----------------
First Tutorial
Extra - total_boundings: {'x1': -1000.0, 'x2': 6900.0, 'y1': -10200.0, 'y2': -6600.0}
Extra - polygon: [[6900.0, -6600.0], [1800.0, -6600.0], [1800.0, -8200.0], [1400.0, -8300.0], [400.0, -8300.0], [-200.00100708007812, -7700.0], [-1000.0, -7700.0], [-1000.0, -10000.0], [-400.0, -10000.0], [1900.0, -10000.0], [2700.0, -10200.0], [5900.0, -10200.0], [5900.0, -8200.0], [6900.0, -8100.0]]
Extra - asset_id: collision_camera_000
> Door to Charge Tutorial; Heals? False
  * Layers: default
  * Charge Beam Door to Charge Tutorial/Door to First Tutorial
  * Extra - actor_name: Door006 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Event - First Tutorial Blob
      Lay Small Bomb or Shoot Beam
  > Dock to Intro Room
      Can Slide
  > Above Breakable
      After Artaria - First Tutorial Blob

> Door to Navigation Station South; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station South/Door to First Tutorial
  * Extra - actor_name: Door009 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Ammo Recharge
      Can Slide and Shoot Missile
  > Start Point
      Trivial

> Event - First Tutorial Blob; Heals? False
  * Layers: default
  * Event Artaria - First Tutorial Blob
  * Extra - actor_name: PRP_DB_CV_006
  * Extra - actor_def: actordef:actors/props/breakablecave006/charclasses/breakablecave006.bmsad
  > Door to Charge Tutorial
      Trivial

> Ammo Recharge; Heals? False
  * Layers: default
  * Extra - actor_name: PRP_CV_AmmoStation001
  * Extra - actor_def: actordef:actors/props/ammorecharge/charclasses/ammorecharge.bmsad
  * Extra - start_point_actor_name: PRP_CV_AmmoStation001_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_ammo/charclasses/weightactivatedplatform_ammo.bmsad
  > Door to Navigation Station South
      Can Slide and Shoot Missile
  > Above Breakable
      Can Slide
  > Tunnel to First Tutorial Access
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_AccessPoint_1B
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station South
      Trivial

> Dock to Intro Room; Heals? False
  * Layers: default
  * Open Passage to Intro Room/Dock to First Tutorial
  > Door to Charge Tutorial
      Can Slide

> Above Breakable; Heals? False
  * Layers: default
  > Door to Charge Tutorial
      After Artaria - First Tutorial Blob
  > Event - First Tutorial Blob
      Shoot Diffusion or Wave
  > Ammo Recharge
      Can Slide

> Tunnel to First Tutorial Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to First Tutorial Access/Tunnel to First Tutorial
  > Ammo Recharge
      Trivial

----------------
Intro Room
Extra - total_boundings: {'x1': -5200.0, 'x2': -900.0, 'y1': -9800.0, 'y2': -7700.0}
Extra - polygon: [[-900.0, -7700.0], [-5200.0, -7700.0], [-5200.0, -9800.0], [-900.0, -9800.0]]
Extra - asset_id: collision_camera_000_Init
> Door to Charge Beam Access; Heals? False
  * Layers: default
  * Charge Beam Door to Charge Beam Access/Door to Intro Room
  * Extra - actor_name: Door002 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Start Point; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - start_point_actor_name: StartPoint0
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Charge Beam Access
      Trivial
  > Dock to First Tutorial
      Trivial

> Dock to First Tutorial; Heals? False
  * Layers: default
  * Open Passage to First Tutorial/Dock to Intro Room
  > Start Point
      Trivial

----------------
Charge Tutorial
Extra - total_boundings: {'x1': 5800.0, 'x2': 8900.0, 'y1': -9600.0, 'y2': -7800.0}
Extra - polygon: [[8900.0, -7800.0], [5800.0, -7800.0], [5800.0, -9600.0], [8900.0, -9600.0]]
Extra - asset_id: collision_camera_001
> Door to First Tutorial; Heals? False
  * Layers: default
  * Charge Beam Door to First Tutorial/Door to Charge Tutorial
  * Extra - actor_name: Door006 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Melee Tutorial West
      Trivial

> Door to Melee Tutorial West; Heals? False
  * Layers: default
  * Charge Beam Door to Melee Tutorial West/Door to Charge Tutorial
  * Extra - actor_name: Door007 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to First Tutorial
      Trivial
  > Pickup (Energy Tank)
      Can Slide

> Pickup (Energy Tank); Heals? False
  * Layers: default
  * Pickup 3; Category? Major
  * Extra - actor_name: Item_EnergyTank001
  * Extra - actor_def: actordef:actors/items/item_energytank/charclasses/item_energytank.bmsad
  > Door to First Tutorial
      Can Slide

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to First Tutorial
      Trivial

----------------
Melee Tutorial West
Extra - total_boundings: {'x1': 8800.0, 'x2': 10900.0, 'y1': -8400.0, 'y2': -6800.0}
Extra - polygon: [[10900.0, -6800.0], [8800.0, -6800.0], [8800.0, -8400.0], [10900.0, -8400.0]]
Extra - asset_id: collision_camera_002
> Door to Charge Tutorial; Heals? False
  * Layers: default
  * Charge Beam Door to Charge Tutorial/Door to Melee Tutorial West
  * Extra - actor_name: Door007 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Navigation Station South
      Any of the following:
          Simple IBJ or Use Spin Boost
          All of the following:
              Speed Booster
              Any of the following:
                  Can Slide
                  Disabled Door Lock Randomizer and Open Charge Door
  > Tunnel to Melee Tutorial Room
      Trivial

> Door to Navigation Station South; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station South/Door to Melee Tutorial West
  * Extra - actor_name: Door008 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Charge Tutorial
      Trivial

> Tunnel to Melee Tutorial Room; Heals? False
  * Layers: default
  * Slide Tunnel to Melee Tutorial Room/Tunnel to Melee Tutorial West
  > Door to Charge Tutorial
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Charge Tutorial
      Trivial

----------------
Melee Tutorial Room
Extra - total_boundings: {'x1': 10800.0, 'x2': 14900.0, 'y1': -8500.0, 'y2': -1200.0}
Extra - polygon: [[14900.0, -1200.0], [12800.0, -1200.0], [12800.0, -2000.0], [10800.0, -2000.0], [10800.0, -8500.0], [13800.0, -8500.0], [13800.0, -7000.0], [14900.0, -4100.0]]
Extra - asset_id: collision_camera_003
> Door to Proto EMMI Introduction (Lower); Heals? False
  * Layers: default
  * Access Locked to Proto EMMI Introduction/Door to Melee Tutorial Room (Lower)
  * Extra - actor_name: Door010 (CL-PW,OP)
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to Melee Tutorial West
      Trivial
  > West of Blob
      Trivial
  > Near Missile Tank 1
      Speed Booster and Disabled Door Lock Randomizer

> Door to Early Cloak Room; Heals? False
  * Layers: default
  * Charge Beam Door to Early Cloak Room/Door to Melee Tutorial Room
  * Extra - actor_name: Door011 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Entrance Hallway
      Trivial

> Door to Save Station South; Heals? False
  * Layers: default
  * Power Beam Door to Save Station South/Door to Melee Tutorial Room
  * Extra - actor_name: Door012 (PW-PW, MISSILE)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Event - Proto EMMI Blob (West Side)
      Wave Beam
  > West of Blob
      After Artaria - Proto EMMI Blob

> Dock to EMMI Zone Entrance Hallway; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Entrance Hallway/Dock to Melee Tutorial Room
  * Extra - actor_name: DoorEmmy11
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Early Cloak Room
      Trivial
  > Near Missile Tank 1
      Lay Any Bomb

> Pickup (Missile Tank 1); Heals? False
  * Layers: default
  * Pickup 12; Category? Minor
  * Extra - actor_name: Item_MissileTank003_1
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Near Missile Tank 1
      Morph Ball

> Door to Proto EMMI Introduction (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Proto EMMI Introduction/Door to Melee Tutorial Room (Upper)
  * Extra - actor_name: Door055 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank 2)
      Trivial

> Pickup (Missile Tank 2); Heals? False
  * Layers: default
  * Pickup 31; Category? Minor
  * Extra - actor_name: item_missiletank_005
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Proto EMMI Introduction (Upper)
      Trivial
  > East of Blob
      Trivial

> Event - Proto EMMI Blob (East Side); Heals? False
  * Layers: default
  * Event Artaria - Proto EMMI Blob
  * Extra - actor_name: PRP_DB_CV_014
  * Extra - actor_def: actordef:actors/props/breakablecave014/charclasses/breakablecave014.bmsad
  > East of Blob
      Trivial

> East of Blob; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ProtoEmmy
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Pickup (Missile Tank 2)
      Trivial
  > Event - Proto EMMI Blob (East Side)
      Any of the following:
          After Artaria - Proto EMMI Blob or Shoot Diffusion or Wave
          Morph Ball and Wide Beam and Pseudo-Wave Beam (Intermediate) and Shoot Charge Beam
  > West of Blob
      Morph Ball and After Artaria - Proto EMMI Blob

> Tunnel to Melee Tutorial West; Heals? False
  * Layers: default
  * Slide Tunnel to Melee Tutorial West/Tunnel to Melee Tutorial Room
  > Door to Proto EMMI Introduction (Lower)
      Trivial
  > Near Missile Tank 1
      Any of the following:
          Space Jump or Simple IBJ
          Speed Booster and Speed Booster Conservation (Intermediate)
          All of the following:
              Before Elun - Release X Parasites and Enabled Highly Dangerous Logic
              Any of the following:
                  All of the following:
                      # https://youtu.be/m4FANVI7eOU
                      Shoot Ice Missile
                      Any of the following:
                          Stand on Frozen Enemy (Beginner) and Use Spin Boost
                          Missiles ≥ 2 and Stand on Frozen Enemy (Advanced)
                  # https://youtu.be/R9VK5rfKMmg
                  Damage Boost (Intermediate) and Normal Damage ≥ 42 and Use Spin Boost

> Event - Proto EMMI Blob (West Side); Heals? False
  * Layers: default
  * Event Artaria - Proto EMMI Blob
  > West of Blob
      Trivial

> West of Blob; Heals? False; Default Node
  * Layers: default
  > Door to Proto EMMI Introduction (Lower)
      Trivial
  > Door to Save Station South
      After Artaria - Proto EMMI Blob
  > Event - Proto EMMI Blob (East Side)
      All of the following:
          Before Artaria - Proto EMMI Blob and Can Slide
          Lay Small Bomb or Shoot Beam
  > East of Blob
      All of the following:
          After Artaria - Proto EMMI Blob
          Any of the following:
              Morph Ball
              # Although, not technically possible, the purpose of this option is to open a path back, <br> into the area with the pickup after leaving it.<br>Without this the generator prioritizes placing Morph Ball to leave safely after collecting the pickup.<br>This logic is safe because once you have been in there and gone out,<br>there's no reason to go back in before obtaining the Morph Ball.
              Artaria/Melee Tutorial Room/Pickup (Missile Tank 2)
  > Event - Proto EMMI Blob (West Side)
      Any of the following:
          Shoot Diffusion or Wave
          Slide and Pseudo-Wave Beam (Beginner) and Shoot Beam

> Near Missile Tank 1; Heals? False
  * Layers: default
  > Dock to EMMI Zone Entrance Hallway
      Lay Any Bomb
  > Pickup (Missile Tank 1)
      Morph Ball
  > Tunnel to Melee Tutorial West
      Trivial

----------------
Early Cloak Room
Extra - total_boundings: {'x1': 7800.0, 'x2': 10900.0, 'y1': -3000.0, 'y2': 250.0}
Extra - polygon: [[10900.0, 250.0], [7800.0, 250.0], [7800.0, -3000.0], [10900.0, -3000.0]]
Extra - asset_id: collision_camera_004
> Door to Melee Tutorial Room; Heals? False
  * Layers: default
  * Charge Beam Door to Melee Tutorial Room/Door to Early Cloak Room
  * Extra - actor_name: Door011 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station South
      Trivial
  > Next to Water Introduction Blob
      Can Slide

> Door to Save Station South; Heals? False
  * Layers: default
  * Power Beam Door to Save Station South/Door to Early Cloak Room
  * Extra - actor_name: Door038 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Melee Tutorial Room
      Trivial
  > Event - Early Cloak Blob
      Any of the following:
          Wave Beam or Shoot Diffusion Beam
          Slide and Pseudo-Wave Beam (Intermediate) and Shoot Beam
  > Above Early Cloak Blob
      After Artaria - Early Cloak Blob

> Dock to EMMI Zone First Entrance (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone First Entrance/Dock to Early Cloak Room (Water Blob)
  * Extra - actor_name: DoorEmmy10
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Next to Water Introduction Blob
      Trivial

> Door to Path to Corpius; Heals? False
  * Layers: default
  * Power Beam Door to Path to Corpius/Door to Early Cloak Room
  * Extra - actor_name: Door038 (PW-PW)_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Above Early Cloak Blob
      Trivial

> Dock to EMMI Zone First Entrance (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone First Entrance/Dock to Early Cloak Room (Corpius Path)
  * Extra - actor_name: DoorEmmy10_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Above Early Cloak Blob
      Trivial

> Event - Water Introduction Blob; Heals? False
  * Layers: default
  * Event Artaria - Water Introduction Blob
  * Extra - actor_name: PRP_DB_CV_003
  * Extra - actor_def: actordef:actors/props/breakablecave003/charclasses/breakablecave003.bmsad
  > Next to Water Introduction Blob
      Trivial

> Event - Early Cloak Blob; Heals? False
  * Layers: default
  * Event Artaria - Early Cloak Blob
  * Extra - actor_name: PRP_DB_CV_020
  * Extra - actor_def: actordef:actors/props/breakablecave020/charclasses/breakablecave020.bmsad
  > Above Early Cloak Blob
      Trivial

> Next to Water Introduction Blob; Heals? False
  * Layers: default
  > Door to Melee Tutorial Room
      Can Slide
  > Dock to EMMI Zone First Entrance (Lower)
      Any of the following:
          Gravity Suit or After Artaria - Water Introduction Blob or Use Spin Boost
          Slide and Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer
  > Event - Water Introduction Blob
      Lay Small Bomb or Shoot Beam

> Above Early Cloak Blob; Heals? False
  * Layers: default
  > Door to Save Station South
      After Artaria - Early Cloak Blob
  > Door to Path to Corpius
      Trivial
  > Dock to EMMI Zone First Entrance (Upper)
      Trivial
  > Event - Early Cloak Blob
      Lay Small Bomb or Shoot Beam

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Save Station South
      Trivial

----------------
EMMI Zone First Entrance
Extra - total_boundings: {'x1': 5800.0, 'x2': 7900.0, 'y1': -3600.0, 'y2': 300.0}
Extra - polygon: [[7900.0, 300.0], [5800.0, 300.0], [5800.0, -3600.0], [7900.0, -3600.0]]
Extra - asset_id: collision_camera_005
> Door to EMMI Zone Entrance Hallway; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Entrance Hallway/Door to EMMI Zone First Entrance
  * Extra - actor_name: Door014 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena
      Trivial
  > Dock to Early Cloak Room (Water Blob)
      All of the following:
          Morph Ball
          Any of the following:
              Climb Sloped Tunnels (Intermediate)
              Bomb and Climb Sloped Tunnels (Beginner)

> Door to White EMMI Arena; Heals? False
  * Layers: default
  * Access Locked to White EMMI Arena/Door to EMMI Zone First Entrance
  * Extra - actor_name: Door018 (CG-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Entrance Hallway
      Trivial
  > Start Point
      Trivial

> Dock to Early Cloak Room (Water Blob); Heals? False
  * Layers: default
  * EMMI Door to Early Cloak Room/Dock to EMMI Zone First Entrance (Lower)
  * Extra - actor_name: DoorEmmy10
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Entrance Hallway
      Can Slide
  > Next to Pickup
      Any of the following:
          Spider Magnet or Space Jump or Simple IBJ
          Grapple Beam and Grapple Movement (Beginner)
          Wall Jump (Beginner) and Use Spin Boost
          Flash Shift and Wall Jump (Intermediate)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 4; Category? Minor
  * Extra - actor_name: Item_MissileTank001
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Next to Pickup
      Trivial

> Door to White EMMI Introduction; Heals? False
  * Layers: default
  * Power Beam Door to White EMMI Introduction/Door to EMMI Zone First Entrance
  * Extra - actor_name: Door062 (PW-PW, Special)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Dock to Early Cloak Room (Corpius Path); Heals? False
  * Layers: default
  * EMMI Door to Early Cloak Room/Dock to EMMI Zone First Entrance (Upper)
  * Extra - actor_name: DoorEmmy10_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Next to Pickup
      # If this lock is unmoved, it can cause death if the room has been loaded
      After Artaria - EMMI Magnet Door Lock or Knowledge (Intermediate)

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EmmyCave
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to White EMMI Arena
      Trivial
  > Door to White EMMI Introduction
      Trivial
  > Next to Pickup
      Any of the following:
          Spider Magnet or Space Jump or Simple IBJ
          All of the following:
              Stand on Frozen Enemy (Intermediate) and Shoot Ice Missile
              After Artaria - Central Unit or After Elun - Release X Parasites
          All of the following:
              Wall Jump (Beginner)
              Flash Shift or Spin Boost
          Grapple Beam and Grapple Movement (Beginner)
          All of the following:
              Speed Booster and Disabled Door Lock Randomizer
              After Artaria - Central Unit or Speed Booster Conservation (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Event - Magnet EMMI Door Lock; Heals? False
  * Layers: default
  * Event Artaria - EMMI Magnet Door Lock
  > Dock to Early Cloak Room (Corpius Path)
      Trivial

> Next to Pickup; Heals? False
  * Layers: default
  > Dock to Early Cloak Room (Water Blob)
      Trivial
  > Pickup (Missile Tank)
      Trivial
  > Dock to Early Cloak Room (Corpius Path)
      After Artaria - EMMI Magnet Door Lock
  > Start Point
      Trivial
  > Event - Magnet EMMI Door Lock
      Spider Magnet

----------------
White EMMI Introduction
Extra - total_boundings: {'x1': 2700.0, 'x2': 5900.0, 'y1': -1800.0, 'y2': 2050.0}
Extra - polygon: [[5900.0, 2050.0], [2700.0, 2050.0], [2700.0, -1800.0], [5900.0, -1800.0]]
Extra - asset_id: collision_camera_006
> Door to Teleport to Dairon (Lower); Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Dairon/Door to White EMMI Introduction (Lower)
  * Extra - actor_name: Door026 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Thermal)
      Any of the following:
          # Spider ceiling wall here. Probably don't need an event for it.
          Spider Magnet or Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
          All of the following:
              # https://www.youtube.com/watch?v=DygpVK2XWJM
              Grapple Beam
              Any of the following:
                  # a lot more lenient with a walljump
                  Grapple Movement (Intermediate)
                  Grapple Movement (Beginner) and Wall Jump (Beginner)
  > Door to EMMI Zone Ballspark Hallway
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
          # Enemy that you freeze only spawns after White EMMI is defeated.
          After Artaria - Central Unit and Stand on Frozen Enemy (Beginner) and Shoot Ice Missile
          Morph Ball and Single-wall Wall Jump (Advanced)
  > Door to EMMI Zone First Entrance
      Any of the following:
          Flash Shift or Wall Jump (Advanced) or Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
          Morph Ball and Single-wall Wall Jump (Intermediate)
  > Event - First Chase Blob
      Pseudo-Wave Beam (Intermediate) or Shoot Diffusion or Wave
  > Start Point
      After Artaria - First Chase Blob

> Door to Teleport to Dairon (Thermal); Heals? False
  * Layers: default
  * Artaria Thermal Door to Teleport to Dairon/Door to White EMMI Introduction (Thermal)
  * Extra - actor_name: Door041 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Lower)
      Trivial

> Door to EMMI Zone Ballspark Hallway; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Ballspark Hallway/Door to White EMMI Introduction; Excluded from Dock Lock Rando
  * Extra - actor_name: DoorFrame_014
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Lower)
      Trivial
  > Door to EMMI Zone First Entrance
      Speed Booster

> Door to EMMI Zone First Entrance; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone First Entrance/Door to White EMMI Introduction
  * Extra - actor_name: Door062 (PW-PW, Special)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Lower)
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
  > Start Point
      Can Slide

> Door to EMMI Zone Spinner; Heals? False
  * Layers: default
  * Artaria Thermal Door to EMMI Zone Spinner/Door to White EMMI Introduction
  * Extra - actor_name: Door050 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Event - First Chase Blob; Heals? False
  * Layers: default
  * Event Artaria - First Chase Blob
  * Extra - actor_name: PRP_DB_CV_002
  * Extra - actor_def: actordef:actors/props/breakablecave002/charclasses/breakablecave002.bmsad
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Teleport to Dairon (Lower)
      After Artaria - First Chase Blob
  > Door to EMMI Zone First Entrance
      Morph Ball
  > Door to EMMI Zone Spinner
      Trivial
  > Event - First Chase Blob
      Trivial

----------------
Teleport to Dairon
Extra - total_boundings: {'x1': 5800.0, 'x2': 8900.0, 'y1': 300.0, 'y2': 4400.0}
Extra - polygon: [[8900.0, 4400.0], [5800.0, 4400.0], [5800.0, 300.0], [8900.0, 300.0]]
Extra - asset_id: collision_camera_008
> Door to EMMI Zone Exit North (Bottom); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit North/Door to Teleport to Dairon (Power)
  * Extra - actor_name: Door020 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction (Thermal)
      Trivial
  > Door to EMMI Zone Exit North (Upper)
      Wave Beam and Disabled Door Lock Randomizer and Shoot Wide Beam

> Door to White EMMI Introduction (Lower); Heals? False
  * Layers: default
  * Power Beam Door to White EMMI Introduction/Door to Teleport to Dairon (Lower)
  * Extra - actor_name: Door026 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI First Chase End (Middle)
      Trivial
  > Door to EMMI First Chase End (Bottom)
      Can Slide
  > Lower Room
      Trivial

> Door to White EMMI Introduction (Thermal); Heals? False
  * Layers: default
  * Artaria Thermal Door to White EMMI Introduction/Door to Teleport to Dairon (Thermal)
  * Extra - actor_name: Door041 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit North (Bottom)
      Trivial
  > Door to EMMI First Chase End (Top)
      Trivial

> Dock to Arbitrary Enky Room (Lower); Heals? False
  * Layers: default
  * EMMI Door to Arbitrary Enky Room/Dock to Teleport to Dairon (DoorEmmy06)
  * Extra - actor_name: DoorEmmy06
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Arbitrary Enky Room (Upper)
      Morph Ball and Climb Sloped Tunnels (Beginner)
  > Door to EMMI First Chase End (Top)
      Trivial
  > Tunnel to EMMI Zone Exit North
      Ballspark

> Dock to Arbitrary Enky Room (Upper); Heals? False
  * Layers: default
  * EMMI Door to Arbitrary Enky Room/Dock to Teleport to Dairon (DoorEmmy07)
  * Extra - actor_name: DoorEmmy07
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Arbitrary Enky Room (Lower)
      Trivial
  > Tunnel to Arbitrary Enky Room
      Lay Any Bomb and Shoot Missile
  > Before Slide
      Trivial

> Door to EMMI First Chase End (Top); Heals? False
  * Layers: default
  * Power Beam Door to EMMI First Chase End/Door to Teleport to Dairon (Top)
  * Extra - actor_name: DoorPowerPower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction (Thermal)
      Trivial
  > Dock to Arbitrary Enky Room (Lower)
      Trivial

> Door to EMMI First Chase End (Middle); Heals? False
  * Layers: default
  * Access Open to EMMI First Chase End/Door to Teleport to Dairon (Middle)
  * Extra - actor_name: DoorFrame_015
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction (Lower)
      Trivial

> Door to EMMI First Chase End (Bottom); Heals? False
  * Layers: default
  * Access Open to EMMI First Chase End/Door to Teleport to Dairon (Bottom)
  * Extra - actor_name: DoorFrame_016
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction (Lower)
      Can Slide

> Door to EMMI Zone Exit North (Upper); Heals? False
  * Layers: default
  * Wide Beam Door to EMMI Zone Exit North/Door to Teleport to Dairon (Wide)
  * Extra - actor_name: Door028
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwidebeam_000
  * Extra - right_shield_def: actordef:actors/props/doorwidebeam/charclasses/doorwidebeam.bmsad
  > Teleporter to Dairon
      Trivial

> Teleporter to Dairon; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Artaria/Teleporter to Artaria
  * Extra - actor_name: teleport_baselab_000
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: teleport_cave_000_platform
  * Extra - start_point_actor_name: teleport_baselab_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Door to EMMI Zone Exit North (Upper)
      Trivial

> Tunnel to Arbitrary Enky Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Arbitrary Enky Room/Tunnel to Teleport to Dairon
  > Dock to Arbitrary Enky Room (Upper)
      Lay Any Bomb

> Tunnel to EMMI Zone Exit North; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit North/Tunnel to Teleport to Dairon
  > Dock to Arbitrary Enky Room (Upper)
      Trivial

> Before Slide; Heals? False
  * Layers: default
  > Dock to Arbitrary Enky Room (Upper)
      Trivial

> Lower Room; Heals? False
  * Layers: default
  > Door to White EMMI Introduction (Lower)
      Trivial

----------------
EMMI Zone Exit North
Extra - total_boundings: {'x1': 699.9979858398438, 'x2': 5900.0, 'y1': 1800.0, 'y2': 4900.0}
Extra - polygon: [[700.0, 4900.0], [699.9979858398438, 1800.0], [5900.0, 1800.0], [5900.0, 4900.0]]
Extra - asset_id: collision_camera_009
> Door to Teleport to Dairon (Power); Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Dairon/Door to EMMI Zone Exit North (Bottom)
  * Extra - actor_name: Door020 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Dome
      Trivial
  > Door to Teleport to Dairon (Wide)
      Trivial

> Door to EMMI Zone Dome; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Dome/Door to EMMI Zone Exit North
  * Extra - actor_name: Door025 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Power)
      Trivial
  > Tunnel to Teleport to Dairon
      Trivial
  > Tunnel to EMMI Zone Dome
      Morph Ball

> Dock to Shinespark Tower to Grapple; Heals? False
  * Layers: default
  * EMMI Door to Shinespark Tower to Grapple/Dock to EMMI Zone Exit North
  * Extra - actor_name: DoorEmmy05
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Pickup (Missile Tank)
      Trivial
  > Tunnel to Teleport to Dairon
      Speed Booster

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 17; Category? Minor
  * Extra - actor_name: item_missiletank_001
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Dock to Shinespark Tower to Grapple
      Trivial

> Door to Teleport to Dairon (Wide); Heals? False
  * Layers: default
  * Access Locked to Teleport to Dairon/Door to EMMI Zone Exit North (Upper)
  * Extra - actor_name: Door028
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwidebeam_000
  * Extra - right_shield_def: actordef:actors/props/doorwidebeam/charclasses/doorwidebeam.bmsad
  > Door to Teleport to Dairon (Power)
      Trivial

> Tunnel to Teleport to Dairon; Heals? False
  * Layers: default
  * Slide Tunnel to Teleport to Dairon/Tunnel to EMMI Zone Exit North
  > Door to EMMI Zone Dome
      Trivial
  > Dock to Shinespark Tower to Grapple
      Speed Booster

> Tunnel to EMMI Zone Dome; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Dome/Tunnel to EMMI Zone Exit North
  > Door to EMMI Zone Dome
      Morph Ball

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Teleport to Dairon (Power)
      Trivial

----------------
EMMI Zone Hub
Extra - total_boundings: {'x1': -5200.0, 'x2': -1200.0, 'y1': -6200.0, 'y2': 2700.0}
Extra - polygon: [[-1200.0, 2200.0], [-5200.0, 2200.0], [-5200.0, -5600.0], [-4800.0, -5600.0], [-3300.0, -6200.0], [-1200.0, -6200.0]]
Extra - asset_id: collision_camera_010
> Door to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Wave Beam Door to EMMI Zone Exit Northwest/Door to EMMI Zone Hub
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Door to EMMI Zone Exit Southwest (Upper)
      Trivial
  > Top Door
      Trivial

