The Aim of All Bosses Glitchless is to beat the game with defeating all 30 bosses without using Glitches.
- Run left, shooting out the hidden wall blocks. Once you've removed the four, aim down while continuing left to shrink Samus's collision just enough to avoid the Sclawk in the ceiling without stopping. Begin charging your beam.
- Pivot-respin around the end of the platform, then spin-fall right down between the spider magnet walls with your stick neutral.
- As Samus lands, release the charge to kill the Ply. Begin charging your beam again, and pivot-respin left off of the platform.
- Run left to the end of the platform, and pivot-respin right, pseudo-screwing the autclast.
- Run right to the edge, then spin-fall weave left, right then left.
- Running melee left off of the edge, through the Ply. Jump up the two ledges to the door, head through it, and talk to ADAM.
- Head left out of the ADAM room, shooting out the Ply. pivot-respin right, land, and shoot out the next Ply.
- Pivot-respin right around the next ledge, missile the Shelmit, and slide off of the ledge towards the thermal door.
- Running melee through the door as it opens. Spin jump up to grab the ledge above you as you enter, quick hop up, and shoot out the door as you run through it. You will get hit by the Shelmit onto the magma switch pad.
- Head out the door you came in by, sliding off of the ledge and shooting the hidden block out as you do so. Slide through the gap, charging your beam.
- Either wiggle or wall-jump to grab the ledge above, then quick-hop up. Shoot out the blob. Quick-hop up to the next ledge while quick-charging the Ply. Jump up and run through the door to the left.
- Slide down the next two ledge, and fall straight down, through the now-open thermal trapdoor, and run left.
- In the next room, do the 5upaboost to skip an elevator cycle, then continue moving right.
- Missile the Ply, then quick-hop up to the next level and start running left, charging your beam as you do so. Before Samus reaching the 1-block ledge, release the charged shot to kill the Infester.
- Spin-jump onto the bottom vertical section of the magnet wall. Spin-jump right to max-height, then hold left to grab the next vertical section. Then, jump off to the right and shoot the Ply. If you fumble, wait on the magnet a little and pseudo-screw the Ply instead.
- Take the magnet rail up, shooting out the two Ply as you go. When the magnet first intersects the last yellow line, spin-fall right, catch the ledge, and quick-hop up.
- Quick-hop up to the final level, and run left.
Hell Run (Faster)Go Under (Easier)
- As you are aproaching the top door, make sure to hold an angle roughly towards 10 to 10:30 so you're able to shoot the wall blob as you're aproaching it, reducing damage taken.
- Once you're in the 2nd room, drop down (still holding left) without doing any special inputs, and as you land, dash melee to the left to kill the Ply as you go, then quickly climb up the next ledge.
- Slide off the middle ledge, then climb the right Magnet Wall first then jump to the lower ledge, this way you won't have to aim anywhere to shoot the blob and can just mash to destroy it.
- As soon as you destroy it, shoot a bit more so you open the door and go through.
- Wall Jump off the left wall to then grab the ledge into the EMMI zone.
If you did everything optimally you should be able to go through the hell run without losing any Energy Tanks.
- As you run along the top of the 5upaboost room, shoot out the blob on the far left and slide through the gap made. In the next room immediately jump after landing, then slide again.
- Keep moving left, shooting out the blocks in your way. Begin Quick-hopping up the vertical room.
- As soon as you're past the two lava-spewing Vulkrans, start charging your beam. Samus should pseudo-screw the enemy that comes out of the wall as you wall jump up on the right side. Wall jump again to reach the top, then running melee into the EMMI zone.
- After the cutscene, quick-hop up the first ledge and jump up the second, moving right.
- As you enter the next room, locate the EMMI using the minimap. Your goal is the door on the upper right.
- If the EMMI is to the lower right, just run straight past it.
- If the EMMI is on the ceiling just in front of the door, aim down and run right under it.
- If the EMMI is in the tunnel moving into the next room, pass through the door and make sure you fall down the right side of the next room.
- If the EMMI is just on the other side of the door, either bait it and wait (easier), or jump over it just after running through the door(faster).
- Once at the bottom of the next room, move up and right to just below the magma trapdoor, then begin charging your beam.
- Head up and left. Release the charge shot at the door just before cyote jumping across the gap.
- Quick-hop each ledge to climb the next room, head right out of the EMMI zone, and activate the magma switch.
- Head left back the way you came, pivot-respinning then weaving falling down the room you just climbed as quickly as possible.
- As you move right through the door, take note of where the EMMI is.
