Archipelago/worlds/oot/data/World/Water Temple.json

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[
{
"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)"
}
}
]