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2 changes: 1 addition & 1 deletion source/location_access/locacc_gerudo_training_grounds.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -137,7 +137,7 @@ void AreaTable_Init_GerudoTrainingGrounds() {
// Exits
Entrance(GERUDO_TRAINING_GROUNDS_EYE_STATUE_LOWER,
{ [] { return CanUse(MEGATON_HAMMER) && CanUse(BOW); } }),
Entrance(GERUDO_TRAINING_GROUNDS_LAVA_ROOM, { [] { return true; } }),
Entrance(GERUDO_TRAINING_GROUNDS_LAVA_ROOM, { [] { return CanDefeatEnemies(11, 0, 5); } }),
});

areaTable[GERUDO_TRAINING_GROUNDS_EYE_STATUE_LOWER] =
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2 changes: 1 addition & 1 deletion source/location_access/locacc_shadow_temple.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -161,7 +161,7 @@ void AreaTable_Init_ShadowTemple() {
// Exits
Entrance(SHADOW_TEMPLE_WIND_TUNNEL, { [] {
return (LogicLensShadowBack || CanUse(LENS_OF_TRUTH)) && Hookshot &&
SmallKeys(SHADOW_TEMPLE, 3, 4);
SmallKeys(SHADOW_TEMPLE, 3, 4) && (CanDefeatEnemies(7, 0, 11) || CanUse(LONGSHOT));

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This can actually be done with the base hookshot even without spawning the chest. It's different from the original OoT because the hook travels a tiny bit further in this version. To do it you need to stand where the chest would be and aim at the target, the reticle will not appear but the hook will connect anyway.

You could add a logic trick setting and make this entrance require either the longshot or the trick. I don't think the check on the enemies should be there, because even jumping on the chest should be a trick anyway.

} }),
});

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