Skull 3 entrance fix - could be refined
Thieves Town region addition - couldn't reach certain doors from elsewhere. Ice Palace trap doors and fixed a couple broken staircases
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@@ -56,7 +56,7 @@ class World(object):
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self.fix_trock_doors = self.shuffle != 'vanilla' or self.mode == 'inverted'
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self.save_and_quit_from_boss = True
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self.accessibility = accessibility
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self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'] or self.doorShuffle not in ['vanilla']
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self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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self.fix_trock_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
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self.shuffle_ganon = shuffle_ganon
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@@ -1548,8 +1548,8 @@ default_door_connections = [
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('Skull 3 Lobby NW', 'Skull Star Pits SW'),
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('Skull Vines NW', 'Skull Spike Corner SW'),
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('Thieves Lobby E', 'Thieves Compass Room W'),
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('Thieves Ambush E', 'Thieves BK Corner W'),
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('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'),
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('Thieves Ambush E', 'Thieves Rail Ledge W'),
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('Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW'),
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('Thieves BK Corner NE', 'Thieves Hallway SE'),
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('Thieves Pot Alcove Mid WS', 'Thieves Spike Track ES'),
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('Thieves Hellway NW', 'Thieves Spike Switch SW'),
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28
Doors.py
28
Doors.py
@@ -538,8 +538,8 @@ def create_doors(world, player):
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create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
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create_door(player, 'Thieves BK Corner NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
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create_door(player, 'Thieves Rail Ledge W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
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create_door(player, 'Thieves Rail Ledge NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
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create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0),
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create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low),
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create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low),
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@@ -614,10 +614,10 @@ def create_doors(world, player):
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create_door(player, 'Ice Cross Top Push Block Left', Lgcl),
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create_door(player, 'Ice Cross Top Push Block Right', Lgcl), # dynamic
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create_door(player, 'Ice Cross Bottom SE', Nrml).dir(So, 0x1e, Right, High).pos(3),
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create_door(player, 'Ice Cross Right ES', Nrml).dir(Ea, 0x1e, Bot, High).pos(0),
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create_door(player, 'Ice Cross Right ES', Nrml).dir(Ea, 0x1e, Bot, High).trap(0x4).pos(0),
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create_door(player, 'Ice Bomb Drop Hole', Hole),
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create_door(player, 'Ice Compass Room NE', Nrml).dir(No, 0x2e, Right, High).pos(0),
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create_door(player, 'Ice Pengator Switch WS', Nrml).dir(We, 0x1f, Bot, High).pos(0),
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create_door(player, 'Ice Pengator Switch WS', Nrml).dir(We, 0x1f, Bot, High).trap(0x4).pos(0),
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create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
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create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
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create_door(player, 'Ice Big Key Push Block', Lgcl),
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@@ -642,8 +642,8 @@ def create_doors(world, player):
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create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).pos(1),
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create_door(player, 'Ice Falling Square Hole', Hole),
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create_door(player, 'Ice Spike Room WS', Nrml).dir(We, 0x5f, Bot, High).small_key().pos(0),
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create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Up, 0x5f, 4, HTH).ss(Z, 0x11, 0x48, True, True),
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create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x1a, 0xa4, True, True),
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create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x11, 0x48, True, True),
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create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Up, 0x5f, 4, HTH).ss(Z, 0x1a, 0xa4, True, True),
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create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True),
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create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
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create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
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@@ -656,7 +656,7 @@ def create_doors(world, player):
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create_door(player, 'Ice Tall Hint WS', Intr).dir(We, 0x7e, Bot, High).pos(1),
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create_door(player, 'Ice Tall Hint EN', Nrml).dir(Ea, 0x7e, Top, High).pos(1),
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create_door(player, 'Ice Tall Hint SE', Nrml).dir(So, 0x7e, Right, High).small_key().pos(0),
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create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).pos(0),
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create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).trap(0x4).pos(0),
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create_door(player, 'Ice Hookshot Ledge Path', Lgcl),
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create_door(player, 'Ice Hookshot Balcony Path', Lgcl),
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create_door(player, 'Ice Hookshot Balcony SW', Intr).dir(So, 0x7f, Left, High).pos(1),
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@@ -668,8 +668,8 @@ def create_doors(world, player):
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create_door(player, 'Iced T Up Stairs', Sprl).dir(Up, 0xae, 0, HTH).ss(S, 0x1a, 0x3c, True, True),
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create_door(player, 'Ice Catwalk WN', Nrml).dir(We, 0xaf, Top, High).pos(1),
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create_door(player, 'Ice Catwalk NW', Nrml).dir(No, 0xaf, Left, High).pos(0),
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create_door(player, 'Ice Many Pots SW', Nrml).dir(So, 0x9f, Left, High).pos(1),
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create_door(player, 'Ice Many Pots WS', Nrml).dir(We, 0x9f, Bot, High).pos(0),
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create_door(player, 'Ice Many Pots SW', Nrml).dir(So, 0x9f, Left, High).trap(0x2).pos(1),
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create_door(player, 'Ice Many Pots WS', Nrml).dir(We, 0x9f, Bot, High).trap(0x4).pos(0),
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create_door(player, 'Ice Crystal Right ES', Nrml).dir(Ea, 0x9e, Bot, High).pos(3),
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create_door(player, 'Ice Crystal Right Orange Barrier', Lgcl),
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create_door(player, 'Ice Crystal Right Blue Hole', Hole), # combine holes again??
