[ { "region_name": "Water Temple Lobby", "dungeon": "Water Temple", "events": { "Child Water Temple": "is_child", # Child can access only the falling platform room as the sole entrant into Water Temple. # Use Child_Water_Temple for cases where child assists after the water is lowered. "Raise Water Level": " (is_adult and (Hookshot or Hover_Boots or Bow)) or (has_fire_source_with_torch and can_use_projectile)" # Ensure that the water level can be raised if it were to be lowered. }, "exits": { "Lake Hylia": "True", "Water Temple Highest Water Level": "Raise_Water_Level", "Water Temple Dive": " (can_use(Zora_Tunic) or logic_fewer_tunic_requirements) and ((logic_water_temple_torch_longshot and can_use(Longshot)) or can_use(Iron_Boots))" } }, { "region_name": "Water Temple Highest Water Level", "dungeon": "Water Temple", "events": { "Water Temple Clear": "Boss_Key_Water_Temple and can_use(Longshot)" }, "locations": { "Morpha": "Boss_Key_Water_Temple and can_use(Longshot)", "Water Temple Morpha Heart": "Boss_Key_Water_Temple and can_use(Longshot)", "Fairy Pot": "has_bottle and can_use(Longshot)" }, "exits": { "Water Temple Falling Platform Room": "(Small_Key_Water_Temple, 4)" } }, { "region_name": "Water Temple Dive", "dungeon": "Water Temple", "locations": { "Water Temple Map Chest": "Raise_Water_Level", "Water Temple Compass Chest": " (can_play(Zeldas_Lullaby) or Iron_Boots) and can_use(Hookshot)", "Water Temple Torches Chest": " (Bow or can_use(Dins_Fire) or (Child_Water_Temple and Sticks and Kokiri_Sword and Magic_Meter)) and can_play(Zeldas_Lullaby)", "Water Temple Central Bow Target Chest": " Progressive_Strength_Upgrade and can_play(Zeldas_Lullaby) and ((Bow and (logic_water_central_bow or Hover_Boots or can_use(Longshot))) or (logic_water_central_bow and Child_Water_Temple and Slingshot and at('Water Temple Middle Water Level', True)))", "Water Temple GS Behind Gate": " (can_use(Hookshot) or can_use(Hover_Boots)) and has_explosives and can_play(Zeldas_Lullaby) and (can_use(Iron_Boots) or can_dive)", "Water Temple GS Central Pillar": " can_play(Zeldas_Lullaby) and (((can_use(Longshot) or (logic_water_central_gs_fw and can_use(Hookshot) and can_use(Farores_Wind))) and ((Small_Key_Water_Temple, 5) or can_use(Bow) or can_use(Dins_Fire))) or (logic_water_central_gs_irons and can_use(Hookshot) and can_use(Iron_Boots) and (can_use(Bow) or can_use(Dins_Fire))) or (logic_water_central_gs_fw and Child_Water_Temple and Boomerang and can_use(Farores_Wind) and (Sticks or can_use(Dins_Fire) or ((Small_Key_Water_Temple, 5) and (can_use(Hover_Boots) or can_use(Bow))))))" }, "exits": { "Water Temple Cracked Wall": " can_play(Zeldas_Lullaby) and (can_use(Hookshot) or can_use(Hover_Boots)) and (logic_water_cracked_wall_nothing or (logic_water_cracked_wall_hovers and can_use(Hover_Boots)))", "Water Temple Middle Water Level": " (Bow or can_use(Dins_Fire) or ((Small_Key_Water_Temple, 5) and can_use(Hookshot)) or (Child_Water_Temple and Sticks)) and can_play(Zeldas_Lullaby)", "Water Temple North Basement": " (Small_Key_Water_Temple, 4) and (can_use(Longshot) or (logic_water_boss_key_region and can_use(Hover_Boots))) and (can_use(Iron_Boots) or can_play(Zeldas_Lullaby))", "Water Temple Dragon Statue": " can_play(Zeldas_Lullaby) and Progressive_Strength_Upgrade and ((Iron_Boots and can_use(Hookshot)) or (logic_water_dragon_adult and (has_bombchus or can_use(Bow) or can_use(Hookshot)) and (can_dive or Iron_Boots)) or (logic_water_dragon_child and Child_Water_Temple and (has_bombchus or Slingshot or Boomerang) and can_dive))" } }, { "region_name": "Water Temple North Basement", "dungeon": "Water Temple", "locations": { "Water Temple Boss Key Chest": " (Small_Key_Water_Temple, 5) and (logic_water_bk_jump_dive or can_use(Iron_Boots)) and (logic_water_north_basement_ledge_jump or (has_explosives and Progressive_Strength_Upgrade) or Hover_Boots)", "Water Temple GS Near Boss Key Chest": "True", # Longshot just reaches without the need to actually go near, # Otherwise you have hovers and just hover over and collect with a jump slash "Fairy Pot": " has_bottle and (Small_Key_Water_Temple, 5) and (logic_water_bk_jump_dive or can_use(Iron_Boots)) and (logic_water_north_basement_ledge_jump or (has_explosives and Progressive_Strength_Upgrade) or Hover_Boots)" } }, { "region_name": "Water Temple Cracked Wall", "dungeon": "Water Temple", "locations": { "Water Temple Cracked Wall Chest": "has_explosives" } }, { "region_name": "Water Temple Dragon Statue", "dungeon": "Water Temple", "locations": { "Water Temple Dragon Chest": "True" } }, { "region_name": "Water Temple Middle Water Level", "dungeon": "Water Temple", "locations": { "Water Temple Central Pillar Chest": " can_use(Iron_Boots) and can_use(Zora_Tunic) and can_use(Hookshot) and ((Small_Key_Water_Temple, 5) or can_use(Bow) or can_use(Dins_Fire))" }, "exits": { "Water Temple Cracked Wall": "True" } }, { "region_name": "Water Temple Falling Platform Room", "dungeon": "Water Temple", "locations": { "Water Temple GS Falling Platform Room": " can_use(Longshot) or (logic_water_falling_platform_gs_hookshot and can_use(Hookshot)) or (logic_water_falling_platform_gs_boomerang and can_use(Boomerang))" }, "exits": { "Water Temple Dark Link Region": "(Small_Key_Water_Temple, 5) and can_use(Hookshot)" } }, { "region_name": "Water Temple Dark Link Region", "dungeon": "Water Temple", "locations": { "Water Temple Longshot Chest": "True", "Water Temple River Chest": "can_play(Song_of_Time) and Bow", "Water Temple GS River": " can_play(Song_of_Time) and ((Iron_Boots and (can_use(Zora_Tunic) or logic_fewer_tunic_requirements)) or (logic_water_river_gs and can_use(Longshot) and (Bow or has_bombchus)))", "Fairy Pot": "has_bottle and can_play(Song_of_Time)" }, "exits": { "Water Temple Dragon Statue": " (can_use(Zora_Tunic) or logic_fewer_tunic_requirements) and can_play(Song_of_Time) and Bow and (Iron_Boots or logic_water_dragon_jump_dive or logic_water_dragon_adult)" } } ]