----------------
Final Cave
Extra - map_name: Priso1
> Door to Plantation; Heals? False
  * Layers: default
  * Door to Plantation/Door to Final Cave
  > Door to Balcony (Pre-Bosses)
      Has Weapon

> Door to Balcony (Pre-Bosses); Heals? False
  * Layers: default
  * Door to Balcony (Pre-Bosses)/Door to Final Cave
  > Door to Plantation
      Has Weapon

----------------
Last Cave (Hidden)
Extra - map_name: Priso2
Hint Features - Boss
> Door to Plantation; Heals? False
  * Layers: default
  * Door to Plantation/Door to Last Cave (Hidden)
  > Before Red Demon
      Booster 2.0 and Has Weapon

> Event - Red Demon; Heals? False
  * Layers: default
  * Event Defeated Red Demon
  > Door to Plantation
      Booster 2.0
  > Pickup (Red Demon Boss)
      Booster 2.0
  > Door to Balcony (Pre-Bosses)
      Booster 2.0

> Pickup (Red Demon Boss); Heals? False
  * Layers: default
  * Pickup 29; Category? Minor
  * Extra - event: 0300
  > Door to Plantation
      Booster 2.0
  > Door to Balcony (Pre-Bosses)
      Booster 2.0

> Door to Balcony (Pre-Bosses); Heals? False
  * Layers: default
  * Door to Balcony (Pre-Bosses)/Door to Last Cave (Hidden)
  > Before Red Demon
      Booster 2.0 and Has Weapon

> Before Red Demon; Heals? False
  * Layers: default
  > Door to Plantation
      After Defeated Red Demon
  > Event - Red Demon
      Any of the following:
          Can Kill Bosses
          Missiles ≥ 8 and Super Missile Launcher and Kill Bosses with Missiles (Intermediate)
          Missiles ≥ 18 and Missile Launcher and Kill Bosses with Missiles (Advanced)
  > Door to Balcony (Pre-Bosses)
      After Defeated Red Demon

----------------
Balcony (Pre-Bosses)
Extra - map_name: Blcny1
Extra - starting_script: <TRA0062:0091:0007:0074
> Exit to Throne Room; Heals? False
  * Layers: default
  * Exit to Throne Room/Entrance from Balcony (Pre-Bosses)

> Door to Final Cave; Heals? False
  * Layers: default
  * Door to Final Cave/Door to Balcony (Pre-Bosses)
  > Door to Prefab Building
      Trivial

> Door to Last Cave (Hidden); Heals? False
  * Layers: default
  * Door to Last Cave (Hidden)/Door to Balcony (Pre-Bosses)
  > Door to Prefab Building
      Trivial

> Door to Prefab Building; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Prefab Building/Door to Balcony (Pre-Bosses)
  > Exit to Throne Room
      After Lowered Barrier
  > Door to Final Cave
      No Booster 2.0
  > Door to Last Cave (Hidden)
      Booster 2.0
  > Event - Lowered Barrier
      All of the following:
          # Normal Ending and above
          After Saved Sue
          Any of the following:
              Enabled Normal Ending
              All of the following:
                  # Best Ending and above
                  Booster 2.0 and Iron Bond
                  Any of the following:
                      Enabled Best Ending
                      All of the following:
                          # All Bosses and above
                          After Defeated Balfrog and After Defeated Balrog 1 and After Defeated Balrog 2 and After Defeated Balrog 3 and After Defeated Core and After Defeated Curly and After Defeated Igor and After Defeated Ironhead and After Defeated Ma Pignon and After Defeated Monster X and After Defeated Omega and After Defeated Puu Black and After Defeated Sisters and After Defeated Toroko+
                          Any of the following:
                              Enabled All Bosses
                              # 100%
                              Enabled 100%

> Event - Lowered Barrier; Heals? False
  * Layers: default
  * Event Lowered Barrier
  > Door to Prefab Building
      Trivial

----------------
Prefab Building
Extra - map_name: Prefa1
Extra - starting_script: <TRA0066:0094:0011:0008
> Door to Balcony (Pre-Bosses); Heals? False
  * Layers: default
  * Door to Balcony (Pre-Bosses)/Door to Prefab Building
  > Save Point/Bed
      Trivial

> Save Point/Bed; Heals? True; Spawn Point; Default Node
  * Layers: default
  > Door to Balcony (Pre-Bosses)
      Trivial

