ceiling. When against the top crab, press into it to be pushed up onto it.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canCrouchJump"
From: 2
Right Door
To: 1
Left Door

Involves a Super to freeze a crab in midair.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
  "ammo": {
    "type": "Super",
    "count": 1
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze a crab to extend the runway while leaving a half-tile gap between the crab and the runway to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 0
  }
}
From: 3
Top Door
To: 3
Top Door

The Global crab in the upper section can be knocked off the wall to enter the left side of the above door. Otherwise, there are more crabs in the lower section of the room.

Requires:

"canUpwardGModeSetup"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 1
      }
    },
    "Gravity",
    {
      "and": [
        "canSuitlessMaridia",
        {
          "or": [
            "HiJump",
            "canBePatient"
          ]
        }
      ]
    }
  ]
}

Exit condition:

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

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 1
  }
}
From: 4
Top Right Door
To: 4
Top Right Door

Use a frozen Mochtroid to extend the length of the runway. Positioning the Mochtroid can be done by dropping down below then climbing back up with the frozen Mochtroid as a platform. Alternatively, freeze the Mochtroid with an angle-down shot while falling below then quickly climb back up.

Requires:

"h_canNavigateUnderwater"
"h_canFrozenEnemyRunway"
{
  "or": [
    "canMochtroidIceClimb",
    {
      "and": [
        "Gravity",
        {
          "or": [
            "SpaceJump",
            "canWalljump"
          ]
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mochtroid",
    "type": "contact",
    "hits": 2
  }
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze the Yapping Maw on room entry, and continue to periodically refreeze it throughout. Jump and freeze the Zoa at the correct height, noting that it will rise one more pixel after it thaws. Maintain a half-tile runway between the frozen Zoa and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 3
Right Door
To: 3
Right Door

Freeze the Yapping Maw on room entry, and continue to periodically refreeze it throughout. Jump and freeze the Zoa at the correct height, noting that it will rise one more pixel after it thaws. Maintain a half-tile runway between the frozen Zoa and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

Freeze the Zoa just a few pixels higher than it would be if Samus was standing next to the farm. Dodge and freeze the other Zoas, or tank a hit then kill them and don't collect their drops. Maintain a half-tile runway between the frozen Zoa and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "enemyDamage": {
        "enemy": "Zoa",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Freeze the Zoa just a few pixels higher than it would be if Samus was standing next to the farm. Dodge and freeze the other Zoas, or tank a hit then kill them and don't collect their drops. Maintain a half-tile runway between the frozen Zoa and the runway in order to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"
{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "enemyDamage": {
        "enemy": "Zoa",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 3,
    "openEnd": 0
  }
}
From: 1
Bottom Left Door
To: 1
Bottom Left Door

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 2
Right Door
To: 3
Junction Left of Morph Tunnel

Notable: true

Freeze one of the Menus (bugs) in a position where you can use it to get into the morph passage. One of the easier methods is with a damage boost. Stand in the water, take a hit for positioning, and freeze the bug near but left of Samus. Then morph on top and damage boost into the morph tunnel as it unfreezes.

Requires:

"Morph"
"h_canNavigateUnderwater"
"canTrickyUseFrozenEnemies"
"canNeutralDamageBoost"
{
  "enemyDamage": {
    "enemy": "Menu",
    "type": "contact",
    "hits": 2
  }
}
From: 3
Junction Left of Morph Tunnel
To: 1
Left Door

Requires:

{
  "or": [
    "HiJump",
    "SpaceJump",
    "canTrickyDashJump",
    "canTrickyUseFrozenEnemies",
    "canPreciseWalljump"
  ]
}
From: 3
Central Junction with all Standing Pirates Killed
To: 1
Top Left Door (locked)

It's possible to climb up with just ice by freezing the wall space pirates (who can be frozen and killed without Plasma). Clearing the grey door lock would require killing the frozen pirate after using it to climb. To do this most easily, freeze the Pirate as high as possible on the left wall. Bait the pirate to jump across the room early so that it stays high on the wall, or bring it on camera by jumping below the platform if the wall pirate gets too low. After reaching the top, it can help to reset the camera by moving to the right on the center platform and then back left.

