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Enemy fixes - #93

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RopeyRed wants to merge 22 commits into
FuzzyGamesOn:mainfrom
RopeyRed:Enemy-Fixes
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Enemy fixes#93
RopeyRed wants to merge 22 commits into
FuzzyGamesOn:mainfrom
RopeyRed:Enemy-Fixes

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@RopeyRed

@RopeyRed RopeyRed commented Aug 2, 2026

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Plethora of enemy fixes across all scenarios;
-Fixes the broken G1 check for both Claire scenarios
-Fixes logic issues with enemies in the initial rooms of the RPD on both B scenarios so as to not have your main hall fuse or spade key sitting on an enemy check that is unreachable until later in the game, causing your world to be completely bricked without cheating the item in
-Some check names have been rewritten for parity - some enemies had a different check name between characters/scenarios despite being the same enemy previously
-Truly missable enemy checks have been excluded - this is largely focussed in the RPD with things like the first zombie that comes through the window in the west wing before entering the ops room that despawns once you return to marvin, or the helicopter crash zombies in the 2f east wing corridor that despawn once you go down the ladder from 3f to access the roof as examples.

This isnt a complete exhaustive list by any means, but it has been tested a fair bit and tweaked to get to this point.

RopeyRed and others added 22 commits March 21, 2026 14:31
Client with data for my experimental fork of the AP World with logic and naming fixes
Several fixes to enemies that I missed in previous passes.
Removed an erroneous space. Oops.
Fixes logic issues for RPD2 enemies in CA, as well as adding two missing enemies.
Fixes IDs for several enemies in LB.
Fixes a Licker that I missed on my last pass
Fix for the possum zombie outside West Office for both LB and CB.
Fixed an extra S that worked its way into his code block. Should no longer appear in logic as soon as you collect the courtyard key now :)
Add missing LA/LB logic to Super Tyrant bossfight
Joint Plug requirement
Adds Fuse-Main Hall to logic for all break room zombies in B scenarios.
FORGOT TO ADD THE FUSE LOL
Added logic to the surprise ivy in Claire A
Fixes region connections for east hallway 2f -> waiting room -> main hall for both B sides in rare instances where the player receives the spade key before the main hall fuse.
Logic fix for alt route in B side for Hiding Place drawer
First pass at missable enemy exclusions. More to come.
RPD missables
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