----------------
Start Point
Extra - map_name: Start
Extra - starting_script: <EVE0091
> Door to First Cave; Heals? False
  * Layers: default
  * Door to First Cave/Door to Start Point
  * Extra - different_strongly_connected_component: True
  > Save Point
      Trivial

> Save Point; Heals? False
  * Layers: default
  > Door to First Cave
      Trivial
  > Refill
      Trivial

> Room Spawn; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - different_strongly_connected_component: True
  > Event - Start Point
      Trivial

> Refill; Heals? True
  * Layers: default
  > Save Point
      Trivial

> Event - Start Point; Heals? False
  * Layers: default
  * Event Start in Start Point
  * Extra - different_strongly_connected_component: True
  > Door to First Cave
      Trivial

----------------
First Cave
Extra - map_name: Cave
Extra - starting_script: <TRA0012:0094:0037:0011
> Door to Start Point; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Start Point/Door to First Cave
  > Door to Hermit Gunsmith
      Trivial
  > Door to Mimiga Village
      All of the following:
          Can Break Blocks
          # Kill the Eye Door if Starting in Start Point
          Before Start in Start Point or Has Weapon
  > Pickup (First Cave Life Capsule)
      Trivial

> Door to Hermit Gunsmith; Heals? False
  * Layers: default
  * Door to Hermit Gunsmith/Door to First Cave
  > Door to Start Point
      Trivial

> Door to Mimiga Village; Heals? False
  * Layers: default
  * Door to Mimiga Village/Door to First Cave
  > Door to Start Point
      Can Break Blocks

> Pickup (First Cave Life Capsule); Heals? False
  * Layers: default
  * Pickup 32; Category? Minor
  * Extra - event: 0401
  > Door to Start Point
      Trivial

----------------
Hermit Gunsmith
Extra - map_name: Pole
Extra - starting_script: <TRA0090:0094:0007:0009
> Door to First Cave; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to First Cave/Door to Hermit Gunsmith
  > Pickup (Hermit Gunsmith Chest)
      Trivial
  > Pickup (Tetsuzou)
      All of the following:
          After Defeated Core
          Polar Star or Spur

> Pickup (Hermit Gunsmith Chest); Heals? False
  * Layers: default
  * Pickup 33; Category? Minor
  * Extra - event: 0202
  > Door to First Cave
      Trivial

> Pickup (Tetsuzou); Heals? False
  * Layers: default
  * Pickup 34; Category? Minor
  * Extra - event: 0303
  > Door to First Cave
      Trivial

----------------
Mimiga Village
Extra - map_name: Mimi
Extra - starting_script: <TRA0011:0302:0008:0006
> Door to First Cave; Heals? False
  * Layers: default
  * Door to First Cave/Door to Mimiga Village
  > Room Centre
      Trivial

> Room Centre; Heals? False; Spawn Point; Default Node
  * Layers: default
  > Door to First Cave
      Has Flight
  > Door to Save Point
      Trivial
  > Door to Reservoir
      Trivial
  > Door to Yamashita Farm
      Trivial
  > Door to Assembly Hall
      Trivial
  > Door to Graveyard
      After Toroko Kidnapped
  > Door to Shack
      Trivial
  > Door to Arthur's House
      Arthur's Key
  > Pickup (Mimiga Village Chest)
      Trivial

> Door to Save Point; Heals? False
  * Layers: default
  * Door to Save Point/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Reservoir; Heals? False
  * Layers: default
  * Door to Reservoir/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Yamashita Farm; Heals? False
  * Layers: default
  * Door to Yamashita Farm/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Assembly Hall; Heals? False
  * Layers: default
  * Door to Assembly Hall/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Graveyard; Heals? False
  * Layers: default
  * Door to Graveyard/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Shack; Heals? False
  * Layers: default
  * Door to Shack/Door to Mimiga Village
  > Room Centre
      Trivial

> Door to Arthur's House; Heals? False
  * Layers: default
  * Door to Arthur's House/Door to Mimiga Village
  > Room Centre
      Trivial

> Pickup (Mimiga Village Chest); Heals? False
  * Layers: default
  * Pickup 35; Category? Minor
  * Extra - event: 0202
  > Room Centre
      Trivial