> Door to EMMI Zone Exit Southwest (Upper); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Exit Southwest/Door to EMMI Zone Hub (Upper)
  * Extra - actor_name: DoorFrame_004
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Northwest
      Any of the following:
          Space Jump or Simple IBJ
          Speed Booster and Disabled Door Lock Randomizer
  > Door to EMMI Zone Exit Southwest (Lower)
      Trivial
  > Door to Wide Beam Block Room (Upper)
      Flash Shift

> Door to EMMI Zone Exit Southwest (Lower); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Exit Southwest/Door to EMMI Zone Hub (Lower)
  * Extra - actor_name: DoorFrame_005
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Southwest (Upper)
      Simple IBJ or Use Spin Boost
  > Door to Wide Beam Block Room (Lower)
      Trivial
  > Next to Water Device
      Trivial

> Door to Wide Beam Block Room (Lower); Heals? False
  * Layers: default
  * Access Open to Wide Beam Block Room/Door to EMMI Zone Hub (Lower)
  * Extra - actor_name: DoorFrame_006
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Southwest (Lower)
      Trivial
  > Door to Wide Beam Block Room (Upper)
      Any of the following:
          Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
          # https://youtu.be/bDwcjN4JTYQ
          Grapple Beam and Grapple Movement (Intermediate)
  > Pickup (Power Bomb Tank)
      Disabled Door Lock Randomizer and Ballspark
  > Tunnel to Wide Beam Block Room
      Trivial

> Door to Wide Beam Block Room (Upper); Heals? False
  * Layers: default
  * Access Open to Wide Beam Block Room/Door to EMMI Zone Hub (Upper)
  * Extra - actor_name: DoorFrame_007
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Southwest (Upper)
      Flash Shift
  > Door to Wide Beam Block Room (Lower)
      Trivial
  > Door to EMMI Zone Ballspark Hallway
      Any of the following:
          # Some methods are made harder due to the EMMI being present. These are covered by Intermediate Movement
          Spider Magnet or Space Jump or Simple IBJ
          Speed Booster and Disabled Door Lock Randomizer
          All of the following:
              Flash Shift and Wall Jump (Intermediate)
              After Artaria - Central Unit or Movement (Intermediate)
          All of the following:
              Morph Ball and Single-wall Wall Jump (Expert)
              After Artaria - Central Unit or Movement (Intermediate)
          Missiles ≥ 5 and After Artaria - Central Unit and Stand on Frozen Enemy (Expert) and Shoot Ice Missile and Use Spin Boost
          All of the following:
              Grapple Beam and Grapple Movement (Intermediate)
              After Artaria - Central Unit or Movement (Intermediate)

> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 19; Category? Minor
  * Extra - actor_name: item_powerbombtank_000
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Door to EMMI Zone Exit Northwest
      Flash Shift and Movement (Beginner)
  > Door to EMMI Zone Exit Southwest (Upper)
      Trivial
  > Door to Wide Beam Block Room (Upper)
      Trivial
  > Door to EMMI Zone Ballspark Hallway
      Flash Shift or Grapple Beam or Spider Magnet or Space Jump

> Door to EMMI Zone Ballspark Hallway; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Ballspark Hallway/Door to EMMI Zone Hub; Excluded from Dock Lock Rando
  * Extra - actor_name: DoorFrame_017
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Exit Northwest
      Any of the following:
          All of the following:
              # very dumb triple flash shift off of frozen enemy.
              Flash Shift and Stand on Frozen Enemy (Advanced) and Shoot Ice Missile
              After Artaria - Central Unit or Movement (Intermediate)
          # can reach trivially by jumping up from tunnel and flashing 4 times
          Flash Shift and Flash Shift Upgrade ≥ 3
          # https://youtu.be/G0-mhTG8zFI
          Speed Booster and Speed Booster Conservation (Beginner)
  > Door to Wide Beam Block Room (Upper)
      Trivial
  > Pickup (Power Bomb Tank)
      All of the following:
          Morph Ball
          Any of the following:
              Space Jump
              Grapple Beam and Grapple Movement (Intermediate)
              All of the following:
                  Spider Magnet
                  Any of the following:
                      Grapple Beam or Speed Booster or Use Spin Boost
                      # https://www.youtube.com/watch?v=DXiz4wBXVFY
                      Flash Shift and Flash Shift Upgrade and Single-wall Wall Jump (Expert)
              All of the following:
                  After Artaria - Central Unit and Stand on Frozen Enemy (Intermediate) and Shoot Ice Missile
                  Flash Shift or Spider Magnet or Lay Cross Bomb or Use Spin Boost
              # https://youtu.be/gCCQn1jE08s
              Speed Booster and Speed Booster Conservation (Beginner)
  > Tunnel to EMMI Zone Exit Northwest
      Ballspark

> Event - Water Device; Heals? False
  * Layers: default
  * Event Artaria - EMMI Zone Water Device
  * Extra - actor_name: PRP_CV_PlatformCaveWater_B
  * Extra - actor_def: actordef:actors/props/platformcavewaterb/charclasses/platformcavewaterb.bmsad
  * Extra - start_point_actor_name: PRP_CV_PlatformCaveWaterWeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_valve/charclasses/weightactivatedplatform_valve.bmsad
  > Next to Water Device
      Trivial

> Tunnel to Wide Beam Block Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Wide Beam Block Room/Tunnel to EMMI Zone Hub
  > Door to Wide Beam Block Room (Lower)
      Trivial

> Tunnel to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit Northwest/Tunnel to EMMI Zone Hub
  > Door to EMMI Zone Exit Southwest (Upper)
      Trivial

> Dock to EMMI Zone Exit South; Heals? False
  * Layers: default
  * Open Passage to EMMI Zone Exit South/Dock to EMMI Zone Hub
  > Next to Water Device
      Trivial

> Tunnel to EMMI Zone Exit South; Heals? False
  * Layers: default
  * Slide Tunnel to EMMI Zone Exit South/Tunnel to EMMI Zone Hub
  > Next to Water Device
      Speed Booster Conservation (Beginner) and Ballspark

> Next to Water Device; Heals? False
  * Layers: default
  > Door to EMMI Zone Exit Southwest (Lower)
      Trivial
  > Event - Water Device
      Trivial
  > Dock to EMMI Zone Exit South
      Flash Shift or Wall Jump (Intermediate) or Simple IBJ or Use Spin Boost
  > Tunnel to EMMI Zone Exit South
      Any of the following:
          Morph Ball
          Slide and After Artaria - EMMI Zone Water Device

> Bottom Section; Heals? False; Default Node
  * Layers: default
  > Door to EMMI Zone Exit Southwest (Lower)
      Trivial

> Top Door; Heals? False
  * Layers: default
  > Door to EMMI Zone Exit Northwest
      Trivial

----------------
Teleport to Cataris
Extra - total_boundings: {'x1': -12200.0, 'x2': -8200.0, 'y1': 300.0, 'y2': 4800.0}
Extra - polygon: [[-8200.0, 4800.0], [-12200.0, 4800.0], [-12200.0, 300.0], [-8200.0, 300.0]]
Extra - asset_id: collision_camera_011
> Door to Save Station West; Heals? False
  * Layers: default
  * Power Beam Door to Save Station West/Door to Teleport to Cataris
  * Extra - actor_name: Door024 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Teleporter to Cataris
      Any of the following:
          Movement (Intermediate) and Lay Cross Bomb
          All of the following:
              Gravity Suit
              Any of the following:
                  Simple IBJ
                  Lay Any Bomb and Use Spin Boost
          Space Jump and Lay Any Bomb
          Speed Booster and Disabled Door Lock Randomizer and Lay Power Bomb
  > Tunnel to Chain Reaction Access (Morph Puzzle)
      Any of the following:
          Simple IBJ
          Speed Booster and Disabled Door Lock Randomizer and Lay Power Bomb
          Space Jump and Lay Any Bomb
  > Under Teleportal
      Trivial

> Pickup (Missile Tank, Underwater); Heals? False
  * Layers: default
  * Pickup 8; Category? Minor
  * Extra - actor_name: Item_MissileTank004
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Under Teleportal
      Trivial

> Dock to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Northwest/Dock to Teleport to Cataris
  * Extra - actor_name: DoorEmmy03
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Under Teleportal
      Trivial

> Pickup (Missile Tank, Supers-locked); Heals? False
  * Layers: default
  * Pickup 20; Category? Minor
  * Extra - actor_name: item_missiletank_003
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Chain Reaction Access
      Lay Any Bomb

> Door to Chain Reaction Access; Heals? False
  * Layers: default
  * Super Missile Door to Chain Reaction Access/Door to Teleport to Cataris
  * Extra - actor_name: Door054
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  * Override default lock requirement:
    Open Charge Door and Shoot Super Missile

  > Pickup (Missile Tank, Supers-locked)
      Lay Any Bomb

> Event - Destroy Post Chain Reaction Debris (Below); Heals? False
  * Layers: default
  * Event Artaria - Post Chain Reaction Debris
  * Extra - actor_name: db_reg_cv_022
  * Extra - actor_def: actordef:actors/props/db_reg_cv_021/charclasses/db_reg_cv_021.bmsad
  > Under Teleportal
      Trivial

> Event - Early SA Shortcut Blob; Heals? False
  * Layers: default
  * Event Artaria - Early SA Shortcut Blob
  * Extra - actor_name: db_reg_cv_023
  * Extra - actor_def: actordef:actors/props/db_reg_cv_022/charclasses/db_reg_cv_022.bmsad
  > Energy Recharge
      Trivial

> Door to Varia Suit Tutorial South; Heals? False
  * Layers: default
  * Charge Beam Door to Varia Suit Tutorial South/Door to Teleport to Cataris
  * Extra - actor_name: Door056
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Energy Recharge
      After Artaria - Chain Reaction End and After Artaria - Thermal Device

> Energy Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: PRP_CV_EnergyStation002
  * Extra - actor_def: actordef:actors/props/energyrecharge/charclasses/energyrecharge.bmsad
  * Extra - start_point_actor_name: PRP_CV_EnergyStation002_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_energy/charclasses/weightactivatedplatform_energy.bmsad
  > Event - Early SA Shortcut Blob
      All of the following:
          Morph Ball
          Any of the following:
              Wave Beam
              Slide and Pseudo-Wave Beam (Beginner) and Slide Jump (Beginner)
  > Door to Varia Suit Tutorial South
      All of the following:
          After Artaria - Chain Reaction End and After Artaria - Thermal Device
          Any of the following:
              Space Jump or Simple IBJ
              Wall Jump (Intermediate) and Use Spin Boost
              Gravity Suit and After Artaria - Post Chain Reaction Debris and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer and Ballspark
  > Teleporter to Cataris
      Trivial
  > Tunnel to EMMI Zone Exit Northwest
      After Artaria - Early SA Shortcut Blob and Lay Any Bomb

> Teleporter to Cataris; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Artaria (Red)/Teleporter to Artaria
  * Extra - actor_name: LE_Teleport_FromMagma
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: LE_Platform_Teleport_FromCave
  * Extra - start_point_actor_name: LE_Platform_Teleport_FromMagma
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Door to Save Station West
      All of the following:
          Lay Any Bomb
          After Artaria - Post Chain Reaction Debris or Before Artaria - Chain Reaction Device
  > Event - Early SA Shortcut Blob
      Pseudo-Wave Beam (Intermediate)
  > Energy Recharge
      Trivial
  > Under Teleportal
      All of the following:
          Can Slide
          After Artaria - Post Chain Reaction Debris or Before Artaria - Chain Reaction Device
  > Event - Destroy Post Chain Reaction Debris (Above)
      All of the following:
          After Artaria - Chain Reaction Device
          Pseudo-Wave Beam (Intermediate) or Shoot Diffusion or Wave

> Tunnel to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit Northwest/Tunnel to Teleport to Cataris
  > Event - Early SA Shortcut Blob
      Lay Small Bomb
  > Energy Recharge
      Morph Ball and After Artaria - Early SA Shortcut Blob

> Tunnel to Chain Reaction Access (Morph Puzzle); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Chain Reaction Access/Tunnel to Teleport to Cataris (Morph Puzzle)
  > Door to Save Station West
      Lay Any Bomb
  > Tunnel to Chain Reaction Access (Upper Tunnel)
      After Artaria - Thermal Device

> Tunnel to Chain Reaction Access (Upper Tunnel); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Chain Reaction Access/Tunnel to Teleport to Cataris (Tunnel)
  > Tunnel to Chain Reaction Access (Morph Puzzle)
      After Artaria - Thermal Device

> Under Teleportal; Heals? False
  * Layers: default
  > Door to Save Station West
      Trivial
  > Pickup (Missile Tank, Underwater)
      Morph Ball and Shoot Missile
  > Dock to EMMI Zone Exit Northwest
      Any of the following:
          All of the following:
              Gravity Suit
              Any of the following:
                  Flash Shift or Simple IBJ or Use Spin Boost
                  Speed Booster and Disabled Door Lock Randomizer
                  Morph Ball and Single-wall Wall Jump (Advanced)
          Speed Booster and Movement (Beginner) and Disabled Door Lock Randomizer and Use Spin Boost
  > Event - Destroy Post Chain Reaction Debris (Below)
      All of the following:
          After Artaria - Chain Reaction Device
          Lay Small Bomb or Shoot Beam
  > Teleporter to Cataris
      All of the following:
          Morph Ball
          After Artaria - Post Chain Reaction Debris or Before Artaria - Chain Reaction Device

> Event - Destroy Post Chain Reaction Debris (Above); Heals? False
  * Layers: default
  * Event Artaria - Post Chain Reaction Debris
  * Extra - actor_name: db_reg_cv_022
  * Extra - actor_def: actordef:actors/props/db_reg_cv_021/charclasses/db_reg_cv_021.bmsad
  > Teleporter to Cataris
      Trivial

----------------
Save Station West
Extra - total_boundings: {'x1': -14200.0, 'x2': -12100.0, 'y1': 1000.0, 'y2': 2142.0}
Extra - polygon: [[-12100.0, 2142.0], [-14200.0, 2142.0], [-14200.0, 1000.0], [-12100.0, 1000.0]]
Extra - asset_id: collision_camera_012
> Door to Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Waterfall/Door to Save Station West
  * Extra - actor_name: Door023 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Cataris
      Trivial
  > Save Station
      Trivial

> Door to Teleport to Cataris; Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Cataris/Door to Save Station West
  * Extra - actor_name: Door024 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Waterfall
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_SaveStation003
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: PRP_CV_SaveStation003_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Waterfall
      Trivial
  > Door to Teleport to Cataris
      Trivial

----------------
Charge Beam Access
Extra - total_boundings: {'x1': -7200.0, 'x2': -5100.0, 'y1': -9400.0, 'y2': -6900.0}
Extra - polygon: [[-5100.0, -6900.0], [-7200.0, -6900.0], [-7200.0, -9400.0], [-5100.0, -9400.0]]
Extra - asset_id: collision_camera_013
> Door to Charge Beam Room; Heals? False
  * Layers: default
  * Charge Beam Door to Charge Beam Room/Door to Charge Beam Access
  * Extra - actor_name: Door001 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Intro Room
      Trivial

> Door to Intro Room; Heals? False
  * Layers: default
  * Charge Beam Door to Intro Room/Door to Charge Beam Access
  * Extra - actor_name: Door002 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Charge Beam Room
      Trivial
  > Door to Cold Introduction (Missile)
      Trivial
  > Pickup (Missile Tank)
      Lay Power Bomb
  > Tunnel to Charge Beam Room
      Trivial

> Door to Cold Introduction (Missile); Heals? False
  * Layers: default
  * Missile Door to Cold Introduction/Door to Charge Beam Access (Side Tunnel)
  * Extra - actor_name: Door003 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door003_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Intro Room
      Trivial
  > Event - Charge Beam Access Blob (Below)
      Wave Beam

> Door to Cold Introduction (Power); Heals? False
  * Layers: default
  * Power Beam Door to Cold Introduction/Door to Charge Beam Access (Cold)
  * Extra - actor_name: Door004 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Event - Charge Beam Access Blob (Above)
      Trivial
  > Dock to Cold Introduction
      After Artaria - Charge Beam Access Blob
  > Dock to Energy Recharge Station South
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 29; Category? Minor
  * Extra - actor_name: Item_MissileTank016
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Intro Room
      Lay Power Bomb
  > Tunnel to Cold Introduction
      Lay Any Bomb

> Event - Charge Beam Access Blob (Above); Heals? False
  * Layers: default
  * Event Artaria - Charge Beam Access Blob
  * Extra - actor_name: PRP_DB_CV_010
  * Extra - actor_def: actordef:actors/props/breakablecave010/charclasses/breakablecave010.bmsad
  > Door to Cold Introduction (Power)
      Trivial

> Tunnel to Charge Beam Room; Heals? False
  * Layers: default
  * Slide Tunnel to Charge Beam Room/Tunnel to Charge Beam Access
  > Door to Intro Room
      Morph Ball

> Tunnel to Cold Introduction; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Cold Introduction/Tunnel to Charge Beam Access
  > Pickup (Missile Tank)
      Morph Ball

> Dock to Cold Introduction; Heals? False
  * Layers: default
  * Open Passage to Cold Introduction/Dock to Charge Beam Access
  > Door to Cold Introduction (Power)
      After Artaria - Charge Beam Access Blob

> Dock to Energy Recharge Station South; Heals? False
  * Layers: default
  * Open Passage to Energy Recharge Station South/Dock to Charge Beam Access
  > Door to Cold Introduction (Power)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Cold Introduction (Missile)
      Trivial

> Event - Charge Beam Access Blob (Below); Heals? False
  * Layers: default
  * Event Artaria - Charge Beam Access Blob
  > Door to Cold Introduction (Missile)
      Trivial

----------------
Charge Beam Room
Extra - total_boundings: {'x1': -9200.0, 'x2': -7100.0, 'y1': -9742.0, 'y2': -8600.0}
Extra - polygon: [[-7100.0, -8600.0], [-9200.0, -8600.0], [-9200.0, -9742.0], [-7100.0, -9742.0]]
Extra - asset_id: collision_camera_014
> Door to Charge Beam Access; Heals? False
  * Layers: default
  * Charge Beam Door to Charge Beam Access/Door to Charge Beam Room
  * Extra - actor_name: Door001 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Pickup (Charge Beam); Heals? False
  * Layers: default
  * Pickup 0; Category? Major
  * Extra - actor_name: ItemSphere_ChargeBeam
  * Extra - actor_def: actordef:actors/items/itemsphere_chargebeam/charclasses/itemsphere_chargebeam.bmsad
  * Extra - map_icon_actor: powerup_chargebeam
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChargeBeam
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Charge Beam Access
      Trivial
  > Pickup (Charge Beam)
      Trivial
  > Tunnel to Charge Beam Access
      Morph Ball and Climb Sloped Tunnels (Beginner)

> Tunnel to Charge Beam Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Charge Beam Access/Tunnel to Charge Beam Room
  > Start Point
      Trivial

----------------
EMMI Zone Spinner
Extra - total_boundings: {'x1': 700.0, 'x2': 2800.0, 'y1': -6450.0, 'y2': -800.0}
Extra - polygon: [[2800.0, -800.0], [700.0, -800.0], [700.0, -6450.0], [2800.0, -6450.0]]
Extra - asset_id: collision_camera_015
> Door to White EMMI Arena (Power); Heals? False
  * Layers: default
  * Power Beam Door to White EMMI Arena/Door to EMMI Zone Spinner (Power)
  * Extra - actor_name: Door016 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Middle)
      After Artaria - EMMI Magnet Platform Lowered
  > Door to White EMMI Arena (Top)
      Any of the following:
          Space Jump
          Climb Sloped Surfaces (Beginner) and Use Spin Boost
  > Tunnel to White EMMI Arena
      Trivial
  > Event - EMMI Magnet Platform Lowered
      Spider Magnet

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 5; Category? Minor
  * Extra - actor_name: Item_MissileTank002
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to White EMMI Arena (Power)
      Trivial
  > Door to White EMMI Arena (Top)
      Any of the following:
          Flash Shift or Lay Cross Bomb or Use Spin Boost
          Slide and Slide Jump (Beginner)

> Door to White EMMI Arena (Bottom); Heals? False
  * Layers: default
  * Access Open to White EMMI Arena/Door to EMMI Zone Spinner (Bottom)
  * Extra - actor_name: DoorFrame_009
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to White EMMI Arena
      Trivial

> Door to White EMMI Arena (Middle); Heals? False
  * Layers: default
  * Access Open to White EMMI Arena/Door to EMMI Zone Spinner (Middle)
  * Extra - actor_name: DoorFrame_010
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Power)
      After Artaria - EMMI Magnet Platform Lowered

> Door to White EMMI Arena (Top); Heals? False
  * Layers: default
  * Access Open to White EMMI Arena/Door to EMMI Zone Spinner (Top)
  * Extra - actor_name: DoorFrame_011
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Power)
      Trivial
  > Pickup (Missile Tank)
      Any of the following:
          After Artaria - EMMI Spinner Pulled
          Before Artaria - EMMI Spinner Rotated and Enabled Door Lock Randomizer and Enabled Highly Dangerous Logic
  > Door to White EMMI Introduction
      All of the following:
          After Artaria - EMMI Spinner Rotated
          Any of the following:
              After Artaria - EMMI Spinner Rotated Again
              Before Artaria - EMMI Spinner Pulled and Enabled Door Lock Randomizer and Enabled Highly Dangerous Logic
  > Event - EMMI Spinner Pulled
      Grapple Beam and After Artaria - EMMI Spinner Rotated

> Door to Wide Beam Block Room; Heals? False
  * Layers: default
  * Access Open to Wide Beam Block Room/Door to EMMI Zone Spinner
  * Extra - actor_name: DoorFrame_012
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction
      Trivial

> Door to White EMMI Introduction; Heals? False
  * Layers: default
  * Artaria Thermal Door to White EMMI Introduction/Door to EMMI Zone Spinner
  * Extra - actor_name: Door050 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Top)
      After Artaria - EMMI Spinner Rotated
  > Door to Wide Beam Block Room
      Trivial
  > Event - EMMI Spinner Rotated
      Trivial
  > Event - EMMI Spinner Rotated Again
      After Artaria - EMMI Spinner Pulled

> Tunnel to White EMMI Arena; Heals? False
  * Layers: default
  * Slide Tunnel to White EMMI Arena/Tunnel to EMMI Zone Spinner
  > Door to White EMMI Arena (Power)
      Any of the following:
          Space Jump
          All of the following:
              Climb Sloped Surfaces (Beginner) and Use Spin Boost
              Speed Booster or Wall Jump (Beginner) or Simple IBJ
  > Door to White EMMI Arena (Bottom)
      Trivial
  > Door to White EMMI Arena (Top)
      Any of the following:
          # https://youtu.be/RUvZaIl5vts
          Diagonal Bomb Jump (Advanced) and Lay Normal Bomb
          # https://youtu.be/otd7WX_dU_s
          Speed Booster and Infinite Bomb Jump (Intermediate) and Speed Booster Conservation (Advanced) and Lay Normal Bomb
          # https://youtu.be/OFHELQQbO4w
          Speed Booster and Infinite Bomb Jump (Beginner) and Speed Booster Conservation (Intermediate) and Lay Cross Bomb
          # https://youtu.be/vlhzedSfhEA
          Morph Ball and Speed Booster and Speed Booster Conservation (Beginner) and Wall Jump (Beginner) and Use Spin Boost

> Event - EMMI Magnet Platform Lowered; Heals? False
  * Layers: default
  * Event Artaria - EMMI Magnet Platform Lowered
  > Door to White EMMI Arena (Power)
      Trivial

> Event - EMMI Spinner Rotated; Heals? False
  * Layers: default
  * Event Artaria - EMMI Spinner Rotated
  > Door to White EMMI Arena (Top)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Wide Beam Block Room
      Trivial

> Event - EMMI Spinner Pulled; Heals? False
  * Layers: default
  * Event Artaria - EMMI Spinner Pulled
  > Door to White EMMI Arena (Top)
      Trivial

> Event - EMMI Spinner Rotated Again; Heals? False
  * Layers: default
  * Event Artaria - EMMI Spinner Rotated Again
  > Door to White EMMI Arena (Top)
      Trivial

----------------
Proto EMMI Introduction
Extra - total_boundings: {'x1': 14800.0, 'x2': 17800.0, 'y1': -3700.0, 'y2': -1200.0}
Extra - polygon: [[17800.0, -1200.0], [14800.0, -1200.0], [14800.0, -3700.0], [17800.0, -3700.0]]
Extra - asset_id: collision_camera_016
> Door to Melee Tutorial Room (Lower); Heals? False
  * Layers: default
  * Power Beam Door to Melee Tutorial Room/Door to Proto EMMI Introduction (Lower)
  * Extra - actor_name: Door010 (CL-PW,OP)
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Proto EMMI Battle
      Trivial

> Door to Melee Tutorial Room (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Melee Tutorial Room/Door to Proto EMMI Introduction (Upper)
  * Extra - actor_name: Door055 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      All of the following:
          Lay Any Bomb
          Any of the following:
              Flash Shift or Use Spin Boost
              After Elun - Release X Parasites and Stand on Frozen Enemy (Intermediate) and Shoot Ice Missile
              # https://youtu.be/AhrGDpzB3lI
              Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer
  > Door to Proto EMMI Battle
      After Artaria - Proto Central Unit or Can Slide
  > Start Point
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 13; Category? Minor
  * Extra - actor_name: Item_MissileTank009
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Melee Tutorial Room (Upper)
      Flash Shift or Use Spin Boost
  > Door to Proto EMMI Battle
      After Artaria - Proto Central Unit or Can Slide

> Door to Proto EMMI Battle; Heals? False
  * Layers: default
  * Power Beam Door to Proto EMMI Battle/Door to Proto EMMI Introduction; Excluded from Dock Lock Rando
  * Extra - actor_name: Door058 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Melee Tutorial Room (Lower)
      After Artaria - Proto Central Unit
  > Door to Melee Tutorial Room (Upper)
      All of the following:
          After Artaria - Proto Central Unit
          Any of the following:
              Space Jump
              Spin Boost and Wall Jump (Beginner)
              All of the following:
                  Flash Shift or Spin Boost
                  Speed Booster or Simple IBJ
              Diagonal Bomb Jump (Beginner) and Lay Normal Bomb
              Infinite Bomb Jump (Intermediate) and Lay Cross Bomb
  > Pickup (Missile Tank)
      Any of the following:
          Diagonal Bomb Jump (Beginner) and Lay Normal Bomb
          Infinite Bomb Jump (Expert) and Lay Cross Bomb
          Bomb and Infinite Bomb Jump (Advanced) and Lay Cross Bomb

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Melee Tutorial Room (Upper)
      Trivial

----------------
White EMMI Arena
Extra - total_boundings: {'x1': 2700.0, 'x2': 5900.0, 'y1': -6450.0, 'y2': -1700.0}
Extra - polygon: [[5900.0, -1700.0], [2700.0, -1700.0], [2700.0, -6450.0], [5900.0, -6450.0]]
Extra - asset_id: collision_camera_017
> Door to Central Unit Access (Charge); Heals? False
  * Layers: default
  * Charge Beam Door to Central Unit Access/Door to White EMMI Arena (Top)
  * Extra - actor_name: Door015 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Spinner (Middle)
      Any of the following:
          Space Jump or Speed Booster or Simple IBJ
          All of the following:
              Wall Jump (Beginner)
              Flash Shift or Use Spin Boost
          All of the following:
              Stand on Frozen Enemy (Intermediate) and Wall Jump (Advanced) and Shoot Ice Missile
              After Artaria - Central Unit or After Elun - Release X Parasites
          Morph Ball and Single-wall Wall Jump (Advanced)
  > Start Point
      Trivial

> Door to EMMI Zone Spinner (Power); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Spinner/Door to White EMMI Arena (Power)
  * Extra - actor_name: Door016 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Door to EMMI Zone First Entrance; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone First Entrance/Door to White EMMI Arena
  * Extra - actor_name: Door018 (CG-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Spinner (Middle)
      Trivial
  > Door to EMMI Zone Spinner (Top)
      Any of the following:
          Speed Booster or Simple IBJ or Use Spin Boost
          All of the following:
              Flash Shift
              Any of the following:
                  Wall Jump (Intermediate)
                  Slide and Slide Jump (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Door to Central Unit Access (Power); Heals? False
  * Layers: default
  * Access Locked to Central Unit Access/Door to White EMMI Arena (Bottom)
  * Extra - actor_name: Door059 (CL-PW)
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Spinner (Bottom)
      Trivial
  > Start Point
      Trivial

> Door to EMMI Zone Spinner (Bottom); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Spinner/Door to White EMMI Arena (Bottom)
  * Extra - actor_name: DoorFrame_009
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Central Unit Access (Power)
      Trivial

> Door to EMMI Zone Spinner (Middle); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Spinner/Door to White EMMI Arena (Middle)
  * Extra - actor_name: DoorFrame_010
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Central Unit Access (Charge)
      Trivial
  > Door to EMMI Zone First Entrance
      Trivial

> Door to EMMI Zone Spinner (Top); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Spinner/Door to White EMMI Arena (Top)
  * Extra - actor_name: DoorFrame_011
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone First Entrance
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_MagnetGlove
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Central Unit Access (Charge)
      Trivial
  > Door to EMMI Zone Spinner (Power)
      Any of the following:
          Flash Shift or Spider Magnet or Speed Booster or Simple IBJ or Use Spin Boost
          All of the following:
              Stand on Frozen Enemy (Beginner) and Shoot Ice Missile
              After Artaria - Central Unit or After Elun - Release X Parasites
          Grapple Beam and Grapple Movement (Beginner)
  > Door to Central Unit Access (Power)
      Trivial
  > Tunnel to EMMI Zone Spinner
      Trivial

> Tunnel to EMMI Zone Spinner; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Spinner/Tunnel to White EMMI Arena
  > Start Point
      Trivial

----------------
EMMI Zone Entrance Hallway
Extra - total_boundings: {'x1': 7800.0, 'x2': 10900.0, 'y1': -3650.0, 'y2': -2850.0}
Extra - polygon: [[10900.0, -2850.0], [7800.0, -2850.0], [7800.0, -3650.0], [10900.0, -3650.0]]
Extra - asset_id: collision_camera_018
> Door to EMMI Zone First Entrance; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone First Entrance/Door to EMMI Zone Entrance Hallway
  * Extra - actor_name: Door014 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Melee Tutorial Room
      Trivial

> Dock to Melee Tutorial Room; Heals? False
  * Layers: default
  * EMMI Door to Melee Tutorial Room/Dock to EMMI Zone Entrance Hallway
  * Extra - actor_name: DoorEmmy11
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone First Entrance
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to Melee Tutorial Room
      Trivial

----------------
Corpius Arena
Extra - total_boundings: {'x1': 17800.0, 'x2': 21900.0, 'y1': -550.0, 'y2': 800.0}
Extra - polygon: [[21900.0, 800.0], [17800.0, 800.0], [17800.0, -550.0], [21900.0, -550.0]]
Extra - asset_id: collision_camera_020
> Door to Phantom Cloak Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Phantom Cloak Tutorial/Door to Corpius Arena; Excluded from Dock Lock Rando
  * Extra - actor_name: Door054 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - actor_sublayer: Boss
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_OpticalCamo
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Phantom Cloak Tutorial
      After Corpius
  > Event - Corpius
      All of the following:
          # Requirements for dodging attacks. Not required if at least beginner combat.
          Spider Magnet or Space Jump or Combat (Beginner)
          Any of the following:
              # Requirements for killing Corpius
              Shoot Charge Beam
              # Refill missile ammo by shooting beam
              Before Elun - Release X Parasites and Shoot Beam and Shoot Missile
              All of the following:
                  # Minimum: 9 Ice Missiles. 1.5x leeway for trickless
                  Shoot Super Ice Missile
                  Any of the following:
                      Missiles ≥ 14
                      Missiles ≥ 9 and Combat (Intermediate)
              All of the following:
                  # Minimum: 12 Super Missiles. 1.5x leeway for trickless
                  Shoot Super Missile
                  Any of the following:
                      Missiles ≥ 18
                      Missiles ≥ 12 and Combat (Intermediate)
              All of the following:
                  # Minimum: 35 Normal Missiles. 1.5x leeway for trickless
                  Shoot Missile
                  Any of the following:
                      Missiles ≥ 53
                      Missiles ≥ 35 and Combat (Intermediate)
              Combat (Beginner) and Lay Cross Bomb
              Combat (Intermediate) and Lay Normal Bomb
              All of the following:
                  # Minimum: 5 volleys of Storm Missiles 1.5x leeway for trickless
                  Storm Missile and Shoot Missile
                  Any of the following:
                      Missiles ≥ 24
                      Missiles ≥ 15 and Combat (Intermediate)
          # Energy Requirements
          Combat (Beginner) or Normal Damage ≥ 198

> Pickup (Phantom Cloak); Heals? False
  * Layers: default
  * Pickup 138; Category? Major
  * Extra - pickup_type: corpius
  * Extra - actor_def: actors/characters/scorpius/charclasses/scorpius.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_OPTICAL_CAMO
  * Extra - callback_function: OnCorpiusDeath_CUSTOM
  * Extra - boss_hint_name: Corpius
  > Start Point
      Trivial

> Event - Corpius; Heals? False
  * Layers: default
  * Event Corpius
  > Pickup (Phantom Cloak)
      Trivial

----------------
David Jaffe Room
Extra - total_boundings: {'x1': 12800.0, 'x2': 15900.0, 'y1': 3000.0, 'y2': 4600.0}
Extra - polygon: [[15900.0, 4600.0], [12800.0, 4600.0], [12800.0, 3000.0], [15900.0, 3000.0]]
Extra - asset_id: collision_camera_021
> Door to Navigation Station North; Heals? False
  * Layers: default
  * Access Locked to Navigation Station North/Door to David Jaffe Room
  * Extra - actor_name: Door029 (CG-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorchargeclosed/charclasses/doorchargeclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Door to Thermal Door Tutorial; Heals? False
  * Layers: default
  * Artaria Thermal Door to Thermal Door Tutorial/Door to David Jaffe Room
  * Extra - actor_name: Door044 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 9; Category? Minor
  * Extra - actor_name: Item_MissileTank005
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Start Point
      Can Slide

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_AccessPoint_2B
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station North
      Trivial
  > Door to Thermal Door Tutorial
      Trivial
  > Pickup (Missile Tank)
      Can Slide
  > Tunnel to Thermal Door Tutorial
      Trivial

> Tunnel to Thermal Door Tutorial; Heals? False
  * Layers: default
  * Slide Tunnel to Thermal Door Tutorial/Tunnel to David Jaffe Room
  > Start Point
      Trivial

----------------
Thermal Door Tutorial
Extra - total_boundings: {'x1': 15800.0, 'x2': 17900.0, 'y1': 900.0, 'y2': 4500.0}
Extra - polygon: [[17900.0, 4500.0], [15800.0, 4500.0], [15800.0, 900.0], [17900.0, 900.0]]
Extra - asset_id: collision_camera_022
> Door to David Jaffe Room; Heals? False
  * Layers: default
  * Artaria Thermal Door to David Jaffe Room/Door to Thermal Door Tutorial
  * Extra - actor_name: Door044 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Thermal Device
      After Artaria - Thermal Device East Blob
  > Event - Thermal Device East Blob
      Shoot Diffusion or Wave
  > Door to Magma Flow Vista
      Trivial
  > Tunnel to David Jaffe Room
      All of the following:
          Morph Ball
          Any of the following:
              Simple IBJ
              Speed Booster and Disabled Door Lock Randomizer and Open Charge Door
              Climb Sloped Tunnels (Intermediate) and Use Spin Boost

> Door to Thermal Device; Heals? False
  * Layers: default
  * Artaria Thermal Door to Thermal Device/Door to Thermal Door Tutorial
  * Extra - actor_name: Door045 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to David Jaffe Room
      After Artaria - Thermal Device East Blob
  > Dock to Invisible Corpius Room
      After Artaria - Thermal Device West Blob
  > Event - Thermal Device East Blob
      Lay Small Bomb or Shoot Beam
  > Event - Thermal Device West Blob
      Wave Beam or Pseudo-Wave Beam (Intermediate)

> Dock to Invisible Corpius Room; Heals? False
  * Layers: default
  * Open Passage to Invisible Corpius Room/Door to Thermal Door Tutorial
  * Extra - actor_name: doorpresenceframe_000
  * Extra - actor_def: actordef:actors/props/doorpresenceframe/charclasses/doorpresenceframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Thermal Device
      After Artaria - Thermal Device West Blob
  > Event - Thermal Device West Blob
      Lay Small Bomb or Shoot Beam
  > Below Blobs
      Trivial

> Event - Thermal Device East Blob; Heals? False
  * Layers: default
  * Event Artaria - Thermal Device East Blob
  * Extra - actor_name: PRP_DB_CV_007
  * Extra - actor_def: actordef:actors/props/breakablecave007/charclasses/breakablecave007.bmsad
  > Door to Thermal Device
      Trivial

> Event - Thermal Device West Blob; Heals? False
  * Layers: default
  * Event Artaria - Thermal Device West Blob
  * Extra - actor_name: db_reg_cv_021
  * Extra - actor_def: actordef:actors/props/db_reg_cv_020/charclasses/db_reg_cv_020.bmsad
  > Dock to Invisible Corpius Room
      Trivial

> Door to Magma Flow Vista; Heals? False
  * Layers: default
  * Charge Beam Door to Magma Flow Vista/Door to Thermal Door Tutorial
  * Extra - actor_name: Door032 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to David Jaffe Room
      Trivial

> Tunnel to David Jaffe Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to David Jaffe Room/Tunnel to Thermal Door Tutorial
  > Door to David Jaffe Room
      Trivial

> Above Blobs; Heals? False; Default Node
  * Layers: default
  > Door to David Jaffe Room
      Trivial

> Below Blobs; Heals? False
  * Layers: default
  > Dock to Invisible Corpius Room
      Trivial

----------------
Magma Flow Vista
Extra - total_boundings: {'x1': 17800.0, 'x2': 24900.0, 'y1': 2300.0, 'y2': 5100.0}
Extra - polygon: [[24900.0, 5100.0], [17800.0, 5100.0], [17800.0, 3500.0], [24900.0, 3500.0]]
Extra - asset_id: collision_camera_023
> Door to Thermal Door Tutorial; Heals? False
  * Layers: default
  * Charge Beam Door to Thermal Door Tutorial/Door to Magma Flow Vista
  * Extra - actor_name: Door032 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Hot Room Hub
      Trivial

> Door to Hot Room Hub; Heals? False
  * Layers: default
  * Power Beam Door to Hot Room Hub/Door to Magma Flow Vista
  * Extra - actor_name: Door036 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Thermal Door Tutorial
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Thermal Door Tutorial
      Trivial

----------------
East Lava Missile Room
Extra - total_boundings: {'x1': 20000.0, 'x2': 24900.0, 'y1': 2300.0, 'y2': 3442.0}
Extra - polygon: [[24900.0, 3442.0], [20000.0, 3442.0], [20000.0, 2300.0], [24900.0, 2300.0]]
Extra - asset_id: collision_camera_023_B
> Door to Hot Room Hub; Heals? False
  * Layers: default
  * Charge Beam Door to Hot Room Hub/Door to East Lava Missile Room
  * Extra - actor_name: Door037 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Any of the following:
          Gravity Suit
          All of the following:
              Any of the following:
                  Varia Suit
                  Heat/Cold Runs (Intermediate) and Heat Damage ≥ 200
              Any of the following:
                  Spider Magnet or Space Jump
                  Speed Booster and Movement (Beginner) and Disabled Door Lock Randomizer and Open Charge Door
                  Grapple Beam and Grapple Movement (Intermediate)

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 11; Category? Minor
  * Extra - actor_name: Item_MissileTank007
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Hot Room Hub
      All of the following:
          Varia Suit
          Any of the following:
              Gravity Suit or Spider Magnet or Space Jump
              Grapple Beam and Grapple Movement (Intermediate)
              Heat/Cold Runs (Intermediate) and Lava Damage ≥ 500

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Hot Room Hub
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 40

----------------
Hot Room Hub
Extra - total_boundings: {'x1': 24800.0, 'x2': 26900.0, 'y1': 1200.0, 'y2': 4200.0}
Extra - polygon: [[26900.0, 4200.0], [24800.0, 4200.0], [24800.0, 1200.0], [26900.0, 1200.0]]
Extra - asset_id: collision_camera_024
> Door to Save Station East; Heals? False
  * Layers: default
  * Power Beam Door to Save Station East/Door to Hot Room Hub
  * Extra - actor_name: Door035 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Lower Path to Cataris
      Trivial

> Door to East Lava Missile Room; Heals? False
  * Layers: default
  * Charge Beam Door to East Lava Missile Room/Door to Hot Room Hub
  * Extra - actor_name: Door037 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Hot Cataris Shortcut
      Trivial
  > Door to Lower Path to Cataris
      Trivial

> Door to Hot Cataris Shortcut; Heals? False
  * Layers: default
  * Charge Beam Door to Hot Cataris Shortcut/Door to Hot Room Hub
  * Extra - actor_name: Door060
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to East Lava Missile Room
      Trivial
  > Door to Magma Flow Vista
      Trivial

> Door to Lower Path to Cataris; Heals? False
  * Layers: default
  * Sensor Lock Door to Lower Path to Cataris/Dock to Hot Room Hub
  * Extra - actor_name: doorpresenceframe_001
  * Extra - actor_def: actordef:actors/props/doorpresenceframe/charclasses/doorpresenceframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station East
      Trivial
  > Door to East Lava Missile Room
      Trivial

> Door to Magma Flow Vista; Heals? False
  * Layers: default
  * Power Beam Door to Magma Flow Vista/Door to Hot Room Hub
  * Extra - actor_name: Door036 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Hot Cataris Shortcut
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Save Station East
      Trivial

----------------
Save Station East
Extra - total_boundings: {'x1': 22800.0, 'x2': 24900.0, 'y1': 1200.0, 'y2': 2342.0}
Extra - polygon: [[24900.0, 2342.0], [22800.0, 2342.0], [22800.0, 1200.0], [24900.0, 1200.0]]
Extra - asset_id: collision_camera_025
> Door to Path to Thermal Device; Heals? False
  * Layers: default
  * Power Beam Door to Path to Thermal Device/Door to Save Station East
  * Extra - actor_name: Door034 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Hot Room Hub; Heals? False
  * Layers: default
  * Power Beam Door to Hot Room Hub/Door to Save Station East
  * Extra - actor_name: Door035 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_SaveStation002
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: PRP_CV_SaveStation002_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Path to Thermal Device
      Trivial
  > Door to Hot Room Hub
      Trivial

----------------
Chain Reaction Room
Extra - total_boundings: {'x1': -12200.0, 'x2': -8100.0, 'y1': 4700.0, 'y2': 9200.0}
Extra - polygon: [[-8100.0, 9200.0], [-12200.0, 9200.0], [-12200.0, 4700.0], [-8100.0, 4700.0]]
Extra - asset_id: collision_camera_026
> Door to Varia Suit Tutorial North; Heals? False
  * Layers: default
  * Access Locked to Varia Suit Tutorial North/Door to Chain Reaction Room; Excluded from Dock Lock Rando
  * Extra - actor_name: Door057
  * Extra - actor_def: actordef:actors/props/doorclosedcharge/charclasses/doorclosedcharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      # TODO: Find heat values after constand damage numbers are decided on
      Morph Ball and Varia Suit and After Artaria - Chain Reaction End
  > Tunnel to Shutter Platform Puzzle
      # TODO: Find heat values after constant damage numbers are decided on
      Varia Suit and After Artaria - Chain Reaction End

> Door to Chain Reaction Access; Heals? False
  * Layers: default
  * Charge Beam Door to Chain Reaction Access/Door to Chain Reaction Room
  * Extra - actor_name: Door053
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Before Artaria - Chain Reaction Device

> Door to Varia Suit Tutorial South; Heals? False
  * Layers: default
  * Charge Beam Door to Varia Suit Tutorial South/Door to Chain Reaction Room
  * Extra - actor_name: Door055
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      All of the following:
          After Artaria - Chain Reaction Device
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50

> Event - Chain Reaction Device; Heals? False
  * Layers: default
  * Event Artaria - Chain Reaction Device
  * Extra - actor_name: ev_chainreaction_deviceheat
  * Extra - actor_def: actordef:actors/props/deviceheat/charclasses/deviceheat.bmsad
  * Extra - start_point_actor_name: ev_chainreaction_weightactivatedplatform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_thermal/charclasses/weightactivatedplatform_thermal.bmsad
  > Tunnel to Shutter Platform Puzzle
      All of the following:
          Morph Ball
          Lay Any Bomb or Shoot Beam

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChainReaction
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Varia Suit Tutorial North
      All of the following:
          # TODO: Find heat values after constant damage numbers are decided on
          Morph Ball and Varia Suit and After Artaria - Chain Reaction End
          Flash Shift or Simple IBJ or Use Spin Boost
  > Door to Chain Reaction Access
      Before Artaria - Chain Reaction Device
  > Door to Varia Suit Tutorial South
      All of the following:
          After Artaria - Chain Reaction End
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50
  > Event - Chain Reaction Device
      Trivial

> Tunnel to Shutter Platform Puzzle; Heals? False
  * Layers: default
  * Slide Tunnel to Shutter Platform Puzzle/Tunnel to Chain Reaction Room
  > Door to Varia Suit Tutorial North
      # TODO: Find heat values after constant damage numbers are decided on
      Varia Suit and After Artaria - Chain Reaction End

----------------
Varia Suit Tutorial South
Extra - total_boundings: {'x1': -8200.0, 'x2': -6100.0, 'y1': 3800.0, 'y2': 5500.0}
Extra - polygon: [[-6100.0, 5500.0], [-8200.0, 5500.0], [-8200.0, 3800.0], [-6100.0, 3800.0]]
Extra - asset_id: collision_camera_028
> Door to Chain Reaction Room; Heals? False
  * Layers: default
  * Charge Beam Door to Chain Reaction Room/Door to Varia Suit Tutorial South
  * Extra - actor_name: Door055
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Cataris
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 100

> Door to Teleport to Cataris; Heals? False
  * Layers: default
  * Charge Beam Door to Teleport to Cataris/Door to Varia Suit Tutorial South
  * Extra - actor_name: Door056
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Chain Reaction Room
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 100

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Chain Reaction Room
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 20

----------------
Varia Suit Tutorial North
Extra - total_boundings: {'x1': -8200.0, 'x2': -6100.0, 'y1': 8100.0, 'y2': 9900.0}
Extra - polygon: [[-6100.0, 9900.0], [-8200.0, 9900.0], [-8200.0, 8100.0], [-6100.0, 8100.0]]
Extra - asset_id: collision_camera_029
> Door to Chain Reaction Room; Heals? False
  * Layers: default
  * Charge Beam Door to Chain Reaction Room/Door to Varia Suit Tutorial North; Excluded from Dock Lock Rando
  * Extra - actor_name: Door057
  * Extra - actor_def: actordef:actors/props/doorclosedcharge/charclasses/doorclosedcharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Ledge above lava
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50

> Door to Varia Suit Room; Heals? False
  * Layers: default
  * Charge Beam Door to Varia Suit Room/Door to Varia Suit Tutorial North
  * Extra - actor_name: Door058
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Ledge above lava
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 40

> Pickup (Missile+ Tank); Heals? False
  * Layers: default
  * Pickup 30; Category? Major
  * Extra - actor_name: item_missiletankplus_001
  * Extra - actor_def: actordef:actors/items/item_missiletankplus/charclasses/item_missiletankplus.bmsad
  > Ledge above lava
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Lava Damage ≥ 200

> Ledge above lava; Heals? False; Default Node
  * Layers: default
  > Door to Chain Reaction Room
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50
  > Door to Varia Suit Room
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 40
  > Pickup (Missile+ Tank)
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Lava Damage ≥ 200

----------------
Shutter Platform Puzzle
Extra - total_boundings: {'x1': -17100.0, 'x2': -12100.0, 'y1': 8100.0, 'y2': 10142.0}
Extra - polygon: [[-12100.0, 10142.0], [-17100.0, 10142.0], [-17100.0, 9000.0], [-16500.0, 9000.0], [-14600.0, 8100.0], [-12100.0, 8100.0]]
Extra - asset_id: collision_camera_030
> Pickup (Energy Tank); Heals? False
  * Layers: default
  * Pickup 14; Category? Major
  * Extra - actor_name: item_energytank_000
  * Extra - actor_def: actordef:actors/items/item_energytank/charclasses/item_energytank.bmsad
  > Door to Varia Suit Room
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Door to Varia Suit Room; Heals? False
  * Layers: default
  * Missile Door to Varia Suit Room/Door to Shutter Platform Puzzle
  * Extra - actor_name: Door059
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door059_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Energy Tank)
      All of the following:
          After Artaria - Chain Reaction Grapple Block and Ballspark and Lay Any Bomb
          Any of the following:
              Flash Shift
              All of the following:
                  Flash Shift Skip (Beginner)
                  Movement (Beginner) or Lay Cross Bomb or Use Spin Boost
  > Event - Chain Reaction Grapple Block
      Grapple Beam
  > Start Point
      Trivial

> Event - Chain Reaction Grapple Block; Heals? False
  * Layers: default
  * Event Artaria - Chain Reaction Grapple Block
  * Extra - actor_name: grapplepulloff1x2_002
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Varia Suit Room
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Post_ChainReaction
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Varia Suit Room
      Trivial
  > Tunnel to Chain Reaction Room
      Bomb and Morph Ball and Climb Sloped Tunnels (Advanced)

> Tunnel to Chain Reaction Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Chain Reaction Room/Tunnel to Shutter Platform Puzzle
  > Event - Chain Reaction End
      Trivial

> Event - Chain Reaction End; Heals? False
  * Layers: default
  * Event Artaria - Chain Reaction End
  > Start Point
      Trivial

----------------
Varia Suit Room
Extra - total_boundings: {'x1': -12200.0, 'x2': -8100.0, 'y1': 9200.0, 'y2': 11100.0}
Extra - polygon: [[-8100.0, 11100.0], [-12200.0, 11100.0], [-12200.0, 9200.0], [-8100.0, 9200.0]]
Extra - asset_id: collision_camera_031
> Pickup (Varia Suit); Heals? False
  * Layers: default
  * Pickup 23; Category? Major
  * Extra - actor_name: IT_VARIA_GEN_001
  * Extra - actor_def: actordef:actors/items/itemsphere_variasuit/charclasses/itemsphere_variasuit.bmsad
  * Extra - map_icon_actor: powerup_variasuit
  > Start Point
      Trivial

> Door to Varia Suit Tutorial North; Heals? False
  * Layers: default
  * Charge Beam Door to Varia Suit Tutorial North/Door to Varia Suit Room
  * Extra - actor_name: Door058
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Shutter Platform Puzzle
      Trivial
  > Start Point
      Morph Ball

> Door to Shutter Platform Puzzle; Heals? False
  * Layers: default
  * Missile Door to Shutter Platform Puzzle/Door to Varia Suit Room
  * Should be power beam door, but for logic it's missile


  * Extra - actor_name: Door059
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door059_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Varia Suit Tutorial North
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_VariaSuit
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Pickup (Varia Suit)
      Trivial
  > Door to Varia Suit Tutorial North
      Can Slide

----------------
Spider Beam Tower
Extra - total_boundings: {'x1': 2700.0, 'x2': 4800.0, 'y1': 5600.0, 'y2': 9400.0}
Extra - polygon: [[4800.0, 9400.0], [2700.0, 9400.0], [2700.0, 5600.0], [4800.0, 5600.0]]
Extra - asset_id: collision_camera_032
> Door to Save Station North; Heals? False
  * Layers: default
  * Power Beam Door to Save Station North/Door to Spider Beam Tower
  * Extra - actor_name: Door065
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Dairon
      Any of the following:
          Use Spin Boost
          All of the following:
              Grapple Beam
              Spider Magnet or Grapple Movement (Beginner)
          Diagonal Bomb Jump (Beginner) and Lay Normal Bomb
          Flash Shift and Movement (Beginner)
          Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer
          Infinite Bomb Jump (Intermediate) and Lay Cross Bomb
  > Door to Grapple Beam Tutorial
      Trivial

> Door to Transport to Dairon; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Dairon/Door to Spider Beam Tower
  * Extra - actor_name: Door066
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station North
      Trivial

> Door to Grapple Beam Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Grapple Beam Tutorial/Door to Spider Beam Tower
  * Extra - actor_name: Door067
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station North
      Any of the following:
          Flash Shift or Wall Jump (Intermediate) or Simple IBJ or Use Spin Boost
          All of the following:
              Grapple Beam
              Spider Magnet or Grapple Movement (Beginner)
          Speed Booster and Disabled Door Lock Randomizer

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Save Station North
      Trivial

----------------
Grapple Beam Room
Extra - total_boundings: {'x1': 6700.0, 'x2': 10000.0, 'y1': 4900.0, 'y2': 6400.0}
Extra - polygon: [[10000.0, 6400.0], [6700.0, 6400.0], [6700.0, 4900.0], [8900.0, 4900.0], [10000.0, 5258.0]]
Extra - asset_id: collision_camera_033
> Door to Grapple Beam Tutorial; Heals? False
  * Layers: default
  * Grapple Beam Door to Grapple Beam Tutorial/Door from Grapple Beam Room
  * Extra - actor_name: doorclosedgrapple_000
  * Extra - actor_def: actordef:actors/props/doorclosedgrapple/charclasses/doorclosedgrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None

> Door from Grapple Beam Tutorial; Heals? False
  * Layers: default
  * Access Closed to Grapple Beam Tutorial/Door to Grapple Beam Room
  * Extra - actor_name: Door069
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door069_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Pickup (Grapple Beam); Heals? False
  * Layers: default
  * Pickup 25; Category? Major
  * Extra - actor_name: ItemSphere_GrappleBeam
  * Extra - actor_def: actordef:actors/items/itemsphere_grapplebeam/charclasses/itemsphere_grapplebeam.bmsad
  * Extra - map_icon_actor: powerup_grapplebeam
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Grapple
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Grapple Beam Tutorial
      Grapple Beam
  > Door from Grapple Beam Tutorial
      Trivial
  > Pickup (Grapple Beam)
      Trivial

----------------
Transport to Dairon
Extra - total_boundings: {'x1': 700.0, 'x2': 2800.0, 'y1': 8700.0, 'y2': 9842.0}
Extra - polygon: [[2800.0, 9842.0], [700.0, 9842.0], [700.0, 8700.0], [2800.0, 8700.0]]
Extra - asset_id: collision_camera_034
> Door to Spider Beam Tower; Heals? False
  * Layers: default
  * Power Beam Door to Spider Beam Tower/Door to Transport to Dairon
  * Extra - actor_name: Door066
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Elevator to Dairon
      Trivial

> Elevator to Dairon; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Artaria/Elevator to Artaria
  * Extra - actor_name: elevator_baselab_000
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_cave_000_platform
  * Extra - start_point_actor_name: elevator_baselab_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Artaria - Grapple
  > Door to Spider Beam Tower
      Trivial

----------------
First Tutorial Access
Extra - total_boundings: {'x1': -1300.0, 'x2': 1900.0, 'y1': -8000.0, 'y2': -6858.0}
Extra - polygon: [[1900.0, -6858.0], [-1300.0, -6858.0], [-1300.0, -8000.0], [1900.0, -8000.0]]
Extra - asset_id: collision_camera_045
> Door to Energy Recharge Station South; Heals? False
  * Layers: default
  * Power Beam Door to Energy Recharge Station South/Door to First Tutorial Access
  * Extra - actor_name: Door005 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to First Tutorial
      Trivial

> Tunnel to First Tutorial; Heals? False
  * Layers: default
  * Morph Ball Tunnel to First Tutorial/Tunnel to First Tutorial Access
  > Door to Energy Recharge Station South
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Energy Recharge Station South
      Trivial

----------------
EMMI Zone Dome
Extra - total_boundings: {'x1': -5200.0, 'x2': 800.0, 'y1': 1500.0, 'y2': 5200.0}
Extra - polygon: [[800.0, 3900.0], [-1200.0, 3900.0], [-1200.0, 5200.0], [-5200.0, 5200.0], [-5200.0, 2100.0], [-1000.0, 2100.0], [-1000.0, 1500.0], [500.0, 1500.0], [800.0, 1500.0]]
Extra - asset_id: collision_camera_048
> Door to EMMI Zone Exit North; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit North/Door to EMMI Zone Dome
  * Extra - actor_name: Door025 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Exit Northwest
      Any of the following:
          Spider Magnet or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner)
          Speed Booster and Disabled Door Lock Randomizer
  > Event - EMMI Single Use Slide Down
      Before Artaria - EMMI Single Use Slide and Can Slide
  > Start Point
      Trivial
  > Event - EMMI Single Use Slide Up
      After Artaria - EMMI Single Use Slide

> Door to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Exit Northwest/Door to EMMI Zone Dome
  * Extra - actor_name: DoorFrame_001
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Below Slide
      Trivial

> Event - Slide Alternative Blob (Below); Heals? False
  * Layers: default
  * Event Artaria - Slide Alternative Blob
  * Extra - actor_name: PRP_DB_CV_000
  * Extra - actor_def: actordef:actors/props/breakablecave009/charclasses/breakablecave009.bmsad
  > Below Slide
      Trivial

> Dock to EMMI Zone Exit Northwest; Heals? False
  * Layers: default
  * Open Passage to EMMI Zone Exit Northwest/Dock to EMMI Zone Dome
  > Door to EMMI Zone Exit North
      Any of the following:
          Flash Shift or Speed Booster or Simple IBJ or Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Intermediate)

> Below Slide; Heals? False
  * Layers: default
  > Door to EMMI Zone Exit Northwest
      Trivial
  > Event - Slide Alternative Blob (Below)
      Shoot Beam
  > Tunnel to EMMI Zone Exit North
      Morph Ball and After Artaria - Slide Alternative Blob
  > Event - EMMI Single Use Slide Down
      After Artaria - EMMI Single Use Slide and Can Slide
  > Event - EMMI Single Use Slide Up
      Morph Ball and Before Artaria - EMMI Single Use Slide

> Tunnel to EMMI Zone Exit North; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit North/Tunnel to EMMI Zone Dome
  > Below Slide
      Morph Ball and After Artaria - Slide Alternative Blob

> Event - EMMI Single Use Slide Down; Heals? False
  * Layers: default
  * Event Artaria - EMMI Single Use Slide
  > Below Slide
      Can Slide

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to EMMI Zone Exit North
      Trivial
  > Event - Slide Alternative Blob (Above)
      Wave Beam or Pseudo-Wave Beam (Intermediate)

> Event - Slide Alternative Blob (Above); Heals? False
  * Layers: default
  * Event Artaria - Slide Alternative Blob
  * Extra - actor_name: PRP_DB_CV_000
  * Extra - actor_def: actordef:actors/props/breakablecave009/charclasses/breakablecave009.bmsad
  > Start Point
      Trivial

> Event - EMMI Single Use Slide Up; Heals? False
  * Layers: default
  * Event Artaria - EMMI Single Use Slide
  > Door to EMMI Zone Exit North
      Morph Ball

----------------
Central Unit Access
Extra - total_boundings: {'x1': 5800.0, 'x2': 8350.0, 'y1': -6450.0, 'y2': -3600.0}
Extra - polygon: [[8350.0, -3600.0], [5800.0, -3600.0], [5800.0, -6450.0], [8350.0, -6450.0]]
Extra - asset_id: collision_camera_049
> Door to White EMMI Arena (Top); Heals? False
  * Layers: default
  * Charge Beam Door to White EMMI Arena/Door to Central Unit Access (Charge)
  * Extra - actor_name: Door015 (CG-CG)
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Bottom)
      Trivial
  > Start Point
      Trivial

> Door to White EMMI Arena (Bottom); Heals? False
  * Layers: default
  * Power Beam Door to White EMMI Arena/Door to Central Unit Access (Power)
  * Extra - actor_name: Door059 (CL-PW)
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Arena (Top)
      Trivial
  > Dock to Central Unit
      After Artaria - Central Unit

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_CentralUnit
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to White EMMI Arena (Top)
      Trivial
  > Tunnel to Central Unit
      Trivial

> Tunnel to Central Unit; Heals? False
  * Layers: default
  * Slide Tunnel to Central Unit/Dock from Central Unit Access

> Dock to Central Unit; Heals? False
  * Layers: default
  * Open Passage to Central Unit/Dock to Central Unit Access
  > Pickup (Spider Magnet)
      After Artaria - Central Unit

> Pickup (Spider Magnet); Heals? False
  * Layers: default
  * Pickup 139; Category? Major
  * Extra - actor_def: actors/characters/emmycave/charclasses/emmycave.bmsad
  * Extra - pickup_type: emmi
  * Extra - string_key: GUI_ITEM_ACQUIRED_SPIDER_MAGNET
  * Extra - callback_function: OnEmmyCaveDead
  * Extra - boss_hint_name: E.M.M.I.-02SM
  > Door to White EMMI Arena (Bottom)
      Trivial

----------------
Invisible Corpius Room
Extra - total_boundings: {'x1': 10800.0, 'x2': 15900.0, 'y1': 300.0, 'y2': 3100.0}
Extra - polygon: [[15900.0, 3100.0], [12800.0, 3100.0], [12800.0, 2200.0], [10800.0, 2200.0], [10800.0, 300.0], [15900.0, 300.0]]
Extra - asset_id: collision_camera_050
> Door to Navigation Station North; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station North/Door to Invisible Corpius Room
  * Extra - actor_name: Door030 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Door to Phantom Cloak Tutorial; Heals? False
  * Layers: default
  * Sensor Lock Door to Phantom Cloak Tutorial/Door to Invisible Corpius Room
  * Extra - actor_name: Door049 (PR-PR)
  * Extra - actor_def: actordef:actors/props/doorpresencepresence/charclasses/doorpresencepresence.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI First Chase End
      Trivial
  > Start Point
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 6; Category? Minor
  * Extra - actor_name: item_missiletank_000
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Thermal Door Tutorial
      Trivial

> Dock to EMMI First Chase End; Heals? False
  * Layers: default
  * EMMI Door to EMMI First Chase End/Dock to Invisible Corpius Room
  * Extra - actor_name: DoorEmmy08
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Phantom Cloak Tutorial
      Trivial

> Door to Thermal Door Tutorial; Heals? False
  * Layers: default
  * Sensor Lock Door to Thermal Door Tutorial/Dock to Invisible Corpius Room
  * Extra - actor_name: doorpresenceframe_000
  * Extra - actor_def: actordef:actors/props/doorpresenceframe/charclasses/doorpresenceframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Trivial
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_AccessPoint_002
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station North
      Trivial
  > Door to Phantom Cloak Tutorial
      Trivial
  > Door to Thermal Door Tutorial
      Trivial

----------------
EMMI Zone Exit Northwest
Extra - total_boundings: {'x1': -8300.0, 'x2': -5100.0, 'y1': 900.0, 'y2': 3500.0}
Extra - polygon: [[-5100.0, 3500.0], [-8300.0, 3500.0], [-8300.0, 900.0], [-5100.0, 900.0]]
Extra - asset_id: collision_camera_051
> Dock to Teleport to Cataris; Heals? False
  * Layers: default
  * EMMI Door to Teleport to Cataris/Dock to EMMI Zone Exit Northwest
  * Extra - actor_name: DoorEmmy03
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Hub
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Intermediate)
  > Door to EMMI Zone Dome
      Trivial
  > Tunnel to Teleport to Cataris
      Lay Small Bomb

> Door to EMMI Zone Hub; Heals? False
  * Layers: default
  * Access Locked to EMMI Zone Hub/Door to EMMI Zone Exit Northwest
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Dock to Teleport to Cataris
      Trivial

> Door to EMMI Zone Dome; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Dome/Door to EMMI Zone Exit Northwest
  * Extra - actor_name: DoorFrame_001
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Teleport to Cataris
      Trivial
  > Door to EMMI Zone Hub
      Speed Booster and Disabled Door Lock Randomizer
  > Dock to EMMI Zone Dome
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 21; Category? Minor
  * Extra - actor_name: item_missiletank_004
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to EMMI Zone Hub
      Morph Ball

> Tunnel to EMMI Zone Hub; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Hub/Tunnel to EMMI Zone Exit Northwest
  > Pickup (Missile Tank)
      Ballspark

> Tunnel to Teleport to Cataris; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Cataris/Tunnel to EMMI Zone Exit Northwest
  > Dock to Teleport to Cataris
      Trivial

> Dock to EMMI Zone Dome; Heals? False
  * Layers: default
  * Open Passage to EMMI Zone Dome/Dock to EMMI Zone Exit Northwest
  > Dock to Teleport to Cataris
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to EMMI Zone Dome
      Trivial

----------------
EMMI Zone Ballspark Hallway
Extra - total_boundings: {'x1': -1300.0, 'x2': 2800.0, 'y1': 400.0, 'y2': 1750.0}
Extra - polygon: [[2800.0, 1750.0], [1300.0, 1750.0], [300.0, 1542.0], [-1300.0, 1542.0], [-1300.0, 400.0], [2800.0, 400.0]]
Extra - asset_id: collision_camera_053
> Door to White EMMI Introduction; Heals? False
  * Layers: default
  * Access Open to White EMMI Introduction/Door to EMMI Zone Ballspark Hallway; Excluded from Dock Lock Rando
  * Extra - actor_name: DoorFrame_014
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Hub
      Trivial

> Door to EMMI Zone Hub; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Hub/Door to EMMI Zone Ballspark Hallway; Excluded from Dock Lock Rando
  * Extra - actor_name: DoorFrame_017
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to White EMMI Introduction
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to White EMMI Introduction
      Trivial

----------------
Energy Recharge Station South
Extra - total_boundings: {'x1': -5200.0, 'x2': -1200.0, 'y1': -7600.0, 'y2': -6000.0}
Extra - polygon: [[-1200.0, -6000.0], [-5200.0, -6000.0], [-5200.0, -7600.0], [-1200.0, -7600.0]]
Extra - asset_id: collision_camera_054
> Door to First Tutorial Access; Heals? False
  * Layers: default
  * Power Beam Door to First Tutorial Access/Door to Energy Recharge Station South
  * Extra - actor_name: Door005 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Energy Recharge
      Trivial

> Dock to EMMI Zone Exit South; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit South/Dock to Energy Recharge Station South
  * Extra - actor_name: DoorEmmy01
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Pickup (Missile Tank)
      Flash Shift
  > Energy Recharge
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 22; Category? Minor
  * Extra - actor_name: Item_MissileTank010
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Dock to EMMI Zone Exit South
      Flash Shift
  > Energy Recharge
      Trivial

> Energy Recharge; Heals? True; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_EnergyStation001
  * Extra - actor_def: actordef:actors/props/energyrecharge/charclasses/energyrecharge.bmsad
  * Extra - start_point_actor_name: PRP_CV_EnergyStation001_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_energy/charclasses/weightactivatedplatform_energy.bmsad
  > Door to First Tutorial Access
      Trivial
  > Dock to EMMI Zone Exit South
      Any of the following:
          Flash Shift or Speed Booster or Simple IBJ or Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Intermediate)
  > Pickup (Missile Tank)
      Any of the following:
          Flash Shift or Spider Magnet or Speed Booster or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner)
          Morph Ball and Single-wall Wall Jump (Intermediate)
  > Dock to Charge Beam Access
      Trivial

> Dock to Charge Beam Access; Heals? False
  * Layers: default
  * Open Passage to Charge Beam Access/Dock to Energy Recharge Station South
  > Energy Recharge
      Trivial

----------------
Chain Reaction Access
Extra - total_boundings: {'x1': -14200.0, 'x2': -12100.0, 'y1': 2000.0, 'y2': 5400.0}
Extra - polygon: [[-12100.0, 5400.0], [-14200.0, 5400.0], [-14200.0, 2000.0], [-12100.0, 2000.0]]
Extra - asset_id: collision_camera_055
> Door to Chain Reaction Room; Heals? False
  * Layers: default
  * Charge Beam Door to Chain Reaction Room/Door to Chain Reaction Access
  * Extra - actor_name: Door053
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Room Middle
      Can Slide

> Door to Teleport to Cataris; Heals? False
  * Layers: default
  * Super Missile Door to Teleport to Cataris/Door to Chain Reaction Access
  * Extra - actor_name: Door054
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldsupermissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldsupermissile/charclasses/doorshieldsupermissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  * Override default lock requirement:
    Open Charge Door and Shoot Super Missile

  > Room Middle
      Trivial

> Tunnel to Teleport to Cataris (Morph Puzzle); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Cataris/Tunnel to Chain Reaction Access (Morph Puzzle)
  > Tunnel to Waterfall
      Morph Ball

> Tunnel to Teleport to Cataris (Tunnel); Heals? False
  * Layers: default
  * Slide Tunnel to Teleport to Cataris/Tunnel to Chain Reaction Access (Upper Tunnel)
  > Room Middle
      Morph Ball

> Tunnel to Waterfall; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Waterfall/Tunnel to Chain Reaction Access
  > Tunnel to Teleport to Cataris (Morph Puzzle)
      Morph Ball

> Room Middle; Heals? False
  * Layers: default
  > Door to Chain Reaction Room
      Morph Ball
  > Door to Teleport to Cataris
      Trivial
  > Tunnel to Teleport to Cataris (Tunnel)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Tunnel to Waterfall
      Can Slide

