# This file defines all the requirements a player has to fulfill in order to reach a given pickup on the map.
# The pickup names and locations are defined in loc_data.csv.
# All pickups are tied to an anchor, a point on the map. The requirements listed under a pickup are what you need to get from that anchor to that pickup. For more details on this visit https://docs.google.com/document/d/1XAiL4GbyYGr2_PobxWajrOPO9kQ5UOSf4KrbI1rsOBM/view?usp=sharing
# Special Syntax:
# Moki and above:
# BreakWall=x: A wall or corruption with x Health is broken
# BreakCrystal: An energy crystal is broken (In moki this will allow using Sword, Hammer or Bow, in gorlek additionally Shuriken or Grenade, in unsafe additionally Spear)
# Combat=x: An enemy has to be defeated. For a list of enemies visit https://docs.google.com/spreadsheets/d/1AE_ctym6WAwltGK-r6w58ARq0ym2MU4MzFiwg328kjM/view?usp=sharing
# Gorlek and above:
# ShurikenBreak=x: A wall with x Health is broken from behind using Shuriken
# SentryJump=x: Extends to Sentry=1, Sword OR Hammer
# SwordSJump=x: Extends to Sentry=1, Sword
# HammerSJump=x: Extends to Sentry=1, Hammer
# SentryBurn=x: Use x Sentries to melt ice or light lanterns
# RemoveKillPlane: Remove the kill plane at feeding grounds
# Unsafe:
# SentryBreak=x: A wall with x Health is broken from behind using Sentry
# HammerBreak: A wall with is broken from behind using Hammer
# SpearBreak: A wall with is broken from behind using one Spear
# LaunchSwap: Extends to Launch
# FlashSwap: Extends to Flash and having energy to use it
# SentrySwap=x: Extends to Sentry=x
# BlazeSwap=x: Extends to Blaze=x
# WaveDash: Extends to Dash, Regenerate and having energy to use it
# GrenadeJump: Extends to Grenade and having energy to use it
# GrenadeCancel: Extends to Grenade and having energy to use it
# HammerJump: Extends to Hammer, DoubleJump
# SwordJump: Extends to Sword, DoubleJump
# GrenadeRedirect=x: Extends to Grenade=x
# SentryRedirect=x: Extends to Sentry=x
# PauseHover: Use the pause menu to cancel falling speed
# GlideJump: Extends to Glide
# GlideHammerJump: Extends to Glide, Hammer
# SpearJump=x: Extends to Spear=x
# requirement macros. must go at the top of the file!
requirement DepthsLight:
moki: UpperDepths.ForestsEyes OR Flash=1
gorlek: Bow=3 # should be good, right?
# unsafe: Grenade=3 # probably enough
anchor HeaderStates: # States you need to resolve by using the !!set command in headers and that you can't resolve through playing
state SkipKwolok: # Used to logically support skipping Kwolok's fight
moki: Impossible
state SkipMora1: # Used to logically support skipping Mora's first combat phase
moki: Impossible
state SkipMora2: # Used to logically support skipping Mora's second combat phase
moki: Impossible
anchor Teleporters: # teleporter access
conn MidnightBurrows.Teleporter:
moki: BurrowsTP, Bash, Keystone=2
# okay, soooo: this TP frequently unlocks exactly 4 pickups (the vanilla keystones in that area)
# It also makes a 4 keystone door available! Without the Keystone=2 line here, the seed generator
# picks this path, unlocking 4 pickups, then immediately fills those with keystones and gets stuck
conn MarshSpawn.Main:
moki: MarshTP
conn HowlsDen.Teleporter:
moki: DenTP
conn EastHollow.Teleporter:
moki: HollowTP
conn GladesTown.Teleporter:
moki: GladesTP
conn InnerWellspring.Teleporter:
moki: WellspringTP
conn WoodsEntry.Teleporter:
moki: WestWoodsTP
conn WoodsMain.Teleporter:
moki: EastWoodsTP
conn LowerReach.Teleporter:
moki: ReachTP, Flap
conn UpperDepths.Teleporter:
moki: DepthsTP, Glide
conn EastPools.Teleporter:
moki: EastPoolsTP, Water
conn WestPools:
moki: WestPoolsTP, Water
conn LowerWastes.WestTP:
moki: WestWastesTP
conn LowerWastes.EastTP:
moki: EastWastesTP, Burrow
conn UpperWastes.NorthTP:
moki: OuterRuinsTP, Burrow
conn WindtornRuins.RuinsTP:
moki: InnerRuinsTP, Burrow
conn WillowsEnd.InnerTP:
moki: WillowTP, Burrow
anchor MarshSpawn.Main at -799, -4310: # spawn location / inkwater well
refill Full
state MarshSpawn.LogBroken: free
state MarshSpawn.ToOpherBarrier:
moki: BreakWall=16
kii: MarshSpawn.RainLifted, Bash, Damage=10 # lure the mantis
state NonGladesTeleporter: free
pickup MarshSpawn.RockHC: free
pickup MarshSpawn.FirstPickupEX: free
pickup MarshSpawn.GrappleHC:
moki: Grapple, DoubleJump OR Launch
gorlek:
Grapple, Dash OR Glide OR Sword OR Hammer # An air combo is enough to get you from the ceiling plant into range of the lower hanging plant
SentryJump=1, Launch, DoubleJump OR Dash # just using the swordfloats was a bit precise
MarshSpawn.RainLifted: # using the mantis
Grapple, Bash
Bash, Launch, Damage=10
Bash, Launch, DoubleJump, TripleJump OR Glide OR Sword OR Hammer
Bash, Launch, Dash
kii:
Launch, Damage=10, DoubleJump OR Dash # Jump off the wall next to the ceiling plant (possible w/o dmg by refreshing abilities on the left wall from the spikes)
MarshSpawn.RainLifted, Bash, DoubleJump, TripleJump # Bash the slime from across the broken log to the jumper underneath the pickup and juggle him high, bash off both (may be unsafe)
unsafe:
Launch # Launching along the ceiling, starting above the LongSwimEX
Grapple, Bash, Grenade=1
Launch, Damage=10 # Jump off the wall next to the ceiling plant and then dmg-boost on the left side of the spikes to get another launch
MarshSpawn.RainLifted, Launch, Sword # Hit the mantis midair to use launch again
pickup MarshSpawn.BridgeEX:
moki:
DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=1 # Grenade bash straight up from below
gorlek:
MarshSpawn.RainLifted, Bash # jump the jumper
Sword OR Hammer # Long jump, upslash and neutral slashes are enough with both weapons
kii:
Sentry=1 OR Flash=1
Blaze=1 OR Shuriken=1 # Using drop-down
pickup MarshSpawn.LongSwimEX:
moki: Water
pickup MarshSpawn.BurrowOre:
moki:
Water, Burrow, Bash, DoubleJump OR Glide OR Launch # Bash for the exploding enemy
Water, Burrow, Bash, Grenade=1, Dash
gorlek: Water, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer OR Damage=10
kii:
Damage=20, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
Damage=20, Burrow, Sentry=2 OR Blaze=3 OR Shuriken=1
WaterDash, Damage=10, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
WaterDash, Damage=10, Burrow, Sentry=2 OR Blaze=3 OR Shuriken=1
Damage=30, Burrow
WaterDash, Damage=20, Burrow
unsafe:
Damage=20, Burrow, Shuriken=1, Flash=1 OR Blaze=1 OR Spear=1
WaterDash, Damage=10, Burrow, Shuriken=1, Flash=1 OR Blaze=1 OR Spear=1
pickup MarshSpawn.LifepactShard:
moki, Regenerate, Damage=40, Combat=Hornbug+Bat+2xSandworm+2xLizard+3xSkeeto+SneezeSlug:
Water, Burrow, DoubleJump OR Launch
Water, Burrow, Dash, Bash, Grenade=1
kii, Combat=Hornbug+Bat+2xSandworm+2xLizard+3xSkeeto+SneezeSlug:
Damage=20, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
Damage=20, Burrow, Sentry=1 OR Blaze=2 OR Shuriken=1 OR Flash=1
WaterDash, Damage=10, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
WaterDash, Damage=10, Burrow, Sentry=1 OR Blaze=2 OR Shuriken=1 OR Flash=1
Damage=30, Burrow
WaterDash, Damage=20, Burrow
Water, Burrow, DoubleJump OR Launch
Water, Burrow, Dash, Bash, Grenade=1
conn Teleporters: free
conn MarshSpawn.BrokenBridge: free
conn MarshSpawn.PoolsBurrowsSignpost:
moki:
Water, Burrow, DoubleJump OR Glide OR Launch
Water, Burrow, Dash, Bash, Grenade=1
gorlek: Water, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer OR Damage=10
kii:
Damage=20, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
Damage=20, Burrow, Sentry=1 OR Blaze=2 OR Shuriken=1 OR Flash=1
WaterDash, Damage=10, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer
WaterDash, Damage=10, Burrow, Sentry=1 OR Blaze=2 OR Shuriken=1 OR Flash=1
Damage=30, Burrow
WaterDash, Damage=20, Burrow
conn MarshPastOpher.MillView:
moki: MarshSpawn.ToOpherBarrier
conn MarshSpawn.PoolsPath:
moki:
DoubleJump, Bash, Glide
Bash, Launch
gorlek:
DoubleJump, Bash, TripleJump OR Dash OR Sword OR Hammer OR Damage=10
Bash, Glide, Damage=10, Sword OR Hammer # While waiting for 3rd shot do two neutral slashes to stay in the air longer
Launch, Damage=10, DoubleJump OR Dash OR Glide OR Sword
kii:
Launch, DoubleJump OR Damage=10 OR Sword # Land on the first turret
Bash, Damage=20
unsafe:
Bash, Dash, Damage=10, Sword OR Hammer # While waiting for 3rd shot do two neutral slashes to stay in the air longer / Sometimes the cycle are off making it too hard for gorlek
Launch, Deflector, Sword OR Hammer
DoubleJump, TripleJump, Deflector, Sword OR Hammer # Land on first turret
DoubleJump, TripleJump, Deflector, Damage=10, Sword OR Hammer # Able to dmg boost on spikes
DoubleJump, TripleJump, Deflector, Damage=10, Glide, Sword OR Hammer
# checkpoint at -1021, -4305
# checkpoint at -1068, -4274
anchor MarshSpawn.BrokenBridge at -643, -4352: # after dropping down the breaking bridge
refill Checkpoint
pickup MarshSpawn.ResilienceShard:
moki: BreakWall=16
kii: MarshSpawn.RainLifted # Lure mantis
pickup MarshSpawn.ResilienceOre:
moki: BreakWall=16, Water
kii: MarshSpawn.RainLifted, Water OR Damage=60 # Lure mantis | u can see all the spikes underwater
pickup MarshSpawn.BashEC:
moki: Bash OR Launch
gorlek: SentryJump=1
unsafe: MarshSpawn.RainLifted, DoubleJump, Sword # Use pogo of the slime to jump to the ledge
pickup MarshSpawn.PreLupoEX: free
pickup MarshSpawn.LupoMap:
moki: SpiritLight=200
conn MarshSpawn.CaveEntrance: free
conn MarshPastOpher.MillView:
moki, MarshSpawn.LogBroken, MarshSpawn.ToOpherBarrier:
Combat=Mantis, DoubleJump OR Bash OR Dash OR Launch
gorlek, MarshSpawn.LogBroken, MarshSpawn.ToOpherBarrier:
SentryJump=1
Hammer, Glide
kii, MarshSpawn.LogBroken, MarshSpawn.ToOpherBarrier:
MarshSpawn.RainLifted, Sword # pogo
MarshSpawn.RainLifted, Bash
Sword, Sentry=1 OR Flash=1
Sentry=2
Hammer, Sword
Grenade=1, Bash
unsafe: MarshSpawn.LogBroken, Grenade # GrenadeJump=1
conn MarshSpawn.Main:
moki, MarshSpawn.LogBroken:
Combat=Mantis, DoubleJump OR Bash OR Dash OR Launch
gorlek, MarshSpawn.LogBroken:
SentryJump=1
Hammer, Glide
kii, MarshSpawn.LogBroken:
MarshSpawn.RainLifted, Sword # pogo
MarshSpawn.RainLifted, Bash
Sword, Sentry=1 OR Flash=1
Sentry=3
Hammer, Sword
Grenade=2, Bash
unsafe: MarshSpawn.LogBroken, Grenade # GrenadeJump=1
anchor MarshSpawn.CaveEntrance at -588, -4393: # before the door blocking regen tree
refill Checkpoint
state MarshSpawn.KeystoneDoor:
moki: Keystone=2
state MarshSpawn.TokkBarrier:
moki: BreakWall=16
unsafe: MarshSpawn.RainLifted # check this again. Lure the mantis
pickup MarshSpawn.LeverEC:
moki:
Grapple, DoubleJump, Bash
Launch, Bash
Grapple, Launch
Bash, Grenade=1, DoubleJump
gorlek:
Grapple, Bash, Dash OR Glide # both weapon float variants are rather awkward
SentryJump=1, DoubleJump, TripleJump
SentryJump=1, Bash
Launch # different ways to solve
kii:
MarshSpawn.RainLifted, Bash # Lure the Jumper, then bash off him
Grapple, Bash, Sentry=1 OR Flash=1 OR Shuriken=1 OR Spear=1
DoubleJump, Hammer, Sentry=2 # Jump from the door frame
Bash, Grenade=1
MarshSpawn.RainLifted, DoubleJump, Sword # Jump from the door frame and pogo on Jumper
unsafe:
SentryJump=1 # max height
DoubleJump, TripleJump, Sword OR Hammer
Grapple, Dash # Swing the plant with Grapple
DoubleJump, TripleJump # Jump from the door frame
DoubleJump, Sword # Jump from the door frame and pogo on Jumper
conn MarshSpawn.DenApproach:
moki: MarshSpawn.KeystoneDoor
conn MarshSpawn.BrokenBridge:
moki:
DoubleJump OR Launch
Bash, Grenade=1
gorlek:
Dash OR SentryJump=1
MarshSpawn.RainLifted, Bash # enemy that only spawns at daytime
kii:
Sword OR Hammer
Sentry=1 OR Flash=1
unsafe:
Bash # at night there's a slime that works too
conn MarshSpawn.Cave:
moki: MarshSpawn.TokkBarrier
anchor MarshSpawn.Cave at -707, -4419: # At Tokk in the Cave
refill Checkpoint
refill Health=1
state MarshSpawn.TokkBarrier:
gorlek: ShurikenBreak=16
unsafe: HammerBreak OR SpearBreak
state MarshSpawn.CaveFight:
Combat=3xLizard # at day there's two extra lizards
quest MarshSpawn.CaveKS:
moki:
DoubleJump, Dash OR Grapple
Bash, DoubleJump OR Dash OR Glide OR Grapple # day and night both have a slime here
Launch
MarshSpawn.CaveFight
gorlek: DoubleJump OR Bash OR Grapple # basically the moki paths without assisting abilities
kii:
Sword # Pogo on the slime and slash to the left
Hammer # upswing into leftswing
quest MarshSpawn.TokkKeystoneQuest:
moki: MarshSpawn.CaveKS
pickup MarshSpawn.LeftTokkEX:
moki: BreakWall=10
pickup MarshSpawn.FightRoomEX:
moki: BreakWall=10
conn Tokk: free # this one is tokk anywhere'd
conn MarshSpawn.CaveEntrance:
moki: MarshSpawn.TokkBarrier
conn MarshSpawn.PoolsBurrowsSignpost:
moki:
DoubleJump, Dash OR Grapple
Bash, DoubleJump OR Dash
Bash, Grenade=1, Glide OR Grapple
Launch
MarshSpawn.CaveFight, DoubleJump OR Dash
MarshSpawn.CaveFight, Bash, Grenade=1
gorlek:
DoubleJump
Bash, Grenade=1
MarshSpawn.CaveFight, SentryJump=1 # makes other sentryjump paths unnecessary
# weapon floats maybe too precise for gorlek
kii:
Sword # Pogo on the slime and slash to the left, Upslash to reach the branch
Hammer # weapon floats
Bash # use slimes
MarshSpawn.CaveFight, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
# checkpoint at -845, -4438
anchor MarshSpawn.PoolsBurrowsSignpost at -898, -4436: # the waypoint between pools, burrows and marsh
refill Checkpoint
refill Energy=1:
unsafe: BreakCrystal # slightly out of sight
state MarshSpawn.BurrowArena:
moki: Regenerate, Damage=40, Combat=Hornbug+Bat+2xSandworm+2xLizard+3xSkeeto+SneezeSlug, Bash, DoubleJump OR Launch
quest MarshSpawn.CaveKS: free
pickup MarshSpawn.CaveOre:
moki:
DoubleJump OR Launch
Bash, Grenade=1
gorlek:
SentryJump=1
kii:
Sentry=1 OR Flash=1 OR Spear=1 OR Sword OR Hammer OR Dash
pickup MarshSpawn.BurrowOre:
moki:
Burrow, DoubleJump, Bash, Dash OR Glide OR Grenade=1
Burrow, Bash, Launch
gorlek:
Burrow, Combat=Bat, DoubleJump OR Dash
Burrow, Damage=10, DoubleJump OR Dash
Burrow, Launch
# could do a sentryjump into bashgrenade, but I heard that kind of thing is unwelcome ;P
kii:
Burrow, Dash
Burrow, Sword
Burrow, Hammer, Damage=10
pickup MarshSpawn.LifepactShard:
moki: MarshSpawn.BurrowArena, Bash, DoubleJump OR Dash OR Launch
kii, MarshSpawn.BurrowArena: # stalling kii validation for the kii branch
Sword OR Hammer # Use weapon to combat slug/bat
Glide, Combat=Bat+WeakSlug OR Bash
Combat=Bat+WeakSlug, Damage=10, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=10
Bash, Grenade=1 OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=10
unsafe, MarshSpawn.BurrowArena: Bash # small ledge near the first spikes to avoid a dboost
pickup MarshSpawn.BurrowsApproachLedgeEX:
moki: Bash, DoubleJump OR Launch
gorlek:
Bash, Dash OR Glide
# weapon floats with bash moved out of gorlek
Launch, Glide
Launch, Damage=10, DoubleJump OR Dash OR Sword OR Hammer
Launch, DoubleJump, TripleJump OR Dash OR Sword OR Hammer
kii:
Launch, Dash # bonking your head on the cealing to reset launch and dash
Launch, Damage=10
Bash, Damage=10, Sword OR Hammer
Bash, Damage=10, Sentry=3 OR Shuriken=3
Bash, Damage=30
unsafe:
Bash, Sentry=3 # Use Sentry instead of DoubleJump
Bash, Sword
Bash, Hammer, Damage=10 # dboost under the first lantern, too precise for gorlek
Launch # Enough ledges to regain launch
conn MarshSpawn.BeforeBurrows:
moki: Bash, DoubleJump OR Dash OR Launch
gorlek:
Bash, Glide
Launch, Glide
Launch, Damage=10, DoubleJump OR Dash OR Sword OR Hammer
Launch, DoubleJump, TripleJump OR Dash OR Sword
Launch, Dash, Sword
kii:
Launch, Dash
Launch, Damage=10
Bash, Damage=10, Sword OR Hammer
Bash, Damage=10, Sentry=3 OR Shuriken=3
Bash, Damage=30
conn MarshSpawn.Cave: free
conn MarshSpawn.Main:
moki:
Water, Burrow, Bash, DoubleJump, Dash OR Glide
Water, Burrow, Bash, Launch
gorlek:
Water, Burrow, Combat=Bat, DoubleJump OR Dash
Water, Burrow, Damage=10, DoubleJump OR Dash
kii:
Burrow, Damage=40, Sword OR Hammer OR DoubleJump OR Dash # big damage number because you can take a lot of damage in the dirty water
unsafe:
Water, Burrow, Sword OR Hammer
# checkpoint at -954, -4355
# checkpoint at -1004, -4497
anchor MarshSpawn.BeforeBurrows at -1006, -4497: # On the island before the Burrows entry
refill Checkpoint
pickup MarshSpawn.CrusherSwimEX:
moki: Water, WaterDash
kii: WaterDash, Damage=20
pickup MarshSpawn.BurrowsApproachLedgeEX:
moki: Launch # Bash paths redundant with PoolsBurrowsSignpost
gorlek: SentryJump=1, Damage=10, DoubleJump, TripleJump # Land in the spikes under the pickup and triple jump to the left platform
kii:
Bash, Sword OR DoubleJump OR Hammer OR Dash OR Glide # tentacle needs to shoot up along the left wall
unsafe:
SentryJump=1, Damage=10, DoubleJump # Land in the spikes under the pickup and doublejump + upslash to reach the right platform. Hammer upslash is enough to reach the platform, sword upslash the ennemy to refresh your double jump
conn MarshSpawn.BurrowsEntry:
moki:
Bash, DoubleJump, Dash OR Glide
Water, WaterDash, Bash, Grenade=1
Water, WaterDash, DoubleJump, Dash OR Glide
Launch
gorlek:
Bash, DoubleJump
Bash, Dash, Glide OR Sword OR Hammer
Water, WaterDash, DoubleJump OR Dash OR SentryJump=1 # With sjump, weapon hover as well
SentryJump=1, DoubleJump, TripleJump, Dash OR Glide
kii:
Bash, Dash OR Glide
Bash, Damage=20, Sword OR Hammer
WaterDash, Damage=20, Dash OR DoubleJump
WaterDash, Damage=30, Sentry=2 OR Hammer OR Sword
unsafe:
SentryJump=1, DoubleJump, Damage=10 # Weapon hover and damage boost in the first spikes
Bash, Dash OR Glide OR Hammer OR Sword # Use the projectile from the ennemy at the left then bash the the tentacle and land directly on the last platform
conn MarshSpawn.PoolsBurrowsSignpost:
moki:
Bash, DoubleJump, Dash
Launch, Bash
gorlek:
Bash, DoubleJump, TripleJump OR Glide OR Sword OR Hammer
kii:
Bash, DoubleJump
Bash, Dash, Sword OR Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1 OR Spear=1
Launch, DoubleJump, TripleJump OR Dash OR Glide # put this one here from gorlek because it waaaay to precise
Launch, Damage=10, DoubleJump OR Dash OR Glide OR Sword # this one too
unsafe:
Launch, Dash
Launch, Glide # Reset your launch by touching the wallunder the spikes
anchor MarshSpawn.BurrowsEntry at -931, -4494: # At the bells puzzle
refill Checkpoint
state MarshSpawn.BurrowsOpen:
moki:
Bash, DoubleJump, Glide
Bash, Launch
gorlek:
Bash, DoubleJump, Dash
Bash, Glide
Bash, Grenade=1
Bash, SwordSJump=1
kii: Bash, DoubleJump # bashgliding
unsafe: Bash # fun
quest MarshSpawn.TokkTabletQuest:
moki: MidnightBurrows.TabletQI
pickup MarshSpawn.DamageTree:
moki: Bash, DoubleJump OR Dash OR Glide OR Launch
gorlek: Bash
conn Tokk: free
conn MidnightBurrows.Teleporter:
moki: MarshSpawn.BurrowsOpen
conn MarshSpawn.BeforeBurrows:
moki:
Glide OR Launch
DoubleJump, Dash
Water, DoubleJump OR Dash
Water, WaterDash
gorlek:
Sword
Hammer, DoubleJump OR Dash
Damage=10, DoubleJump OR Dash OR Hammer # splash the water if needed
Water, DoubleJump OR Dash OR Hammer OR Damage=10
# checkpoint at -1067, -4274
anchor MarshSpawn.PoolsPath at -1070, -4275: # Above the turrets at the left of spawn
refill Checkpoint
pickup MarshSpawn.PoolsPathEX:
moki:
DoubleJump, Bash, Glide
Bash, Launch
gorlek:
Launch
Glide, Sword OR Hammer OR DoubleJump OR Dash OR Bash
DoubleJump, TripleJump OR Dash
DoubleJump, Bash, Sword OR Hammer OR Damage=10
kii:
Bash, Dash OR Sword OR Hammer OR DoubleJump OR Damage=10
unsafe:
DoubleJump, Deflector
conn PoolsApproach.LeftOfWheel:
moki: Water
conn MarshSpawn.Main:
moki:
Water, WaterDash OR Launch
Glide, Bash OR Launch
gorlek:
Launch
Water, DoubleJump OR Bash
Glide, Dash OR DoubleJump
DoubleJump, Sword OR Dash
kii:
DoubleJump, Bash OR TripleJump
unsafe:
DoubleJump, Hammer
Dash # Reset your dash on the ceiling
anchor MarshSpawn.DenApproach at -540, -4406: # at regen tree
state MarshSpawn.KeystoneDoor:
moki, Keystone=2:
DoubleJump, Dash, Bash, Glide # not sorry
Bash, Grenade=1
Launch
MarshSpawn.RainLifted, DoubleJump # the platform only spawns once you lift the rain
gorlek, Keystone=2:
DoubleJump, TripleJump # wrap around
SentryJump=1 # weapon float after the sjump
kii, Keystone=2:
Hammer # upslash to slash left to walljump up
DoubleJump
WaterDash, Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1
MarshSpawn.RainLifted, Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1 # Use the platform appearing at day
unsafe, Keystone=2:
MarshSpawn.RainLifted, Dash # Stand on the left of the platform to tilt it slightly, Dashcancel to the right with jump and Dash back left
WaterDash, DoubleJump
DoubleJump
state MarshSpawn.HowlBurnt:
moki:
DoubleJump OR Launch
Dash, Glide
Bash, Grenade=1
WaterDash # water always clean
gorlek: SentryJump=1
kii: Dash OR Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1
pickup MarshSpawn.RegenTree: free
pickup MarshSpawn.RecklessShard:
moki, BreakWall=10:
DoubleJump OR Launch
Dash, Glide
Bash, Grenade=1
WaterDash # water always clean
gorlek: BreakWall=10, SentryJump=1
kii:
BreakWall=10, Dash OR Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1
MarshSpawn.RainLifted, Bash, Damage=10, Dash OR Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1 # Luring the Mantis without Bash is really hard (maybe impossible) | Damage because hitboxes
conn HowlsDen.Entrance:
moki, MarshSpawn.HowlBurnt:
DoubleJump OR Launch
Dash, Glide
Bash, Grenade=1
WaterDash # water always clean
gorlek: MarshSpawn.HowlBurnt, SentryJump=1
kii: MarshSpawn.HowlBurnt, Dash OR Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1
conn MarshSpawn.CaveEntrance:
moki, MarshSpawn.KeystoneDoor:
DoubleJump, Dash, Bash, Glide # not sorry
Bash, Grenade=1
Launch
MarshSpawn.RainLifted, DoubleJump # the platform only spawns once you lift the rain
gorlek, MarshSpawn.KeystoneDoor:
DoubleJump, TripleJump # wrap around
SentryJump=1 # can do one of a good sjump, a good positioning, pressing left quickly after the sentryjump or spending an extra energy
kii, MarshSpawn.KeystoneDoor:
Hammer # upslash to slash left to walljump up
DoubleJump
WaterDash, Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1
MarshSpawn.RainLifted, Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1 # Use the platform appearing at day
unsafe, MarshSpawn.KeystoneDoor:
MarshSpawn.RainLifted, Dash # Stand on the left of the platform to tilt it slightly, Dashcancel to the right with jump and Dash back left
# checkpoint at -500, -4395
anchor HowlsDen.Entrance at -376, -4413: # Next to Mokk the Brave, but outside the bridge if Howl is still lurking
# Lifting the Rain is free from here in all scenarios, eliminating the need to note it as a requirement for the enemy or vine to the right
state MarshSpawn.HowlBurnt: free
quest MarshSpawn.FangQI:
moki:
DoubleJump OR Launch
Bash, Dash # Bash off the enemy to get to the vine, then jump&dash right
gorlek:
Bash, Grenade=1 OR Damage=10 # Bash off the enemy to get to the vine, then jump right. Dboost the last gap
SentryJump=1 # SentryJump to get over the initial jump, then jump right, use sword or hammer to get over last gap
kii:
Bash, Glide OR Grenade=1 OR Sword OR Hammer OR Damage=10
Shuriken=1, Sword OR Sentry=1 OR Flash=1 OR Spear=1 # use the abillity to get on the wall to the right and use shuriken to get onto the vine
Sword, Sentry=1 OR Hammer OR Flash=1 OR Spear=1 # pogo off the enemy
unsafe:
Grenade=1, Damage=10 # Grenade jump to get to the vine, then jump right. Dboost the last gap.
Grenade=2 # Grenade jump to get to the vine, then jump right. Grenade jump the last gap.
Sword # With upslash on the right wall, jump off it close to the ceiling and slash sword
quest MarshSpawn.MokkFangQuest:
moki: MarshSpawn.HowlBurnt, MarshSpawn.FangQI
pickup MarshSpawn.FangEC:
moki:
DoubleJump, Dash # Stick to the ceiling
Launch
gorlek:
Bash, Grenade=1, Damage=10 # Bash up off the enemy and take a dboost on the last gap
Bash, Grenade=2 # As above, but use bash grenade on the last gap
SentryJump=2, DoubleJump OR Dash OR Damage=10 # SentryJump to get over the initial jump, then jump right, use sword/hammer to get over last gap, SentryJump to EC
SentryJump=3 # SentryJump to get over the initial jump, then jump right, use sword/hammer to get over last gap, SentryJump to EC
DoubleJump, TripleJump # Stick to the ceiling
unsafe:
Bash, Grenade=1, DoubleJump OR Dash OR Glide # Bash up off the enemy and Dash/Djump/Glide to the fang. Grenade+bash up from the fang
Bash, Grenade=1, Sword OR Hammer # As above, but sword/hammer upslash to cross the last gap
Grenade=2, DoubleJump # Grenade jump to get to the vine, then jump right. Dboost the last gap. Grenade jump to EC.
Dash, Sword, Regenerate OR Blaze # wavedash
pickup MarshSpawn.RecklessShard:
moki, MarshSpawn.HowlBurnt, BreakWall=10:
DoubleJump OR Launch
Bash, Grenade=1
gorlek, MarshSpawn.HowlBurnt, BreakWall=10:
SentryJump=1
Dash
kii, MarshSpawn.HowlBurnt, BreakWall=10:
Sword OR Hammer OR Sentry=1 OR Flash=1 OR Spear=1 OR Shuriken=1
unsafe, MarshSpawn.HowlBurnt, BreakWall=10:
Bash # Long distance lure
Grenade=1 # Grenade jump to get over initial gap
pickup HowlsDen.UpperEX:
moki: MarshSpawn.HowlBurnt
conn HowlsDen.AboveBoneBridge:
moki: MarshSpawn.HowlBurnt
conn MarshSpawn.DenApproach:
moki, MarshSpawn.HowlBurnt:
DoubleJump OR Launch
Bash, Grenade=1
gorlek, MarshSpawn.HowlBurnt:
SentryJump=2
Dash, Bash # Dash for first jump, bash off fronkey for second
kii:
Hammer # upslash -> upslash
Sword # upslash for the first gap, then pogo off the mantis for the second gap
Spear=1, Dash # use spear to get close to the ledge and use little hop to dash on the platform
Bash, Sentry=1 OR Flash=1 OR Spear=1 OR Shuriken=1 # hop to the first ledge and then bash the mantis
unsafe, MarshSpawn.HowlBurnt:
Sword, Shuriken=1 # downslash on a shuriken
Bash # Long distance lure for the first jump, simple lure for second
Dash, Sentry=1 # As above but uses sentry
Grenade=2 # Grenade jump to get over both gaps
# checkpoint at -298, -4388
anchor HowlsDen.AboveBoneBridge at -446, -4436: # After the climb up through the keydoor
refill Checkpoint
pickup HowlsDen.UpperEX:
moki: Launch
gorlek:
DoubleJump, TripleJump
Bash, Grenade=1
kii:
Bash
conn HowlsDen.UpperLoopEntrance: free
conn HowlsDen.Entrance:
moki: MarshSpawn.HowlBurnt, Launch
gorlek, MarshSpawn.HowlBurnt:
DoubleJump, TripleJump
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Sword
kii, MarshSpawn.HowlBurnt:
Bash, Hammer OR DoubleJump OR Dash OR Sword OR Glide OR Sentry=1 OR Flash=1 OR Shuriken=1 OR Spear=1
unsafe, MarshSpawn.HowlBurnt:
Bash, DoubleJump OR Dash OR Glide OR Sword # use the slime
Bash # use the slime, tight coyote jump
conn HowlsDen.SecretRoom:
gorlek: ShurikenBreak=16, BreakWall=20
unsafe:
HammerBreak
SpearBreak, BreakWall=20
anchor HowlsDen.UpperLoopEntrance at -407, -4451: # In front of the bone door blocking the loop with the right hc
refill Checkpoint:
moki: BreakWall=16
pickup HowlsDen.RightHC:
moki: BreakWall=16, BreakWall=20, Combat=Slug OR Bash OR Launch
gorlek: BreakWall=16, BreakWall=20
conn HowlsDen.BoneBridge: free
conn HowlsDen.AboveBoneBridge:
moki:
Bash, Grenade=1
gorlek:
Launch
DoubleJump, TripleJump
kii:
DoubleJump, Hammer # kinda pointless with hammer but a path is a path
conn HowlsDen.UpperLoopExit:
moki:
BreakWall=16, BreakWall=16, Combat=Slug, DoubleJump OR Dash
BreakWall=16, BreakWall=16, Bash, DoubleJump OR Dash
gorlek:
BreakWall=16, BreakWall=16, DoubleJump OR Dash
BreakWall=16, BreakWall=16, Glide, Combat=Slug OR Bash
BreakWall=16, BreakWall=16, Sword OR HammerSJump=1
BreakWall=16, BreakWall=16, WaterDash, Water # @Validator added water
kii:
BreakWall=16, BreakWall=16, Hammer OR Glide OR Bash OR Shuriken=1 OR Sentry=1 OR Flash=1
BreakWall=16, BreakWall=16, WaterDash, Damage=10
anchor HowlsDen.UpperLoopExit at -407, -4434: # Checkpoint inside the bone door where you exit the loop with right hc (you can walk out)
refill Checkpoint
pickup HowlsDen.UpperEX:
moki: DoubleJump OR Dash
gorlek: Glide OR Sword
kii: Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1 OR Spear=1
unsafe: free
conn HowlsDen.Entrance:
moki: MarshSpawn.HowlBurnt, DoubleJump OR Dash
gorlek: MarshSpawn.HowlBurnt, Glide OR Sword
kii: MarshSpawn.HowlBurnt, Sentry=1 OR Flash=1 OR Shuriken=1 OR Spear=1 OR Hammer
unsafe: MarshSpawn.HowlBurnt # tight jumps
conn HowlsDen.AboveBoneBridge: free
anchor HowlsDen.BoneBridge at -371, -4468: # After the long drop into Howl's Den
refill Checkpoint
state HowlsDen.KeystoneDoor:
moki: Keystone=2
state MarshSpawn.RainLifted: free # the sword tree
state HowlsDen.BoneBarrier: # the barrier blocking the lowest part of Howl's Den
moki: BreakWall=16
pickup HowlsDen.BoneOre:
moki:
Hammer
Combat=Mantis+Slug, Spear=1 # spear likes to target the enemies around
pickup HowlsDen.AboveDoorKS:
moki: DoubleJump OR Launch
gorlek:
Dash
Bash, Damage=10 # Bash off the fronkey or slime to get to the unstable platform wall jump for the other two jumps
SentryJump=1 # SentryJump onto the unstable platform, hammer/sword stall to left wall, wall jump to pickup
kii:
Sword OR Hammer OR Bash OR Sentry=3 OR Shuriken=3
unsafe:
Grenade=2 # Grenade jump onto the unstable platform then grenade jump to the pickup (requires some horizontal drifting)
pickup HowlsDen.SwordTree: free
pickup HowlsDen.MagnetShard:
moki: BreakWall=10, BreakWall=16 OR Launch
kii: BreakWall=10, DoubleJump, TripleJump
pickup HowlsDen.AboveTPEX:
moki: HowlsDen.BoneBarrier, BreakWall=10
conn HowlsDen.UpperLoopEntrance:
gorlek:
Launch
Bash, Grenade=1, DoubleJump, TripleJump
unsafe: DoubleJump, Sword # Door skip
conn HowlsDen.SecretRoom:
moki: HowlsDen.KeystoneDoor, BreakWall=20, Water OR DoubleJump OR Dash OR Glide OR Launch
gorlek, HowlsDen.KeystoneDoor:
Sword OR Hammer # weapon breaks the wall
BreakWall=20, Damage=10 # @Validator added this path
kii: HowlsDen.KeystoneDoor, BreakWall=20, Shuriken=1 OR Sentry=1 OR Blaze=1 OR Flash=1 OR Spear=1
conn HowlsDen.AboveBoneBridge:
moki, HowlsDen.KeystoneDoor:
BreakWall=16, DoubleJump, Combat=2xSlug OR Bash
BreakWall=16, Dash, Bash, Grenade=1
BreakWall=16, Glide, Bash, Grenade=2
BreakWall=16, Launch
gorlek, HowlsDen.KeystoneDoor:
BreakWall=16, Dash, Combat=2xSlug OR Bash
BreakWall=16, Glide, Bash, Grenade=1
BreakWall=16, Water, Bash, Grenade=3, Damage=10
Hammer, Bash, Grenade=3, Damage=10 # hammer breaks the wall
BreakWall=16, Water, WaterDash, Bash, Grenade=2, Damage=10
Sword, Bash, Grenade=1 # sword breaks the wall
SwordSJump=1 # weapon breaks the wall
HammerSJump=1, Glide # weapon breaks the wall
SentryJump=3, Hammer, Damage=10 # hammer breaks the wall
Water, WaterDash, HammerSJump=2, Damage=10 # hammer breaks the wall
kii, HowlsDen.KeystoneDoor:
Sword OR Hammer
BreakWall=16, Damage=10, Shuriken=5 OR Sentry=5 OR Flash=5 # one jump is kinda hard
BreakWall=16, Sentry=6 # two sentries in the air to avoid the spikes
conn HowlsDen.Teleporter:
moki: HowlsDen.BoneBarrier
anchor HowlsDen.SecretRoom at -515, -4479: # The hidden room holding left hc
refill Checkpoint
pickup HowlsDen.LeftHC:
moki:
Combat=SneezeSlug, DoubleJump OR Dash
Bash, DoubleJump OR Dash
Launch
gorlek:
DoubleJump OR Dash
Glide, Combat=SneezeSlug OR Bash # hold glide before jumping from the moss
Sword, Damage=10 # just safety damage
kii:
Sword OR Hammer OR Sentry=4 OR Flash=4 OR Shuriken=4
Spear=4, Damage=10
unsafe:
Grenade=1, Damage=50 # 30dmg get to slime, 10dmg set-up grenade jump, 10mg close gap to HC
# could add backwards connections someday
# checkpoint at -511, -4479
# checkpoint at -476, -4441
anchor HowlsDen.Teleporter at -328, -4536: # At the teleporter
# if someone manages to lower the elevator platform, they'll manage to get over the gap as well. That's how it works in the base game, that's how it'll work here
refill Full
state HowlsDen.BoneBarrier:
gorlek: ShurikenBreak=16, DoubleJump OR Launch OR Bash OR SentryJump=1
unsafe:
ShurikenBreak=16, DoubleJump OR Launch OR Bash OR Sword OR Hammer
SentryBreak=16, DoubleJump OR Launch OR Bash OR Sword OR Hammer
HammerBreak, DoubleJump OR Launch OR Bash OR Sword OR Hammer
SpearBreak, DoubleJump OR Launch OR Bash OR Sword OR Hammer
state HowlsDen.DoubleJumpTreeCombat: # the game puts this before regen. It's why all the enemies drop tons of health
moki: Combat=Mantis+2xLizard+SmallSkeeto # The SmallSkeeto spawns in this arena if the player has Bash.
state NonGladesTeleporter: free
pickup HowlsDen.AboveTPEX:
moki, BreakWall=10:
DoubleJump OR Launch
Bash # bash the slime
gorlek: BreakWall=10, SentryJump=1
kii, BreakWall=10:
Sword OR Dash OR Hammer # pogo on the slime for sword, upslash for hammer
Spear=1, Glide
unsafe, BreakWall=10:
Grenade=1 # Grenade jump to platform
pickup HowlsDen.LaserKS:
moki:
DoubleJump OR Dash OR Launch
Bash, Grenade=1
gorlek:
SentryJump=1
kii:
Sword OR Hammer OR Bash OR Shuriken=1
Glide, Sentry=1 OR Flash=1 OR Spear=1
unsafe:
Grenade=1 # Grenade jump to platform
pickup HowlsDen.DoubleJumpEX: # paths going through the fight arena; other paths go through DoubleJumpTreeLedge
moki: HowlsDen.DoubleJumpTreeCombat
kii: Combat=Mantis+2xLizard # The arena state requires fighting an additional skeeto in case the player has Bash. In kii Bash solves by going around though, so kii can omit the added enemy for this pickup
conn Teleporters: free
conn DenShrine:
moki: Hammer OR Spear=1
conn HowlsDen.DoubleJumpTreeLedge:
moki: HowlsDen.DoubleJumpTreeCombat OR DoubleJump OR Dash OR Glide OR Launch
gorlek: Sword OR Hammer
kii: Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2
conn HowlsDen.BoneBridge:
moki, HowlsDen.BoneBarrier:
DoubleJump OR Launch
Bash, Grenade=1
gorlek: HowlsDen.BoneBarrier, Bash OR SentryJump=1
kii: HowlsDen.BoneBarrier, Sword OR Hammer
anchor DenShrine at -328, -4569:
refill Full
state HowlsDen.CombatShrineCompleted:
moki, Regenerate, Combat=Mantis+2xLizard+4xEnergyRefill+2xSneezeSlug+Mantis+Skeeto+4xEnergyRefill+7xSmallSkeeto+2xSkeeto+4xEnergyRefill+2xLizard+2xMantis:
Damage=60
Damage=40, Dash OR Bash OR Launch # much better if you have good evasion
unsafe: Combat=Mantis+2xLizard+4xEnergyRefill+2xSneezeSlug+Mantis+Skeeto+4xEnergyRefill+7xSmallSkeeto+2xSkeeto+4xEnergyRefill+2xLizard+2xMantis
pickup HowlsDen.CombatShrine:
moki: HowlsDen.CombatShrineCompleted
anchor HowlsDen.DoubleJumpTreeLedge at -514, -4549: # To the right of the Double Jump Tree
refill Checkpoint
pickup HowlsDen.DoubleJumpEX:
moki: Launch
gorlek: SentryJump=1
kii:
Bash
Dash, DoubleJump, TripleJump # hugging the ceiling from the sticky shard platform
unsafe:
DoubleJump, TripleJump # Triple jump from the right wall
DoubleJump, Sword # Jump/Sword combo or pogo on the enemy
GrenadeJump
conn HowlsDen.DoubleJumpTreeArea: free
conn HowlsDen.Teleporter:
moki:
DoubleJump
Bash, Grenade=1, Dash OR Glide
Launch
gorlek: SentryJump=1 # Also use weapon stalls
kii: Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1 OR Blaze=1
unsafe: free
anchor HowlsDen.DoubleJumpTreeArea at -555, -4552: # At the Double Jump Tree
state HowlsDen.BoneBarrier:
unsafe: free # good game yes
state MidnightBurrows.HowlsDenShortcut:
unsafe: ShurikenBreak=10
pickup HowlsDen.DoubleJumpTree: free
pickup HowlsDen.StickyShard: free # origlow
conn HowlsDen.DoubleJumpTreeLedge:
moki:
DoubleJump OR Glide OR Launch
Bash, Grenade=1
gorlek: Sword OR HammerSJump=1
kii:
Dash OR Sentry=2
Hammer, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1 OR Blaze=1
unsafe: Hammer
conn MidnightBurrows.DenConnection:
moki: MidnightBurrows.HowlsDenShortcut
# checkpoint at -682, -4309
anchor MarshPastOpher.MillView at -596, -4293: # Standing next to Opher, looking at the Millstone
refill Checkpoint
refill Energy=3:
moki: BreakCrystal # to the left
state MarshSpawn.ToOpherBarrier:
gorlek: ShurikenBreak=16
unsafe: HammerBreak OR SpearBreak
state MarshSpawn.LogBroken:
moki: MarshSpawn.ToOpherBarrier
pickup MarshPastOpher.TrialLeftEX:
moki: BreakWall=20, DoubleJump OR Dash OR Glide OR Launch
gorlek:
Sword OR Hammer # Horizontal slash combo
BreakWall=20, Damage=10
unsafe: BreakWall=20, Sentry=1 # Use Sentry instead of DoubleJump
pickup MarshPastOpher.SpiritTrial:
moki: MarshPastOpher.TrialActivation, DoubleJump, Dash, Grapple
gorlek: MarshPastOpher.TrialActivation, Dash, Grapple
pickup MarshSpawn.BridgeEX: # paths that can't get to Main
moki: MarshSpawn.ToOpherBarrier, Dash OR Glide
gorlek, MarshSpawn.ToOpherBarrier:
MarshSpawn.RainLifted, Bash # jump the jumper
Sword OR Hammer # Long jump, upslash and neutral slashes are enough with both weapons
conn OpherShop: free
conn MarshPastOpher.TrialArea:
moki: BreakWall=20
unsafe: free # let the mantis jump on the left edge of the log multiple times
conn MarshPastOpher.BowPath:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: free
conn MarshSpawn.Main:
moki, MarshSpawn.ToOpherBarrier:
DoubleJump OR Launch
Bash, Grenade=1
gorlek: MarshSpawn.ToOpherBarrier, SentryJump=1
conn MarshSpawn.BrokenBridge:
moki: MarshSpawn.ToOpherBarrier
conn MarshPastOpher.PoolsPathEast:
gorlek:
Water, Bash, Launch # the enemies appear once you have water
unsafe:
Launch
SentryJump=2 # first one maxheight
# checkpoint at -603, -4316
# checkpoint at -573, -4339
anchor MarshPastOpher.TrialArea at -427, -4343: # Next to the combat shrine
refill Checkpoint
refill Health=1: # right below
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: free
state MarshPastOpher.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki:
Combat=SneezeSlug+Mantis, Grapple, Dash OR Glide
Bash, Grapple, Dash OR Glide
gorlek: Grapple, DoubleJump OR Dash OR Glide OR Damage=10
pickup MarshPastOpher.TrialLeftEX:
moki:
DoubleJump, Dash OR Glide
Dash, Glide
Grapple OR Launch
gorlek:
DoubleJump
Damage=10, Dash OR Glide OR Sword OR Hammer
unsafe:
Sentry=1, Damage=10
Damage=20
pickup MarshPastOpher.TrialOre: free
pickup MarshPastOpher.TrialEC:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek:
Sword # Horizontal slashes
Hammer, Damage=10
unsafe:
Hammer OR Sentry=1
Grenade=1, Bash # Throw Grenade up at the lower jumppad (right side and aim up ori facing right), use it and then bash
Damage=10
pickup MarshPastOpher.TrialHC:
moki: Hammer OR Spear=1
unsafe: free # lure stomp
pickup MarshPastOpher.TrialRightEX:
moki: DoubleJump OR Bash OR Launch # bash uses the enemy
gorlek: SentryJump=1
unsafe: Dash OR Sword OR Hammer OR Grenade=1 # Sword: pogo on enemy, Hammer: upswing to reach ledge
conn MarshShrine: free
conn MarshPastOpher.BowPath:
moki, BreakWall=20:
Bash, DoubleJump OR Dash OR Glide OR Grapple OR Launch
Combat=Mantis+SneezeSlug, DoubleJump OR Dash OR Glide OR Grapple OR Launch
gorlek, BreakWall=20:
Bash, Sword OR Hammer
Bash, Grenade=1
Combat=Mantis+SneezeSlug, Sword OR Hammer
Launch
anchor MarshShrine at -382, -4341:
refill Full
state MarshPastOpher.CombatShrineCompleted:
moki: Regenerate, Damage=20, Combat=2xSkeeto+2xEnergyRefill+Mantis+4xSmallSkeeto+2xEnergyRefill+Mantis+Skeeto
unsafe: Combat=2xSkeeto+2xEnergyRefill+Mantis+4xSmallSkeeto+2xEnergyRefill+Mantis+Skeeto
pickup MarshPastOpher.CombatShrine:
moki: MarshPastOpher.CombatShrineCompleted
anchor MarshPastOpher.BowPath at -494, -4294: # checkpoint climbing up to Bow tree
refill Checkpoint
refill Health=1
refill Energy=1:
moki: BreakCrystal
pickup MarshPastOpher.SwingPoleEX:
moki:
Damage=10, DoubleJump OR Dash OR Glide OR Launch
Damage=10, Bash, Grenade=2
gorlek:
DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Launch # it's notably harder to get without taking a hit. Up and/or Side combos with sword or hammer can make it to the horizontal branch from the launch pad.
Bash, Grenade=1
unsafe:
Bash # the mantis disappears if you die
Damage=10, Grenade=1 # GrenadeJump onto the pole; may be possible without taking damage
conn MarshPastOpher.BowApproach:
moki: DoubleJump OR Launch
gorlek:
Dash
Bash, Grenade=2
unsafe:
Sword OR Hammer OR Sentry=1
Grenade=2, Damage=10
conn MarshPastOpher.MillView:
moki:
DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=2
gorlek:
Sword OR Hammer
Bash, Grenade=1
unsafe:
Bash # befriend the slug
Grenade=1 # Running GrenadeJump
conn MarshPastOpher.TrialArea:
moki:
BreakWall=20, DoubleJump OR Dash OR Glide OR Launch
BreakWall=20, Bash, Grenade=1
gorlek: BreakWall=20 # the one-way has 20 health as well, so there are no relevant shurikenbreak paths here
anchor MarshPastOpher.BowApproach at -490, -4245: # On the right ledge above the scenic mill view
refill Checkpoint
refill Health=1
pickup MarshPastOpher.SwingPoleEX:
moki: Damage=10
gorlek: free
conn MarshPastOpher.BowPath: free
conn MarshPastOpher.BowArea:
moki:
DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=1
gorlek: Sword OR Hammer OR Damage=10
conn MarshPastOpher.MillView:
moki: Bash, Grenade=1 # this is the only non-redundant connection that will ever exist.
conn MarshPastOpher.PoolsPathEast:
moki:
Bow=4, DoubleJump, Dash, Bash, Glide # autoaim doesn't catch the second target, 2 is needed minimum
Bow=4, Bash, Launch # autoaim doesn't catch the second target, 2 is needed minimum
gorlek:
Bow=2, Bash, Launch # the moki path, but without safety energy
Bow=2, DoubleJump, Bash, TripleJump OR Dash OR Glide
Launch, DoubleJump OR Dash OR Glide # For the last part reset your Launch on the wall above the lantern
unsafe:
Bow=2, Bash, DoubleJump, Sword OR Hammer
Launch, Bash # You can bash the lanterns without freeing them from the blob
Dash, Regenerate, DoubleJump, TripleJump, SentryJump=1 OR Damage=20 # wavedash off health plant
Dash, Regenerate, DoubleJump, Glide, SentryJump=1 OR Damage=40 # wavedash off health plant
anchor MarshPastOpher.BowArea at -443, -4236: # Ledge to the left of the pit with bow tree.
refill Energy=1:
moki: BreakCrystal
state MarshPastOpher.EyestoneDoor:
moki: Keystone=2 # crosses where the water would usually be
pickup MarshPastOpher.BowEC: free # crosses where the water would usually be
pickup MarshPastOpher.BowTree: free # crosses where the water would usually be
conn MarshPastOpher.UpperBowArea:
moki:
Combat=Skeeto, Bow=2, DoubleJump
Launch
gorlek:
SentryJump=2 OR DoubleJump # can kill the skeeto with your weapon if desired on the sentryjump path
Combat=Skeeto, Bow=2, Dash OR Glide OR Sword OR Hammer
Bash, Bow=2, Dash OR Glide OR Sword OR Hammer
Bash, Grenade=2
unsafe:
Bash # Repositioning the Skeeto
Bow=2, Sticky # maybe possible without Sticky
conn WestHollow.Entrance:
moki: MarshPastOpher.EyestoneDoor # crosses where the water would usually be
conn MarshPastOpher.BowApproach:
moki:
DoubleJump OR Dash OR Launch
Combat=Skeeto, Bow=1
gorlek: Bash OR Sword OR Damage=10
unsafe: Glide OR Hammer
anchor MarshPastOpher.UpperBowArea at -437, -4211: # Between the eyestones
refill Checkpoint
refill Energy=1:
moki: BreakCrystal
pickup MarshPastOpher.LeftEyestone:
moki: Combat=Skeeto, Bow=1
gorlek: Bow=1
pickup MarshPastOpher.RightEyestone:
moki: Combat=Skeeto, Bow=1
gorlek: Bow=1
conn MarshPastOpher.BowArea: free
conn MarshPastOpher.BowApproach: free
# checkpoint at -383, -4230
anchor MarshPastOpher.PoolsPathEast at -662, -4241: # On the wood sticking out of the ledge at the top left of the large room with Opher
refill Checkpoint
refill Health=1:
moki: Combat=Mantis+Bat
gorlek: free
refill Energy=3:
moki: BreakCrystal, Combat=Mantis+Bat
gorlek: BreakCrystal
pickup MarshPastOpher.CeilingEX: # the squonkey doesn't reappear if you respawn on this checkpoint
moki:
Bash, DoubleJump, Dash
Launch
gorlek:
Bash, DoubleJump
Bash, Grenade=1, Dash OR Sword OR Hammer
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash
unsafe:
Bash, Dash # Pretty precise to do without damage
Bash # Repositioning the squonkey: squonkey respawns when u jump off to the east and back on the ledge
conn MarshPastOpher.PoolsPathMiddle: # the squonkey doesn't reappear if you respawn on this checkpoint
moki: Bash, DoubleJump OR Launch
gorlek:
Bash, Dash # the bat is weird
Combat=Bat, Launch, DoubleJump OR Dash
unsafe:
Bash
Combat=Bat, Launch # About a 45° angle from under the second bat to avoid a damage boost
DoubleJump, TripleJump, Sword # Use Sword on bats to regain TripleJump. Jump at the tiny ledges of the branches. Pogo on Crab
conn MarshPastOpher.MillView: free
anchor MarshPastOpher.PoolsPathMiddle at -709, -4181: # Next to the breakable floor
refill Checkpoint
pickup MarshPastOpher.PoolsPathEC:
moki:
DoubleJump, Dash OR Glide
Bash, DoubleJump OR Dash OR Glide OR Grenade=1
Launch
gorlek:
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Glide OR Sword OR Hammer
Bash
Combat=SpinCrab, SentryJump=1
conn MarshPastOpher.PoolsPathWest: # the squonkey doesn't reappear if you respawn on this checkpoint
moki: Bash, DoubleJump OR Launch
gorlek:
Bash, Dash OR Glide
Bash, Sword, Damage=10
ShurikenBreak=20, Bash, Sword
ShurikenBreak=20, Bash, Damage=10, Hammer
ShurikenBreak=20, DoubleJump, Damage=10, TripleJump OR Dash OR Glide OR Sword OR Hammer
ShurikenBreak=20, DoubleJump, TripleJump, Dash, Glide OR Sword # enough tools to allow multiple approaches
ShurikenBreak=20, Launch, DoubleJump OR Dash OR Bash OR Glide OR Sword OR Hammer OR Damage=10
unsafe:
ShurikenBreak=20, Launch
Hammer, Bash # Fairly precise air combos needed
Hammer, Sword, Bash # Fairly precise air combos needed
Hammer, Launch # Launch at ceiling above water
Hammer, Damage=70 # It's possible with 60dmg, but really precise
conn MarshPastOpher.PoolsPathEast:
moki: Bash
gorlek:
Glide, DoubleJump OR Dash OR Launch
Damage=10 # more other paths would exist, but seem difficult to do damageless themselves
unsafe: DoubleJump OR Dash OR Glide OR Launch
# checkpoint at -740, -4168
anchor MarshPastOpher.PoolsPathWest at -803, -4187: # Right on top of MarshPastOpher.PoolsPathEX
refill Checkpoint
pickup MarshPastOpher.PoolsPathEX: free
pickup PoolsApproach.MillPathHC:
gorlek, ShurikenBreak=20:
Water, Bash, DoubleJump, TripleJump
Water, WaterDash, Damage=20, DoubleJump OR Dash OR Glide OR Sword OR Hammer # Analog swimming can avoid the damage boost but its hard to do with keyboard swimming
Water, Bash, Damage=20, DoubleJump
Water, Launch
unsafe, ShurikenBreak=20:
Water, WaterDash
Water, Bash, Damage=20, Sword
Water, Bash
Water, DoubleJump, TripleJump OR Sticky
conn MarshPastOpher.PoolsPathMiddle:
moki, BreakWall=20:
DoubleJump, Bash, Dash OR Glide
Bash, Grenade=1, Dash, Glide
Launch, DoubleJump OR Dash OR Bash OR Glide
gorlek:
BreakWall=20: # go above and open the shortcut
DoubleJump, Bash, Sword OR Hammer OR TripleJump OR Damage=10
Dash, Bash, Glide OR Sword OR Hammer OR Damage=10
Sword, Bash, Damage=10
SentryJump=1, Bash, Damage=10 # land in the spikes, bash the lantern then air combo with sword or hammer to reach the patform
DoubleJump, TripleJump, Dash OR Glide OR Damage=10
DoubleJump, TripleJump, SentryJump=1 # triple jump from the left wall + air combo with sword or hammer. sjump to reach the platform
DoubleJump, Damage=10, Dash OR Glide OR Sword OR Hammer
Dash, Damage=10, Sword OR Hammer
SwordSJump=1, Damage=10
Bash, Grenade=1, DoubleJump OR Dash OR Damage=10
Launch # Reset Launch by hitting the ceiling
Glide, DoubleJump, Hammer OR Spear=1 # go below and break the floor
Glide, Dash, Hammer OR Spear=1 # go below and break the floor
unsafe:
BreakWall=20, Damage=10, DoubleJump OR Sword OR Dash
BreakWall=20, Damage=10, Glide, Hammer
BreakWall=20, Damage=10, Bash
BreakWall=20, Bash, Grenade=1 # bash grenade near the spikes, bash glide of the lantern
SentryJump=1, Bash # Hug the wall and the SentryJump, then horizontal slashes to the lantern; weapon breaks the wall
HammerSJump=1, Damage=10 OR Water # hammer breaks the wall, can avoid the damage boost but will land in water
conn PoolsApproach.RightOfWheel:
gorlek, ShurikenBreak=20:
Water, Grapple, DoubleJump OR Dash OR Launch
Water, Grapple, Damage=20, Glide OR Sword
Water, Damage=20, DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer
Water, Launch, Damage=20
Water, Launch, DoubleJump, Dash
Water, Launch, DoubleJump, Sword OR Hammer
Water, Launch, Dash, Sword OR Hammer
Water, Grapple, WaterDash, Hammer, Damage=20
unsafe, ShurikenBreak=20:
Water, Launch
Water, Grapple, Hammer OR Glide OR Sword
region MidnightBurrows:
moki: Danger=25
gorlek: free
kii: free
unsafe: free
anchor MidnightBurrows.Teleporter at -945, -4582: # At the teleporter
refill Full
state NonGladesTeleporter: free
conn Teleporters: free
conn MidnightBurrows.BelowLupo:
moki: Combat=SneezeSlug+Bat OR Bash OR Launch
gorlek: DoubleJump OR Dash OR Damage=16
kii: free
conn MarshSpawn.BurrowsEntry:
moki, MarshSpawn.BurrowsOpen:
Launch
Bash, DoubleJump, Dash OR Glide
gorlek, MarshSpawn.BurrowsOpen:
Bash, DoubleJump
SentryJump=3, DoubleJump, Damage=15
kii, MarshSpawn.BurrowsOpen:
Bash, Dash OR Glide OR Sword OR Hammer OR Shuriken=3 OR Sentry=4 # Bait shots from the spider
Bash, Grenade=1, Shuriken=1 OR Sentry=1 OR Flash=1 # bait shots from the spider, land where the mortar is, bait it, grenade, bash the mortar to reach your grenade
unsafe, MarshSpawn.BurrowsOpen:
# Bash, Grenade=1
Bash # using the projectiles efficiently
anchor MidnightBurrows.BelowLupo at -850, -4579: # Past the enemies near the teleporter
pickup MidnightBurrows.LeftKS:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: Sword OR Hammer OR Damage=15
kii: free # teleport
# lupo paths would be redundant with Center
conn MidnightBurrows.Teleporter:
moki: Combat=SneezeSlug+Bat OR Bash OR Launch
gorlek: free
conn MidnightBurrows.Central:
moki:
DoubleJump, Combat=SneezeSlug OR Bash
Launch
gorlek:
DoubleJump OR Dash OR Sword OR Hammer
Combat=SneezeSlug, Glide
kii: Glide OR Bash OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2 OR Damage=15 # Land on spikes to go into the lower left portal
unsafe: free # jump into the portal and wait until you get enough height. That's it.
# Blaze=1
# Grenade=1 # Grenade while in right Teleporter to get to the left ceiling
anchor MidnightBurrows.Central at -781, -4564: # The ledge left of the big portal room
refill Checkpoint
state MidnightBurrows.Lever: # paths that can't use the anchor because they only work without the lever already pulled
kii: Damage=15, Blaze=1
unsafe:
Damage=15 # may need <60 fps?
