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Vulajin

keysanity table

Dec 6th, 2017
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  1. keysanity table of interest
  2. "keys": how many small keys are available to pick up
  3. "go mode": minimum keys needed to go mode the dungeon optimally
  4. "logic": minimum keys the logic expects you to need to complete the dungeon
  5. "clear": minimum keys needed to full clear the dungeon optimally
  6. + refers to big key
  7. 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
  8.  
  9. dungeon | keys | go mode | logic | clear
  10. EP | 0 | 0+ | 0+ | 0+
  11. DP | 1 | 0+ | 1+ | 1+
  12. ToH | 1 | 0+ | 0+ | 1+
  13. PoD | 6 | 1+ | 6+ | 5+ (B,H)*
  14. SP | 1 | 1 | 1 | 1+
  15. SW | 3 | 0 | 3 | 0+
  16. TT | 1 | 0+ | 1+ | 1+
  17. IP | 2 | 0 | 1+ (S) | 0+ (HS)**
  18. MM | 3 | 0+ | 0+ | 0+
  19. TR | 4 | 3+ | 4+ | 4+
  20. GT | 4 | 0+ | 4+ | 2+
  21.  
  22. * hammer jump can save another key in PoD
  23. ** a bomb jump in the hookshot room can eliminate the need for hookshot in IP
  24.  
  25. Hyrule Castle and Castle Tower are two different things!
  26. Hyrule Castle: this is the sewers, there's 1 key to find
  27. 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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