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Astral Challenge Room spawning
There are two variants of the Astral Challenge Room, one where you fight an outer planet boss, and one where you fight an inner planet boss. Outer planets are easier than inner planets.
To go to the room write in console: goto s.dice.8500 to goto s.dice.8510
The Outer-battle Astral Challenge Room can spawn between CAVES I and DEPTHS II (including the respective alt path) with a 9% chance per floor, four 9% chances rolls are equivalent to one 31.4% chance roll, meaning you have that probability of encountering in the run. If you have the TELESCOPE LENTS trinket, the room can spawn in WOMB I and II with the same 9% chance.
The Inner-battle Astral Challenge Room can spawn in CATHEDRAL or SHEOL with a 30% chance, alternatively, the room can also spawn in CORPSE I and II with a 16.3% chance, two 16.3% chances rolls are equivalent of one 30% chance roll.
If the room is spawned, there will be wisps (those blue light balls that are in secret rooms) in the starting room. (Reminder that CURSE OF DARKNESS can create wisp on any room)
If CURSE OF LABRYNTIN is present, the spawn chances will be increased acordedly. (9% -> 17.2% or 16.3% -> 30%)
Once you ENTER one of the rooms, it cannot appear again unless you use R-KEY or GLOWING HOURGLASS.
If the roll for spawing the room success, but there was no available space for it in the whole floor, the following roll in the next (valid) floor will be a guaranteed success.
Entering an Astral Challenge Room does NOT affect the PLANETARIUM spawn chances in any way.
Using the RED KEY has a 0.59% chance of creating as Astral Challenge Room, this happens only once per floor, the boss in that room is guaranteed to be The Errant, entering this room does NOT affect the spawn chances of the regular Astral Challenge Room.
There exists an Error Astral Challenge Room, which is a variant of a Error Room and has weight:1, the boss inside that room is guaranteed to be The Errant.
To go to the room write in console: goto s.error.8500 or goto s.error.8501