----------------
Throne Room
Extra - map_name: Ring1
> Event - Misery; Heals? False
  * Layers: default
  * Event Defeated Misery
  > H/V Trigger to The King's Table
      Trivial

> Entrance from Balcony (Pre-Bosses); Heals? False
  * Layers: default
  * Entrance to Balcony (Pre-Bosses)/Exit to Throne Room
  > Event - Misery
      Any of the following:
          Can Kill Bosses
          Missiles ≥ 13 and Super Missile Launcher and Kill Bosses with Missiles (Advanced)
          Missiles ≥ 31 and Missile Launcher and Kill Bosses with Missiles (Expert)

> Exit to Balcony (Post-Bosses); Heals? False
  * Layers: default
  * Exit to Balcony (Post-Bosses)/Entrance from Throne Room

> H/V Trigger to The King's Table; Heals? False
  * Layers: default
  * H/V Trigger to The King's Table/H/V Trigger to Throne Room
  > Exit to Balcony (Post-Bosses)
      After Defeated Undead Core

----------------
The King's Table
Extra - map_name: Ring2
> Event - Doctor; Heals? False
  * Layers: default
  * Event Defeated Doctor
  > H/V Trigger to Black Space
      Trivial

> H/V Trigger to Throne Room; Heals? False
  * Layers: default
  * H/V Trigger to Throne Room/H/V Trigger to The King's Table
  > Event - Doctor
      Any of the following:
          Can Kill Bosses
          Missiles ≥ 36 and Missile Launcher and Kill Bosses with Missiles (Intermediate)
          Missiles ≥ 16 and Super Missile Launcher and Kill Bosses with Missiles (Advanced)

> H/V Trigger to Black Space; Heals? False
  * Layers: default
  * H/V Trigger to Black Space/H/V Trigger to The King's Table
  > H/V Trigger to Throne Room
      After Defeated Undead Core

----------------
Black Space
Extra - map_name: Ring3
> Event - Undead Core; Heals? False
  * Layers: default
  * Event Defeated Undead Core
  > H/V Trigger to The King's Table
      Trivial

> H/V Trigger to The King's Table; Heals? False
  * Layers: default
  * H/V Trigger to The King's Table/H/V Trigger to Black Space
  > Event - Undead Core
      Any of the following:
          Can Kill Bosses
          Missiles ≥ 18 and Super Missile Launcher and Kill Bosses with Missiles (Advanced)
          Missiles ≥ 42 and Missile Launcher and Kill Bosses with Missiles (Expert)

----------------
Balcony (Post-Bosses)
Extra - map_name: Blcny2
> Event - Normal Ending; Heals? False
  * Layers: default
  * Event Normal Ending
  * Extra - different_strongly_connected_component: True

> Entrance from Throne Room; Heals? False
  * Layers: default
  * Entrance to Throne Room/Exit to Balcony (Post-Bosses)
  > Event - Normal Ending
      After Defeated Undead Core and Enabled Normal Ending
  > Exit to Prefab House
      All of the following:
          Iron Bond
          Enabled All Bosses or Enabled Best Ending or Enabled Entrance Randomizer or Enabled 100%

> Exit to Prefab House; Heals? False
  * Layers: default
  * Exit to Prefab House/Entrance from Balcony (Post-Bosses)

> Entrance from Prefab House; Heals? False
  * Layers: default
  * Entrance to Prefab House/Exit to Balcony (Post-Bosses)
  > Entrance from Throne Room
      Trivial

----------------
Prefab House
Extra - map_name: Prefa2
> Entrance from Balcony (Post-Bosses); Heals? False
  * Layers: default
  * Entrance to Balcony (Post-Bosses)/Exit to Prefab House
  > Exit to Balcony (Post-Bosses)
      Trivial
  > Exit to Sacred Grounds - B1
      Trivial
  > Save Point
      Trivial

> Exit to Balcony (Post-Bosses); Heals? False
  * Layers: default
  * Exit to Balcony (Post-Bosses)/Entrance from Prefab House

> Exit to Sacred Grounds - B1; Heals? False
  * Layers: default
  * Exit to Sacred Grounds - B1/Entrance from Prefab House

> Save Point; Heals? False; Default Node
  * Layers: default
  > Entrance from Balcony (Post-Bosses)
      Trivial

----------------
Sacred Grounds - B1
Extra - map_name: Hell1
> Entrance from Prefab House; Heals? False
  * Layers: default
  * Entrance to Prefab House/Exit to Sacred Grounds - B1
  > Pickup (Hell B1 Spot)
      Booster 2.0