Requires:

"canTrickyUseFrozenEnemies"
"canPreciseWalljump"
"canCameraManip"
From: 2
Bottom Right Door
To: 1
Left Vertical Door

Requires:

"canSuitlessMaridia"
"HiJump"
"canCarefulJump"
"canTrickyUseFrozenEnemies"
"h_canCrouchJumpDownGrab"
From: 2
Bottom Right Door
To: 3
Middle Right Door

Notable: true

Use the Skultera to get onto the top right platform. There are two distinct ways to get up using the top Skultera. 1. Freeze it at the bottom of its path to the left. Crouch jump and down grab to get onto it. The positioning is very precise. 2. Freeze it about a half-tile from the right wall and very quickly stationary spin jump and quickly walljump mash to get up before it thaws. This may be easier by jumping away from the wall, towards the fish, to gain height faster.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
  "or": [
    {
      "and": [
        "canTrickyJump",
        "h_canCrouchJumpDownGrab"
      ]
    },
    {
      "and": [
        "canStationarySpinJump",
        "canSunkenTileWideWallClimb"
      ]
    }
  ]
}
From: 3
Middle Right Door
To: 4
Top Right Door

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"SpeedBooster"
"canTrickyJump"
"canSpringBallJumpMidAir"
From: 3
Middle Right Door
To: 4
Top Right Door

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"canSpringBallJumpMidAir"
"canUnmorphBombBoost"
From: 3
Middle Right Door
To: 4
Top Right Door

Requires:

"canTrickyUseFrozenEnemies"
"HiJump"
"canWalljump"
From: 2
Bottom Door
To: 2
Bottom Door

Freeze the two Skullteras above the door to set up a moonfall between them, and aim down. After gaining enough speed, press forward to fall down and clip past the door shell below. Falling with too much speed can cause Samus to go out of bounds. Gravity Suit is needed in order to gain enough fall speed before the Skullteras thaw.

Requires:

"Gravity"
"canEnemyStuckMoonfall"
"canTrickyUseFrozenEnemies"

Bypasses door shell: true

From: 2
Bottom Door
To: 4
Water Level Junction

The fish can safely be damaged from the door until they are ready to be used as platforms.

Requires:

"h_canNavigateUnderwater"
"canUseFrozenEnemies"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    "HiJump",
    "canSpringBallJumpMidAir",
    "Gravity",
    "h_canCrouchJumpDownGrab"
  ]
}
From: 1
Right Door
To: 1
Right Door

Requires a pixel-perfect freeze in order to run onto and off of the frozen Zeb.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 13,
    "openEnd": 0
  }
}
From: 1
Right Door
To: 1
Right Door

Notable: true

Freeze both Zebs in order to significantly extend the length of the runway. Requires a pixel-perfect freeze in order to run onto and off of the frozen Zebs.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 20,
    "openEnd": 1
  }
}
From: 4
Junction Between Items
To: 1
Right Door

Requires:

"Gravity"
"canTrickyUseFrozenEnemies"
From: 1
Left Door
To: 3
Junction Below Right Door

Involves breaking the top left Puyo free and then freezing it while it falls. Walk to the end of the door platform and wait for the above puyo to land on the shot block. It will float there until its next jump, where it will slowly descend.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "h_canCrouchJumpDownGrab",
    "canTwoTileSqueeze",
    "Morph"
  ]
}
From: 3
Junction Below Right Door
To: 2
Right Door

Notable: true

Freeze the puyo at the start of its jump animation, on the right frame.

Requires:

"Gravity"
"canPreciseCeilingClip"
"canTrickyUseFrozenEnemies"
From: 3
Junction Below Right Door
To: 2
Right Door

Notable: true

Freeze the Puyo at standing-shot height and then jump on top of it with a spinjump before morphing, unmorphing, and using X-Ray to standup and clip. Standing on a side of the room and shooting forward will freeze the Puyo at the correct height.

Requires:

"Gravity"
"h_canXRayCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "or": [
    "canTrickyJump",
    {
      "enemyDamage": {
        "enemy": "Puyo",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Junction Below Right Door
To: 2
Right Door

Notable: true

Positioning the Puyo requires it to perform a big jump then start falling with a frame perfect freeze. One possible setup stands on the left tile of the right side and lets the puyo jump up taking a contact hit. Then so long as the puyo isn't on the very edge, it will do a big jump. Clip onto the puyo by doing an aim down jump and switching to a forward diagonal at the right time.

