Skip to content

Add MQ water lock fix, force it in rando#6575

Open
Pepper0ni wants to merge 1 commit into
HarbourMasters:developfrom
Pepper0ni:MQWaterLock
Open

Add MQ water lock fix, force it in rando#6575
Pepper0ni wants to merge 1 commit into
HarbourMasters:developfrom
Pepper0ni:MQWaterLock

Conversation

@Pepper0ni
Copy link
Copy Markdown
Contributor

@Pepper0ni Pepper0ni commented Apr 29, 2026

This is specifically the lock before the 3 jet rooms in an optional part of the dungeon, leading to a skull.
In unedited MQ, defeating the 3 stalfos in the rising target room before Dark Link (mandatory before the lock during intended progression) would set the same flag as the lock uses, causing it to despawn and the nearby key to be pointless.

This PR adds an enhancement to use a different, seemingly unused flag instead, causing the lock to work as intended.

This change is forced in rando to both avoid logical headaches and help GetAvailibleChecks and other mechanics properly count keys.

Build Artifacts

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants