Level Gimmick Most of the things that change level objectives/failure conditions are in fact invisible objects. Victory Conditions Default Condition The normal way to end a level is by reaching Obj_GoalOcta. Mini Data-Points Defeat Enemies Hit the Targets Ranked Simulation 8-Ball Timed Victory Failure Conditions Limited Ink Enemy Ink Contact/Floor Is Lava Limited Ink 8-Ball Timed Failure Orb Defence Altered Play Conditions Permanent Special Despite what the Supply Point says, this is actually controlled by AlwaysSpecialSetterOcta. If you set the main weapon as Jetpack or AquaBall (Inkjet or Baller) in Mush.release.pack->Octa2DMapInfo.byaml, you'll start with no weapon. If the AlwaysSpecialSetterOcta object is in the Map, it will overwrite the main weapon supplied by the Supply Point. * "Type: 0" will set it to Inkjet. * "Type: 1" will set it to Baller. Even though mechanically setting the main weapon in Octa2DMapInfo.byaml does nothing, it is still recommended to do so for visual clarity for the player.