Shuriken=1, Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1 # extend corner boost with shuriken
pickup MidnightBurrows.LupoMap:
moki: SpiritLight=50, DoubleJump OR Dash OR Glide
gorlek: SpiritLight=50
pickup MidnightBurrows.DeflectorShard: # check for redundancies with activating the lever
moki:
Launch
MidnightBurrows.Lever, DoubleJump, Dash OR Glide
gorlek, MidnightBurrows.Lever: # The slug isn't here if you respawn from the checkpoint
DoubleJump, TripleJump OR Sword OR Hammer
Dash OR Glide
kii, MidnightBurrows.Lever:
DoubleJump OR Sword OR Hammer OR Shuriken=2 OR Sentry=2 OR Flash=2
Damage=15, Spear=2 OR Blaze=2
unsafe:
# DoubleJump, Sentry=1, Damage=15
# DoubleJump, Sentry=2
DoubleJump
Dash, Bash
MidnightBurrows.Lever, Damage=15
conn MidnightBurrows.BelowLupo: free
conn MidnightBurrows.TabletRoom:
moki:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek: Bash OR SentryJump=2
kii: DoubleJump, TripleJump, Damage=30 OR Sword # with sword, pogo the mortar
unsafe:
DoubleJump, Damage=15, TripleJump OR Sword
Grenade=1
conn MidnightBurrows.LeverRoom: # keep in mind that these paths have to work after the lever has been pulled
moki:
Glide
DoubleJump, Dash
Bash, DoubleJump OR Dash
Launch, DoubleJump OR Dash OR Bash
gorlek:
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer
Bash, Sword OR Hammer
Damage=15, DoubleJump OR Dash OR Bash OR Sword OR Hammer
Launch
kii:
Dash OR Sword OR Sentry=3 OR Damage=30 # Reset dash with ceiling
DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2
Bash, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
Hammer, Shuriken=1 OR Sentry=1 OR Flash=1
Damage=15, Bash OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2
unsafe: Bash # Bash the lantern once to the right then bash it again
conn MidnightBurrows.BelowUpperKS: # so far all paths not using MidnightBurrows.Lever would be redundant
moki: MidnightBurrows.Lever, Launch # paths coming from the right side are on that anchor
gorlek: MidnightBurrows.Lever, SentryJump=2, DoubleJump OR Dash OR Glide
kii, MidnightBurrows.Lever:
DoubleJump, TripleJump, Damage=15
DoubleJump, Bash # use the slime then bait the spider
unsafe, MidnightBurrows.Lever:
SentryJump=2
SentryJump=1, DoubleJump, Damage=15
DoubleJump, Sword OR Damage=15
Bash
conn MidnightBurrows.East: # check for redundancies with activating the lever
moki:
Launch
MidnightBurrows.Lever, DoubleJump OR Dash OR Glide
gorlek, MidnightBurrows.Lever:
Sword
Bash, Grenade=1 # bash the lantern to reach the lever, grenade bash from there
HammerSJump=1
kii, MidnightBurrows.Lever: # you can jump out of the portal above the lever, but it's a bit uncooperative, so it's not considered in kii
Hammer OR Shuriken=2 OR Sentry=3
Bash, Shuriken=1 OR Sentry=2
unsafe: MidnightBurrows.Lever, Bash OR Sentry=1 OR Blaze=1 OR Flash=1 OR Shuriken=1 OR Spear=1
anchor MidnightBurrows.TabletRoom at -824, -4531: # Before the four keystone door
refill Checkpoint
refill Health=1
state MidnightBurrows.KeystoneDoor:
moki: Keystone=4
quest MidnightBurrows.TabletQI:
moki: MidnightBurrows.KeystoneDoor
conn MidnightBurrows.Central: free
# checkpoint at -707, -4588
# checkpoint at -698, -4566
anchor MidnightBurrows.LeverRoom at -685, -4616: # At the lever lifting the portals
refill Checkpoint
state MidnightBurrows.Lever: free
pickup MidnightBurrows.LowerKS:
moki:
Glide OR Launch
Bash, Grenade=1
gorlek:
DoubleJump, TripleJump OR Dash OR Sword OR Hammer
Dash, Sword OR Hammer
Damage=15, DoubleJump OR Dash OR Sword OR Hammer # boost on the brambles below the keystone
SentryJump=1 # use the weapon for movement as well
kii:
Dash OR Sentry=3
Damage=15 # boost on the brambles below the keystone
DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
Hammer, Shuriken=1 OR Sentry=1 OR Flash=1
unsafe: Sword
anchor MidnightBurrows.East at -687, -4553: # Behind the timed-puzzle door
refill Checkpoint
conn MidnightBurrows.DenConnection:
moki: Combat=SneezeSlug+Tentacle OR Bash OR Launch
gorlek: Dash OR Damage=10
kii: free
anchor MidnightBurrows.DenConnection at -597, -4549: # At the wall connecting to Den
refill Checkpoint
state MidnightBurrows.HowlsDenShortcut:
moki: BreakWall=10
pickup MidnightBurrows.RightKS: free
conn MidnightBurrows.PortalCorridor:
moki: Combat=WeakSlug OR Bash OR Launch
kii: DoubleJump
conn HowlsDen.DoubleJumpTreeArea:
moki: MidnightBurrows.HowlsDenShortcut
anchor MidnightBurrows.PortalCorridor at -632, -4525: # To the right of where floor and ceiling are all portals
refill Checkpoint
conn MidnightBurrows.DenConnection: free
conn MidnightBurrows.BelowUpperKS:
moki:
DoubleJump, Glide
DoubleJump, Dash, Damage=15
Launch, Glide, Damage=15 # Since patch 3, Launching through a portal gives you a major boost, which in this case quickly ends in spikes
gorlek:
Glide
DoubleJump, TripleJump OR Dash OR Sword OR Hammer
Dash, Sword OR Hammer
Launch, Damage=15, DoubleJump OR Dash OR Sword OR Hammer
kii:
DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Damage=15
Dash, Shuriken=4 OR Sentry=4 OR Damage=15 # use your weapon to slow you down to make it easier to avoid the dboost
Damage=15, Sword OR Hammer OR Sentry=5
Damage=30, Sentry=3 OR Blaze=4
Damage=45, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2 OR Spear=2
Damage=60
unsafe: free # :eyes:
# Dash
# Blaze=5, Damage=15
# Spear=1, Damage=45
# Bash, Damage=45 # Bash the slime
anchor MidnightBurrows.BelowUpperKS at -724, -4524: # Just below the upper keystone
pickup MidnightBurrows.UpperKS:
moki: Combat=Bat OR Bash
gorlek: Dash OR Launch
kii: free
conn MidnightBurrows.Central:
moki: Combat=Bat OR Bash
gorlek: Dash OR Launch
kii: free
conn MidnightBurrows.PortalCorridor: # check for redundancies with Central -> Lever
kii:
Damage=15, Blaze=6
Damage=45, Spear=4
Damage=60, Flash=2 OR Blaze=4
Damage=90, Flash=1 OR Blaze=1 OR Spear=1
Damage=150
region WestHollow:
moki: Danger=20
gorlek: free
kii: free
unsafe: free
anchor WestHollow.Entrance at -303, -4238: # At Twillen
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state WestHollow.UpperDrainLeverPulled: # Lever that drains the first section of the hollow
moki:
Combat=2xSlug+BombSlug, Bow=3, DoubleJump OR Dash # the camera only reliably moves to the tongues if you can kill the slugs
Bash, Combat=BombSlug, Bow=1 # bashing up with the slug
Bash, Combat=BombSlug, DoubleJump, Dash OR Glide # bashing up with the slug
Combat=BombSlug, DoubleJump, Dash, Glide
Launch
gorlek:
Bow=2, DoubleJump OR Dash OR Glide OR Sword # deal with the weird camera
Bow=3, Damage=10 # deal with the weird camera
Bash, Bow=1 OR DoubleJump OR Dash OR Glide OR Sword # bait the bombslug
DoubleJump, Sword # Pogo the slime to get to the upper part or go the casual way using Sword slashes
DoubleJump, TripleJump OR Dash
DoubleJump, Glide, Damage=10
SwordSJump=1
HammerSJump=1, Bow=1 OR DoubleJump OR Dash OR Glide
unsafe:
HammerSJump=1
state WestHollow.PurpleDoorOpen:
moki, WestHollow.UpperDrainLeverPulled:
Bow=1, DoubleJump, Dash
Bow=1, Launch
Bow=1, Bash, Grenade=1
gorlek, WestHollow.UpperDrainLeverPulled:
Bow=1, SentryJump=1, DoubleJump
Bow=1, DoubleJump, TripleJump
Bow=1, Glide, DoubleJump OR Dash
unsafe, WestHollow.UpperDrainLeverPulled:
Bow=1, DoubleJump, Sword OR Hammer
pickup WestHollow.CrusherHC: free
conn TwillenShop: free
conn MarshPastOpher.BowArea:
moki, MarshPastOpher.EyestoneDoor:
DoubleJump OR Launch
Bash, Grenade=1
gorlek, MarshPastOpher.EyestoneDoor:
Dash OR Glide OR Sword OR Hammer OR Damage=10 # Go through the lower part
unsafe: MarshPastOpher.EyestoneDoor # (free with tight platforming)
# Bash # putting this here for now
conn WestHollow.InFrontPurpleDoor:
moki:
Combat=2xSlug, Bow=1, DoubleJump OR Dash # the camera only reliably moves to the tongue if you can kill the slug
DoubleJump, Dash OR Glide
Bash, Combat=BombSlug OR DoubleJump OR Dash OR Glide # bashing up with the slug
Launch
gorlek:
Bow=1, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=10 # deal with the camera
DoubleJump, TripleJump OR Sword OR Hammer
SentryJump=1 # Go up to the moki, then poles and then jump down
Bash # bash the slime to get up
unsafe:
Dash, Sword # Easier with upslash
Hammer, DoubleJump OR Dash OR Glide # use upslash
conn WestHollow.HollowDrainMiddle:
moki: WestHollow.UpperDrainLeverPulled
anchor WestHollow.InFrontPurpleDoor at -181, -4240: # In front of the purple door, before the TP
state WestHollow.PurpleDoorOpen:
unsafe: Bow=1 # Drop shot
state WestHollow.UpperDrainLeverPulled: # Lever that drains the first section of the hollow
moki:
Combat=Slug, Bow=3, DoubleJump OR Dash # the camera only reliably moves to the tongue if you can kill the slug
Combat=BombSlug, DoubleJump, Dash, Glide
Launch
gorlek:
Bow=2
DoubleJump, Dash
Combat=BombSlug, DoubleJump, TripleJump
Combat=BombSlug, DoubleJump, Damage=10, Glide OR Sword OR Hammer
SentryJump=1, DoubleJump
Bash, Grenade=1, DoubleJump
unsafe:
Bash, Grenade=1 # Bash the slime to the platform, throw Grenade, bash from slime then Grenade
SentryJump=1
Dash, Sword OR Hammer # Upslash between dashes to gain a bit more hight
conn WestHollow.Entrance:
moki:
Combat=2xSlug, WestHollow.UpperDrainLeverPulled OR DoubleJump OR Dash OR Glide OR Bow=1
Bash, WestHollow.UpperDrainLeverPulled OR DoubleJump OR Dash OR Glide OR Bow=1 OR Grenade=1
Launch
gorlek: WestHollow.UpperDrainLeverPulled OR Bow=1 OR DoubleJump OR Dash OR Glide OR Sword OR Damage=20
unsafe: Sentry=2 OR Hammer OR Bash
conn WestHollow.HollowDrainMiddle:
moki: WestHollow.UpperDrainLeverPulled
conn EastHollow.Teleporter:
moki: WestHollow.PurpleDoorOpen
anchor WestHollow.HollowDrainMiddle at -197, -4275: # At the crystal below the purple eye
refill Checkpoint
refill Energy=3:
moki: WestHollow.UpperDrainLeverPulled, BreakCrystal
refill Energy=1: # no matter which direction you come to or go from here, you should be able to grab this crystal without having to go back
moki: WestHollow.FullyDrained, BreakCrystal
# this anchor doesn't assume drained water because that should make it usable for weird dirty water swim paths
pickup WestHollow.HiddenEC:
moki: WestHollow.FullyDrained, BreakWall=10
conn WestHollow.RockPuzzle:
moki, WestHollow.UpperDrainLeverPulled:
Bow=2, DoubleJump OR Dash
DoubleJump, Dash
Glide OR Launch
# fully drained paths seem kind of irrelevant?
gorlek, WestHollow.UpperDrainLeverPulled:
Bow=2, Sword OR Hammer
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer
Damage=20 # dboost on the water if it's there and on the spikes of not
unsafe, WestHollow.UpperDrainLeverPulled:
Sword OR Hammer
DoubleJump # Jump from the ledge left to the spikes
conn WestHollow.HollowDrainLower:
moki: WestHollow.FullyDrained
conn WestHollow.Entrance:
moki, WestHollow.UpperDrainLeverPulled:
DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=1
gorlek, WestHollow.UpperDrainLeverPulled:
Sword OR Hammer # Hammer is a bit particular; you can use upslash and horizontal slashes instead
anchor WestHollow.RockPuzzle at -249, -4275: # At the right ledge of the rock puzzle room
refill Checkpoint
refill Health=1
refill Energy=3:
moki: BreakCrystal, DoubleJump OR Dash OR Bash OR Glide OR Launch
gorlek: BreakCrystal
state WestHollow.RockPuzzleSolved: # You can get the puzzle into some weird constellations, but teleporting out works in the worst cases
moki, WestHollow.UpperDrainLeverPulled:
Combat=Skeeto, Bow=4, DoubleJump OR Dash OR Glide
Bow=4, Bash OR Launch
gorlek, WestHollow.UpperDrainLeverPulled:
Bow=1, SentryJump=1 OR Launch # Get up to the rock and push it to use only one Bow shot
Bow=1, Bash, Grenade=1 # Get up to the rock and push it to use only one Bow shot
Combat=Skeeto, Bow=6 # Stand to the left of energy crystal, look up and aim for the target, minimum 4 shots needed
pickup WestHollow.RockPuzzleEX:
moki: WestHollow.FullyDrained
unsafe: WestHollow.UpperDrainLeverPulled, Damage=100 # should probably be 40 damage considering the checkpoint?
pickup WestHollow.HiddenEC:
moki: WestHollow.FullyDrained, BreakWall=10
conn WestHollow.FarLeftRoom:
moki, WestHollow.UpperDrainLeverPulled, WestHollow.RockPuzzleSolved:
Combat=Skeeto+Slug, Bow=1, DoubleJump OR Dash
Bash OR Launch # bashing off the skeeto
gorlek, WestHollow.UpperDrainLeverPulled, WestHollow.RockPuzzleSolved:
Combat=Skeeto+Slug, Bow=1, Glide OR Sword
Combat=Skeeto, SentryJump=1
DoubleJump, Combat=Slug OR Damage=10 # Jump to the left wall and wrap around to the top
unsafe, WestHollow.UpperDrainLeverPulled, WestHollow.RockPuzzleSolved:
Sword OR Hammer # Upslash and swing left, Sword can also Pogo the skeeto
conn WestHollow.HollowDrainMiddle:
moki:
WestHollow.UpperDrainLeverPulled, Launch, DoubleJump OR Dash OR Glide OR Bow=1
WestHollow.FullyDrained, Bow=3, DoubleJump # one for the slime, two for the tongues
WestHollow.FullyDrained, Bash, Grenade=1
WestHollow.FullyDrained, Launch
gorlek:
WestHollow.UpperDrainLeverPulled, DoubleJump, TripleJump # Jump to the pole, then wrap around to the eye and jump to the ground
WestHollow.UpperDrainLeverPulled, Launch
WestHollow.FullyDrained, Bow=1, DoubleJump # wrap around instead of using the other tongue
WestHollow.FullyDrained, SentryJump=1 # After SentryJump you need horizontal slashes
WestHollow.UpperDrainLeverPulled, WaterDash, Damage=20, DoubleJump, Bow=1 # use the bow path if the water is gone
WestHollow.UpperDrainLeverPulled, WaterDash, Damage=20, Dash, Bash, Grenade=1 # use the bashnade path if the water is gone
WestHollow.UpperDrainLeverPulled, WaterDash, Damage=20, Dash, SentryJump=1 # use the sjump path if the water is gone
unsafe:
WestHollow.UpperDrainLeverPulled, Dash, DoubleJump
WestHollow.UpperDrainLeverPulled, Sword # pogo on the energy crystal
conn WestHollow.HollowDrainLower:
moki: WestHollow.FullyDrained
anchor WestHollow.FarLeftRoom at -357, -4284: # ledge below and to the right of second drain lever
refill Energy=3: # fast respawning crystal
moki: BreakCrystal
# energy crystal below not considered because it doesn't seem relevant for anything
state WestHollow.FullyDrained:
moki, WestHollow.UpperDrainLeverPulled:
Bow=2, DoubleJump OR Dash OR Glide
Launch
gorlek, WestHollow.UpperDrainLeverPulled:
Bow=1, SentryJump=1
Bow=1, DoubleJump, Sword OR Hammer # DoubleJump and upslash to get on the wall to the right
Bow=1, Bash, Grenade=1
Bow=2, Sword OR Hammer
DoubleJump, TripleJump # Jump off the eye to the left
DoubleJump, Damage=10, Dash # You can jump on the top of the eye on the left and use BashGrenade
Damage=20, WaterDash, DoubleJump OR Dash OR Glide OR Sword OR Hammer # these paths aren't meaningful anymore if the water is gone, so this does not softlock
unsafe, WestHollow.UpperDrainLeverPulled:
DoubleJump, Dash
DoubleJump, Bash, Grenade=1 # BashGrenade and dj to the right wall
# DoubleJump, Bash, Grenade=2 # BashGrenade on to the eye and then BashGrenade up
# DoubleJump, Dash, SentryJump=1 # SentryJump on the eye
pickup WestHollow.FarLeftEX:
moki, WestHollow.FullyDrained:
Bash OR Launch
Bow=1, DoubleJump, Dash
gorlek, WestHollow.FullyDrained:
DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=10
Bow=1, Dash OR DoubleJump # there are more options, this was the most lenient
SentryJump=1
unsafe:
WestHollow.FullyDrained:
Bow=1, Glide OR Sword
Sword # Pogo the shot of the slug
# backwards connection blocked by the door
# checkpoint at -356, -4306
anchor WestHollow.HollowDrainLower at -216, -4329: # Next to the jumppad left of Lupo
refill Checkpoint
pickup WestHollow.QuickshotShard:
moki, WestHollow.FullyDrained: # middle water state can softlock this, so you have to be able to fully lower the water. DoubleJump is for lenience on the bowshot
DoubleJump, Bow=1, Dash, Combat=2xSkeeto OR Bash
DoubleJump, Bow=1, Launch
gorlek, WestHollow.FullyDrained: # middle water state can softlock this, so you have to be able to fully lower the water.
Bow=1, Dash OR Launch
Bow=1, Water, WaterDash # opted against writing the equivalent dboost path because it would be more obscure
unsafe, WestHollow.FullyDrained:
Bow=1 # Lower each crusher from above the previous one
pickup WestHollow.SwimEC:
moki: Water
pickup WestHollow.LupoMap:
moki, SpiritLight=150: # All the path options here include a way to get past the enemy
DoubleJump, Dash
Bash # bash off the slug
Launch
gorlek, SpiritLight=150: # All the path options here include a way to get past the enemy
DoubleJump, TripleJump OR Sword OR Hammer # all have alternate paths from the right or from below
SentryJump=1
unsafe: SpiritLight=150, Sword # Pogo the slug
pickup WestHollow.BelowLupoEX:
moki: # All the path options here include a way to get past the enemies
DoubleJump, Dash
Launch
gorlek: # All the path options here include a way to get past the enemies
DoubleJump, TripleJump OR Sword OR Hammer OR Damage=10
unsafe:
DoubleJump
Damage=10, SwordSJump=1
Dash, Sword OR Hammer
DoubleJump, Sword # swordjump
Hammer # upswing to get onto the right side of the spikes (you can touch them)
Dash # max jump without hitting the spike hitbox, dash to the small ledge
conn WestHollow.TrialApproach: # middle water state can softlock this, so you have to be able to fully lower the water.
moki, WestHollow.FullyDrained:
Combat=Slug+2xSkeeto, DoubleJump, Dash OR Glide
Combat=Slug+2xSkeeto+Hornbug, Dash, Glide
Bash, Damage=10, DoubleJump OR Dash OR Glide # bash off the skeetos
Water, WaterDash, Combat=Slug, Combat=Hornbug OR DoubleJump
Water, WaterDash, Bash
Launch
gorlek, WestHollow.FullyDrained:
Combat=Slug+2xSkeeto, DoubleJump OR Dash OR Glide OR Sword
Bash # bash off the skeetos
SentryJump=1
conn WestHollow.DashApproach:
moki: Combat=SneezeSlug OR DoubleJump OR Bash OR Launch
unsafe: free
# Dash # putting it here for now
# no backwards connection through the water
anchor WestHollow.TrialApproach at -155, -4298: # after getting past the beetle, at the bottom of the shaft next to trial start
refill Checkpoint
conn WestHollow.TrialStart:
moki:
Combat=Slug, DoubleJump, Dash OR Glide
DoubleJump, Bash # bash off the slug
Launch
gorlek:
Combat=Slug, DoubleJump OR Dash
Bash, DoubleJump OR Dash
Damage=10, Sword OR Hammer # Sword or hammer solve combat requirements and easier movement
Damage=10, Glide, Combat=Slug OR Bash
unsafe:
Sword OR Hammer OR Bash # Sword or hammer movement to avoid damage; Bash using the slug
Damage=10, Combat=Slug
conn WestHollow.HollowDrainLower: # middle water state can softlock this, so you have to be able to fully lower the water.
moki: WestHollow.FullyDrained
anchor WestHollow.TrialStart at -120, -4260: # At the Spirit Trial start
refill Checkpoint
pickup WestHollow.TrialHC: free
pickup WestHollow.SpiritTrial: # middle water state can softlock this, so you have to be able to fully lower the water.
moki: WestHollow.TrialActivation, WestHollow.FullyDrained, DoubleJump, Dash
gorlek: WestHollow.TrialActivation, WestHollow.FullyDrained, Dash
conn WestHollow.TrialApproach: free
# checkpoint at -124, -4377
anchor WestHollow.DashApproach at -111, -4429: # To the left of the lever door
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state WestHollow.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: DoubleJump OR Dash
gorlek: Glide
state WestHollow.DoorLever: # The door blocking Dash area
moki:
Combat=Skeeto+Mantis+2xLizard+Hornbug, DoubleJump OR Dash
Combat=Skeeto+Mantis+2xLizard+Hornbug, Bash, Grenade=1
Bash, DoubleJump OR Dash
Launch
gorlek:
DoubleJump OR Dash OR Bash
Combat=Skeeto+2xLizard+Hornbug, Glide OR Sword OR HammerSJump=1
unsafe: Hammer
conn WestHollow.HollowDrainLower:
moki:
Combat=Slug, DoubleJump, Dash
Bash, Grenade=2, DoubleJump OR Dash
Launch
gorlek:
SentryJump=3 # Possible with 2 SentryJumps
Combat=Slug, DoubleJump, TripleJump OR Glide OR Sword OR Hammer # Take the vanilla path up, but use Sword or Hammer slashes as a substitute to Dash/DoubleJump
Bash, Grenade=2, Damage=10, Glide OR Sword
unsafe:
Dash, Sword OR Hammer # Take the vanilla path up, but use Sword or Hammer slashes as a substitute to Dash/DoubleJump
Dash # avoiding slugs is hard and might take patience
DoubleJump, Damage=10 OR Glide # Jump into the first spike wall or glide over it and then avoid the slugs
conn WestHollow.DashArea:
moki: WestHollow.DoorLever
anchor WestHollow.DashArea at -88, -4423: # To the right of the lever door
refill Checkpoint
pickup WestHollow.DashTree: free
pickup WestHollow.CrusherEX:
moki: Dash
gorlek: Launch, Burrow OR WaterDash # hmmmmm
unsafe:
Burrow OR WaterDash
# Bash, Grenade=1, Burrow OR WaterDash # Bash to the platform
pickup WestHollow.DashRightEX:
moki:
DoubleJump, Dash
Launch
gorlek:
Dash, Bash, Grenade=2, Glide OR Sword OR Hammer OR Damage=10 # around the right
unsafe:
WestHollow.DoorLever, DoubleJump, TripleJump, Sword # Lure and pogo the jumper / swordjumping through the path above the tree
WestHollow.DoorLever, DoubleJump, TripleJump, Bash, Damage=10 OR Hammer # Lure the mantis
DoubleJump, TripleJump, SentryJump=1
DoubleJump, TripleJump, Bash, Grenade=1, Damage=10 OR Hammer # There are two ledges above the tree, stand on the right one, throw Grenade from there
Damage=10, SentryJump=2, Dash
SentryJump=2, DoubleJump, Damage=10 # Go up with the first SentryJump, then jump into spikes, SentryJump over and continue
DoubleJump, Damage=10 OR TripleJump # lower the crusher from above the previous one
Bash, Grenade=1 # using the enemies to bash onto the hanging log
pickup WestHollow.AboveDashEX:
moki: # there's some funny Bashgrenade paths here, but they're not moki-safe
DoubleJump, Dash
Launch
gorlek:
DoubleJump, Bash, Grenade=1 # There are two ledges above the tree, stand on the right one, throw Grenade from there
SentryJump=1
Dash, Bash, Grenade=1, Glide OR Sword OR Hammer OR Damage=10 # around the right
unsafe:
Dash, Sword OR Hammer # Take the path right from the Dash tree
WestHollow.DoorLever, DoubleJump, Sword # Lure and pogo the mantis
WestHollow.DoorLever, DoubleJump, TripleJump, Sword # swordjump from the doorframe
WestHollow.DoorLever, Bash # Lure the mantis
DoubleJump, Damage=10 OR TripleJump # lower the crusher from above the previous one
Bash, Grenade=1 # There are two ledges above the tree, stand on the right one, throw Grenade from there
# Bash # Bash the slug twice
conn WestHollow.DashApproach:
moki: WestHollow.DoorLever
# checkpoint at -21, -4411
region EastHollow:
moki: Danger=20
gorlek: free
kii: free
unsafe: free
anchor EastHollow.Teleporter at -150, -4238: # the teleporter
refill Full
state EastHollow.VoiceDoor:
moki: EastHollow.ForestsVoice
state NonGladesTeleporter: free
pickup EastHollow.HornBeetleFightEX:
moki, EastHollow.BeetleDefeated:
DoubleJump, Dash, Bash
Bash, Grenade=1, DoubleJump OR Dash OR Glide # the nearby skeeto loses interest in you if you go to the ledge below this pickup
Launch
gorlek:
DoubleJump, Bash, TripleJump OR Dash
Bash, Grenade=1, DoubleJump OR Dash OR Glide # the nearby skeeto loses interest in you if you go to the ledge below this pickup
Launch
SentryJump=1, DoubleJump, TripleJump
EastHollow.BeetleDefeated, DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer # Dont make the third jump too quick if you have just Hammer
kii:
DoubleJump, TripleJump, Sword # Pogo
Bash # baiting the skeeto can be annoying
EastHollow.BeetleDefeated, DoubleJump, TripleJump, Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump, Sword # Pogo + upslash
Hammer, DoubleJump # HammerJump
DoubleJump, Sentry=3 OR Grenade=2 # Use Sentry hops to boost the height or GrenadeJumps
EastHollow.BeetleDefeated, DoubleJump, Dash, Spear=2 # extend your jump momentum with spear
EastHollow.BeetleDefeated, DoubleJump, Sentry=4 # Djump+3 sentries from the vine, ceiling jump + sentry to access to the pickup
conn Teleporters: free
conn BeetleFight: free
conn EastHollow.AfterBeetleFight: # the enemies in the arena only spawn if you have Bash, which allows you to avoid them
moki: EastHollow.BeetleDefeated, DoubleJump OR Bash OR Launch
gorlek:
EastHollow.BeetleDefeated OR Launch
Bash, DoubleJump OR Dash OR Glide
SentryJump=1, DoubleJump OR Dash OR Glide # Go down to the pit, do SentryJump and the use Sword or Hammer to get to the rope
kii:
Bash # need to bait the skeeto all the way on the right which can be annoying
unsafe:
Hammer, DoubleJump # HammerJump
# WaveDash, DoubleJump # wavedash off the teleporter
conn EastHollow.MapMoki:
moki, EastHollow.BeetleDefeated, EastHollow.VoiceDoor:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek, EastHollow.VoiceDoor:
Bash, DoubleJump OR Dash OR Glide OR Sword OR Hammer
Launch
kii, EastHollow.VoiceDoor:
Bash
DoubleJump, TripleJump, Sword # Pogo
unsafe, EastHollow.VoiceDoor:
DoubleJump, Sword # Pogo
Hammer, DoubleJump # HammerJump
conn WestHollow.InFrontPurpleDoor:
moki: WestHollow.PurpleDoorOpen
anchor BeetleFight at -81, -4243:
refill Full
state EastHollow.BeetleDefeated:
moki: Boss=250, Regenerate, Damage=35, Dash OR Launch # Kinda tight on assumed damage, but that's literally what the base game throws you at. It isn't too difficult to avoid the beetle's attacks without Dash, but this is what the base game taught.
gorlek: Boss=250, Regenerate, Damage=35, DoubleJump
unsafe: Boss=250
anchor EastHollow.MapMoki at -106, -4221: # after crossing the voicelocked door above beetle fight
refill Checkpoint
quest EastHollow.HandToHandMap: free
pickup EastHollow.GladesApproachOre:
moki: Bash, DoubleJump OR Dash OR Glide OR Launch
gorlek: Bash
kii:
Deflector, Sword, Launch
Deflector, Sword, DoubleJump, TripleJump OR Hammer OR Spear=1 OR Damage=10 # from the right wall or take a dboost in the left spieks
unsafe:
Deflector, Hammer, Launch OR DoubleJump
conn EastHollow.OutsideGlades:
moki:
DoubleJump, Bash
Launch
gorlek:
Bash, Grenade=1, Dash
Bash, SentryJump=1, Dash
Bash, Damage=10
kii:
DoubleJump, TripleJump OR Spear=2 OR Damage=20
DoubleJump, Damage=10, Hammer OR Spear=1 # either take a dboost to reach the first pole or climb from the right wall and take a dboost to refresh hammer's up slash
Bash, Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Blaze=3 OR Flash=1 OR Sentry=1
unsafe:
Bash, Grenade=1 # land near the second pole, throw a grenade, jump on the pole and immediatly jump to the grenade. Avoiding spikes damage is a bit hard.
Grenade=5, Damage=10, EastHollow.BeetleDefeated # Grenade Redirect and Grenade Jumps
DoubleJump, Hammer, Deflector # break the wall to GladesApproachOre so you can refresh your upslash without taking a dboost
DoubleJump, Damage=10, Sentry=1
DoubleJump, Sword, Damage=10 # climb the left wall, pogo the mortar
conn EastHollow.Teleporter:
moki: EastHollow.VoiceDoor, DoubleJump OR Dash OR Glide OR Bash OR Launch
gorlek: EastHollow.VoiceDoor
anchor EastHollow.OutsideGlades at -152, -4164: # Outside Grom's Wall
state GladesTown.GromsWall:
moki: Bash
unsafe:
Deflector, Sword OR Hammer # Probably too precise for kii
Grenade=1 OR Sentry=1
conn GladesTown.Teleporter:
moki: GladesTown.GromsWall
conn EastHollow.MapMoki: free
anchor EastHollow.AfterBeetleFight at -28, -4233: # At the breakable floor to Bash tree
refill Checkpoint
state EastHollow.DepthsLever:
moki: Bash, DoubleJump OR Dash OR Glide OR Launch # just Bash is treacherous
gorlek: Bash
kii: Deflector, Sword OR Hammer
unsafe:
Combat=SneezeSlug, Sentry=1 OR Grenade=1 # grenade/sentry redirect
Launch # launch at touch the breakable ceiling when the slug shoots so it shoots its pojectile at the ceiling
Hammer, DoubleJump OR Dash # Hammer onto the jumppad when the slug is shooting. DJ or Dash to stay at the ceiling longer
state EastHollow.VoiceDoor:
moki: EastHollow.ForestsVoice
pickup EastHollow.SpikeLanternEX:
moki: Bash, DoubleJump OR Launch # there's a couple small awkward things adding up if you do this without Double Jump
gorlek:
Bash, Grenade=1 OR SentryJump=1
EastHollow.BeetleDefeated, Bash, Dash OR Glide OR Sword
SentryJump=1, DoubleJump, Damage=10, TripleJump OR Dash OR Glide OR Sword
kii:
Launch # @validator not sure why it's not in gorlek
DoubleJump, TripleJump, Dash
Bash # Go to the right to make the mantis spawn if it's not here
unsafe:
DoubleJump, SentryJump=1 OR Dash
pickup EastHollow.SecretRoofEX:
moki:
Bash OR Launch
Grapple, DoubleJump, Dash OR Glide
gorlek:
Grapple, DoubleJump, TripleJump OR Sword OR Hammer
Grapple, Dash
Grapple, SentryJump=1 # use the weapon to scare the mortar away
SentryJump=1, DoubleJump, TripleJump
SentryJump=2
kii:
Grapple, DoubleJump
Grapple, Hammer, Glide OR Shuriken=1 OR Flash=1 OR Sentry=1
Grapple, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump
unsafe:
Grapple, Shuriken=2
Hammer, DoubleJump # HammerJump
DoubleJump, SentryJump=1
pickup EastHollow.MortarEX:
moki:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek: Bash
kii:
DoubleJump, TripleJump, Dash, Sword OR Hammer OR Spear=1 OR Damage=10 # refresh dash on ceiling. Pogo the mortar or dboost on the left wall to get to the pickup
Grapple, DoubleJump, TripleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1 # Grapple, tjump, upslash, one horizontal attack, energy weapon
unsafe:
DoubleJump, TripleJump, Dash # using the walls and ceilings
DoubleJump, TripleJump, Sword OR Hammer # friendly spikes after the grappl section. Sword jumps from there or tjump+hammer upslash
# DoubleJump, TripleJump, Dash, Flash=1 OR Sentry=1 # Go just under the pickup, tjump from here+sentry/flash to reach the wall above the spikes
SentryJump=2, Grapple
SentryJump=3 # pogo on the last mortar
SentryJump=4
# SentryJump=3, DoubleJump
# Grapple, Dash, DoubleJump, TripleJump
conn BeetleFight: free
conn EastHollow.AboveBash: free
conn EastHollow.Teleporter: # so far this seemed to cover all paths going towards glades
moki, EastHollow.BeetleDefeated:
DoubleJump, Dash
Bash, DoubleJump OR Dash OR Grenade=1
Glide OR Launch
gorlek:
Bash, DoubleJump, TripleJump OR Dash OR Glide
DoubleJump, TripleJump, Glide
SentryJump=1, Glide, DoubleJump OR Dash
Launch
EastHollow.BeetleDefeated:
DoubleJump, Sword OR Hammer
Dash, Sword OR Hammer
Bash OR SentryJump=1
kii:
Bash
DoubleJump, Sword, Glide # Pogo the mantis
DoubleJump, Sword, Spear=1 # djump+spear to reach the tp from the beetle arena
DoubleJump, Hammer, Glide OR Sword OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump, TripleJump
DoubleJump, Sword # sword jumps
# DoubleJump, Sword, Shuriken=1
conn EastHollow.Kwolok:
moki:
Bash, DoubleJump OR Dash OR Glide OR Launch
Launch, DoubleJump, Dash OR Glide
Launch, Dash, Glide
gorlek:
Bash OR Launch
DoubleJump, TripleJump, Damage=10, Grapple OR SentryJump=1 # use the weapon to hover
kii:
DoubleJump, TripleJump, Dash
DoubleJump, Grapple, Dash OR Glide OR Sword OR Hammer OR Sentry=3
unsafe:
Grapple, Dash, Damage=10
DoubleJump, Grapple, Shuriken=3
DoubleJump, TripleJump
DoubleJump, Dash, Damage=10, SentryJump=1
SentryJump=3, Glide
# checkpoint at 21, -4220
anchor EastHollow.AboveBash at -10, -4244: # Under the breakable floot after the beetle arena
pickup EastHollow.BashEC:
moki:
Bash, DoubleJump, Dash
Bash, Grenade=1
Launch
gorlek:
Bash, DoubleJump
DoubleJump, TripleJump, Dash
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash OR Glide OR Bash
kii:
Bash, Dash
DoubleJump, TripleJump OR Hammer OR Spear=1
DoubleJump, Dash, Sword OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
HammerSJump=1
DoubleJump, Dash
Bash
# Bash, Dash OR Glide
conn EastHollow.BashTreeCheckpoint:
moki:
Combat=2xSneezeSlug, DoubleJump OR Dash
Bash, DoubleJump OR Dash # just Bash is treacherous
Glide OR Launch
gorlek: DoubleJump OR Dash OR Bash OR Damage=10
kii: free
conn EastHollow.AboveDepths:
moki, EastHollow.DepthsLever:
Combat=2xSneezeSlug, DoubleJump OR Dash
Bash, DoubleJump OR Dash # just Bash is treacherous
Glide OR Launch
gorlek: EastHollow.DepthsLever, DoubleJump OR Dash OR Bash OR Sword OR Hammer OR Damage=10
kii: EastHollow.DepthsLever
conn EastHollow.AfterBeetleFight: # Mortar break the ceiling for you
# If you don't collect bash's tree, the camera is stuck. These paths ignore this issue.
moki: Launch OR Bash
gorlek:
SentryJump=1
DoubleJump, TripleJump
kii: DoubleJump
anchor EastHollow.BashTreeCheckpoint at -7, -4325: # Checkpoint at Bash tree
refill Checkpoint
pickup EastHollow.BashTree: free
pickup EastHollow.BashEX:
moki:
DoubleJump, Bash
Launch
gorlek:
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Sword OR Hammer
SentryJump=1, DoubleJump, TripleJump
kii:
Bash, Grenade=1 OR Sword OR Hammer OR Flash=2 OR Sentry=2
Bash, Glide, Flash=1 OR Sentry=1
Bash, Dash, Flash=1 OR Sentry=1
DoubleJump, TripleJump
unsafe:
SentryJump=1, DoubleJump OR Dash
DoubleJump, Dash OR Hammer
conn EastHollow.AboveBash:
moki:
Launch, Bash OR Hammer OR Spear=1
Bash, Dash OR DoubleJump OR Glide
gorlek:
Launch # The mortar will break the ceiling for you
Bash, Sword
Bash, Grenade=1, Damage=10 # Bash the slug to reach the first lantern, dboost in the spikes, grenade bash from the ledge
kii:
Bash, Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=10
Bash, Grenade=1 # Make the slug near the door shoot at you. Bash the projectile to reach your grenade
unsafe:
Bash # Bash the lantern next to the door and bait the slug to shoot at you so you can bash its projectile
anchor EastHollow.Kwolok at 177, -4215: # Between Ku and Kwolok
refill Checkpoint
quest EastHollow.ForestsVoice: free
quest EastHollow.KwolokAmuletQuest:
moki: EastPools.KwolokAmuletQI, WestPools.ForestsStrength
state GladesTown.TuleySpawned:
moki: InnerWellspring.WaterEscape
pickup EastHollow.RightKwolokEX:
moki: Bash OR Launch
gorlek: SentryJump=1
kii: DoubleJump, Sword, TripleJump OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # pogo the mortar
unsafe: DoubleJump, Sword # Pogo the mortar
pickup EastHollow.SilentSwimEC:
moki: Combat=Balloon, Water, WaterDash OR Launch
gorlek:
Water, WaterDash OR Launch
Combat=Balloon, Water, DoubleJump, TripleJump, Damage=10
Water, DoubleJump, TripleJump, Damage=20
kii: Water, DoubleJump, TripleJump, Damage=10 # Balloon will go for a swim on its own as long as you aggro it
unsafe: Water, Damage=10, DoubleJump OR SentryJump=1
pickup EastHollow.KwolokSwimOre:
moki: Water, Bash OR Damage=10 # enemy in the way
gorlek: Water
pickup EastHollow.KwolokSwimLeftEX:
moki: Water, WaterDash OR Launch
gorlek: Water, DoubleJump, TripleJump # Do a wrap around from the right wall
kii:
Water, Bash # Bash the fish
Water, DoubleJump, Sword, Hammer OR Spear=1 # bait the fish and pogo it
unsafe:
Water, DoubleJump # At left wall, with quick jumps sliding up the wall you can keepp the dj
# Water, DoubleJump, Hammer OR Flash=1 OR Sentry=1 # upswing to gain a bit more hight. Standig on the left ledge to regain upswing after fail.
pickup EastHollow.KwolokSwimRightEX:
moki: Water
pickup EastHollow.SecretRoofEX: # this path can't get over the big spike wall from the left anchor
gorlek: DoubleJump, TripleJump, Dash
kii: DoubleJump, Dash OR TripleJump OR Sword OR Hammer OR Shuriken=1 OR Sentry=2
unsafe: Dash
conn EastHollow.AfterBeetleFight:
moki: # since the ability bottleneck is right at the start, most paths to the pickups on the way are covered in this connection
Bash, DoubleJump OR Dash OR Glide
DoubleJump, Dash OR Glide
Dash, Glide, Damage=10
Launch
gorlek:
Bash, Damage=10 OR Sword OR Hammer
DoubleJump OR Dash OR Glide OR Sword
Hammer, Damage=10
kii:
Hammer OR Sentry=3 OR Damage=20
Bash, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Damage=10, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Sentry=2, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1
unsafe:
Bash OR Shuriken=2 OR Damage=10 # friendly spikes
conn WoodsEntry.ShriekMeet:
moki, Combat=Balloon:
Water, Grapple, DoubleJump, Dash OR Glide
Water, Grapple, Dash, Glide
Water, Launch
gorlek, Combat=Balloon:
Water, Grapple, DoubleJump, TripleJump OR Sword OR Hammer
Water, Grapple, Dash # Eiher jump from the Grapple point and the Dash or use double Dash
Water, WaterDash, DoubleJump, TripleJump
Water, WaterDash, DoubleJump, Dash, Damage=10 # Take boost on the left side
# @validator The path above could be using Dash OR Glide OR Sword OR Hammer instead of just Dash
kii:
# Repeat each moki/gorlek path without Combat=Balloon since you can just bait it into taking a swim
Water, Launch
Water, Grapple, Dash
Water, Grapple, DoubleJump, Glide OR TripleJump OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Water, WaterDash, DoubleJump, TripleJump OR Sword OR Hammer OR Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2
Water, WaterDash, DoubleJump, Damage=10, Dash OR Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
# Completely new paths
Water, Grapple, Sword
Water, Grapple, Hammer, Glide OR Shuriken=1 OR Flash=1 OR Sentry=1
Water, Grapple, Glide, Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Water, WaterDash, Bash
Water, WaterDash, Sword, Damage=10
Water, WaterDash, Dash, Damage=10, Glide OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Water, WaterDash, Hammer, Damage=10, Glide OR Shuriken=1 OR Flash=1 OR Sentry=1
Water, WaterDash, Glide, Damage=10, Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Water, Grapple, Sentry=3
Water, Grapple, Shuriken=2, Combat=Balloon OR Damage=20
Water, Grapple, DoubleJump # Cancel grapple with djump
Water, DoubleJump, TripleJump
Water, WaterDash, Dash, Damage=10 # coyote jump from the ledge under the grappable plant
# Water, Grapple, SwordSJump=1 # standing on the ledge below grapple plant. Holding right during SJump. Swordcombo to go right. Lure balloon into water first
# Water, Grapple, SwordSJump=1, DoubleJump OR Glide # standing on the ledge below grapple plant. Holding right during SJump
# checkpoint at -8, -4327
anchor EastHollow.AboveDepths at 47, -4302: # To the right of the lever door blocking Depths access
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state EastHollow.DepthsOpen:
moki: Glide
pickup EastHollow.BashHC:
moki: Bash OR Launch
gorlek:
SentryJump=2, DoubleJump, TripleJump
SentryJump=3
kii: DoubleJump, TripleJump, Hammer, Spear=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump, TripleJump, Hammer # Hammer upswing to gain mor hight
pickup EastHollow.SplinterShard: free
pickup EastHollow.DepthsExteriorEX:
moki: Glide, Launch # ...what even is intended here?
gorlek:
Bash, Grenade=1, Launch
SentryJump=1, Launch
Launch, DoubleJump OR Dash # Jump to the left wall and then go to right or you can go from the ledge next to the entry if you have DoubleJump
Bash, Grenade=1, DoubleJump, TripleJump
kii:
Launch
Bash, Grenade=1, DoubleJump # Bait the mantis
unsafe:
Glide, DoubleJump, TripleJump
Bash, Grenade=1 # Bait the mantis
conn UpperDepths.Entry:
moki: EastHollow.DepthsOpen
conn EastHollow.BashTreeCheckpoint:
moki, EastHollow.DepthsLever: Combat=SneezeSlug OR DoubleJump OR Bash OR Launch
gorlek, EastHollow.DepthsLever: Damage=5
kii: EastHollow.DepthsLever
conn EastHollow.AboveBash: # Make sure it's not redundant with paths from EastHollow.BashTreeCheckpoint
gorlek, EastHollow.DepthsLever:
SwordSJump=5, Dash OR Glide # The mortar will break the ceiling for you
SwordSJump=4, DoubleJump # The mortar will break the ceiling for you
anchor GladesTown.Teleporter at -307, -4153: # The glades teleporter
refill Full
state GladesTown.BuildHuts:
moki: Ore=15
state GladesTown.RoofsOverHeads:
moki: GladesTown.BuildHuts, Ore=21
state GladesTown.OnwardsAndUpwards:
moki: GladesTown.RoofsOverHeads, Ore=29
state GladesTown.ClearThorns:
moki: Ore=23
state GladesTown.CaveEntrance:
moki: GladesTown.ClearThorns, Ore=29
# decoration not accounted for
# state GladesTown.RatherPlay: # talking to the Moki that allows to build decoration
# moki:
# Flap, Glide
# Launch
# TuleyShop.Lightcatchers, Bash:
# Grenade=1
# TuleyShop.BlueMoon, Grapple, DoubleJump OR Dash
# TuleyShop.StickyGrass, Grapple, DoubleJump OR Dash
# TuleyShop.SpringPlants
# TuleyShop.SpringPlants, DoubleJump
# GladesTown.RoofsOverHeads:
# Bash, Grenade=2
# TuleyShop.BlueMoon, Grapple, Bash, Grenade=1
# TuleyShop.SpringPlants, Bash, Grenade=1
# silent woods map quest doesn't exactly make sense
quest GladesTown.RebuildTheGlades:
moki: Ore=40 # Eiko told me not to modify this so orishrug ~Cosmic
pickup GladesTown.UpdraftCeilingEX:
moki:
Flap, Glide
Bash, Grenade=1, DoubleJump
Launch
TuleyShop.Lightcatchers, Bash, Grenade=1
TuleyShop.BlueMoon, DoubleJump, Grapple
TuleyShop.BlueMoon, TuleyShop.Lightcatchers, Bash, Grapple
TuleyShop.SpringPlants, DoubleJump OR Dash OR Glide
TuleyShop.SpringPlants, TuleyShop.Lightcatchers, Bash
gorlek:
DoubleJump, TripleJump
Bash, Grenade=1, Hammer
SentryJump=2 OR HammerSJump=1
SwordSJump=1, DoubleJump
TuleyShop.Lightcatchers, Bash, SentryJump=1
TuleyShop.BlueMoon, Grapple, Hammer OR SwordSJump=1
TuleyShop.StickyGrass, TuleyShop.Lightcatchers, Bash, Grapple # go up on bridge then drop down
TuleyShop.SpringPlants, Sword OR Hammer
unsafe:
Bash, Grenade=2 # for kii
SwordSJump=1 # sentry jump into the exp
Grenade=1, Sword # Grenade Pogos
Grenade=2 # Grenade Jumps
TuleyShop.SpringPlants, Grenade=1 OR Sword
TuleyShop.BlueMoon, Grapple, Sword
DoubleJump, Glide
Dash:
Sword OR Hammer
Regenerate # Wavedash from the right
Burrow
pickup GladesTown.AboveTpEX:
moki:
Launch # probably fine?
TuleyShop.Lightcatchers, Bash:
Grenade=1
DoubleJump, Flap, Glide
TuleyShop.StickyGrass, Grapple
TuleyShop.BlueMoon, DoubleJump, Grapple
TuleyShop.SpringPlants, DoubleJump
gorlek:
DoubleJump, TripleJump
TuleyShop.Lightcatchers, Bash:
Flap, Glide # bashglide over to the other side
SentryJump=1
TuleyShop.BlueMoon, Grapple, Dash OR Glide
TuleyShop.SpringPlants, Dash OR Glide
unsafe:
DoubleJump, Sword
Bash, Grenade=2, Sword OR DoubleJump # hard strat
Bash, Grenade=2, Dash # completely different strat, hence separation from Bash Grenade=2 Sword
Grenade=3, DoubleJump # Midair Grenade Jumps
SwordSJump=2 # Midair Sentry Jumps
TuleyShop.StickyGrass, Grapple, DoubleJump # hard jump
# Bash, Grenade=2 # its possible
TuleyShop.Lightcatchers, Bash:
Dash, Regenerate # wavedash from the right
TuleyShop.BlueMoon, Grapple
pickup GladesTown.BountyShard:
moki:
Launch # probably fine?
TuleyShop.Lightcatchers, Bash:
Grenade=1
DoubleJump, Flap, Glide
TuleyShop.StickyGrass, Grapple
TuleyShop.BlueMoon, DoubleJump, Grapple
TuleyShop.SpringPlants, DoubleJump
gorlek:
DoubleJump, TripleJump
TuleyShop.Lightcatchers, Bash: # paths are the exact same because you can get up to the shard using the lightcatcher on the right and nothing else
Flap, Glide # bashglide over to the other side
SentryJump=1
TuleyShop.BlueMoon, Grapple, Dash OR Glide
TuleyShop.SpringPlants, Dash OR Glide
unsafe:
DoubleJump, Sword
Bash, Grenade=2, DoubleJump
Bash, Grenade=3, Sword # hard strat
Bash, Grenade=3, Dash # completely different strat, hence separation from Bash Grenade=3 Sword
Grenade=3, DoubleJump # Midair Grenade Jumps
SwordSJump=3 # Midair Sentry Jumps
TuleyShop.StickyGrass, Grapple, DoubleJump # hard jump
TuleyShop.Lightcatchers, Bash, Dash, Regenerate # wavedash from the right, tight jump to the top
pickup GladesTown.ArcingShard:
moki, GladesTown.ClearThorns:
Bash, Grenade=1 # probably fine?
Launch
TuleyShop.Lightcatchers, Bash, DoubleJump OR Dash OR Glide
gorlek, GladesTown.ClearThorns:
SentryJump=1, DoubleJump, TripleJump
TuleyShop.Lightcatchers, Bash # bashglide
unsafe, GladesTown.ClearThorns:
Grenade=1 # Grenade Jump
DoubleJump, TripleJump
TuleyShop.Lightcatchers, Bash
pickup GladesTown.LupoSoupEX:
moki: Water OR Burrow
pickup LupoShop.HCMapIcon:
moki: SpiritLight=1200, Water OR Burrow
pickup LupoShop.ECMapIcon:
moki: SpiritLight=1200, Water OR Burrow
pickup LupoShop.ShardMapIcon:
moki: SpiritLight=1200, Water OR Burrow
pickup GladesTown.LupoSwimHC:
moki: Water, Burrow
pickup GladesTown.LupoSwimMiddleEX:
moki: Water, WaterDash OR Launch
gorlek: Water, DoubleJump
unsafe: Water # just wall jump between both walls. not hard.
pickup GladesTown.LupoSwimLeftEX:
moki: GladesTown.ClearThorns, Water, WaterDash OR Launch
gorlek: GladesTown.ClearThorns, Water, DoubleJump, TripleJump
unsafe, GladesTown.ClearThorns:
Water, Bash, Grenade=1 # unsafe because of precision. Good for kii.
Water, Grenade=2 # Grenade Water Jumps
Water, DoubleJump
pickup GladesTown.CaveBurrowEX:
unsafe: NonGladesTeleporter # heehee
conn Teleporters: free
conn GladesTown.TwillenHome: free
conn GladesTown.UpperWest:
moki:
Launch, DoubleJump OR Dash OR Glide
TuleyShop.BlueMoon, Grapple:
Bash, Grenade=1
Launch
TuleyShop.Lightcatchers, Bash, DoubleJump OR Dash OR Glide
gorlek:
Launch
TuleyShop.BlueMoon, Grapple:
SentryJump=1
TuleyShop.Lightcatchers, Bash
unsafe:
SwordSJump=2 # Midair Sentry Jumps
TuleyShop.Lightcatchers, Bash, Grenade=1, Grapple # grenadebash
GladesTown.ClearThorns, DoubleJump, TripleJump # hardcore parkour
conn GladesTown.HoleHut:
moki:
Flap, Glide:
DoubleJump
Bash, Grenade=1
Grapple, TuleyShop.BlueMoon OR TuleyShop.StickyGrass
TuleyShop.SpringPlants
Launch
TuleyShop.Lightcatchers, Bash:
Grenade=2
Grenade=1, DoubleJump
TuleyShop.BlueMoon, Grapple, DoubleJump OR Dash
TuleyShop.BlueMoon, Grapple, Grenade=1, Glide
TuleyShop.StickyGrass, Grapple, DoubleJump, Dash OR Glide
TuleyShop.StickyGrass, Grapple, Grenade=1, DoubleJump OR Dash OR Glide
TuleyShop.SpringPlants
TuleyShop.SpringPlants, DoubleJump
GladesTown.RoofsOverHeads:
Bash, Grenade=3
DoubleJump, Bash, Grenade=2
TuleyShop.BlueMoon, Grapple, Bash, Grenade=1, DoubleJump OR Dash
TuleyShop.BlueMoon, Grapple, Bash, Grenade=2, Glide
TuleyShop.StickyGrass, Grapple, Bash, Grenade=2, Dash OR Glide
TuleyShop.SpringPlants, Bash, Grenade=1
gorlek:
Flap, Glide, SwordSJump=1 OR Hammer
DoubleJump, TripleJump
SentryJump=2:
DoubleJump OR SwordSJump=1 OR Hammer
TuleyShop.BlueMoon, Grapple
TuleyShop.StickyGrass, Grapple, Dash OR Glide
TuleyShop.Lightcatchers, Bash:
SentryJump=2
SentryJump=1, DoubleJump
TuleyShop.BlueMoon, Grapple, Grenade=1 OR SentryJump=1
TuleyShop.BlueMoon, Grapple, Glide OR Sword OR Hammer # uphammer harder than upslash
TuleyShop.StickyGrass, Grapple, DoubleJump OR Dash OR Glide OR Sword OR Hammer
TuleyShop.StickyGrass, Grapple, Grenade=1, Sword OR Hammer
TuleyShop.StickyGrass, Grapple, SentryJump=1
TuleyShop.SpringPlants
TuleyShop.SpringPlants, SwordSJump=1 OR Hammer
GladesTown.RoofsOverHeads:
Bash, Grenade=2, Hammer
TuleyShop.BlueMoon, Grapple, Bash, Grenade=1, Glide OR Sword OR Hammer
TuleyShop.StickyGrass, Grapple, Bash, Grenade=1, DoubleJump, Dash OR Glide OR Sword OR Hammer
TuleyShop.StickyGrass, Grapple, Bash, Grenade=2, Sword
unsafe:
Flap, Glide, Sword OR Hammer OR Grenade=1 # grenade jump, upslash, uphammer
TuleyShop.SpringPlants, Sword OR Grenade=1 # increased height bounces
TuleyShop.SpringPlants, Sentry=1 OR Flash # sentry and flash short hops give you juuuuuust enough height to get up using the springboard by the hut with the crates
TuleyShop.Lightcatchers, Bash, TuleyShop.BlueMoon, Grapple
TuleyShop.Lightcatchers, Bash:
DoubleJump, Sword OR Glide OR Dash OR Grenade=2
Dash, Regenerate # wavedash
Burrow, Dash OR DoubleJump OR Sword OR Hammer
Burrow, Grenade=1, Dash OR DoubleJump OR Sword OR Hammer
Bash, Grenade=3
conn LowerReach.VeralHome:
moki: TuleyShop.Lightcatchers, TuleyShop.StickyGrass, Bash, Grapple, DoubleJump OR Dash # other paths should be redundant with HoleHut
conn OpherShop: free
conn Tokk: free
conn TuleyShop:
moki, GladesTown.TuleySpawned:
DoubleJump OR Launch
Flap, Glide
Bash, Grenade=1
gorlek: GladesTown.TuleySpawned, SentryJump=1 OR Burrow OR Dash
unsafe: GladesTown.TuleySpawned, Shuriken=1 OR Sword OR Hammer OR Grenade=1 OR Sentry=1 OR Flash OR Spear=1
# seed paths tbd if ever Necessary
conn EastHollow.OutsideGlades:
moki: GladesTown.GromsWall
# checkpoint at -297, -4139
anchor GladesTown.TwillenHome at -414, -4160: # At Twillen in Glades
refill Checkpoint
quest GladesTown.HandToHandLantern:
moki: LowerReach.HandToHandHat
quest GladesTown.FamilyReunionKey:
moki: GladesTown.BuildHuts
quest GladesTown.AcornQI:
moki, GladesTown.ClearThorns, GladesTown.CaveEntrance:
Flash, Water, Glide
Flash, Water, DoubleJump, Dash
Flash, Bash, Grenade=1
Flash, Launch
gorlek, GladesTown.ClearThorns, GladesTown.CaveEntrance:
Flash:
Water, DoubleJump OR Dash OR Sword OR Hammer
SentryJump=1
Bow=4: # bow refills light
Launch
Bash, Grenade=1
SentryJump=1
unsafe, GladesTown.ClearThorns, GladesTown.CaveEntrance:
Flash:
# Water, Sentry=2 OR Damage=10 # use the flash hop to make it across the first spikes (good for kii)
# Water, Sword # difficult sword float (good for kii)
Water # double flash hop (not good for kii)
Grenade=1 # grenade jump
DoubleJump, TripleJump # off the left wall
Bow=2:
Launch
Bash, Grenade=1
SentryJump=1
Grenade=1 # grenade jump
DoubleJump, TripleJump # off the left wall
Water, WaterDash, Damage=10 OR DoubleJump OR Glide
# Grenade=4 # grenade jumps and light refills, very nasty strat
DoubleJump, TripleJump, Grenade=2, Water OR Damage=10 # light refills, NO GRENADE JUMPS, Small Dirty Water Dboost
DoubleJump, TripleJump, Grenade=1, Sword, Water OR Damage=10
quest GladesTown.MokiAcornQuest:
moki: GladesTown.ClearThorns, GladesTown.AcornQI
pickup GladesTown.LowerOre:
moki:
Hammer, DoubleJump OR Dash OR Glide OR Launch
Spear=1, DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=1, Hammer OR Spear=1
gorlek:
Hammer # hammer float
Spear=1, Sword OR Damage=10 # sword float
unsafe: Spear=1 # tricky jump over the coals damageless
pickup GladesTown.AboveCaveEX:
moki: GladesTown.ClearThorns
pickup GladesTown.CaveBurrowEX:
moki: GladesTown.ClearThorns, Burrow, DoubleJump OR Launch
gorlek: GladesTown.ClearThorns, Burrow # Burrow Dash out of the sand
pickup GladesTown.KeyMokiHutEX:
moki: GladesTown.BuildHuts, WoodsEntry.DollQI # changed RoofsOverHeads to BuildHuts
pickup GladesTown.DamageTree:
moki: TuleyShop.LastTree
conn TwillenShop: free
conn GladesTown.West:
moki:
DoubleJump OR Launch
Bash, Grenade=1
TuleyShop.StickyGrass, Grapple
gorlek:
SentryJump=1
TuleyShop.SpringPlants, Sword OR Hammer # upslash or uphammer
TuleyShop.Lightcatchers, Bash
unsafe: free
# Grenade=1
conn GladesTown.Teleporter:
moki:
Bash, Grenade=1
GladesTown.ClearThorns OR DoubleJump OR Launch
gorlek: SentryJump=1
unsafe: Hammer OR Sword OR Dash OR Damage=10
anchor GladesTown.West at -430, -4135: # At Motay
refill Checkpoint
quest GladesTown.HandToHandCanteen:
moki: EastPools.HandToHandSpyglass
pickup GladesTown.UpperOre:
moki:
Bash, Grenade=1, Launch
Launch, DoubleJump # different ways to solve this, should be fine...
TuleyShop.StickyGrass:
Grapple OR Launch
Bash, Grenade=1, DoubleJump, Dash OR Glide
Bash, Grenade=1, Dash, Glide
TuleyShop.Lightcatchers, Bash, DoubleJump, Dash
TuleyShop.Lightcatchers, Bash, Glide
GladesTown.BuildHuts:
DoubleJump, Bash, Grenade=2
Bash, Grenade=3
Launch
TuleyShop.StickyGrass:
DoubleJump, Bash, Grenade=1
TuleyShop.Lightcatchers, Bash, DoubleJump OR Dash OR Glide
TuleyShop.Lightcatchers, Bash, Grenade=1
gorlek:
Launch
TuleyShop.Lightcatchers, Bash, DoubleJump, TripleJump
TuleyShop.StickyGrass:
Bash, Grenade=1, DoubleJump OR Glide # glide somehow still a bit precise even though you just hold right
SentryJump=1, DoubleJump OR Glide # glide somehow still a bit precise even though you just hold right
SentryJump=1, Dash
DoubleJump, TripleJump, Sword OR Hammer # upswing to the moss
TuleyShop.Lightcatchers, Bash, Grenade=1 OR SentryJump=1 # can still do this with the huts up
TuleyShop.Lightcatchers, Bash, DoubleJump # wrap around
GladesTown.BuildHuts:
Bash, Grenade=2
SentryJump=3 # just two seems a bit precise in gorlek, even though gorlek height is technically barely enough
SentryJump=2, DoubleJump
TuleyShop.Lightcatchers, Bash, SentryJump=1
TuleyShop.StickyGrass:
Bash, Grenade=1, Dash OR Glide OR Sword # hammer mildly inconsistent
SentryJump=2
SwordSJump=1 # hammer mildly inconsistent
TuleyShop.Lightcatchers, Bash
unsafe:
SentryJump=2 # Midairs
GladesTown.BuildHuts, TuleyShop.BlueMoon, Grapple, DoubleJump, TripleJump
GladesTown.BuildHuts, Grenade=3 # Grenade Jumps
TuleyShop.Lightcatchers, Bash, Grenade=1, Grapple # Grenadebash
DoubleJump, TripleJump, Dash OR Glide # using the ceiling from the left
GladesTown.BuildHuts, Bash # use both slimes
pickup GladesTown.MotayHutEX:
moki, GladesTown.BuildHuts:
DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
Grapple, TuleyShop.StickyGrass OR TuleyShop.BlueMoon
TuleyShop.Lightcatchers, Bash
gorlek, GladesTown.BuildHuts:
SentryJump=1
DoubleJump, TripleJump OR Sword OR Hammer
unsafe, GladesTown.BuildHuts:
Grenade=1 # grenade jumps
Bash # slime lure
TuleyShop.SpringPlants, Hammer, Dash # uphammer bounce
Dash # late coyote
Sword # high jump, full combo, upslash and then downslash (all while holding right)
# Dash, Glide OR Sword OR Hammer
pickup WestGlades.GrappleEX:
unsafe: SwordSJump=1, Damage=10
conn WestGlades.PastTown:
moki:
Bash, DoubleJump OR Dash
Combat=2xWeakSlug, DoubleJump, Dash, Glide # this path is too nice to not be moki... right?