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@@ -688,10 +688,10 @@ def create_doors(world, player):
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create_door(player, 'Ice Anti-Fairy SE', Intr).dir(So, 0xbe, Right, High).pos(2),
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create_door(player, 'Ice Switch Room NE', Intr).dir(No, 0xbe, Right, High).pos(2),
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create_door(player, 'Ice Switch Room ES', Nrml).dir(Ea, 0xbe, Bot, High).small_key().pos(1),
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create_door(player, 'Ice Switch Room SE', Nrml).dir(So, 0xbe, Right, High).pos(0),
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create_door(player, 'Ice Switch Room SE', Nrml).dir(So, 0xbe, Right, High).trap(0x4).pos(0),
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create_door(player, 'Ice Refill WS', Nrml).dir(We, 0xbf, Bot, High).small_key().pos(0),
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create_door(player, 'Ice Fairy Warp', Warp),
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create_door(player, 'Ice Antechamber NE', Nrml).dir(No, 0xce, Right, High).pos(0),
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create_door(player, 'Ice Antechamber NE', Nrml).dir(No, 0xce, Right, High).trap(0x4).pos(0),
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create_door(player, 'Ice Antechamber Hole', Hole),
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# Door Templates
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@@ -821,13 +821,13 @@ def create_paired_doors(world, player):
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PairedDoor('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'),
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# PairedDoor('', ''), # TR somaria hub to pokey
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PairedDoor('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
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PairedDoor('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots
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PairedDoor('Thieves BK Corner NW', 'Thieves Hallway SE'), # TT big key door
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PairedDoor('Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots
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PairedDoor('Thieves BK Corner NE', 'Thieves Hallway SE'), # TT big key door
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PairedDoor('Ice Switch Room ES', 'Ice Refill WS'), # Ice last key door to crystal switch
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# PairedDoor('', ''), # mire hub key door to attic
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# PairedDoor('', ''), # mire hub key door to map
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# PairedDoor('', ''), # tr last key door to switch maze
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PairedDoor('Thieves Ambush E', 'Thieves BK Corner W') # TT dashable above
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PairedDoor('Thieves Ambush E', 'Thieves Rail Ledge W') # TT dashable above
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]
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26
Dungeons.py
26
Dungeons.py
@@ -207,12 +207,12 @@ tower_regions = [
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]
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pod_regions = [
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'PoD Lobby', 'PoD Left Cage', 'PoD Middle Cage', 'PoD Shooter Room', 'PoD Pit Room', 'PoD Arena Main', 'PoD Arena North',
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'PoD Arena Crystal', 'PoD Arena Bridge', 'PoD Arena Ledge', 'PoD Sexy Statue', 'PoD Map Balcony', 'PoD Conveyor',
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'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room', 'PoD Stalfos Basement', 'PoD Basement Ledge',
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'PoD Big Key Landing', 'PoD Falling Bridge', 'PoD Dark Maze', 'PoD Big Chest Balcony', 'PoD Compass Room',
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'PoD Dark Basement', 'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs', 'PoD Lonely Turtle',
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'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss'
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'PoD Lobby', 'PoD Left Cage', 'PoD Middle Cage', 'PoD Shooter Room', 'PoD Pit Room', 'PoD Arena Main',
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'PoD Arena North', 'PoD Arena Crystal', 'PoD Arena Bridge', 'PoD Arena Ledge', 'PoD Sexy Statue', 'PoD Map Balcony',
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'PoD Conveyor', 'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room', 'PoD Stalfos Basement',