----------------
Save Point
Extra - map_name: MiBox
Extra - starting_script: <TRA0020:0094:0008:0009
> Door to Mimiga Village; Heals? False
  * Layers: default
  * Door to Mimiga Village/Door to Save Point
  > Save Point
      Trivial
  > Refill
      Trivial

> Save Point; Heals? False; Spawn Point; Default Node
  * Layers: default
  > Door to Mimiga Village
      Trivial

> Refill; Heals? True
  * Layers: default
  > Door to Mimiga Village
      Trivial

----------------
Yamashita Farm
Extra - map_name: Plant
Extra - starting_script: <TRA0017:0092:0002:0011
Hint Features - Garden, Underwater
> Door to Mimiga Village; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Mimiga Village/Door to Yamashita Farm
  > Pickup (Yamashita Farm)
      Trivial

> Pickup (Yamashita Farm); Heals? False
  * Layers: default
  * Pickup 36; Category? Minor
  * Extra - event: 0401
  > Door to Mimiga Village
      Trivial

----------------
Reservoir
Extra - map_name: Pool
Extra - starting_script: <TRA0015:0090:0036:0014
Hint Features - Underwater
> Door to Mimiga Village; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Mimiga Village/Door to Reservoir
  > Debug Cat to Dark Place
      # Appears after killing Ironhead with entrance rando disabled
      After Defeated Ironhead and Disabled Entrance Randomizer
  > Pickup (Reservoir)
      Trivial

> Debug Cat to Dark Place; Heals? False
  * Layers: default
  * Debug Cat to Dark Place/Entrance from Reservoir
  > Door to Mimiga Village
      Trivial

> Pickup (Reservoir); Heals? False
  * Layers: default
  * Pickup 37; Category? Minor
  * Extra - event: 0301
  > Door to Mimiga Village
      Trivial

> Entrance from Main Artery; Heals? False
  * Layers: default
  * Entrance to Main Artery/Exit to Reservoir
  > Door to Mimiga Village
      Trivial

----------------
Assembly Hall
Extra - map_name: Comu
Extra - starting_script: <TRA0019:0094:0007:0010
Hint Features - Fireplace
> Door to Mimiga Village; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Mimiga Village/Door to Assembly Hall
  > Pickup (Assembly Hall Fireplace)
      Jellyfish Juice

> Pickup (Assembly Hall Fireplace); Heals? False
  * Layers: default
  * Pickup 38; Category? Minor
  * Extra - event: 0303
  > Door to Mimiga Village
      Trivial

----------------
Graveyard
Extra - map_name: Cemet
Extra - starting_script: <TRA0016:0092:0002:0012
> Door to Mimiga Village; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Mimiga Village/Door to Graveyard
  > Door to Storage
      Has Flight
  > Pickup (Arthur's Grave)
      Trivial
  > Pickup (Mr. Little (Graveyard))
      Trivial

> Door to Storage; Heals? False
  * Layers: default
  * Door to Storage/Door to Graveyard
  > Door to Mimiga Village
      Trivial

> Pickup (Arthur's Grave); Heals? False
  * Layers: default
  * Pickup 39; Category? Minor
  * Hint Features - Fallen Hero
  * Extra - event: 0301
  > Door to Mimiga Village
      Trivial

> Pickup (Mr. Little (Graveyard)); Heals? False
  * Layers: default
  * Pickup 40; Category? Minor
  * Extra - event: 0202
  > Door to Mimiga Village
      Trivial

----------------
Storage
Extra - map_name: Mapi
Extra - starting_script: <TRA0083:0094:0007:0010
> Door to Graveyard; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Graveyard/Door to Storage
  > Pickup (Storage? Chest)
      After Saved Curly
  > Event - Ma Pignon
      All of the following:
          Mushroom Badge
          # Ma Pignon is completely immune to Missiles, Super Missiles, and the Blade
          Bubbler or Fireball or Machine Gun or Nemesis or Polar Star or Snake or Spur