Launch
gorlek:
Bash, Glide
Bash, Damage=10, Sword
Combat=2xWeakSlug, DoubleJump, Dash
Combat=2xWeakSlug, DoubleJump, TripleJump # can either wrap around or grab the bottom of the last wall
DoubleJump, Sword, Damage=10
unsafe:
Bash, Damage=10, Hammer
Combat=2xWeakSlug, DoubleJump, Damage=20
Bash, Sword OR Hammer # weapon floating, yes verified with hammer
SwordSJump=1, Damage=10
HammerSJump=1, Damage=20
Dash, Hammer
Dash, Sword, Damage=30 # damage depending on how often you fail the last jump (10 is minimum)
DoubleJump, Damage=10, TripleJump OR Dash # damage for avoiding slimes
conn GladesTown.TwillenHome: free
conn GladesTown.Teleporter:
moki:
TuleyShop.Lightcatchers, Bash, Glide
TuleyShop.BlueMoon, Grapple
TuleyShop.StickyGrass, Grapple, Glide
gorlek: TuleyShop.Lightcatchers, Bash, Dash, Sword OR Hammer
# kii will probably have a free conection from TwillenHome, not needing any paths here
conn GladesTown.UpperWest:
moki:
TuleyShop.StickyGrass, Launch
TuleyShop.Lightcatchers, Bash:
DoubleJump, Dash OR Glide
Dash, Glide
Launch
TuleyShop.StickyGrass, Grapple, DoubleJump OR Dash OR Glide
TuleyShop.BlueMoon, Grapple, DoubleJump OR Dash OR Glide OR Launch # extra abilities because it's harder if the huts are there
GladesTown.BuildHuts:
Bash, Grenade=2 # has an alternate solution if the lightcatcher is there
Bash, Grenade=1, DoubleJump, Dash OR Glide
Launch
TuleyShop.Lightcatchers, Bash, DoubleJump OR Dash OR Glide
gorlek:
# Launch already connects over the teleporter
TuleyShop.Lightcatchers, Bash:
Glide
DoubleJump, TripleJump OR Dash OR Sword OR Hammer
Dash, Sword OR Hammer
SentryJump=1
TuleyShop.StickyGrass, Grapple
TuleyShop.BlueMoon, Grapple, Sword OR Hammer
TuleyShop.StickyGrass:
DoubleJump, TripleJump, Sword # upslash to the moss
DoubleJump, TripleJump, Hammer, Dash OR Glide # upswing to the moss
Grapple, DoubleJump, Dash, Glide OR TripleJump OR Sword
Grapple, DoubleJump, TripleJump, Glide
GladesTown.BuildHuts:
Bash, Grenade=1, DoubleJump, TripleJump OR Sword OR Hammer
Bash, Grenade=1, Dash, Glide OR Sword
SentryJump=1, DoubleJump, TripleJump OR Dash
unsafe:
Grenade=2, DoubleJump, Sword # Midair Grenade Pogo
TuleyShop.BlueMoon, Grapple
TuleyShop.Lightcatchers, Bash, Glide OR Grenade=1 # Bash Gliding
GladesTown.BuildHuts:
Bash, Grenade=1 # Grenade Jump that auto-cancels by entering the hut
Grenade=1, DoubleJump OR Dash # Midair Grenade Jump with auto-cancel # dash is much harder
SentryJump=1, Dash # Downslash at the Bridge
TuleyShop.Lightcatchers, Bash, Sword OR Hammer
# all other paths should be redundant with the connection to tp
anchor GladesTown.UpperWest at -357, -4126: # Where Mokk lives
pickup GladesTown.ArcingShard:
moki, GladesTown.ClearThorns:
DoubleJump OR Dash OR Glide OR Launch
TuleyShop.Lightcatchers, Bash # somehow I don't think this path is very relevant
TuleyShop.BlueMoon, Grapple
gorlek: GladesTown.ClearThorns, Sword OR Hammer
unsafe, GladesTown.ClearThorns:
Sentry=2
Shuriken=1
pickup GladesTown.BraveMokiHutEX:
moki: GladesTown.OnwardsAndUpwards, DoubleJump OR Launch
gorlek: GladesTown.OnwardsAndUpwards, SentryJump=1
unsafe, GladesTown.OnwardsAndUpwards:
Sword OR Hammer # upslash or uphammer
Grenade=1 # grenade jump
Bash, Spear=1 # spearbash off of the pots
pickup GladesTown.UpperLeftEX:
moki:
Bash, Grenade=1
Launch
TuleyShop.StickyGrass, DoubleJump, Grapple
gorlek:
SentryJump=1
DoubleJump, TripleJump
TuleyShop.StickyGrass, Grapple
unsafe:
DoubleJump
Sword, Grenade=1 OR Shuriken=2 # pogo
TuleyShop.BlueMoon, Grapple
pickup GladesTown.AboveGromHC:
moki:
DoubleJump, Bash, Grenade=1
Launch
TuleyShop.StickyGrass, Grapple
gorlek:
DoubleJump, SentryJump=1
DoubleJump, TripleJump OR Dash OR Glide # just assisting abilities
unsafe:
DoubleJump
Bash, Grenade=1
SentryJump=1
Sword, Grenade=1 OR Shuriken=2 # pogo
TuleyShop.BlueMoon, Grapple
pickup GladesTown.MotayHutEX:
moki, GladesTown.BuildHuts:
DoubleJump OR Dash OR Glide
TuleyShop.BlueMoon, Grapple
gorlek, GladesTown.BuildHuts:
Sword OR Hammer # Weapon Float
TuleyShop.StickyGrass, Grapple
unsafe: GladesTown.BuildHuts, Sentry=1 OR Spear=1 OR Flash OR Blaze=1
pickup GladesTown.UpperOre:
moki: GladesTown.BuildHuts, Bash, Grenade=2, Dash OR Glide
gorlek, GladesTown.BuildHuts:
TuleyShop.StickyGrass, Grapple
TuleyShop.StickyGrass, SentryJump=1
SentryJump=2
SwordSJump=1, DoubleJump, TripleJump OR Dash
unsafe: GladesTown.BuildHuts, Grenade=2, Sentry=1 OR Spear=1 OR Flash OR Blaze=1 OR Sword OR Hammer OR Dash OR DoubleJump OR Glide
conn GladesTown.West:
moki:
Dash OR Glide
TuleyShop.BlueMoon, Grapple
gorlek:
Sword OR Hammer
TuleyShop.StickyGrass, Grapple
unsafe: GladesTown.BuildHuts, Sentry=1 OR Spear=1 OR Flash OR Blaze=1
conn GladesTown.TwillenHome: free
conn GladesTown.Teleporter:
moki:
Dash OR Glide
TuleyShop.Lightcatchers, Bash
TuleyShop.BlueMoon, Grapple
gorlek: Sword OR Hammer
unsafe: Grenade=1 OR Sentry=1 OR Flash OR Blaze=1 OR Spear=1 OR Shuriken=1
anchor GladesTown.HoleHut at -214, -4111: # The ledge below Hole Hut
pickup GladesTown.BelowHoleHutEX: free
pickup GladesTown.HoleHutEX:
moki, GladesTown.RoofsOverHeads:
Bash, Grenade=1
TuleyShop.SpringPlants OR DoubleJump OR Dash OR Launch
gorlek: GladesTown.RoofsOverHeads, Glide OR HammerSJump=1 OR Sword
unsafe, GladesTown.RoofsOverHeads:
Grenade=1 # grenade jump
Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1
pickup GladesTown.HoleHutEC:
moki, GladesTown.RoofsOverHeads:
Bash, Grenade=1
TuleyShop.SpringPlants OR DoubleJump OR Dash OR Launch
gorlek: GladesTown.RoofsOverHeads, Glide OR HammerSJump=1 OR Sword
unsafe, GladesTown.RoofsOverHeads:
Grenade=1 # grenade jump
Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1
conn LowerReach.VeralHome:
# Sword, Dash, Glide, DoubleJump, Lightcatchers Bash, Grenade, Hammer, Blaze, Shuriken, Sentry, and Flash can all individually get you from branch to reachpath
moki:
Launch, DoubleJump OR Dash OR Glide # Can go either to the right wall or through the semisolid branch
Launch, Grapple, TuleyShop.BlueMoon OR TuleyShop.StickyGrass
TuleyShop.SpringPlants, Launch
TuleyShop.BlueMoon, Grapple, DoubleJump OR Dash
TuleyShop.StickyGrass, Grapple, DoubleJump OR Dash
TuleyShop.Lightcatchers, TuleyShop.BlueMoon, Bash, Grapple
TuleyShop.Lightcatchers, TuleyShop.StickyGrass, Bash, Grapple, Glide
gorlek:
Launch
DoubleJump, TripleJump
SentryJump=1 # Weapon Float, works from a standing sjump on the ledge
TuleyShop.BlueMoon, Grapple, Glide OR Sword OR Hammer
TuleyShop.StickyGrass, Grapple, Glide OR Sword
unsafe:
Grenade=1, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Blaze=1 OR Shuriken=1 OR Sentry=1 OR Flash
Grenade=2
TuleyShop.Lightcatchers, Bash, Grenade=1
TuleyShop.SpringPlants, Hammer # Uphammer Bounce
TuleyShop.StickyGrass, Grapple, Sword OR Hammer OR Blaze=1 OR Shuriken=1 OR Sentry=1 OR Flash
DoubleJump, Glide
conn TuleyShop:
moki: GladesTown.TuleySpawned, Dash OR Glide # seed paths tbd if ever necessary
gorlek: GladesTown.TuleySpawned, Sword OR Hammer # getting up there with just a weapon from below is not written in gorlek. The weapon floats from hole hut, however, are probably gorlek difficulty.
# everything else is redundant
conn GladesTown.Teleporter: free
anchor LowerReach.VeralHome at -140, -4096: # At the soup
refill Checkpoint
# state GladesTown.RatherPlay: # talking to the Moki that allows to build decoration
# moki: # free if you know the whole branch is semisolid, but you probably don't as a moki player
# DoubleJump OR Dash OR Glide OR Launch
# TuleyShop.BlueMoon, Grapple
quest LowerReach.HandToHandSoup:
moki: InnerWellspring.HandToHandHerbs
pickup GladesTown.LeafPileEX:
moki: Flap
pickup LowerReach.CatalystShard:
moki:
Water, Bash, Flap # seems to be a casual strat the game suggests you to do
Water, Grenade=1
# unsafe: Water, Flap, Sentry=2 # theoretical double redirect, still in testing
pickup GladesTown.UpdraftCeilingEX:
moki: DoubleJump # other (non-redundant) paths exist, but this has free retries, otherwise you'd have to go through entire reach to get another attempt
gorlek: Dash OR Glide OR Sword OR Hammer # weapon float woo
unsafe: Grenade=1
conn GladesTown.HoleHut:
moki:
DoubleJump OR Dash OR Glide OR Launch
TuleyShop.BlueMoon, TuleyShop.SpringPlants, Grapple
TuleyShop.BlueMoon, Grapple, Bash, Grenade=1
gorlek: free # free if you know the whole branch is semisolid, but you probably don't as a moki player
conn GladesTown.Teleporter: free
conn TuleyShop:
moki: GladesTown.TuleySpawned
conn LowerReach.TownEntry:
moki:
Bash, Flap OR Grenade=1 # may need to juggle the soupgrenade once
Launch
gorlek:
DoubleJump, TripleJump, Glide OR Dash OR Sword
SentryJump=1
unsafe:
Dash, Glide, Sword # Needs a ramp on the left side corner of the platform near the cauldron
DoubleJump, Glide OR Sword OR Hammer # Wall jump from the wall near the ceiling
DoubleJump, TripleJump # climb the wall underneath the anchor
region WestGlades:
moki: Danger=20
gorlek: free
kii: free
unsafe: free
anchor WestGlades.PastTown at -545, -4113: # The right edge of the first pool past glades
refill Checkpoint
refill Energy=3:
moki, BreakCrystal:
DoubleJump, Dash OR Glide
Launch
# @validator everything beside moki paths need validation
gorlek, BreakCrystal, Bow OR Grenade:
Water OR Glide # break the crystal from afar and jump into the water to get the energy
DoubleJump, TripleJump # break the crystal from afar and use triple jump to collect the energy midair
kii, BreakCrystal:
Bow OR Shuriken OR Grenade: # Ranged Weapons
Water OR DoubleJump OR Dash OR Glide OR Hammer OR Sword
Sword, Water OR Glide
Hammer, Water, DoubleJump OR Dash
Hammer, Glide, DoubleJump OR Dash
state GladesTown.GromsWall:
unsafe: Bash, Launch
pickup WestGlades.GrappleEX:
moki:
Grapple OR Launch
Bash, Grenade=1
gorlek:
DoubleJump, TripleJump
Bash, DoubleJump, Dash
SentryJump=1
kii:
Bash, Dash OR DoubleJump OR Sword
Bash, Glide, Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash, WaterDash, Water, Glide OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
Bash, WaterDash, Damage=20, Glide OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
DoubleJump, Hammer
unsafe:
Dash, Sword # pogo the projectile
DoubleJump, Spear=1
Grenade=1 # grenade jump
Bash:
Glide OR Bow=1 # Glide jump OR Bow to aggro the tentacle (by hitting its mouth)
WaterDash, Water OR Damage=20
Glide, Water OR Damage=20
pickup WestGlades.AbovePlantEX:
moki:
Bash, DoubleJump, Dash OR Glide
Bash, Dash, Glide
Water, Bash
Launch
gorlek:
Bash, DoubleJump OR Dash OR Grenade=1
Bash, WaterDash, Water OR Damage=20
Bash, SentryJump=1, Glide
SentryJump=1, Combat=Tentacle, DoubleJump OR Dash OR Water
SentryJump=1, Combat=Tentacle, WaterDash, Damage=20
SentryJump=2, Glide, Combat=Tentacle
kii:
Bash, Sword OR Hammer
Bash, Glide, Water OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=20
DoubleJump, TripleJump, Sword # reset jumps with sword
Combat=Tentacle, DoubleJump, TripleJump, Hammer OR Spear=1
unsafe:
Bash, Glide OR Bow=1 # Glide jump OR Bow to aggro the tentacle (by hitting its mouth)
DoubleJump, Sword # Pogo the projectile to pass above the tentacle
Combat=Tentacle, SwordSJump=1
Combat=Tentacle, Glide, DoubleJump # Glide jump
Combat=Tentacle, DoubleJump, Spear=2 # extend jumps momentum with spears
# DiveLaunch, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Flap OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
pickup WestGlades.LowerPoolEX:
moki: Water
kii:
Damage=80
WaterDash, Damage=40
Damage=60, Launch OR DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=2
unsafe:
Damage=60, Bash, Bow=1 # aggro the tentacule
Damage=60, Flash=1 OR Sentry=1
conn WestGlades.LowerPool:
moki:
Water OR Launch
Combat=Tentacle, DoubleJump, Dash OR Glide
Bash, DoubleJump, Dash OR Glide
gorlek:
Bash, DoubleJump OR Dash OR Grenade=1
DoubleJump, Damage=10 OR Combat=Tentacle
Dash, Damage=10 OR Combat=Tentacle
WaterDash, Damage=20, Bash
SentryJump=1, Glide, Bash OR Damage=10 OR Combat=Tentacle
kii:
Damage=80, Damage=40
WaterDash, Damage=20, Combat=Tentacle, Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
WaterDash, Damage=20, Damage=10, Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
Bash OR Combat=Tentacle OR Damage=10:
Sword OR Hammer
Glide, Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Glide, Damage=20
DoubleJump, TripleJump, Sword # Reset jumps on first tentacle
unsafe:
Bash
DoubleJump, Sword # Pogo the projectile to pass above the tentacle
conn WestGlades.Center: # Make sure it's not redundant with PastTown->LowerPool->Center
unsafe:
SwordSJump=2, Damage=20 # defeating the enemy and sword floating
DoubleJump, TripleJump, Dash, Water OR Combat=Tentacle
conn GladesTown.West:
moki:
Bash, DoubleJump OR Dash OR Glide
DoubleJump, Dash, Glide
Launch
gorlek:
Bash
DoubleJump, TripleJump OR Dash
DoubleJump, Damage=10, Glide OR Sword
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash OR Glide OR Damage=10
kii: # @validator dboost paths don't actually require a dboost but you'll land in friendly spikes most of the time
Sword, DoubleJump
Sword, Dash, Spear=1 OR Shuriken=1 OR Damage=10
Hammer, DoubleJump OR Dash
Hammer, Glide, Damage=10, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
HammerSJump=1
DoubleJump, Glide # verified damageless
anchor WestGlades.LowerPool at -642, -4112: # The left edge of the first pool past glades
pickup WestGlades.LeftOre:
moki: Grapple, DoubleJump OR Dash OR Glide OR Launch
gorlek:
Grapple, Sword OR Hammer
DoubleJump, TripleJump, Dash, Glide, Damage=10
Bash, Grenade=1, DoubleJump, TripleJump
Launch
kii:
DoubleJump, TripleJump, Bash OR Damage=20 # With Bash, use a tentacle projectile
DoubleJump, TripleJump, Damage=10, Dash OR Glide OR Sword OR Hammer
DoubleJump, Damage=20, Dash OR Sword OR Hammer OR Shuriken=2 OR Flash=2 OR Sentry=2
unsafe:
Bash, DoubleJump
Grapple, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
Bash, Glide, SwordSJump=1
DoubleJump, TripleJump, Glide OR Sword OR Hammer OR Damage=10
pickup WestGlades.SwimEC:
moki: Water
kii:
Damage=140
WaterDash, Damage=60
pickup WestGlades.LowerPoolEX: # Only dirty swims. Clean Water is solving through the PastTown connection
kii:
Damage=60, DoubleJump OR Dash OR Glide OR Launch OR Bash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
WaterDash, Damage=40
conn WestGlades.Center:
moki:
Bash, DoubleJump
Launch
gorlek:
Bash, Dash OR Glide OR Sword OR Hammer
Grapple, DoubleJump, TripleJump, Dash, Glide OR Sword
SentryJump=1, DoubleJump
kii:
Bash, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=10
Grapple, DoubleJump, TripleJump, Dash OR Sword
Grapple, DoubleJump, TripleJump, Glide, Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Bash
SwordSJump=2, Damage=20 # defeating the enemy and sword floating
DoubleJump, TripleJump, Grapple, Hammer # Upswing at the end of the glide
WaterDash, DoubleJump # I'm so sorry to whoever have to do it in a real seed https://discord.com/channels/116250700685508615/682188898100838440/847119511651483659
conn WestGlades.PastTown:
moki:
Water OR Launch
Combat=Tentacle, DoubleJump OR Dash OR Glide
Bash, DoubleJump OR Dash OR Glide
gorlek:
Bash
Combat=Tentacle, Sword OR Hammer
Damage=10, DoubleJump OR Dash OR Glide OR Sword OR Hammer
kii: # Damage=30 is for one dboost in dirty water (20) + a dboost on the tentacle (10)
Damage=20, Damage=30
Combat=Tentacle, Spear=2 OR Shuriken=2 OR Blaze=2 OR Flash=2 OR Sentry=2
Damage=30, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
WaterDash, Damage=30
WaterDash, Combat=Tentacle, Damage=20
anchor WestGlades.Center at -612, -4083: # At the middle room connecting upper and lower Glades
refill Checkpoint
pickup WestGlades.LeftOre: # be sure it's not redundant with the paths from LowerPool
kii:
Glide, DoubleJump, TripleJump
Glide, DoubleJump, Damage=10, Dash OR Sword OR Hammer OR Shuriken=2 OR Flash=2 OR Sentry=2
unsafe:
Glide, Damage=10, SwordSJump=1
Glide, DoubleJump, Spear=2, Damage=10
pickup WestGlades.RightOre:
moki:
Bash, DoubleJump OR Dash
Launch
gorlek:
Bash, Glide OR Sword OR Hammer OR Grenade=1
SentryJump=1, Dash
kii:
Bash, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
DoubleJump, TripleJump, Sword, Damage=10 # kill the tentacle while hitting it with sword to keep reseting your jumps
unsafe:
DoubleJump, Sword, Damage=10
SentryJump=1 # pogo on tentacle
Bash, Damage=10
pickup WestGlades.LowerPoolEX: # This path is strictly because of energy/health management
kii:
Damage=60
WaterDash, Damage=40
conn WestGlades.Upper:
moki:
Bash, DoubleJump OR Dash OR Glide OR Grenade=1
Launch
gorlek:
Bash
SentryJump=1, DoubleJump
kii: DoubleJump, TripleJump, Sword, Damage=10 # kill the tentacle while hitting it with sword to keep reseting your jumps
conn WestGlades.LowerPool:
moki: Water OR Launch OR DoubleJump OR Dash OR Glide OR Bash
gorlek: Sword OR Hammer OR Damage=20
kii: Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn WestGlades.PastTown: # This connection is strictly because of energy/health management
kii:
Damage=30 # one dboost in dirty water (20) + a dboost on the tentacle (10)
Combat=Tentacle, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
anchor WestGlades.Upper at -618, -4054: # At the sign that gives you directions to Wellspring, Reach, and Pools
refill Checkpoint
refill Health=1
state LowerReach.BearSneezed:
moki: Flap
pickup WestGlades.UpperPoolEX:
moki: Water
unsafe:
Damage=180
WaterDash, Damage=80
pickup WestGlades.RightOre: # Be carefull it's not redundant with paths from WestGlades.Center
moki:
Glide, DoubleJump OR Dash
DoubleJump, Dash
gorlek:
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer
Glide, Combat=Tentacle, SentryJump=1
kii:
Sword OR Dash OR Sentry=6
DoubleJump, Spear=2 OR Shuriken=2 OR Blaze=2 OR Flash=2 OR Sentry=2
Glide, Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
Hammer, Combat=Tentacle, Shuriken=2 OR Flash=2 OR Sentry=2
unsafe:
Bash
Glide # Glide jump
DoubleJump, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn WestGlades.Center: free
conn LowerReach.Entry:
moki: LowerReach.BearSneezed
conn WestGlades.MillApproach:
moki:
Grapple, DoubleJump OR Dash OR Glide
Bash OR Launch
Water, WaterDash
gorlek:
Grapple # grapple up to the second hook and drop down
DoubleJump, TripleJump, Dash OR Glide OR Sword
WaterDash, Damage=20
SentryJump=1
kii:
Dash, DoubleJump, Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Dash, Hammer, Shuriken
unsafe:
Grenade=1 # grenade jump
Dash, DoubleJump, Blaze=1
anchor WestGlades.MillApproach at -703, -4064: # At the ledge of the room opening up to Wellspring
refill Checkpoint
refill Health=1
pickup OuterWellspring.SwimOre:
moki, Water: Grapple OR WaterDash OR Launch
gorlek, Water:
Bash, Grenade=1 # stand on the spinny wheel and bash-grenade up
SentryJump=1 # ooooor use a SentryJump
DoubleJump, TripleJump # ooooor just some regular jumps!
DoubleJump, Sword OR Hammer # oooooooooooor double jump then upslash
kii, Water: DoubleJump, Spear=1 OR Flash=1 OR Sentry=1
unsafe:
Water, DoubleJump # or just be a madman
Water, Glide # Glide jump
conn WestGlades.ShrineArea:
moki:
Grapple, DoubleJump
Grapple, Dash, Glide
Bash, Grenade=1, DoubleJump
Launch, Bash, Grenade=1
Launch, DoubleJump OR Grapple
gorlek:
Grapple, Dash OR Glide OR Sword
SentryJump=1, DoubleJump, TripleJump
Launch
kii:
Grapple, Hammer OR Shuriken=1 OR Sentry=2
Bash, Grenade=1 # Bash the mortar so you can reach your grenade from higher
unsafe:
Bash
DoubleJump, TripleJump, Sword
conn WestGlades.Upper:
moki: # realizing the semisolid not considered for moki
Bash, DoubleJump OR Dash OR Glide OR Grenade=1
Grapple, DoubleJump OR Dash OR Glide
DoubleJump, Dash, Glide
Launch
Water, WaterDash
gorlek:
Water OR DoubleJump OR Dash OR Glide OR Sword OR Damage=20 # wall jump through the semisolid
Hammer, Bash OR SwordSJump=1 OR Grapple
kii:
Bash OR Hammer OR Sentry=2
Grapple, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe:
Grenade=1, Sentry=1 OR Flash OR Blaze=1 OR Shuriken=1
conn OuterWellspring.EntranceDoor:
moki:
Launch OR Water
DoubleJump, Grapple
DoubleJump, Dash OR Glide
Dash, Glide
gorlek:
DoubleJump OR Dash
Damage=20, Glide OR Sword
Bash, Grenade=1, Glide OR Sword OR Damage=20
Bash, Grenade=2
SentryJump=2 OR SwordSJump=1 # Air stall with hammer or sword
HammerSJump=1, Glide OR Damage=20
kii:
Sword
Damage=20, Hammer OR Sentry=2 OR Damage=20
Bash, Grenade=1, Hammer OR Sentry=2
Hammer, Glide OR Grapple OR Shuriken=1 OR Flash=1 OR Sentry=1
Glide, Grapple OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Bash, Grenade=1, Grapple # requires holding up
Glide
Grenade=2, Hammer # grenade jumps and hammer floats
conn OuterWellspring.RightWallMidpoint: # Make sure it's not redundant with paths from OuterWellspring.AboveEntranceDoor
kii:
Grapple, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Grapple, Bash, Grenade=1
conn PoolsApproach.MillPathCheckpoint:
moki, Water:
Damage=15, Grapple, DoubleJump, Dash OR Glide # you can make this path harder on yourself by not using the wall, but really the fail case is you taking 15 damage
Grapple, WaterDash OR Launch
Launch, DoubleJump, Dash
Launch, Glide
gorlek, Water: # hopefully didn't go too far for gorlek?
Grapple, DoubleJump OR Dash OR Bash OR Damage=15 # non-damage variants pretty risky
WaterDash, DoubleJump, TripleJump
WaterDash, Dash OR Glide OR Sword OR Damage=15
Bash, DoubleJump, TripleJump
Bash, Dash OR Glide OR Sword OR Damage=15
Launch, DoubleJump OR Dash OR Bash OR WaterDash OR Sword OR Hammer OR Damage=15
kii, Water:
WaterDash, Bash
WaterDash, DoubleJump OR Hammer OR Sentry=2
Bash, DoubleJump OR Hammer OR Sentry=2
Launch, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Water, Launch
Water, Bash, Hammer OR DoubleJump
Water, Grapple, Sword
Water, WaterDash, DoubleJump
Water, Sword, DoubleJump OR Dash OR Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # Pogo the tentacle's projectile
anchor WestGlades.ShrineArea at -664, -4026:
refill Checkpoint
pickup WestGlades.ShrineHC:
moki:
Grapple, DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
gorlek:
Grapple, DoubleJump, TripleJump
SentryJump=1
kii:
Bash # Use the ennemies from the shrine
DoubleJump, TripleJump
Grapple, DoubleJump, Hammer OR Sword OR Sentry=2
unsafe:
Grapple, DoubleJump, Shuriken=2
Grapple, Hammer, Dash # upswing after grapple plant, regaining dash when dashing into the corner/ceiling
conn GladesShrine: free
conn WestGlades.MillApproach: free
anchor GladesShrine at -635, -4020:
refill Full
state WestGlades.CombatShrineCompleted:
moki, Regenerate, Combat=2xCrab+Bee+3xEnergyRefill+Hornbug+2xTentacle+3xEnergyRefill+2xSpinCrab+2xBee+3xEnergyRefill+2xMantis+Tentacle+SpinCrab:
Damage=65 # the crabs are terrifying!
Damage=55, DoubleJump OR Dash # these can help
Damage=30, Launch # if you're op, nothing's terrifying
unsafe: Combat=2xCrab+Bee+3xEnergyRefill+Hornbug+2xTentacle+3xEnergyRefill+2xSpinCrab+2xBee+3xEnergyRefill+2xMantis+Tentacle+SpinCrab
pickup WestGlades.CombatShrine:
moki: WestGlades.CombatShrineCompleted
region OuterWellspring:
moki: Danger=25
gorlek: free
kii: free
unsafe: free
anchor OuterWellspring.EntranceDoor at -856, -4058: # Outside the door where you enter the first room
refill Checkpoint
refill Health=1:
gorlek: Combat=Slug
unsafe: free # barely out of sight, also past an enemy...
refill Energy=3:
unsafe: BreakCrystal # pretty far to the left
# ommited a lot of paths in moki including most bash-related paths because of how complex this place is to navigate (as in, more paths were omitted than were taken into moki...)
state OuterWellspring.EntranceDoorOpen:
moki, BreakWall=16:
DoubleJump, Dash OR Glide
Dash, Glide
Grapple, Bash, DoubleJump OR Dash
Grapple, Glide
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
gorlek, BreakWall=16:
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer OR Damage=15
Grapple, Sword
Grapple, Damage=15, DoubleJump OR Hammer
Bash, DoubleJump OR Dash OR Glide OR Sword # different ways to solve using the many bash targets around
SwordSJump=1
HammerSJump=1, Damage=15
unsafe, BreakWall=16:
Damage=15, Sword
Dash OR Bash OR Glide
pickup OuterWellspring.EntranceRoofEX:
moki:
DoubleJump, Grapple, Dash OR Glide
Grapple, Launch
gorlek:
Grapple, DoubleJump, TripleJump
Grapple, Dash, Sword OR Hammer # upswing into the pickup
Launch, Bash, Grenade=1 # other launch paths are covered from the anchor above
pickup OuterWellspring.WheelEX:
moki: OuterWellspring.EntranceDoorOpen
pickup OuterWellspring.BasementEC:
moki:
Water: # mirror of the entrancedooropen paths
DoubleJump, Dash OR Glide
Dash, Glide
Grapple, Bash, DoubleJump OR Dash
Grapple, Glide
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
OuterWellspring.EntranceDoorOpen # casual strat I guess?
gorlek:
Damage=15, DoubleJump OR Dash OR Grapple OR Glide OR Sword OR Hammer # go around the moss wheel
Water: # mirror of the entrancedooropen paths
DoubleJump, TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer OR Damage=15
Grapple, Sword
Grapple, Damage=15, DoubleJump OR Hammer
Bash, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=15 # different ways to solve using the many bash targets around
SwordSJump=1
HammerSJump=1, Damage=15
Bash, Glide, DoubleJump, TripleJump OR Grapple # bashglide
Bash, DoubleJump, TripleJump, Grapple
Bash, Launch, DoubleJump OR Glide
pickup OuterWellspring.LifeHarvestShard:
moki, BreakWall=20:
DoubleJump, Bash
Launch
gorlek, BreakWall=20:
SentryJump=1, DoubleJump OR Dash OR Glide OR Damage=15
Bash, Dash # other options are somewhere on the border between difficulties
Bash, Grenade=1 # this would be in moki if the camera didn’t put ori right at the top of the screen, making it hard to aim/catch the grenade
unsafe, BreakWall=20:
Bash, Hammer # not gorlek due to a non trivial combo attack
DoubleJump, TripleJump
pickup OuterWellspring.SwimEX:
moki: Water
conn InnerWellspring.EntranceDoor:
moki: OuterWellspring.EntranceDoorOpen
conn OuterWellspring.AboveEntranceDoor:
moki: DoubleJump, Grapple # save all the other ways for gorlek...
gorlek:
Grapple # Grapple up using the right hanging plant
Launch # Launch up using left side (possible with either wheel state)
SentryJump=1, DoubleJump, TripleJump # Sentry Jump up to the wheel on the left side of entrance door, then jump across and use sword or hammer stall to finish
Bash, Grenade=2, DoubleJump OR Dash # Go up the left side; works for either wheel state
Bash, Grenade=1, Damage=15, DoubleJump OR Dash # As above but damage boost to get to the pole
Bash, Grenade=3, Glide OR Damage=15 # As above but Glide needs an extra bashnade in case the wheel is down
unsafe:
SentryJump=1, Bash, Grenade=1 # Throw the greande, sentry jump to it, then bash off it, on right side (do a small lure on bottom slime to get to platform)
SentryJump=1, Damage=15, Dash OR Glide # Slightly different methods needed for hammer vs sentry, hammer is similar to above, sword goes left side
SwordSJump=2
HammerSJump=2, Dash OR Glide OR Damage=15
conn OuterWellspring.WestDoor: # going directly up the left wall
gorlek:
Bash, Grenade=2, DoubleJump, Dash OR Glide
Bash, Grenade=3, DoubleJump
Launch
# connections using the left wall wheel would be pointless
conn WestGlades.MillApproach:
moki:
DoubleJump, Dash, Glide
Bash, Grenade=1, DoubleJump, Dash OR Glide
Bash, Grenade=1, Dash, Glide
Bash, Grenade=2, DoubleJump OR Dash OR Glide
Water OR Launch
gorlek:
DoubleJump, TripleJump OR Dash OR Glide OR Sword
DoubleJump, Hammer, Damage=20
Glide, Damage=20
SwordSJump=2
HammerSJump=1, Glide
HammerSJump=2, DoubleJump OR Dash OR Glide OR Damage=20
Bash, Grenade=1, Glide
Bash, Grenade=2, Sword OR Damage=20
unsafe:
Bash, Glide
Bash, DoubleJump, Sword
Bash, DoubleJump, Hammer, Damage=20
Bash, SentryJump=1, DoubleJump OR Dash
# checkpoint at -978, -4042
anchor OuterWellspring.AboveEntranceDoor at -837, -4026: # at the crystal above the entrance door
refill Energy=3:
moki: BreakCrystal
pickup OuterWellspring.EntranceRoofEX:
gorlek: Launch, DoubleJump OR Dash OR Glide OR Sword OR Hammer
pickup OuterWellspring.RightWallEC:
gorlek: BreakWall=20, DoubleJump, TripleJump, Damage=15 # go above the wheel to the right, damage not mandatory
conn OuterWellspring.EastDoor: # going to the right
moki:
Grapple, DoubleJump, Dash OR Glide
Launch
gorlek: Grapple, DoubleJump, TripleJump OR Sword OR Hammer
unsafe:
Grapple
DoubleJump, TripleJump, Damage=15, Sword OR Hammer
SentryJump=1, DoubleJump, Damage=15, Dash OR Glide
SentryJump=1, Bash, Grenade=1, DoubleJump
SentryJump=2, Bash, Grenade=1, Glide, Dash
conn OuterWellspring.WestDoor: # going to the left
moki:
Grapple, DoubleJump, Dash
Grapple, Glide
gorlek:
Grapple, DoubleJump OR Dash OR Glide OR Sword OR HammerSJump=1 OR Damage=15 # depending on the spikes you hit, you may take 10 or 15 damage oriShrug
Grapple, Bash, Grenade=1
DoubleJump, TripleJump # climb the far left wall
Bash, Grenade=1, DoubleJump, Dash, Glide
Bash, Grenade=2, DoubleJump, Dash OR Glide
Bash, Grenade=3, DoubleJump
conn OuterWellspring.RightWallMidpoint:
moki: Grapple
gorlek:
DoubleJump, Bash OR Glide
DoubleJump, TripleJump, Damage=15 # go above the wheel to the right, damage not mandatory
DoubleJump, Dash, Sword
Bash, Grenade=1, Glide
Bash, Grenade=2, Dash OR Sword
SentryJump=2, Glide
SwordSJump=2, DoubleJump OR Dash
SentryJump=1, Dash, Glide
unsafe: Glide
conn WestGlades.MillApproach:
gorlek: Grapple OR Glide
conn OuterWellspring.EntranceDoor: free
anchor OuterWellspring.WestDoor at -892, -3992: # Outside the door where you exit the first room
refill Checkpoint
# the wheel is only a shortcut, at least in moki doesn't open up anything new
state OuterWellspring.WestDoorBlueMoonFree:
moki: BreakWall=3, Launch
gorlek, BreakWall=3, Bow OR Spear OR Shuriken OR Grenade OR Blaze OR Grapple: # // TODO account for this kind of syntax
Bash, Grenade=1
SentryJump=1
Grapple, Damage=15, DoubleJump, TripleJump OR Dash # go up on the left to get into range and then grapple to the corruption
pickup OuterWellspring.HiddenHC:
moki, OuterWellspring.WestDoorBlueMoonFree:
Grapple, DoubleJump, Dash OR Glide
Grapple, Dash, Glide
Grapple, Launch
gorlek:
OuterWellspring.WestDoorBlueMoonFree:
Grapple, DoubleJump, TripleJump OR Damage=15
Grapple, Damage=15, Dash OR Glide
Grapple, Bash, Grenade=1, DoubleJump, TripleJump OR Glide OR Damage=15
Grapple, Bash, Grenade=1, Damage=15, Dash OR Glide
Grapple, SentryJump=1, DoubleJump, TripleJump OR Glide OR Damage=15
Grapple, SentryJump=1, Damage=15, Dash OR Glide
Bash, Grenade=1, Launch
SentryJump=1, Launch
unsafe:
Bash, Grenade=1, SentryJump=1, DoubleJump, TripleJump
pickup OuterWellspring.EntranceRoofEX:
moki: DoubleJump, Launch, Dash OR Glide
# this tokk disappears after the needle quest
conn InnerWellspring.WestDoor:
moki: InnerWellspring.MiddleDoorsOpen
conn OuterWellspring.EastDoor:
moki:
Bash, Grenade=1, DoubleJump, Dash OR Glide
Bash, Grenade=1, Launch
Launch, DoubleJump OR Dash OR Glide
OuterWellspring.WestDoorBlueMoonFree, Grapple, DoubleJump, Dash OR Glide
OuterWellspring.WestDoorBlueMoonFree, Grapple, Launch
gorlek:
Bash, Grenade=1, DoubleJump, TripleJump OR Sword OR Hammer
SentryJump=1, DoubleJump
Launch, Sword OR Hammer OR Damage=15
OuterWellspring.WestDoorBlueMoonFree, Grapple, DoubleJump, TripleJump OR Sword OR Hammer
Grapple, Damage=15, DoubleJump, TripleJump OR Dash # mirror from breaking the blue moon free since you don't need wall breakage to perform this
conn OuterWellspring.AboveEntranceDoor:
moki:
Grapple, DoubleJump OR Dash OR Glide
Bash, Grenade=1, DoubleJump OR Dash OR Glide
DoubleJump, Dash, Glide
Launch
conn OuterWellspring.EntranceDoor: free
anchor OuterWellspring.EastDoor at -814, -3973: # Outside the door leading to the spin puzzle
refill Checkpoint
state OuterWellspring.WestDoorBlueMoonFree:
moki, BreakWall=3, Bow OR Spear OR Grenade:
DoubleJump OR Dash OR Glide
Bash, Grenade=1
InnerWellspring.TopDoorOpen, Grapple
gorlek: BreakWall=3 # each weapon has its way of dealing with the spikes below
quest OuterWellspring.TheLostCompass:
moki: InnerWellspring.NeedleQI
pickup OuterWellspring.RightWallEC:
moki, BreakWall=20:
DoubleJump, Dash
Glide OR Launch
Grapple, DoubleJump OR Dash
Grapple, Bash, Grenade=1
gorlek:
BreakWall=20, DoubleJump, TripleJump
DoubleJump, Sword
Grapple, Sword OR Hammer
BreakWall=20, Bash, Grenade=1, DoubleJump OR Dash
Bash, Grenade=1, Sword OR Hammer
BreakWall=20, Bash, Grenade=2
unsafe: DoubleJump, Hammer, Damage=15
conn InnerWellspring.EastDoor:
moki: InnerWellspring.MiddleDoorsOpen
conn OuterWellspring.AboveWestDoor:
moki:
InnerWellspring.TopDoorOpen, Grapple OR Launch
InnerWellspring.TopDoorOpen, Bash, Grenade=1, DoubleJump
Bash, Grenade=1, Launch
gorlek:
InnerWellspring.TopDoorOpen:
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash OR Glide OR Damage=10
Bash, Grenade=1, Dash OR Glide OR Sword
Bash, Grenade=1, Hammer, Damage=10
Bash, Grenade=1, DoubleJump, TripleJump
Bash, Grenade=1, Grapple
conn OuterWellspring.WestDoor:
moki: DoubleJump OR Dash OR Launch
gorlek: Glide OR Sword OR Hammer
unsafe: free
conn OuterWellspring.TrialApproach:
moki: Grapple OR Launch
gorlek:
DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer OR Damage=10
DoubleJump, TripleJump, Bash, Grenade=1
DoubleJump, Dash, Glide OR Sword OR Hammer OR Damage=10
DoubleJump, Dash, Bash, Grenade=1
DoubleJump, Glide
SentryJump=2 # follow up the second sentryjump with a weapon hover
Bash, Grenade=2, DoubleJump OR Dash OR Glide OR Sword OR Hammer
conn OuterWellspring.RightWallMidpoint:
moki: DoubleJump OR Dash OR Glide OR Grapple OR Launch
gorlek:
Sword OR Hammer
Bash, Grenade=1
conn OuterWellspring.AboveEntranceDoor: free
conn WestGlades.MillApproach:
gorlek:
DoubleJump OR Dash OR Sword OR Damage=20
Bash, Grenade=1
anchor OuterWellspring.AboveWestDoor at -866, -3949: # on the platform arcing over west door
refill Energy=3:
moki: BreakCrystal
pickup OuterWellspring.HiddenHC:
moki:
Grapple, DoubleJump, Dash OR Glide
Grapple, Dash, Glide
Launch, DoubleJump OR Dash OR Grapple OR Glide
gorlek:
Grapple, DoubleJump, TripleJump OR Damage=15
Grapple, Damage=15, Dash OR Glide
DoubleJump, TripleJump, Dash, Glide OR Sword
DoubleJump, TripleJump, Glide, Damage=15
Launch, Sword OR Damage=15
conn OuterWellspring.TopDoor:
moki:
Grapple OR Launch
Bash, Grenade=1
gorlek:
Bash OR SentryJump=1
InnerWellspring.TopDoorOpen, DoubleJump
conn OuterWellspring.WestDoor:
moki: Combat=Miner OR DoubleJump OR Dash OR Grapple OR Glide OR Launch
gorlek: Sword OR Hammer OR Damage=15
conn OuterWellspring.EastDoor: # paths with top door open seem rather pointless?
moki:
DoubleJump, Dash
Glide
gorlek:
Damage=15, DoubleJump OR Dash OR Sword OR Hammer
DoubleJump, TripleJump
Dash, Sword OR Hammer
conn OuterWellspring.AboveEntranceDoor: free
anchor OuterWellspring.TopDoor at -836, -3927: # Outside the door leading to the teleporter
state OuterWellspring.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: Grapple, DoubleJump, Dash OR Glide
gorlek: Grapple, Dash, Glide
pickup OuterWellspring.UltraGrappleShard:
moki:
Grapple, DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
gorlek:
SentryJump=1, DoubleJump OR Dash OR Glide # generous extra abilities
Grapple, DoubleJump, TripleJump OR Sword
Grapple, Dash, Sword
Grapple, Glide
conn InnerWellspring.Teleporter:
moki: InnerWellspring.TopDoorOpen
conn OuterWellspring.EastDoor: free
conn OuterWellspring.AboveWestDoor: free
# checkpoint at -973, -3949
# checkpoint at -969, -3910
# checkpoint at -902, -3895
anchor OuterWellspring.RightWallMidpoint at -746, -4019: # Next to OuterWellspring.RightWallOre
pickup OuterWellspring.RightWallOre: free
conn WestGlades.MillApproach:
moki: Grapple OR Glide # Others are redundant with EntranceDoor
gorlek:
Sword OR Damage=20
HammerSJump=1, DoubleJump OR Dash OR Damage=20
Bash, Grenade=1, DoubleJump OR Dash OR Sword OR Damage=20
unsafe: DoubleJump OR Dash OR Hammer
conn OuterWellspring.EntranceDoor:
moki: Water OR Glide OR Launch # Grapple paths are redundant with AboveEntranceDoor
gorlek:
DoubleJump, TripleJump OR Dash OR Sword OR Hammer
Dash, Sword OR Hammer
Damage=20 OR SentryJump=1
Bash, Grenade=1
unsafe: DoubleJump OR Dash OR Hammer
conn OuterWellspring.AboveEntranceDoor:
moki:
Grapple, DoubleJump OR Dash OR Glide OR Launch
Launch, DoubleJump OR Dash OR Glide
gorlek: # Launch is redundant with EntranceDoor
Grapple
Bash, Grenade=1, Glide
Bash, Grenade=1, DoubleJump, TripleJump OR Dash OR Sword OR Hammer
Bash, Grenade=1, Dash, Sword OR Hammer
SentryJump=1, Glide
SwordSJump=1, DoubleJump, TripleJump OR Dash # Weapon hover
HammerSJump=1, DoubleJump, TripleJump, Dash # Weapon hover
unsafe:
DoubleJump, TripleJump, Dash
Bash, Grenade=1, Sword OR Hammer OR DoubleJump
Launch
conn OuterWellspring.TrialApproach: # no moki path because the camera makes the connection hard to see
gorlek: Grapple, Combat=Bee OR Bash # Launch is redundant with EntranceDoor -> AboveEntranceDoor -> EastDoor
anchor OuterWellspring.TrialApproach at -727, -3961: # at the ledge going towards the trial room
refill Checkpoint
pickup OuterWellspring.RightWallEX:
moki:
Grapple, DoubleJump, Dash OR Glide
DoubleJump, Bash, Grenade=1
Launch
gorlek:
Grapple, DoubleJump, TripleJump
SentryJump=1, DoubleJump OR Dash OR Glide
Bash, Grenade=1, Dash OR Glide
unsafe:
Grapple, Dash, Glide # Might be a bit tight for gorlek
pickup OuterWellspring.RightWallEC:
moki, BreakWall=20:
DoubleJump, Dash
Glide OR Launch
Grapple, DoubleJump OR Dash
gorlek:
BreakWall=20, DoubleJump OR Dash
Sword OR Hammer
conn OuterWellspring.TrialRoom:
moki:
Grapple, DoubleJump OR Dash OR Glide
Launch
gorlek:
Grapple
SentryJump=1
Bash, Grenade=1
conn OuterWellspring.EastDoor:
moki:
Grapple, DoubleJump OR Dash OR Glide
Launch
gorlek:
Grapple OR Glide
Bash, Grenade=1, DoubleJump OR Dash OR Sword OR Hammer
DoubleJump, TripleJump OR Dash OR Sword
DoubleJump, Hammer, Damage=15
SentryJump=1, DoubleJump OR Dash
conn OuterWellspring.AboveEntranceDoor:
moki: DoubleJump OR Dash OR Glide OR Grapple OR Launch
gorlek:
Sword OR Hammer
Bash, Grenade=1
SentryJump=1
Damage=15
conn OuterWellspring.RightWallMidpoint:
moki: DoubleJump OR Dash OR Glide OR Grapple OR Launch
gorlek: free
anchor OuterWellspring.TrialRoom at -684, -3947: # checkpoint on the way to trial start
refill Checkpoint
refill Health=1
refill Energy=1:
moki: BreakCrystal
conn OuterWellspring.TrialStart:
moki:
Grapple, DoubleJump
Launch
gorlek:
Dash OR Glide
DoubleJump, Sword OR Hammer
unsafe: DoubleJump
conn OuterWellspring.TrialApproach: free
anchor OuterWellspring.TrialStart at -665, -3937:
refill Checkpoint
pickup OuterWellspring.TrialOre: free
pickup OuterWellspring.SpiritTrial:
moki: OuterWellspring.TrialActivation, DoubleJump, Dash, Grapple
gorlek: OuterWellspring.TrialActivation, Dash, Grapple, Glide
conn OuterWellspring.TrialRoom:
moki:
DoubleJump, Dash OR Glide
Grapple, Glide
Launch
gorlek:
DoubleJump, TripleJump OR Sword
Dash, Sword OR Hammer
Glide
Grapple, DoubleJump OR Dash OR Sword OR Hammer
region InnerWellspring:
moki: Danger=25
gorlek: free
kii: free
unsafe: free
anchor InnerWellspring.EntranceDoor at -1263, -3952: # Inside the door where you enter the first room
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state InnerWellspring.ThreeWheels:
moki: BreakWall=3
pickup InnerWellspring.ThreeWheelsEX:
moki:
Bash, Grenade=1
Launch
InnerWellspring.ThreeWheels
gorlek:
DoubleJump, TripleJump
SentryJump=1
unsafe:
Grenade=1
pickup InnerWellspring.WaterSwitchEX:
moki: Water, WaterDash
unsafe: WaterDash, Damage=40, Damage=60
conn OuterWellspring.EntranceDoor: free
conn InnerWellspring.ThornShardArea:
moki:
Grapple, DoubleJump OR Dash OR Glide
InnerWellspring.ThreeWheels, DoubleJump OR Dash OR Glide
DoubleJump, Bash, Grenade=1
Launch
gorlek:
Grapple, Sword OR Hammer
InnerWellspring.ThreeWheels, Sword OR Hammer
SentryJump=1 # sentry jump on right side, then use sword/hammer to reach platform
DoubleJump, TripleJump
kii:
Bash, Grenade=1, Dash OR Glide OR Sword OR Hammer # Bash grenade up right side, climb on the first wheel to reach yourgrenade (whih isn't gorlek), jump to left side vines, use abilities to reach platform
conn InnerWellspring.DrainRoom:
moki:
DoubleJump OR Dash OR Glide OR Launch
InnerWellspring.ThreeWheels, Grapple
InnerWellspring.ThreeWheels, Bash, Grenade=1
gorlek:
Sword OR Hammer
Bash, Grenade=1, Damage=15
InnerWellspring.ThreeWheels, Damage=15
kii:
Grapple, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
Damage=15, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 # possible damageless but InnerWellspring.ThreeWheels makes it way harder
InnerWellspring.ThreeWheels, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Shuriken=2 OR Blaze=3 OR Flash=2 OR Sentry=2
unsafe:
Bash, Grenade=1
InnerWellspring.ThreeWheels
conn InnerWellspring.ShortcutLever:
moki:
Grapple, DoubleJump OR Dash OR Glide
Launch
gorlek:
DoubleJump, TripleJump, Damage=15 # bit tricky
Grapple, Damage=15 # bit tricky
Grapple, Sword OR Hammer
kii: Grapple
unsafe:
InnerWellspring.ThreeWheels, Damage=30, DoubleJump
InnerWellspring.ThreeWheels, Damage=45, Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
InnerWellspring.ThreeWheels, Damage=60, Spear=1 OR Blaze=1
# checkpoint at -1336, -3943
anchor InnerWellspring.ThornShardArea at -1317, -3933: # on top of the wall at the left of the entrance
refill Checkpoint
pickup InnerWellspring.ThornShard: free
pickup InnerWellspring.ThornEX: # Having Clean Water change the position of the grapplable plant. Make sure it solves with both states?
moki:
Grapple, DoubleJump, Dash OR Glide
Launch
gorlek:
DoubleJump, TripleJump, Damage=15
SentryJump=1, DoubleJump, TripleJump, Dash OR Glide
SentryJump=1, Damage=15, DoubleJump, Dash OR Glide OR TripleJump
SentryJump=1, Damage=15, Dash, Glide
Grapple, Damage=15, DoubleJump OR Dash OR Glide OR Sword
Grapple, DoubleJump, TripleJump OR Sword OR Hammer
Grapple, Dash, Glide OR Sword OR Hammer
kii:
Bash, Grenade=1, Dash OR DoubleJump OR Glide OR Shuriken=1 OR Flash=1 OR Sentry=1
Grapple, Dash OR DoubleJump # with djump, walljump on the wall above the grappable plant
Grapple, Sword, Glide OR Hammer OR Spear=1 OR Shuriken=1
Grapple, Hammer, Shuriken=1 OR Sentry=2 OR Damage=15
Dash, DoubleJump, TripleJump OR Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=2 OR Damage=15
Dash, Damage=15, Sword OR Hammer
Dash, Glide, Damage=15, Shuriken=1 OR Flash=1 OR Sentry=1
Dash, Sentry=2, Damage=15
unsafe:
SwordSJump=1, Damage=15
Grapple, Sword
Dash, Shuriken=2, Damage=15
conn InnerWellspring.EntranceDoor: free
conn InnerWellspring.ShortcutLever: # for fully rspawn. Make sure it's not redundant with paths from EntranceDoor
unsafe:
Damage=30, DoubleJump
Damage=45, Dash OR Sword OR Hammer OR Shuriken=3 OR Flash=3 OR Sentry=3
Damage=60, Spear=3
anchor InnerWellspring.ShortcutLever at -1264, -3907: # At the lever on top of the entrance door
state InnerWellspring.ShortCutWheel: free
# InnerWellspring.ShortcutWheelEX paths are redundant with InnerWellspring.WestDoor
conn InnerWellspring.EntranceDoor:
moki: Grapple OR Launch OR DoubleJump
gorlek: free
conn InnerWellspring.WestDoor:
moki, InnerWellspring.ShortCutWheel:
DoubleJump, Dash OR Glide
Dash, Glide
Launch
gorlek, InnerWellspring.ShortCutWheel:
DoubleJump OR Dash # pretty tight
Damage=15, Glide OR Sword OR Hammer
kii, InnerWellspring.ShortCutWheel:
Sword OR Damage=15
Hammer, Glide OR Sword OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe, InnerWellspring.ShortCutWheel:
Hammer OR Sentry=2 # friendly spikes when you slide off the wheel
Shuriken=2
anchor InnerWellspring.DrainRoom at -1167, -3946: # Left of the water you can drain
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state InnerWellspring.DrainRoomBottomWheel: # @validator I added that state for DrainRoomExit->DrainRoom connection. Previous difficulty didn't deemed pathfinding that state was worth it so I'm not pathfinding it for kii either
moki: InnerWellspring.ThreeWheels, BreakWall=16
conn InnerWellspring.EntranceDoor:
moki:
DoubleJump OR Dash OR Grapple OR Glide OR Launch
Bash, Grenade=1
gorlek: free
conn InnerWellspring.DrainRoomCenter:
moki:
DoubleJump, Glide
Grapple OR Launch
Glide, Bash, Grenade=2
InnerWellspring.DrainRoomBottomWheel, DoubleJump
InnerWellspring.DrainRoomBottomWheel, Dash, Bash, Grenade=1
Water, DoubleJump # if you drained the water, you can use the bottom of the wheel instead
Water, WaterDash, Dash, Bash, Grenade=1 # if you drained the water, you can use the bottom of the wheel instead
gorlek:
# if you have a weapon here, you can break the three wheels free. Redundant paths without the three wheels state were removed.
DoubleJump, TripleJump OR Dash OR Sword
Dash, Glide
Glide, Damage=15
Bash, Grenade=1, DoubleJump OR Glide
SentryJump=1, Glide
InnerWellspring.DrainRoomBottomWheel:
Dash
Damage=15, Sword OR Hammer
Bash, Grenade=1, Sword OR Hammer
SentryJump=1
Water, Dash # if you drained the water, you can use the bottom of the wheel instead
Water, Bash, Grenade=4 # if you drained the water, you can use the bottom of the wheel instead
kii:
DoubleJump, Blaze=5 OR Sentry=3
Dash, Blaze=3 OR Sentry=2
Glide, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
InnerWellspring.DrainRoomBottomWheel, Sword OR Hammer OR Shuriken=4 OR Sentry=4
Damage=60, DoubleJump OR Dash # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
Damage=60, Bash, Grenade=3 # dboost in dirty water water. If you drained the water, you can go bellow the wheel instead
WaterDash, Damage=40, DoubleJump OR Dash # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
WaterDash, Damage=40, Bash, Grenade=4 # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
InnerWellspring.DrainLever: # @validator confused about why no paths are using this state in gorlek/moki
DoubleJump OR Dash
Bash, Grenade=3
# if you have a non-energy weapon here, you can break the three wheels free. Redundant paths without the three wheels state were removed.
# Sword, InnerWellspring.DrainLever OR Dash OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
# Hammer, DoubleJump OR Dash OR Sentry=3
# Hammer, InnerWellspring.DrainLever, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump # climb the right wall
Glide
Sword, Spear=1 OR Blaze=1
Shuriken=2, Dash OR Hammer
Damage=15, Dash OR Sword
WaterDash, Bash, Grenade=3, BreakWall=10, Water OR Damage=20 # if you drained the water, you can go through through the drained room instead
WaterDash, Bash, Grenade=2, Damage=15, BreakWall=10, Water OR Damage=20 # if you drained the water, you can go through through the drained room instead
InnerWellspring.DrainRoomBottomWheel, Shuriken=3 OR Blaze=5 OR Flash=3 OR Sentry=3
InnerWellspring.DrainRoomBottomWheel, Bash, Grenade=2 # not hard, but grenades can vanish on rotating objects sometimes
conn InnerWellspring.DrainAreaEntrance:
moki: InnerWellspring.DrainLever, DoubleJump OR Dash OR Grapple OR Glide OR Launch
gorlek, InnerWellspring.DrainLever:
Sword OR Hammer OR Damage=15
Bash, Grenade=1
kii: InnerWellspring.DrainLever
conn InnerWellspring.DrainAreaExit:
gorlek, ShurikenBreak=10:
# if you have a weapon here, you can break the three wheels free. Redundant paths without the three wheels state were removed.
# cross the gap going over
Grapple OR Glide OR Launch
DoubleJump, TripleJump
Bash, Grenade=1, DoubleJump, Dash
InnerWellspring.DrainLever: # use the bottom of the wheel, don't have to free it
DoubleJump OR Dash
Bash, Grenade=2
InnerWellspring.DrainRoomBottomWheel, DoubleJump OR Dash OR Sword OR Hammer # DrainRoomBottomWheel state is free enough that alternatives don't seem worth noting
Water, DoubleJump OR Dash # if you drained the water, you can use the bottom of the wheel instead
Water, Bash, Grenade=1, Damage=15 # if you drained the water, you can go through through the drained room instead
Water, Bash, Grenade=2 # if you drained the water, you can go through through the drained room instead
kii, ShurikenBreak=10:
DoubleJump, Blaze=4 OR Sentry=3
Dash, Blaze=3 OR Sentry=2
InnerWellspring.DrainRoomBottomWheel, Shuriken=2 OR Flash=2 OR Sentry=2
Damage=60, DoubleJump OR Dash # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
Damage=60, Bash, Grenade=1 # dboost in dirty water water. If you drained the water, you can use the bellow the wheel instead
WaterDash, Damage=40, DoubleJump OR Dash # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
WaterDash, Damage=40, Bash, Grenade=4 # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
InnerWellspring.DrainLever:
DoubleJump OR Dash OR Damage=45
Bash, Grenade=1
# if you have a non-energy weapon here, you can break the three wheels free. Redundant paths without the three wheels state were removed.
# Sword, InnerWellspring.DrainLever OR Dash OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
# Hammer, DoubleJump OR Dash OR Sentry=3
# Hammer, InnerWellspring.DrainLever, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe, ShurikenBreak=10:
DoubleJump
Dash, Damage=15 # cross the gap going over
InnerWellspring.DrainRoomBottomWheel, Bash, Grenade=2 # not hard, but grenades can vanish on rotating objects sometimes
anchor InnerWellspring.DrainAreaEntrance at -1128, -3968: # On the wall after dropping through the gate draining the water
pickup InnerWellspring.DrainHC:
moki:
Water OR DoubleJump OR Grapple OR Launch # bit of a weird pickup
Bash, Grenade=1 # seems fine
gorlek: Dash OR Bash OR Glide OR Damage=20
kii: Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe: free
conn InnerWellspring.DrainAreaEX:
moki: # the skeetos just want to be bashed here
DoubleJump, Water OR Bash
Dash, Bash, Grenade=1
Water, Bash, Grenade=1, Grapple OR Glide
Launch
gorlek:
DoubleJump, Water OR TripleJump OR Dash OR Bash OR Glide OR Sword OR Hammer OR Damage=20
Bash, Dash, Sword OR Hammer
Bash, Grenade=1, Water OR Dash OR Damage=20
Bash, SentryJump=1, Water OR Damage=20
Water, WaterDash, Dash, Sword OR Hammer # @validator Added path. Gorlek might want some variation of this.
kii:
Dash, Hammer OR Sword
Dash, Bash, Spear=1 OR Flash=1 OR Sentry=1 # use energy weapon to reach the wall at the left of the lever
Dash, Water, Combat=2xWeakSlug, WaterDash OR Spear=1 OR Flash=1 OR Sentry=1
Dash, Damage=20, Combat=2xWeakSlug, Spear=1 OR Flash=1 OR Sentry=1
Dash, Damage=20, Damage=20, Combat=2xWeakSlug, WaterDash
DoubleJump, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, Sword
unsafe:
Dash, Combat=2xWeakSlug
Water, WaterDash, Glide # glide jump from the wheel to the sl container
Bash, Grenade=1, Shuriken=1
anchor InnerWellspring.DrainAreaEX at -1064, -3961: # At DrainEX
pickup InnerWellspring.DrainEX: free
pickup InnerWellspring.DrainHC:
moki: Water OR Launch
gorlek:
DoubleJump, TripleJump
DoubleJump, Dash, Sword
Bash, DoubleJump OR Dash # luring the skeetos with other abilities seems tricky
kii:
Damage=40, Bash OR Damage=20
Damage=20, Damage=20, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # use energy weapon the two floating logs
Damage=20, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2
WaterDash, Damage=20, Bash OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=20
Dash, DoubleJump OR Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump
WaterDash, Damage=20
conn InnerWellspring.DrainAreaExit:
moki, BreakWall=10:
DoubleJump OR Dash OR Launch
Bash, Grenade=1
gorlek, BreakWall=10: Glide OR Sword
kii, BreakWall=10: Bash OR Hammer OR Shuriken=2 OR Sentry=2 # no flash here because you can't diasble flash while holding the pole
unsafe, BreakWall=10: Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
anchor InnerWellspring.DrainAreaExit at -1093, -3950: # At the checkpoint in the breakable wall.
# This anchor assumes that the wall is already broken.
refill Checkpoint
conn InnerWellspring.DrainAreaEX: free
conn InnerWellspring.DrainRoomCenter:
moki:
DoubleJump OR Launch
Dash, Bash, Grenade=1
Bash, Grenade=2
gorlek:
Dash
Glide, Grapple OR SentryJump=1 OR Damage=15
Sword, Grapple OR SentryJump=1 OR Damage=15
Bash, Grenade=1, Grapple OR Glide OR Sword OR Damage=15
SentryJump=1, Grapple OR Damage=15
SentryJump=2
kii:
Sword OR Hammer OR Spear=3 OR Shuriken=3 OR Sentry=3 # No flash path because you can't cancel it while on the pole
Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # Bait the skeeto
unsafe:
Spear=2 OR Shuriken=2 OR Blaze=3 OR Flash=2 OR Sentry=2
Bash # Bait the skeeto
conn InnerWellspring.DrainRoom: # Make sure it's not redundant with DrainAreaExit->DrainRoomCenter->DrainRoom
moki: Dash, Glide, Water # @validator I removed most moki paths because they were redundant with DrainAreaExit->DrainRoomCenter->DrainRoom but there might have some paths using DrainRoomBottomWheel/DrainLever to find here...
gorlek:
Glide, Water OR Damage=20
Water, Sword
Water, Dash, Damage=15
Water, Grapple, Damage=15, Hammer
kii:
InnerWellspring.DrainRoomBottomWheel, Sentry=4
InnerWellspring.DrainRoomBottomWheel, Bash, Grenade=2
InnerWellspring.DrainRoomBottomWheel, Bash, Grenade=1, Damage=20 # dboost in dirty water. If you drained the water, dboost in spikes instead.
InnerWellspring.DrainLever:
Damage=15, Spear=1 OR Shuriken=1 OR Blaze=3 OR Flash=1 OR Sentry=1 OR Damage=15
Bash, Grenade=2
Bash, Grenade=1, Damage=15
Bash, Grenade=1, Damage=80 # dboost in dirty water water. If you drained the water, you can dboost in the spikes instead
WaterDash, Damage=40, Spear=1 OR Shuriken=1 OR Blaze=3 OR Flash=1 OR Sentry=1 # dboost in dirty water water. If you drained the water, dboost in spikes instead
WaterDash, Damage=40, Bash, Grenade=4 # dboost in dirty water water. If you drained the water, you can use the bottom of the wheel instead
unsafe:
InnerWellspring.DrainLever, Damage=15, Grapple OR Blaze=2 # Grapple is awkward if the wheel is spinning snce you need to jump blindly and you might have jumped before the wheel can be grappled
# checkpoint at the anchor below, just hard to reach
anchor InnerWellspring.DrainRoomCenter at -1116, -3924: # Standing on the wheel in the center of the room
state InnerWellspring.DrainRoomTopWheel: # breaking the top wheel free; has a state because it can be used to connect from top right to top left
moki:
BreakWall=16, Bow OR Grenade OR Spear
Launch, BreakWall=16
gorlek: BreakWall=16
conn InnerWellspring.DrainRoom:
moki:
DoubleJump, Dash
Grapple OR Glide OR Launch
gorlek:
DoubleJump OR Dash OR Sword
Hammer, Damage=20 # dboost in water
Hammer, Water, Damage=15
kii:
Hammer OR Blaze=3 OR Sentry=2 OR Damage=40 # dboost in Water. Can dboost in spikes if water is drained
Damage=20, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # dboost in Water. Can dboost in spikes if water is drained
Bash, Grenade=1
InnerWellspring.DrainLever, Damage=15 # grab the pole on the right to reach the bottom of the spinning wheel
InnerWellspring.DrainRoomBottomWheel, Damage=20 # grab the pole on the right to reach the spinning wheel. dboost in water
InnerWellspring.DrainLever, InnerWellspring.DrainRoomBottomWheel, Shuriken=1 # grab the pole on the right to reach the spinning wheel.
unsafe: Damage=20 # dboost in water
conn InnerWellspring.DrainAreaEntrance:
moki: InnerWellspring.DrainLever
conn InnerWellspring.DrainAreaExit:
gorlek: ShurikenBreak=10
conn InnerWellspring.DrainRoomTop:
moki: InnerWellspring.DrainRoomTopWheel OR Grapple OR Launch
gorlek:
DoubleJump OR Dash
Bash, Grenade=1
unsafe: Shuriken=1 OR Flash=1 OR Sentry=1
anchor InnerWellspring.DrainRoomTop at -1086, -3908: # At the right ledge on top of the drain room
refill Checkpoint
refill Health=1
pickup InnerWellspring.LaserOre:
moki:
DoubleJump, Dash OR Glide
Dash, Glide, Combat=Miner OR Bash
Launch
gorlek:
DoubleJump OR Dash OR Sword
Glide, Combat=Miner OR Bash
kii: Combat=Miner, Shuriken=2 OR Blaze=4 OR Sentry=3
unsafe:
Glide OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=3 OR Sentry=2 OR Damage=15 # bait the gorlek into falling on the left so you don't have to fight it
Bash, Grenade=1 # there's a safe spot on the left of the laser, where you can charge your grenade safely
conn InnerWellspring.DrainRoomCenter: free
conn InnerWellspring.BelowDrainLever:
moki:
DoubleJump, Dash OR Glide
InnerWellspring.DrainRoomTopWheel, Grapple
Launch
gorlek:
DoubleJump, TripleJump OR Sword OR Hammer OR Damage=15
Dash, Glide OR Sword OR Hammer OR Damage=15
Grapple, SentryJump=1
Bash, Grenade=1, DoubleJump OR Dash OR Grapple
SwordSJump=1, Glide
InnerWellspring.DrainRoomTopWheel, Bash, Grenade=1
InnerWellspring.DrainRoomTopWheel, SentryJump=1
kii:
DoubleJump OR Dash
Grapple, Glide OR Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Grapple
Bash, Grenade=1
anchor InnerWellspring.BelowDrainLever at -1153, -3895: # In the first room below the drain lever
refill Checkpoint
state InnerWellspring.DrainLever:
moki:
Bash, Grenade=1 # not softlockable: UpperCorruption solves this
InnerWellspring.UpperCorruption, DoubleJump
Launch
gorlek:
DoubleJump, TripleJump, Damage=15
InnerWellspring.UpperCorruption OR SentryJump=1
unsafe: Grenade=1
pickup InnerWellspring.LeverEC:
moki:
Bash, Grenade=2 # not softlockable: UpperCorruption solves this
Bash, Grenade=1, Grapple, DoubleJump OR Dash OR Glide # not softlockable: UpperCorruption solves this
InnerWellspring.UpperCorruption, DoubleJump, Bash, Grenade=1
InnerWellspring.UpperCorruption, DoubleJump, Grapple
Launch
gorlek:
DoubleJump, TripleJump, Damage=15, Bash, Grenade=1
DoubleJump, TripleJump, Damage=15, Grapple OR SentryJump=1
Bash, Grenade=1, Grapple
SentryJump=2
SentryJump=1, Grapple
InnerWellspring.UpperCorruption, Bash, Grenade=1
InnerWellspring.UpperCorruption, Grapple OR SentryJump=1
InnerWellspring.UpperCorruption, DoubleJump, TripleJump, Damage=15
kii:
DoubleJump, TripleJump, InnerWellspring.UpperCorruption OR Damage=15
Bash, Grenade=1, DoubleJump, TripleJump
unsafe:
Grenade=2
conn InnerWellspring.AbovePole:
moki:
DoubleJump, Dash OR Glide
Launch
gorlek:
Damage=15
DoubleJump, TripleJump OR Sword OR Hammer
kii:
DoubleJump, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Dash, Sword OR Hammer
unsafe: free # lovely friendly spikes
conn InnerWellspring.WestDoor:
moki:
DoubleJump, Bash, Grenade=1
InnerWellspring.UpperCorruption OR Launch
gorlek:
DoubleJump, TripleJump, Damage=15
Bash, Grenade=1
SwordSJump=1, DoubleJump
HammerSJump=1, DoubleJump, Glide
SentryJump=2
unsafe:
Grenade=2
SentryJump=1, Damage=15
DoubleJump, Damage=30
conn InnerWellspring.DrainRoomTop:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: free
conn InnerWellspring.DrainRoomCenter: free
anchor InnerWellspring.AbovePole at -1164, -3874: # Under InnerWellspring.UpperCorruption
state InnerWellspring.UpperCorruption: # the fourth corruption you see on your way
moki: BreakWall=16
pickup InnerWellspring.LupoEX: free
conn InnerWellspring.BelowDrainLever:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: free
anchor InnerWellspring.WestDoor at -1216, -3897: # Inside the door where you exit the first room
refill Checkpoint
refill Health=2
refill Energy=3:
moki: BreakCrystal
state InnerWellspring.MiddleDoorsOpen:
moki:
Grapple
Bash, Grenade=1, Launch
gorlek:
Bash, Grenade=1, DoubleJump, TripleJump
SentryJump=1, DoubleJump, TripleJump # solvable through wraparound if you don't sjump well
Launch
kii:
Bash, DoubleJump, TripleJump # bait the mantis. Need to bash it when used its third jump.
Bash, Grenade=1 # bait the mantis, bash it in order to bash your grenade from higher up
unsafe:
Hammer, DoubleJump, TripleJump
SentryJump=1
pickup InnerWellspring.ShortcutWheelEX:
moki: InnerWellspring.ShortCutWheel
pickup InnerWellspring.LupoMap:
moki, SpiritLight=150:
Grapple, DoubleJump OR Dash OR Glide
Bash # bash the skeeto
InnerWellspring.UpperCorruption
gorlek, SpiritLight=150:
Grapple
SwordSJump=1 # hammer locking your movement makes this awkward
kii, SpiritLight=150:
DoubleJump, Sword # pogo the skeeto
DoubleJump, TripleJump, Hammer OR Spear=1
unsafe, SpiritLight=150: DoubleJump # kind of easy
pickup InnerWellspring.GrappleTreeEX:
moki:
DoubleJump, Grapple
Bash, Grenade=2
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Grapple
Launch
gorlek:
Bash, Grenade=1
DoubleJump, TripleJump OR Hammer
SentryJump=1
Grapple, Dash
kii:
Grapple, Sword OR Hammer OR Shuriken=1
DoubleJump, Sword
unsafe:
Grapple, Sentry=2
Grenade=1
pickup InnerWellspring.GrappleTree:
moki:
DoubleJump OR Dash OR Glide OR Grapple OR Launch
Bash, Grenade=1 # jumper would be a lure
gorlek: Bash OR Sword OR Hammer
kii: free
conn OuterWellspring.WestDoor:
moki: InnerWellspring.MiddleDoorsOpen
conn InnerWellspring.BelowDrainLever: free
anchor InnerWellspring.EastDoor at -1190, -3733: # Inside the door leading to the spin puzzle
refill Checkpoint
refill Health=1
refill Energy=4:
moki: BreakCrystal
state InnerWellspring.SpinArena: # finishing the arena
moki: Combat=2xLizard+3xMantis+Miner, DoubleJump OR Dash OR Glide OR Launch
gorlek: Combat=2xLizard+3xMantis+Miner # different ways to solve
state InnerWellspring.SpinningRoomOpen: # Breaking the corruption which opens the spinning room
moki: InnerWellspring.SpinArena, BreakWall=16, DoubleJump OR Dash OR Glide OR Launch
gorlek: InnerWellspring.SpinArena, BreakWall=16
state InnerWellspring.SpinPuzzleSolved: # Having Water changes this room (not considered in moki)
moki, InnerWellspring.SpinningRoomOpen:
Grapple, DoubleJump OR Dash
Grapple, Bash, Grenade=1
Launch
gorlek, InnerWellspring.SpinningRoomOpen:
Grapple, Glide OR Sword OR Hammer
Water, DoubleJump OR Grapple OR SentryJump=1
Water, Bash, Grenade=1
Water, Damage=15, Dash OR Sword
kii, InnerWellspring.SpinningRoomOpen:
Grapple, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Water, Dash OR Hammer OR Damage=30
DoubleJump, TripleJump
unsafe, InnerWellspring.SpinningRoomOpen:
Grapple
Water, Spear=1 OR Damage=15
quest InnerWellspring.HandToHandHerbs:
moki: GladesTown.HandToHandPouch
quest InnerWellspring.NeedleQI:
moki, InnerWellspring.TopDoorOpen:
Grapple, DoubleJump OR Launch
Bash, Grenade=1, DoubleJump OR Launch
Launch, DoubleJump
gorlek, InnerWellspring.TopDoorOpen:
Bash, Grenade=1
Grapple OR Launch
kii, InnerWellspring.TopDoorOpen:
DoubleJump, TripleJump, Hammer OR Spear=1
unsafe, InnerWellspring.TopDoorOpen: DoubleJump, TripleJump, Flash=1 OR Sentry=1
pickup InnerWellspring.AboveSpinArenaEX:
moki:
Grapple, DoubleJump OR Dash
Launch
gorlek:
Grapple, Sword OR HammerSJump=1 OR Damage=15
DoubleJump, TripleJump, SentryJump=1 OR Damage=15
ShurikenBreak=10, Combat=Tentacle OR Bash
kii:
Grapple, Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump
unsafe: DoubleJump
pickup InnerWellspring.RotateRoomEX: # after pulling two of the three levers, this pickup is blocked off. Due to that, fully solving the puzzle is the only non-softlockable solution for this pickup
moki: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved
pickup InnerWellspring.RotateRoomOre: # blocked off until you fully solve the puzzle
moki: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved
conn OuterWellspring.EastDoor: free
conn InnerWellspring.PastSpinPuzzle: # while there are abilitysets to get through the spinning room regardless of state, they are more expensive than just solving the puzzle
moki: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved, Grapple OR Launch
gorlek: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved, Water # gorlek is fun
kii: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved, DoubleJump, TripleJump OR Damage=15
unsafe: InnerWellspring.SpinningRoomOpen, InnerWellspring.SpinPuzzleSolved, Dash, Damage=15
anchor InnerWellspring.PastSpinPuzzle at -1101, -3778: # Right after exiting the spin puzzle room
refill Checkpoint
conn InnerWellspring.TopSecondRoom:
moki:
Grapple, DoubleJump, Dash OR Glide
Grapple, Dash, Glide
Grapple, Launch
gorlek:
Grapple, DoubleJump OR Dash OR Glide OR Sword OR Hammer
Water, Grapple, Damage=15
Launch, DoubleJump, TripleJump
Launch, Damage=15, DoubleJump OR Dash OR Glide
Water, WaterDash, Launch, DoubleJump
kii:
Grapple, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=15
Launch, DoubleJump, Dash OR Glide OR Sword OR Hammer OR Sentry=3
WaterDash, Launch, Water OR Damage=20
unsafe:
Launch, Water OR Damage=20
Launch, DoubleJump, Shuriken=2
# backwards connections would be cool here someday
# checkpoint at -1103, -3725
anchor InnerWellspring.TopSecondRoom at -1141, -3698: # Next to the corruption which oppen the third room
state InnerWellspring.TopDoorOpen:
moki: BreakWall=16
quest InnerWellspring.NeedleQI:
moki: InnerWellspring.TopDoorOpen
conn InnerWellspring.EastDoor:
moki: InnerWellspring.TopDoorOpen
anchor InnerWellspring.Teleporter at -1308, -3675: # At the teleporter
refill Full
state NonGladesTeleporter: free
quest InnerWellspring.BlueMoonSeed:
moki:
DoubleJump, Dash
Bash, Grenade=1
Launch
gorlek:
DoubleJump, TripleJump OR Glide OR Sword OR Hammer
SentryJump=1
kii:
Dash, Hammer
DoubleJump, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # double jump can solve it by itself but the branch you are jumping from can be a bit janky
unsafe: Dash OR DoubleJump
pickup InnerWellspring.LibraryEX: free
pickup InnerWellspring.AboveTpEX:
moki:
DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
gorlek:
DoubleJump, TripleJump # Can be done with just double jump but the first jump is precise
SentryJump=1
kii:
DoubleJump, Sword OR Sentry=3
Dash, Sword OR Sentry=2
unsafe:
DoubleJump, Hammer # uses the wall to the left of tp
Dash, Hammer # path from the right, tight combos to reach the platform
Shuriken=2, DoubleJump OR Dash OR Glide
pickup InnerWellspring.SwimOre:
moki: Water
unsafe: # Enemies aren't here if you don't have Clean Water
Damage=160
WaterDash, Damage=60
conn Teleporters: free
conn OuterWellspring.TopDoor: free
conn OpherShop: free
conn InnerWellspring.EscapeSequence:
moki:
DoubleJump, Dash, Grapple
Bash, Grenade=1, Grapple
Bash, Grenade=1, DoubleJump, Dash
Bash, Grenade=2
Launch
gorlek:
DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Hammer
Bash, Grenade=1, DoubleJump
SentryJump=1, DoubleJump OR Grapple
SentryJump=2
kii:
DoubleJump, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Dash, Hammer, Grapple
unsafe:
Dash OR DoubleJump OR SentryJump=1
# checkpoint at -1249, -3641
anchor InnerWellspring.EscapeSequence at -1240, -3642:
refill Full
quest InnerWellspring.WaterEscape:
moki:
Bash, Grapple, DoubleJump, Dash OR Glide
Bash, Grapple, Dash, Glide
Grapple, Launch
gorlek:
Grapple, DoubleJump, Dash # bit spicy
Bash, Grapple, DoubleJump OR Dash OR Glide
Launch, Dash OR Glide OR Damage=15 # Assumes at least one damage is taken in the final grapple section, probably possible without
kii:
Launch, Sword OR Shuriken=1 OR Flash=1 OR Sentry=1 # condition for the final grapple section
Grapple, Dash OR Glide # final wheel is pretty hard, you need to avoid touching it as much as possible (which could be viewed as area specific knowledge?)
Grapple, DoubleJump, TripleJump OR Sword OR Hammer OR Shuriken=2 OR Blaze=3 OR Flash=2 OR Sentry=2 # condition for before and after the falling wheel. 1 blaze before and 2 after the wheel.
Grapple, Bash, Sword
Grapple, Bash, WaterDash:
Water, Sentry=2 OR Damage=15 # two sentries to avoid the spikes before the falling wheel
Damage=95
Damage=60, Sentry=2 # two sentries before the falling wheel
# condition for energy management, since flash and shuriken cost less enegy than sentry
Damage=40, Sentry=2, Sentry=1 OR Shuriken=1 OR Flash=1 # same as above + either one at the 2nd jump or between the two rotating wheels
Damage=20, Sentry=2, Sentry=2 OR Shuriken=2 OR Flash=2 # same as above but use both options
Sentry=4, Sentry=2 OR Shuriken=2 OR Flash=2 # same as above but use 2 sentries to make the first jump
unsafe:
Launch
Grapple, Bash, WaterDash, Damage=80
Grapple, Bash, Hammer
Grapple, DoubleJump
pickup InnerWellspring.EscapeRevisitEX:
moki: InnerWellspring.WaterEscape
region WoodsEntry:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor WoodsEntry.ShriekMeet at 391, -4198: # The ledge after swimming through the Hollow connection
refill Checkpoint
pickup WoodsEntry.LedgeOre:
gorlek: Launch
kii: Bash, Grenade=1, DoubleJump, TripleJump OR Hammer
conn WoodsEntry.FirstMud:
moki: Combat=Balloon, Combat=Tentacle OR Bash OR Launch
gorlek: Combat=Tentacle OR Bash OR Launch OR Damage=10
conn EastHollow.Kwolok:
gorlek: Water, Bash, Damage=10 # bit hard but important for random spawn
kii: Water, Spear=1
unsafe: Water, Bash OR Grenade=1 OR Sentry=1 # redirect the projectile (sentry is way harder than the others). Also works with sword+deflector
anchor WoodsEntry.FirstMud at 478, -4205: # In front of the first instant death mud
refill Checkpoint
pickup WoodsEntry.MudPitEX:
moki:
DoubleJump OR Dash OR Glide OR Launch
Bash, Grenade=2
gorlek:
Bash, Grenade=1
SentryJump=1
kii: free
conn WoodsEntry.BelowTeleporter:
moki:
Combat=Balloon, Bash, DoubleJump OR Dash OR Glide
Combat=Balloon, Launch, DoubleJump OR Dash OR Glide
gorlek: DoubleJump OR Dash OR Glide OR Launch # getting hit by the balloon doesn't matter since you get autosaved and respawn
kii:
Sword OR Shuriken=3 # Careful with sword because it can break bubbles
Bash, Hammer OR Sentry=2 # Use the tentacle at the end
unsafe: Hammer
conn WoodsEntry.ShriekMeet:
moki: Combat=Balloon, Combat=Tentacle OR Bash OR Launch
gorlek: Combat=Tentacle OR Bash OR Launch OR Damage=10
conn WoodsEntry.Teleporter: # Paths that go up directly and aren't redundant with BelowTeleporter
unsafe: Bash # Use the tentacle
# checkpoint at 525, -4205
anchor WoodsEntry.BelowTeleporter at 591, -4198: # Read the name
refill Checkpoint
conn WoodsEntry.FirstMud: # check for redundancies with Teleporter
moki: Combat=Balloon, Bash, DoubleJump, Dash OR Glide
gorlek: DoubleJump, TripleJump OR Dash OR Glide # If you struggle with the tentacle and die, it'll despawn
kii:
DoubleJump, Sword OR Hammer
Dash, Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 # You can use a dash refresh on the ceiling for more lenience. Or instead of grabbing the hanging log you can go below and aim for the bubble.
unsafe: Glide, Sword OR Hammer # Jump on the first bubble, glide then up slash near the 2nd bubble (not too close, you can pop the bubble with an upslash)
conn WoodsEntry.Teleporter:
moki:
Grapple, DoubleJump OR Dash OR Glide
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
gorlek:
Grapple, Sword
Grapple, Hammer, Bash, Damage=15 # Bash because the plant can be a bit awkward
Bash, Grenade=1, Sword OR Damage=15
SwordSJump=1
HammerSJump=1, Bash, Damage=15 # again mildly awkward
kii:
Grapple, Hammer, Shuriken=1 OR Sentry=1 OR Flash=1 OR Damage=15
Grapple, Sentry=2, Damage=15
Grapple, Sentry=4
DoubleJump, TripleJump, Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1
Bash, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Sentry=2 OR Damage=15 # Use the tentacle, note that it despawns if you die and respawn on this anchor
unsafe:
DoubleJump, TripleJump
Bash
DoubleJump, Hammer # Double jump to the right wall, upslash to start climbing it (?)
conn WoodsEntry.TwoKeystoneRoom:
moki: Combat=2xBalloon, DoubleJump OR Dash OR Glide OR Launch
gorlek: Combat=2xBalloon, Sword OR Hammer
kii:
Combat=2xBalloon, Shuriken=3 OR Sentry=3 OR Spear=3
Combat=2xBalloon, Bash, Grenade=1, Flash=2
Combat=2xBalloon, Bash, Grenade=2, Spear=1
Damage=20, Damage=20, DoubleJump OR Glide # tank the balloons
Launch # by refreshing on the ceiling you can maneuver around the balloons
unsafe: Sentry=2 OR Blaze=2
anchor WoodsEntry.Teleporter at 611, -4162: # At the West Woods Teleporter
refill Full
state NonGladesTeleporter: free
quest WoodsEntry.LastTreeBranch: free
quest WoodsEntry.DollQI:
moki: GladesTown.FamilyReunionKey
quest WoodsEntry.TreeSeed:
moki: TuleyShop.LastTreeBranchRejected
pickup WoodsEntry.TpEX: free
pickup WoodsEntry.LeafPileEX:
moki: Flap
pickup WoodsEntry.LedgeOre:
moki:
Glide, DoubleJump OR Launch
Bash, Grenade=1, Glide OR Launch
DoubleJump, Dash, Launch
gorlek:
Glide, Dash
DoubleJump, TripleJump, Dash, Sword OR Hammer
SentryJump=1, DoubleJump, Dash # Dash after the apex of the sjump then sword's full combo + up slash
Bash, Grenade=1, DoubleJump, TripleJump OR Sword OR Hammer
Bash, Grenade=1, Dash
# launch paths from gorlek onwards are redundant with walking below it and launching up
kii:
Glide, Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1
DoubleJump, TripleJump, Dash, Shuriken=1 OR Sentry=2 OR Flash=1
DoubleJump, TripleJump, Sword, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
DoubleJump, TripleJump, Hammer, Shuriken=1 OR Sentry=2
DoubleJump, Dash, Sword, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
DoubleJump, Dash, Hammer, Shuriken=1 OR Sentry=2
Bash, Grenade=1, DoubleJump OR Sword
Bash, Grenade=1, Hammer, Shuriken=1 OR Sentry=1 OR Flash=1
unsafe:
Glide # No Glide jump, just start from the higher ground
DoubleJump, Sword
conn Teleporters: free
conn WoodsEntry.ShriekMeet:
gorlek: free
conn WoodsEntry.FirstMud: free
conn WoodsEntry.BelowTeleporter: free
anchor WoodsEntry.TwoKeystoneRoom at 672, -4183: # In front of the keystone door
refill Checkpoint
refill Energy=3:
moki: WoodsEntry.KeystoneDoor, BreakCrystal
state WoodsEntry.KeystoneDoor:
moki: Keystone=2
pickup WoodsEntry.LowerKS:
moki: DoubleJump OR Dash OR Glide # Launch is awful
gorlek: Launch OR Sword OR Hammer # different ways to solve
kii: free # It's possible to get back to safety but also you can just teleport out
pickup WoodsEntry.UpperKS:
moki: DoubleJump OR Launch
gorlek:
Hammer, Dash
Bash, Grenade=1
unsafe: Sword OR Hammer
conn WoodsMain.AfterKuMeet:
moki: WoodsEntry.KeystoneDoor, Combat=2xSkeeto+Tentacle OR Bash OR Launch
gorlek: WoodsEntry.KeystoneDoor, Damage=10
conn WoodsEntry.BelowTeleporter:
moki: Combat=2xBalloon, DoubleJump OR Glide OR Launch
gorlek: DoubleJump OR Dash OR Glide OR Sword
kii: Launch OR Hammer OR Shuriken=1 OR Sentry=2 # If you struggle and die, the first balloon will despawm
unsafe: Sentry=1 OR Flash=1
region WoodsMain:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor WoodsMain.AfterKuMeet at 856, -4192: # At the upper ledge opening up to the room after finding Ku
refill Checkpoint
state WoodsEntry.KeystoneDoor:
moki: Keystone=2, Combat=2xSkeeto+Tentacle OR Bash OR Launch
gorlek: Keystone=2, Damage=10
conn WoodsMain.BelowFourKeystoneRoom:
moki:
DoubleJump, Dash
Bash OR Glide OR Launch # bash uses the enemy
gorlek:
DoubleJump, Sword # many others work, but this lines up so beautifully oriGlow
Dash, Sword OR Hammer
SwordSJump=1 # sjump then full sword combo
kii:
Dash # coyote dash
Sentry=3
Sword, Damage=10 # Sword hover->pogo->upslash. Damage can de avoided but you'll most likely get hit.
Combat=Tentacle, Sword
Combat=Tentacle, Hammer, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Combat=Tentacle, DoubleJump, TripleJump OR Dash OR Hammer # @validator Probably gorlek
Combat=Tentacle, DoubleJump, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Sword # Pogo the projectiles
Hammer, DoubleJump # upslash to protect yourself from projectiles then double jump
conn WoodsEntry.TwoKeystoneRoom:
moki: WoodsEntry.KeystoneDoor, Combat=2xSkeeto+Tentacle OR Bash OR Launch
gorlek: WoodsEntry.KeystoneDoor, Damage=10
anchor WoodsMain.BelowFourKeystoneRoom at 951, -4210: # At the first leaf pile after meeting Ku
pickup WoodsMain.LowerLeafPileEX:
moki: Flap
pickup WoodsMain.BehindWallOre:
gorlek: Flap, Glide # Lure the balloon
conn WoodsMain.FourKeystoneRoom:
moki: Combat=2xBalloon, Flap, Glide
gorlek: Flap, Glide # Flap kills these
conn WoodsMain.WallOreLedge:
moki, Combat=2xBalloon:
Bash, Grenade=3, DoubleJump # different ways to solve
Bash, Grenade=1, DoubleJump, Dash, Glide # different ways to solve
Launch
gorlek:
Combat=2xBalloon, DoubleJump, TripleJump, Dash OR Bash OR Glide OR Sword OR Hammer OR Damage=15
Combat=Balloon, SentryJump=1, DoubleJump, TripleJump
SwordSJump=1, DoubleJump, Bash # bash the plant above and sword hover
Damage=20, Bash, Grenade=2, DoubleJump OR Dash OR Glide
Damage=20, Launch
kii:
DoubleJump, Sword, Combat=Balloon OR Damage=20 # Pogo the first balloon
DoubleJump, Combat=2xBalloon, Damage=15, TripleJump OR Dash OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, Damage=35, TripleJump OR Dash OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump, Sword # Pogo the first balloon, avoid the second one and kill it with a pogo
DoubleJump, HammerSJump=1 # DoubleJump + full sword combo + up slash from the breakable wall to reach the left platform
DoubleJump, TripleJump, Combat=2xBalloon OR Damage=20
DoubleJump, Dash
Launch # use launch invincibility to avoid dboost from balloons
conn WoodsMain.AfterKuMeet:
moki:
Bash, Grenade=2, Damage=10 # uses the enemy
Bash, Grenade=1, Damage=10, DoubleJump OR Dash # uses the enemy
Launch, DoubleJump OR Dash OR Bash OR Glide # bash uses the enemy
gorlek:
Bash, DoubleJump, TripleJump
Bash, Grenade=1 OR SentryJump=1
Launch, Sword OR Hammer
kii:
DoubleJump, Bash
DoubleJump, Sword # Keep hitting the tentacle with sword to reset your double jump
DoubleJump, TripleJump, Dash
Combat=Tentacle, DoubleJump, TripleJump, Glide OR Hammer OR Sentry=2
Combat=Tentacle, DoubleJump, Dash, Glide OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Bash
Combat=Tentacle, DoubleJump, TripleJump, Shuriken=2
anchor WoodsMain.WallOreLedge at 982, -4175: # Next to hidden ore, without the wall being broken - paths would be complicated otherwise
pickup WoodsMain.BehindWallOre:
moki: BreakWall=20
pickup WoodsMain.BelowKeystonesEX: # Paths that can get to the pickup but can't go to FourKeystoneRoom
moki:
Glide, DoubleJump
Bash, DoubleJump OR Dash OR Glide OR Launch
gorlek:
Glide, Dash OR Sword OR Hammer # for the weapons, glide below and use the up attack
kii:
Glide, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
BreakWall=20, Dash # Breakwall so you have more space for a coyote dash. Reset dash on the left wall
unsafe:
Dash # Coyote dash. Reset dash on the left wall
pickup WoodsMain.LowerKS: # All paths that aren't breaking the yellow wall
gorlek:
Launch # launch on the wall near WoodsMain.BelowKeystonesEX then launch again
Glide, Bash # glide above the tentacle and bash its projectiles to reach the floating platform
Glide, DoubleJump, TripleJump # glide and triple jump to reach the floating platform
Glide, Dash, DoubleJump, Sword OR Hammer # glide, dash when just bellow the pickup, double jump and up slash to reach the floating platform
kii:
Bash, DoubleJump, TripleJump
Glide, DoubleJump, Hammer, Dash OR Shuriken=1 OR Flash=1 OR Sentry=1 # glide und er the pickup then djump-> upslash -> dash/energy to get on the floasting platform
conn WoodsMain.BelowFourKeystoneRoom: free
conn WoodsMain.FourKeystoneRoom:
moki:
DoubleJump, Dash, Glide
Launch
gorlek:
DoubleJump, TripleJump OR Dash
Bash, Grenade=1, Dash # Shoot a grenade from the breakable wall. Dash to reach the grenade and bash it to get on the left platform
kii:
Bash, Grenade=1, DoubleJump
DoubleJump, Sword OR Hammer OR Shuriken=1 # with sword, breaking the wall makes it way easier than jumping from the small ledge.
unsafe: DoubleJump, Flash=1 OR Sentry=1
conn WoodsMain.AfterKuMeet: # paths gliding to the left, either from above or below
gorlek:
Glide, DoubleJump, TripleJump
Glide, SentryJump=1
# checkpoint at 906, -4136
anchor WoodsMain.FourKeystoneRoom at 944, -4137: # In front of the four keystone door
refill Checkpoint
state WoodsMain.KeystoneDoor:
moki: Keystone=4
pickup WoodsMain.MiddleLeafPileEX:
moki: Flap
pickup WoodsMain.RightKS:
moki:
Glide OR Launch
Bash, Grenade=1
gorlek:
Bash # so many skeeto friends oriGlow
SentryJump=1
DoubleJump, TripleJump
kii: DoubleJump, Sword # bait a skeeto and pogo it
unsafe: DoubleJump # Climb the left wall to get on the right wall, let ori slide slowly then double jump and quickly turn around to catch the other side of the wall
pickup WoodsMain.UpperKS:
moki, BreakWall=3:
Glide OR Launch
Bash, Grenade=1, DoubleJump OR Dash
gorlek:
Flap, Glide # lure the balloon
BreakWall=3, DoubleJump, TripleJump
BreakWall=3, Combat=3xSkeeto, SwordSJump=1
BreakWall=3, Combat=3xSkeeto, HammerSJump=1, DoubleJump OR Dash
BreakWall=3, Bash, Grenade=1 OR DoubleJump OR Dash
kii:
BreakWall=3, DoubleJump OR Bash
BreakWall=3, Sword, Dash # Pogo the skeetos
Flash=1, Glide OR DoubleJump OR Bash # Use flash to kill the balloon near the bulb
Damage=20, Glide OR DoubleJump OR Bash # lure the balloon
unsafe:
Hammer, Combat=Balloon # seems like there is a micro ledge on the wall bellow the pickup which reset your upslash
BreakWall=3, SentryJump=1 # start your double jump from the higher floor near the spikes / bash the mosquitos / sjump from the platform next to the door to reach the platformtform above the door, sjump from there and sword combo + up slash
pickup WoodsMain.LeftKS:
moki: Combat=Balloon, Glide
gorlek, Combat=Balloon:
Damage=15, DoubleJump, TripleJump OR Dash
Launch
kii:
DoubleJump, Combat=Balloon, Damage=15
DoubleJump, Damage=20
unsafe:
DoubleJump, TripleJump # tjump on the wall above
pickup WoodsMain.LowerKS: # All path reaching that pickup without breaking the yellow wall are from WallOreLedge
moki, Flap: # Flap being the casual way of breaking the yellow barrier
Glide OR Launch
DoubleJump, Dash
Bash, DoubleJump OR Dash
gorlek, Flap:
DoubleJump OR Dash OR Sword
Hammer, Bash
kii:
# moki/gorlek paths but bait the balloon near the wall instead of using flap
Combat=Balloon, Glide OR Launch OR DoubleJump OR Dash OR Sword OR Hammer
Damage=20, Glide OR Launch OR DoubleJump OR Dash OR Sword OR Hammer
# new paths
Bash, Combat=Balloon, Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=15
Bash, Damage=20, Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=15
Flap OR Combat=Balloon OR Damage=20: # energy management is fun
Spear=3 OR Shuriken=3 OR Sentry=3 OR Blaze=4 OR Flash=3 OR Sentry=3
Damage=15, Spear=2 OR Shuriken=2 OR Sentry=2 OR Blaze=2 OR Flash=2 OR Sentry=2
Damage=30, Spear=1 OR Shuriken=1 OR Sentry=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Bash, Flap OR Combat=Balloon OR Damage=20 # precise jump to avoid damage in the first spikes. Bash glide from the bashable plant to the platform before the pickup
Flap OR Combat=Balloon OR Damage=20: # friendly spikes
Spear=2 OR Sentry=2 OR Blaze=2 OR Flash=2 OR Sentry=2
Damage=15, Spear=1 OR Shuriken=1 OR Sentry=1 OR Blaze=1 OR Flash=1 OR Sentry=1
# fiendly spikes and slide from the ceiling to the platform
Flap OR Combat=Balloon OR Damage=20:
Shuriken=1 OR Damage=15
pickup WoodsMain.BelowKeystonesEX: # Make sure it's not redundant with WallOreLedge->BelowKeystonesEX
gorlek:
Launch
DoubleJump, TripleJump OR Dash
kii:
Bash
DoubleJump, Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, Sword, Damage=15 # Pogo the plant
Dash # reset dash on the wall
unsafe:
DoubleJump # get a wall jump after dropping down
conn WoodsMain.GiantSkull:
moki: WoodsMain.KeystoneDoor
conn WoodsMain.WallOreLedge:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: Sword OR Hammer
kii: Bash OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe: Grenade=1 OR Bow=1
conn WoodsMain.BelowFourKeystoneRoom: free
anchor WoodsMain.GiantSkull at 957, -4138: # Behind the four keystone room door
refill Checkpoint
state WoodsMain.KeystoneDoor:
moki: Keystone=4
pickup WoodsMain.UpperLeafPileEX:
moki: Flap
pickup WoodsMain.BehindDoorRoofEX:
moki, Combat=Balloon:
Bash OR Launch
DoubleJump, Dash, Glide
gorlek, Combat=Balloon:
SentryJump=1
DoubleJump, Glide, TripleJump OR Sword OR Hammer
kii:
# Moki/gorlek paths ignoring the balloon
Bash OR Launch
Glide, DoubleJump, Dash OR TripleJump OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
# New paths
DoubleJump, TripleJump, Sword # Pogo the balloon
Glide, Dash, Hammer OR Shuriken=1
unsafe:
Glide, DoubleJump # need a really precise vertical boost from the wind
Glide, Dash, Sword # dash->upslash->downslash
Glide, Dash, Spear=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn WoodsMain.BalloonLure:
moki: Combat=Balloon, Bash, DoubleJump OR Dash OR Glide OR Launch # bash for the rude placement of the tentacle
gorlek, Combat=Balloon:
Bash, Sword
Bash, HammerSJump=1
kii:
# Moki/gorlek paths ignoring the balloon
Bash, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Damage=15
# new paths
Launch OR Glide
Combat=Tentacle, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=15
unsafe: Bash
conn WoodsMain.FourKeystoneRoom:
moki: WoodsMain.KeystoneDoor
anchor WoodsMain.BalloonLure at 1056, -4144: # At the bottom of the shaft you lure a balloon through to break a yellow wall - mostly exists for the lure specifically since paths for it would otherwise be awkward
refill Checkpoint
pickup WoodsMain.YellowWallEX:
moki: BreakWall=3, Flap, Glide
gorlek: BreakWall=3, Flap, Launch
kii:
Glide OR Launch: # no combat=balloon, Damage=20 variation because I'm assuming BreakWall=3 is less restrictive than Combat=Balloon
Combat=Balloon, BreakWall=3
Damage=20, Damage=20 OR BreakWall=3 # dboost on the balloon when it's close to the corruption/wall
BreakWall=3, DoubleJump, TripleJump, Flap OR Combat=Balloon OR Damage=20
unsafe:
DoubleJump, TripleJump, Damage=20, Flap OR Combat=Balloon OR Damage=20 # dboost on the balloon to break the corruption
BreakWall=3, DoubleJump, Dash, Bash, Grenade=1 # Bait the enemy by jumping and imediately dashing against the left wall, double wall off the wall to get to the edge near the spikes and bash grenade. Launch the grenade near the right edge and bash it to get to the left edge. If you are too slow, the enemy will die from the explosion after your bash
Launch # Use launch invulnerability to protect you from balloon's explosions
conn WoodsMain.BelowHiddenOre:
moki: BreakWall=3, Glide
gorlek: BreakWall=3, Launch
kii:
Damage=20, Glide OR Launch
BreakWall=3, DoubleJump, TripleJump, Combat=Balloon OR Damage=20 # Don't need the balloon for anything but he's really annoying to avoid
unsafe:
DoubleJump, TripleJump, Damage=20
BreakWall=3:
DoubleJump, Bash, Grenade=1 # land on the ledge near the spikes bellow the breakable wall
DoubleJump, SentryJump=1 # land on the ledge near the spikes bellow the breakable wall
Dash, Bash, Grenade=2
Bash, Grenade=3 # bash grenade to get on the skull, bash a tentacle projectile and the bashable plant to get to the blowing enemy level, 2nd bash grenade to get near the spikes and last one to reach the connection
SentryJump=3 # jump + sword combo to reach the skull, sword combo to reach the tentacle. use your sjumps to get to the connection
conn WoodsMain.GiantSkull:
moki:
Glide OR Launch
DoubleJump, Dash
gorlek:
DoubleJump, TripleJump OR Sword
Bash, DoubleJump OR Dash
kii:
Dash
DoubleJump, Hammer OR Damage=15
Bash, Hammer OR Shuriken=1 OR Sentry=2
anchor WoodsMain.BelowHiddenOre at 1038, -4101: # Below and to the right of the hidden ore, close to the yellow wall
pickup WoodsMain.HiddenOre:
moki: Flap, Glide
gorlek:
Launch # Launch straight up from the right side of the fire pit to touch the ceiling, go a bit to the left, launch again on the right wall, wall jump and launch to the pickup. Launch again to return to safety
DoubleJump, TripleJump, Bash, Damage=15 # can either use the plant or the skeeto
kii: DoubleJump, Bash # bash the plant and the skeeto, wall jump on the right wall
unsafe:
SentryJump=1, DoubleJump, TripleJump, Damage=15 # sjump from a micro ledge at very edge of the fire pit
Sword, DoubleJump, TripleJump, Damage=15 # double jump onto the wall, then double sword jump into the spikes.
conn WoodsMain.PetrifiedHowl:
moki: Glide
gorlek: Launch # launch on the wall just bellow the ceiling's spikes, wall jump and lauch again to get to the right wall after the ceiling's spikes
kii:
DoubleJump, Damage=45
DoubleJump, Damage=15, TripleJump OR Bash # With bash, bait the skeeto
unsafe:
DoubleJump, Damage=30
DoubleJump, Damage=15, Shuriken=2 OR Flash=2 OR Sentry=2
conn WoodsMain.BalloonLure:
moki:
Combat=Tentacle, Sword OR Hammer
Combat=Tentacle, BreakWall=3, Grenade OR Blaze
Bash, Sword OR Hammer
Bash, BreakWall=3, Grenade OR Blaze
unsafe:
ShurikenBreak=3 OR Sentry=1
anchor WoodsMain.PetrifiedHowl at 910, -4071: # At silenced Howl
refill Checkpoint
refill Health=1
pickup WoodsMain.PetrifiedHowlEX: free
conn WoodsMain.AboveHowl:
moki: Launch, DoubleJump OR Dash OR Bash OR Glide # if you don't think of going straight up, these can also carry you through the way around
gorlek:
Launch
Bash, Grenade=1 # it's a checkpoint, you have retries to figure it out
SentryJump=1, DoubleJump, TripleJump
SentryJump=1, DoubleJump, Dash
kii: DoubleJump, Bash # Bash the tentacle projectile
unsafe:
Bash
DoubleJump, TripleJump
conn WoodsMain.TrialStart: # Be carefull that it's not redundant with the AboveHowl connection
moki: BreakWall=3, Bash, Glide
gorlek:
BreakWall=3, Glide, Damage=10 # just easy to catch a projectile
BreakWall=3, DoubleJump, Bash, Damage=15 # different ways to solve
Bash, DoubleJump, TripleJump
Dash, DoubleJump, TripleJump, Damage=10 # just easy to catch a projectile
kii:
BreakWall=3, Glide
DoubleJump, Sword # pogo the tentacles
Dash, DoubleJump, TripleJump
conn WoodsMain.BelowHiddenOre:
moki:
Glide
Launch, DoubleJump OR Dash
gorlek:
DoubleJump OR Dash OR Launch # just holding right works so nicely
kii:
Sword OR Hammer OR Sentry=3
Blaze=3, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Damage=15, Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2
Damage=15, Damage=15, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe: free # Friendly spikes truly are the best friends of rando players
# checkpoint at 824, -4068
anchor WoodsMain.TrialStart at 848, -4052: # At the collapsing petrified Owl
refill Checkpoint
pickup WoodsMain.SpiritTrial:
moki: WoodsMain.TrialActivation, DoubleJump, Dash, Bash, Grapple, Burrow
conn WoodsMain.AboveHowl:
moki:
DoubleJump OR Launch
Bash, Grenade=2
gorlek:
Dash, Damage=15
Bash OR SentryJump=1
Grapple, Glide
kii:
Dash OR Sword OR Hammer OR Damage=15 # With sword, pogo the skeeto
Grapple, Sentry=3 OR Blaze=5
unsafe: Grapple, Shuriken=3
conn WoodsMain.MidwayTrial:
moki:
DoubleJump, Bash, Grapple, Dash OR Glide
Launch, Grapple, Bash, DoubleJump OR Dash OR Glide
gorlek:
Launch, DoubleJump OR Dash OR Glide
DoubleJump, Bash, Grapple
kii:
Launch
DoubleJump, TripleJump, Grapple OR Damage=15
unsafe:
Hammer, DoubleJump, Grapple # either djump+upslash to get a walljump just under the checkpoint or upslash+one slash to land on the branch
Sword, DoubleJump, Grapple # upslash+downslash to pass through the semi solid branch at the checkpoint
anchor WoodsMain.MidwayTrial at 873, -3980: # At the checkpoint under the first sand bag
# This anchor is purely to make WoodsMain.TrialStart->WoodsMain.OverflowShard less painful to pathfind
refill Checkpoint
conn WoodsMain.TrialEnd:
moki:
DoubleJump, Bash, Burrow, Dash OR Glide
Launch, Bash, DoubleJump OR Dash OR Glide
gorlek:
Launch, DoubleJump OR Dash OR Bash OR Glide
Launch, Damage=15, Sword OR Hammer OR Burrow
DoubleJump, Bash, Burrow, TripleJump OR Sword
DoubleJump, Bash, Burrow, Hammer, Damage=15
DoubleJump, Bash, Grenade=2, Damage=15, TripleJump OR Dash OR Glide OR Sword # You can either damage boost at the first sand ball or grenade bash from below
kii:
Launch
DoubleJump, Bash, Burrow OR Grenade=2
DoubleJump, Burrow, Damage=30
unsafe:
DoubleJump, TripleJump, Damage=30
conn WoodsMain.AboveHowl:
gorlek: free # Jump and hold right
anchor WoodsMain.TrialEnd at 868, -3952: # Below the trial end pedestal
refill Checkpoint
state WoodsMain.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: DoubleJump, Dash
gorlek: DoubleJump, TripleJump OR Glide
pickup WoodsMain.OverflowShard:
moki:
DoubleJump, Dash OR Glide
Launch
gorlek: DoubleJump OR Dash OR Glide
conn WoodsMain.AboveHowl:
moki:
DoubleJump, Dash OR Bash OR Glide
Launch
gorlek: DoubleJump OR Dash OR Bash OR Glide OR Sword OR Hammer
anchor WoodsMain.AboveHowl at 916, -4047: # At the semisolid above silenced Howl
pickup WoodsMain.HiddenEX: free
conn WoodsMain.PetrifiedHowl: free
conn WoodsMain.Teleporter:
moki:
Combat=4xBalloon, BreakWall=3, DoubleJump OR Launch
Combat=4xBalloon, BreakWall=3, Bash, Grenade=1
gorlek: SentryJump=1, Combat=Balloon OR Dash OR Damage=20
kii:
Sword # Pogo the skeeto twice
Bash, BreakWall=3
BreakWall=3, DoubleJump OR Launch # Ignore the balloons
Hammer, Glide OR Dash OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn WoodsMain.TrialStart:
moki: Launch OR DoubleJump OR Bash
gorlek: Hammer OR SentryJump=1
kii: Sword # Pogo a skeeto
unsafe: free # Touch the checkpoint then die or qtm
conn WoodsMain.OrangeTree: # pass over the tree
gorlek, Combat=Balloon:
Launch
DoubleJump, Bash, Grenade=1
DoubleJump, SentryJump=1
Bash, Grenade=2
kii:
Launch
DoubleJump, Bash, Grenade=1
unsafe:
Bash, Grenade=2 # You can kill the balloon with your first bashgrenade
# checkpoint at 980, -4015
anchor WoodsMain.Teleporter at 1083, -4052: # At the East Woods Teleporter
refill Full
state NonGladesTeleporter: free
conn Teleporters: free
conn WoodsMain.AbovePit: # So far, this also cover the OrangeTree connection
moki:
Glide
DoubleJump, Bash, Launch # :)
gorlek: Launch, Damage=15
kii:
Launch
DoubleJump, TripleJump, Damage=45
DoubleJump, TripleJump, Bash, Damage=15
unsafe:
DoubleJump, Damage=45, Dash OR Shuriken=2
DoubleJump, Damage=15, TripleJump OR Bash
conn WoodsMain.AboveHowl: # moki paths are solved with the Teleporter->AbovePit->OrangeTree connection. Make sure this isn't redundant with Teleporter->OrangeTree->AboveHowl
gorlek, Sword OR Hammer OR Grenade=1 OR Blaze=1 OR Sentry=1: # these can break the corruption from behind
DoubleJump, Combat=2xBalloon, Hammer OR Sword OR TripleJump
DoubleJump, Dash
SentryJump=1, Combat=2xBalloon OR Dash
Bash, Grenade=1, Combat=2xBalloon OR Dash
Launch
kii, Sword OR Hammer OR Grenade=1 OR Blaze=1 OR Sentry=1:
Combat=Balloon, DoubleJump, Sword OR Hammer OR TripleJump OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # only need to kill the first balloon
Damage=20, DoubleJump, Sword OR Hammer OR TripleJump OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # dboost on the first balloon to kill it
unsafe, ShurikenBreak=3 OR Sword OR Hammer OR Grenade=1 OR Blaze=1 OR Sentry=1:
DoubleJump
SentryJump=1, Combat=2xBalloon OR Dash
Bash, Grenade=1, Combat=2xBalloon OR Dash
anchor WoodsMain.OrangeTree at 1030, -4010: # At the right of the tree above the teleporter
# Conenction to teleporter are handled through AbovePit. And even then, going to the teleporter is only allowing you to either go back to AbovePit or go AboveHowl, making going to the teleporter pointless in the first place
conn WoodsMain.AbovePit:
moki: Bash OR Glide OR Launch
gorlek:
DoubleJump
Dash
kii: Sword # Pogo the plant
unsafe: Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
conn WoodsMain.AboveHowl:
moki:
Launch
gorlek:
SentryJump=1, DoubleJump
DoubleJump, Bash, Grenade=1
kii: Bash
# checkpoint at the anchor below, could split another anchor off for the crystal and move it over
anchor WoodsMain.AbovePit at 1234, -3985: # To the left of the pit before feeding grounds
refill Energy=3: # the crystal in the pit
unsafe: BreakCrystal, Bash, DoubleJump OR Dash OR Glide OR Launch # technically just Bash
conn WoodsMain.Teleporter: # a dead end in moki
gorlek: DoubleJump OR Dash OR Glide OR Launch OR Sword OR Damage=15
kii:
Hammer OR Shuriken=2 OR Blaze=4 OR Flash=2 OR Sentry=2 OR Damage=15
Bash, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
conn WoodsMain.OrangeTree:
moki: Bash OR Glide OR Launch
gorlek:
DoubleJump, Dash OR TripleJump OR Damage=15
Dash, Damage=15
kii:
Damage=30
Sword # Pogo the plant
Damage=15, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Hammer, DoubleJump OR Dash
conn WoodsMain.FeedingGrounds:
moki:
DoubleJump, Dash OR Bash
Glide OR Launch
Bash, Grenade=1
gorlek:
DoubleJump, Hammer
Bash, Dash OR Hammer
Sword
kii:
Dash OR DoubleJump OR Hammer OR Blaze=4 OR Sentry=2
Bash, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn WoodsShrine: # Make sure this isn't redundant with AbovePit->FeedingGrounds->WoodsShrine
gorlek: Damage=15, DoubleJump OR Dash
kii:
Blaze=4 OR Sentry=2
Damage=15, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe: free
anchor WoodsMain.FeedingGrounds at 1292, -3993: # At the left entrance to feeding grounds
refill Checkpoint
# having the initial escape completed is a negative, not a positive. The paths going through it are the connections to Wastes.
# if you complete the initial escape, rocks fall and block most of the connection paths to WestTP. This is equally true for the base game though and solved by the fact that if you complete the escape, you unlock the teleporter, making these paths not softlockable
conn WoodsShrine:
moki:
Glide OR Launch
DoubleJump, Dash
gorlek: Damage=15, DoubleJump OR Dash
kii:
DoubleJump OR Dash OR Sword OR Hammer OR Blaze=4 OR Sentry=2
Damage=15, Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe: free
conn LowerWastes.WestTP:
moki:
Grapple, Glide, DoubleJump OR Dash OR Launch # this solves with Seir as well
WindtornRuins.Seir: # these wouldn't solve without Seir
DoubleJump, Bash, Grenade=1, Grapple
Grapple, Glide
Burrow
Launch
gorlek:
Launch
Burrow # If doing cat and mouse, burrow below first to reset shriek aggression then burrow to the TP
Glide, DoubleJump, TripleJump
Glide, Grapple, DoubleJump OR Dash
Grapple, SentryJump=1, DoubleJump
WindtornRuins.Seir: # these wouldn't solve without Seir
SentryJump=1, DoubleJump, TripleJump # tjump+up slash to reach the grappable surface
Bash, Grenade=1, Grapple
Bash, Grenade=2, Dash # Dash to get in bash range on the 2nd grenade to get on the grappable surface
Bash, Grenade=1, DoubleJump, TripleJump, Dash OR Sword OR Hammer
kii:
DoubleJump, TripleJump
Glide, Dash, DoubleJump, Sword OR Hammer
Glide, DoubleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, Dash, DoubleJump, Sword OR Hammer
Bash, Grenade=1, DoubleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
WindtornRuins.Seir: # these wouldn't solve without Seir
Glide, Bash, Grenade=1, DoubleJump OR Dash
Bash, Grenade=2, DoubleJump
unsafe:
DoubleJump, Bash, Grenade=1
conn WoodsMain.AbovePit:
moki:
DoubleJump, Bash
Launch
gorlek:
Bash, Grenade=1, Dash OR Glide OR Sword OR Hammer
SentryJump=1, DoubleJump OR Dash OR Glide
kii:
Bash, Grenade=1
Dash, DoubleJump, TripleJump, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe: DoubleJump # fall then good old glide skip
anchor WoodsShrine at 1361, -4068:
refill Full
state WoodsMain.CombatShrineCompleted:
moki, Regenerate, Combat=Hornbug+Lizard+3xSkeeto+4xEnergyRefill+2xCrystalMiner+Bat+4xEnergyRefill+9xBalloon+4xEnergyRefill+4xMantis+Bat: # this one has it all -_-
Damage=80
Damage=65, DoubleJump OR Dash
Damage=50, Launch
unsafe: Combat=Hornbug+Lizard+3xSkeeto+4xEnergyRefill+2xCrystalMiner+Bat+4xEnergyRefill+9xBalloon+4xEnergyRefill+4xMantis+Bat
pickup WoodsMain.ShrineEX: free
pickup WoodsMain.CombatShrine:
moki: WoodsMain.CombatShrineCompleted
region LowerReach:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor LowerReach.Entry at -390, -4025: # Behind Baur
refill Checkpoint
refill Health=1
state LowerReach.BearSneezed:
moki: Flap
state LowerReach.HeatBaurFurnace:
moki, LowerReach.BearSneezed, LowerReach.BearBridgeBroken:
Bash, Flap
Grenade=1
state LowerReach.CoolBaurFurnace:
moki: LowerReach.BearSneezed, LowerReach.BearBridgeBroken, Flap
pickup LowerReach.BelowBaurEX:
moki, LowerReach.BearSneezed, LowerReach.BearBridgeBroken:
DoubleJump, Dash, Bash, Flap
Bash, Grenade=1
Launch
gorlek, LowerReach.BearSneezed, LowerReach.BearBridgeBroken:
SentryJump=1
Dash, DoubleJump, TripleJump
kii, LowerReach.BearSneezed, LowerReach.BearBridgeBroken:
Bash
DoubleJump, TripleJump, Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
Dash, DoubleJump, Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Spear=1 # without hmmaer/sword, you only get one shot at these else you have to return to the anchor from a teleporter
unsafe, LowerReach.BearSneezed, LowerReach.BearBridgeBroken:
Grenade=1 # GrenadeJump=1
Dash, DoubleJump, Blaze=1
conn LowerReach.AboveEntry:
moki:
DoubleJump, Launch # Can't rely on the sleeping bear to be there
Bash, DoubleJump OR Launch OR Grenade=1
gorlek:
Bash, Dash
Launch # a little tight but totally doable. Jump up before launching.
Bash, Glide, Damage=20
SentryJump=1, DoubleJump OR Bash
kii:
Bash, Damage=20, Sword OR Hammer OR Sentry=2 OR Shuriken=2 OR Flash=2
unsafe:
SentryJump=1
Bash # can be done damageless, but damage is likely. Keep jumping at the right wall until you go over it and bash the first latern at just the right angle to reach the second
DoubleJump, TripleJump, Sentry=3, Damage=20 # https://streamable.com/1rus0h except you can use some friendly spikes to avoid the first dboost
DoubleJump, Hammer, Damage=20 # Hammer jumps
conn LowerReach.Icefall:
unsafe: DoubleJump, TripleJump, Hammer # climb the left wall. Yes this is horrible after doing the escape
conn WestGlades.Upper:
moki: LowerReach.BearSneezed
anchor LowerReach.AboveEntry at -401, -4000: # On the platform above Baur inside the tree trunk
refill Checkpoint
state LowerReach.Lever:
moki:
Launch
LowerReach.HeatBaurFurnace, DoubleJump
gorlek:
LowerReach.HeatBaurFurnace, Dash
LowerReach.HeatBaurFurnace, Bash, Grenade=1
kii:
DoubleJump, TripleJump, Damage=20
Bash, Grenade=1, DoubleJump OR Dash OR Sword OR Hammer OR Sentry=2 OR Flash=2 OR Shuriken=2 OR Spear=2 # @validator djump/dash might be good enough for gorlek
LowerReach.HeatBaurFurnace, Sword OR Sentry=2
LowerReach.HeatBaurFurnace, Hammer, Shuriken=1 OR Sentry=1 OR Flash=1
LowerReach.HeatBaurFurnace, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
# LowerReach.HeatBaurFurnace, Glide, Spear=1
LowerReach.HeatBaurFurnace, Sword OR Hammer OR Glide
Bash, Grenade=1, Glide # Use the plant as a platform
SentryJump=1 # you actually want a weaker jump to land on top of the plant, a strong one will send you sailing over it. Weapon stalls from there
Bash, Sword OR Hammer OR DoubleJump OR Dash OR Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Sword OR Hammer # you first need to get on the plant on the left
Dash, DoubleJump, Damage=20, Hammer OR Sword # djump+upslash+ dash in the spikes, grab the plant then djump + upslash to reach the left wall. Sword much harder, need to get a ramp
pickup LowerReach.AboveBaurLowerEX:
moki:
Launch
LowerReach.CoolBaurFurnace, Bash, Grenade=1 # seemed a bit hectic without cooling the furnace
DoubleJump, Bash, LowerReach.HeatBaurFurnace OR Grenade=1 # use a grenadebash if you can't use the tongue plant
gorlek:
LowerReach.HeatBaurFurnace, Bash, Dash OR DoubleJump OR Glide # have fun with the snaptraps
Bash, Grenade=1 OR SentryJump=1
SentryJump=2
kii:
DoubleJump, TripleJump # Climbing frozen tongue with TripleJump, tjump from the left wall into the xp
LowerReach.HeatBaurFurnace, Bash, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
LowerReach.HeatBaurFurnace, DoubleJump, Dash OR Sword OR Hammer OR Sentry=2
unsafe:
SentryJump=1, DoubleJump # sjump, climb the left wall then djump + up slash + weapon stall to reach the xp
Bash # jump repeatedly under the left side of the snaptrap to aggro the spitter. yes, really.
