Docking Bay Access: Difference between revisions

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Created page with "{{Adjacent rooms |north=Red Kihunter Shaft |west=Metal Pirates Room }} x512px Sector: Main Deck (MDK) == All Categories == == Items == * Norfair Power Bomb 2 aka Power Bomb of shame"
 
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{{Adjacent rooms
{{Adjacent rooms
|north=[[Red Kihunter Shaft]]
| northwest =
|west=[[Metal Pirates Room]]
| westnorth =
| north =
| northeast =
| eastnorth =
| westupper = [[Docking Bay Climb]]
| west =
| eastupper = [[Docking Bay]]
| east =
| southwest =
| westsouth =
| south =
| southeast =
| eastsouth =
}}
}}


[[File:MDK_Room_7.png|x512px]]
[[File:MDK Room 7.png|x512px]]


Sector: [[Main Deck (MDK)]]
Sector: [[Main Deck (MDK)]]


== All Categories ==
== Randomizer Logic ==


== Items ==
=== Room Purpose ===
<!-- e.g., Major Item Room / Connector / Boss Room / Event Room / Save Station -->


* [[List of Power Bombs#Norfair 2|Norfair Power Bomb 2]] aka [[Power Bomb of shame]]
=== Entrances / Exits ===
<!-- Document each direction individually. For door randomizer, list requirements for BOTH ways if different.
Example format:
'''Northwest''' → [[Room Name]] — Requirements: (list)
'''Westnorth''' → [[Room Name]] — Requirements: (list)
... -->
 
;Northwest:
;Westnorth:
;North:
;Northeast:
;Eastnorth:
;Westupper:
;West:
;Eastupper:
;East:
;Southwest:
;Westsouth:
;South:
;Southeast:
;Eastsouth:
 
=== Traversal Hazards ===
<!-- Lava, water, darkness, crumble blocks, low gravity, spikes, strong enemies, etc. -->
 
=== Mode-Specific Logic ===
<!-- List separate logic considerations per difficulty -->
 
==== Easy Mode ====
<!-- Example: Only requires basic movement and morph ball -->
==== Normal Mode ====
<!-- Example: May require careful jumps or minor sequence breaks -->
==== Hard Mode ====
<!-- Example: Requires advanced movement or extra resources -->
==== Omega Mode ====
<!-- Example: Requires frame-perfect tricks, TAS-only maneuvers -->
 
=== Glitches / Tricks / Strats ===
<!-- Include name, difficulty, and description -->
 
=== Resource Requirements ===
<!-- Ammo counts, health tanks, special suits, mobility upgrades -->
 
=== Enemy / Boss Considerations ===
<!-- Strategies, damage values per mode, quick-kill possibilities -->
 
=== Softlock / Trap Risks ===
<!-- Describe any situations that could strand the player -->
 
=== Event / Trigger Dependencies ===
<!-- e.g., Room is flooded until Event X, door locked until Boss Y -->
 
=== Respawn / Recovery Options ===
<!-- Nearby refill stations, ammo drops from enemies -->

Latest revision as of 20:15, 21 August 2025



Docking Bay Climb Current Room Docking Bay


Sector: Main Deck (MDK)

Randomizer Logic

Room Purpose

Entrances / Exits

Northwest
Westnorth
North
Northeast
Eastnorth
Westupper
West
Eastupper
East
Southwest
Westsouth
South
Southeast
Eastsouth

Traversal Hazards

Mode-Specific Logic

Easy Mode

Normal Mode

Hard Mode

Omega Mode

Glitches / Tricks / Strats

Resource Requirements

Enemy / Boss Considerations

Softlock / Trap Risks

Event / Trigger Dependencies

Respawn / Recovery Options