- If the EMMI is visible as you fall, coyote jump and take the high road to the newly opened trapdoor.
- If the EMMI is not visible after the fall, it's in the next room. In this case, go low, triggering the EMMI's detection animation. This will give you enough time to make it through the trapdoor.
Hell Pseudo (Faster)Going Over (Easier)Once you exit the EMMI zone, enter the hot room and Pseudo Wave the Red Button through here in the sloped part of the ceiling. You can either pre-aim your angle before going through the door to have a better chance of getting it, or you can choose to get it on the fly, though it is very difficult.
- Once you exit the EMMI zone, head through the top door and continue right, jumping over the autclast and heading into the next room.
- Slide-cloak through the door, and begin immediately charging your beam.
- Slide under the barrier, then release your charge and immediately slide back under it before the cutscene.
- Head back to the room with the now activated magnet elevator. Kill all the enemies while you wait for the magnet to come down.
- Start charging your beam as the magnet elevator take you up. Walljump off the elevator early and start running left.
- Jump under the Ply to the upper-left door, but just before jumping shoot your charge beam at the lower door, opening it.
- Head through the upper left door until you reach a Magma Switch. Aim up as you stand on the activation platform; this will ensure the trapdoor above opens now.
- Go back the way you came, slide-cloak through the door, and pivot-respin off the edge and spin to the left to avoid the Ply. Head left through the open charge door.
- Pivot-respin twice to descend the next room and head left into the EMMI zone.
ADAM Skip (Faster, recommended)Round the Long Way (Very slow)
- As you enter the EMMI zone, immediately jump, fall through the now-open trapdoor, and head left out of the EMMI zone again.
- Perform ADAM Skip.
- On the other side, begin charging your beam. At the vertical opening, wall-jump off of the right , left, then right wall, pseudo-screwing the Ply. Slope jump as you land and grab the magnet above, then head left back into the EMMI zone.
It is very recommended to learn Adam Save Skip over choosing this route as it can lose up to a minute, and the benefits are far more superior than just avoiding taking a long way here.
- As you enter the EMMI Zone, immediately jump, fall through the now-open trapdoor, and keep descending to the bottom of the room. Head left through the door.
- Proceed forward to EMMI Zone Exit West.
- Go up the Long Mouth Statue Room into Red Teleportal Room.
- Climb Up the room with the Ceiling and Wall Magnets.
- Enter Network Station Northwest and talk to Adam.
- Proceed to the EMMI Zone Entrance West and avoid the EMMI
- Exit the EMMI Zone and the Map Station, head to the top-left door, pseudo-screwing the Ply. Re-enter the EMMI Zone.
- In the vertical room, quick-hop twice so that Samus is in the centre with space above her. Wall-jump off of the left wall, grab the ledge above, then quick-hop twice and move right out of the EMMI zone.
- Run right, shooting the two Ply, then slide in and out of the firebox. Begin charging your beam.
- The moment you enter the next room, release your shot at the first Ply. Pseudo-screw the other as you pivot-respin to the left. Once landed run left, through the fire and the flames, and begin charging your beam.
- Slide under the barrier, and release your charge while aiming up at an angle.
- Head right, back the way you came. Wall jump off of the right wall and quick-hop up, then head left back through the firebox and into the EMMI zone.
- Running melee off of the edge, respin 'til you touch the left wall, then tap right so you avoid the next platform. You should be standing on a ledge with the EMMI at the bottom of a pit in front of the exit.
- At the very edge, running meele then respin over the EMMI and immediately exit the EMMI zone, or
- Full-height jump over the EMMI and immediately exit the EMMI zone. This is slightly slower.
- Head right to the dual-magnet tower. Shoot the Ply above, then wall jump on the tower, the left hand wall, off of the magnet as it moves down, off of the tower again, and grab onto the top magnet on the left side. Missile the enemy <TODO: find name> and head down and right into the EMMI zone. <Break into own trick page?>
- Just as soon as you enter the EMMI zone, wall/magnet jump to the top of the room, and continue moving right, out of the EMMI zone.
- Pass through the save room. In the next room, full-height jump around the first ledge. THen, wall-jump off of the wall segment to the right, then full-height magnet wall jump up the wall. Shoot up twice, removing the blocks. Use the quick-hop up to the ledge above to fast-charge a beam to open the door, then enter it.
- Running melee off of the ledge, slide under the barrier, then wall jump off the left magnet wall and pull the magnet block down.
- Fall off of the magnet block, slide back under the barrier, and head right through the door.
