Add addresses and regions for pyramid and ganons tower. Not currently shuffled, but may be of interest to Plandomizers.
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			@ -1312,7 +1312,11 @@ mandatory_connections = [('Links House', 'Links House'),  # unshuffled. For now
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                         ('Ganons Tower Torch Rooms', 'Ganons Tower (Before Moldorm)'),
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                         ('Ganons Tower Moldorm Door', 'Ganons Tower (Moldorm)'),
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                         ('Ganons Tower Moldorm Gap', 'Agahnim 2'),
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                         ('Pyramid Hole', 'Pyramid')  # not shuffled, for now
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                         ('Pyramid Hole', 'Pyramid'),  # not shuffled, for now
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                         ('Ganon Drop', 'Bottom of Pyramid'),
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                         ('Pyramid Exit', 'Pyramid Ledge'),
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                         ('Pyramid Entrance', 'Bottom of Pyramid'),
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                         ('Pyramid Drop', 'East Dark World')
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                         ]
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# non-shuffled entrance links
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			@ -1579,10 +1583,13 @@ door_addresses = {'Desert Palace Entrance (South)': (0xDBB7B, 0x15B02),
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                  'Dark Death Mountain Ascend (Bottom)': (0xDBB85, 0x15B16),
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                  'Hookshot Cave': (0xDBBAC, 0x15B64),
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                  'Hookshot Cave Back Entrance': (0xDBBAD, 0x15B66),
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                  'Ganons Tower': (0xDBBA9, 0x15B5E),
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                  'Pyramid Entrance': (0xDBBA8, 0x15B5C),
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                  'Skull Woods First Section Hole (East)': (0xDB84D, 0xDB84E),
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                  'Skull Woods First Section Hole (West)': (0xDB84F, 0xDB850),
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                  'Skull Woods First Section Hole (North)': 0xDB84C,
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                  'Skull Woods Second Section Hole': (0xDB851, 0xDB852),
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                  'Pyramid Hole': (0xDB854, 0xDB855, 0xDB856),
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                  'Waterfall of Wishing': 0xDBBCE,
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                  'Dam': 0xDBBC0,
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                  'Thiefs Hut': 0xDBBD3,
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			@ -1716,6 +1723,8 @@ exit_ids = {'Desert Palace Exit (South)': (0x09, 0x84),
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            'Dark Death Mountain Ascend Exit (Bottom)': (0x13, 0xF8),
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            'Hookshot Cave Exit (South)': (0x3A, 0x3C),
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            'Hookshot Cave Exit (North)': (0x3B, 0x2C),
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            'Ganons Tower Exit': (0x37, 0x0C),
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            'Pyramid Exit': (0x36, 0x10),
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            'Waterfall of Wishing': 0x5C,
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            'Dam': 0x4E,
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            'Thiefs Hut': 0x61,
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			@ -1783,4 +1792,5 @@ exit_ids = {'Desert Palace Exit (South)': (0x09, 0x84),
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            'Skull Woods Second Section': 0x79,
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            'Skull Woods First Section (Left)': 0x77,
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            'Skull Woods First Section (Right)': 0x78,
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            'Skull Woods First Section (Top)': 0x76}
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            'Skull Woods First Section (Top)': 0x76,
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            'Pyramid': 0x7B}
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			@ -263,7 +263,9 @@ def create_regions(world):
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                                                        '[dungeon-A2-6F] Ganons Tower - Room before Moldorm'], ['Ganons Tower Moldorm Door']),
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        create_region('Ganons Tower (Moldorm)', None, ['Ganons Tower Moldorm Gap']),
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        create_region('Agahnim 2', ['[dungeon-A2-6F] Ganons Tower - Moldorm Room'], ['Pyramid Hole']),
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        create_region('Pyramid', ['Ganon'])
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        create_region('Pyramid', ['Ganon'], ['Ganon Drop']),
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        create_region('Bottom of Pyramid', None, ['Pyramid Exit']),
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        create_region('Pyramid Ledge', None, ['Pyramid Entrance', 'Pyramid Drop'])
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        ]
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								Rules.py
								
								
								
								
							
							
						
						
									
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								Rules.py
								
								
								
								
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			@ -306,6 +306,7 @@ def global_rules(world):
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        forbid_item(world.get_location(location), 'Big Key (Ganons Tower)')
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    set_rule(world.get_location('Ganon'), lambda state: state.has_beam_sword() and state.has_fire_source() and (state.has('Tempered Sword') or state.has('Golden Sword') or state.has('Silver Arrows') or state.has('Lamp') or state.has('Bottle') or state.has('Half Magic') or state.has('Quarter Magic')))  # need to light torch a sufficient amount of times
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    set_rule(world.get_entrance('Ganon Drop'), lambda state: state.has_beam_sword())  # need to damage ganon to get tiles to drop
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def no_glitches_rules(world):
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