Requires:

"canSuitlessMaridia"
"h_canNonTrivialCeilingClip"
"canTrickyUseFrozenEnemies"
{
  "enemyDamage": {
    "enemy": "Puyo",
    "type": "contact",
    "hits": 8
  }
}
From: 1
Left Door
To: 4
Junction Below Sand Entrance

Notable: true

Requires a runway of 7 tiles (with no open end) in the adjacent room. Requires two precise inputs of jumping through the doorway and aiming down before hitting the ceiling. Damage boost off of the right Evir in order to land on the first pillar. With Ice, instead freeze the Evir to land on it and avoid the damage. When entering the room with a bad jump, it is possible to perform a midair wiggle to get back to the door platform.

Entrance condition:

{
  "comeInJumping": {
    "speedBooster": false,
    "minTiles": 6.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canInsaneJump"
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canNeutralDamageBoost",
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
From: 2
Right Door
To: 4
Junction Below Sand Entrance

Gain momentum in the room to the right, then jump immediately on entry in order to land on the first pillar. Jumping too late will likely put Samus into the pit. Requires a small runway of only one tile or less in the adjacent room. Jumping before the door transition will set Samus straight into an Evir projectile, knocking her into the sand.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": false,
    "minTiles": 0.4375
  }
}

Requires:

"canCrossRoomJumpIntoWater"
"canPlayInSand"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
From: 2
Right Door
To: 4
Junction Below Sand Entrance

Freeze the Evir soon after entering the room. Use a Spring Ball jump to reach the first pillar, then continue across using the Evir as a platform.

Requires:

"canTrickyUseFrozenEnemies"
"canTrickySpringBallJump"
From: 4
Junction Below Sand Entrance
To: 1
Left Door

Notable: true

If entering from the sandfall above, come in at the far left of the transition, with either a spin-jump or i-frames, to avoid the Evir shot; land on the right side of the pillar to the left, being careful to not bring left Evir on camera. If coming from the right side of the room, then moonwalk on the center pillar to scroll the camera as far right as possible, to avoid getting hit by an Evir shot; alternatively, jump slightly to the left and freeze the Evir, then return back to the center pillar before jumping across the sand. Freeze the right Evir and jump onto it. Quickly move left and fire an angle-down shot to freeze the left Evir before it descends too far. Jump onto the left Evir, back up to the right side of it to maximize space to build momentum, and jump to the left onto the sand and then onto the ledge. If Samus does not quite get enough height to make it onto the ledge, then break spin, turn around to the right, land on the sand again, and do a turnaround spin-jump to the left. If the Evirs descend too far, it is possible to use a Power Bomb to bring them back up again, but caution is needed to avoid killing the first Evir, and it is difficult to avoid getting shot.

Requires:

"canSuitlessMaridia"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
{
  "or": [
    "canCameraManip",
    {
      "and": [
        {
          "ammo": {
            "type": "PowerBomb",
            "count": 1
          }
        },
        {
          "enemyDamage": {
            "enemy": "Evir",
            "type": "particle",
            "hits": 2
          }
        }
      ]
    }
  ]
}
From: 4
Junction Below Sand Entrance
To: 2
Right Door

Notable: true

From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Jump on the sand to the right while freezing the Evir as high as possible. Refreeze the Evir so it is a slightly higher platform than the right pillar. Perform a spring ball jump with a stationary lateral mid-air morph from the left side of the current platform to get onto the Evir. Use a running jump off of the Evir. As a backup, it may be possible to make the Evir rise again by hitting it with a PB - place the PB in the air to avoid double hitting and killing it.

Requires:

"canSuitlessMaridia"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
"h_canMaxHeightSpringBallJump"
"canStationaryLateralMidAirMorph"
From: 4
Junction Below Sand Entrance
To: 2
Right Door

Let the Evir descend slightly from its spawn point to be at the correct height. A power bomb can be used to bring it back up if it falls too far.

Requires:

"canSuitlessMaridia"
"HiJump"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
"canPlayInSand"
From: 4
Below Sand Entrance
To: 2
Right Door

Notable: true

From the sand fall, quickly get onto the left platform to prevent the right side Evir from lowering too far. Freeze the right Evir, then jump on the sand to the right while shooting ice over the first Evir to also freeze the second. Freezing the first Evir very high up would also work. As a backup, it may be possible to make them rise again by hitting them with a PB - place the PB in the air to avoid double hitting and killing them.