DoubleJump, Dash # From the left of the frozen tongue, dash ramp+doublejump+dash. Jump off the tongue asap, djump+dash. Climb the left wall then djump + dash
LowerReach.HeatBaurFurnace, Sword, Hammer, Sentry=2, Damage=20 # pogo the mortar, climb the left wall then sentry+hammer upslash (you'll get a dboost there). Land on the ledge then jump, hammer upslash, sword hover+sentry at the end
LowerReach.HeatBaurFurnace, Dash, Sword, Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 # pogo the mortar once to go to the left wall and a second time to climb the wall. upslash+dash+energy from there
pickup LowerReach.AboveBaurUpperEX:
moki:
Launch
LowerReach.HeatBaurFurnace, DoubleJump, Dash, Bash
gorlek:
LowerReach.HeatBaurFurnace, DoubleJump, Bash
kii:
LowerReach.HeatBaurFurnace, DoubleJump, TripleJump OR Sword OR Hammer
LowerReach.HeatBaurFurnace, Bash, Damage=20, Sword OR Hammer OR Glide OR Dash OR Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 # land in the spikes near the mortar before it shoots then bash it and its projectile
unsafe:
DoubleJump, TripleJump # I hope you'll hate that path as much as I do so it can stay in unsafe for ever
LowerReach.HeatBaurFurnace, SentryJump=2, DoubleJump OR Damage=20 # First jump into the spikes near the shooter, can use lower jump to snaptrap - wall - weapon stall to spikes, then sentry up from spikes to the tongue plant
LowerReach.HeatBaurFurnace, SwordSJump=2 # Pogo the shooter to make it to the left wall, move a bit away from it then sjump+upslash to reach the tongue
LowerReach.HeatBaurFurnace, SentryJump=1, Dash # up slash + dash to reach the left wall. Move a bit away from it, sjump to reach the tongue
LowerReach.HeatBaurFurnace, Bash # jump repeated under the left side of the snaptrap to aggro the spitter. On the second snaptrap, bash the projectile upwards then jump to it and bash to AboveBaurLowerEX. If you stayed long enough on the snaptrap, the shooter should shot a new projectile which you can use to grab the tongue.
LowerReach.HeatBaurFurnace, Dash, Sword, Hammer OR Shuriken=2 OR Flash=2 OR Sentry=2 # pogo the mortar once to go to the left wall and a second time to climb the wall. upslash+dash+energy from there
conn LowerReach.Icefall:
moki: LowerReach.HeatBaurFurnace OR DoubleJump OR Launch
gorlek: Dash
kii:
Bash, Grenade=1 # @validator might be ok for gorlek
Sword OR Hammer OR Sentry=2 OR Shuriken=2 # with hammer/sword: upslash before grabing the frozen tongue, jump out of it then weapon stall
unsafe:
Bash # jump to aggro the spitter (or use grenade) and catch high up on the frozen tongue, then jump off quickly
conn LowerReach.Central:
moki, LowerReach.Lever:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek, LowerReach.Lever:
DoubleJump, TripleJump OR Dash
Glide, DoubleJump OR Dash
kii, LowerReach.Lever:
Sword, Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=20
Hammer, Shuriken=1, Damage=20
Bash, Sword OR Hammer OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=20
Glide, Sword OR Hammer OR Damage=20
Dash, Sword OR Hammer OR Sentry=2 OR Damage=20
DoubleJump, Sword OR Sentry=2 OR Damage=20
unsafe, LowerReach.Lever:
Hammer, Damage=20, Spear=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Glide, Spear=1 OR Sentry=1 OR Shuriken=1 OR Flash=1
Dash, Shuriken=1 OR Sentry=2 # Dash on the small wall from the branch where the lantern is attached, dash again then stall with sentry/shuriken
conn LowerReach.Entry: free
anchor LowerReach.Icefall at -448, -3999: # Where you drop the rock on Baur's nose
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state LowerReach.BearBridgeBroken:
moki: LowerReach.BearSneezed # the game behaves weird when dropping the rock on Baur
state LowerReach.LeftFurnace:
moki:
Grenade=1, Bash, DoubleJump OR Dash OR Glide # Grenade to light the furnace
Grenade=1, Launch # Grenade to light the furnace
Grenade=1, Grapple, DoubleJump # Grenade to light the furnace
gorlek:
Grenade=1, Bash
Grenade=1, Grapple, Dash OR Glide OR Sword OR Hammer # Weapon stall after grabing the plant. Use sword/hammer to combat the Bees as well
Grenade=1, SentryJump=1, Combat=Nest
kii:
Grenade=1, Combat=Nest, Damage=20 # Damage boost on the spikes on the frozen waterfall
Grenade=1, DoubleJump, TripleJump, Combat=Nest # @validator Might be ok for gorlek
Grenade=1, Grapple, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Grenade=1, DoubleJump, Combat=Nest
pickup LowerReach.IcefallOre:
moki, LowerReach.LeftFurnace:
Bash, Grapple OR Launch # bash the enemies
Combat=2xSlug, Grapple, Damage=10, DoubleJump OR Dash # grapple past the enemies and probably get hit by them
Water, Launch # swim past the enemies
gorlek, LowerReach.LeftFurnace:
Water, WaterDash, DoubleJump, TripleJump
Bash
Grapple, Damage=10, Sword OR Hammer OR DoubleJump OR Dash OR Glide # weapon stall needed, probably get hit by wasps
Launch, Damage=10
kii, LowerReach.LeftFurnace:
Launch
Grapple, Sword OR Hammer OR DoubleJump OR Dash OR Glide OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
WaterDash, DoubleJump, Water, Sword OR Hammer OR Spear=1
WaterDash, DoubleJump, Damage=20, TripleJump OR Sword OR Hammer OR Spear=1 OR Flash=1 OR Sentry=1 # @validator the tjump variation should be fine for gorlek
DoubleJump, TripleJump, Sword OR Hammer # land on the snaptrap and tjump+upslash from there. Sword/Hammer can deal with the combat. With sword, you can make the path easier by pogoing a fish or hitting mosquitos but it's not mandatory.
DoubleJump, Dash, Sword OR Hammer # can hit the skeetos/nest with sword to reset djump but not mandatory.
DoubleJump, TripleJump, Dash, Combat=Nest # bait the second snaptrap, coyote dash+dash+tjump from there
DoubleJump, TripleJump, Combat=Nest, Sentry=3 OR Shuriken=2 # bait the second snaptrap, tjump+energy weapon from there
DoubleJump, TripleJump, Glide, Combat=Nest, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Water OR Damage=20
unsafe, LowerReach.LeftFurnace:
# DoubleJump, Glide, Sword # pogo the fish, land on the snaptrap. from the second snaptrap, glide+djump+upslash
DoubleJump, Sword # reset your djump by hitting the nest with sword
DoubleJump, Dash, Combat=Nest, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=40 # bait the second snaptrap, dash ramp on the snaptrap then dash+djump.
DoubleJump, TripleJump, Combat=Nest, Glide OR Water OR Damage=20 # with glide, glide jump
Combat=Nest, SwordSJump=1, DoubleJump, TripleJump # running sjump +tjump+upslash
Combat=Nest, HammerSJump=1, DoubleJump, TripleJump, Dash
pickup LowerReach.IcefallEX:
moki, LowerReach.LeftFurnace:
DoubleJump, Bash # bash the enemies
Combat=2xSlug, DoubleJump, Grapple, Damage=10 # grapple past the enemies and probably get hit by them
Combat=2xSlug, Water, DoubleJump, WaterDash # swim past the enemies
Launch
gorlek, LowerReach.LeftFurnace:
Water, WaterDash, DoubleJump
Water, DoubleJump, TripleJump
DoubleJump, TripleJump, Damage=20 # dboost in the poisonous water
WaterDash, DoubleJump, Damage=20
Grapple, DoubleJump
kii, LowerReach.LeftFurnace:
DoubleJump, TripleJump, Dash OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 # @validator dash variation might be gorlek
DoubleJump, Damage=40 # dboost in poisonous water and spikes to reach snaptrap
DoubleJump, Water, Damage=20 # dboost in spikes to reach the snaptraps
DoubleJump, Dash, Hammer
DoubleJump, Dash, Sword, Spear=1 OR Damage=20
Grapple, Hammer
Grapple, Damage=20, Dash OR Glide OR Sword OR Spear=2 OR Shuriken=2 OR Blaze=2 OR Flash=2 OR Sentry=2 # dboost to get the pickup
Grapple, Spear=1, Dash OR Glide OR Sword OR Shuriken=2 OR Blaze=2 OR Flash=2 OR Sentry=2 # Spear to reach the pickup
Grapple, Spear=3
WaterDash, Hammer, Damage=20 OR Water
Water, WaterDash, Spear=1 OR Damage=20
WaterDash, Damage=20, Spear=1 OR Damage=20 # dboost or spear to reach the pickup
# Pogo a fish
Sword, Water, Hammer OR Spear=1 OR Damage=20
Sword, Damage=20, Hammer OR Spear=1 OR Damage=20
Sword, DoubleJump
Sword, Dash, Hammer OR Spear OR Damage=20
unsafe, LowerReach.LeftFurnace:
Combat=Nest, SwordSJump=1, DoubleJump OR Dash OR Glide
Combat=Nest, SentryJump=1, Glide, Dash OR DoubleJump
Combat=Nest, SentryJump=1, Dash, DoubleJump
Grapple, Dash OR Glide:
Blaze=1 OR Sentry=1 OR Flash=1 # bait the snaptrap, jump of it so it returns to its highest point then jump again+energy to reach the pickup
Bash
Grapple, Sword
Sword, Water OR Dash OR Damage=20 # Pogo a fish
Water, WaterDash, Damage=20 OR Hammer
WaterDash, Damage=20, Sword OR Hammer OR Spear=1 OR Damage=20
Water, WaterDash, Flash=1 OR Sentry=1 OR Spear=1
DoubleJump, Damage=20, Hammer OR Spear=1 # dboost in poisonous water, djump+upslash/spear to walljump of the left side of the snaptrap
conn LowerReach.AboveEntry:
moki: LowerReach.HeatBaurFurnace OR DoubleJump OR Launch
gorlek: Dash
kii:
Glide OR Sword OR Hammer OR Sentry=3 # From the same height as the water
Bash # Bait a skeeto
conn LowerReach.Entry: free
anchor LowerReach.Central at -335, -4010: # After the lever door
refill Checkpoint
pickup LowerReach.AboveDoorEX:
moki:
LowerReach.CentralFurnace, DoubleJump, Dash, Bash OR Hammer OR Spear=1
LowerReach.CentralFurnace, Bash, Grenade=1
Launch
gorlek:
Bash, Grenade=1
SentryJump=1
LowerReach.Lever, DoubleJump, TripleJump
kii:
Bash
DoubleJump, Sword OR LowerReach.Lever # pogo the slime or walljump off the door
LowerReach.CentralFurnace, Hammer, DoubleJump OR Dash
LowerReach.CentralFurnace, Sword, Dash, Spear=1
LowerReach.CentralFurnace, Sword, Hammer, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # hammer upslash+sword full combo+energy weapon
unsafe:
DoubleJump, TripleJump
Sword, Hammer, Flash=1 OR Sentry=1 OR Spear=1
Grenade=1 # GrenadeJump=1
Dash, DoubleJump, Sentry=1 OR Blaze=1 OR Spear=1 OR Flash=1 OR Shuriken=1 # Dash ramp from the ramp near the spikes otw to Lupo
pickup LowerReach.LupoMap:
moki, SpiritLight=150:
Launch
DoubleJump, Dash
LowerReach.CentralFurnace, Bash, Grenade=1, DoubleJump OR Dash OR Glide
gorlek, SpiritLight=150:
DoubleJump, TripleJump
SentryJump=1 # from the snaptrap
LowerReach.CentralFurnace, Bash, Grenade=1 # just land on the little wall first
kii, SpiritLight=150:
Bash # If you miss, you need to die at another anchor for the slime to respawn
Sword, Dash OR DoubleJump
Hammer, Dash OR DoubleJump
DoubleJump, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, Glide, LowerReach.Lever # from LowerReach.AboveDoorEX
DoubleJump, Sentry=2
unsafe, SpiritLight=150:
Grenade=1 # GrenadeJump=1
DoubleJump, Shuriken=1
pickup LowerReach.TPLeftEX: # Be carefull it's not redundant with Central->OutsideTPRoom->TPLeftEX
moki:
Launch
LowerReach.CentralFurnace, DoubleJump, Dash
LowerReach.CentralFurnace, Bash, Grenade=1, DoubleJump OR Dash OR Glide
gorlek:
SwordSJump=2, Spear=1
HammerSJump=2
Bash, Grenade=2, Hammer OR Spear=1
DoubleJump, TripleJump, LowerReach.Lever, Hammer OR Spear=1 # finish with an upswing
kii:
Bash, Hammer OR Spear=1 # Break the ceiling, bash the slime then the mortar projectile
LowerReach.Lever, DoubleJump, Hammer
LowerReach.Lever, DoubleJump, Spear=1, Dash OR Damage=20
LowerReach.CentralFurnace, LowerReach.Lever, DoubleJump, Glide # from LowerReach.AboveDoorEX
LowerReach.CentralFurnace, DoubleJump, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
LowerReach.CentralFurnace, Bash, Sword # use sword to stall in the air
LowerReach.CentralFurnace, DoubleJump, TripleJump OR Sword OR Hammer OR Sentry=5
LowerReach.CentralFurnace, Dash, Sword OR Hammer
unsafe:
LowerReach.Lever, DoubleJump, Sword, Spear=1 # Pogo the mortar projectile once it hit the snaptrap
Grenade=2, Hammer OR Spear=1 # GrenadeJump=2, Hammer OR Spear=1
LowerReach.CentralFurnace:
Dash, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
Bash
conn LowerReach.SecondSoup: free
conn LowerReach.OutsideTPRoom:
moki:
Launch
LowerReach.CentralFurnace, DoubleJump, Dash, Bash
LowerReach.CentralFurnace, Bash, Grenade=1
gorlek:
SwordSJump=3, Spear=1
HammerSJump=4
Spear=1, Bash, Grenade=1, DoubleJump OR Dash OR Damage=20
Spear=1, Bash, Grenade=2
Hammer, Bash, Grenade=2, DoubleJump OR Dash OR Damage=20
Hammer, Bash, Grenade=3
LowerReach.CentralFurnace, DoubleJump, TripleJump OR Dash # stand on the tongue plant
kii:
Bash, Hammer OR Spear=1
LowerReach.Lever, DoubleJump, Hammer
LowerReach.Lever, DoubleJump, TripleJump, Spear=1
Sword, DoubleJump, TripleJump, Spear=1 # Pogo the slime
Sword, DoubleJump, Hammer # Pogo the slime
LowerReach.CentralFurnace, Bash # move the purple slug to the right first
LowerReach.CentralFurnace, DoubleJump, Hammer OR Sword # Might want to add Damage=10 because mortar shot is hard to avoid
LowerReach.CentralFurnace, Dash, Hammer # coyote dash->upslash->dash, land on snaptrap or near lupo to refresh upslash. From the top of the tongue, jump->upslash->dash->hammer hover
LowerReach.CentralFurnace, Dash, Sword, Shuriken=1 OR Flash=1 OR Sentry=1 # coyote dash->upslash->dash, land on snaptrap or near lupo to refresh upslash. From the top of the tongue, jump->upslash->dash->sword combo->energy weapon
unsafe:
Grenade=2, DoubleJump, Hammer OR Spear=1 # GrenadeJump=2, DoubleJump, Hammer OR Spear=1
LowerReach.CentralFurnace, SentryJump=2
LowerReach.CentralFurnace, Dash, Sword # coyote dash->up slash->dash->weapon stall to grab the tongue. pass through the tongue ennemy from the right with downslashes
conn LowerReach.Entry:
moki, LowerReach.Lever:
DoubleJump, Dash OR Glide
Launch
gorlek, LowerReach.Lever: DoubleJump OR Dash OR Damage=20
kii, LowerReach.Lever:
Hammer # upslash + hover
Bash # bash the slime near the spikes then bash glide to the lantern
Shuriken=1
Sword, Glide
unsafe, LowerReach.Lever:
Sword
Glide, Spear=1 OR Flash=1 OR Sentry=1
anchor LowerReach.OutsideTPRoom at -311, -3970: # To the left of the teleporter room
refill Checkpoint
refill Full: # use the teleporter
moki: Grenade=1
gorlek: SentryBurn=1
refill Health=1
refill Energy=3:
moki: BreakCrystal
pickup LowerReach.AboveDoorEX:
moki: Bash OR Hammer OR Spear=1
unsafe: Sentry=1 # Sentry redirect
pickup LowerReach.LupoMap:
moki: SpiritLight=150, DoubleJump OR Dash OR Glide OR Launch
gorlek: SpiritLight=150 # not too hard to do damageless, slide down the tongue plant and land on the little wall
pickup LowerReach.TPLeftEX:
moki:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek:
Glide OR SentryJump=1
DoubleJump, Dash OR TripleJump OR Sword OR Hammer
Dash, Sword OR Hammer
kii:
DoubleJump OR Dash OR Sword OR Hammer OR Sentry=2
Bash, Grenade=1 # from the ledge next to breakable floor, might be good for gorlek
unsafe: free # Pause float
# Grenade=1 # GrenadeJump=1
# Bash
pickup LowerReach.HiddenOre:
moki:
Launch
LowerReach.CentralFurnace, DoubleJump, Bash, Dash OR Glide OR Grenade=1
gorlek:
LowerReach.CentralFurnace, DoubleJump, Bash OR SentryJump=1
kii:
Sword, DoubleJump, TripleJump # pogo the mortar
Bash, DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # jump on the tongue, let ori slide down then double jump again and go for the right wall
Bash, DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # jump on the tongue, let ori slide down then double jump again and go for the right wall
LowerReach.CentralFurnace, Bash, Grenade=1 # bash the mortar so you can reach your grenade from higher
LowerReach.CentralFurnace, Bash, Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # stand near to the mortar, bash it then its projectile to reach the snaptrap. Use your option once it oppens again.
unsafe:
LowerReach.CentralFurnace, Bash # stand beside the spitter, bash off it once it shoots, then again off the projectile
SentryJump=1
DoubleJump, Damage=20, TripleJump OR Sword # jump onto the spikes then up to the snaptrap. Jump on the tongue, let ori slide down then double jump again and go for the right wall
conn LowerReach.SecondSoup: free
conn LowerReach.Central:
moki: DoubleJump OR Dash OR Bash OR Glide OR Launch OR Hammer OR Spear=1
gorlek: free
conn LowerReach.BelowTokk:
moki:
DoubleJump, Dash, Bash # bash the squonkey
DoubleJump, Bash, Grenade=1 # bash the squonkey
Launch
gorlek:
SentryJump=1, DoubleJump # use weapon stall as well
Bash, Grenade=1, Dash OR Glide # use the spitter projectile to get a higher bash off your grenade
kii:
Bash, Dash OR DoubleJump OR Sword OR Hammer
DoubleJump, TripleJump # Need to start jumping just under the energy cristal to get to the first snaptrap
unsafe:
DoubleJump, Damage=40
Bash
# !!!never tested for this connection, moved from 'conn UpperReach.KeystoneRoom'!!!
# SentryJump=1, DoubleJump, LowerReach.CentralFurnace # djump+dash from the frozen snaptrap / bait the last snaptrap and double jump + use weapon to stall in the air
# HammerSJump=1, DoubleJump, Glide # double jump+upslash from the plant to get near the burrow section, climb it then glide to the right
anchor LowerReach.BelowTokk at -296, -3944:
refill Checkpoint
conn LowerReach.OutsideTPRoom: free
conn UpperReach.KeystoneRoom:
moki:
DoubleJump, Dash, Bash # bash the squonkey
DoubleJump, Bash, Grenade=1 # bash the squonkey
Launch
gorlek:
SentryJump=1, DoubleJump
DoubleJump, Dash
Bash, Dash OR Glide OR DoubleJump # bash the squonkey
# @validator these paths might be gorlek
# LowerReach.CentralFurnace, DoubleJump, Sword
# Bash, Sword
kii:
Sword # Pogo the mantis
Hammer, DoubleJump OR Dash
Bash, Hammer OR Shuriken=1 OR Sentry=2 # Bash the mantis, use the other things to get to the mantis
DoubleJump, TripleJump # @validator might be gorlek
LowerReach.CentralFurnace, Combat=Mantis, DoubleJump, Sentry=2
LowerReach.CentralFurnace, Combat=Mantis, DoubleJump, Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
LowerReach.CentralFurnace, Combat=Mantis, Dash, Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # coyote dash from the snaptrap
unsafe:
LowerReach.CentralFurnace, Combat=Mantis, Dash, Spear=1 OR Blaze=1
conn UpperReach.BurrowArea:
moki, Burrow:
DoubleJump, Dash, Bash # bash the squonkey
DoubleJump, Bash, Grenade=1 # bash the squonkey
Launch
gorlek, Burrow:
SentryJump=1, DoubleJump
DoubleJump, TripleJump
Bash, Dash OR Glide OR DoubleJump # bash the mantis
# @validator these paths might be gorlek
# LowerReach.CentralFurnace, DoubleJump, Sword
# Bash, Sword
kii, Burrow:
Sword # Pogo the mantis
Bash, Hammer OR Shuriken=1 OR Sentry=2
DoubleJump, Hammer
DoubleJump, Combat=Mantis, Damage=20
LowerReach.CentralFurnace, DoubleJump, Combat=Mantis, Dash OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # @validator Dash might be gorlek
LowerReach.CentralFurnace, Dash, Hammer
unsafe, Burrow:
LowerReach.CentralFurnace, Combat=Mantis, Dash, Spear=1
anchor LowerReach.Teleporter at -259, -3962:
refill Full
state NonGladesTeleporter: free
conn Teleporters: free
conn LowerReach.OutsideTPRoom:
moki: Grenade=1
gorlek: SentryBurn=1
conn LowerReach.East:
moki: LowerReach.TPLantern
# checkpoint at -296, -3944
anchor LowerReach.SecondSoup at -316, -4037: # Next to the soup below the teleporter
state LowerReach.CentralFurnace:
moki:
Combat=ShieldMiner, DoubleJump, Dash, Bash, Flap
Grenade=1, Combat=ShieldMiner OR Bash OR Burrow OR Launch
gorlek:
Bash, Flap, Combat=ShieldMiner OR Dash OR Launch
Grenade=1, DoubleJump OR Dash OR Glide
kii:
Grenade=1
Bash, Flap
pickup LowerReach.MeltIceEX:
moki: Grenade=1
gorlek:
Bash, Flap
SentryBurn=1
pickup LowerReach.BurrowEX:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow # TP out
conn LowerReach.Central:
moki:
DoubleJump, Bash, Flap OR Grenade=1
DoubleJump, Burrow
Launch
gorlek:
DoubleJump, Bash
Bash, Dash, Grenade=1 OR Flap # With flap, need to juggle the projectile
SentryJump=1
kii:
Burrow, DoubleJump # @validator probably gorlek
Burrow, Dash, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # @validator tjump/sword/hammer might be gorlek
Bash, Grenade=1 OR Flap # Bash the ShieldMiner before bashing your grenade or soup's projectile
Dash, Sword # Pogo the ShieldMiner
unsafe:
Burrow, Sentry=4 # 1 sentry to reach the left wall + 2 to reach the snaptrap + 1 to reach the checkpoint
Bash, Grenade=1 OR Flap # Bash the ShieldMiner before bashing your grenade or soup's projectile
DoubleJump
conn LowerReach.WindChannel:
moki:
Combat=ShieldMiner OR Bash OR Launch
Burrow, DoubleJump OR Dash OR Glide
kii: free # jump over the ShieldMiner from the soup
anchor LowerReach.WindChannel at -256, -4035: # The furnace left of the wind channel connecting to east reach
refill Checkpoint
refill Energy=3:
moki, BreakCrystal:
Combat=ShieldMiner, DoubleJump OR Dash
Bash OR Launch
gorlek: BreakCrystal
state LowerReach.CentralFurnace:
moki: Grenade=1
state LowerReach.WindLantern:
moki: Grenade=1, Combat=ShieldMiner
gorlek:
Grenade=1 # wait for the gorlek to get closer to the platform
SentryBurn=1, DoubleJump OR Launch OR SentryJump=1 # may require a little luck to get the sentry close enough
SentryJump=1
unsafe:
Flap, Bash, Dash # Juggle the soup projectile
SentryBurn=1, Bash OR Hammer
pickup LowerReach.BelowLupoEX:
moki:
DoubleJump, Bash, Grenade=1
Launch
LowerReach.CentralFurnace, DoubleJump OR Dash
gorlek:
SentryJump=1, DoubleJump OR Dash OR Damage=20 # sjump from the frozen plant
Grenade=1, Bash, Damage=20
LowerReach.CentralFurnace, Damage=20, Glide OR Sword OR Hammer
kii:
LowerReach.CentralFurnace, Damage=20 OR Glide OR Sword OR Hammer
unsafe:
Flap, Bash, Damage=20 OR DoubleJump OR Dash OR Sword OR Glide # Use the soup projectile
SentryJump=1 # sjump from the frozen plant then upslash
pickup LowerReach.BreakWallEX:
moki, BreakWall=20:
Combat=ShieldMiner OR Bash OR Launch
DoubleJump, Dash OR Glide
kii: BreakWall=20 # jump over the gorlek when it's near the anchor
pickup LowerReach.WindBottomEX:
moki: LowerReach.WindLantern, Glide
gorlek, LowerReach.WindLantern:
Damage=20, Launch OR SentryJump=1
kii, LowerReach.WindLantern:
DoubleJump, Damage=80
DoubleJump, Damage=40, TripleJump OR Dash
unsafe:
LowerReach.WindLantern # TP out
# LowerReach.WindLantern, Damage=20
pickup LowerReach.WindHiddenEX:
moki: LowerReach.WindLantern, Glide
gorlek:
Launch, Damage=20, Glide
SentryJump=2, Damage=20, DoubleJump OR Dash # sjump, damage boost (the spikes wont hit Ori after landing on them), sjump again then upsalsh to reach the right wall then sword combo to reach the pickup and tp out
DoubleJump, TripleJump, SentryJump=1, Damage=20 # same as above, triple jump + up slash to get to the right wall then jump into the spikes to avoid the first sjump
Launch, DoubleJump OR Dash OR Sword
kii:
Launch, Glide OR Damage=40
DoubleJump, TripleJump, Damage=60, Hammer OR Bash # with bash, bash the gorlek and TP out.
unsafe:
Launch # TP out
DoubleJump, TripleJump, Damage=20, Sword OR Hammer OR Bash # tjump + upslash/bash the gorlek to climb the right wall, tjump to the left spiky wall, iframe to wjump and tjump again to wjump from the wall just above and tjump again to the ice wall<
SentryJump=2, Damage=20, DoubleJump OR Dash # sjump, damage boost (the spikes wond t hit Ori after landing on them), sjump again then upsalsh to reach the right wall then sword combo to reach the pickup and tp out
DoubleJump, TripleJump, SentryJump=1, Damage=20 # same as above, triple jump + up slash to get to the right wall then jump into the spikes to avoid the first sjump
conn LowerReach.SecondSoup:
moki:
Combat=ShieldMiner, DoubleJump OR Dash OR Glide
Bash, Grenade=1
Launch
gorlek: Bash OR Combat=ShieldMiner
kii: DoubleJump
unsafe: Damage=10
conn LowerReach.SoupMoki:
moki: LowerReach.WindLantern, Glide # grenade to light the lantern
gorlek: Launch, DoubleJump OR Dash OR Sword OR Hammer OR Damage=20
kii: Launch, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Launch
DoubleJump, TripleJump, Damage=40, Sword OR Hammer OR Bash
DoubleJump, Grenade=1, Damage=40 # Grenade jumps
# checkpoint at -223, -4043
anchor LowerReach.SoupMoki at -240, -3989: # Below the reach teleporter, where you hand delicious marshclam soup to a moki (or alternatively extuingish his fireplace...)
refill Energy=4:
moki: BreakCrystal
quest LowerReach.HandToHandHat:
moki: LowerReach.HandToHandSoup
pickup LowerReach.WindHiddenEX:
moki:
DoubleJump, Dash, Glide
Launch, Glide
gorlek: DoubleJump OR Dash OR Glide OR Launch OR Damage=20 # TP out
unsafe:
Sword OR Flash=1 OR Sentry=1 OR Shuriken=1
Bash, Grenade=1
conn LowerReach.WindChannel:
moki: Glide
gorlek: DoubleJump OR Dash OR Launch OR Sword OR Hammer OR Damage=20
kii: free # Can use Spear, Shuriken, Blaze, Flash, Sentry to slow you down if the free connection is too hard
conn LowerReach.East:
moki:
Bash, Grenade=1, DoubleJump, Dash
Launch
gorlek:
Bash, Grenade=1, DoubleJump, TripleJump OR Dash
Bash, Grenade=1, Damage=20, DoubleJump, Glide OR Sword
SentryJump=1, DoubleJump, TripleJump OR Dash
SentryJump=1, Damage=20, DoubleJump, Glide OR Sword
kii:
Bash, Grenade=1 OR DoubleJump OR Dash OR Sword
Bash, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
SentryJump=1
Bash, Hammer, Spear=1
Bash, Glide, Spear=1 OR Shuriken=1 OR Sentry=1
DoubleJump, TripleJump, Dash OR Sword # climb the wall near the moki, dash then triple jump to the wall to reset your jumps and dash + triple jump to reach the plant. With sword, pogo the fire, triple jump + upslash to reach the wall to reset your jumps then sword jump to the plant
anchor LowerReach.East at -223, -3967: # To the right side outside the teleporter
refill Full: # use the teleporter
moki: LowerReach.TPLantern
state LowerReach.TPLantern: # Most paths redundant with Snowball
kii: Grenade=1 # Climb up from the closed door
conn LowerReach.Teleporter:
moki: LowerReach.TPLantern
conn LowerReach.Snowball:
moki:
Bash, Grenade=2, DoubleJump, Dash OR Glide # The first Grenade may hit the enemy
Launch
gorlek:
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Sword OR Hammer
SentryJump=1, DoubleJump, TripleJump, Grenade=1 OR Spear=1 # drop the slime for leniency
SentryJump=1, DoubleJump, Dash, Grenade=1 OR Spear=1 # drop the slime for leniency
kii:
Bash, Grenade=1
DoubleJump, TripleJump, Combat=WeakSlug, Dash OR Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Bash # Bash the slime
SentryJump=1
DoubleJump, TripleJump
conn LowerReach.SoupMoki: free
anchor LowerReach.Snowball at -182, -3968: # At the ledge above the snowball ice wall
refill Checkpoint
state LowerReach.TPLantern: # The slug despawns from the nearby checkpoint
moki: Grenade=1, Combat=WeakSlug OR Bash
gorlek:
Grenade=1
SentryBurn=1, SentryJump=1
SentryBurn=1, DoubleJump, TripleJump
SentryBurn=1, Launch
kii:
SentryBurn=1, Bash
SentryBurn=1, DoubleJump, Hammer # djump+upslash+sentry
unsafe:
SentryBurn=1, DoubleJump, Sword # The slime won't respawn if you activated the checkpoint
state LowerReach.RolledSnowball:
moki: Grenade=1, Combat=Mantis OR Bash
gorlek: # Sentry to melt the ice
SentryBurn=1, Launch
SentryBurn=1, DoubleJump, TripleJump, Glide
kii:
SentryBurn=1, Bash, DoubleJump OR Glide OR Hammer
SentryBurn=1, Bash, Dash, Damage=20
kii:
SentryBurn=1, DoubleJump, TripleJump, Dash OR Sword OR Hammer OR Sentry=2 OR Damage=20 # Jump from the branch above the ice, triple jump to get close enough, sentry to melt the ice then return to safety
unsafe:
SentryBurn=1, Damage=20, SentryJump=1 # Jump in the spikes (won't damage Ori afterwards), sjump then sentry to melt the ice + sword combo to return to safety
SentryBurn=1, DoubleJump, TripleJump, Shuriken=1 OR Blaze=1
pickup LowerReach.SnowballHC:
moki: LowerReach.RolledSnowball, Burrow, DoubleJump OR Dash OR Glide OR Launch OR Damage=20
gorlek: LowerReach.RolledSnowball, Burrow # Dash in the snow before exiting the burrow section to get momentum
conn LowerReach.East:
moki:
Combat=WeakSlug, DoubleJump OR Dash OR Glide
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek:
Bash, Grenade=1
Sword OR Hammer
kii:
DoubleJump OR Dash OR Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Bash # Bash glide the slime which despawn if you respawn at the checkpoint
conn LowerReach.SoupMoki: free
conn LowerReach.PastSnowball:
moki, LowerReach.RolledSnowball:
DoubleJump OR Glide OR Launch
Bash, Grenade=1, Dash
Bash, Grenade=2
gorlek: LowerReach.RolledSnowball, Dash OR Sword OR Hammer OR Damage=20 # Bash the running ennemy to avoid the damage boost
kii: LowerReach.RolledSnowball, Bash OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe: LowerReach.RolledSnowball
anchor LowerReach.PastSnowball at -99, -3982: # At the bashnade pedestal after rolling the snowball
refill Checkpoint
refill Energy=4: # fast respawning crystal
moki: BreakCrystal
pickup LowerReach.RoofLeftEX: # Have to solve after LowerReach.RolledSnowball
moki: # intended path omitted in moki
Launch, DoubleJump, Dash OR Glide
Bash, Grenade=1, Launch
gorlek:
LowerReach.CoolEastFurnace, Bash, Grenade=2, DoubleJump, Dash, Glide # intended path?
Launch, DoubleJump # Easier from under the snaptrap
kii:
Launch
Bash, Grenade=2, DoubleJump, Dash
LowerReach.HeatEastFurnace, Bash, Grenade=2, DoubleJump, Glide OR TripleJump OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
SwordSJump=1, DoubleJump, TripleJump
Bash, Grenade=2, DoubleJump, TripleJump OR Dash OR Glide
SentryJump=1, DoubleJump, Dash
DoubleJump, Grenade=1 # from the checkpoint, grenade jumps to the small wall under the spikes and grenade jumps again from there
pickup LowerReach.RoofRightEX:
moki: Launch # intended path omitted in moki
gorlek:
LowerReach.CoolEastFurnace, Bash, Grenade=2
SwordSJump=2
kii:
Bash, Grenade=2 # You have to time the second grenade throw just before the snaptrap open again
Bash, Grenade=1, DoubleJump, Dash OR TripleJump # Climb on the right wall above the 2nd plant
unsafe:
SentryJump=1, DoubleJump # Climb on the wall above the 2nd plant
conn LowerReach.HalfwayIceCavern:
moki:
Bash, Grenade=1, DoubleJump, Dash, Glide
Launch
gorlek:
SwordSJump=1, DoubleJump
SwordSJump=3
Bash, Grenade=1, DoubleJump, TripleJump OR Dash OR Glide
kii:
Bash, Grenade=3
Bash, Grenade=2, DoubleJump OR Dash OR Sword OR Hammer OR Glide OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, DoubleJump, Sword OR Hammer OR Sentry=2
Bash, Grenade=1, DoubleJump, Damage=20, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
Bash, Grenade=1, Dash, Sword OR Hammer OR Sentry=2
LowerReach.HeatEastFurnace, Bash, Grenade=1, DoubleJump, Shuriken=1
LowerReach.HeatEastFurnace, Bash, Grenade=1, DoubleJump, Blaze=1, Damage=20
LowerReach.HeatEastFurnace, Bash, Grenade=1, Dash, Glide OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=20
unsafe:
Bash, Grenade=1, DoubleJump, Damage=20
SwordSJump=1, DoubleJump, Dash OR Glide
Bash, Grenade=1, Dash, Sentry=1 OR Flash=1 OR LowerReach.HeatEastFurnace # Need to walljump on the wall above the 2nd plant then dash, get a reset by touching the ceilin and dash a second time
conn LowerReach.EastFurnace:
gorlek: ShurikenBreak=20
conn LowerReach.Snowball:
moki, LowerReach.RolledSnowball:
LowerReach.CentralFurnace, Combat=Lizard OR Bash
Launch
gorlek, LowerReach.RolledSnowball: DoubleJump
kii, LowerReach.RolledSnowball:
LowerReach.CentralFurnace
Dash, Hammer OR Spear=1
unsafe, LowerReach.RolledSnowball:
Hammer
Bash # use the lizard
# checkpoint at -60, -3987
anchor LowerReach.HalfwayIceCavern at -43, -3955: # On the snaptrap halfway through the spiky ice cavern
# Going through that ice cavern in order to activate LowerReach.EastDoorLantern or going to LowerReach.SwimmingPool is horrible to find paths for, especially when using sjumps/bashnades
# That anchor is just so pathfinder have an easier time patfinding the horrible paths through that icy cavern.
state LowerReach.EastDoorLantern:
moki:
Grenade=1, DoubleJump, Dash, Glide
Grenade=1, Launch
gorlek:
DoubleJump, Grenade=1, Sword OR Hammer OR Glide OR Dash OR TripleJump
SwordSJump=1, Grenade=1
SentryBurn=1, Launch OR DoubleJump
kii:
Bash, Grenade=3
Bash, Grenade=2, Dash OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=20
Grenade=1, DoubleJump OR Glide OR Sword OR Hammer
unsafe:
Bash, Grenade=2
SentryJump=2, Grenade=1, Dash # Need to use up slashes
SentryBurn=1, SwordSJump=2
conn LowerReach.SwimmingPool:
moki:
Glide, DoubleJump OR Dash
Launch
gorlek: Glide OR DoubleJump OR Dash OR Sword OR Hammer OR Damage=20
kii: Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
anchor LowerReach.SwimmingPool at -44, -4001: # At the platform in the freezable water
refill Energy=4:
moki: BreakCrystal, LowerReach.CoolEastFurnace OR Water
pickup LowerReach.FractureShard:
moki: LowerReach.HeatEastFurnace, Water
conn LowerReach.ArenaArea:
moki, LowerReach.EastDoorLantern:
LowerReach.CoolEastFurnace, Bash, Grenade=1
Launch, LowerReach.CoolEastFurnace OR DoubleJump OR Dash OR Glide
gorlek, LowerReach.EastDoorLantern:
Launch # Launch into the ceiling then into the wall near the energy cristal and again to the platform
SentryJump=1, LowerReach.CoolEastFurnace
SwordSJump=1, Water
SwordSJump=2, DoubleJump, Glide
LowerReach.HeatEastFurnace, WaterDash, Water, DoubleJump # Wall jump from the right wall
kii:
Bash, Grenade=1, Damage=40 # bash the fish and worm to go faster and avoid taking one more dboost
Bash, Grenade=1, Damage=20, WaterDash OR DoubleJump OR Dash OR Sword
Bash, Grenade=1, Sword, DoubleJump OR Dash # pogo the worm
Bash, Grenade=1, DoubleJump, Dash, TripleJump OR Glide OR Hammer OR Sentry=2
Bash, Grenade=2, Dash OR Glide OR DoubleJump OR Sword OR Shuriken=1 OR Sentry=2 OR Damage=20
LowerReach.HeatEastFurnace, Bash, Water # bash the fish under the door
LowerReach.HeatEastFurnace, Bash, WaterDash, Damage=20, Damage=40
LowerReach.HeatEastFurnace, WaterDash, Water, Hammer OR Spear=1 # Wall jump from the right wall
LowerReach.HeatEastFurnace, WaterDash, Damage=20, Damage=20, Hammer OR Spear=1
LowerReach.HeatEastFurnace, DoubleJump, TripleJump, Hammer, Water OR Dash OR Glide OR Sword OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=20 # tjump+ hammer upslash from the closed snaptrap to walljump on the left wall
LowerReach.HeatEastFurnace, DoubleJump, TripleJump, Spear=1, Water OR Dash OR Glide OR Sword OR Sentry=3 OR Damage=20 # tjump+spear from the closed snaptrap to walljump on the left wall
unsafe:
SwordSJump=1, DoubleJump, TripleJump OR Dash OR Glide # double jump from the platform, refill dash/jumps by slashing the energy cristal then sjump on the plant
SwordSJump=2, DoubleJump OR Glide OR Dash
conn LowerReach.EastFurnace:
moki:
Bash, Grenade=1
Launch
gorlek:
DoubleJump, TripleJump # Climb the right wall then jump to the left wall before double jumping again to the platform
SwordSJump=1
HammerSJump=1, Dash OR DoubleJump OR LowerReach.CoolEastFurnace
LowerReach.HeatEastFurnace, WaterDash, DoubleJump, Water, Sword OR Hammer
LowerReach.HeatEastFurnace, WaterDash, DoubleJump, Damage=20, Sword OR Hammer
kii:
DoubleJump # Precise wall jump on the right wall then wjump on the left wall
LowerReach.HeatEastFurnace, Bash, Water OR Damage=100 # Bash the fish
LowerReach.HeatEastFurnace, Bash, WaterDash, Water OR Damage=40
anchor LowerReach.EastFurnace at -61, -3987: # At the furnace above the swimming pool
refill Checkpoint
state LowerReach.HeatEastFurnace:
moki: Grenade=1
state LowerReach.CoolEastFurnace:
moki: Flap
conn LowerReach.PastSnowball:
moki: BreakWall=20
conn LowerReach.SwimmingPool: free
anchor LowerReach.ArenaArea at 44, -3992: # To the left of the combat arena
refill Checkpoint
refill Health=1
refill Energy=3:
moki, BreakCrystal:
DoubleJump, Dash
Launch
state LowerReach.ArenaBeaten:
moki: Regenerate, Damage=40, Combat=3xShieldMiner+Hornbug+2xBee
unsafe: Combat=3xShieldMiner+Hornbug+2xBee
conn LowerReach.TrialStart:
moki: LowerReach.ArenaBeaten
conn LowerReach.LowerWispPath:
moki, LowerReach.ArenaBeaten: Glide
gorlek, LowerReach.ArenaBeaten: Launch, DoubleJump OR Dash OR Damage=20
kii, LowerReach.ArenaBeaten:
Launch
DoubleJump, TripleJump
conn LowerReach.SwimmingPool:
moki, LowerReach.EastDoorLantern:
LowerReach.CoolEastFurnace OR Water
Launch, DoubleJump, Dash OR Glide
gorlek, LowerReach.EastDoorLantern:
DoubleJump, TripleJump, Glide
DoubleJump, Dash, Glide, Sword
Damage=20, DoubleJump OR Dash OR Glide OR Sword # Swim in dirty water
WaterDash, Damage=20, Hammer
Launch # refresh on wall above crystal
unsafe, LowerReach.EastDoorLantern:
Sword, DoubleJump OR Dash OR Glide # Pogo something in the water
DoubleJump, TripleJump, Dash
# checkpoint at just kidding, placed this mark because the refill logic below kind of sucks
anchor LowerReach.WindSpinners at 73,-3929: # midway through the wind column above the combat arena
# This anchor is just so ArenaArea->WispsPath is easier to pathfind for
conn LowerReach.LowerWispPath:
moki:
Glide, Grapple OR Launch
Glide, DoubleJump, Bash, Grenade=1
gorlek:
Glide, SentryJump=1
Glide, Bash, Grenade=1
Glide, DoubleJump, TripleJump OR Dash
Launch, DoubleJump, TripleJump OR Dash OR Damage=20 # Pass under the first spinner to reach the right wall, climb it and launch to the energy cristal
kii:
Launch, Dash OR Sword OR Hammer OR Damage=20 # Pass under the first spinner and launch to the wall above it
Glide, DoubleJump, Hammer OR Damage=20
DoubleJump, TripleJump, Damage=60 # 2 dboosts to reach the right wall, climb it, pass between the two spinners to reach the left wall, climb it and take a third dboost
DoubleJump, TripleJump, Damage=40, Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # pass under the 1st spinner by using tjump, dboost, tjump again and use your other mobility option to reach the right wall, climb it, pass between the two spinners to reach the left wall, climb it and take a third dboost
unsafe:
Glide, Dash, Hammer
Launch, Spear=1 OR Shuriken=1 OR Sentry=1 OR Spear=1 OR Flash=1 # Pass under the first spinner and launch to the wall above it
DoubleJump, TripleJump, Damage=20
Bash, Grenade=1, DoubleJump, TripleJump # Precise grenade throw above the first spinner, pass under the spinner to catch the grenade and bash glide to the right wall
conn LowerReach.ArenaArea:
moki: Glide, LowerReach.ArenaBeaten
gorlek: LowerReach.ArenaBeaten
anchor LowerReach.LowerWispPath at 83, -3874: # At the checkpoint just after the grappable plant
refill Checkpoint
refill Health=1: # Requirements are here so you can return to the checkpoint afterwards
moki:
Grapple OR Launch
Bash, Grenade=1 # wasted energy...
gorlek:
DoubleJump, TripleJump OR Dash
SentryJump=1
kii:
DoubleJump, Hammer OR Damage=20
unsafe:
DoubleJump, Sword OR Hammer
Dash, Hammer
refill Energy=4: # Requirements are here so you can return to the checkpoint afterwards
moki:
DoubleJump, Grapple
DoubleJump, Bash, Grenade=1 # wasted energy...
Dash, Damage=20, Grapple
Dash, Damage=20, Bash, Grenade=1 # wasted energy...
Launch
gorlek:
Grapple, Dash OR Glide OR Sword
SentryJump=1
Bash, Grenade=1, Dash OR Glide OR Sword
DoubleJump, TripleJump OR Dash
kii:
Grapple, Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
DoubleJump, Hammer OR Damage=20
unsafe:
DoubleJump, Sword
Dash, Hammer
conn LowerReach.BridgeWispPath: # The gorlek isn't here if you respawn at the chekpoint
moki: Bash, Grenade=3 OR Launch
gorlek: Launch, Bash OR SentryJump=1 OR Damage=20
kii:
Bash, Grenade=2
Bash, Grenade=1, Glide OR Dash
Bash, Grenade=1, DoubleJump, TripleJump OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, DoubleJump, TripleJump, Damage=40
unsafe:
Bash, Grenade=1, DoubleJump
Bash, DoubleJump, TripleJump, Damage=20
Bash, SwordSJump=1
Bash, HammerSJump=1, Glide OR DoubleJump OR Dash
conn LowerReach.WindSpinners:
moki: Glide
gorlek: Launch, Damage=20
kii: Launch OR DoubleJump OR Dash OR Sword OR Hammer OR Damage=20
unsafe: free
# checkpoint at 80, -3805
anchor LowerReach.BridgeWispPath at 67, -3808: # At the bridge checkpoint, next to the wind column
refill Checkpoint
conn LowerReach.SnowEscape:
moki:
Bash, Grenade=1, Glide, DoubleJump OR Grapple
Glide, Launch
gorlek:
Launch
Glide, SentryJump=1 OR DoubleJump OR Dash
Bash, SwordSJump=1, DoubleJump, Dash OR TripleJump # SentryJump to get on the right wall, use sword to air stall 2nd wind column.
Bash, SwordSJump=2, Grapple # SentryJump to get on the right wall at the 1st wind column
Bash, Grenade=1, Glide
kii:
Bash, DoubleJump OR Dash OR Sword OR Hammer
DoubleJump, TripleJump, Grapple OR Sword OR Hammer # Climb the left wall then go to the right one. You can kill the slimes with weapons.
DoubleJump, TripleJump, Sentry=2, Combat=2xWeakSlug # Climb the left wall then go to the right one
DoubleJump, TripleJump, Sentry=2, Damage=10, Damage=10 # Climb the left wall then go to the right one. dboost through the slimes.
unsafe:
Bash, DoubleJump OR Dash OR Grapple OR Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Shuriken=2
conn LowerReach.LowerWispPath:
moki:
Bash
Combat=WeakSlug, Combat=Miner
gorlek: free
anchor LowerReach.SnowEscape at 79, -3733:
refill Full
quest LowerReach.ForestsMemory: # currently based on the requirements of getting here to simplify
moki:
Dash, Bash, Grapple, Glide, Water OR DoubleJump
Bash, Glide, Launch
gorlek:
Launch, Water OR Glide OR Damage=20
Dash, Glide, DoubleJump, TripleJump OR Damage=20
Dash, Glide, Grapple
kii:
Launch
Dash, DoubleJump, TripleJump OR Glide
DoubleJump, Glide, Bash
Glide, Grapple, Bash, Water, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Glide, Grapple, Bash, Damage=20, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Glide, Sentry=2
DoubleJump, Glide
Dash, Glide, Damage=20
SentryJump=1, DoubleJump, Dash, TripleJump # Same path than above but the sjump ease it
SentryJump=2, DoubleJump, Dash # 1st sjump on a friendly spike and 2nd one on the branch to pass the 1st wind column
SentryJump=3, Dash, Grapple OR Damage=20
Dash, SentryJump=4
state LowerReach.BearSneezed: # Same paths as LowerReach.ForestsMemory (when finishing the escape, Baur isn't blocking the Reach entrance anymore)
moki:
Dash, Bash, Grapple, Glide, Water OR DoubleJump
Bash, Glide, Launch
gorlek:
Launch, Water OR Glide OR Damage=20
Dash, Glide, DoubleJump, TripleJump OR Damage=20
Dash, Glide, Grapple
kii:
Launch
Dash, DoubleJump, TripleJump OR Glide
DoubleJump, Glide, Bash
Glide, Grapple, Bash, Water, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Glide, Grapple, Bash, Damage=20, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Glide, Sentry=2
DoubleJump, Glide
Dash, Glide, Damage=20
SentryJump=1, DoubleJump, Dash, TripleJump # Same path than above but the sjump ease it
SentryJump=2, DoubleJump, Dash # 1st sjump on a friendly spike and 2nd one on the branch to pass the 1st wind column
SentryJump=3, Dash, Grapple OR Damage=20
Dash, SentryJump=4
pickup LowerReach.EscapeRevisitEX:
moki: LowerReach.ForestsMemory
anchor LowerReach.TownEntry at -35, -4077: # Where the wind starts
conn LowerReach.VeralHome: free
conn LowerReach.TrialStart:
moki:
Glide
gorlek:
Launch, DoubleJump, Damage=20
Launch, Bash, Grenade=1
kii:
Launch, Damage=40
Launch, Damage=20, Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, DoubleJump, TripleJump, Dash, Hammer, Damage=20
unsafe:
Bash, Grenade=1, DoubleJump, TripleJump, Dash, Hammer OR Damage=20
Bash, Grenade=1, DoubleJump, TripleJump, Spear=1, Damage=20 # extend your bash with spear
Launch, DoubleJump, Dash OR TripleJump
Launch, Damage=20 # Launch on the wall at the start of the wind cave
anchor LowerReach.TrialStart at 64, -4046: # At trial start
refill Checkpoint
state LowerReach.KeystoneDoor:
moki: Keystone=4
state LowerReach.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: LowerReach.KeystoneDoor
pickup LowerReach.SpiritTrial:
moki: LowerReach.TrialActivation, Dash, Glide
pickup LowerReach.RightKS:
moki:
Glide
DoubleJump, Dash, Bash, Grenade=1
Launch, DoubleJump OR Damage=20
gorlek:
Launch
SentryJump=1, DoubleJump
Bash, Grenade=1, DoubleJump
kii:
Dash, DoubleJump, TripleJump, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Hammer, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
pickup LowerReach.UpperLeftKS:
moki: Glide
kii: # TP out after taking the pickup
Launch, DoubleJump, TripleJump, Damage=30 # dboost in the spikes+ dboost on the slime next to the keystone
DoubleJump, TripleJump, Combat=BombSlug, Damage=80
unsafe: Launch, DoubleJump, TripleJump, Damage=20 # Launch against the walls. When on the wall above LowerReach.VeralHome, first use triple jump then lauch, triple jump again to take a damage boost to refresh launch then launch and triple jump again to take the pickup and tp out
pickup LowerReach.MiddleLeftKS:
moki: Glide
kii: # TP out after taking the pickup
DoubleJump, TripleJump, Damage=60
Launch, Damage=40
Launch, DoubleJump, Damage=20, TripleJump OR Dash
unsafe: Launch, Damage=20, DoubleJump OR Dash # Launch against the walls. When on the wall above LowerReach.VeralHome, first use djump/dash then lauch, reuse your mobility option, take a damage boost to refresh launch, take the pickup and TP out
pickup LowerReach.BottomLeftKS:
moki: Glide
kii: # TP out after taking the pickup
Launch, DoubleJump OR Dash OR Sword OR Hammer OR Sentry=3 OR Damage=20 # sentry where the two bomb slug are, walljump launch, 2 senties
DoubleJump, TripleJump, Combat=BombSlug, Sword OR Dash OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=20
unsafe:
Launch, Shuriken=1 OR Flash=1 OR Sentry=1 # shuriken/flash/sentry before using launch
DoubleJump, TripleJump, Sword OR Dash OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=10 # dboost on the flying spikes, which only deal 10 damages
pickup LowerReach.TrialEX:
moki: Glide
kii:
Launch, Damage=40 # Pass under the two falling slimes
Launch, Damage=20, DoubleJump OR Dash
Launch, DoubleJump, TripleJump
conn LowerReach.TownEntry:
moki: Glide
gorlek:
Damage=20, Sword OR Dash OR DoubleJump OR Launch # sword or hammer for weapon stalling
Bash, Grenade=1, Sword OR Dash OR DoubleJump OR Launch
Launch, Sword OR Hammer OR Dash OR DoubleJump
DoubleJump, Sword OR Hammer OR Dash OR TripleJump
Dash, Sword OR Hammer
SwordSJump=1
kii:
Damage=20, Damage=40
Hammer, Damage=30 # dboost on the falling slime
Bash, Grenade=1, Damage=20, Damage=20
Bash, Grenade=1, Hammer OR Shuriken=2 OR Blaze=4 OR Sentry=3
Bash, Grenade=1, Damage=20, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Damage=20, Hammer
Damage=10, Damage=40
Bash, Grenade=1, Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=10
conn LowerReach.ArenaArea:
moki: LowerReach.ArenaBeaten, Glide
unsafe: LowerReach.ArenaBeaten, Launch # Launch Swap
region UpperReach:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor UpperReach.BurrowArea at -369, -3917: # left of the entrance sand wall
# unsafe paths may be incorrect after moving the anchor
pickup UpperReach.LifeForceEX:
moki:
Burrow, Launch, Bash
gorlek:
Launch
Burrow, Bash, DoubleJump, TripleJump OR Dash OR Glide
Burrow, DoubleJump, TripleJump, Dash, Glide
kii:
Burrow, Bash, DoubleJump OR Dash OR Glide
Burrow, Bash, Sword
Burrow, Bash, Sentry=5 # One sentry in order to reach the second crumbling platfom then 2 to reach the lantern and another 2 to get to the EX platform
Burrow, Sword, Dash, DoubleJump # "Precise" burrow angle bellow UpperReach.LifeForceEX then full sword combo + movement options
Burrow, DoubleJump, TripleJump OR Hammer # precise angle underneath UpperReach.LifeForceEX then land next to the pickup
Burrow, DoubleJump, Damage=20 # dboost in the spikes under the pickup
Burrow, DoubleJump, Sentry=1 OR Flash=1 # precise angle underneath UpperReach.LifeForceEX then land next to the pickup
Burrow, Bash, Grenade=1, Damage=20 # grenade from under the pickup, burrow to reach it then land near the pickup. Damage because of the 2nd sand platform
Burrow, Dash, Glide # go to UpperReach.LifeForceShard first
unsafe:
Burrow, SwordSJump=2 # Running sjump from under LifeForceEX
Burrow, SentryJump=1, Glide OR Damage=20 # sjump to enter the burrow section. There is a small safespot in the right spikes below the sand after the bashable plant. Use weapon to stall in the air.
Burrow, SwordSJump=1, Dash # Need a precise angle to exit the burrow section under LifeForceEX. Use sword for air stalling.
Burrow, HammerSJump=1, Dash, Damage=20 # Need a precise angle to exit the burrow section under LifeForceEX. Use sword for air stalling.
Burrow, Bash, Damage=20, Spear=2 OR Shuriken=2 OR Blaze=2 OR Sentry=2 OR Flash=2
Burrow, Sword, Sentry=2 OR Flash=2 # Pogo the mantis, before the lantern get a good burrow angle then sentry->sword hover->up slash->sentry to reach the crumbling platform. Same with flash but you have to disable flash during your sword hover so you get a second hop.
Burrow, DoubleJump, Damage=20 # dboost in the spikes near the mantis to reach the burrow section then precise angle from under UpperReach.LifeForceEX
Burrow, DoubleJump, Sentry=1 OR Flash=1 OR Shuriken=1 # Precise djump from the frozen muncher. Can make it easier by standing on the right of the muncher first so the left side is a bit higher.
Burrow, Sword, Damage=20 # Pogo the mantis, precise angle to land into the spikes under UpperReach.LifeForceEX, precise walljump into upslash to land next to the pickup. Blame Wolf who made me realize it was possible
pickup UpperReach.LifeForceShard:
moki:
Burrow, Launch, Bash
gorlek:
Launch
Burrow, Bash, DoubleJump, TripleJump OR Dash OR Glide
Burrow, DoubleJump, TripleJump, Dash, Glide
kii:
Burrow, Bash, DoubleJump OR Dash OR Glide OR Sword OR Hammer
Burrow, Bash, Sentry=3 # One sentry in order to reach the second crumbling platfom then 2 to reach the lantern
Burrow, Sword, Dash, DoubleJump # "Precise" burrow angle bellow UpperReach.LifeForceEX then full sword combo + movement option
Burrow, DoubleJump, TripleJump OR Hammer # precise angle underneath UpperReach.LifeForceEX then land next to the pickup, then go to shard
Burrow, DoubleJump, Damage=20 # dboost in the spikes under the EX pickup, then jump to the Shard
Burrow, DoubleJump, Sentry=1 OR Flash=1 # precise angle underneath UpperReach.LifeForceEX then land next to the EX pickup, then go to shard
Burrow, Dash, Glide
unsafe:
Burrow, SwordSJump=2 # Running sjump from under LifeForceEX
Burrow, SentryJump=1, Glide OR Damage=20 # sjump to enter the burrow section. There is a small safespot in the right spikes below the sand after the bashable plant. Use weapon to stall in the air.
Burrow, SwordSJump=1, Dash # Need a precise angle to exit the burrow section under LifeForceEX. Use sword for air stalling.
Burrow, HammerSJump=1, Dash, Damage=20 # Need a precise angle to exit the burrow section under LifeForceEX. Use sword for air stalling.
Burrow, Bash, Damage=20, Spear=2 OR Shuriken=2 OR Blaze=2 OR Sentry=2 OR Flash=2
Burrow, Sword, Sentry=2 OR Flash=2 # Pogo the mantis, before the lantern get a good burrow angle then sentry->sword hover->up slash->sentry to reach the crumbling platform. Same with flash but you have to disable flash during your sword hover so you get a second hop.
Burrow, DoubleJump, Damage=20 # dboost in the spikes near the mantis to reach the burrow section then precise angle from under UpperReach.LifeForceEX
Burrow, DoubleJump, Sentry=1 OR Flash=1 OR Shuriken=1 # Precise djump from the frozen muncher. Can make it easier by standing on the right of the muncher first so the left side is a bit higher.
Burrow, Sword, Damage=20 # Pogo the mantis, precise angle to land into the spikes under UpperReach.LifeForceEX, precise walljump into upslash to land next to the pickup. Blame Wolf who made me realize it was possible
conn LowerReach.BelowTokk:
moki: Burrow
anchor UpperReach.KeystoneRoom at -256, -3914: # At the furnace in the four keystone room before Grenade tree
refill Checkpoint
# This entire room can be in two mutually exclusive states: Frozen or Thawed.
# Additionally, you can only change the state if you have access to the furnace.
# This is important, because you have to avoid writing logic that requires a frozen furnace on its first half and a thawed furnace on its second half.
# To account for this, anchors in this room have up to three different variants:
# - Main Variant ("UpperReach.[name]"):
# Paths to this anchor have to work with both furnace states! Outgoing connections can use either furnace state.
# - Frozen Variant ("UpperReach.[name]Frozen):
# Paths to this anchor have to use the frozen furnace state! Outgoing connections cannot use the thawed furnace state.
# Outgoing anchor connections may only connect to frozen variants, unless they light the furnace, in which case they may connect to thawed variants.
# - Thawed Variant ("UpperReach.[name]Thawed):
# Paths to this anchor have to use the thawed furnace state! Outgoing connections cannot use the frozen furnace state.
# Outgoing anchor connections may only connect to frozen variants
# This would however create countless redundancies, which is why additionally there's a counterpart for each variant:
# These counterparts may not connect to any other anchors that have variants dependant on the same furnace, unless explicitely to connect into another furnace state.
