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Keysanity.md

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Keysanity SM Notes

Currently implemented are three types of key card doors. Level 1, Level 2 and Boss

Getting a keycards for the specific area and level will unlock all doors tagged with that key level.

Crateria

Has three keys and not too much to block here and it needs to be quite open to allow passage to other areas.

Level 1

Locks the gauntlet + Crateria PB's + (Maybe Crateria Supers)

Level 2

Locks the access to moat. The idea is to block the "main" entrance to WS while allowing the back door from Maridia to stay open through other means. Could lead to interesting routing hopefully.

Boss

Locks access to Bomb Torizo which is I guess Crateria's Boss :)

Brinstar

Three keys, also very much a main hub area in places where locking down access might be troublesome.

Level 1

Blue brin right side

Level 2

Etecoons + connecting rooms to Pink brinstar

Boss

Kraid, enough said

Norfair

Three keys, not sure what to do here

Level 1

Green door to ice beam

Level 2

Bubble mountain access

Boss

Crocomire's area? Since we have a separate key for LN

Maridia

Three keys, not sure what to do here

Level 1

Blocking the room after mount everest from both sides + aqueduct save

Level 2

Key into botwoon, and from other side into e-tank room after botwoon

Boss

Draygon

Wrecked Ship

Two keys allocated, not sure if having two makes sense and one might be enough

Level 1

Bowling Alley + Reserve check door

Boss

Phantoon

Lower Norfair

Two keys, one which is Ridley ofcourse

Level 1

Access past Writg? Would allow "West side LN" without a key for acess to Mire portal

Boss

Ridley

TODO

  • Move Crateria Boss key to Guard G4 (done)
  • Remove key from Waterway and Maridia Save room (done)
  • Change Spospo front key to Brinstar Boss (done)
  • Make sure cross-game portals knows about keycard logic! (done)
  • Fix ALTTP keycard text (done)
  • Add ALTTP Pedestal and Tablet hints for keycards.