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- keysanity table of interest
- "keys": how many small keys are available to pick up
- "go mode": minimum keys needed to go mode the dungeon optimally
- "logic": minimum keys the logic expects you to need to complete the dungeon
- "clear": minimum keys needed to full clear the dungeon optimally
- + refers to big key
- parentheses refer to items that must be possessed to achieve the specified key count (B is bow, H is hammer, S is cane of somaria, HS is hookshot) -- if you don't have these items, you need an additional small key
- dungeon | keys | go mode | logic | clear
- EP | 0 | 0+ | 0+ | 0+
- DP | 1 | 0+ | 1+ | 1+
- ToH | 1 | 0+ | 0+ | 1+
- PoD | 6 | 1+ | 6+ | 5+ (B,H)*
- SP | 1 | 1 | 1 | 1+
- SW | 3 | 0 | 3 | 0+
- TT | 1 | 0+ | 1+ | 1+
- IP | 2 | 0 | 1+ (S) | 0+ (HS)**
- MM | 3 | 0+ | 0+ | 0+
- TR | 4 | 3+ | 4+ | 4+
- GT | 4 | 0+ | 4+ | 2+
- * hammer jump can save another key in PoD
- ** a bomb jump in the hookshot room can eliminate the need for hookshot in IP
- Hyrule Castle and Castle Tower are two different things!
- Hyrule Castle: this is the sewers, there's 1 key to find
- Castle Tower: this is Agahnim's Tower, you can get a chest with no keys, another chest with 1 key, and reach Agahnim with 2 keys
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