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- Dungeon routing in keysanity
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- Trivial complexity (you can only spend keys in the most straightforward way):
- Eastern Palace
- Tower of Hera
- Swamp Palace
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- Easy complexity (you can only make very simple decisions/tradeoffs):
- Desert Palace
- -> 0 keys: You can steal a small key from the back area to open the right side, but this is NOT recommended.
- -> 1 key: The logic assumes one key is required to finish the dungeon.
- Skull Woods
- -> 0 keys: As in non-keysanity, make sure to get a key from under the skull before going to the last area.
- -> 1 key: You can skip the key under the skull.
- -> 2 keys: You can skip the Gibdo right before Mothula, too.
- Thieves' Town
- -> 0 keys: You can steal a small key from the crystal switch room to reach the big chest, but this is NOT recommended.
- -> 1 key: The logic assumes one key is required to finish the dungeon.
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- Medium complexity (there are some slightly complex decisions or routes involved):
- Misery Mire
- -> 0 keys: Play similarly to non-keysanity, grabbing the key under the skull from the top-right spike room. Continue to the left side,
- 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
- remaining chests via the bottom door, then return to the left to do the torch rooms. After collecting the vanilla big key chest,
- take the teleporter directly to the path to the boss.
- -> 1-3 keys: Go left immediately, flipping the crystal switch and doing the torch rooms. After collecting the vanilla big key chest,
- return to the main room and collect the remaining chests to the right side, finishing up heading to Vitreous.
- Turtle Rock
- -> 0 keys: You can check the three entry area chests (only one if you don't have fire rod).
- -> 1 key: You can additionally check the chain chomp room chest.
- -> 2 keys: You can reach the pokey before the big key chest and choose one of two options after collecting his key:
- A) Collect the big key chest, limiting the remainder of your checks to the big chest and the crystaroller room.
- B) Skip the big key chest, allowing you to reach the big chest, crystaroller room, and the entirety of laser bridge.
- -> 3 keys: Similar choice to 2 keys:
- A) Collect the big key chest, allowing you to collect every other chest in the dungeon but NOT defeat Trinexx.
- B) Skip the big key chest, allowing you to collect every other chest in the dungeon and defeat Trinexx.
- -> 4 keys: The logic assumes four keys are required to finish the dungeon.
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- High complexity (the routes and decisions are complex):
- Ice Palace
- -> 0 keys: Your route will vary slightly depending on which items you possess.
- (Hookshot, no Cane) - Perform the Ice Palace bomb jump. At the cross room on B3, go north and fall through to the next floor.
- Continue into the Hookshot room and beyond, collecting the three chests in that section. Return to the cross room using the
- free small key and proceed left to collect the Freezor chest and the big chest. Push a block below and fall, then return
- upstairs to go right and get the ice T chest. Finally, return the same way you came and drop down to finish the dungeon.
- (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
- expect you to do this.
- (Hookshot, Cane) - Same as above, but do not perform the Ice Palace bomb jump. When you reach the room with the push blocks,
- continue east to the ice T chest, collecting the free small key under the skull on the way. Return to the push block room,
- then use the big key and the small key to go downstairs and finish the dungeon.
- (No Hookshot, Cane) - Same as above, but bomb jump in the Hookshot room.
- -> 1-2 keys: Your route still depends on which items you possess, but can be slightly faster, particularly with bomb jumps.
- (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
- existing key. Return to the cross room and go west this time. Collect the freezor chest, then perform a bomb jump across to the
- 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
- 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
- the push block room, push a block down, return upstairs to collect the ice T chest, then drop again to finish the dungeon.
- (Cane) - Do not perform the Ice Palace bomb jump. You can skip the freezor room bomb jump as well, instead simply crossing the push
- block room to collect the ice T chest the intended way. Go downstairs using the extra keys and finish the dungeon.
- Palace of Darkness
- 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
- key count by 1 for the purposes of using the below routes.
- -> 0 keys: You can open the first chest. If you have the bow, you can also open the two right side chests.
- -> 1 key: You can open the bridge chest and the drop down chest.
- -> 2 keys: You can choose one of two options for the next key:
- A) Collect the big key chest.
- B) Open the door to the back room, allowing you to reach the turtle room chest and the two dark basement chests.
- -> 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,
- you have three options:
- A) Collect the big key chest.
- B) Collect the harmless hellway chest, south of the turtle room.
- 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
- option without spending a small key, by performing the hammer jump.
- -> 4 keys: You can choose two of the 3 keys options (including the possibility of a hammer jump).
- -> 5 keys: You can complete all of the 3 keys options, regardless of performing hammer jump. If you did perform hammer jump, you can
- finish the dungeon.
- -> 6 keys: The logic assumes 6 keys are required to finish the dungeon.
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