three_of_a_kind_north=Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area,OR(AND(r.hit_switch,r.attack_hookshot_no_bomb),AND(OR(BOMB,FEATHER),SHIELD)))# compass chest; either hit the switch, or have feather to fall on top of raised blocks. No bracelet because ball does not reset
bottomleftF2_area=Location(dungeon=7).connect(topright_pillar_area,r.hit_switch)# area with hinox, be able to hit a switch to reach that area
nightmare_key=Location(dungeon=7).add(DungeonChest(0x224)).connect(bottomleftF2_area,r.miniboss_requirements[world_setup.miniboss_mapping[6]])# nightmare key after the miniboss
mirror_shield_chest=Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area,r.hit_switch)# mirror shield chest, need to be able to hit a switch to reach or
toprightF1_chest=Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area,r.hit_switch)# chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up
final_pillar_area=Location(dungeon=7).add(DungeonChest(0x21C)).connect(bottomleftF2_area,AND(BOMB,HOOKSHOT))# chest that needs to spawn to get to the last pillar
final_pillar=Location(dungeon=7).connect(final_pillar_area,POWER_BRACELET)# decouple chest from pillar
beamos_horseheads_area=Location(dungeon=7).connect(final_pillar,NIGHTMARE_KEY7)# area behind boss door
beamos_horseheads=Location(dungeon=7).add(DungeonChest(0x220)).connect(beamos_horseheads_area,POWER_BRACELET)# 100 rupee chest / medicine chest (DX) behind boss door
pre_boss=Location(dungeon=7).connect(beamos_horseheads_area,HOOKSHOT)# raised plateau before boss staircase
three_of_a_kind_north.connect(topright_pillar_area,BOMB)# use timed bombs to match the 3 of a kinds (south 3 of a kind room is implicite as normal logic can not reach chest without hookshot)
topright_pillar_area.connect(entrance,r.super_jump_sword)# superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added
toprightF1_chest.connect(topright_pillar_area,r.super_jump_feather)# superjump from F1 switch room
topleftF2_area=Location(dungeon=7).connect(topright_pillar_area,r.super_jump_feather)# superjump in top left pillar room over the blocks from right to left, to reach tile room
topleftF1_chest.connect(bottomleftF2_area,r.boots_jump,one_way=True)# without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area
final_pillar_area.connect(bottomleftF2_area,AND(r.sideways_block_push,OR(r.attack_hookshot,POWER_BRACELET,AND(FEATHER,SHIELD))))# sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path