# - Main Paths ("UpperReach.[name]Paths"):
# All three variants connect to this anchor. Outgoing connections have to work with both furnace states.
# - Frozen Paths ("UpperReach.[name]FrozenPaths"):
# The Main and Frozen variants connect to this anchor. Outgoing connections have to use the frozen furnace state.
# - Thawed Paths ("UpperReach.[name]ThawedPaths"):
# The Main and Thawed variants connect to this anchor. Outgoing connections have to use the thawed furnace state.
state UpperReach.ThawFurnace: # mirror of the paths to UpperSoupFrozen, but without the freeze furnace state since that is guaranteed when trying to thaw it
moki:
Grenade=1 # this makes grenadebash paths meaningless
Flap, Bash, DoubleJump OR Launch
gorlek: Flap, Bash, Sword OR Hammer
kii: Flap, Bash, Dash OR Glide OR Shuriken=1 OR Sentry=1 OR Flash=1
unsafe: Flap, Bash, Blaze=1 OR Spear=1
state UpperReach.FreezeFurnace: # refreezing the waterfall can be valuable
moki: Flap
pickup UpperReach.LowerKS:
moki:
UpperReach.ThawFurnace, DoubleJump
UpperReach.ThawFurnace, Bash, Grenade=1
UpperReach.ThawFurnace, Water, WaterDash
Launch
gorlek:
UpperReach.ThawFurnace, WaterDash, Damage=20
UpperReach.ThawFurnace, SentryJump=1
SentryJump=1, DoubleJump, TripleJump
kii:
UpperReach.ThawFurnace, Bash, Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2 # bash the gorlek
UpperReach.ThawFurnace, Hammer OR Sword # with sword, pogo the gorlek
unsafe:
UpperReach.ThawFurnace, Spear=1
UpperReach.ThawFurnace, Dash, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1
SentryJump=1 # need a decently high one
pickup UpperReach.SwimEX: # dirty water paths using the damage advantage over starting from the right
kii, UpperReach.ThawFurnace:
Damage=80, WaterDash
Damage=120
unsafe, UpperReach.ThawFurnace:
Damage=40, WaterDash
Damage=100
conn Tokk: free
conn UpperReach.UpperSoup: # check for redundancies with OutsideTreeRoom and KeystoneSnapPlant
moki:
# these paths go through the hidden area below the soup
Combat=ShieldMiner, Bash, Grenade=1, DoubleJump
Launch
# these paths work with both furnace states (even though sometimes through different routes)
# paths that go to the right if the furnace is lit
Water, DoubleJump, Grapple
Water, DoubleJump, Bash, Grenade=1
DoubleJump, Dash, Glide, Grapple
# paths that go above if the furnace is lit
DoubleJump, Bash, Glide
DoubleJump, Bash, Grapple, Dash
Bash, Grenade=1, Dash, Glide
gorlek:
# these paths go through the hidden area below the soup
Bash, Grenade=1, DoubleJump OR Sword OR Hammer
SentryJump=1, DoubleJump
# these paths work with both furnace states (even though sometimes through different routes)
# paths that go to the right if the furnace is lit
DoubleJump, TripleJump OR Grapple
DoubleJump, Dash, Water OR Glide OR Sword OR Hammer OR Damage=20
Dash, Grapple, Glide, Combat=ShieldMiner, Sword OR Hammer
Dash, Grapple, Glide, Bash, Grenade=1 OR Sword OR Hammer
Water, Dash, Grapple, Combat=ShieldMiner, Sword OR Hammer
Water, Dash, Grapple, Bash, Sword OR Hammer
Water, WaterDash, Dash, Grapple, Sword # go up to get over the enemy
Water, WaterDash, Dash, Grapple, Glide, Hammer # go up to get over the enemy
Damage=20, Dash, Grapple, Combat=ShieldMiner, Sword OR Hammer
Damage=20, Dash, Grapple, Bash, Sword OR Hammer
Bash, Grenade=1, Dash, Water OR Damage=20
Water, Bash, Grenade=1, Damage=20, Glide OR Sword OR Hammer
# paths that go above if the furnace is lit
Bash, DoubleJump, Dash OR Sword OR Hammer OR Damage=20
Bash, Grenade=1, Glide
Bash, Water, WaterDash, Glide, Sword OR Hammer
Bash, Water, WaterDash, Grapple, Sword
Bash, Damage=20, WaterDash, Glide, Sword OR Hammer
Bash, Damage=20, WaterDash, Grapple, Sword
Bash, SentryJump=1, Glide
Bash, SwordSJump=1, Grapple
Bash, HammerSJump=1, Grapple, Dash
Bash, HammerSJump=1, Grapple, Damage=20, Sword
kii:
# these paths go through the hidden area below the soup
Bash, Grenade=1, Dash OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Bash, Grenade=2
# these paths work with both furnace states (even though sometimes through different routes)
# paths that go to the right if the furnace is lit
DoubleJump, Dash OR Sword OR Hammer OR Sentry=4
Grapple, Dash OR Sword OR Hammer
Grapple, Glide, Sentry=4
Grapple, Glide, Sentry=3, Damage=20
Grapple, Sentry=6
Water, DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Damage=20, DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Grapple, Sentry=4, Water OR Damage=20
Grapple, Sentry=3, Damage=20, Water OR Damage=20
Bash, Grenade=1, Damage=20, Water OR Damage=20
# paths that go above if the furnace is lit
Bash, Glide
Bash, DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1 OR Damage=20
Bash, WaterDash, Grapple, Shuriken=2, Damage=20, Water OR Damage=20
Bash, Grapple, Sentry=5
Bash, Grapple, Damage=20, Shuriken=3
Bash, Grapple, Damage=40, Shuriken=2
unsafe:
SentryJump=1
DoubleJump, Sword, Hammer # Pogo the gorlek, wall jump under the hidden passage and djump+hammer upslash. You need to not use any forwards slashes with sword in order to have your hammer upslash available
conn UpperReach.UpperSoupFrozen:
moki, UpperReach.FreezeFurnace:
DoubleJump
Bash, Grenade=1
gorlek: UpperReach.FreezeFurnace, Sword OR Hammer
kii: UpperReach.FreezeFurnace, Dash OR Glide OR Shuriken=1 OR Sentry=1 OR Flash=1
unsafe: UpperReach.FreezeFurnace, Blaze=1 OR Spear=1
conn UpperReach.UpperSoupThawed:
unsafe, UpperReach.ThawFurnace:
WaterDash, Sword, Water OR Damage=20
WaterDash, Hammer, Water OR Damage=20
WaterDash, Dash, Water OR Damage=20 # dive launch
conn UpperReach.OutsideTreeRoom: # when changing or adding paths, keep in mind that there are derived paths to UpperSoup
# The floating platform in the water only spawns if you reload from menu nearby.
moki, UpperReach.ThawFurnace:
Water, Combat=ShieldMiner OR DoubleJump OR Bash
DoubleJump, Dash, Glide
gorlek, UpperReach.ThawFurnace:
Water, WaterDash, Glide OR Sword # go up to get over the enemy
Damage=20, WaterDash, Combat=ShieldMiner OR DoubleJump OR Bash
DoubleJump, TripleJump OR Damage=20
DoubleJump, Dash, Sword OR Hammer
Combat=ShieldMiner, Damage=20, Dash OR Glide OR Sword OR Hammer
Bash, Damage=20, Dash OR Glide OR Sword OR Hammer
Grapple, DoubleJump
Grapple, Dash, Glide, Combat=ShieldMiner OR Bash
Grapple, Damage=20, Combat=ShieldMiner OR Bash
kii, UpperReach.ThawFurnace:
Water OR Damage=20
DoubleJump, Dash OR Glide OR Sword OR Hammer OR Sentry=3
Dash, Sword OR Hammer
Grapple, Dash OR Glide OR Sword OR Hammer OR Sentry=2
unsafe, UpperReach.ThawFurnace:
DoubleJump OR Dash OR Sword OR Hammer OR Glide OR Grapple OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1 # QTM near the waterfall to make a floating platform appear
conn UpperReach.KeystoneSnapPlant: # when changing or adding paths, keep in mind that there are derived paths to UpperSoup
gorlek: Launch
kii: Bash, DoubleJump, TripleJump
conn UpperReach.KeystoneSnapPlantThawed:
moki, UpperReach.ThawFurnace:
Bash, DoubleJump, Grapple OR Glide
Bash, Water, WaterDash, Dash, Glide
Bash, Grenade=1, Dash, Glide
Bash, Launch
gorlek, UpperReach.ThawFurnace:
Bash, DoubleJump
Bash, WaterDash, Glide, Water OR Damage=20
Bash, Water, WaterDash, Grapple, Dash OR Sword OR Damage=20
Bash, Damage=20, WaterDash, Grapple, Dash OR Sword
Bash, Grenade=1, Glide
Bash, Grenade=1, Grapple, Dash OR Sword OR Damage=20
Bash, SentryJump=1, Glide
Bash, SwordSJump=1, Grapple
Bash, HammerSJump=1, Grapple, Dash OR Damage=20
kii, UpperReach.ThawFurnace:
Bash, Glide # Bash the gorlek to reach the plant
Bash, WaterDash, Grapple, Water OR Damage=20
Bash, Grapple, Dash OR Sword OR Hammer OR Shuriken=2 OR Sentry=2 OR Flash=2
Bash, Grapple, Damage=20, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2
unsafe, UpperReach.ThawFurnace:
Sword, Damage=20
conn LowerReach.BelowTokk: free
# checkpoint at -369, -3917
# checkpoint at -216, -3895
anchor UpperReach.KeystoneSnapPlant at -231, -3865: # At the snap plant with MiddleLeftKS in its mouth
conn UpperReach.KeystoneSnapPlantPaths: free
conn UpperReach.KeystoneSnapPlantThawedPaths:
moki: UpperReach.ThawFurnace
conn UpperReach.UpperSoup: # mirrored in thawed variant
moki:
Glide OR Launch
DoubleJump, Dash
gorlek:
Sword
DoubleJump, TripleJump OR Hammer OR Damage=20
Dash, Hammer OR Damage=20
kii:
DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Dash, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
Hammer, Shuriken=1 OR Sentry=1 OR Flash=1 OR Damage=20
Sentry=3
Damage=20, Shuriken=1 OR Sentry=2
unsafe:
Damage=40
anchor UpperReach.KeystoneSnapPlantThawed at -231, -3865:
conn UpperReach.KeystoneSnapPlantPaths: free
conn UpperReach.KeystoneSnapPlantThawedPaths: free
conn UpperReach.UpperSoupThawed: # mirrored in main variant
moki:
Glide OR Launch
DoubleJump, Dash
gorlek:
Sword
DoubleJump, TripleJump OR Hammer OR Damage=20
Dash, Hammer OR Damage=20
kii:
DoubleJump, Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Dash, Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
Hammer, Shuriken=1 OR Sentry=1 OR Flash=1 OR Damage=20
Sentry=3
Damage=20, Shuriken=1 OR Sentry=2
unsafe:
Damage=40
anchor UpperReach.KeystoneSnapPlantPaths at -231, -3865:
pickup UpperReach.MiddleLeftKS: free
pickup UpperReach.LowerKS:
gorlek: DoubleJump, TripleJump
kii: DoubleJump
unsafe: Sword
conn UpperReach.KeystoneRoom: # check for redundancies with UpperSoup
moki: DoubleJump OR Dash
gorlek: Hammer OR Damage=20
kii: Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=1 OR Spear=1
anchor UpperReach.KeystoneSnapPlantThawedPaths at -231, -3865:
pickup UpperReach.LowerKS:
moki: Glide
gorlek:
Sword
Dash, Bash OR Grapple OR Damage=10
Hammer, Bash OR Grapple OR Damage=10
Dash, Hammer
Damage=20, Grapple
kii: Dash OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Blaze=2 OR Damage=20
unsafe: free
anchor UpperReach.UpperSoup at -215, -3877: # At the soup
conn UpperReach.UpperSoupPaths: free
conn UpperReach.UpperSoupFrozenPaths:
moki: UpperReach.FreezeFurnace
conn UpperReach.UpperSoupThawedPaths:
moki: UpperReach.ThawFurnace
anchor UpperReach.UpperSoupFrozen at -215, -3877:
conn UpperReach.UpperSoupPaths: free
conn UpperReach.UpperSoupFrozenPaths: free
anchor UpperReach.UpperSoupThawed at -215, -3877:
conn UpperReach.UpperSoupPaths: free
conn UpperReach.UpperSoupThawedPaths: free
anchor UpperReach.UpperSoupPaths at -215, -3877:
refill Checkpoint
pickup UpperReach.SoupOre: free
pickup UpperReach.LowerKS: # check for redundancies with KeystoneSnapPlant
gorlek: DoubleJump, TripleJump, Glide
kii:
DoubleJump, TripleJump
Flap, Bash # Use the soup projectile. Bash the gorlek first so you get enough height from it.
Glide, DoubleJump, Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1
unsafe:
DoubleJump, Dash OR Hammer OR Sentry=1
Sword, Damage=20, Damage=20 # go through the mortar room
pickup UpperReach.UpperKS:
moki:
DoubleJump, Bash
Launch
gorlek: Bash
unsafe: SwordSJump=1, Damage=20, DoubleJump OR Hammer # dboost in the spike at the right of the enemy and sjump from here
pickup UpperReach.SwingPoleEX:
moki:
DoubleJump
Bash, Grenade=1
Launch
gorlek:
Bash OR Hammer
SentryJump=1
kii: Spear=1
unsafe: # Since the cooled state solves by itself, all paths can use the heated state implicitely without any risk of softlocking
Sword
Damage=20
# Dash, Sword, Damage=10 # upslash+dash in the icy part of the pole
conn UpperReach.KeystoneRoom: free
conn UpperReach.KeystoneSnapPlant:
moki: Launch, DoubleJump OR Dash OR Glide
gorlek: Damage=20, DoubleJump, TripleJump
kii:
Damage=20, DoubleJump, Dash OR Sword OR Hammer OR Sentry=2
Damage=40, DoubleJump OR Dash
Dash, Hammer, Damage=20
Dash, Sword, Damage=40
unsafe:
DoubleJump, TripleJump
DoubleJump, Damage=20, Sentry=1 OR Flash=1 OR Shuriken=1
SwordSJump=1, Damage=20 # start at the soup, need to weapon stall to land further left on the spikes
Damage=20, Grenade=1, Sword OR Hammer OR DoubleJump OR Dash OR Glide # GrenadeJump=1 start at the soup, need to land further left on the spikes
anchor UpperReach.UpperSoupFrozenPaths at -215, -3877:
refill Checkpoint
pickup UpperReach.UpperKS:
unsafe: SwordSJump=1, Damage=20 # dboost in the spike at the right of the enemy and sjump from here
pickup UpperReach.SwingPoleEX:
gorlek: Dash OR Sword
kii: Glide OR Hammer OR Sentry=1 OR Flash=1 OR Shuriken=1
unsafe: free
conn UpperReach.UpperSoupThawedPaths: # light the furnace without dropping down
unsafe:
Grenade=1
Flap, Bash
anchor UpperReach.UpperSoupThawedPaths at -215, -3877:
refill Checkpoint
pickup UpperReach.LowerKS:
moki: Glide
gorlek:
Sword
Dash, Hammer
kii: Dash OR Sentry=2 OR Blaze=4
unsafe: Damage=20, Sentry=1 OR Flash=1 OR Shuriken=1 OR Blaze=2
pickup UpperReach.MiddleRightKS:
moki:
DoubleJump
Bash, Grenade=1
Launch
gorlek:
Bash OR Hammer
SentryJump=1
kii: Spear=1
unsafe:
Sword
Damage=20
# Dash, Sword, Damage=10 # upslash+dash in the icy part of the pole
conn UpperReach.OutsideTreeRoom: free
anchor UpperReach.OutsideTreeRoom at -169, -3911: # In front of the keystone door
refill Checkpoint
refill Energy=3:
moki, UpperReach.ThawFurnace, BreakCrystal:
Water, Grapple, DoubleJump OR Dash OR Glide
Launch
gorlek, UpperReach.ThawFurnace:
BreakCrystal, Grapple, DoubleJump OR Dash
BreakCrystal, DoubleJump, TripleJump OR Dash
Water, BreakCrystal, Bow OR Spear
Water, Grapple, BreakCrystal, Sword OR Hammer
kii, UpperReach.ThawFurnace:
Water, BreakCrystal, Grenade
state UpperReach.KeystoneDoor:
moki: Keystone=4
pickup UpperReach.SwimEX:
moki: UpperReach.ThawFurnace, Water
conn UpperReach.UpperSoup:
moki, UpperReach.ThawFurnace:
Grapple, DoubleJump
Bash, Grenade=1, DoubleJump
gorlek, UpperReach.ThawFurnace:
Grapple, Dash
DoubleJump, TripleJump OR Dash
Bash, Grenade=1, Dash
Bash, Grenade=1, Damage=20, Glide OR Sword OR Hammer
kii, UpperReach.ThawFurnace:
DoubleJump, Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Grapple, Sword OR Hammer OR Sentry=4
Grapple, Sentry=3, Damage=20
Bash, Grenade=1, Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Damage=20
unsafe: UpperReach.ThawFurnace, DoubleJump, Glide
conn UpperReach.TreeRoomLedge:
moki: UpperReach.KeystoneDoor
# backwards connection can't get through the Icefall
anchor UpperReach.TreeRoomLedge at -136, -3911: # On the ledge to the left and above the tree
state UpperReach.KeystoneDoor:
moki: Keystone=4
pickup UpperReach.TreeOre:
moki:
Bash, Grenade=1, DoubleJump, Dash OR Glide
Bash, Grenade=1, Dash, Glide
Launch, DoubleJump OR Dash OR Glide
gorlek:
Bash, Grenade=1, Glide
Bash, Grenade=1, DoubleJump, Sword OR Hammer
Bash, Grenade=1, Dash, Sword OR Hammer
Launch, Sword OR Hammer
Launch, Bash, Grenade=1
SentryJump=1, DoubleJump, Dash OR Glide
kii:
Bash, Grenade=1, Dash OR Sword OR Sentry=3
Bash, Grenade=1, Hammer, Shuriken=1 OR Sentry=1 OR Flash=1
unsafe:
Bash, Grenade=1, Hammer
SentryJump=1, DoubleJump OR Dash OR Glide
Launch
conn UpperReach.TreeRoom: free
# backwards connection can't get through the Icefall
anchor UpperReach.TreeRoom at -107, -3933: # At the tree
refill Checkpoint: # the hut door saves
unsafe: free
refill Energy=4: # fast respawning crystal
moki: BreakCrystal
quest UpperReach.SpringSeed:
moki: Grenade=1
gorlek: SentryBurn=1 # Use sentry to light the lantern
pickup UpperReach.LightBurstTree: free
pickup UpperReach.WellEX: free
pickup UpperReach.HiddenEX:
moki: Grenade=1
gorlek: SentryBurn=1 # Use sentry to melt the ice
pickup UpperReach.TreeOre:
gorlek: Bash, Grenade=1, DoubleJump, TripleJump
kii:
Bash, Grenade=1, DoubleJump
DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer OR Sentry=2 # Climb the right wall
conn UpperReach.TreeRoomLedge:
moki:
Bash, Grenade=3
Launch
gorlek:
Bash, Grenade=1, DoubleJump, TripleJump
SentryJump=1, Grenade=2
SentryJump=2, SentryBurn=2
kii:
DoubleJump, TripleJump
Bash, Grenade=2, DoubleJump # go up to the ore
Bash, Grenade=1, DoubleJump, Dash OR Glide OR Sword # go up to the ore
Bash, Grenade=1, DoubleJump, Hammer, Shuriken=1 OR Sentry=1 OR Flash=1 # go up to the ore
region UpperDepths:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor UpperDepths.Entry at 161, -4340: # The little standable ground below the entrance
pickup UpperDepths.EntrySpikesEX:
moki: Glide
gorlek: Damage=10
unsafe: free
conn UpperDepths.FirstFirefly:
moki:
Glide, Combat=2xBombSlug+2xBat+SneezeSlug
Glide, Combat=2xBombSlug, Bash
gorlek:
Glide, Combat=Bat OR Bash
Combat=2xBombSlug, Damage=30, Bash, DoubleJump OR Dash # Lots of possibilities here but Bash is the most reliable way to avoid too much damage
conn EastHollow.AboveDepths:
moki: EastHollow.DepthsOpen, Glide
gorlek, EastHollow.DepthsOpen:
Launch, DoubleJump OR Damage=10
SentryJump=1, Launch
unsafe, EastHollow.DepthsOpen:
Launch
Bash, Grenade=1, DoubleJump, TripleJump
Bash, Grenade=2, DoubleJump # wall jump on the right wall, go to the safe spot in the spikes, grenade bash again from here
SentryJump=2, DoubleJump # same as above
# checkpoint at 147, -4392
anchor UpperDepths.FirstFirefly at 211, -4391: # Where the Voice dialogue plays
refill Checkpoint
pickup UpperDepths.EntryRoofEX:
moki:
Bash, DoubleJump OR Dash
Grapple, DoubleJump, Dash
Launch
gorlek:
Bash, Grenade=1
Grapple, DoubleJump, TripleJump OR Glide
SentryJump=1, Combat=Bat, DoubleJump OR Dash
unsafe:
Bash
SentryJump=1, Combat=Bat, Glide, Damage=30
pickup UpperDepths.EntryOre:
moki:
Combat=Bat, Grapple, DoubleJump
Bash, DoubleJump OR Grapple
Launch
gorlek:
Grapple, DoubleJump
Bash OR SentryJump=1
unsafe:
DoubleJump, TripleJump
Hammer, DoubleJump
Grenade=1
DoubleJump, Shuriken, Sword, Deflector
pickup UpperDepths.LeftEntryKS: # paths breaking the firefly egg; others can go from the anchor below
moki:
BreakWall=1, Combat=Spiderling, Grapple, DoubleJump OR Dash OR Glide
BreakWall=1, Bash, Grapple, DoubleJump OR Dash OR Glide
BreakWall=1, Launch
Bow=1, Combat=Spiderling OR DoubleJump OR Bash OR Launch
Spear=1, Combat=Spiderling OR DoubleJump OR Bash OR Launch
gorlek:
BreakWall=1, Grapple
BreakWall=1, DoubleJump, TripleJump OR Dash OR Glide # Glide happens to automatically line up with the safe spot, Sword doesn't
Bow=1 OR Spear=1 # break the firefly egg from a distance
SwordSJump=1, DoubleJump OR Dash OR Glide # Go as close to spikes as possible, do SentryJup and the Sword hower + the skill you have
unsafe: Bash # make friends with the spiderling
# a higher difficulty can put paths directly to swimec using the firefly egg here
conn UpperDepths.Entry:
moki:
Glide, Combat=2xBombSlug+2xBat+SneezeSlug
Glide, Combat=2xBombSlug, Bash
gorlek:
Glide, Bash, Combat=BombSlug OR Damage=10
Glide, Combat=BombSlug+Bat
Glide, Combat=Bat, Damage=10
Launch, DoubleJump, TripleJump, Dash, Bash, Damage=30
unsafe: Glide
conn UpperDepths.FirstKSRoom: free
anchor UpperDepths.FirstKSRoom at 223, -4420: # Below the first firefly egg
refill Checkpoint: # this checkpoint is easy to walk past
unsafe: free
refill Energy=3: # this crystal is in the darkness
unsafe: BreakCrystal
pickup UpperDepths.LeftEntryKS:
moki: DepthsLight, Combat=Spiderling OR DoubleJump OR Bash OR Launch
gorlek: DepthsLight
pickup UpperDepths.SwimEC:
moki:
Flash=1, Water, Combat=Spiderling OR DoubleJump OR Bash OR Launch
UpperDepths.ForestsEyes, Water, Combat=Spiderling OR DoubleJump OR Bash OR Launch
gorlek:
Water, UpperDepths.ForestsEyes OR Flash=1
DepthsLight, ShurikenBreak=20, DoubleJump OR Dash OR Bash OR Glide OR Sword OR Hammer OR Damage=30
conn UpperDepths.FirstFirefly:
moki:
Grapple, DoubleJump, Combat=Spiderling+WeakSlug OR Bash
Launch, DoubleJump OR Grapple
gorlek:
Grapple, Combat=WeakSlug, DoubleJump OR Damage=30
Grapple, Bash, DoubleJump OR Damage=30
SentryJump=1, DoubleJump, Damage=30, Combat=2xSpiderling OR Bash
Bash, Grenade=1, DoubleJump, Damage=30 # Possible without dmg if you go and jump from the left wall for additional height
Launch
conn UpperDepths.KeydoorLedge:
moki:
DoubleJump, Grapple
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Grapple
Launch
gorlek:
Grapple, Dash OR Glide OR Sword
DoubleJump, TripleJump, Dash OR Glide OR Sword
Bash, Grenade=1
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash OR Glide OR Grapple
conn UpperDepths.RightKeystonePath:
gorlek:
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Glide, DoubleJump OR Dash
# checkpoint at 136, -4425
# checkpoint at 297, -4376
anchor UpperDepths.KeydoorLedge at 285, -4407: # In front of the entry keystone door
refill Checkpoint:
moki: UpperDepths.EntryKeystoneDoor
state UpperDepths.LightPuzzle: # breaking the corruption blocking the light
moki, UpperDepths.EntryKeystoneDoor, BreakWall=16, BreakWall=16:
DoubleJump, Bash, Grapple
Bash, Launch
gorlek, UpperDepths.EntryKeystoneDoor, BreakWall=16, BreakWall=16:
DoubleJump, Grapple, Combat=Spiderling+SneezeSlug
Bash, DoubleJump, TripleJump
Bash, DoubleJump, Damage=30, Dash OR Glide OR Sword
Bash, Grenade=2, Combat=Spiderling+SneezeSlug, DoubleJump OR Dash
Launch, DoubleJump OR Dash OR Glide OR Sword
state UpperDepths.EntryKeystoneDoor:
moki: Keystone=2
conn UpperDepths.FirstKSRoom:
moki: DoubleJump OR Dash OR Grapple OR Glide OR Launch
gorlek: Sword OR Hammer OR Damage=30
unsafe: free
conn UpperDepths.RightKeystonePath:
moki:
Grapple, DoubleJump OR Dash
Glide OR Launch
gorlek:
DoubleJump, TripleJump OR Dash OR Sword OR Hammer # With Hammer first do howering, then press DoubleJump
Grapple, Sword
conn UpperDepths.BelowHive:
moki, UpperDepths.EntryKeystoneDoor, UpperDepths.LightPuzzle OR DepthsLight:
Bash, DoubleJump, Grapple
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Grapple
Launch
gorlek, UpperDepths.EntryKeystoneDoor:
UpperDepths.LightPuzzle OR DepthsLight:
DoubleJump, Grapple
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Grapple
Launch
anchor UpperDepths.RightKeystonePath at 305, -4426: # at the ledge below the entry keydoor, going towards the keystone
refill Checkpoint
pickup UpperDepths.RightEntryKS:
moki:
Grapple, DoubleJump
Launch
gorlek:
Grapple
DoubleJump, TripleJump
DepthsLight, DoubleJump OR Dash OR Glide OR Sword # use the poles hanging from the ceiling
DepthsLight, Bash, Grenade=1
DepthsLight, SentryJump=1
conn UpperDepths.FirstKSRoom:
moki:
Grapple, DoubleJump
Launch, DoubleJump OR Dash OR Glide
gorlek:
Grapple, Dash OR Damage=30
Grapple, SentryJump=1
Launch
anchor UpperDepths.BelowHive at 422, -4402: # Below the Hive, on top of the tunnel leading downwards
refill Checkpoint
refill Full: # use the teleporter (mirror of connecting to the teleporter and then back here)
moki:
BreakWall=1, Grapple, Bow OR Spear
BreakWall=1, Launch
DepthsLight, Grapple OR Launch
DepthsLight, Bash, Grenade=1
gorlek:
Grapple, BreakWall=1, Bow OR Spear OR Shuriken OR Grenade
DoubleJump, TripleJump, BreakWall=1, Bow OR Spear OR Shuriken OR Grenade
SentryJump=1, Grapple # use the weapon to break the firefly egg
SentryJump=1, DoubleJump, TripleJump # use the weapon to break the firefly egg
DepthsLight, Damage=30, DoubleJump OR Dash
DepthsLight, SentryJump=1
refill Energy=3:
moki: BreakCrystal, DoubleJump OR Launch
state UpperDepths.EntryKeystoneDoor: # mirror of connections to keydoor ledge
moki: Keystone=2, DepthsLight, DoubleJump OR Dash OR Glide OR Launch
gorlek, Keystone=2:
DepthsLight, Sword OR Hammer OR Damage=30
Dash, Launch
quest UpperDepths.LightcatcherSeed:
gorlek: ShurikenBreak=20, DepthsLight, DoubleJump OR Dash OR Glide OR Sword
pickup UpperDepths.HiveEX:
moki: Bash OR Launch # bash makes paths destroying the hive redundant in moki
gorlek:
Combat=Nest, Grapple, DoubleJump # use sword or hammer from combat to hover
Combat=Nest, SentryJump=1
conn UpperDepths.KeydoorLedge: # solving the light puzzle can't meaningfully softlock this since it means you can already access the other side
moki: UpperDepths.EntryKeystoneDoor, DepthsLight, DoubleJump OR Dash OR Glide OR Launch
gorlek, UpperDepths.EntryKeystoneDoor:
DepthsLight, Sword OR Hammer OR Damage=30
Dash, Launch
conn UpperDepths.Teleporter:
moki:
Grapple OR Launch
DepthsLight, Bash, Grenade=1
gorlek:
DoubleJump, TripleJump
DepthsLight, Damage=30, DoubleJump OR Dash
DepthsLight, SentryJump=1
conn UpperDepths.Central: # paths using the firefly have to go from the teleporter
moki: DepthsLight, DoubleJump OR Dash OR Glide OR Launch # a bit scary...
gorlek: DepthsLight
conn UpperDepths.LowerConnection:
moki: DepthsLight # a bit scary...
# so far, all connections to morapath going past the seed would be redundant with going to the teleporter first
# checkpoint at 529, -4399
anchor UpperDepths.Teleporter at 513, -4361: # The spirit well
refill Full
state NonGladesTeleporter: free
pickup UpperDepths.TeleporterEX: free # just a few steps away in the darkness
conn Teleporters: free
conn UpperDepths.BelowHive:
moki:
BreakWall=1, Bow OR Spear
BreakWall=1, Launch
DepthsLight
gorlek:
BreakWall=1, Shuriken OR Grenade
SentryJump=1 # use the weapon to break the firefly egg
Dash, Damage=30 OR Launch # spam and land in the spikes or catch with launch
conn UpperDepths.Central: # paths using depthslight already solve connection through the midway anchor
moki:
BreakWall=1, Bow, DoubleJump OR Dash OR Glide OR Launch # a bit scary...
BreakWall=1, Spear, DoubleJump OR Dash OR Glide OR Launch # a bit scary...
BreakWall=1, Launch
gorlek:
BreakWall=1, Bow OR Spear OR Shuriken OR Grenade
SentryJump=1 # use the weapon to break the firefly egg
conn UpperDepths.OutsideMoraFight:
gorlek: ShurikenBreak=20
anchor UpperDepths.Central at 464, -4484: # The firefly egg to the right of the second keystone door
refill Checkpoint
refill Energy=3: # in the dark above
unsafe: BreakCrystal, Launch
state UpperDepths.CentralKeystoneDoor:
moki: Keystone=2
conn UpperDepths.SecondKSRoom:
moki:
Combat=2xSpiderling, BreakWall=1 # combat will provide a weapon, depthslight would be redundant here
Bash, DepthsLight OR BreakWall=1
gorlek: free # don't look behind oriLurk
conn UpperDepths.LowerConnection:
moki: UpperDepths.CentralKeystoneDoor
conn UpperDepths.BelowHive:
moki: DepthsLight, Launch
gorlek:
DepthsLight, Bash, Grenade=1, DoubleJump, TripleJump OR Damage=10
DepthsLight, SentryJump=1, DoubleJump, TripleJump, Damage=10
anchor UpperDepths.SecondKSRoom at 542, -4467: # The egg of the firefly circling through the keystone room
refill Checkpoint
refill Energy=4:
moki: BreakCrystal
# a great number of energy crystals on the way through the dark have not been considered (they would probably even out since more anchors would also increase the flash cost)
pickup UpperDepths.RightHealthKS:
moki: BreakWall=1 OR DepthsLight
gorlek: free
pickup UpperDepths.LeftHealthKS:
moki:
BreakWall=1, DoubleJump, Dash OR Glide
DepthsLight, DoubleJump, Dash OR Glide
DepthsLight, DoubleJump, Bash, Grenade=1
Launch, BreakWall=1 OR DepthsLight
gorlek:
DoubleJump, TripleJump, BreakWall=1 OR DepthsLight
Dash, Glide, BreakWall=1 OR DepthsLight
Sword, DoubleJump OR Dash # break the firefly egg and hover
DepthsLight, Bash, Grenade=1
DepthsLight, SentryJump=1
Launch
pickup UpperDepths.KeystoneHC:
moki:
BreakWall=1, DoubleJump, Dash, Glide
DepthsLight, DoubleJump, Dash OR Glide
Launch, BreakWall=1 OR DepthsLight
gorlek:
BreakWall=1, DoubleJump, TripleJump OR Dash OR Glide
DepthsLight, DoubleJump, TripleJump
Dash, Launch
unsafe:
DepthsLight, DoubleJump, Sword
pickup UpperDepths.BossPathEX: # saved for later to know redundancies with the new anchor
moki:
DepthsLight, DoubleJump, Dash
DepthsLight, DoubleJump, Bash, Grenade=1
DepthsLight, Launch
gorlek:
DepthsLight, SentryJump=1, DoubleJump
Launch
unsafe:
DepthsLight, DoubleJump, Sword
conn UpperDepths.Central:
moki:
Combat=Spiderling, DepthsLight OR BreakWall=1
Bash, DepthsLight OR BreakWall=1
gorlek: DepthsLight OR BreakWall=1 OR Dash OR Bash OR Glide OR Launch OR Sword OR Hammer OR Damage=10 # with DoubleJump it's still quite easy to take damage
conn UpperDepths.MoraPath:
moki:
DepthsLight, DoubleJump, Grapple, Dash OR Glide
DepthsLight, Launch
gorlek:
DepthsLight, DoubleJump
DepthsLight, Dash, Damage=30
DepthsLight, Bash, Grenade=1, Damage=30, Glide OR Sword
DepthsLight, Bash, Grenade=2
anchor UpperDepths.MoraPath at 572, -4431: # At the safe light during the dark path towards Mora
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
quest UpperDepths.LightcatcherSeed:
moki:
DepthsLight, Grapple, DoubleJump, Dash
DepthsLight, Combat=2xSpiderling, DoubleJump, Dash, Bash, Grenade=1 # clear the floor to bashgrenade
DepthsLight, Launch
gorlek:
DepthsLight, Bash, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
DepthsLight, Combat=3xSpiderling, Grapple, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
DepthsLight, SwordSJump=1 # kill the spiderlings with the weapon
DepthsLight, HammerSJump=1, DoubleJump OR Dash OR Glide OR Damage=30 # kill the spiderlings with the weapon
DoubleJump, Dash, Bash, Grapple
Launch
conn UpperDepths.OutsideMoraFight:
moki:
DepthsLight, Grapple, DoubleJump, Dash OR Glide
DepthsLight, Grapple, DoubleJump, Bash, Grenade=1
DepthsLight, Launch
gorlek:
DepthsLight, Grapple, Dash, Damage=30, Glide OR Sword
DepthsLight, DoubleJump, TripleJump
DepthsLight, Grapple, Bash, Grenade=1, Dash OR Glide OR Sword
DepthsLight, Bash, Grenade=2, DoubleJump OR Dash OR Glide OR Sword
DepthsLight, Bash, Grenade=3
DepthsLight, Grapple, SwordSJump=1
DepthsLight, Grapple, HammerSJump=1, DoubleJump OR Dash OR Glide
DepthsLight, SwordSJump=2
DepthsLight, HammerSJump=2, DoubleJump OR Dash OR Glide
DepthsLight, SentryJump=3
Launch, DoubleJump OR Dash OR Glide
conn UpperDepths.SecondKSRoom:
moki: DepthsLight
conn UpperDepths.BelowHive: # many paths would be redundant with going to the teleporter
gorlek, BreakWall=20:
DepthsLight, Bash, Grapple, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
DepthsLight, Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
DepthsLight, Bash, SwordSJump=1
DepthsLight, Bash, HammerSJump=1, DoubleJump OR Dash OR Glide OR Damage=30
DepthsLight, Combat=3xSpiderling, Grapple, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
DepthsLight, SentryJump=1, Grapple, Glide OR Damage=30 # kill the spiderlings with the weapon
DepthsLight, SentryJump=2, Glide OR Damage=30 # kill the spiderlings with the weapon
# going to the keydoor should always be easier through the bottom path (keystone room) than going past the seed
anchor UpperDepths.OutsideMoraFight at 595, -4376: # Directly left of Mora's lair
refill Checkpoint
conn MoraFirstPhase: free
conn UpperDepths.Teleporter:
moki, BreakWall=20:
DoubleJump OR Launch
Bash, Grenade=1
gorlek: BreakWall=20, Dash OR Sword OR HammerSJump=1
unsafe: BreakWall=20, Glide
conn UpperDepths.MoraPath:
moki: DepthsLight, DoubleJump OR Dash OR Glide
gorlek: free
anchor MoraFirstPhase at 674, -4385:
nospawn
refill Full
conn MoraEscape:
moki:
SkipMora1 # Impossible state used to logically support skipping Mora through headers
Boss=165, Regenerate, Damage=50, Bash, Grapple, DoubleJump OR Dash OR Launch
kii: Boss=165, Regenerate, Damage=50, DoubleJump OR Dash OR Launch
unsafe: Boss=165
anchor MoraEscape at 712, -4482:
nospawn
refill Checkpoint
conn MoraSecondPhase: # Abilities needed for the escape part
moki: Bash, Grapple, DoubleJump OR Launch
gorlek:
Bash, Grapple, Dash
Bash, Launch
Launch, DoubleJump, TripleJump
Launch, SentryJump=1, DoubleJump OR Grapple
kii:
Bash, Grapple, Glide OR Sword OR Hammer OR Shuriken=1 OR Sentry=1 OR Flash=1 OR Spear=1
Launch, DoubleJump # Multiple solutions: refresh your launch on the right ceiling, jump when the ground is moving up or use the right platform before the rock starts falling on it
unsafe:
Bash, Grapple
Launch
anchor MoraSecondPhase at 690, -4386:
nospawn
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
quest UpperDepths.ForestsEyes:
moki:
SkipMora2 # Impossible state used to logically support skipping Mora through headers
Boss=165, Regenerate, Damage=60, Bash, Flash, DoubleJump OR Dash OR Launch
kii:
Boss=165, Regenerate, Damage=60, DepthsLight, Launch
Boss=165, Regenerate, Damage=60, DepthsLight, Bash, DoubleJump OR Dash
unsafe: Boss=165
anchor UpperDepths.LowerConnection at 423, -4475: # The firefly egg to the left of the second keystone door
refill Checkpoint
# energy crystal on the way to the trial not considered
state UpperDepths.CentralKeystoneDoor:
moki: Keystone=2
pickup LowerDepths.BelowDoorOre:
moki: DepthsLight # It's hidden in a dark area, not hard to reach.
gorlek: free # the ore is a light source, lots of time to teleport out
pickup LowerDepths.LeftEX:
moki:
Glide, BreakWall=1 OR DepthsLight
Launch, BreakWall=1 OR DepthsLight
DoubleJump, Dash, BreakWall=1 OR DepthsLight
gorlek:
Sword # break the firefly egg and hover
Hammer, DoubleJump OR Damage=30 # break the firefly egg and hover
Dash, BreakWall=1 OR DepthsLight
BreakWall=1, DoubleJump OR Damage=30
DepthsLight, DoubleJump OR Damage=30
conn UpperDepths.BelowHive:
moki:
DoubleJump, Grapple, BreakWall=1 OR DepthsLight
Launch, BreakWall=1 OR DepthsLight
DepthsLight, Bash, Grenade=2, DoubleJump
gorlek:
DepthsLight, Grapple, Bash, Grenade=1, Damage=10
DepthsLight, Bash, Grenade=2, Damage=10, Dash OR Glide
DepthsLight, Bash, Grenade=3, Damage=10
DepthsLight, Grapple, SentryJump=1, Damage=10
DepthsLight, SentryJump=2, DoubleJump
DepthsLight, SentryJump=2, Damage=10, Dash OR Glide
DepthsLight, SentryJump=3, Damage=10
BreakWall=1, DoubleJump, TripleJump
BreakWall=1, SentryJump=4
SentryJump=1, DoubleJump, DepthsLight OR BreakWall=1
conn UpperDepths.Central:
moki: UpperDepths.CentralKeystoneDoor
conn LowerDepths.West:
moki:
BreakWall=1, Dash, DoubleJump OR Glide
DepthsLight, DoubleJump, Dash
DepthsLight, Glide
Launch, BreakWall=1 OR DepthsLight
gorlek:
Sword # break the firefly egg and hover
Dash, BreakWall=1 OR DepthsLight
DoubleJump, DepthsLight OR BreakWall=1
Damage=30, DepthsLight OR BreakWall=1
conn LowerDepths.Central:
moki: # the paths in the dark are a bit treacherous...
BreakWall=1, DoubleJump, Dash, Bash
BreakWall=1, Launch, DoubleJump OR Glide
DepthsLight, DoubleJump, Dash, Bash OR Glide
DepthsLight, Bash, Glide
DepthsLight, Bash, Grenade=1, DoubleJump OR Dash OR Glide
DepthsLight, Launch, DoubleJump OR Dash OR Bash OR Glide
gorlek:
BreakWall=1, Dash, Glide # take the shortcut through the darkness
BreakWall=1, DoubleJump, Dash, TripleJump OR Glide OR Sword OR Damage=30
BreakWall=1, Launch, Dash OR Bash OR Sword OR Hammer OR Damage=30
DepthsLight, Glide
DepthsLight, Bash, DoubleJump OR Dash OR Sword OR Hammer
DepthsLight, Damage=30, DoubleJump OR Dash OR Sword
DepthsLight, DoubleJump, TripleJump, Dash OR Sword OR Hammer
DepthsLight, DoubleJump, Dash, Hammer
DepthsLight, Dash, Sword
DepthsLight, Launch, Sword OR Hammer OR Damage=30
region LowerDepths:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor LowerDepths.West at 322, -4510: # At the Moki needing a Lantern
refill Checkpoint
refill Health=1: # to the left
gorlek:
DoubleJump, TripleJump OR Dash OR Glide OR Sword
Dash, Glide OR Sword
Bash OR Launch
Water, WaterDash
unsafe:
Hammer, DoubleJump OR Dash
Glide, Sword OR Hammer
refill Energy=3: # to the left
gorlek, BreakCrystal:
DoubleJump, TripleJump OR Dash OR Glide OR Sword
Dash, Glide OR Sword
Bash OR Launch
Water, WaterDash
unsafe:
Hammer, DoubleJump OR Dash
Glide, Sword OR Hammer
# energy crystal on the way not considered
quest LowerDepths.HandToHandSilk:
moki: GladesTown.HandToHandLantern
pickup LowerDepths.SwimEC:
moki: Water, Bash, UpperDepths.ForestsEyes OR Flash
gorlek: Water, Damage=10, UpperDepths.ForestsEyes OR Flash
pickup LowerDepths.LeftEX:
moki:
DepthsLight, DoubleJump OR Dash OR Glide
BreakWall=1, DoubleJump OR Dash OR Glide
gorlek:
DepthsLight, Sword OR Hammer
BreakWall=1, Sword OR Hammer
unsafe: DepthsLight OR BreakWall=1
conn DepthsShrine:
moki:
Water, DoubleJump, Bash, UpperDepths.ForestsEyes OR Flash
Water, Bash, Grenade=1, Dash, UpperDepths.ForestsEyes OR Flash
Water, Bash, Grenade=1, Glide, UpperDepths.ForestsEyes OR Flash
Water, Launch, UpperDepths.ForestsEyes OR Flash
gorlek:
ShurikenBreak=20:
DoubleJump, TripleJump OR Dash OR Glide OR Sword
Dash, Glide OR Sword
Bash OR Launch
WaterDash, Water OR Damage=20
Water, UpperDepths.ForestsEyes OR Flash:
DoubleJump, TripleJump
SentryJump=2
Bash, Dash
Bash, Grenade=1, DoubleJump OR Glide OR Sword OR Hammer
unsafe:
Water, UpperDepths.ForestsEyes OR Flash:
Bash # the bash off the lantern is a bit precise
DoubleJump, Dash, Sword OR Hammer # djump + upslash + dash to the reach the wall before the shrine
ShurikenBreak=20, Hammer, DoubleJump OR Dash
ShurikenBreak=20, Glide, Sword OR Hammer
conn UpperDepths.LowerConnection:
moki: DepthsLight, Launch
gorlek: # Can make it easier by adding BreakWall=1 and using the firefly
DepthsLight, DoubleJump, Damage=10, TripleJump OR Dash OR Glide OR Sword OR Hammer
DepthsLight, DoubleJump, TripleJump, Dash OR Glide OR Sword
unsafe:
DepthsLight, Damage=30, DoubleJump OR Dash # Dash needs 4 arrows, djump needs 5
conn LowerDepths.Central:
moki, BreakWall=1 OR DepthsLight:
DoubleJump, Bash, Dash # combatting the bat would need bash anyway in moki
Launch, DoubleJump OR Glide
gorlek:
BreakWall=1, DoubleJump, Bash, TripleJump OR Glide OR Sword OR Hammer
BreakWall=1, Combat=Bat, DoubleJump, Dash, Glide
BreakWall=1, SentryJump=1, Damage=10, Bash, Dash
DepthsLight, DoubleJump, Bash, TripleJump OR Glide OR Sword OR Hammer
DepthsLight, Combat=Bat, DoubleJump, Glide
DepthsLight, Combat=Bat, DoubleJump, Dash, Damage=30, Sword OR Hammer
DepthsLight, SentryJump=1, Damage=10, Bash, Dash OR Glide
DepthsLight, Bash, Grenade=1, Damage=10, Glide OR Dash OR Sword OR Hammer
DepthsLight, DoubleJump, TripleJump, Dash OR Sword OR Hammer # 4 arrows with sword, 5 arrows with hammer
unsafe, BreakWall=1 OR DepthsLight:
Bash, Grenade=1, Damage=10
Bash, Grenade=1, Dash, Sword OR Hammer
Dash, SentryJump=1
DoubleJump, Sword
anchor DepthsShrine at 213, -4515:
refill Full
state LowerDepths.CombatShrineCompleted:
moki, Regenerate, Combat=3xBat+4xEnergyRefill+2xSneezeSlug+2xTentacle+4xEnergyRefill+2xBat+2xTentacle+4xEnergyRefill+Bat+SneezeSlug:
Damage=65
Damage=60, DoubleJump OR Dash
Damage=50, Launch
unsafe: Combat=3xBat+4xEnergyRefill+2xSneezeSlug+2xTentacle+4xEnergyRefill+2xBat+2xTentacle+4xEnergyRefill+Bat+SneezeSlug
pickup LowerDepths.CombatShrine:
moki: LowerDepths.CombatShrineCompleted
anchor LowerDepths.Central at 482, -4536: # Below where the trial starts
refill Checkpoint
pickup LowerDepths.RaceStartHC:
moki:
DoubleJump, Grapple, Dash OR DepthsLight
Launch
gorlek:
DepthsLight, Bash, Grenade=1, DoubleJump OR Dash # easiest from the platform right of the jump pad
DepthsLight, SentryJump=1, DoubleJump OR Dash
DepthsLight, DoubleJump, TripleJump # climb the right wall. djump might be easy enough for gorlek.
unsafe:
DepthsLight, DoubleJump
DepthsLight, Grapple, Sword OR Hammer OR Dash OR Glide # grapple the light after using the jumpad to reach the platform above
pickup LowerDepths.SpiritTrial:
moki: LowerDepths.TrialActivation, DoubleJump, Dash, Bash, Grapple
conn LowerDepths.East:
moki:
Bash, DoubleJump, Dash OR Glide
Launch, DoubleJump OR Dash OR Bash OR Glide
gorlek:
Bash, DoubleJump, TripleJump OR Sword OR Hammer
Bash, Dash, Glide OR Sword
Launch, Damage=30
DepthsLight, DoubleJump, Dash, Glide OR Sword
DepthsLight, DoubleJump, TripleJump, Dash OR Sword OR Glide
unsafe:
DepthsLight, DoubleJump, TripleJump, Hammer
Bash, DoubleJump OR Dash OR Glide OR Sword
Launch
conn UpperDepths.LowerConnection:
moki:
DepthsLight, Launch, Bash
DepthsLight, Bash, DoubleJump
gorlek:
DepthsLight, Launch
DepthsLight, Bash, Grenade=1, DoubleJump
DepthsLight, Combat=WeakSlug, DoubleJump, TripleJump, Dash OR Bash OR Glide OR Sword OR Hammer OR Damage=30 # need 6 arrows
unsafe:
DepthsLight, Bash, Grenade=1, Dash OR Glide
DepthsLight, Bash, Hammer OR Sword
DepthsLight, Bash, Dash, Grapple OR Damage=30 # Dash in the spikes, you can reach the lantern from here or grapple the grappable light to reach the trial platform
DepthsLight, Bash, Glide, Grapple OR Damage=30
# checkpoint at 478, -4517
anchor LowerDepths.East at 570, -4550: # The lit up room on the trial path
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
refill Energy=3:
moki, BreakCrystal:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek, BreakCrystal:
Bash OR SentryJump=1
DoubleJump, TripleJump OR Dash OR Glide OR Sword
unsafe: DoubleJump, Hammer
state LowerDepths.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: DoubleJump, Bash, Grapple
pickup LowerDepths.SpiritSurgeShard:
moki:
DoubleJump, Grapple, Dash OR Glide
Launch, DoubleJump OR Dash OR Grapple OR Glide
gorlek:
DoubleJump, Grapple
Launch, Sword
DepthsLight, Grapple, Dash OR Glide OR Sword
DepthsLight, DoubleJump, TripleJump, Dash, Glide OR Damage=30
DepthsLight, Bash, Grenade=1, DoubleJump, TripleJump, Dash OR Glide OR Damage=30
DepthsLight, Bash, Grenade=1, DoubleJump, Dash, Damage=30
unsafe:
DoubleJump, TripleJump, Dash
Launch
pickup LowerDepths.LupoMap:
moki, SpiritLight=150:
Grapple, DoubleJump OR Dash OR Glide
Launch, DoubleJump, Dash
Launch, Glide
DepthsLight, Glide
DepthsLight, Launch, DoubleJump OR Dash
gorlek, SpiritLight=150:
Grapple, Sword
Launch
DepthsLight, DoubleJump, TripleJump, Dash OR Sword OR Hammer
DepthsLight, DoubleJump, Dash, Sword OR Hammer
DepthsLight, Damage=30, DoubleJump OR Dash OR Grapple OR Sword OR Hammer
unsafe, SpiritLight=150:
DoubleJump, TripleJump # wjump on the left wall near the 1st grappable light above the spikes
DoubleJump, Hammer, Dash # djump+upslash+dash to reach the left wall near the 1st grappable light above the spikes
conn UpperDepths.SecondKSRoom:
moki, BreakWall=20:
DepthsLight, DoubleJump, Bash, Grapple
DepthsLight, Launch
gorlek, BreakWall=20:
DepthsLight, Bash, Grapple, Dash OR Sword
DepthsLight, Bash, Grapple, Glide, Damage=30
DepthsLight, Bash, SwordSJump=1
DepthsLight, Bash, HammerSJump=1, DoubleJump OR Dash
DepthsLight, Bash, SentryJump=1, Glide, Damage=30
DepthsLight, Bash, Grenade=1, DoubleJump OR Dash OR Sword
DepthsLight, Bash, Grenade=1, Glide, Damage=30
DepthsLight, Bash, DoubleJump, TripleJump
DepthsLight, DoubleJump, TripleJump, SwordSJump=1 # sjump before the lanterns, tjump+weapon stall to reach the breakable wall. Climb the right wall with tjump to reach the jumpad
DepthsLight, DoubleJump, TripleJump, HammerSJump=1, Dash OR Glide # sjump before the lanterns, tjump+weapon stall to reach the breakable wall. Climb the right wall with tjump to reach the jumpad
unsafe, BreakWall=20:
DepthsLight, Bash, Grapple, Hammer
DepthsLight, DoubleJump, TripleJump
DepthsLight, Bash, SentryJump=1 OR Grenade=1
conn LowerDepths.TreeArea:
moki:
BreakWall=1, DoubleJump, Bash, Grapple, Dash OR Glide
BreakWall=1, Launch, Bash, DoubleJump, Dash
BreakWall=1, Launch, Bash, Glide
BreakWall=1, Launch, Grapple, DoubleJump OR Dash OR Bash OR Glide
DepthsLight, Bash, Grapple, DoubleJump OR Dash OR Glide
DepthsLight, Launch, Bash OR Grapple
gorlek:
BreakWall=1 OR DepthsLight: # These paths go the top route, so they can use the firefly egg
Bash, DoubleJump, TripleJump, Damage=30, Hammer
Launch, Grapple
Launch, DoubleJump, TripleJump OR Dash OR Glide OR Bash OR Sword OR Hammer OR Damage=30
Launch, Dash, Glide OR Bash OR Sword OR Hammer OR Damage=30
Launch, Glide, Bash OR Damage=30
Launch, Damage=30, Bash OR Sword
BreakWall=1: # These paths also go the top route, but would be redundant with other depthslight paths
Bash, Grapple, DoubleJump
Bash, Grapple, Dash, Glide OR Sword
Bash, DoubleJump, TripleJump, Dash, Glide OR Sword
Bash, DoubleJump, TripleJump, Damage=30, Dash OR Glide OR Sword
DepthsLight: # These paths only work on the bottom route, so they can't use the firefly
Bash, Grapple, Sword
Bash, DoubleJump, TripleJump, Dash OR Glide OR Sword
Launch, Bash
unsafe:
BreakWall=1, Bash, Grapple, Sword OR Hammer
Launch, DepthsLight OR BreakWall=1
DepthsLight, DoubleJump, TripleJump, Grapple, Sword
conn LowerDepths.Central:
moki:
Bash, DoubleJump OR Launch
DepthsLight, Launch, DoubleJump, Dash OR Glide
gorlek:
Bash, Dash
Launch
DepthsLight, DoubleJump, TripleJump, Dash, Glide, Damage=30
unsafe:
DepthsLight, DoubleJump, TripleJump
Bash # make the last lantern swing to the left
# checkpoint at 621, -4579
# checkpoint at 693, -4515
anchor LowerDepths.TreeArea at 776, -4542: # The flash tree
refill Checkpoint
refill Energy=4:
moki: BreakCrystal
# there could be a path to activate the trial here, but these aren't used currently...
pickup LowerDepths.FlashTree: free
pickup LowerDepths.RightEX:
moki: DepthsLight OR Launch
gorlek: Bash, Grenade=1
unsafe: SentryJump=1
conn LowerDepths.East:
moki:
DepthsLight, Glide OR Launch
DepthsLight, DoubleJump, Bash OR Grapple
DepthsLight, Dash, Bash OR Grapple
gorlek:
DepthsLight, DoubleJump, TripleJump, Dash OR Sword OR Hammer OR Damage=30
DepthsLight, DoubleJump, Dash, Sword OR Hammer OR Damage=30
DepthsLight, DoubleJump, Damage=30, Sword OR Hammer
unsafe:
DepthsLight, Sword, Bash OR Grapple
DepthsLight, Hammer, Bash OR Grapple
region PoolsApproach:
moki: Danger=25
gorlek: free
kii: free
unsafe: free
anchor PoolsApproach.MillPathCheckpoint at -826, -4130: # The checkpoint halfway between Mill Approach and Mill Path (added mostly because the paths through here reached ridiculous complexity otherwise)
refill Checkpoint
conn WestGlades.MillApproach:
moki:
Water, Grapple, DoubleJump, Dash OR Glide
Water, Grapple, Bash, Grenade=1, Dash, Glide
Water, Launch, DoubleJump OR Dash OR Grapple OR Glide # go up the left wall
gorlek:
Water, Grapple, DoubleJump, TripleJump OR Sword OR Damage=15
Water, Grapple, Dash, Glide OR Sword OR Hammer OR Damage=15
Water, Grapple, Glide, Sword OR Damage=15
Water, Grapple, Sword, Damage=15
Water, Bash, Grenade=1, Launch
Water, Launch, Sword OR Damage=15
unsafe:
Water, Grapple, Dash OR Glide OR Sword OR DoubleJump # grapple the plant then let you fall under it and regrapple it from bellow to have more height
Water, Grapple, Hammer, Damage=15
Water, Launch
Water, DoubleJump, TripleJump, Sword # Sword hover. Possible without an upslash too.
Water, DoubleJump, Sword, Damage=15 # Sword jumps
Water, DoubleJump, Hammer # Hammer jumps
conn PoolsApproach.MillPath:
moki, Damage=20: # severe enemy spam
Bash, Grapple OR Launch # this is probably actually closest to how you'd traverse this naturally
Combat=Crab+2xSmallSkeeto, Grapple, DoubleJump OR Dash # go through the gap from above, you can use Grapple to reset if you fall
Bash, Grapple, DoubleJump OR Dash # go through the gap from above, you can use Grapple to reset if you fall
Launch, DoubleJump OR Grapple
gorlek:
Combat=Crab+2xSmallSkeeto, Grapple, Glide OR Sword OR Hammer
Bash, Grapple, Glide OR Sword OR Hammer OR Grenade=1
Combat=Crab+2xSmallSkeeto, SentryJump=1, DoubleJump, TripleJump
Bash, Grenade=1, DoubleJump
unsafe:
Bash # Bash the ennemies but they don't really like being on the right position for you to bash them
DoubleJump, Hammer, Dash OR TripleJump # Hammer jumps
DoubleJump, TripleJump, Sword # Reset your jumps by hitting/pogoing the ennemies
anchor PoolsApproach.MillPath at -873, -4146: # above the water where the three paths merge
refill Checkpoint
pickup PoolsApproach.MillPathEX:
moki:
Bash, DoubleJump OR Dash
Combat=SpinCrab+CorruptSlug, DoubleJump, Dash
Combat=SpinCrab+CorruptSlug, DoubleJump, Grapple, Glide # solvable either through the right grapple point or using the wrap-around taught at glades shrine
Launch
gorlek:
Bash, Water OR Glide # there's a variety of solutions for this with the enemies around
DoubleJump, TripleJump # gives some room to maneuver around the corrupted slug
Combat=SpinCrab+CorruptSlug, DoubleJump, Grapple OR Glide OR Sword OR Hammer
unsafe:
Bash
SwordSJump=1
Combat=SpinCrab+CorruptSlug, DoubleJump
Combat=SpinCrab+CorruptSlug, Glide, Dash # Glide jump
Dash, Sword OR Hammer OR Grapple # Dash upslash / grapple the right plant, and spam dash to reach the wall where the slime is
pickup PoolsApproach.MillPathEC:
moki: Water # again not really a reason to even use Bash
conn PoolsApproach.MillPathCheckpoint:
moki, Damage=20: # severe enemy spam
Bash, DoubleJump # bash errything
Combat=Crab+2xSmallSkeeto, Bash, Grenade=3, Dash OR Glide # clear the space to bashnade
Combat=Crab+2xSmallSkeeto, Bash, Grenade=2, Grapple, Dash OR Glide # clear the space to bashnade
Combat=Crab+2xSmallSkeeto, DoubleJump, Grapple, Dash OR Glide
Launch, DoubleJump OR Dash OR Bash OR Glide
gorlek:
Bash, DoubleJump OR Dash OR Grapple OR Glide OR Sword OR Hammer
Grapple, DoubleJump OR SentryJump=1
DoubleJump, TripleJump, Combat=CorruptSlug OR SentryJump=1 # climb the wall bellow the checkpoint
Launch
unsafe:
Dash, Grapple, Combat=Crab
DoubleJump, Hammer OR Sword
DoubleJump, Glide, Combat=CorruptSlug # kill the first CorruptSlug then wall jump to the left wall. Climbing that wall is a bit precise. Can make it easier with a glide jump, which means killing the second CorruptSlug
Grenade=1, Grapple, Combat=Crab, Sword OR Hammer OR Glide OR Damage=20 # Grenade jump from
conn PoolsApproach.RightOfWheel:
moki: Water, Combat=SpinCrab OR DoubleJump OR Bash OR Launch # bashing to break the wall on the way is much harder than just swimming at it and letting it happen, so didn't make Bash a requirement.
gorlek: Water
anchor PoolsApproach.RightOfWheel at -948, -4184: # The rightmost platform of the static wheel
refill Checkpoint:
moki: Water # right below in the water
pickup PoolsApproach.AboveWheelEX: # grenadebashes here don't work as well when the wheel spins
moki:
PoolsApproach.WheelFreed, DoubleJump
Launch
gorlek:
DoubleJump, Hammer, Dash # djump + upswing then dash to the wall
DoubleJump, TripleJump
SentryJump=1, DoubleJump
unsafe:
Bash, Grenade=1, DoubleJump OR SentryJump=1
Bash, Grenade=1, Hammer, Dash
Glide, Hammer OR DoubleJump # Glide jumps
DoubleJump, Sword # Sword jumps
Grenade=3 # 2 gjump then cancel the second on and start a grenade float (which you al need to cancel so you can wjump)
pickup PoolsApproach.MillPathHC:
moki:
Water, DoubleJump, Dash, WaterDash, Grapple
Water, DoubleJump, Grapple, Launch
gorlek:
Water, WaterDash, Grapple, Damage=20, DoubleJump OR Dash # Analog swimming can avoid the damage boost but its hard to do with keyboard swimming
Water, Bash, DoubleJump, TripleJump, Damage=20 OR Grapple
Water, Bash, DoubleJump, TripleJump, Dash, Glide OR Sword
Water, Bash, DoubleJump, TripleJump, Glide, Sword
Water, Launch, DoubleJump OR Grapple OR Glide
Water, Launch, Dash, Sword OR Hammer OR Damage=20
Water, Launch, Damage=20, WaterDash OR Bash
unsafe:
Water, DoubleJump, Bash, Grapple, Sword OR Hammer # the air stalling to skip grapple is quite hard + need an upslash and a precise shot to get to the HC but you can't refill your upsash anywhere
Water, DoubleJump, Bash, Damage=20, Sword OR Hammer # the air stalling to skip grapple is quite hard + need an upslash and a precise shot to get to the HC but you can't refill your upsash anywhere
Water, WaterDash, DoubleJump, Grapple # the waterdash to get to the hc is really hard with keyboard swimming
Water, DoubleJump, Hammer, Damage=20, Dash OR TripleJump # Hammer jumps
Water, DoubleJump, Hammer, Grapple OR Glide # Hammer jumps
pickup PoolsApproach.MillPathEC:
moki: Water, Bash, Damage=10
gorlek: Water, Bash
conn MarshPastOpher.PoolsPathWest:
moki, BreakWall=20:
Water, WaterDash, DoubleJump, Grapple # maybe not obvious?