Requires:

"canSuitlessMaridia"
"canPlayInSand"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
From: 4
Below Sand Entrance
To: 5
Left Pillar Junction

Notable: true

Freeze the Evir quickly before it descends and use it to get to the platforms. Getting a good jump while on the right side of the floating block can get Samus to the leftmost block. With a clean jump off of the sand, Samus can then get onto the final vertical pillar.

Requires:

"canSuitlessMaridia"
"canPlayInSand"
"canTrickyJump"
"canTrickyUseFrozenEnemies"
From: 1
Left Door (locked)
To: 1
Left Door (locked)

Stand a bit more than a tile away from the ledge and wait for the Rinka to start moving. Freeze the Rinka at the correct height while maintainig a half-tile gap between the Rinka and the runway to extend it as much as possible.

Requires:

"h_canFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 2
Right Door
To: 2
Right Door

Use a frozen Metroid or a Rinka from the left to extend the length of the runway. Luring a Rinka is easiest with Morph - While morphed, barely move the bottom Rinka spawner on camera in order to have it shoot at a usable angle. Without Morph, use the top Rinka spawner and jump just before the Rinka starts moving to get a usable angle.

Requires:

{
  "or": [
    "h_canTrickyFrozenEnemyRunway",
    {
      "and": [
        "h_canFrozenEnemyRunway",
        {
          "not": "f_KilledMetroidRoom1"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 4,
    "openEnd": 1
  }
}
From: 3
Junction (Get Past Metroids, Left to Right)
To: 2
Right Door

Freeze the middle Metroid as soon as it comes on screen to use as a platform to cross over the acid. If no Metroids are alive, the far left Rinka can be used instead, at a high angle. The left Rinka can also just be used to setup an angle with the Rinka near the left edge of the pool.

Requires:

"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canCameraManip"
{
  "or": [
    "canInsaneJump",
    {
      "and": [
        {
          "not": "f_KilledMetroidRoom1"
        },
        {
          "obstaclesNotCleared": [
            "A"
          ]
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}
From: 4
Junction (Get Past Metroids, Right to Left)
To: 1
Left Door (locked)

Use the lower Rinka as a platform to setup the angle for the top Rinka. Then use the frozen Rinka to cross the acid.

Requires:

"canTrickyUseFrozenEnemies"
"canTrickyJump"
"canCameraManip"
From: 1
Top Right Door
To: 1
Top Right Door

Kill or lure and freeze the Metroids at the bottom of the room. It may be easiest to stand on a frozen Rinka from the top left spawner to position a freeze of the other Rinka. Maintain a half-tile gap between the Rinka and the runway in order to extend it as far as possible.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 2
Bottom Right Door (locked)
To: 2
Bottom Right Door (locked)

Kill or lure and freeze the Metroids at the top of the room. It may be easiest to stand on a frozen Rinka from the left spawner to position a freeze of the other Rinka. It is possible maintain a half-tile gap between the Rinka and the runway in order to extend it as far as possible.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 1
Left Door
To: 1
Left Door

One simple setup to position a Rinka is to crouch a couple tiles away from the bottom right spawner. This will also prevent the left two Rinka spawners to activate, as they will be off camera. It is possible maintain a half-tile gap between the Rinka and the runway in order to extend it as far as possible.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}
From: 1
Top Left Door
To: 1
Top Left Door

Kill or lure and freeze the Metroid down lower in the room off camera. One simple setup to position a Rinka is to stand or crouch a couple tiles away from the edge of the runway and freeze the Rinka from the right spawner. It is possible maintain a half-tile gap between the Rinka and the runway in order to extend it as far as possible.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 12,
    "openEnd": 0
  }
}
From: 3
Mother Brain (locked)
To: 4
Mother Brain (Phases 2 and 3) (locked)

Requires:

"h_canPartiallyBreakMotherBrainGlass"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 5
          }
        },
        {
          "ammo": {
            "type": "Missile",
            "count": 15
          }
        },
        {
          "or": [
            "canTrickyUseFrozenEnemies",
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Rinka",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 10
          }
        },
        {
          "ammo": {
            "type": "Missile",
            "count": 2
          }
        }
      ]
    },
    {
      "and": [
        "h_SupersDoubleDamageMotherBrain",
        {
          "ammo": {
            "type": "Super",
            "count": 4
          }
        },
        {
          "ammo": {
            "type": "Missile",
            "count": 8
          }
        }
      ]
    },
    {
      "and": [
        "h_SupersDoubleDamageMotherBrain",
        {
          "ammo": {
            "type": "Super",
            "count": 2
          }
        },
        {
          "ammo": {
            "type": "Missile",
            "count": 18
          }
        },
        {
          "or": [
            "canTrickyUseFrozenEnemies",
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Rinka",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Mother Brain (locked)
To: 4
Mother Brain (Phases 2 and 3) (locked)

Requires:

"f_MotherBrainGlassBroken"
{
  "or": [
    {
      "and": [
        {
          "ammo": {
            "type": "Missile",
            "count": 30
          }
        },
        {
          "or": [
            "canTrickyUseFrozenEnemies",
            "canTrickyJump",
            {
              "enemyDamage": {
                "enemy": "Rinka",
                "type": "contact",
                "hits": 1
              }
            }
          ]
        }
      ]
    },
    {
      "and": [
        {
          "ammo": {
            "type": "Super",
            "count": 5
          }
        },
        {
          "ammo": {
            "type": "Missile",
            "count": 15
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 3
Mother Brain (locked)
To: 4
Mother Brain (Phases 2 and 3) (locked)

Requires:

"f_MotherBrainGlassBroken"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 10
      }
    },
    {
      "and": [
        "h_SupersDoubleDamageMotherBrain",
        {
          "ammo": {
            "type": "Super",
            "count": 5
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    "canDodgeWhileShooting",
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 1
      }
    }
  ]
}
From: 3
Mother Brain (locked)
To: 4
Mother Brain (Phases 2 and 3) (locked)

Requires:

"h_canPartiallyBreakMotherBrainGlass"
{
  "ammo": {
    "type": "Missile",
    "count": 30
  }
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canTrickyJump",
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 2
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 3
      }
    }
  ]
}
From: 3
Mother Brain (locked)
To: 4
Mother Brain (Phases 2 and 3) (locked)

Requires:

"h_canPartiallyBreakMotherBrainGlass"
{
  "or": [
    {
      "ammo": {
        "type": "Super",
        "count": 14
      }
    },
    {
      "and": [
        "h_SupersDoubleDamageMotherBrain",
        {
          "ammo": {
            "type": "Super",
            "count": 12
          }
        }
      ]
    }
  ]
}
{
  "or": [
    "canTrickyUseFrozenEnemies",
    {
      "and": [
        "canDodgeWhileShooting",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    },
    {
      "enemyDamage": {
        "enemy": "Rinka",
        "type": "contact",
        "hits": 2
      }
    }
  ]
}
From: 8
Before First Zebetite (locked)
To: 3
Mother Brain (locked)

Notable: true

Glitch through the Mother Brain Zebetites by using a frozen Rinka and i-frames. Freeze the Rinka at its spawn location, then spinjump or Down-Back onto it after acquiring i-frames to clip inside of the Zebetite, then jump through. Note that Zebetites cause i-frames but deal no damage. Ice+Wave can freeze the Rinka from above. Ice+Plasma must freeze the Rinka from below while crouched.

Requires:

"canTrickyUseFrozenEnemies"
"Morph"
{
  "or": [
    "canTrickyJump",
    {
      "and": [
        "canDownBack",
        {
          "enemyDamage": {
            "enemy": "Rinka",
            "type": "contact",
            "hits": 1
          }
        }
      ]
    }
  ]
}
{
  "enemyDamage": {
    "enemy": "Mother Brain 1",
    "type": "turret",
    "hits": 1
  }
}
From: 2
Middle Left Door
To: 2
Middle Left Door

One simple setup to position a Rinka is to stand a few pixels away from the right edge of the floating platform in front of the door. The lower right Rinka spawner will spawn a Rinka at a good angle. It is possible maintain a half-tile gap between the Rinka and the runway in order to extend it as far as possible.

Requires:

"h_canTrickyFrozenEnemyRunway"

Exit condition:

{
  "leaveWithRunway": {
    "length": 5,
    "openEnd": 0
  }
}