> Door to Sacred Grounds - B2; Heals? False
  * Layers: default
  * Door to Sacred Grounds - B2/Door to Sacred Grounds - B1
  > Pickup (Hell B1 Spot)
      Booster 2.0
  > Event - Curly
      After Used Ma Pignon

> Pickup (Hell B1 Spot); Heals? False
  * Layers: default
  * Pickup 30; Category? Minor
  * Extra - event: 0401
  > Door to Sacred Grounds - B2
      Booster 2.0

> Event - Curly; Heals? False; Default Node
  * Layers: default
  * Event Picked up Curly (Hell)
  > Door to Sacred Grounds - B2
      Trivial

----------------
Sacred Grounds - B2
Extra - map_name: Hell2
> Door to Sacred Grounds - B1; Heals? False
  * Layers: default
  * Door to Sacred Grounds - B1/Door to Sacred Grounds - B2
  > H/V Trigger to Sacred Grounds - B3
      Has Weapon

> H/V Trigger to Sacred Grounds - B3; Heals? False
  * Layers: default
  * H/V Trigger to Sacred Grounds - B3/H/V Trigger to Sacred Grounds - B2
  > Door to Sacred Grounds - B1
      Has Weapon

----------------
Sacred Grounds - B3
Extra - map_name: Hell3
> H/V Trigger to Sacred Grounds - B2; Heals? False
  * Layers: default
  * H/V Trigger to Sacred Grounds - B2/H/V Trigger to Sacred Grounds - B3
  > After Spike Pit
      All of the following:
          Has Weapon
          Any of the following:
              Has Flight
              # Damage boost off of spikes
              Damage Boosting (Beginner) and Normal Damage ≥ 10

> Pickup (Hell B3 Chest); Heals? False
  * Layers: default
  * Pickup 31; Category? Minor
  * Extra - event: 0400
  > After Spike Pit
      Trivial

> Exit to Passage?; Heals? False
  * Layers: default
  * Exit to Passage?/Entrance from Sacred Grounds - B3

> Event - Heavy Press; Heals? False
  * Layers: default
  * Event Defeated Heavy Press
  > Exit to Passage?
      Trivial

> After Spike Pit; Heals? False
  * Layers: default
  > H/V Trigger to Sacred Grounds - B2
      All of the following:
          Has Weapon
          Any of the following:
              Has Flight
              # Damage boost off of spikes
              Damage Boosting (Beginner) and Normal Damage ≥ 10
  > Pickup (Hell B3 Chest)
      All of the following:
          Has Flight
          Any of the following:
              Can Break Blocks
              Bubbler and Break blocks with Bubbler (Beginner)
              All of the following:
                  Missiles and Break blocks with Missiles (Beginner)
                  Missile Launcher or Super Missile Launcher
  > Event - Heavy Press
      Any of the following:
          Can Kill Bosses
          # Shoot with Curly's Nemesis
          After Picked up Curly (Hell) and Pacifist Strats (Beginner)
          Missiles ≥ 18 and Super Missile Launcher and Kill Bosses with Missiles (Intermediate)
          Missiles ≥ 41 and Missile Launcher and Kill Bosses with Missiles (Advanced)

----------------
Corridor
Extra - map_name: Ostep
> Door to Passage?; Heals? False
  * Layers: default
  * Door to Passage?/Door to Corridor
  > Exit to Seal Chamber
      Trivial

> Exit to Seal Chamber; Heals? False
  * Layers: default
  * Exit to Seal Chamber/Entrance from Corridor
  > Door to Passage?
      Trivial

----------------
Seal Chamber
Extra - map_name: Ballo1
> Entrance from Corridor; Heals? False
  * Layers: default
  * Entrance to Corridor/Exit to Seal Chamber
  > Event - Best Ending
      All of the following:
          Has Flight
          Any of the following:
              # No Missile tricks because holy moly 3808 HP absolutely dwarfs every other boss in the game lol
              Can Kill Bosses
              # Shoot with Curly's Nemesis
              After Picked up Curly (Hell) and Pacifist Strats (Beginner)
          Enabled All Bosses or Enabled Best Ending or Enabled 100%

> Event - Best Ending; Heals? False
  * Layers: default
  * Event Best Ending
  * Extra - different_strongly_connected_component: True
  > Entrance from Corridor
      Trivial

