def METHOD_NAME(spoiler: Spoiler):
    """Pick 20 locations from various levels and place them into the correct logic areas and dictionaries."""
    spoiler.fairy_locations = {}
    spoiler.fairy_locations_human = {}
    spoiler.fairy_data_table = [None] * 20
    level_to_enum = {
        Levels.DKIsles: randomizer.LogicFiles.DKIsles.LogicRegions,
        Levels.JungleJapes: randomizer.LogicFiles.JungleJapes.LogicRegions,
        Levels.AngryAztec: randomizer.LogicFiles.AngryAztec.LogicRegions,
        Levels.FranticFactory: randomizer.LogicFiles.FranticFactory.LogicRegions,
        Levels.GloomyGalleon: randomizer.LogicFiles.GloomyGalleon.LogicRegions,
        Levels.FungiForest: randomizer.LogicFiles.FungiForest.LogicRegions,
        Levels.CrystalCaves: randomizer.LogicFiles.CrystalCaves.LogicRegions,
        Levels.CreepyCastle: randomizer.LogicFiles.CreepyCastle.LogicRegions,
        Levels.HideoutHelm: randomizer.LogicFiles.HideoutHelm.LogicRegions,
    }
    level_to_name = {
        Levels.DKIsles: "Isles",
        Levels.JungleJapes: "Japes",
        Levels.AngryAztec: "Aztec",
        Levels.FranticFactory: "Factory",
        Levels.GloomyGalleon: "Galleon",
        Levels.FungiForest: "Forest",
        Levels.CrystalCaves: "Caves",
        Levels.CreepyCastle: "Castle",
        Levels.HideoutHelm: "Helm",
    }
    if spoiler.settings.random_fairies:
        ClearFairyLogic()
        fairy_data_table = [
            # HAS to remain in this order. DO NOT REORDER
            FairyPlacementInfo(Locations.JapesBananaFairyRambiCave, Levels.JungleJapes, 0, 51),
            FairyPlacementInfo(Locations.JapesBananaFairyLankyCave, Levels.JungleJapes, 1, 7, 0),
            FairyPlacementInfo(Locations.AztecBananaFairyLlamaTemple, Levels.AngryAztec, 0, 12),
            FairyPlacementInfo(Locations.AztecBananaFairyTinyTemple, Levels.AngryAztec, 1, 11),
            FairyPlacementInfo(Locations.FactoryBananaFairybyFunky, Levels.FranticFactory, 0, 92, 1),
            FairyPlacementInfo(Locations.FactoryBananaFairybyCounting, Levels.FranticFactory, 1, 85),
            FairyPlacementInfo(Locations.GalleonBananaFairybyCranky, Levels.GloomyGalleon, 0, 21, 2),
            FairyPlacementInfo(Locations.GalleonBananaFairy5DoorShip, Levels.GloomyGalleon, 1, 8),
            FairyPlacementInfo(Locations.CavesBananaFairyIgloo, Levels.CrystalCaves, 0, 3, 5),
            FairyPlacementInfo(Locations.CavesBananaFairyCabin, Levels.CrystalCaves, 1, 3, 6),
            FairyPlacementInfo(Locations.ForestBananaFairyRafters, Levels.FungiForest, 0, 2, 3),
            FairyPlacementInfo(Locations.ForestBananaFairyThornvines, Levels.FungiForest, 1, 2, 4),
            FairyPlacementInfo(Locations.CastleBananaFairyBallroom, Levels.CreepyCastle, 0, 5),
            FairyPlacementInfo(Locations.CastleBananaFairyTree, Levels.CreepyCastle, 1, 4),
            FairyPlacementInfo(Locations.IslesBananaFairyFactoryLobby, Levels.DKIsles, 0, 2, 7),
            FairyPlacementInfo(Locations.IslesBananaFairyForestLobby, Levels.DKIsles, 1, 1, 8),
            FairyPlacementInfo(Locations.IslesBananaFairyIsland, Levels.DKIsles, 2, 6),
            FairyPlacementInfo(Locations.IslesBananaFairyCrocodisleIsle, Levels.DKIsles, 3, 7),
            FairyPlacementInfo(Locations.HelmBananaFairy1, Levels.HideoutHelm, 0, 25),
            FairyPlacementInfo(Locations.HelmBananaFairy2, Levels.HideoutHelm, 1, 26),
        ]
        for level in fairy_locations:
            pick_size = 2
            if level == Levels.DKIsles:
                pick_size = 4
            selection = random.sample(list(range(len(fairy_locations[level]))), pick_size)
            human_selection = [fairy_locations[level][x].name for x in selection]
            spoiler.fairy_locations[level] = selection.copy()
            spoiler.fairy_locations_human[level.name] = human_selection
            # Placement into the table format, placement into logic
            vacant_slots = list(range(pick_size))
            for x in selection:
                slot = fairy_locations[level][x].natural_index
                if slot >= 0:
                    vacant_slots = [y for y in vacant_slots if y != slot]
            for x in selection:
                slot = fairy_locations[level][x].natural_index
                is_vanilla = True
                if slot < 0:
                    slot = vacant_slots.pop()
                    is_vanilla = False
                for index, data in enumerate(fairy_data_table):
                    if data.level == level and data.internal_level_index == slot:
                        # Data array in ROM
                        spoiler.fairy_data_table[index] = {
                            "fairy_index": x,
                            "level": level,
                            "flag": LocationList[data.location].default_mapid_data[0].flag,
                            "id": -1 if not is_vanilla else data.id,
                            "shift": -1 if not is_vanilla else data.shift,
                        }
                        # Logic
                        # Remove old from logic
                        for logic_region in level_to_enum[level]:
                            level_to_enum[level][logic_region].locations = [loc for loc in level_to_enum[level][logic_region].locations if loc.id != data.location]
                        # Re-insert into logic
                        new_region = fairy_locations[level][x].region
                        level_to_enum[level][new_region].locations.append(LocationLogic(data.location, fairy_locations[level][x].logic))
                        LocationList[data.location].name = f"{level_to_name[level]} Fairy ({fairy_locations[level][x].name})"