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'PoD Basement Ledge', 'PoD Big Key Landing', 'PoD Falling Bridge', 'PoD Dark Maze', 'PoD Big Chest Balcony',
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'PoD Compass Room', 'PoD Dark Basement', 'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs',
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'PoD Lonely Turtle', 'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss'
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]
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swamp_regions = [
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@@ -236,13 +236,13 @@ skull_regions = [
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]
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thieves_regions = [
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'Thieves Lobby', 'Thieves Ambush', 'Thieves BK Corner', 'Thieves Compass Room', 'Thieves Big Chest Nook',
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'Thieves Hallway', 'Thieves Boss', 'Thieves Pot Alcove Mid', 'Thieves Pot Alcove Bottom', 'Thieves Pot Alcove Top',
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'Thieves Conveyor Maze', 'Thieves Spike Track', 'Thieves Hellway', 'Thieves Hellway N Crystal',
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'Thieves Hellway S Crystal', 'Thieves Triple Bypass', 'Thieves Spike Switch', 'Thieves Attic',
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'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window', 'Thieves Basement Block',
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'Thieves Blocked Entry', 'Thieves Lonely Zazak', 'Thieves Blind\'s Cell', 'Thieves Conveyor Bridge',
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'Thieves Conveyor Block', 'Thieves Big Chest Room', 'Thieves Trap'
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'Thieves Lobby', 'Thieves Ambush', 'Thieves BK Corner', 'Thieves Rail Ledge', 'Thieves Compass Room',
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'Thieves Big Chest Nook', 'Thieves Hallway', 'Thieves Boss', 'Thieves Pot Alcove Mid', 'Thieves Pot Alcove Bottom',
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'Thieves Pot Alcove Top', 'Thieves Conveyor Maze', 'Thieves Spike Track', 'Thieves Hellway',
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'Thieves Hellway N Crystal', 'Thieves Hellway S Crystal', 'Thieves Triple Bypass', 'Thieves Spike Switch',
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'Thieves Attic', 'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window',
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'Thieves Basement Block', 'Thieves Blocked Entry', 'Thieves Lonely Zazak', 'Thieves Blind\'s Cell',
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'Thieves Conveyor Bridge', 'Thieves Conveyor Block', 'Thieves Big Chest Room', 'Thieves Trap'
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]
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ice_regions = [
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@@ -485,8 +485,8 @@ def create_regions(world, player):
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# tt
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create_dungeon_region(player, 'Thieves Lobby', 'Thieves\' Town', ['Thieves\' Town - Map Chest'], ['Thieves Town Exit', 'Thieves Lobby N Edge', 'Thieves Lobby NE Edge', 'Thieves Lobby E']),
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create_dungeon_region(player, 'Thieves Ambush', 'Thieves\' Town', ['Thieves\' Town - Ambush Chest'], ['Thieves Ambush S Edge', 'Thieves Ambush SE Edge', 'Thieves Ambush ES Edge', 'Thieves Ambush EN Edge', 'Thieves Ambush E']),
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create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge',
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'Thieves BK Corner W', 'Thieves BK Corner NW', 'Thieves BK Corner NE']),
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create_dungeon_region(player, 'Thieves Rail Ledge', 'Thieves\' Town', None, ['Thieves Rail Ledge NW', 'Thieves Rail Ledge W']),
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create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge', 'Thieves BK Corner NE']),
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create_dungeon_region(player, 'Thieves Compass Room', 'Thieves\' Town', ['Thieves\' Town - Compass Chest'], ['Thieves Compass Room NW Edge', 'Thieves Compass Room N Edge', 'Thieves Compass Room WS Edge', 'Thieves Compass Room W']),
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create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook WS Edge']),
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create_dungeon_region(player, 'Thieves Hallway', 'Thieves\' Town', ['Thieves\' Town - Hallway Pot Key'], ['Thieves Hallway SE', 'Thieves Hallway NE', 'Thieves Hallway WN', 'Thieves Hallway WS']),
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