Water, Grapple, Launch
gorlek, BreakWall=20:
Water, WaterDash, Grapple, Damage=20, Dash OR Glide # damage not mandatory
Water, WaterDash, DoubleJump, Damage=20, TripleJump OR Dash OR Glide OR Sword
Water, Bash, Grapple, Damage=20, Dash, Sword
Water, Bash, Grapple, Damage=20, Glide
Water, Bash, Grapple, DoubleJump, TripleJump OR Dash OR Sword
Water, Bash, Grapple, DoubleJump, Hammer, Damage=20
Water, Bash, DoubleJump, Damage=20, TripleJump, Dash OR Glide OR Sword
Water, Bash, DoubleJump, Damage=20, Dash, Glide OR Sword
Water, Launch, DoubleJump OR Grapple OR Glide
Water, Launch, Dash, Sword OR Hammer OR Damage=20
Water, Launch, Damage=20, WaterDash OR Bash
unsafe, BreakWall=20:
Water, WaterDash, DoubleJump, Damage=20, Glide OR Sword
Water, Bash, DoubleJump, Damage=20, Glide OR Sword
Water, Grapple, WaterDash, Sword OR Hammer # Need an upslash but you can't refill it anywhere near
Water, Grapple, Bash, Sword OR Hammer # Need an upslash but you can't refill it anywhere near
Water, Launch # Launch boost on the ceiling
Water, DoubleJump, Hammer, Damage=20, Dash OR TripleJump # Hammer jumps
Water, DoubleJump, Hammer, Grapple OR Glide # Hammer jumps
conn PoolsApproach.LeftOfWheel:
moki:
PoolsApproach.WheelFreed OR DoubleJump OR Grapple OR Launch
Bash, Grenade=1
gorlek: free
conn EastPools.LeverRoom:
moki:
Glide, Launch
Bash, Grenade=1, Launch, DoubleJump OR Dash
DoubleJump, Dash, Launch, Damage=20
PoolsApproach.WheelFreed, DoubleJump, Glide
gorlek:
Glide, DoubleJump, Hammer, Dash # djump + upswing then dash to the wall
Glide, DoubleJump, TripleJump
Glide, SentryJump=1, DoubleJump OR Dash OR Damage=20
Launch, DoubleJump, Dash OR Sword # refresh your double jump with launch, equivalently for all paths below
Launch, Hammer, Damage=20, DoubleJump OR Dash
Launch, Dash, Sword
PoolsApproach.WheelFreed, Glide, Dash
PoolsApproach.WheelFreed, Glide, Damage=20, Sword OR Hammer # weapon not necessary, but you can use an upswing to make the jump off the wheel easier
unsafe:
Launch, DoubleJump OR Dash OR Sword OR Hammer # Use the ceiling to refresh your launch
Launch, Bash, Grenade=1 # Bash glide
PoolsApproach.WheelFreed, Bash, Grenade=1, Dash, Sword, Damage=20
PoolsApproach.WheelFreed, Bash, Grenade=1, Dash, DoubleJump, TripleJump OR Sword OR Hammer
DoubleJump, Sword # please don't put this in a supported difficulty thank you
conn PoolsApproach.MillPath:
moki:
Water, Bash, Damage=10, Grapple, DoubleJump, Dash OR Glide
Water, Bash, WaterDash
Water, Bash, Damage=10, Launch
gorlek: Water, Bash # Bash the projectile and use it to bash the crab thing to reach the connection
anchor PoolsApproach.LeftOfWheel at -995, -4184: # The leftmost platform of the static wheel
state PoolsApproach.WheelFreed:
moki: Water, Bash
unsafe: Spear=1
pickup PoolsApproach.CurrentEX:
moki: Water, WaterDash
conn PoolsApproach.RightOfWheel: # grenadebash doesn't work when the wheel spins
moki:
PoolsApproach.WheelFreed, Water
DoubleJump OR Launch
gorlek: Dash, Hammer # the first for the moving wheel, the latter for the still one
conn EastPools.LeverRoom:
moki: Water, Launch
gorlek:
Water, WaterDash, DoubleJump, TripleJump OR Damage=20
WaterDash, Damage=20, DoubleJump, TripleJump, Dash OR Sword OR Hammer # touch the dirty water
Launch, SentryJump=1, DoubleJump OR Dash # use the weapons to float over the spikes at the end
Launch, Damage=20, DoubleJump OR Dash OR Sword OR Hammer OR WaterDash # touch the dirty water
unsafe:
Water, WaterDash, DoubleJump, Dash, Hammer # water dash straight up, double jump, upslash, dash
WaterDash, Water OR Damage=20 # :3
Water, DoubleJump, TripleJump, Hammer # Hammer jumps
conn MarshSpawn.Main:
moki: Water, WaterDash # <3
region EastPools:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor EastPools.LeverRoom at -1160, -4152: # At the amulet Moki
refill Checkpoint
refill Health=1
state EastPools.EntryLever:
moki:
Bash, DoubleJump, Dash OR Glide
Bash, Dash, Glide
Launch
gorlek:
Combat=CorruptSlug, DoubleJump, TripleJump OR Sword OR Hammer OR Damage=20 # wait for another bubble when on the right upper wall
Bash, DoubleJump, TripleJump OR Sword OR Hammer OR Damage=20
DoubleJump, Damage=10, Sword OR Hammer # tank the explosion damage from the slug
Dash, Damage=20, Combat=CorruptSlug OR Bash
unsafe:
Bash # Bash the skeeto, bash the slime twice
SentryJump=1, DoubleJump # wait for another bubble when on the right upper wall. Use weapon stall
state EastPools.BelowTokkBubbleFree:
moki: EastPools.EntryLever, Water, Bash
gorlek: EastPools.EntryLever, Water, WaterDash
unsafe, EastPools.EntryLever: EastPools.BelowTokkPurpleWall, Bow=1 OR Grenade=1
state EastPools.BelowTokkPurpleWall:
moki: Water, Bash
unsafe: Water OR Bash # bash the corrupted slime to blow the wall
quest EastPools.KwolokAmuletQI: free
pickup EastPools.TwoCrushersEX:
moki: Water, WaterDash
unsafe:
Water
WaterDash, Damage=60 # 80 is more likely
pickup EastPools.RightOre:
moki:
DoubleJump, Grapple, Flap, Combat=CorruptSlug, Dash OR Glide # Need to flap from the green spot so the bubble don't go too far to the right
Launch, Grapple
gorlek:
DoubleJump, Grapple, Flap, Combat=CorruptSlug, TripleJump OR Sword OR Hammer OR Damage=20 # Need to flap from the green spot so the bubble don't go too far to the right
Launch, Flap # Flap makes the bubbles spawn
Launch, Bash, Grenade=1
unsafe:
Bash, Grenade=1, DoubleJump, TripleJump, Damage=20
Flap, Bash, Grenade=1, DoubleJump, Combat=CorruptSlug, TripleJump OR Sword OR Hammer # Flap makes the bubble spawn. Use it to reach your grenade
Dash, Grapple, Flap # Need to flap from the green spot so the bubble don't go too far to the right
Launch # Turnaround Launch
pickup EastPools.CurrentEX:
moki: Water, WaterDash
pickup EastPools.BelowLeverEX:
moki: # kinda dangerous with the spikes? but damage seemed mostly avoidable
DoubleJump, Bash, Grenade=1
Hammer, DoubleJump OR Dash OR Glide
Spear=1, DoubleJump OR Dash OR Glide
Launch
gorlek:
Spear=1 OR Hammer
Bash, DoubleJump, TripleJump
unsafe:
DoubleJump, TripleJump, Combat=CorruptSlug # kill the slug on the left wall, tjump from this wall into the spikes under the pickup
SentryJump=1, DoubleJump OR Damage=20 # The tree is swinging a bit. sjump from the left (Ori should almost fall) when the tree is swinging to the left
Bash # Bait the skeeto, bash it when it's under the hole
pickup EastPools.AboveDoorOre: # some paths that aren't redundant with the paths coming from Tokk
moki, EastPools.EntryLever:
Bash, Grenade=2
Bash, Grenade=1, DoubleJump OR Grapple
gorlek, EastPools.EntryLever:
SentryJump=2, Damage=20 # damage if you sjump into the spikes
Bash, Grenade=1, SentryJump=1
SentryJump=1, DoubleJump OR Grapple
unsafe, EastPools.EntryLever:
Hammer, Bash # using upswing to get below slug, hit it off the ceiling and then bash it
conn EastPools.TPArea:
moki, EastPools.EntryLever:
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Combat=Crab, Grapple, Flap, DoubleJump OR Dash OR Glide
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Bash, Grapple, Flap, DoubleJump OR Dash OR Glide
DoubleJump, Bash, Grenade=1 # bashgrenade above
Grapple, Bash, Grenade=1, Dash OR Glide # bashgrenade above
Bash, Grenade=2, Dash OR Glide # bashgrenade above
Bash, Grenade=2, EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall # bashgrenade below
Bash, Grenade=2, Water # bashgrenade below
Launch
gorlek, EastPools.EntryLever:
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Flap, Combat=Crab, Grapple, Sword OR Hammer OR Damage=20
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Flap, Bash, Grapple, Sword OR Hammer OR Damage=20
SentryJump=2, Damage=20 # weapon stall under the slug, damage is if you sjump into the spikes
SentryJump=1, DoubleJump OR Grapple
Grapple, Bash, Grenade=1, Sword OR Hammer OR Damage=20 # bashgrenade above
Bash, Grenade=2, Sword OR Hammer OR Damage=20
Bash, Grenade=3
Bash, DoubleJump, TripleJump, Dash OR Sword OR Glide # Possible with just bash/tjump but there is a small colider at the left that make it hard when the slug is right next to it
unsafe, EastPools.EntryLever:
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Grapple, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=20
Bash, DoubleJump # Bash the slug at the left of the spike, bash it to reach tokk
DoubleJump, TripleJump, Damage=20 # tjump in the spikes under Tokk to reset your tjump. Make sure to use your tjump before eating the spikes
Bash, Grenade=2
conn PoolsApproach.LeftOfWheel: # should be fair to assume that if the wheel is spinning, the player has Water
moki:
Water
Bash, Grenade=1, Glide
Glide, Launch
DoubleJump, Dash, Launch
Bash, Grenade=1, Launch, DoubleJump OR Dash
gorlek: # Try with the spinning wheel if there is a damage boost that seems unnecessary
DoubleJump, Damage=20, TripleJump OR Dash OR Sword
DoubleJump, TripleJump, Dash, Sword
Bash, Grenade=1, Launch
Bash, Grenade=1, Damage=20, Dash OR DoubleJump
Bash, Grenade=1, Dash, DoubleJump
Glide, DoubleJump OR Dash OR SentryJump=1 OR Damage=20
WaterDash, Damage=20, DoubleJump OR Dash OR Glide
Launch, DoubleJump OR Dash OR Damage=20
SentryJump=1, Damage=20, Dash, DoubleJump
SentryJump=1, Launch # Use weapon to stall before and after the launch
unsafe:
Launch, Hammer, Sword # climb the left wall
# checkpoint at -1278, -4158
anchor EastPools.TPArea at -1297, -4143: # Where Tokk stands
refill Checkpoint
refill Full: # use the teleporter
moki: EastPools.LowerWaterDrained
state EastPools.BelowTokkBubbleFree:
moki: Water, Bash
gorlek: Water, WaterDash
unsafe: EastPools.BelowTokkPurpleWall, Bow=1 OR Grenade=1
state EastPools.BelowTokkPurpleWall:
moki: Water, Bash
unsafe: Water OR Bash # bash the corrupted slime to blow the wall
state EastPools.LowerWaterDrained:
moki: Water, WaterBreath
gorlek: Water
unsafe:
DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=20 # puzzle skip. Need the different skills because even if you have to die and can survive the 20 damage at the start since you spawn with 30 health, thiese spieks deals 40 damage in hard
Bash, Grenade=1 # puzzle skip.
pickup EastPools.AboveDoorOre:
moki:
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Grapple, Flap, DoubleJump OR Dash
Bash, Grenade=1, DoubleJump OR Dash OR Glide OR Grapple
Bash, Grenade=2
Launch
gorlek:
EastPools.BelowTokkBubbleFree, EastPools.BelowTokkPurpleWall, Grapple, Flap
Bash, Grenade=1, Sword OR Hammer OR Damage=20
SentryJump=1 # Weapon stall above the spikes
unsafe:
DoubleJump, Bash # Bash the slug when its at the right of the ceiling
Sword, Bash # Hit slug with sword to hit it off the ceiling and then bash it
pickup EastPools.LupoOre:
moki: Water
pickup EastPools.LupoEX:
gorlek: Water, ShurikenBreak=20
pickup EastPools.LupoMap:
gorlek: SpiritLight=150, Water, ShurikenBreak=20
# this Tokk disappears after Kwolok's death
conn EastPools.Teleporter:
moki: EastPools.LowerWaterDrained
conn EastPools.FishingPool:
moki:
Grapple, DoubleJump OR Dash
DoubleJump, Bash, Grenade=1
Launch
gorlek:
Grapple, Glide OR Sword OR Hammer
SentryJump=1, DoubleJump
Bash, Grenade=1, Dash OR Sword OR Hammer
DoubleJump, TripleJump, Dash # climb the left wall, dash then tjump to reach the wall above the grapple plant
unsafe:
Bash, Grenade=1
Grapple, Damage=40
conn EastPools.WaterdashArena:
moki, EastPools.ArenaWall:
Water
EastPools.LowerWaterDrained, DoubleJump OR Dash OR Glide OR Launch
gorlek, EastPools.ArenaWall:
EastPools.LowerWaterDrained, Sword OR Damage=20
unsafe, EastPools.ArenaWall: EastPools.LowerWaterDrained # jump on the bubble to avoid a dboost in dirty water
conn EastPools.LeverRoom:
moki, EastPools.EntryLever:
Combat=Crab, DoubleJump OR Dash OR Glide # go above
Bash, DoubleJump OR Dash OR Glide # go above
Bash, Grenade=1 # go above
Launch # go above
Hammer, Glide # this doesn't solve through combat, but you can break the bubble free to get over the crab
Spear=1, DoubleJump OR Dash OR Glide # break the bubble free to get over the crab
Grapple, Combat=Crab OR Bash # go below
gorlek, EastPools.EntryLever:
SwordSJump=1
Sword, Combat=Crab OR Bash OR Spear=1 # with spear you can break the bubble free to get over the crab
Hammer # float over the spikes, break the bubble free to get over the crab
Damage=10, DoubleJump OR Dash OR Glide OR Sword # get hit by the crab
Damage=20, Combat=Crab OR Bash OR Spear=1
Grapple, Damage=10 # go below, get hit by the crab
anchor EastPools.Teleporter at -1316, -4153: # At the teleporter after draining the water
refill Full
state EastPools.LowerWaterDrained: free # the randomizer drains the water if you aquire the teleporter, and for non-teleporter connections this anchor is strictly locked behind already having the state
state NonGladesTeleporter: free
state EastPools.ArenaWall:
moki: EastPools.LowerWaterDrained, Water, Bash
unsafe: EastPools.LowerWaterDrained, Water, Launch OR Dash OR Damage=20
state EastPools.LupoPurpleFloor:
unsafe, EastPools.LowerWaterDrained: Water, Bash, Dash, ShurikenBreak=20
pickup EastPools.UltraBashShard:
moki, EastPools.LowerWaterDrained: Water, WaterBreath, Bash
gorlek, EastPools.LowerWaterDrained: Water, Bash
unsafe, EastPools.LowerWaterDrained: Water # move a bit on the side when the torpedo is getting close to the wall
conn Teleporters: free
conn EastPools.TPArea: free
anchor EastPools.FishingPool at -1278, -4124: # At the fisher moki
quest EastPools.HandToHandSpyglass:
moki: LowerDepths.HandToHandSilk
conn EastPools.AboveFishingPool:
moki:
Water, WaterDash, DoubleJump, Dash, Combat=CorruptSlug OR Bash
Water, WaterDash, DoubleJump, Glide, Combat=CorruptSlug OR Bash
Bash, Grenade=1, DoubleJump
Launch
gorlek:
WaterDash, DoubleJump, Water OR Damage=20
WaterDash, Dash, Sword, Water OR Damage=20 # upslash makes it easier to reach the wall above the water
Bash, Grenade=1, Dash
SentryJump=1, DoubleJump OR Dash
unsafe:
DoubleJump, TripleJump # ceiling jump on the wall above the fishing pond
conn EastPools.TPArea: free
anchor EastPools.AboveFishingPool at -1300, -4102: # Above the fishing Moki
pickup EastPools.AboveTpEX: # this needs water to not softlock when the player drains the upper water
moki: Water
pickup EastPools.PurpleWallHC: # paths using the slime to break the purple wall
unsafe:
Bash, Launch OR SentryJump=1 OR Grenade=1
Bash, DoubleJump, TripleJump, Damage=20, Sword OR Hammer # dboost to climb the left wall
conn EastPools.FishingPool: free
conn UpperPools.DrainPuzzleExit:
moki, UpperPools.UpperWaterDrained:
Launch
Bash, Grenade=1, DoubleJump
gorlek, UpperPools.UpperWaterDrained:
Bash, Grenade=2
SentryJump=1, DoubleJump
unsafe, UpperPools.UpperWaterDrained:
WaterDash, DoubleJump, TripleJump, Water, Dash OR Sword OR Hammer
DoubleJump, TripleJump, Damage=20 # climb the left wall
Bash, DoubleJump # Bash the slime
Bash, Grenade=1, WaterDash, Water OR Damage=20
anchor EastPools.WaterdashArena at -1348, -4139: # Checkpoint at the right of the pools arena
refill Checkpoint
# There are two Arenas here: you get one if you enter without WaterDash and another if you enter with it.
# This path is assuming the worse case of getting the strictly harder WaterDash arena, but doesn't list WaterDash explicitly because you don't need it unless you have it.
# And any other way would lock basically all of Pools behind WaterDash. So it makes sense, right?
state EastPools.FightArenas:
moki: Regenerate, Damage=20, Water, WaterBreath, Combat=4xCrab+Tentacle+2xSkeeto, Bash
gorlek: Regenerate, Damage=20, Water, Combat=4xCrab+Tentacle+2xSkeeto, Bash
unsafe: Water, Combat=4xCrab+Tentacle+2xSkeeto, Launch OR Dash OR Damage=20 # Land on the left then jump under the purple wall to correct the torpedo angle. launch in order to avoid the blast damage
pickup EastPools.FightRoomHC: # The HC only gets unlocked if you finish the alternate WaterDash arena; FightArenas doesn't have WaterDash as requirement included for reasons explained above, so it's needed here
moki, EastPools.FightArenas, WaterDash:
DoubleJump, Dash OR Grapple
Bash, Grenade=1
Launch
gorlek, EastPools.FightArenas, WaterDash: Water OR Damage=20 # WaterDash on the bubble
conn EastPools.TPArea:
moki, EastPools.ArenaWall:
Water
EastPools.LowerWaterDrained, DoubleJump OR Dash OR Launch OR Glide
gorlek, EastPools.ArenaWall: EastPools.LowerWaterDrained, Sword OR Hammer OR Damage=20
conn EastPools.MissilePuzzle:
moki, EastPools.FightArenas: Water OR DoubleJump OR Dash OR Glide OR Launch
gorlek, EastPools.FightArenas: Sword OR Hammer OR Damage=20
unsafe: EastPools.FightArenas OR Water # Water to avoid the fighting room altogether. Can QTM if the door is here.
anchor EastPools.MissilePuzzle at -1425, -4144: # Below where the trial starts
refill Checkpoint
state EastPools.CentralRoomPurpleWall:
moki: Water, WaterBreath, Bash
gorlek: Water, Bash
unsafe: Water
state EastPools.LupoPurpleFloor:
moki: Water, WaterBreath, Bash
gorlek: Water, Bash
unsafe: Water
pickup EastPools.EnergyHarvestShard:
moki:
Water, WaterDash, DoubleJump
Bash, Grenade=1
Launch
gorlek:
Damage=20, WaterDash, DoubleJump
Water, Bash, DoubleJump OR WaterDash # Use the torpedo
SentryJump=1
unsafe:
DoubleJump, TripleJump, Sword OR Hammer # tjump + upslash from the left wall
Water, Bash # Bash the torpedo out of the water (near the floor so you don't get too much speed), go out of the water and bash it again
pickup EastPools.LupoEX:
moki: EastPools.LupoPurpleFloor, Water
pickup EastPools.LupoMap:
moki: SpiritLight=150, EastPools.LupoPurpleFloor, Water
gorlek: SpiritLight=150, EastPools.LupoPurpleFloor, Water
pickup EastPools.BehindCrusherEX:
moki: Water, WaterBreath
gorlek: Water
pickup EastPools.SpiritTrial:
moki: UpperPools.TrialActivation, EastPools.CentralRoomPurpleWall, Water, DoubleJump, Dash, Glide, Grapple, WaterDash
conn EastPools.CentralRoom:
moki: EastPools.CentralRoomPurpleWall, Water
conn EastPools.WaterdashArena:
moki: EastPools.FightArenas, Water OR DoubleJump OR Dash OR Glide OR Launch
gorlek: EastPools.FightArenas
conn EastPools.TPArea:
moki: EastPools.LupoPurpleFloor, Water, BreakWall=20
anchor EastPools.CentralRoom at -1485, -4148: # The room where you meet Kwolok when he's still fine
refill Checkpoint
state EastPools.CentralRoomPurpleWall:
unsafe: Water
quest EastPools.GrassSeed:
moki:
Water, WaterDash
Water, Bash, DoubleJump OR Dash OR Glide
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
gorlek:
WaterDash, Damage=20
Water, Bash # Use the tentacle's projectile
Bash, Grenade=1, Sword OR Hammer
Bash, DoubleJump, Glide OR Sword
Bash, Dash, Glide OR Sword
DoubleJump, TripleJump, Glide
unsafe:
Bash, DoubleJump, TripleJump OR Hammer
conn UpperPools.KeystoneRoomEntrance:
moki:
Water, Bash, DoubleJump, Dash OR Glide
Water, Bash, Launch
gorlek:
DoubleJump, TripleJump, Dash, Glide, WaterDash # wdash to free the bubbles
Water, DoubleJump, TripleJump, Bash OR WaterDash
Water, Bash, Grenade=1, DoubleJump
Water, WaterDash, Launch # activate the bubbles with waterdash. Launch on a bubble to reach the top
Water, WaterDash, SentryJump=1, DoubleJump, TripleJump OR Dash OR Glide # sjump from EastPools.GrassSeed
Launch, DoubleJump OR Dash OR Glide
# unsafe note: you can use sword deflector to free the bubble without bash or wdash
conn WestPools:
moki: Water, WaterBreath, WaterDash, DoubleJump OR Dash OR Glide OR Launch
gorlek: Water, WaterDash, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer OR Damage=20
unsafe:
Water, WaterBreath, Launch
Water, WaterBreath, DoubleJump, Grenade OR Hammer # greande/hammer jumps. With grenade jumps, start a grenade jump while in the water then use your doublejump
Water, WaterBreath, DoubleJump, TripleJump, Damage=20
Water, WaterBreath, DoubleJump, Sword, Damage=20 # sword jump in the left munchers, walljump then sword jump+ uplash on the right wall
conn EastPools.MissilePuzzle:
moki: EastPools.CentralRoomPurpleWall, Water
region UpperPools:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
# checkpoint at -1425, -4144
anchor UpperPools.KeystoneRoomEntrance at -1535, -4115: # At the bottom entrance to the keystone room
refill Checkpoint
quest EastPools.GrassSeed:
moki:
Combat=SpinCrab OR Bash OR Launch
DoubleJump, Dash
gorlek: Dash OR Glide OR Damage=10
unsafe: free
pickup UpperPools.LowerKS:
moki:
Water, DoubleJump, Bash
Water, WaterDash OR Launch
gorlek: Water, Bash, Hammer
unsafe: Water, Bash # just need proper timing
conn EastPools.CentralRoom:
moki:
Combat=SpinCrab OR Bash OR Launch
DoubleJump, Dash
gorlek: Dash OR Glide OR Damage=10
unsafe: free
conn UpperPools.KeystoneRoomBubbleSpawner:
moki:
Water OR Launch
DoubleJump, Glide
gorlek:
Damage=20
DoubleJump, TripleJump OR Dash OR Sword
Dash, Glide OR Sword
Bash, DoubleJump OR Dash OR Glide # bashes interfere with weapons weirdly; it can easily happen in this scenario
anchor UpperPools.KeystoneRoomBubbleSpawner at -1566, -4115: # Between the bubble spawner and the bounce pad
refill Checkpoint
state UpperPools.KeystoneRoomBubbleFree:
moki: Water, WaterDash OR Bash
unsafe: Grenade=1 OR Spear=1 OR Shuriken=1 OR Bow=1
pickup UpperPools.UpperLeftKS: # connections using the bubble have to start from here, others use the higher anchor
moki: UpperPools.KeystoneRoomBubbleFree, Flap, DoubleJump
gorlek: UpperPools.KeystoneRoomBubbleFree, Flap, Dash OR Glide
unsafe: UpperPools.KeystoneRoomBubbleFree, Damage=20 # pretty cute
conn UpperPools.KeystoneRoom:
moki:
DoubleJump OR Launch
Bash, Grenade=1, Dash
gorlek:
Dash OR Glide
Water, WaterDash, Bash # use the missile
unsafe:
Water, Bash
UpperPools.KeystoneRoomBubbleFree, WaterDash, Flap, Water OR Damage=20
conn UpperPools.BubbleSpamRoom: # connections using the bubble have to start from here, others use the higher anchor
moki: UpperPools.KeystoneRoomBubbleFree, Flap, DoubleJump, Dash, Grapple # seems to be the intended strat
gorlek, UpperPools.KeystoneRoomBubbleFree:
Flap, Grapple, DoubleJump OR Dash
Flap, SentryJump=2 # guide the bubble to the anchor then sjump on it
Flap, DoubleJump, TripleJump, Dash OR Glide OR Sword # guide the bubble to the anchor then tjump on it. wjump from the left wall to reach to right wall
unsafe: UpperPools.KeystoneRoomBubbleFree, Dash # I'm so sorry
conn UpperPools.KeystoneRoomEntrance:
moki: # with at least Double Jump it's easier to go over the top
Water
Dash, Glide
gorlek: # almost always easier to go over the top
Damage=20, Bash OR Sword OR Hammer # the enemy likes to get in the way
anchor UpperPools.KeystoneRoom at -1540, -4095: # Autosave below the two upper left keystones
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
pickup UpperPools.UpperLeftKS:
moki:
Bash, Grenade=1
Launch
gorlek:
SentryJump=1
DoubleJump, TripleJump, Hammer # Can either reach the left or right wall; for the right wall you can even do it starting from a grounded upswing
WaterDash, DoubleJump, TripleJump, Water OR Damage=20
pickup UpperPools.UpperMidKS: # the majority of paths will go through connections around the top
gorlek:
DoubleJump, WaterDash, Water OR Damage=20 # wdash to reach the right wall
Bash, Grenade=1, DoubleJump
Bash, Grenade=1, Dash, Damage=20
unsafe:
Water, WaterDash, Hammer, Damage=20 # wdash+upslash to reach the left wall, wjump in the spikes and upslash to get the key
pickup UpperPools.UpperRightKS:
moki:
Bash, Grenade=1, Water OR DoubleJump OR Dash OR Glide
Grapple, DoubleJump OR Dash OR Glide
Water, WaterDash, DoubleJump
Launch
gorlek:
SentryJump=1
Bash, Grenade=1, Sword OR Damage=20 # sword/damage boost to reach the platform below he pickup
WaterDash, Water OR Damage=20
Grapple, Sword
Grapple, Hammer, Water OR Damage=20
DoubleJump, TripleJump OR Sword OR Hammer OR Bash # Bash the crab enemy
unsafe:
Grapple, Water OR Damage=20 # grapple the plant to make it swing. When the plant is swinging at the left, grapple it with a good angle to grab the keystone
conn UpperPools.KeystoneRoomEntrance: free
conn UpperPools.KeystoneRoomBubbleSpawner: free
conn UpperPools.BeforeKeystoneDoor:
moki:
Grapple, DoubleJump OR Dash OR Glide
Water, Grapple, Bash, Grenade=1
Bash, Grenade=1, Water, WaterDash
Bash, Grenade=2, Water OR DoubleJump OR Dash OR Glide
Bash, Grenade=3
Launch
gorlek:
Grapple, Damage=20 OR Sword OR Water
Grapple, Bash, Grenade=1
DoubleJump, TripleJump, Dash # wjump from UpperRightKS
Bash, DoubleJump # bash the crab enemy
Bash, Grenade=1, WaterDash, Damage=20
Bash, Grenade=2, Sword OR Damage=20
SentryJump=1, Combat=Crab+SpinCrab, WaterDash, Water OR Damage=20
SentryJump=1, Bash, WaterDash, Water OR Damage=20
SwordSJump=2, Bash OR Damage=10
HammerSJump=2, Bash, Water OR Dash OR Glide OR Damage=20
anchor UpperPools.BeforeKeystoneDoor at -1506, -4068: # In front of the door blocking waterdash tree
refill Checkpoint
refill Health=1:
moki: DoubleJump OR Dash OR Glide OR Grapple OR Launch
gorlek: free
state UpperPools.KeystoneDoor:
moki: Keystone=4
state UpperPools.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: Grapple
gorlek: DoubleJump
pickup UpperPools.UpperMidKS:
moki: DoubleJump OR Dash OR Glide
gorlek: Sword OR Hammer OR Damage=20
unsafe: free
pickup UpperPools.UpperLeftKS:
gorlek: DoubleJump, TripleJump
conn UpperPools.TreeRoomEntrance:
moki: UpperPools.KeystoneDoor
conn UpperPools.KeystoneRoom: free
conn UpperPools.BubbleSpamRoom:
moki:
DoubleJump, Bash, Grenade=1
Launch
gorlek:
SwordSJump=1
HammerSJump=1, DoubleJump OR Dash OR Glide OR Bash OR Damage=20
Bash, Grenade=1, Dash OR Glide OR Sword
Bash, Grenade=1, Hammer, Damage=20
DoubleJump, TripleJump, Dash OR Damage=20 # you can come from the trial start and complete this path with just triple jump, the extra abilities allow alternatives to make it more likely that the player finds this path
unsafe:
DoubleJump, TripleJump # come from the trial start
Bash, Grenade=1 # Bash grenade to reach the slime, bash glide from it
anchor UpperPools.TreeRoomEntrance at -1467, -4075: # The ledge to the left of Waterdash tree
refill Checkpoint
state UpperPools.KeystoneDoor:
moki: Keystone=4
state UpperPools.TreeRoomLeftBubbleFree:
unsafe: Bow=1 OR Grenade=1 OR Spear=1
conn UpperPools.BeforeKeystoneDoor:
moki: UpperPools.KeystoneDoor
conn UpperPools.TreeRoom:
moki: Water OR DoubleJump OR Dash OR Glide
gorlek: free
anchor UpperPools.TreeRoom at -1429, -4081: # At Waterdash tree
state UpperPools.TreeRoomLeftBubbleFree:
moki: Water, WaterDash
unsafe: Bow=1 OR Grenade=1 OR Spear=1
state UpperPools.ButtonDoorAboveTree:
moki: Water, WaterDash
pickup UpperPools.SwimDashTree: free
pickup UpperPools.CurrentEX:
moki: Water, WaterDash
pickup UpperPools.RoofEX: # only for paths using the bubble all the way
unsafe: UpperPools.TreeRoomLeftBubbleFree, Dash
conn UpperPools.AboveTree:
moki, UpperPools.TreeRoomLeftBubbleFree:
Flap, DoubleJump
Launch
gorlek:
UpperPools.TreeRoomLeftBubbleFree:
Flap, Dash
Flap, Glide, Damage=20
DoubleJump, TripleJump, Dash, Damage=20 # free the bubble, jump on it and tjump to the wall above the tree
Bash, Grenade=1, DoubleJump, TripleJump, Dash, Damage=20 # bash grenade to reach the wall above the tree
SentryJump=1, DoubleJump, TripleJump, Dash, Damage=20 # same path as above, replace bash grenade by sentry jump
Launch # use the small bubbles for a launch reset or use the wall above the trees
unsafe: UpperPools.TreeRoomLeftBubbleFree, Dash, DoubleJump OR Damage=20 # Dash on the bubble
conn UpperPools.TreeRoomEntrance:
moki:
Launch
Water, WaterDash
Bash, Grenade=1, DoubleJump OR Dash OR Glide
gorlek:
SwordSJump=1 # Weapon hover as well
HammerSJump=1, DoubleJump OR Dash OR Glide
Bash, Grenade=1
UpperPools.TreeRoomLeftBubbleFree
conn UpperPools.DrainPuzzleEntrance:
moki, UpperPools.ButtonDoorAboveTree:
Water, WaterDash, DoubleJump
Launch
gorlek: UpperPools.ButtonDoorAboveTree, Water, WaterDash, Sword OR Hammer
unsafe, UpperPools.ButtonDoorAboveTree:
Bow=1 OR Grenade=1 OR Spear=1 # free the bubbles, let one bubble go out of the water, jump on the next one and use it to land on the first bubble
HammerSJump=1
anchor UpperPools.AboveTree at -1450, -4053: # Paths to simplify the xp pickup above swimdash tree
pickup UpperPools.RoofEX:
moki:
Water, WaterDash
Bash, Grenade=1
gorlek:
Damage=20, WaterDash
SentryJump=1
conn UpperPools.TreeRoom: free
conn UpperPools.TreeRoomEntrance:
moki: DoubleJump OR Dash OR Glide
gorlek: Sword OR Hammer
anchor UpperPools.DrainPuzzleEntrance at -1313, -4083: # At the right of the door opened by the water dash button in the tree room
refill Checkpoint
# Be careful because solving that puzzle room is a huuuge negative that has to be taken into account
state UpperPools.UpperWaterDrained:
moki:
Water, WaterDash, Grapple, DoubleJump OR Dash
Water, WaterDash, Launch, DoubleJump, Dash OR Glide
Water, Launch, Grapple
gorlek:
Water, WaterDash, Grapple, Glide OR Sword OR Hammer
Water, Grapple, DoubleJump, TripleJump
Water, Launch, Damage=20, DoubleJump OR Dash OR Glide
Water, Launch, Bash OR Damage=14 # Break the purple wall, do the right side then the left side
Water, WaterDash, Launch, DoubleJump OR Dash OR Sword OR Damage=20
unsafe:
Water, DoubleJump, Sword, Damage=20
Water, DoubleJump, Dash, Grapple
Water, Launch # Break the purple wall, do the right side then the left side
pickup UpperPools.WaterfallEC: # have to solve with and without the water drained so it doesn't softlock
moki:
DoubleJump, Dash, Grapple
Bash, Grenade=1, Grapple, Glide
Launch
gorlek:
DoubleJump, Grapple, TripleJump OR Glide OR Sword OR Hammer
Bash, Grenade=1, DoubleJump
Bash, Grenade=1, Grapple, Dash OR Sword
SentryJump=1, Grapple, Dash OR Glide
SwordSJump=1, Grapple
unsafe:
SentryJump=1, Grapple
conn UpperPools.TreeRoom:
moki: UpperPools.ButtonDoorAboveTree
conn UpperPools.DrainPuzzleExit:
moki, UpperPools.UpperWaterDrained:
DoubleJump, Dash, Grapple
Bash, Grenade=1, Grapple, DoubleJump OR Dash OR Glide
Launch, DoubleJump OR Dash OR Glide OR Grapple
UpperPools.DrainRoomPurpleWall:
DoubleJump, Dash OR Glide
Dash, Glide
Water, Bash, Grenade=1 # Fall at the puddle at the end of the waterfall
Launch
gorlek, UpperPools.UpperWaterDrained:
DoubleJump, Grapple, TripleJump OR Glide OR Sword OR Hammer
Bash, Grenade=1, Grapple, Water OR Sword OR Hammer OR Damage=20
Bash, Grenade=1, DoubleJump, Damage=20, TripleJump OR Dash OR Glide OR Sword OR Hammer
SentryJump=1, Grapple
SentryJump=1, DoubleJump, TripleJump, Dash, Glide, Damage=20
Launch
UpperPools.DrainRoomPurpleWall, DoubleJump OR Dash OR Glide OR Sword OR HammerSJump=1
unsafe, UpperPools.UpperWaterDrained:
UpperPools.DrainRoomPurpleWall, Hammer
anchor UpperPools.DrainPuzzleExit at -1318, -4081: # After solving the Drain Puzzle, on the ledge before dropping down
refill Checkpoint
# This is inside a rock, but you can just kinda walk out of it so it's not a problem
# Keep in mind that for all paths involving the puzzle room you have to consider both states of the water being drained or not
state UpperPools.DrainRoomPurpleWall:
moki: Bash, Water, WaterDash OR Launch
gorlek:
Water, Bash
UpperPools.UpperWaterDrained, Bash, Launch, Damage=20
pickup EastPools.PurpleWallHC:
moki, UpperPools.UpperWaterDrained:
Water, Bash, Glide OR Launch
Water, Bash, DoubleJump, Dash
gorlek, UpperPools.UpperWaterDrained:
Water, Bash, Dash OR Sword OR Grenade=1
Water, Bash, DoubleJump, Hammer
unsafe, UpperPools.UpperWaterDrained: # You can manipulate the torpedo enemy in a way that it hits the purple wall without needing any skills
Water, DoubleJump OR Dash OR Glide OR Bash OR Launch OR Sword OR Hammer OR Shuriken=2
Damage=20, DoubleJump OR Dash OR Glide OR Launch OR Sword OR Hammer OR Shuriken=2
Damage=40, Bash
conn EastPools.AboveFishingPool: free
conn UpperPools.DrainPuzzleEntrance:
moki:
UpperPools.UpperWaterDrained OR Water: # These paths have to cross Water unless you drained it already
Launch, DoubleJump, Dash OR Glide
Launch, Dash, Glide
Water, Launch, Grapple
UpperPools.DrainRoomPurpleWall:
Water, Launch
Water, WaterDash, DoubleJump, Dash
gorlek:
UpperPools.UpperWaterDrained OR Water: # These paths have to cross Water unless you drained it already
Launch, Glide OR Damage=20
Launch, DoubleJump, Sword OR Hammer
Launch, Dash, Sword OR Hammer
UpperPools.DrainRoomPurpleWall:
Bash, Grenade=1, DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Damage=20
Bash, Grenade=1, Dash, Glide OR Sword OR Damage=20
Bash, Grenade=1, Hammer, Damage=20, DoubleJump OR Dash
Launch
UpperPools.UpperWaterDrained: # For these paths the Water variants would be redundant
Launch, Grapple
Bash, Grenade=1, DoubleJump, Glide OR Damage=20
Bash, Grenade=1, DoubleJump, Dash, Sword OR Hammer
UpperPools.DrainRoomPurpleWall:
Water, Bash, DoubleJump, Dash OR TripleJump OR Glide OR Sword
Water, Bash, DoubleJump, Hammer, Damage=20
anchor UpperPools.BubbleSpamRoom at -1586, -4053: # To the right of where all the bubbles rise
refill Checkpoint
pickup UpperPools.FishPoolEX:
moki: Water, Bash OR WaterDash OR Damage=10 # just in case someone's troubled by the fish
gorlek: Water
pickup UpperPools.FishPoolOre:
moki:
DoubleJump, Bash, Dash OR Glide
Bash, Grenade=1
Launch
gorlek:
SentryJump=1
DoubleJump, Bash, TripleJump OR Sword
unsafe:
Bash # Juggle the exploding enemyq
pickup UpperPools.LeftBubblesEX: # beautiful autosave placement right there
moki: Water
pickup UpperPools.RightBubblesEX:
moki:
Water, WaterBreath, Bash, DoubleJump OR Launch
Water, WaterDash
gorlek:
Water, Bash, Grenade=1 OR DoubleJump OR Launch
unsafe: # The torpedo won't hit you if you are touching the breakable wall
Water, Grenade=1
Water, DoubleJump, TripleJump, Sword OR Hammer
Water, SwordSJump=1 # sword combo before hitting the spikes
Water, Launch, Damage=20
pickup UpperPools.BubblesEC:
moki:
Combat=Bee+Skeeto, DoubleJump, Dash OR Glide
Bash, DoubleJump, Dash OR Glide
Launch, DoubleJump OR Dash OR Glide
gorlek:
Combat=Bee+Skeeto, DoubleJump, TripleJump OR Sword OR Hammer OR Damage=20
Bash, DoubleJump, TripleJump OR Sword OR Hammer OR Damage=20
Bash, Dash OR Glide OR Sword # Bash the mosquitos
Bash, Hammer, Damage=20
Launch
conn UpperPools.BeforeKeystoneDoor: free
# checkpoint at -1386, -4062
region WestPools:
moki: Danger=40, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor WestPools at -1656, -4171: # the west Pools TP
refill Full
state NonGladesTeleporter: free
pickup WestPools.TpEX:
moki:
Water, WaterDash, DoubleJump, Dash # hard on keyboard, but I guess this is intended, and no other ability would even help
Launch
gorlek:
Water, WaterDash, DoubleJump, TripleJump
Damage=20, WaterDash, DoubleJump, Dash OR TripleJump
unsafe:
Bash, Grenade=1 # Stand on the left of the TP, launch the grenade with a curve so it won't touch the ceiling and bash it when it falls down
WaterDash, Dash, Hammer, Water OR Damage=20 # Already hard with analog swimming but it's a nightmare on keyboard
DoubleJump, TripleJump OR Dash OR Sword OR Hammer # wall jump from the right wall. With weapons, climb the right wall then djump+ upslash. TripleJump might be Gorlek
pickup WestPools.BurrowEX:
moki: Water, Burrow
pickup WestPools.BurrowOre: # intended path omitted in moki
gorlek: WestPools.ForestsStrength, Water, WaterDash, Burrow
unsafe: WestPools.ForestsStrength, Water, Burrow
pickup WestPools.EscapeRevisitEX:
moki, WestPools.ForestsStrength:
Water, WaterBreath, DoubleJump, Bash
Water, WaterBreath, WaterDash, Combat=Crab+SpinCrab OR Bash
Water, WaterBreath, Launch, Bash OR WaterDash
gorlek, WestPools.ForestsStrength:
Water, WaterDash, Combat=Crab+SpinCrab OR DoubleJump OR Damage=10
Water, Bash OR Launch
conn Teleporters: free
conn KwolokEscape:
moki: Water, WaterBreath, DoubleJump OR Dash OR Launch
gorlek: Water
conn EastPools.CentralRoom:
moki: Water, WaterBreath, WaterDash
gorlek: Water, WaterDash
unsafe: Water, WaterBreath
conn UpperPools.KeystoneRoomEntrance:
moki: WestPools.ForestsStrength, Water, WaterBreath, WaterDash
gorlek: WestPools.ForestsStrength, Water, WaterDash
anchor KwolokEscape at -1650, -4125:
nospawn
refill Full
conn KwolokFight: # Abilities needed for the escape part
moki:
Water, WaterDash, Bash, DoubleJump, Dash OR Launch
Water, WaterDash, Dash, Launch
gorlek:
Water, WaterDash, Dash, Bash
Water, WaterDash, Launch
Water, Launch, Dash, Bash
kii:
Launch, Water
Launch, Bash, Damage=180 # Bash the fish at the end of the escape. You don't need to abuse bash iframes
Launch, WaterDash, Damage=100
Dash, WaterDash, Water OR Damage=120 # water dash to reach the wall at the start
unsafe:
Launch, Damage=160
Dash, DoubleJump, TripleJump, Water OR Damage=160
WaterDash, Bash, DoubleJump, Grenade=1, Water OR Damage=100
anchor KwolokFight at -1978, -4135:
nospawn
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
quest WestPools.ForestsStrength:
moki:
SkipKwolok # Impossible state used to logically support skipping Kwolok's fight through headers
Boss=250, Regenerate, Damage=85, Water, WaterDash, Bash, DoubleJump, Launch OR Dash
gorlek: Boss=250, Regenerate, Damage=85, Water, WaterDash, Bash, DoubleJump OR Launch OR Dash
kii: Boss=250, Regenerate, Damage=85, Water, WaterDash, DoubleJump OR Launch OR Dash
unsafe: Boss=250
region LowerWastes:
moki: Danger=50, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor LowerWastes.WestTP at 1456, -3997: # At the Western Wastes TP
refill Full
state NonGladesTeleporter: free
pickup LowerWastes.WestTPOre:
moki: Burrow
pickup WoodsMain.FeedingGroundsEX:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow
conn Teleporters: free
conn LowerWastes.SunsetView:
moki:
DoubleJump, Grapple
Bash, Grenade=1, DoubleJump OR Dash
DoubleJump, Burrow
Launch
gorlek:
Bash, Grenade=1, Damage=30
DoubleJump, TripleJump
Grapple, Dash # done by jumping off the muncher
Grapple, Sword, Damage=30
SentryJump=1, Damage=30 OR DoubleJump OR Dash
SwordSJump=2
HammerSJump=2, Glide
kii:
DoubleJump, Hammer OR Sword # djump+upslash to climb the wall
Burrow, Dash OR Hammer OR Shuriken=2
Burrow, Damage=30, Sword OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Burrow, Glide, Sword OR Flash=2 OR Sentry=2
Burrow, Sword, Spear=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # upslash then energy weapon to pass over the spikes
Grapple, Hammer
Grapple, Sentry=2, Shuriken=1 OR Damage=30
Grapple, Glide, Sword OR Shuriken=2 OR Flash=2 OR Sentry=2
Grapple, Glide, Damage=30, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Grapple, Sword, Spear=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # upslash then energy weapon to pass over the spikes
unsafe:
DoubleJump # precise....? This is another rough path. Can turn it to triple jump to make it freeTM, or can add weapons
Burrow, Damage=30 # This is a pretty rough path. Might be too tricky. Sticky makes it a bit easier though?
Burrow, Sword OR Sentry=3
Grapple, Glide, Spear=2 OR Blaze=2
Grapple, Shuriken=3 OR Sentry=4
conn WoodsMain.FeedingGrounds:
moki: WindtornRuins.Seir, Burrow # Seir to make it a safe path
gorlek: Burrow
conn WeepingRidge.Bottom: # These paths need to be solvable after cat and mouse, since there is less platforms at that point and you can't pass above the teleporter
moki, Burrow, WindtornRuins.Seir: # Seir to make it a safe path
DoubleJump, Glide, Grapple
DoubleJump, Bash, Grenade=1, Grapple
Launch
gorlek, Burrow, WindtornRuins.Seir: # these are paths that rely on the wind, which you don't have if you remove the killplane
Grapple, Glide
DoubleJump, TripleJump, Glide
Bash, Grenade=1, Dash, Glide
gorlek, Burrow, RemoveKillPlane OR WindtornRuins.Seir: # these paths work no matter whether you actually have Seir or just removed the killplane
SentryJump=1, Grapple
SentryJump=1, DoubleJump, TripleJump
Bash, Grenade=1, Grapple
Bash, Grenade=1, DoubleJump, TripleJump
Bash, Grenade=2, Dash
kii, Burrow, WindtornRuins.Seir: # these are paths that rely on the wind, which you don't have if you remove the killplane
Glide, Dash, DoubleJump, Sword OR Hammer
Glide, DoubleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
Glide, Bash, Grenade=1, DoubleJump
kii, Burrow, RemoveKillPlane OR WindtornRuins.Seir: # these paths work no matter whether you actually have Seir or just removed the killplane
Launch # @validator this should probably be gorlek
Bash, Grenade=1, Dash, DoubleJump, Sword OR Hammer
Bash, Grenade=1, DoubleJump, Hammer, Shuriken=1 OR Flash=1 OR Sentry=1
Bash, Grenade=2, DoubleJump
unsafe, WindtornRuins.Seir:
Burrow, DoubleJump, TripleJump # deemed too precise
Burrow, HammerSJump=1, DoubleJump, Dash, Hammer # Pretty tight
Burrow, SentryJump=2, DoubleJump, TripleJump OR Dash OR Glide # moving SentryJump
Burrow, SentryJump=2, Dash OR Glide # moving SentryJump
# checkpoint at 1509, -3987
anchor LowerWastes.SunsetView at 1552, -3984: # At the Sunset View checkpoint
refill Checkpoint
pickup LowerWastes.SunsetViewEX: free
pickup LowerWastes.PurpleWallEX:
moki: Burrow, Bash
unsafe: Burrow # didn't want to be mean
pickup LowerWastes.SpiritTrial:
moki: LowerWastes.TrialActivation, Burrow, DoubleJump, Dash, Grapple
gorlek: LowerWastes.TrialActivation, Burrow, Dash, Grapple
conn LowerWastes.WestTP:
moki: DoubleJump OR Dash OR Glide OR Launch
gorlek: Damage=30 OR Sword OR Hammer # Multiple side slashes, not difficult
kii:
Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe:
Bash, Grenade=1 # deemed too obscure
Blaze=1 # This is a little tight
conn LowerWastes.Shovel:
moki: # I think this is fine without Combat?
Grapple, DoubleJump OR Dash OR Glide
Bash, Grenade=1, DoubleJump, Dash
Launch # Pretty free. Only difficulty is wall jumping pre-Launch to go over the grapples.
gorlek:
Grapple # Hope that the camera likes you
Bash, Grenade=1, DoubleJump
SwordSJump=1, DoubleJump, Dash OR Glide OR Damage=30
HammerSJump=1, DoubleJump
kii:
Bash, Grenade=1 # can either bash off the gorlek, then the grenade - or climb the wall to get additional height out of the bashgrenade
Bash, DoubleJump # Bash the gorlek's projectile
unsafe:
SentryJump=1, DoubleJump OR Dash
Bash # bash the gorlek then its projectile
anchor LowerWastes.Shovel at 1634, -3981: # On the ground to the left of the Sand Bridge
refill Energy=3:
moki, BreakCrystal:
DoubleJump OR Launch
Bash, Grenade=1
kii: BreakCrystal
quest LowerWastes.EerieGemQI:
moki: Burrow
pickup LowerWastes.SandBridgeOre: free
conn LowerWastes.SunsetView:
moki: Combat=MaceMiner OR Bash OR Grapple OR Launch
gorlek: Glide
kii: DoubleJump OR Dash
unsafe: free
conn LowerWastes.TreeArea:
moki: Burrow
conn LowerWastes.MuncherTunnel: free
anchor LowerWastes.MuncherTunnel at 1681, -4002: # Above the sand/muncher tunnel
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
pickup LowerWastes.MuncherTunnelEC:
moki: Burrow
conn LowerWastes.Shovel:
moki:
DoubleJump OR Launch
Bash, Grenade=1
gorlek:
Damage=30 OR Dash OR SentryJump=1
Bash, Glide OR Sword OR Hammer # lure the mantis
kii: Bash OR Hammer OR Sword # with sword, bait the mantis and pogo
conn LowerWastes.SandPot:
moki:
Combat=Mantis+ShieldSlug
Combat=Mantis, DoubleJump OR Burrow OR Hammer
Bash, DoubleJump OR Burrow OR Grenade=1
Launch
gorlek: DoubleJump OR Dash OR Burrow OR Sword # slash the enemy off the wall
kii:
Combat=ShieldSlug OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Bash # use the mantis
unsafe: Blaze=1
anchor LowerWastes.SandPot at 1726, -3990: # To the left of the sand pot
refill Checkpoint
pickup LowerWastes.SandPotHC:
moki:
Burrow, DoubleJump
Launch
gorlek:
Burrow # mostly just hold left
SentryJump=1
DoubleJump, TripleJump OR Sword OR Hammer # just something to help
kii:
DoubleJump
Bash, Hammer OR Spear=1 OR Grenade=1 # Break the slime's shell in order to bash it
pickup LowerWastes.SandPotEX:
moki, Burrow:
Dash, Grapple, DoubleJump OR Glide
Bash, Grenade=1
Launch
gorlek, Burrow:
DoubleJump, TripleJump # either evade the coal damage or burrow on top of the sand pot
Dash, DoubleJump OR Grapple
Damage=30, DoubleJump
Damage=30, Grapple, Glide OR Sword
SentryJump=1
kii, Burrow:
DoubleJump OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Grapple, Glide OR Blaze=3
unsafe: Burrow
conn LowerWastes.MuncherTunnel:
moki: Combat=Mantis OR Bash OR Launch
gorlek: free
conn LowerWastes.WoodenBridge:
moki:
Dash, DoubleJump OR Grapple
Dash, Bash, Grenade=1
Bash, Grenade=2, DoubleJump OR Glide
Bash, Grenade=1, Grapple, DoubleJump OR Glide
Bash, Grenade=1, DoubleJump, Glide
Launch
gorlek:
Burrow, DoubleJump, TripleJump # either evade the coal damage or burrow on top of the sand pot
DoubleJump, Damage=30, TripleJump OR Glide OR Sword OR Hammer # take damage in the coals
Grapple, Damage=30, DoubleJump OR Glide OR Sword OR Hammer
Damage=30, Bash, Grenade=1, DoubleJump OR Sword OR Hammer
SentryJump=1, Glide # glide from the sand pot
SwordSJump=1, Damage=30 # hover from the sand pot
SentryJump=1, Grapple # grapple from the sand pot, use the weapon to hover
Bash, Grenade=1, Glide
Bash, Grenade=1, Sword, Damage=30
Bash, Grenade=1, Grapple, Sword OR Hammer OR Damage=30
Bash, Grenade=2, Sword OR Hammer OR Damage=30
kii:
Sword
Hammer, Glide OR Dash OR DoubleJump OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1 OR Damage=30
DoubleJump, TripleJump OR Grapple OR Damage=30
Grapple, DoubleJump OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=30
Bash, Grenade=1
Bash, Hammer OR Spear=2 # break the slime's shell and bash it
Dash, Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2
Dash, Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Dash, Damage=30, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Hammer, Spear=1
Bash, Spear=1 # break the slime's shell and bash it
Dash, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 OR Damage=30
Dash, Burrow # burrow in the sand pot so you can dash into the ceiling to reset your dash
Glide # climb on the sand pot from the right then hover
anchor LowerWastes.WoodenBridge at 1796, -3977: # Directly above MuncherPitEX
refill Checkpoint
pickup LowerWastes.SandPotEX: # Make sure it's not redundant with paths doing WoodenBridge->SandPot->SandPotEX. Kii and above make going from one side of the pot to the other free so it doesn't need any paths
moki, Burrow:
Grapple, DoubleJump OR Glide
Grapple, Bash, Grenade=1
Bash, Grenade=1, DoubleJump, Dash OR Glide
gorlek, Burrow: # @validator this need validation as well
DoubleJump, Glide OR Sword OR Hammer OR Damage=30
Grapple, Sword OR Hammer
pickup LowerWastes.MuncherPitEX:
moki:
DoubleJump OR Launch # Slightly precise to land on the sand sphere.
Burrow, Glide
gorlek: Burrow OR Hammer
kii:
Spear=1
Glide, Sword OR Shuriken=1 OR Flash=1 OR Sentry=1 # Could add Grapple so you can retry more easily or Damage=30 so the gliding section is less precise
unsafe:
Sword OR Flash=1 OR Sentry=1 # Make the sphere swing by wall jumping on it
Dash # Dash when falling
conn LowerWastes.SandPot:
moki:
Grapple, DoubleJump OR Glide OR Dash
Dash, DoubleJump
Bash, Grenade=1, Grapple
Bash, Grenade=1, DoubleJump, Glide
Launch
gorlek:
Grapple, Glide OR Sword OR Hammer
DoubleJump, TripleJump OR Glide
Damage=30, DoubleJump OR Dash OR Glide # extra abilities just for convenience
kii:
Damage=60
Damage=30, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
DoubleJump, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe:
Damage=30
# SentryJump=1, Damage=30 # Maybe too dumb. Gotta do a sentry jump in the spikes, and even then it can be close
conn LowerWastes.LeverArea:
moki: DoubleJump OR Burrow OR Launch
gorlek:
Dash OR SentryJump=1
Bash, Grenade=1 # either find a place where you can throw a grenade or do the bash-only path
kii:
Sword OR Hammer # With sword, pogo the gorlek
Spear=2 OR Shuriken=2 OR Blaze=2 OR Flash=2 OR Sentry=2 # Possible with only one of each but the last jump into the bridge feels really weird
Bash, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Glide # Glide jump
Bash # Sorta janky but seems to work most of the time. Doesn't _look_ like it should work though
Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
conn LowerWastes.BeforeMinesEntrance:
gorlek: ShurikenBreak=20, Combat=MaceMiner OR DoubleJump OR Bash OR Launch
kii: ShurikenBreak=20
anchor LowerWastes.BeforeMinesEntrance at 1846, -3986: # To the right of the breakable wall leading to the Wooden Bridge
pickup LowerWastes.BottomRightHC: free
conn LowerWastes.MinesEntrance:
moki:
Combat=MaceMiner+Mantis, DoubleJump OR Dash OR Glide OR Grapple
Bash, DoubleJump OR Dash OR Glide OR Grapple
Launch
gorlek:
Damage=30, Combat=MaceMiner+Mantis OR Bash
DoubleJump
kii: Bash, Grenade=1
conn LowerWastes.WoodenBridge:
moki, BreakWall=20: Combat=MaceMiner OR Bash OR Launch
gorlek, BreakWall=20: DoubleJump
kii: BreakWall=20
conn LowerWastes.LeverArea: # make sure it's not redundant with BeforeMinesEntrance->WoodenBridge->LeverArea
gorlek:
DoubleJump, TripleJump
Launch
kii:
DoubleJump
Bash, Grenade=1
unsafe: free
anchor LowerWastes.MinesEntrance at 1921, -4001: # To the left of the ruins breakable wall
pickup LowerWastes.BottomRightEX:
moki:
Combat=MaceMiner+Mantis, Grapple
Bash, Grenade=1, DoubleJump OR Dash # Very much not a mandatory grenade... This is only important if the Ruins Wall is broken, and then only if you don't use the enemies
Launch
gorlek:
DoubleJump, TripleJump, Hammer
SentryJump=1 # can either jump good or use the right wall and weapon float
Bash, Grenade=1 OR DoubleJump OR Glide
Bash, Dash OR Sword OR Hammer # @Validator seems like thay are missing. Climb the right wall above the breakable wall
kii:
Grapple # @validator Can probably be gorlek
Bash # Bash the gorlek to reach the mntis when it jumps
Sword, DoubleJump # pogo
Combat=MaceMiner+Mantis, DoubleJump, TripleJump, Spear=1
unsafe:
DoubleJump, TripleJump, Sentry=1 OR Flash=1
pickup LowerWastes.BottomRightHC: # Make sure it's not redundant with conn LowerWastes.BeforeMinesEntrance
moki:
Combat=MaceMiner+Mantis, Grapple # Use both Grapple points
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
gorlek:
Damage=30, Combat=MaceMiner+Mantis OR Bash
DoubleJump, TripleJump OR Dash OR Glide
Bash, DoubleJump OR Dash OR Glide
kii:
Grapple # @validator could be gorlek
Damage=40 # dboost in the spikes and the gorlek
DoubleJump, Sword OR Hammer OR Shuriken=1 OR Blaze=3 OR Sentry=2
Bash, Sword OR Hammer OR Shuriken=1 OR Blaze=3 OR Sentry=2
unsafe: Combat=MaceMiner, Bash # bash glide from the mantis
conn LowerWastes.BeforeMinesEntrance: # Make sure it solves with and without the Ruins wall
moki:
Combat=MaceMiner+Mantis, DoubleJump, Grapple
Bash, DoubleJump, Grapple
Launch, DoubleJump OR Dash OR Grapple
gorlek:
SentryJump=1, DoubleJump, TripleJump, Dash OR Glide
Bash, DoubleJump, TripleJump, Dash
Grapple, Dash, Combat=MaceMiner+Mantis OR Bash # Pretty straightforward. Rest of these paths you're able to avoid enemies so Combat isnt included.
Launch
kii:
Grapple, Dash OR DoubleJump OR Sword OR Hammer
Grapple, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
Bash, DoubleJump, TripleJump OR Dash # Bash glide from the gorlek's projectile
unsafe:
Grapple, Glide, Spear=1
conn WindtornRuins.LowerRuins:
gorlek: ShurikenBreak=20, Burrow
anchor LowerWastes.LeverArea at 1833, -3959: # At the arrow sign below the lever
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state LowerWastes.SandPlatformLever:
moki:
DoubleJump OR Burrow OR Launch # Requires a vertical burrow through a vertical sand platform
Bash, Grenade=2
Bash, Grenade=1, Dash
gorlek:
Dash
SentryJump=2
SentryJump=1, Glide
Bash, Grenade=1, Glide
kii: Bash, Grenade=1
unsafe: free # wall jump on the right wall so you can jump on top of the first crumbling sand wall
# Sword # Pogo the energy crystal
# Sentry=3
conn LowerWastes.WoodenBridge: free
conn LowerWastes.BeforeMinesEntrance: free
conn LowerWastes.EastTP:
moki: Burrow
conn LowerWastes.MuncherClimb:
moki:
Bash, Grenade=1
Launch
LowerWastes.SandPlatformLever, DoubleJump, Dash OR Glide OR Burrow # If the double jump is too tight this makes it free
LowerWastes.SandPlatformLever, Dash, Burrow
gorlek:
SentryJump=1
LowerWastes.SandPlatformLever, DoubleJump
LowerWastes.SandPlatformLever, Burrow, Glide OR Sword
unsafe:
LowerWastes.SandPlatformLever, Dash
conn LowerWastes.LastStandArea: # Every solutions which needs to land on th left edge should originate from MuncherClimb
moki: Bash, Grenade=1, DoubleJump
gorlek: # some amount of puzzle knowledge is assumed
SentryJump=1, DoubleJump
LowerWastes.SandPlatformLever:
Burrow, Glide OR Sword
Bash, Grenade=1, Glide OR Burrow OR Hammer
kii:
Bash, Grenade=1, LowerWastes.SandPlatformLever OR Hammer OR Spear=1
LowerWastes.SandPlatformLever, Burrow, Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Bash, Grenade=1 # Aggro the mantis with a bashnade then bash it when it jumps. Path isn't from MuncherClimb because the mantis doesn't spawn if you respawn at that checkpoint.