> Pickup (Storage? Chest); Heals? False
  * Layers: default
  * Pickup 41; Category? Minor
  * Extra - event: 0202
  > Door to Graveyard
      Trivial

> Event - Ma Pignon; Heals? False
  * Layers: default
  * Event Defeated Ma Pignon
  > Pickup (Ma Pignon Boss)
      Trivial

> Pickup (Ma Pignon Boss); Heals? False
  * Layers: default
  * Pickup 42; Category? Minor
  * Hint Features - Boss
  * Extra - event: 0501
  > Door to Graveyard
      Trivial

----------------
Shack
Extra - map_name: Barr
Extra - starting_script: <TRA0014:0094:0005:0009
> Door to Mimiga Village; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Door to Mimiga Village/Door to Shack
  > Event - Toroko Kidnapped
      Silver Locket and Has Weapon
  > Event - Balrog 1
      All of the following:
          After Toroko Kidnapped
          Any of the following:
              Can Kill Bosses
              All of the following:
                  # Weapon requirements
                  Kill Bosses with Missiles (Beginner)
                  Any of the following:
                      Missiles ≥ 4 and Missile Launcher
                      Missiles ≥ 2 and Super Missile Launcher ≥ 2
              # Health requirements
              Combat (Beginner) and Normal Damage ≥ 3
  > Event - Level MG
      Machine Gun and After Defeated Balrog 1

> Event - Toroko Kidnapped; Heals? False
  * Layers: default
  * Event Toroko Kidnapped
  > Door to Mimiga Village
      Trivial

> Event - Balrog 1; Heals? False
  * Layers: default
  * Event Defeated Balrog 1
  > Door to Mimiga Village
      Trivial

> Event - Level MG; Heals? False
  * Layers: default
  * Event Level Up Machine Gun
  > Door to Mimiga Village
      Trivial

----------------
Arthur's House
Extra - map_name: Pens1
Extra - starting_script: <TRA0001:0094:0008:0004
Hint Features - Someone's House
> Door to Mimiga Village; Heals? False
  * Layers: default
  * Door to Mimiga Village/Door to Arthur's House
  > Main Teleporter
      Trivial

> Pickup (Professor Booster); Heals? False
  * Layers: default
  * Pickup 43; Category? Minor
  * Extra - event: 0652
  > Main Teleporter
      Trivial

> Main Teleporter; Heals? False
  * Layers: default
  > Door to Mimiga Village
      Arthur's Key
  > Pickup (Professor Booster)
      After Defeated Core
  > Save Point
      Trivial
  > Teleporter to Egg Corridor
      Trivial
  > Teleporter to Grasstown
      Trivial
  > Teleporter to Sand Zone
      Trivial
  > Teleporter to Labyrinth B
      Trivial
  > Teleporter to Teleporter
      Trivial
  > Teleporter to Egg Corridor?
      # Defeat the Core or come in from Egg Corridor?
      After Defeated Core or After Used Egg Corridor? Teleporter
  > Room Spawn
      Trivial

> Save Point; Heals? False
  * Layers: default
  > Main Teleporter
      Trivial
  > Refill
      Trivial

> Teleporter to Egg Corridor; Heals? False
  * Layers: default
  * Teleporter to Egg Corridor/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Teleporter to Grasstown; Heals? False
  * Layers: default
  * Teleporter to Grasstown/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Teleporter to Sand Zone; Heals? False
  * Layers: default
  * Teleporter to Sand Zone/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Teleporter to Labyrinth B; Heals? False
  * Layers: default
  * Teleporter to Labyrinth B/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Teleporter to Teleporter; Heals? False
  * Layers: default
  * Teleporter to Teleporter/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Teleporter to Egg Corridor?; Heals? False
  * Layers: default
  * Teleporter to Egg Corridor?/Teleporter to Arthur's House
  > Main Teleporter
      Trivial

> Room Spawn; Heals? False; Spawn Point; Default Node
  * Layers: default
  > Event - Arthur's House
      Trivial

> Refill; Heals? True
  * Layers: default
  > Save Point
      Trivial

> Event - Arthur's House; Heals? False
  * Layers: default
  * Event Start in Arthur's House
  > Main Teleporter
      Trivial

