Keys and Locks: Difference between revisions

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; Unlocked : This is always accessible.
; Unlocked : This is always accessible.


= Human Form Locks =
= Doors Locks =
Must be in Human Form to use these.
 
== Normal Weapon Locks ==
These require having acquired the appropriate upgrade, and you must have ammo available.
These require having acquired the appropriate upgrade, and you must have ammo available.
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.
; Elemental Door : Requires the matching Elemental Weapon to leave the room.
; Missile Door : Requires a Missile to leave the room.
; Missile Door : Requires a Missile to leave the room.
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).
; Missile Block : Requires a Missile to break.
; Big Missile Door : Requires a Big Missile to leave the room.
; Big Missile Door : Requires a Big Missile to leave the room.
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).
; Big Bomb Door : Requires a Big Bomb to leave the room.
; Big Missile Block : Requires a Big Missile to break.
 
= Gate Locks =
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.
; Missile Gate : Requires a Missile to open the gate from the correct side. (1-way).
; Big Missile Gate : Requires a Big Missile to open the gate from the correct side. (1-way).
; Elemental Gate : Requires the matching Elemental Weapon to open the gate (1-way).


== Elemental Weapon Locks ==  
= Blocks =  
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.
; Blaster Block : Shoot it with your gun to break. Always openable as long as you can hit them.
; Elemental Door : Requires the matching Elemental Weapon to leave the room.
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).
; Elemental Block : Requires the matching Elemental Weapon to break.
; Elemental Block : Requires the matching Elemental Weapon to break.
; Bomb Block : Drop a bomb or Big Bomb while in Cat Form to break.
; Missile Block : Requires a Missile or Big Missile to break.
; Big Missile Block : Requires a Big Missile to break.
; Big Bomb Block : Drop a Big Bomb while in Cat Form to break.
; Sprint Block : Run through these at high speed to break.
; Launch Block : Hit these while launching horizontally to break.
; Crumble Block : Stand on these from above to break.


== Suit Locks ==  
= Suit Locks =
These require that you both have the suit and that it is enabled.
These require that you both have the suit and that it is enabled.
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.
; Liquid Methane : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Cold Suit and reduced more with the Defense Suit, but it will always hurt you.
   
   
== Vertical Locks ==
= Movement Locks =
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.
== Horizontal Locks ==
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.
; Tunnel : Cat Form is small enough to fit through tunnels.
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.
; Wall Climb : Requires Cat Claws upgrade to climb walls. Only works on walls that are climbable.
; Wide Chasm : Requires the Horizontal Launch upgrade. These are completed by launching yourself horizontally as a cat.
; Wall Chasm : Requires Cat Claws and launching yourself with the Horizontal Launch upgrade off of a wall.


== Elemental Boss Locks ==
= Elemental Boss Locks =
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.
Killing a biome boss gets you the Orb of the opposite biome. They were guarding it to prevent it from being used against themselves.
 
; Biome Boss Door : These are indestructible until the player has the correct Orb, then they become normal doors.
= Cat Form Locks =
; All Active Orbs Gate : These are indestructible and remain closed until the Orbs from the bosses of All Active Biomes have been acquired. Which biomes this requires depends on the world that was generated. Typically you'll find these blocking your path to the End Boss.
Cat Form is also required to be able to unlock any of the following locks.
; End Boss Door : The end boss door is indestructible until after the End Boss has been defeated, then it becomes a normal door.
; Bomb Block : Requires a Bomb or Big Bomb to break.
; Big Bomb Door : Requires a Big Bomb to leave the room.
; Big Bomb Block : Requires a Big Bomb to break.
; Wall Climb : Requires Cat Claws upgrade to climb walls.
; Huge Pit : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.
; Huge Pit Wall Climb : Requires Cat Claws and launching yourself with the Horz Launch upgrade.

Latest revision as of 16:07, 19 May 2026

General Locks

Unlocked
This is always accessible.

Doors Locks

These require having acquired the appropriate upgrade, and you must have ammo available.

Normal Door
These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.
Elemental Door
Requires the matching Elemental Weapon to leave the room.
Missile Door
Requires a Missile to leave the room.
Big Missile Door
Requires a Big Missile to leave the room.
Big Bomb Door
Requires a Big Bomb to leave the room.

Gate Locks

Normal Gate
These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.
Missile Gate
Requires a Missile to open the gate from the correct side. (1-way).
Big Missile Gate
Requires a Big Missile to open the gate from the correct side. (1-way).
Elemental Gate
Requires the matching Elemental Weapon to open the gate (1-way).

Blocks

Blaster Block
Shoot it with your gun to break. Always openable as long as you can hit them.
Elemental Block
Requires the matching Elemental Weapon to break.
Bomb Block
Drop a bomb or Big Bomb while in Cat Form to break.
Missile Block
Requires a Missile or Big Missile to break.
Big Missile Block
Requires a Big Missile to break.
Big Bomb Block
Drop a Big Bomb while in Cat Form to break.
Sprint Block
Run through these at high speed to break.
Launch Block
Hit these while launching horizontally to break.
Crumble Block
Stand on these from above to break.

Suit Locks

These require that you both have the suit and that it is enabled.

Hot Area
Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
Cold Area
Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.
Water
Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.
Mud
Movement in mud is near impossible. Liquid Suit makes it behave like Water.
Hot Water
Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.
Cold Water
Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.
Lava
Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.
Liquid Methane
Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Cold Suit and reduced more with the Defense Suit, but it will always hurt you.

Movement Locks

High Ledge
This is a ledge that requires High Jump to reach. (150% normal jump height.)
Double High Ledge
This is a ledge that requires Double Jump to reach. (200% normal jump height.)
Triple High Ledge
This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)
Vertical Shaft
Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.
Dash Gap
Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.
Tunnel
Cat Form is small enough to fit through tunnels.
Tunnel Gap
Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.
Wall Climb
Requires Cat Claws upgrade to climb walls. Only works on walls that are climbable.
Wide Chasm
Requires the Horizontal Launch upgrade. These are completed by launching yourself horizontally as a cat.
Wall Chasm
Requires Cat Claws and launching yourself with the Horizontal Launch upgrade off of a wall.

Elemental Boss Locks

Killing a biome boss gets you the Orb of the opposite biome. They were guarding it to prevent it from being used against themselves.

Biome Boss Door
These are indestructible until the player has the correct Orb, then they become normal doors.
All Active Orbs Gate
These are indestructible and remain closed until the Orbs from the bosses of All Active Biomes have been acquired. Which biomes this requires depends on the world that was generated. Typically you'll find these blocking your path to the End Boss.
End Boss Door
The end boss door is indestructible until after the End Boss has been defeated, then it becomes a normal door.