- Run to the far end of the nook, and shoot straight down twice, spin-fall right, and move through the door. In the next room, begin charging your beam, jump onto the right ledge, then Pseudo-screw the Ply as you jump to the top-left ledge. Quick-hop up and move through the door.
- Quick-hop up the next ledge, then full-height jump onto the ledge after to collect the E-tank.
- Jump right to the next ledge, then quick-hop up on the left side of the trapdoor. Continue left and activate the thermal switch.
- Run left through the thermal door, then quick-hop up at the wide-beam block, and again to the right immediately after. During the next quick-hop, fast-charge and shoot the Ply in mid-air. Quick hop to the right again, then full-height jump around the final ledge and start running left.
- Shoot out the enemy on the ground, then fall down into the pit. Quick-hop up, the other side and shoot the second crawler, holding left all the while. The Enemy chasing after you should boop Samus just over the ledge so that you can run right.
- Pivot-respin to avoid the last Ply completely, move through the left door, and take the train to Dairon.
- Head left off the train platform towards the door. Jump as you exit the door onto the magnet above, and jump up to the top ledge, moving left. Shoot through the floor and fall down to the bottom-left door.
- Move left through the save room and then head down: slide off of the door's ledge, spin fall off the edge to the left, then run-melee as you head right again. Jump over the buzzsaw, then shoot two missiles into the < enemy name >, and head left to the next room.
- Jump onto the ledge in the next room, then run left along the bottom, jump up and slide through the door.
- The moment you enter the next room, jump using the coyote time the slide gave you, then head left through the door.
- Head up and over through the room. Moving at maximum speed will let you ignore the first enemy. The second enemy, at the top of the room, can be killed with two missiles. Shoot out the floor, slide into the next room, and power the generator.
- Head back through the same room to the newly powered missile door. Get past the enemy up top by melee-countering it then sliding underneath. Head through the door and collect the wide beam.
- Shoot out the floor and head through the door.
- Coyote jump right off of the ledge to avoid falling to the very bottom. Shoot a charge beam, slide and missile twice to kill the < auturret? >, then mash the other enemy to death.
- Charge a beam as you spin-jump to the wide beam block, then open it.
- Head up to the top of the room, kill the < flying enemy >, then jump left and enter the the EMMI zone.
- Shoot out the walls in the EMMI zone as you head left. Jump up to the floor above, and immediately skip the cutscene.
- Run right as you charge a beam. Release your beam just before short-hopping up the ledge, opening the door early, and head through it.
- Continue right, jumping through the shutter but over the pressure plate, and charge your beam.
- Release a fully charged shot at the wide beam block as you exit the EMMI zone, then melee over the gap and continue right.
- Jump up to the wide beam block in the next room, shoot it out, then continue to the train back to Cataris.
- Run right from the train room, shoot out and slide through the corner block. Start charging a beam as you continue down, and use it to shoot the wide beam block. Head left into the EMMI zone.
- Running melee off of the ledge (and through the < enemy >). Open the wide beam door on the left, move through it, jumping immediately as you do. Jump off this ledge onto the magnet wall.
- Start charging your beam as you jump up the magnet wall. Once you reach the top, run left, release your charge, and keep shooting in order to explode the blob. Running melee off of the ledge and move into the CU room.
- Defeat the CU. Unload as many missiles as possible before the Rinka forces you to move left, then spam beam (+weave with turbo) to finish it off. Jumping is an easy way to dodge.
- Kill the Green EMMI.
- Move to the bottom left of the room and hole-in-one into the morph ball tunnel. Continue left until you fall out of the tunnel.
- Avoid the missile tank and head left out of the EMMI zone.
- Continue down through the < shuttlebug? > tunnels. Then slide-morph-jump into the statue's mouth and move through the tunnel.
- Break the blocks into the cavity. Break the block hiding the morph tunnel, then slide through it.
- Start charging your beam the moment you unmorph, then stationary jump up into the next bug tunnels, releasing the charge rightwards to kill the bugs just spawning in.
- If you're on rookie, head straight up to the red TP. Otherwise, collect the missile+ tank before doing the same.
- Head down from the TP, then move left towards the door, staying in morph to pass under the first Sunnap. Ensure you avoid sliding in this room if you are attempting item tutorial skip.
- Run through the save room. As you enter the next room, immediately jump-morph into the tunnel.
- Jump to avoid the energy part, then shoot out the Kreep and head into the top-right morph tunnel.
- Unmorph immediately, and spam beams to shoot out the two destructible blocks. Slide-morph-jump over the first divit, and jump over the second. In the next room, head up and through the next morph tunnel.
