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- Several Kickclimb tricks. - Shutter gates made bidirectional for distinction from PONRs. - Third Stabilizer Zone to Charge Core non PONR already has missiles to defeat stabilizer. Removed redundant requirement. - CanDefeatBeginnerBoss feels like it implies more than it requires. Changing to HasMissile for simplicity and skimmability. - PONRs added for several connections and locations. - Hopefully-right-this-time "Nothing"s added to requirements and not requirementless connections/locations. - Advanced shinespark for NE Stabilizer. - Kickclimb Tutorial simplified - May have lost mind and toyed around nesting requirements for speed check for the hole of shinesparkery. - Fixed bomb or PB requirements for Ridley, and eased up on combat logic. Plasmaless is kind of a pain. - Added redundancy for Tourian Hub connections and locations, in case of random start. Connection to Exit is a bit silly, but might be good practice to be technically accurate for node-to-node requirements.
Moved it to left side of acid bath, accounting for needing ball jump and freezing first ripper from right to left, and avoiding acid via SJ in both directions. I imagine this may make future frozen enemy climbing up pirate shaft a total mess, but let's be real, adding more tricks like that in general is gonna make the entire database a complete mess. There aren't gonna be that many really dense sections like that. Bring it on. TBH, should probably move the level 4 etanks to this connection, too, but eh, redundant and messy enough as is, and frankly, the energy requirement is just gonna be a big future system overhaul project in itself. Even RDV is lacking in proper damage-run handling.
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