SentryJump=1 # might have been gorlek
LowerWastes.SandPlatformLever, Burrow # burrow through the sand below to get a boost
anchor LowerWastes.MuncherClimb at 1791, -3953: # Checkpoint before the munchers on the way to the tree
refill Checkpoint
pickup LowerWastes.MuncherClimbEX:
moki: Grapple, Launch OR DoubleJump
gorlek:
Grapple, Dash
Launch, DoubleJump, TripleJump
Launch, Damage=30
kii:
Launch
Grapple, Hammer OR Sentry=2 # With sentry, easier from a wall jump instead of jumping from the muncher
Grapple, Sword, Shuriken=1 OR Flash=1 OR Sentry=1
Grapple, Glide, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Grapple, Sword # Upslash->Downslash to get the pickup
Grapple, Glide, Spear=1
DoubleJump, TripleJump, Damage=30 # really precise wall jump toa void getting one more dboost
conn LowerWastes.LeverArea: free
conn LowerWastes.LastStandArea: # Make sure it's not redundant with paths from LeverArea
moki:
Launch
LowerWastes.SandPlatformLever, DoubleJump
gorlek:
DoubleJump, TripleJump
LowerWastes.SandPlatformLever, Dash
kii:
DoubleJump
LowerWastes.SandPlatformLever, Sword OR Hammer OR Spear=2 OR Shuriken=2 OR Sentry=2
unsafe:
Hammer OR Spear=1
LowerWastes.SandPlatformLever, Burrow # Way harder on keyboard
conn LowerWastes.TreeArea:
moki:
Grapple, DoubleJump OR Launch
Grapple, Dash, Glide # This path is fun. Glide is just to make it moki-safe
gorlek:
Grapple, Dash OR Glide
Launch, DoubleJump, TripleJump # Can do it with just double jump but the timing is tight
kii:
Grapple, Sword OR Sentry=3 OR Damage=90 # With sword, you have to delay a bit your sword hover after the last muncher or you'll target the sand platform
Grapple, Damage=30, Hammer OR Spear=2 OR Shuriken=2 OR Blaze=3 OR Flash=2 OR Sentry=2
Grapple, Hammer, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1 # energy between the 3rd and 4th muncher
Launch, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=30
unsafe:
Launch
Grapple, Hammer OR Shuriken=2 OR Sentry=2 OR Damage=30 # There's friendly spikes on the ground between the 3rd and 4th muncher. Grab the 4th muncher from there.
Grapple, Damage=30, Spear=1 OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
DoubleJump, TripleJump, Damage=30 # really precise wall jump toa void getting one more dboost
anchor LowerWastes.LastStandArea at 1794, -3938: # next to the projectile spawner above the wooden bridge
pickup LowerWastes.LastStandShard:
moki: DoubleJump OR Dash OR Burrow # for the puzzle, it is considered solvable in moki with one of doublejump, dash or burrow.
gorlek: Launch OR Glide # some amount of puzzle knowledge is assumed
kii: free # just wall jump on the purple wall until the shot arrives
pickup LowerWastes.LastStandEX:
moki: Burrow, Launch OR DoubleJump
gorlek:
Burrow, Glide
Burrow, Damage=30, Dash OR Sword
kii: Burrow, Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Damage=30
unsafe: Burrow # friendly spikes
conn LowerWastes.LeverArea: free
conn LowerWastes.MuncherClimb: # Make sure it's not redundant with paths fromLeverArea
moki: Glide OR DoubleJump OR Dash OR LowerWastes.SandPlatformLever
gorlek: Sword OR Hammer
kii: free
anchor LowerWastes.TreeArea at 1715, -3936: # The ledge right of SkeetoHive
refill Checkpoint
pickup LowerWastes.SkeetoHiveEX:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow
conn LowerWastes.ThirstyGorlek:
moki:
DoubleJump OR Burrow OR Launch
Bash, Grenade=2 # literally never going to get used but you can do it
gorlek:
SentryJump=2
SentryJump=1, Bash OR Grapple
Bash, Grapple OR Grenade=1
kii:
Bash
Sword, Grapple # Pogo a skeeto
unsafe:
Sword, Damage=30 # Pogo a skeeto, wait for another one to reach the sand bag level and pogo it as well
Hammer, Damage=30 # wall jumping of the sand restore your upslash for some reason
conn LowerWastes.Shovel:
moki: Burrow
conn LowerWastes.UpperPath:
moki, Burrow:
DoubleJump OR Launch
Bash, Grenade=1 # literally never going to get used but you can do it
gorlek, Burrow:
Bash
Grapple, Dash
SentryJump=1
kii, Burrow:
Hammer OR Spear=1
Sword # pogo a skeeto. Skeeto can be kinda hard to manipulate, adding dash makes it easier if necessary
Grapple, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe: Burrow # "daulphin jump" from the ground to reach the floating sand platform
# Burrow, Glide OR Dash OR Grapple
conn LowerWastes.LeverArea:
moki:
Grapple, Launch
Grapple, DoubleJump, Dash # still sort of tight
gorlek:
Grapple, DoubleJump OR Dash
Launch, DoubleJump OR Dash OR Glide OR Sword OR Damage=30
kii:
Launch
Bash, Damage=60, DoubleJump OR Dash # bash glide a skeeto
DoubleJump, Damage=30, Dash OR TripleJump OR Sword
DoubleJump, Glide, Damage=30, Hammer OR Shuriken=1
Bash, DoubleJump, TripleJump, Glide OR Dash OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
unsafe:
Grapple, Sword OR Hammer # Land on the friendly spikes between the 1st and 2nd muncher. Upslash + grapple from there
Grapple, Damage=30, Shuriken=2 OR Sentry=3
Grapple, Damage=60, Shuriken=1 OR Sentry=2
DoubleJump, Glide, Damage=30 # glide jump
anchor LowerWastes.ThirstyGorlek at 1681, -3923: # next to the Gorlek on the way to the tree
refill Checkpoint
state LowerWastes.TrialActivation: # Since you have to reach this place again in a race to get an advantage, only paths possible during a trial are meaningful
moki: Burrow, DoubleJump OR Dash OR Glide
quest LowerWastes.HandToHandMapstone:
moki: GladesTown.HandToHandCanteen
pickup LowerWastes.BurrowTree: free
pickup LowerWastes.BurrowTreeEX:
moki: Burrow
pickup LowerWastes.LupoMap:
moki, SpiritLight=150:
Burrow OR Launch
Bash, Grenade=2 # literally never going to get used but you can do it
gorlek, SpiritLight=150:
SentryJump=2
DoubleJump, TripleJump, Hammer
kii, SpiritLight=150:
DoubleJump, TripleJump, Sword, Bash, Grenade=1
DoubleJump, TripleJump, Spear=2
unsafe, SpiritLight=150:
DoubleJump, TripleJump, Sword OR Spear=1 OR Flash=1 OR Sentry=1 # land on the wood structure on the left of the sand bag. Make the sand bag swing to reach the wood structure with just tjump.
anchor LowerWastes.UpperPath at 1761, -3898: # on the left side of the path connecting tree and east teleporter
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
pickup LowerWastes.UpperPathEC:
moki: Burrow
pickup LowerWastes.UpperPathEX:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow, Sword OR Hammer OR Damage=30
kii: Burrow # you can reenter the sand right after taking the pickup or just tp out
pickup LowerWastes.UpperPathHiddenEX:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
kii: Burrow, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Shuriken=1 # extra ability so you don't have to do the wall jump on th hidden wall
unsafe: Burrow # precise maneuver
conn LowerWastes.TreeArea:
moki: Burrow
conn LowerWastes.EastTP:
moki: Burrow
# checkpoint at no actually just bad refill situation below. Could be solved easily.
anchor LowerWastes.EastTP at 1992, -3902: # Location of the east teleporter
refill Full
state NonGladesTeleporter: free
pickup LowerWastes.EastTPOre:
moki, BreakWall=20:
Burrow OR Launch
DoubleJump, Bash, Grenade=1
Bash, Grenade=3 # it had to be done
gorlek, BreakWall=20:
DoubleJump OR SentryJump=1
Bash, Grenade=1, Sword OR Hammer
unsafe, BreakWall=20:
Dash, Damage=60, Spear=1 OR Flash=1 OR Sentry=1
Dash, Damage=30, Sword OR Hammer OR Spear=2
pickup LowerWastes.UpperPathHC:
moki: Burrow
conn Teleporters: free
conn Tokk:
moki:
DoubleJump OR Burrow OR Launch
Bash, Grenade=1
gorlek: Sword OR Hammer
kii: Spear=1 OR Flash=1 OR Sentry=1
conn LowerWastes.LeverArea:
moki: Burrow
conn LowerWastes.UpperPath:
moki: Burrow, DoubleJump OR Dash OR Launch
gorlek: Burrow, Glide OR Sword OR Hammer
kii: Burrow
conn UpperWastes.KeystoneRoom:
moki: Burrow, DoubleJump OR Dash OR Launch
gorlek: Burrow, Glide OR Sword OR Damage=30
kii: Burrow
region UpperWastes:
moki: Danger=50, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor UpperWastes.KeystoneRoom at 1900, -3831: # Autosave underneath keystone door
refill Checkpoint
state UpperWastes.KeystoneDoor:
moki, Keystone=2:
Burrow, Bash, DoubleJump OR Dash OR Glide
Burrow, Combat=ShieldSlug, DoubleJump OR Dash OR Glide
Launch
gorlek, Keystone=2:
Burrow, DoubleJump OR Dash OR Glide OR Sword OR Hammer # can either avoid or deal with the shield slug
SentryJump=2
kii, Keystone=2:
Burrow, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1, Burrow # @validator probably gorlek, could be moki with some Combat requirementz
Bash, DoubleJump, TripleJump, Sword OR Hammer OR Spear=1 # Bash the gorlek's projectile to reach the sand bag. tjump + upslash/spear from here
unsafe, Keystone=2:
Burrow
# Burrow, Bash # Break the slug shell with gorlek's projectile
DoubleJump, TripleJump, Sword OR Hammer OR Damage=30 # tjump+upslash from right wall, tjump+dboost from left wall
Bash, DoubleJump, TripleJump # bash the gorlek projectile then stupid wall jump you won't see how to do without debug renderer
Bash, SentryJump=1 # Remove the shell of the ShieldSlug and bash it twice to reach the pickup
Bash, DoubleJump, SentryJump=1 # Bash the gorlek's projectile
DoubleJump, TripleJump, Damage=30 # you can refresh your tjump on the ^ mark in the ceiling above the sandbag
pickup UpperWastes.LowerKS:
moki:
Burrow, DoubleJump OR Dash OR Glide
Launch, DoubleJump OR Dash OR Glide
gorlek:
Burrow OR Launch
DoubleJump, TripleJump
kii: Damage=30
unsafe: free # TP out after getting the pickup
pickup UpperWastes.UpperKS:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow # land on the right platform, burrow the sandbag from there
pickup UpperWastes.TurmoilShard:
moki, Burrow: Bash, Launch # intended path omitted in moki
gorlek, Burrow:
Bash, DoubleJump, Dash OR TripleJump
Launch, DoubleJump
Launch, Damage=30, Dash OR Glide OR Sword OR Hammer
kii, Burrow:
Launch, Damage=30 # refresh launch on ceiling at the first turret
DoubleJump, TripleJump, Damage=120
unsafe, Burrow:
Launch
Bash, Dash OR DoubleJump
DoubleJump, TripleJump, Damage=36 # dboost between 1st and 2nd turrets then precise wall jump and take a dboost on the projectile to reach the sand platform
DoubleJump, Bash, SentryJump=1, Damage=30 # sjump in the spikes below the 3rd projectile
DoubleJump, TripleJump, Dash, Damage=6, Hammer OR Sword # tjump + upslash, immediatly dash and start air combo. Precise tjump to get a walljump, dboost on the projectile in order to walk in the spikes above.
pickup UpperWastes.KSDoorEX:
moki:
Burrow, DoubleJump OR Dash OR Glide
DoubleJump, Bash, Grenade=1
Launch
gorlek:
Burrow, Sword OR Hammer
Combat=ShieldSlug, Bash, Grenade=1
SentryJump=1
kii:
Burrow, Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1 OR Sword OR Hammer OR Spear=1 # either bash grenade or break the slug's shell in order to bash it
Bash, DoubleJump, TripleJump # Bash the gorlek's projectile
DoubleJump, TripleJump, Damage=30
unsafe:
Bash # Break slug's shell with a gorlek's projectile
Burrow
DoubleJump, TripleJump, Dash, Sword # tjump+upslash+dash to climb the right wall (can also just sword jump + upslash to remove the requirement of dash)
conn LowerWastes.EastTP:
moki: Burrow, DoubleJump OR Dash OR Glide OR Launch
gorlek: Burrow, Sword OR Hammer OR Damage=30
kii: Burrow
conn UpperWastes.MissilePuzzleLeft:
moki, UpperWastes.KeystoneDoor, Burrow:
Bash, DoubleJump OR Dash OR Glide
Combat=ShieldSlug, DoubleJump OR Dash OR Glide
Launch
gorlek, UpperWastes.KeystoneDoor, Burrow: DoubleJump OR Dash OR Glide OR Sword OR Hammer
kii, UpperWastes.KeystoneDoor, Burrow:
Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, Grenade=1 # @validator probably gorlek, could be moki with some Combat requirementz
unsafe, UpperWastes.KeystoneDoor: Burrow
anchor UpperWastes.MissilePuzzleLeft at 1937, -3794: # Immediately to the right of the sand after the keystone door
refill Checkpoint
state UpperWastes.KeystoneDoor:
moki, Keystone=2: Burrow
pickup UpperWastes.LedgeEC:
moki:
Burrow, Bash, DoubleJump OR Dash
Launch
gorlek:
Burrow, Bash, Glide
Bash, Grenade=1, DoubleJump
Combat=MaceMiner, SentryJump=1, DoubleJump
kii:
Bash, Grenade=1 # use the miner as well
DoubleJump, TripleJump, Sword # tjump->pogo->tjump->upslash
Burrow, Bash
Burrow, DoubleJump, TripleJump, Hammer OR Spear=1
Burrow, DoubleJump, Sword # pogo the torpedo
unsafe:
SentryJump=1
Bash, DoubleJump, TripleJump # Lure the miner on higher ground to the left
pickup UpperWastes.MissileSpawnEX:
moki: Burrow
pickup UpperWastes.KSDoorEX:
moki: UpperWastes.KeystoneDoor, Burrow
conn UpperWastes.KeystoneRoom:
moki: UpperWastes.KeystoneDoor, Burrow
conn UpperWastes.MissilePuzzleMiddle:
moki: Burrow
anchor UpperWastes.MissilePuzzleMiddle at 2005, -3802: # On top of the sand beneath the lever
refill Checkpoint:
gorlek: Burrow, Bash OR Damage=14
unsafe: Burrow, Dash OR Launch
state UpperWastes.LeverDoor:
moki: Burrow, Bash
gorlek: Burrow, Damage=14 # take the hit
unsafe: Burrow, Dash OR Launch # Dash/Launch to avoid the explosion.
pickup UpperWastes.PurpleWallEX:
moki: Combat=MaceMiner, Burrow
unsafe: Burrow # hug the right wall before impact
conn UpperWastes.MissilePuzzleLeft: # for better random spawn
gorlek: Burrow, Bash
kii: Burrow
conn UpperWastes.MissilePuzzleRight:
moki: UpperWastes.LeverDoor, Burrow
anchor UpperWastes.MissilePuzzleRight at 2058, -3813: # On top of sand to the right of lever gate, underneath a laser.
pickup UpperWastes.PurpleWallHC:
moki: Burrow
conn UpperWastes.RuinsApproach: # this covers all connections to the pickups in the spinning lasers.
moki, Burrow:
Bash, DoubleJump, Dash OR Glide # dash or glide to make the lasers better
DoubleJump, Dash # you can retry the burrow with DoubleJump, so I think this is fine
Launch
gorlek, Burrow:
Dash, Bash OR SentryJump=1 OR Damage=30 # Dash gets the player past the lasers pretty well; for sentryjump the tools to kill the slime are there
Glide, DoubleJump OR Bash OR SentryJump=1 OR Damage=30 # same as above
DoubleJump, TripleJump OR Dash OR Glide
kii, Burrow:
Dash OR DoubleJump OR Hammer OR Shuriken=2 OR Flash=2 OR Sentry=2 OR Damage=60
Damage=30, Bash OR Glide OR Sword OR Shuriken=1 OR Flash=1 OR Sentry=1 OR Blaze=1
unsafe: Burrow
conn UpperWastes.MissilePuzzleMiddle: # for better random spawn
moki: UpperWastes.LeverDoor, Burrow
# checkpoint at 2037, -3751
anchor UpperWastes.RuinsApproach at 2002, -3698: # checkpoint after the laser spinner
refill Checkpoint
pickup UpperWastes.SpinLasersRightEX:
moki: Burrow
pickup UpperWastes.SpinLasersMiddleEX:
moki: Burrow
pickup UpperWastes.SpinLasersLowerEX:
moki: Burrow
pickup UpperWastes.RoofEX:
moki:
Burrow, DoubleJump, Bash, Grenade=1
Burrow, DoubleJump, Dash OR Glide
Burrow, Launch
gorlek:
Burrow, DoubleJump, TripleJump OR Sword
Burrow, Bash, DoubleJump OR Dash # Bash the Mantis
Burrow, Bash, Damage=30, Glide OR Sword OR Hammer # Bash the Mantis
Burrow, SentryJump=1, DoubleJump OR Dash OR Damage=30 # Kill the Mantis
kii:
Burrow, Dash
Burrow, Bash, Glide OR Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Burrow, DoubleJump, Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Burrow, Glide, Hammer OR Shuriken=1
Burrow, Sword, Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Burrow, Bash # Bash the Mantis to reach the wall under the pickup, then get a weird boost on the wall after abashing the mantis a second time
Burrow, Sword OR Shuriken=3
conn UpperWastes.NorthTP:
moki: Burrow
conn UpperWastes.MissilePuzzleRight:
moki: Burrow, DoubleJump OR Launch
gorlek:
Burrow, SwordSJump=1
Burrow, HammerSJump=1, Dash OR Glide
Burrow, Dash, Damage=30
kii:
Burrow, Bash OR Glide OR Dash OR Hammer
Burrow, Sword, Shuriken=1
unsafe: Burrow # friendly spikes between the lasers
# Burrow, Sword # pogo the mantis
# Burrow, Damage=10 # Damage boost of the Mantis shockwave rather than the spikes
anchor UpperWastes.NorthTP at 2044, -3679: # Left of the teleporter, on top of the sand
refill Full
state NonGladesTeleporter: free
quest UpperWastes.FlowersSeed: # most paths here would be redundant with the connection upwards
gorlek:
Burrow, Bash, DoubleJump OR Dash
Burrow, Bash, Dash, Grenade=1 OR SentryJump=1 OR Damage=30 # Dash wasn't considered gorlek to climb the last part up to ruins
Burrow, DoubleJump, TripleJump, Damage=30, Dash OR SentryJump=1
Burrow, SentryJump=1, DoubleJump, TripleJump, Dash
Burrow, SentryJump=2, DoubleJump, TripleJump
Launch, SentryJump=1 # weapon + launch allows you to kill the enemies
kii:
Bash, Grenade=1, DoubleJump, Glide OR Sword OR Sentry=2 OR Damage=30
Bash, Grenade=2, DoubleJump
unsafe:
SentryJump=1, Damage=30, DoubleJump # dboost in the spikes and sjump to the seed (use djump+upslash as well), sjump again to reach the lantern, djump on the sand ball, djump on the wall above and djump + use weapon to air stall to the pickup
Bash, Grenade=1, DoubleJump, Shuriken=1
pickup UpperWastes.WallOre: # Most paths here would be redundant with the connection upwards. Paths to WallOre which can't reach the ruins not considered for moki/gorlek
kii:
# Use a bashnade to reach the sand bag above the sand pot. All the following paths are combination of different variations in order to optimize energy and health. Key parts are:
# 1.a Take a dboost in the spikes on the way to the sand pot
# 1.b Avoid the spikes on the way to the sand pot
# 2.a Reach the bashable lantern, take a dboost in the spikes under the 2nd sand bag in order to reach it
# 2.b Use a bashnade in order to land on the ledge above the sand bag and simply djump to the 2nd sand bag
# Then Bashnade + djump to reach the ore
Bash, Grenade=2, DoubleJump, Damage=30, Damage=30, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.a + 2.a
Bash, Grenade=2, DoubleJump, Glide, Damage=30, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.b (with glide) + 2.a
Bash, Grenade=2, DoubleJump, Sentry=3, Damage=30 # 1.b (2 sentries) + 2.a
Bash, Grenade=3, DoubleJump, Damage=30 # 1.a + 2.b
Bash, Grenade=3, DoubleJump, Glide OR Sentry=2 # 1.b + 2.b
Bash, Grenade=4, DoubleJump # 1.b (bashnade near the spikes) + 2.b
conn UpperWastes.OutsideRuins:
moki:
Bash, Launch
Burrow, Bash, DoubleJump, Dash OR Glide
Burrow, Bash, Dash, Glide # Slightly tight getting across to the sand pit but pretty easily doable. Semi precise angle on the burrow but with glide its easy to reattempt
Burrow, Launch, DoubleJump OR Glide # djump or glide lets you reattempt
gorlek:
Burrow, Bash, DoubleJump, TripleJump, Dash OR Sword
Burrow, Bash, DoubleJump, Dash, Sword
Burrow, Bash, DoubleJump, Grenade=1 OR SentryJump=1 OR Damage=30
Burrow, Bash, Glide
Bash, Grenade=1, DoubleJump, TripleJump, Dash OR Glide OR Sword OR Damage=30
Bash, Grenade=2, DoubleJump, TripleJump
Launch, DoubleJump, Combat=MaceMiner
Launch, DoubleJump, TripleJump OR Dash # go from the ledge above the teleporter
Launch, Bash OR Burrow
kii:
Launch # climb the left wall
Burrow, DoubleJump, TripleJump, Damage=30
Burrow, DoubleJump, TripleJump, Hammer, Glide OR Dash OR Sword OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
Burrow, Bash, DoubleJump, TripleJump OR Dash OR Glide OR Sword OR Hammer OR Sentry=2 OR Damage=30
Burrow, Bash, Dash, Glide OR Sword OR Hammer OR Damage=30
# Use a bashnade to reach the sand bag above the sand pot. All the following paths are combination of different variations in order to optimize energy and health. Key parts are:
# 1.a Take a dboost in the spikes on the way to the sand pot
# 1.b Avoid the spikes on the way to the sand pot
# 2.a Reach the bashable lantern, take a dboost in the spikes under the 2nd sand bag in order to reach it
# 2.b Use a bashnade in order to land on the ledge above the sand bag and simply djump to the 2nd sand bag
# 3.a Reach the second lantern and reach OutsideRuins from there
# 3.b Use a bashnade to land in the spikes above the sand bag and djump from there to OutsideRuins
Bash, Grenade=1, DoubleJump, Burrow OR TripleJump OR Dash OR Hammer # 1.b + 2.a (but you can avoid the dboost) + 3.a
Bash, Grenade=1, DoubleJump, Damage=30, Damage=30, Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2 # 1.a + 2.a + 3.a
Bash, Grenade=1, DoubleJump, Glide, Damage=30, Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2 # 1.b (with glide) + 2.a + 3.a
Bash, Grenade=1, DoubleJump, Sword, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.b (with sword) + 2.a (energy to reach the lantern, avoid the dboost with an upslash) + 3.a (upslash to reach the lantern)
Bash, Grenade=1, DoubleJump, Sentry=4, Damage=30 # 1.b (2 sentries) + 2.a + 3.a
Bash, Grenade=2, DoubleJump, Damage=30, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.a + 2.b + 3.a
Bash, Grenade=2, DoubleJump, Sword # 1.b + 2.b + 3.a
Bash, Grenade=2, DoubleJump, Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.b + 2.b + 3.a
Bash, Grenade=2, DoubleJump, Sentry=3 # 1.b (2 sentries) + 2.b + 3.a
Bash, Grenade=3, DoubleJump, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # 1.b (bashnade near the spikes) + 2.b + 3.a
Bash, Grenade=3, DoubleJump, Damage=30, Damage=30 # 1.a + 2.b + 3.b
Bash, Grenade=3, DoubleJump, Glide # 1.b + 2.b + 3.b (but you can avoid the dboost with glide)
Bash, Grenade=3, DoubleJump, Sentry=2, Damage=30 # 1.b (2 sentries) + 2.b + 3.b
Bash, Grenade=4, DoubleJump, Damage=30 # 1.b (bashnade near the spikes) + 2.b + 3.b
unsafe:
Bash, Grenade=1, DoubleJump, Glide OR Sword OR Shuriken=1 OR Sentry=2 OR Damage=30
Bash, Grenade=2, DoubleJump, Spear=2 OR Shuriken=2 OR Flash=2 OR Sentry=2
Bash, SentryJump=2, Damage=30, DoubleJump # dboost in the spikes and sjump to the seed (use djump+upslash as well), sjump again to reach the lantern, djump on the sand ball, djump on the wall above and djump + use weapon to air stall to the pickup
Bash, DoubleJump, TripleJump # bash the mantis when it does its third jump
Burrow, Bash, Sword OR Hammer # Bash the gorlek when the Mantis is jumping above it. Bash it as well, air stall using weapons
Burrow, Dash, Damage=30
Burrow, DoubleJump, Dash, Damage=30
Burrow, Bash, DoubleJump # bash the lantern then a gorlek's projectile
Burrow, DoubleJump, TripleJump, Hammer
conn UpperWastes.RuinsApproach:
moki: Burrow
anchor UpperWastes.OutsideRuins at 2014, -3609: # Just outside the door
refill Checkpoint
quest UpperWastes.FlowersSeed: free
pickup UpperWastes.WallOre:
moki:
Burrow, DoubleJump, Dash OR Glide
Burrow, Dash, Glide
Launch, DoubleJump OR Glide OR Burrow
gorlek:
Burrow, DoubleJump, Sword OR Hammer
Burrow, Glide
DoubleJump, TripleJump # triple jump can spam climb the left wall
DoubleJump, Glide
Damage=30, Dash OR Glide OR Sword # a suboptimal double jump gets stuck in the spikes
Bash, Grenade=1, DoubleJump OR Dash OR Glide # can either Bashglide or use the sand ball as ground
SentryJump=1, Glide
Launch
kii:
Bash, Grenade=1, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Blaze=1 OR Flash=1 OR Sentry=1
Bash, Grenade=2
Burrow, DoubleJump OR Sentry=3
Damage=30, DoubleJump
# Connection to NorthTP is useless since this anchor have the same conn/pickup but they need more skills than from OutsideRuins
conn WindtornRuins.UpperRuinsDoor:
moki: EastHollow.ForestsVoice, LowerReach.ForestsMemory, UpperDepths.ForestsEyes, WestPools.ForestsStrength
conn UpperWastes.RuinsApproach:
moki: Burrow
anchor WindtornRuins.UpperRuinsDoor at 2163, -3835: # Just inside the door.
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
state WindtornRuins.RuinsLever:
moki: Burrow, BreakWall=6, BreakWall=6
unsafe: Burrow, Sentry=2 OR Grenade=1 OR Blaze=1
state WindtornRuins.HeartBarrier: # These are paths to go to the teleporter and break the corruption heart. But they can't originate from the teleporter anchor because after you broke the heart, you can't go to the teleporter again, which makes these paths not viable as connections to the teleporter. These paths are just about breaking the heart, so it doesn't matter if the paths can lock you out of the teleporter if you already have broken the heart, because then you have already broken the heart.
moki, WindtornRuins.RuinsLever, BreakWall=16:
Burrow, DoubleJump OR Dash OR Glide OR Launch
Burrow, Bash, Grenade=1
gorlek:
# I'm making the following bold assumptions
# 1. You're playing gorlek, so you know things.
# 2. You're playing gorlek, so you can climb walls (REGARDLESS of FPS)
# 3. You're playing gorlek, so you can hold right and burrow into the TP area
WindtornRuins.RuinsLever, Burrow, BreakWall=16
conn UpperWastes.OutsideRuins: free
conn WindtornRuins.RuinsTP: # connection FROM entrance TO tp at ANY TIME
# this accounts for both situations of having broken the heart or not
moki, WindtornRuins.RuinsLever:
Burrow, Dash, DoubleJump
Burrow, DoubleJump, Glide
Burrow, Bash, Grenade=1, Glide
Burrow, Launch
gorlek, WindtornRuins.RuinsLever:
Burrow, SentryJump=1
Burrow, DoubleJump OR Dash OR Glide OR Sword # Just hold right. Or if you drop down, some can recover jumping from the right wall and burrowing through the sand platform
Burrow, Bash, Grenade=1 # Burrow through the sand platform to get up
conn WindtornRuins.Escape: # connection FROM entrance TO escape to support future paths of breaking the heart without reaching the teleporter
moki: WindtornRuins.RuinsLever, WindtornRuins.HeartBarrier, Burrow
conn WindtornRuins.LowerRuins: # connection FROM entrance TO lower AFTER escape
# if you completed the escape, there's a gap in the floor that you have to cross, but Burrow alone is enough to do so
# Since Burrow solves this connection, it accounts for all paths to the escape revisit pickup
moki: WindtornRuins.RuinsLever, WindtornRuins.HeartBarrier, WindtornRuins.Seir, Burrow
anchor WindtornRuins.RuinsTP at 2130, -3984: # Windtorn Ruins teleporter.
refill Full
state WindtornRuins.HeartBarrier: # Barrier next to the teleporter that stops you from getting the Heart.
moki: BreakWall=16
state NonGladesTeleporter: free
conn Teleporters: free
conn WindtornRuins.Escape: # connection FROM tp TO escape
# the gap after completing the escape locks you out of these paths, but it doesn't matter because they're only relevant for completing the uncompleted escape
moki: WindtornRuins.HeartBarrier
conn WindtornRuins.LowerRuins: # connection FROM tp TO lower ruins AFTER escape
# if you completed the escape, there's a gap in the floor that you have to cross
# Since Burrow solves this connection, it accounts for all paths to the escape revisit pickup
moki, WindtornRuins.HeartBarrier, WindtornRuins.Seir:
DoubleJump OR Dash OR Glide OR Burrow OR Launch
Bash, Grenade=1 # yes, this needs a bashgrenade path
gorlek: WindtornRuins.HeartBarrier, WindtornRuins.Seir, Sword OR Hammer
conn WindtornRuins.UpperRuinsDoor:
moki, WindtornRuins.RuinsLever:
# these account for both situations of having broken the heart or not
Burrow, Bash, Grenade=1, DoubleJump OR Dash
Burrow, Glide, DoubleJump OR Dash
Burrow, Launch
# these make you able to break the Heart and then use the resulting terrain
WindtornRuins.HeartBarrier, Burrow, Bash, Grenade=1
WindtornRuins.HeartBarrier, Burrow, Glide
gorlek, WindtornRuins.RuinsLever:
# these account for both situations of having broken the heart or not
Burrow, Glide
Burrow, Sword, DoubleJump OR Dash
Burrow, DoubleJump, Dash, Hammer
Burrow, SentryJump=1
Burrow, Bash, Grenade=1
anchor WindtornRuins.Escape at 2021, -4026:
refill Full
# After you complete the escape, there's a gap in the floor to its right, making the location unreachable with skillsets
# that would have reached it before completing the escape. That's why this has no outside connections; the paths to here
# can softlock after achieving the EscapeComplete state, so this anchor is only safe as long as it does nothing else than handling that state.
quest WindtornRuins.Seir:
moki, WindtornRuins.HeartBarrier:
Burrow, Dash, Grapple, DoubleJump OR Glide
Burrow, DoubleJump, Glide, Grapple # I think this is fine?
Burrow, DoubleJump, Launch, Dash OR Glide
Burrow, Grapple, Launch, Glide
gorlek, WindtornRuins.HeartBarrier:
Burrow, Grapple, DoubleJump, Damage=40, Sword OR Hammer
Burrow, Grapple, Dash, Damage=40, Sword OR Hammer
Burrow, Launch, DoubleJump OR Dash OR Glide OR Sword OR Hammer OR Damage=40
anchor WindtornRuins.LowerRuins at 1969, -4024: # At the ancient map pedestal
# requires escape to be done
quest WindtornRuins.HandToHandComplete:
moki: LowerWastes.HandToHandMapstone
pickup WindtornRuins.EscapeRevisitEC:
moki: WindtornRuins.Seir, Burrow
conn WindtornRuins.Escape: free # walk over the invisible sandworm
conn WindtornRuins.RuinsTP:
moki, WindtornRuins.HeartBarrier, WindtornRuins.Seir:
Burrow, Dash, DoubleJump
Burrow, DoubleJump, Glide
Burrow, Bash, Glide, Grenade=2
Launch
gorlek, WindtornRuins.HeartBarrier, WindtornRuins.Seir:
Burrow, Dash, Glide
Burrow, DoubleJump, TripleJump
Burrow, Bash, Grenade=1, DoubleJump OR Dash
Burrow, Bash, Grenade=2
Burrow, SentryJump=1, DoubleJump OR Dash
Burrow, SentryJump=2
DoubleJump, TripleJump, Dash
DoubleJump, Bash, Grenade=2
# connection to upper should be redundant with the conn to tp?
conn LowerWastes.MinesEntrance:
moki: Burrow, BreakWall=20
region WeepingRidge:
moki: Danger=60, Regenerate
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor WeepingRidge.Bottom at 1210, -3830: # After crossing the portal to weeping ridge
refill Checkpoint
refill Health=1
refill Energy=3:
moki: BreakCrystal
state WeepingRidge.ElevatorFightCompleted:
moki, Combat=2xCrystalMiner+2xShieldCrystalMiner:
DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
gorlek: Combat=2xCrystalMiner+2xShieldCrystalMiner, DoubleJump OR SentryJump=1
kii:
Combat=2xCrystalMiner+2xShieldCrystalMiner, Dash OR Hammer
Combat=2xCrystalMiner+2xShieldCrystalMiner, Sword, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe:
Combat=2xCrystalMiner+2xShieldCrystalMiner, Sword # upslash+downslash
Combat=2xCrystalMiner+2xShieldCrystalMiner, Glide, Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
conn WeepingRidge.LaunchArea:
moki, WeepingRidge.ElevatorFightCompleted:
DoubleJump, Dash OR Glide
Bash, Grenade=1
Launch
gorlek, WeepingRidge.ElevatorFightCompleted: DoubleJump OR SentryJump=1
kii, WeepingRidge.ElevatorFightCompleted:
Dash OR Hammer
Sword, Shuriken=1 OR Flash=1 OR Sentry=1
unsafe: WeepingRidge.ElevatorFightCompleted, Glide OR Sword
conn LowerWastes.WestTP: # covers connections into woods
moki: WindtornRuins.Seir, Burrow # Seir to make it a safe path
gorlek: Burrow # won't softlock if you did the cat and mouse because you'll have unlocked the teleporter
anchor WeepingRidge.LaunchArea at 1189, -3716: # After the portal at the top of the elevator
refill Checkpoint
refill Health=1
pickup WeepingRidge.Ore:
moki: Launch, Bash, DoubleJump OR Dash OR Glide
gorlek:
Launch, DoubleJump OR Dash OR Bash OR Glide
Launch, Sword, Damage=20
kii: # launch path is redundant with AboveTree->Ore
Bash, Dash
Bash, DoubleJump, Damage=20, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # Damage is for weird laser patterns
DoubleJump, TripleJump, Sword
unsafe:
SentryJump=2, DoubleJump, Bow=1, Damage=40
SentryJump=2, DoubleJump, TripleJump OR Dash OR Glide # Use weapon stall to reach the edge below the portal
Bash, Glide # wait on the left wall until the elemental gives you a shot to bash
DoubleJump, TripleJump
DoubleJump, Sword, Damage=40, Bow=1 # Reset your jump by slashing the elemental, pogo him to reach the wall above the portal, djump + upslash from under the Mine to reach the spikes
conn WeepingRidge.AboveTree:
moki:
Glide
Launch, Bash OR DoubleJump OR Dash
gorlek:
Launch, Bow=1
Bash, Dash, Bow=1
DoubleJump, Bow=1, Damage=40
Bash, DoubleJump, TripleJump
Bash, DoubleJump, Bow=1, Sword OR Hammer
DoubleJump, TripleJump, Sword OR Hammer OR Dash
kii:
Launch
Damage=40, DoubleJump OR Dash
Bash, Dash
Bash, DoubleJump, Sword OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1
Sword, DoubleJump OR Dash # Use sword on elemental to reset your djump/dash (don't use portal with dash)
DoubleJump, Dash, Hammer OR Shuriken=1 OR Blaze=2 OR Flash=1 OR Sentry=1
unsafe:
Damage=40, Sword OR Hammer
Dash, Hammer OR DoubleJump # Dash against the ceiling to refresh your dash
conn WillowsEnd.Entry:
moki, WeepingRidge.ElevatorFightCompleted: Launch, DoubleJump, Dash OR Glide
gorlek, WeepingRidge.ElevatorFightCompleted: Launch, DoubleJump OR Dash
kii, WeepingRidge.ElevatorFightCompleted:
Launch, Glide OR Sword OR Hammer OR Shuriken=2 OR Sentry=3
Launch, Bash, Grenade=1
Bash, Grenade=3, DoubleJump, TripleJump
unsafe, WeepingRidge.ElevatorFightCompleted:
Launch
SentryJump=3, DoubleJump, TripleJump, Dash
Bash, Grenade=3, DoubleJump
conn WeepingRidge.Bottom:
moki, WeepingRidge.ElevatorFightCompleted:
Launch
Bash, Grenade=1, DoubleJump
DoubleJump, Dash, Glide
gorlek, WeepingRidge.ElevatorFightCompleted:
SwordSJump=1
DoubleJump, TripleJump OR Dash OR Glide
kii, WeepingRidge.ElevatorFightCompleted:
Glide OR Dash OR DoubleJump
Sword OR Hammer
Sentry=5
Bash, Grenade=2
unsafe, WeepingRidge.ElevatorFightCompleted:
Shuriken=3 OR Sentry=3
anchor WeepingRidge.AboveTree at 1344, -3791: # The ledge above Launch tree
refill Checkpoint
pickup WeepingRidge.LaunchTree: free
pickup WeepingRidge.PortalEX:
moki: Launch
unsafe:
Bash, Grenade=1, DoubleJump, TripleJump, Damage=40 # take a dboost in the left spikes
SwordSJump=2, Damage=40
DoubleJump, TripleJump, Damage=40, Damage=80
pickup WeepingRidge.SpikeClimbEX:
moki: Launch, DoubleJump, Bow=2
gorlek:
Launch, Bow=1 OR Spear=1 OR Grenade=1 OR Damage=20
Bash, Grenade=2, DoubleJump, TripleJump, Damage=40
SentryJump=2, DoubleJump, TripleJump, Damage=40
kii:
Launch
Bash, Grenade=2, DoubleJump, TripleJump
Bash, Grenade=2, DoubleJump, Dash, Sword OR Hammer OR Shuriken=1 OR Flash=1 OR Sentry=1
unsafe: # may be inaccurate after moving paths to this anchor
Bash, Grenade=3, DoubleJump
SentryJump=3, DoubleJump, Bash OR Sword OR Damage=40
SentryJump=2, DoubleJump, TripleJump, Dash # Dash from the wall above the tree + tjump + weapon combo to reach the right platform
DoubleJump, TripleJump, Sword, Dash OR Hammer OR Spear=1 OR Shuriken=1 OR Flash=1 OR Sentry=1 # pogo the mine near the tree | wasn't consistent enough for kii
pickup WeepingRidge.Ore:
moki: Launch, DoubleJump OR Dash OR Bash OR Glide
gorlek: Launch
kii:
Bash, Grenade=2, Damage=20, DoubleJump OR Dash # Damage for wonky lasers
Bash, Grenade=1, DoubleJump, TripleJump, Damage=60 # 20 of the damage for wonky lasers
unsafe:
DoubleJump, TripleJump, Sword # pogo the mines
DoubleJump, TripleJump, Hammer, Damage=40
conn WeepingRidge.LaunchArea:
moki: Launch, Bash, Glide # Glide is the only ability that really helps you outwait the laser attack
gorlek:
Launch, Bash
Launch, DoubleJump, Dash # this gives you good mobility to avoid the enemies
kii:
Launch, DoubleJump OR Dash OR Damage=20 # dboost on the mine inbetween the two elementals
unsafe:
Launch
DoubleJump, TripleJump, Sword, Damage=40
Bash, Grenade=2, DoubleJump, TripleJump
Bash, Grenade=1, DoubleJump, TripleJump, Damage=40
region WillowsEnd:
moki: Danger=60, Regenerate # need more than 6 health and Regen to do ANYTHING in willow
gorlek: Regenerate
kii: Regenerate
unsafe: free
anchor WillowsEnd.Entry at 495, -3951: # At the lower door
refill Checkpoint
refill Energy=4:
moki:
BreakCrystal, Launch
Bow=1
# a lot of energy crystals not considered, mostly because they are on the way to hearts which aren't currently tracked
# the paths are kind of inaccurate because the platform above the door has no anchor of its own
state WillowsEnd.GrappleWheelsHeart:
unsafe: ShurikenBreak=30, Launch
pickup WillowsEnd.EntryEX:
moki:
DoubleJump, Bash, Grenade=2
Launch
gorlek:
Bash, Grenade=2, Dash OR Sword OR Hammer
Bash, Grenade=1, DoubleJump, TripleJump
SentryJump=2, Damage=20 # Get hit by the offscreen mine
SentryJump=1, DoubleJump, TripleJump
unsafe:
DoubleJump, TripleJump, Grapple, Dash
Bash, Grenade=2
conn WillowsEnd.InnerTP:
moki: Launch, Bash, DoubleJump OR Dash OR Glide # mine in the way, but I think it's managable
gorlek:
Launch, Bash, Sword OR Hammer OR Damage=40
Bash, Grenade=2, DoubleJump, TripleJump, Damage=40 # Bash the elemental, tjump, bash its projectiles
Bash, Grenade=3, DoubleJump, TripleJump
unsafe:
Launch, Sword # Pogo the elemental
conn WillowsEnd.GrappleHeart:
moki:
Grapple, Launch, DoubleJump, Dash
Grapple, Launch, Glide
WillowsEnd.GrappleWheelsHeart:
Bash, Grenade=2, DoubleJump, Glide
Launch
gorlek:
Launch, Dash OR Glide
Launch, DoubleJump, Sword OR Damage=40
Launch, Sword, Damage=40
WillowsEnd.GrappleWheelsHeart:
SwordSJump=2, DoubleJump # weapon air stall (Hammer too hard for gorlek)
Bash, Grenade=2, Sword, DoubleJump OR Dash
Bash, Grenade=2, DoubleJump, Dash
Bash, Grenade=3, DoubleJump OR Dash
unsafe:
Launch, Hammer OR Damage=40 # dboost in the spikes before the double lasers
Bash, Grenade=1, Glide, DoubleJump, TripleJump, Grapple, Damage=20 # land on the floating platform, glide, climb the wall after the first wheel to pass the laser without taking damage. At the wheel next to the chakpoint, wjump on the wall next to the laser. Take a damage boost in the double laser.
SentryJump=1, Glide, DoubleJump, TripleJump, Grapple, Damage=20 # Same as above
WillowsEnd.GrappleWheelsHeart:
Bash, Grenade=3 # bash glide
SwordSJump=2, Dash # weapon air stall
SentryJump=2, DoubleJump # weapon air stall (compatible with hammer)
SwordSJump=1, DoubleJump # djump, pogo the mine, djump+upslash to reach the floating platform
Sword, DoubleJump, Bash, Grenade=1 # djump, pogo the mine, djump+upslash to reach the floating platform
SentryJump=1, DoubleJump, Damage=20 # use the iframes from the mine to use the lava thingy as a platform then djump+weapon combo to the left floating platform
Bash, Grenade=1, DoubleJump, Damage=20 # use the iframes from the mine to use the lava thingy as a platform then djump+weapon combo to the left floating platform
conn WillowsEnd.BoulderHeartPath:
moki:
Launch
Bash, Grenade=1, DoubleJump
gorlek:
DoubleJump, TripleJump, Glide
Bash, Grenade=1, Dash
Bash, Grenade=1, Damage=40, Glide OR Sword
SentryJump=1, DoubleJump # float with the weapon
SentryJump=1, Damage=40, Dash OR Glide # float with the weapon if needed
# checkpoint at 335, -3887, also with refill, also another refill on the way...
anchor WillowsEnd.GrappleHeart at 399, -3928: # right next to the grapple wheels heart
refill Checkpoint
refill Energy=3:
moki:
BreakCrystal, Launch
Bow=1
refill Health=1
state WillowsEnd.GrappleWheelsHeart:
moki: BreakWall=30
pickup WillowsEnd.PoisonfallHC:
moki:
Launch
WillowsEnd.GrappleWheelsHeart, DoubleJump, Dash
gorlek:
DoubleJump, TripleJump
DoubleJump, Dash, Damage=4
WillowsEnd.GrappleWheelsHeart, DoubleJump OR Dash
WillowsEnd.GrappleWheelsHeart, Bash, Grenade=1
conn WillowsEnd.Entry: # going backwards without breaking the heart has many weird spots, saving it for later difficulties
moki, WillowsEnd.GrappleWheelsHeart:
Glide, DoubleJump OR Dash
Launch, DoubleJump OR Dash OR Glide
gorlek, WillowsEnd.GrappleWheelsHeart:
DoubleJump, TripleJump, Dash OR Sword OR Hammer
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch, Sword OR Hammer
anchor WillowsEnd.BoulderHeartPath at 555, -3939: # below the shortcut back from boulder heart
refill Checkpoint
refill Energy=3:
moki: BreakCrystal
# state WillowsEnd.BoulderHeart:
# moki: BreakWall=30, Launch, DoubleJump, Dash
pickup WillowsEnd.SpikesOre:
moki: Launch, Dash OR Glide
gorlek:
Launch, DoubleJump OR Sword OR Hammer OR Damage=40
Grapple, DoubleJump, TripleJump, Dash OR Glide
SentryJump=1, Damage=40, DoubleJump, TripleJump, Dash OR Glide # damage because the maneuver is a bit tricky
Bash, Grenade=1, Damage=40, DoubleJump, TripleJump, Dash OR Glide # damage because the maneuver is a bit tricky
unsafe: # paths may not make sense after moving them from entry
Bash, Grenade=2, DoubleJump, TripleJump, Dash
SentryJump=1, Grapple, DoubleJump, TripleJump OR Dash # land on the small floor after the portal then tjump+upslash
SwordSJump=1, Grapple, DoubleJump, Glide # land on the small floor after the portal then tjump+upslash
SentryJump=2, DoubleJump, TripleJump OR Dash # land on the small floor after the portal then tjump+upslash
SwordSJump=2, DoubleJump, Glide # land on the small floor after the portal then tjump+upslash
HammerSJump=3, DoubleJump, Glide # land on the small floor after the portal then tjump+upslash
pickup WillowsEnd.EntryEX:
gorlek:
DoubleJump, TripleJump, Grapple, Glide # use the right wheels then glide to the floating platform
DoubleJump, TripleJump, Grapple, Dash, Sword OR Hammer # use the right wheels then glide to the floating platform
conn WillowsEnd.Entry:
moki: DoubleJump OR Dash OR Launch
gorlek:
Glide OR Sword OR Hammer
Bash, Grenade=2
anchor WillowsEnd.InnerTP at 422, -3864: # The teleporter inside
refill Full
state NonGladesTeleporter: free
pickup WillowsEnd.LupoMap:
moki: SpiritLight=50, DoubleJump OR Dash OR Launch OR Bow=1
gorlek: SpiritLight=50 # jump to trigger the mine, back off to avoid taking damages
conn Teleporters: free
conn WillowsEnd.Entry:
moki:
BreakWall=20, DoubleJump OR Dash OR Launch OR Bow=1 # open the portal shortcut
DoubleJump, Dash
Glide OR Launch
gorlek:
BreakWall=20 # jump to trigger the mine, back off to avoid taking damages
Bash, Damage=40, DoubleJump OR Dash
DoubleJump, TripleJump, Damage=40
conn WillowsEnd.AboveInnerTP:
moki:
DoubleJump, Bash, Grenade=1, Dash OR Glide
Launch, DoubleJump OR Dash
gorlek:
Launch, Glide OR Sword OR Hammer OR Damage=40
Bash, Grenade=1, DoubleJump
Bash, Grenade=1, BreakWall=20, Dash OR Glide OR Sword OR Hammer OR Damage=40
Bash, Grenade=1, Dash, Damage=40
SentryJump=1, Combat=CrystalMiner, DoubleJump, Dash OR Glide # you can break the wall with the weapon
SentryJump=1, Combat=CrystalMiner, Damage=40, DoubleJump OR Dash # you can break the wall with the weapon
unsafe:
Launch # wjump on the shortcut's breakable wall or launch from the other side
Bash, Grenade=1, BreakWall=20
DoubleJump, TripleJump, Dash, Damage=40, Combat=CrystalMiner # if the shortcut is open, tjump + dash in the spikes
anchor WillowsEnd.AboveInnerTP at 530, -3844: # at the lava pit before bash puzzle
refill Checkpoint
refill Energy=4:
moki:
BreakCrystal, Launch
Bow=1, Combat=CrystalMiner OR Bash
conn WillowsEnd.InnerTP:
moki: Combat=CrystalMiner OR Bash OR Launch
unsafe: free # reload to despawn the gorlek
conn WillowsEnd.East:
moki:
DoubleJump, Bash, Grenade=1, Dash OR Glide
Launch, DoubleJump OR Dash
gorlek:
Launch, Glide OR Sword OR Hammer
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Bash, DoubleJump, TripleJump, Dash OR Glide OR Sword OR Hammer
Bash, DoubleJump, Dash, Glide OR Sword OR Hammer
Bash, DoubleJump, Glide, Damage=20, Sword OR Hammer # weapon stall leaves you vulnerable to the projectiles
Bash, SwordSJump=1, DoubleJump OR Dash
Bash, HammerSJump=1, DoubleJump, Dash
Bash, SentryJump=1, Glide
unsafe:
Bash, DoubleJump OR Dash OR Glide # Bash CrystalMiner to reach the wall before the elemental
DoubleJump, TripleJump, Sword # slash the element to reset your jumps, pogo it then sword jump + up slash to reach the left wall
Launch
anchor WillowsEnd.East at 547, -3805: # To the left of the redirect puzzle
refill Checkpoint: # at the redirect heart room
moki: Launch
refill Health=1:
moki:
Bash, DoubleJump OR Dash OR Glide
Launch
gorlek:
Bash
DoubleJump, TripleJump
unsafe: Damage=20, Glide OR Dash OR Sword OR Hammer # dboost through the laser
refill Energy=4:
moki:
BreakCrystal, Bash, DoubleJump OR Glide
Bow=1, Bash, Dash
BreakCrystal, Launch
gorlek:
BreakCrystal, Bash
BreakCrystal, DoubleJump, TripleJump
unsafe:
Damage=20, Sword OR Hammer
Damage=20, Glide, Bow=1 OR Spear=1 OR Sentry=1 OR Shuriken=1 OR Grenade=1 # dboost through the laser
Damage=20, Dash, Bow=1 OR Spear=1 OR Sentry=1 OR Shuriken=1 OR Grenade=1 # dboost through the laser
# state WillowsEnd.RedirectHeart:
# moki: BreakWall=10, BreakWall=30, DoubleJump, Bash, Launch
pickup WillowsEnd.RedirectEX:
moki:
BreakWall=10, Bash, Launch, DoubleJump OR Dash OR Glide
Bash, Grenade=1, Launch
gorlek:
Launch, DoubleJump OR Dash OR Glide OR Sword OR Hammer
Glide, DoubleJump, TripleJump, Bash, Damage=20, Sword OR Hammer # redirect the projectile so it pass under the pickup, dboost in the double lasser at the left so you can re-entre the top portal. Glide under the pickup then bash. Upslash can help if needed
unsafe: Launch
conn WillowsEnd.AboveInnerTP:
moki:
Glide
Bash, DoubleJump, Dash
Launch, DoubleJump OR Dash OR Bash
gorlek:
Launch
Bash, DoubleJump
DoubleJump, Dash
DoubleJump, TripleJump, Sword OR Hammer # Sword/Hammer/Djump so don't need to add combat requirement
unsafe:
DoubleJump, Sword
Dash, Bash OR Sword
conn WillowsEnd.Upper:
moki: Bash, Launch # some other paths would be possible, but with how far back the last checkpoint is...
gorlek:
Launch
Bash, DoubleJump
unsafe:
SwordSJump=1, DoubleJump, TripleJump, Damage=20 # sjump+ tjump to rech the right wall. dboost in the laser. tjump+ sword combo to reach the right wall. Pogo the elemental+tjump
# checkpoint at 614, -3836
anchor WillowsEnd.Upper at 499, -3748: # At the upper door
refill Checkpoint
refill Energy=4: # on the way to burrow heart
gorlek, BreakCrystal:
Bash OR Launch
Combat=CrystalMiner, SentryJump=1
Combat=CrystalMiner, DoubleJump, TripleJump
# state WillowsEnd.BurrowHeart:
# moki, BreakWall=30:
# Burrow, DoubleJump, Dash, Bash, Grapple, Glide
# Burrow, Bash, Grapple, Launch, DoubleJump OR Glide
# conn MiniBossFight:
# moki:
# Launch, DoubleJump
# Launch, Dash, Glide
conn WillowsEnd.East:
moki:
Combat=CrystalMiner, DoubleJump OR Dash OR Glide
Bash OR Launch
gorlek: Damage=10, DoubleJump OR Dash OR Glide
unsafe: Sword OR Hammer # use weapon to combat the crystal miner
conn WillowsEnd.West:
moki: Launch
gorlek:
Bash, Grenade=1, DoubleJump, TripleJump, Damage=20 # damage because the lasers are hard
Bash, Grenade=2, DoubleJump, Damage=20
SentryJump=1, DoubleJump, TripleJump, Damage=20
unsafe:
Damage=90
Bash, Grenade=1, DoubleJump, Dash
conn WillowsEnd.UpperHeartPath:
moki:
Bash, Grenade=1, DoubleJump, Bow=1
Bash, Grenade=2, DoubleJump
Launch
gorlek:
SentryJump=1, DoubleJump
Bash, Grenade=1, DoubleJump
unsafe:
SentryJump=1
DoubleJump, TripleJump, Dash OR Hammer OR Sword # tjump+dash/upslash on the left wall to start climbing it
anchor WillowsEnd.West at 437, -3840: # To the left of the one-way above Lupo
refill Checkpoint
refill Energy=4:
moki: BreakCrystal
# state WillowsEnd.SpinLasersHeart:
# moki: BreakWall=30, Launch, DoubleJump OR Dash OR Glide
conn WillowsEnd.InnerTP:
moki: BreakWall=20, Combat=MaceMiner OR Bash
moki: BreakWall=20, Launch
conn WillowsEnd.Upper: # this works because the portal wheel drops if you step below
moki, BreakWall=10:
Bash, Grenade=1, DoubleJump OR Dash OR Glide
Launch
gorlek, BreakWall=10:
Bash, DoubleJump, TripleJump
Bash, Grenade=1, DoubleJump # the portal here is glitchy in patch 3
Bash, Grenade=2
Bash, SentryJump=1, DoubleJump
Bash, SentryJump=2
SentryJump=1, DoubleJump, TripleJump
unsafe:
BreakWall=10:
Combat=MaceMiner, DoubleJump, TripleJump OR Damage=40 # get a wjump on the energy crystal
Bash, DoubleJump, Hammer OR Sword OR Damage=40 # djump+upslash to avoid dboost on the boulder portal
Bash, Hammer, Damage=40
SentryJump=2
Launch
conn WillowsEnd.GlideRooms:
moki: Launch
gorlek:
DoubleJump, Dash, Glide
Damage=20
unsafe: free
anchor WillowsEnd.GlideHeartPath at 374, -3824: # one room before the first wind
refill Checkpoint
refill Health=1
conn WillowsEnd.GlideRooms:
moki: DoubleJump, Launch
gorlek:
Launch
DoubleJump, TripleJump
Combat=Mantis, SentryJump=1, DoubleJump OR Damage=20
conn WillowsEnd.West: free # :D
anchor WillowsEnd.GlideRooms at 360, -3861: # At the first wind
refill Checkpoint
refill Energy=4:
moki:
BreakCrystal, Launch
Bow=1
# state WillowsEnd.GlideHeart:
# moki: BreakWall=30, DoubleJump, Glide, Launch
pickup WillowsEnd.WindSpinOre:
moki: Glide
unsafe: Launch, DoubleJump, TripleJump
conn WillowsEnd.GlideHeartPath: free # :D
# checkpoint at 315, -3862
# checkpoint at 487, -3780
# anchor LaserRockFight:
# refill Full
# state WillowsEnd.ElementalDefeated:
# moki: Combat=smth
anchor WillowsEnd.UpperHeartPath at 506, -3711: # Right above the exit blocked by vines
refill Checkpoint
refill Energy=4:
moki:
BreakCrystal, Launch
Bow=1
state WillowsEnd.SpinPortalsHeart:
moki, BreakWall=30:
Bash, Grapple, Launch, DoubleJump, Dash
Bash, Grapple, Launch, Glide
gorlek, BreakWall=30:
Launch, Grapple, Bash
Launch, DoubleJump, TripleJump, Damage=40, Grapple OR Bash OR Glide
unsafe, BreakWall=30:
Launch, Damage=40, Bash OR Grapple
Launch, DoubleJump
DoubleJump, TripleJump, Grapple, Bash # using the last portal without taking damage is hard
pickup WillowsEnd.UpperLeftEX:
moki: Grapple, Launch, DoubleJump OR Dash OR Glide
gorlek:
Launch, Grapple
Launch, DoubleJump, TripleJump
WillowsEnd.SpinPortalsHeart, Launch, DoubleJump, Glide, Bash
unsafe:
Launch, Bash, Damage=40
Launch, DoubleJump
DoubleJump, TripleJump, Grapple, Bash # using the last portal without taking damage is hard, bash glide from the elemental after that
pickup WillowsEnd.UpperRightEX:
moki:
Bash, Grapple, Launch, DoubleJump, Dash
Bash, Grapple, Launch, Glide
gorlek:
Launch, Grapple, Bash
Launch, DoubleJump, TripleJump, Damage=40, Grapple OR Bash OR Glide
WillowsEnd.SpinPortalsHeart, Launch, Bash
WillowsEnd.SpinPortalsHeart, Launch, DoubleJump, TripleJump
unsafe:
Launch, Grapple, Damage=40
Launch, DoubleJump
DoubleJump, TripleJump, Grapple, Bash # using the last portal without taking damage is hard
conn WillowsEnd.Upper: free
anchor Tokk: # Tokk's talks
quest GladesTown.HandToHandPouch:
moki: EastHollow.HandToHandMap
anchor TwillenShop:
quest GladesTown.TwillenGemQuest:
moki: LowerWastes.EerieGemQI
pickup TwillenShop.Overcharge:
moki: SpiritLight=1200
pickup TwillenShop.Wingclip:
moki: SpiritLight=1200
pickup TwillenShop.Swap:
moki: SpiritLight=1200
pickup TwillenShop.Vitality:
moki: SpiritLight=1200
pickup TwillenShop.Energy:
moki: SpiritLight=1200
pickup TwillenShop.Finesse:
moki: SpiritLight=1200
pickup TwillenShop.TripleJump:
moki: SpiritLight=1200
pickup TwillenShop.LightHarvest:
moki: SpiritLight=1200
anchor OpherShop: # Opher's offers
pickup OpherShop.Spike:
moki: SpiritLight=1200
pickup OpherShop.SpiritSmash:
moki: SpiritLight=1200
pickup OpherShop.SpiritStar:
moki: SpiritLight=1200
pickup OpherShop.Blaze:
moki: SpiritLight=1200
pickup OpherShop.Sentry: # used for keystones if necessary; filtered by gen
moki: SpiritLight=1200
pickup OpherShop.Teleport:
moki: SpiritLight=1200
pickup OpherShop.ShockSmash:
moki: SpiritLight=1200
pickup OpherShop.StaticStar:
moki: SpiritLight=1200
pickup OpherShop.ExplodingSpike:
moki: SpiritLight=1200
pickup OpherShop.RapidSentry:
moki: SpiritLight=1200
pickup OpherShop.ChargeBlaze:
moki: SpiritLight=1200
pickup OpherShop.WaterBreath:
moki: InnerWellspring.WaterEscape, SpiritLight=1200
anchor TuleyShop at -173, -4139:
quest GladesTown.RegrowTheGlades:
moki: TuleyShop.SelaFlowers, TuleyShop.StickyGrass, TuleyShop.Lightcatchers, TuleyShop.BlueMoon, TuleyShop.SpringPlants, TuleyShop.LastTree
state TuleyShop.LastTreeBranchRejected: # written out the steps in case they give pickups
moki: WoodsEntry.LastTreeBranch
state TuleyShop.SelaFlowers:
moki: UpperWastes.FlowersSeed
state TuleyShop.StickyGrass:
moki: EastPools.GrassSeed
state TuleyShop.Lightcatchers:
moki: UpperDepths.LightcatcherSeed
state TuleyShop.BlueMoon:
moki: InnerWellspring.BlueMoonSeed
state TuleyShop.SpringPlants:
moki: UpperReach.SpringSeed
state TuleyShop.LastTree:
moki: WoodsEntry.TreeSeed