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Vulajin

keysanity dungeon routes

Dec 13th, 2017
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  1. Dungeon routing in keysanity
  2.  
  3. ---------------------------------------------------------------------------------------------------------------------------------------
  4. Trivial complexity (you can only spend keys in the most straightforward way):
  5.  
  6. Eastern Palace
  7. Tower of Hera
  8. Swamp Palace
  9.  
  10. ---------------------------------------------------------------------------------------------------------------------------------------
  11. Easy complexity (you can only make very simple decisions/tradeoffs):
  12.  
  13. Desert Palace
  14. -> 0 keys: You can steal a small key from the back area to open the right side, but this is NOT recommended.
  15. -> 1 key: The logic assumes one key is required to finish the dungeon.
  16.  
  17. Skull Woods
  18. -> 0 keys: As in non-keysanity, make sure to get a key from under the skull before going to the last area.
  19. -> 1 key: You can skip the key under the skull.
  20. -> 2 keys: You can skip the Gibdo right before Mothula, too.
  21.  
  22. Thieves' Town
  23. -> 0 keys: You can steal a small key from the crystal switch room to reach the big chest, but this is NOT recommended.
  24. -> 1 key: The logic assumes one key is required to finish the dungeon.
  25.  
  26. ---------------------------------------------------------------------------------------------------------------------------------------
  27. Medium complexity (there are some slightly complex decisions or routes involved):
  28.  
  29. Misery Mire
  30. -> 0 keys: Play similarly to non-keysanity, grabbing the key under the skull from the top-right spike room. Continue to the left side,
  31. using that key to reach the crystal switch, and flip it. Assuming you have the big key, return to the right and collect the two
  32. remaining chests via the bottom door, then return to the left to do the torch rooms. After collecting the vanilla big key chest,
  33. take the teleporter directly to the path to the boss.
  34. -> 1-3 keys: Go left immediately, flipping the crystal switch and doing the torch rooms. After collecting the vanilla big key chest,
  35. return to the main room and collect the remaining chests to the right side, finishing up heading to Vitreous.
  36.  
  37. Turtle Rock
  38. -> 0 keys: You can check the three entry area chests (only one if you don't have fire rod).
  39. -> 1 key: You can additionally check the chain chomp room chest.
  40. -> 2 keys: You can reach the pokey before the big key chest and choose one of two options after collecting his key:
  41. A) Collect the big key chest, limiting the remainder of your checks to the big chest and the crystaroller room.
  42. B) Skip the big key chest, allowing you to reach the big chest, crystaroller room, and the entirety of laser bridge.
  43. -> 3 keys: Similar choice to 2 keys:
  44. A) Collect the big key chest, allowing you to collect every other chest in the dungeon but NOT defeat Trinexx.
  45. B) Skip the big key chest, allowing you to collect every other chest in the dungeon and defeat Trinexx.
  46. -> 4 keys: The logic assumes four keys are required to finish the dungeon.
  47.  
  48. ---------------------------------------------------------------------------------------------------------------------------------------
  49. High complexity (the routes and decisions are complex):
  50.  
  51. Ice Palace
  52. -> 0 keys: Your route will vary slightly depending on which items you possess.
  53. (Hookshot, no Cane) - Perform the Ice Palace bomb jump. At the cross room on B3, go north and fall through to the next floor.
  54. Continue into the Hookshot room and beyond, collecting the three chests in that section. Return to the cross room using the
  55. free small key and proceed left to collect the Freezor chest and the big chest. Push a block below and fall, then return
  56. upstairs to go right and get the ice T chest. Finally, return the same way you came and drop down to finish the dungeon.
  57. (No Hookshot, no Cane) - Same as above, but in the Hookshot room, you can perform a bomb jump across the gap. The logic does not
  58. expect you to do this.
  59. (Hookshot, Cane) - Same as above, but do not perform the Ice Palace bomb jump. When you reach the room with the push blocks,
  60. continue east to the ice T chest, collecting the free small key under the skull on the way. Return to the push block room,
  61. then use the big key and the small key to go downstairs and finish the dungeon.
  62. (No Hookshot, Cane) - Same as above, but bomb jump in the Hookshot room.
  63. -> 1-2 keys: Your route still depends on which items you possess, but can be slightly faster, particularly with bomb jumps.
  64. (No Cane) - Perform the Ice Palace bomb jump. At the cross room on B3, go east and open your way to the three chests with your
  65. existing key. Return to the cross room and go west this time. Collect the freezor chest, then perform a bomb jump across to the
  66. large ice room. Use the free key you collected to open the way south to the ice T chest, then return the way you came to the
  67. freezor room and drop down to get the big chest and finish the dungeon. If you don't know how to do the bomb jump, then go to
  68. the push block room, push a block down, return upstairs to collect the ice T chest, then drop again to finish the dungeon.
  69. (Cane) - Do not perform the Ice Palace bomb jump. You can skip the freezor room bomb jump as well, instead simply crossing the push
  70. block room to collect the ice T chest the intended way. Go downstairs using the extra keys and finish the dungeon.
  71.  
  72. Palace of Darkness
  73. If you enter the dungeon with both the bow and hammer, you can skip opening the front key door. If you do this, you can "increase" your
  74. key count by 1 for the purposes of using the below routes.
  75. -> 0 keys: You can open the first chest. If you have the bow, you can also open the two right side chests.
  76. -> 1 key: You can open the bridge chest and the drop down chest.
  77. -> 2 keys: You can choose one of two options for the next key:
  78. A) Collect the big key chest.
  79. B) Open the door to the back room, allowing you to reach the turtle room chest and the two dark basement chests.
  80. -> 3 keys: You can open the door to the back room, allowing you to reach the turtle room chest and the two dark basement chests. Then,
  81. you have three options:
  82. A) Collect the big key chest.
  83. B) Collect the harmless hellway chest, south of the turtle room.
  84. C) Open the door to the dark maze, allowing you to reach the two dark maze chests and the big chest. You can also select this
  85. option without spending a small key, by performing the hammer jump.
  86. -> 4 keys: You can choose two of the 3 keys options (including the possibility of a hammer jump).
  87. -> 5 keys: You can complete all of the 3 keys options, regardless of performing hammer jump. If you did perform hammer jump, you can
  88. finish the dungeon.
  89. -> 6 keys: The logic assumes 6 keys are required to finish the dungeon.
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