- Start climbing the next room, charging your beam as you do so. Once you reach the top, we want to both get through the morph ball tunnel and open the door beyond.
Everything at Once (Fastest)Shoot Through (Fast)Jump-Morph (Easier)
- Spin jump towards the tunnel, aim at the door through the tunnel, then morph. This will automatically release the charged shot.
- Manually unmorph after the tunnel and move through the door.
- Shoot the door through the tunnel as you jump up and grab the tunnel ledge.
- Slow mantle into the tunnel and run through the door.
- Jump-morph into the tunnel. Manually unmorph after.
- Fast charge the door and run through it.
- Charge another beam as you run right. Release it at the far door just before you jump up and activate the magma switch.
- Ignore the explosions. Begin climbing the room.
- Once you round the first corner curving from right to left, shoot out the block covering the tunnel and jump-morph into it.
- Slide through the next two tunnels. Jump up the magnet wall, shoot out the blocks, and pass through the tunnel.
- As you head right, shoot out the blocks rather than sliding under. As you round the next corner, again shoot out the blocks in the tunnel and jump-morph into it.
- Slide into the next room. Climb up, shoot out the ceiling, open and pass through the missile door.
- As you run right, charge your beam. Release it at the door.
- Jump-morph into the tunnel, destroy the Item Sphere and collect the Varia Suit.
- Head right and slide through the tunnel towards the door we just unlocked. Shoot it out while sliding, and head into the room on the right.
- Shoot out the floor on the far right of the room, then begin charging your beam. As you start sliding left under the lower Autclast, release your shot at the door, then head through it.
- Move down and left in the next room. As you slide into the pit, morph.
- At the bottom, move left through the tunnel, then immediately hole-in-one into the right tunnel.
- Continue heading right, run-meleeing off of the next fall to skip one platform. Continue down through the door you unlocked earlier.
- Charge a beam as you head through the door. Shoot both the leftmost Ply and the charge beam door with it.
- Head through the door, morph then spin-fall down the pit, and take the red TP.
- Slide-morph left the moment you spawn in. With correct timing, you will max-speed fall down the tunnel. Once you land, head through the right door.
- Slide into the tunnel and shoot out the blocks before you auto-morph. Then shoot out the floor and move through the left door.
- Shoot out all three blocks, jump over the lava, fall down and move right through the tunnel. At the end head left, sliding into the enemies < name > to reduce the knockback from the contact damage.
- Continue left, then down. As you spin-jump over the second lava pool in the next room, fast charge and release a shot to kill the < ground slug enemy >.
- Face-tank the < enemy name >s, shooting out first the block then the blob while you move right. Jump-morph through both holes.
- In the next room, shoot out the blob as you run towards it, then jump-morph through the hole. Deal with the eye door and move left.
- Shoot out the final blob, slide through the tunnel, and defeat Kraid.
- After the fight, jump onto the spike, jump once up the right magnet, then wall jump off of the left wall and mid-air morph into the tunnel. Once you exit the tunnel, head through the missile door and collect the diffusion beam.
- Spin jump fast-charge the blob in the diffusion beam room. Go through the tunnel.
- Spin fast-charge twice to destroy the blob aove, then slide-jump-morph into the tunnel.
- Head right and take the purple TP.
- Destroy the blob in the floor to your left coming out of the teleporter and jump down.
- Go through the tunnel, open the wide beam door, and go through it.
- Jump up through the tunnel toward the enemy, climb up the shaft to your left after falling down, and slide right out of the horizontal part.
- Shoot the floor to destroy a hidden block and shoot the blob to your right. Open the door and go through it.
In this room you will have to perform two Coyote Jumps to get across the huge lava pool.
- The first one happens right away, you have to slide through the hole and do a coyote jump and immediately press left so you can wall jump off of the wall and crap the tunnel to the right.
- After going through the long part of the tunnel you drop down into a small L section before it dumps you onto a an angled block that will spill you into the lava. Stop here to do the second coyote jump. Jump across and grap the ledge to the right.
If you manage to grab the ledge you are home free. Climb over it, go through the door to the right to an elevator to Artaria
- Go right from the elevator, drop down the zig-zag shaft, farm the slugs on the way if you want, and go through the door to the right at the bottom.
- Kill the enemy in the room (so it won't get in your way on the way back) and drop down to the door at the bottom right.
- Get your Grapple, pull the block and the exit door to get out, and swing across the gap in the next room to get back to the zig-zag shaft.
- Use your grapple to climb the spider magnet pads all the way back up to the elevator you came from at the top left of the room, and go back to Dairon