----------------
Waterfall
Extra - total_boundings: {'x1': -17100.0, 'x2': -14100.0, 'y1': -5140.0, 'y2': 2800.0}
Extra - polygon: [[-14100.0, 2800.0], [-17100.0, 2800.0], [-17100.0, -5140.0], [-15000.0, -5140.0], [-15000.0, -3600.0], [-14100.0, -3100.0]]
Extra - asset_id: collision_camera_056
> Door to Map Station; Heals? False
  * Layers: default
  * Power Beam Door to Map Station/Door to Waterfall
  * Extra - actor_name: Door022 (PW-PW) 
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Water Tunnel under Map
      Trivial
  > Event - Prepare Speedboost in Map Station
      Disabled Door Lock Randomizer

> Door to Save Station West; Heals? False
  * Layers: default
  * Power Beam Door to Save Station West/Door to Waterfall
  * Extra - actor_name: Door023 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Energy Part)
      Morph Ball
  > Tunnel to Chain Reaction Access
      Morph Ball
  > Tower Middle
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 7; Category? Minor
  * Extra - actor_name: Item_MissileTank003
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Behind Waterfall
      Trivial

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 16; Category? Minor
  * Extra - actor_name: item_energyfragment_001
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Door to Save Station West
      Morph Ball
  > Tunnel to Chain Reaction Access
      Morph Ball

> Door to Behind Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Behind Waterfall/Door to Waterfall; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: Door022 (PW-PW) _000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Trivial
  > Tower Middle
      Trivial

> Event - Waterfall Rotatable; Heals? False
  * Layers: default
  * Event Artaria - Waterfall Rotatable
  * Extra - actor_name: db_dif_cv_002
  * Extra - actor_def: actordef:actors/props/db_dif_cv_001/charclasses/db_dif_cv_001.bmsad
  > Door to Freezer
      Trivial

> Door to Shortcut to Screw Attack; Heals? False
  * Layers: default
  * Power Beam Door to Shortcut to Screw Attack/Door to Waterfall
  * Extra - actor_name: Door074
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Right of Rotatable
      After Artaria - Waterfall Rotatable
  > Event - Waterfall Rotatable (Above)
      Wave Beam

> Door to Freezer; Heals? False
  * Layers: default
  * Plasma Beam Door to Freezer/Door to Waterfall
  * Extra - actor_name: Door076
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_002
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Event - Waterfall Rotatable
      Shoot Diffusion or Wave
  > Below Rotatable
      After Artaria - Waterfall Rotatable

> Below Rotatable; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Pre_ChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Freezer
      After Artaria - Waterfall Rotatable
  > Dock to Red Chozo Arena
      After Artaria - Waterfall Rotatable

> Tunnel to Chain Reaction Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Chain Reaction Access/Tunnel to Waterfall
  > Door to Save Station West
      Morph Ball

> Dock to Water Tunnel under Map; Heals? False
  * Layers: default
  * Open Passage to Water Tunnel under Map/Dock to Waterfall
  > Door to Map Station
      Gravity Suit or After Artaria - Water Reservoir Blob or Perform WBJ
  > Right of Rotatable
      Any of the following:
          All of the following:
              Any of the following:
                  Gravity Suit
                  After Artaria - Water Reservoir Blob and Perform WBJ
              Any of the following:
                  Simple IBJ or Use Spin Boost
                  Flash Shift and Wall Jump (Intermediate)
          All of the following:
              Speed Booster
              Gravity Suit or After Artaria - Prepare Speed Booster in Map Station

> Dock to Red Chozo Arena; Heals? False
  * Layers: default
  * Open Passage to Red Chozo Arena/Dock to Waterfall

> Tower Middle; Heals? False; Default Node
  * Layers: default
  > Door to Save Station West
      Trivial
  > Door to Behind Waterfall
      Any of the following:
          Flash Shift or Climb Sloped Surfaces (Expert) or Use Spin Boost
          Speed Booster and Disabled Door Lock Randomizer
          Movement (Beginner) and Lay Cross Bomb
          Diagonal Bomb Jump (Intermediate) and Lay Normal Bomb
          Phantom Cloak and Climb Sloped Surfaces (Advanced)
  > Right of Rotatable
      Trivial

> Right of Rotatable; Heals? False
  * Layers: default
  > Door to Shortcut to Screw Attack
      After Artaria - Waterfall Rotatable
  > Dock to Water Tunnel under Map
      Trivial
  > Tower Middle
      Any of the following:
          Space Jump
          Speed Booster and After Artaria - Waterfall Rotatable and Speed Booster Conservation (Intermediate) and Disabled Door Lock Randomizer and Shoot Plasma Beam
          Climb Sloped Surfaces (Beginner) and Use Spin Boost
  > Event - Waterfall Rotatable (Above)
      Wave Beam

> Event - Waterfall Rotatable (Above); Heals? False
  * Layers: default
  * Event Artaria - Waterfall Rotatable
  > Right of Rotatable
      Trivial

> Event - Prepare Speedboost in Map Station; Heals? False
  * Layers: default
  * Event Artaria - Prepare Speed Booster in Map Station
  > Door to Map Station
      Trivial

----------------
Water Tunnel under Map
Extra - total_boundings: {'x1': -14200.0, 'x2': -12100.0, 'y1': -3358.0, 'y2': -2500.0}
Extra - polygon: [[-12100.0, -2500.0], [-14200.0, -2500.0], [-14200.0, -3358.0], [-12100.0, -3358.0]]
Extra - asset_id: collision_camera_057
> Placeholder; Heals? False
  * Layers: default

> Dock to Water Reservoir; Heals? False
  * Layers: default
  * Open Passage to Water Reservoir/Dock to Water Tunnel under Map
  > Dock to Waterfall
      Trivial

> Dock to Waterfall; Heals? False
  * Layers: default
  * Open Passage to Waterfall/Dock to Water Tunnel under Map
  > Dock to Water Reservoir
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to Waterfall
      Trivial

----------------
Map Station
Extra - total_boundings: {'x1': -14200.0, 'x2': -12100.0, 'y1': -2200.3798828125, 'y2': -1058.0}
Extra - polygon: [[-12100.0, -1058.0], [-14200.0, -1058.0], [-14200.0, -2200.3798828125], [-12100.0, -2200.3798828125]]
Extra - asset_id: collision_camera_058
> Door to Water Reservoir; Heals? False
  * Layers: default
  * Power Beam Door to Water Reservoir/Door to Map Station
  * Extra - actor_name: Door021 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Waterfall
      Trivial

> Door to Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Waterfall/Door to Map Station
  * Extra - actor_name: Door022 (PW-PW) 
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Water Reservoir
      Trivial
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_MapStation001
  * Extra - actor_def: actordef:actors/props/maproom/charclasses/maproom.bmsad
  * Extra - start_point_actor_name: PRP_CV_MapStation001_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_map/charclasses/weightactivatedplatform_map.bmsad
  > Door to Water Reservoir
      Trivial
  > Door to Waterfall
      Trivial

----------------
Behind Waterfall
Extra - total_boundings: {'x1': -14200.0, 'x2': -12100.0, 'y1': -601.760986328125, 'y2': 542.0}
Extra - polygon: [[-12100.0, 542.0], [-14200.0, 542.0], [-14200.0, -601.760986328125], [-12100.0, -601.760986328125]]
Extra - asset_id: collision_camera_059
> Door to Water Reservoir; Heals? False
  * Layers: default
  * Power Beam Door to Water Reservoir/Door to Behind Waterfall
  * Extra - actor_name: Door021 (PW-PW)_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Waterfall
      Trivial

> Door to Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Waterfall/Door to Behind Waterfall; Dock Lock Rando incompatible with: Grapple Beam Door
  * Extra - actor_name: Door022 (PW-PW) _000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Water Reservoir
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Water Reservoir
      Trivial

----------------
Water Reservoir
Extra - total_boundings: {'x1': -12200.0, 'x2': -8200.0, 'y1': -3400.0, 'y2': 300.0}
Extra - polygon: [[-8200.0, 300.0], [-12200.0, 300.0], [-12200.0, -3400.0], [-8200.0, -3400.0]]
Extra - asset_id: collision_camera_060
> Door to Map Station; Heals? False
  * Layers: default
  * Power Beam Door to Map Station/Door to Water Reservoir
  * Extra - actor_name: Door021 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Dock to EMMI Zone Exit Southwest; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Southwest/Dock to Water Reservoir
  * Extra - actor_name: DoorEmmy02
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Start Point
      Trivial

> Door to Behind Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Behind Waterfall/Door to Water Reservoir
  * Extra - actor_name: Door021 (PW-PW)_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Event - Water Reservoir Blob (Front); Heals? False
  * Layers: default
  * Event Artaria - Water Reservoir Blob
  * Extra - actor_name: PRP_DB_CV_008
  * Extra - actor_def: actordef:actors/props/breakablecave008/charclasses/breakablecave008.bmsad
  > Dock to Water Tunnel under Map
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_WaterValve
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Map Station
      Trivial
  > Dock to EMMI Zone Exit Southwest
      Trivial
  > Door to Behind Waterfall
      Trivial
  > Dock to Water Tunnel under Map
      After Artaria - Water Reservoir Blob and Can Slide Underwater
  > Event - Water Reservoir Blob (Back)
      Wave Beam or Pseudo-Wave Beam (Intermediate)

> Dock to Water Tunnel under Map; Heals? False
  * Layers: default
  * Open Passage to Water Tunnel under Map/Dock to Water Reservoir
  > Event - Water Reservoir Blob (Front)
      Lay Small Bomb or Shoot Beam
  > Start Point
      Morph Ball and After Artaria - Water Reservoir Blob

> Event - Water Reservoir Blob (Back); Heals? False
  * Layers: default
  * Event Artaria - Water Reservoir Blob
  > Start Point
      Trivial

----------------
EMMI Zone Exit South
Extra - total_boundings: {'x1': -1300.0, 'x2': 800.0, 'y1': -6800.0, 'y2': -3700.0}
Extra - polygon: [[800.0, -3700.0], [-1300.0, -3700.0], [-1300.0, -6800.0], [800.0, -6800.0]]
Extra - asset_id: collision_camera_061
> Dock to Energy Recharge Station South; Heals? False
  * Layers: default
  * EMMI Door to Energy Recharge Station South/Dock to EMMI Zone Exit South
  * Extra - actor_name: DoorEmmy01
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to EMMI Zone Hub
      Trivial
  > Tunnel to EMMI Zone Hub
      Speed Booster Conservation (Beginner) and Ballspark

> Dock to EMMI Zone Hub; Heals? False
  * Layers: default
  * Open Passage to EMMI Zone Hub/Dock to EMMI Zone Exit South
  > Dock to Energy Recharge Station South
      Trivial

> Tunnel to EMMI Zone Hub; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Hub/Tunnel to EMMI Zone Exit South
  > Dock to Energy Recharge Station South
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to Energy Recharge Station South
      Trivial

----------------
Cold Introduction
Extra - total_boundings: {'x1': -9200.0, 'x2': -7100.0, 'y1': -8800.0, 'y2': -6900.0}
Extra - polygon: [[-7100.0, -6900.0], [-9200.0, -6900.0], [-9200.0, -8800.0], [-7100.0, -8800.0]]
Extra - asset_id: collision_camera_062
> Door to Charge Beam Access (Side Tunnel); Heals? False
  * Layers: default
  * Missile Door to Charge Beam Access/Door to Cold Introduction (Missile)
  * Extra - actor_name: Door003 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door003_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Charge Beam Access
      Trivial

> Door to Charge Beam Access (Cold); Heals? False
  * Layers: default
  * Power Beam Door to Charge Beam Access/Door to Cold Introduction (Power)
  * Extra - actor_name: Door004 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Speed Hallway
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Beginner) and Cold Damage ≥ 40

> Door to Speed Hallway; Heals? False
  * Layers: default
  * Power Beam Door to Speed Hallway/Door to Cold Introduction
  * Extra - actor_name: Door004 (PW-PW)_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Charge Beam Access (Cold)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Beginner) and Cold Damage ≥ 40

> Tunnel to Speed Hallway; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Speed Hallway/Tunnel to Cold Introduction
  > Tunnel to Charge Beam Access
      Lay Any Bomb

> Tunnel to Charge Beam Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Charge Beam Access/Tunnel to Cold Introduction
  > Tunnel to Speed Hallway
      Morph Ball

> Dock to Charge Beam Access; Heals? False
  * Layers: default
  * Open Passage to Charge Beam Access/Dock to Cold Introduction
  > Door to Charge Beam Access (Side Tunnel)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Charge Beam Access (Side Tunnel)
      Trivial

----------------
Save Station South
Extra - total_boundings: {'x1': 10800.0, 'x2': 12900.0, 'y1': -2000.0, 'y2': -858.0}
Extra - polygon: [[12900.0, -858.0], [10800.0, -858.0], [10800.0, -2000.0], [12900.0, -2000.0]]
Extra - asset_id: collision_camera_063
> Door to Melee Tutorial Room; Heals? False
  * Layers: default
  * Power Beam Door to Melee Tutorial Room/Door to Save Station South
  * Extra - actor_name: Door012 (PW-PW, MISSILE)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Early Cloak Room; Heals? False
  * Layers: default
  * Power Beam Door to Early Cloak Room/Door to Save Station South
  * Extra - actor_name: Door038 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_SaveStation001
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: PRP_CV_SaveStation001_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Melee Tutorial Room
      Trivial
  > Door to Early Cloak Room
      Trivial

----------------
Proto EMMI Battle
Extra - total_boundings: {'x1': 17700.0, 'x2': 21750.0, 'y1': -3700.0, 'y2': -1900.0}
Extra - polygon: [[21750.0, -1900.0], [17700.0, -1900.0], [17700.0, -3700.0], [18150.0, -3700.0], [20650.0, -3550.0], [21750.0, -3550.0]]
Extra - asset_id: collision_camera_064
> Door to Proto EMMI Introduction; Heals? False
  * Layers: default
  * Power Beam Door to Proto EMMI Introduction/Door to Proto EMMI Battle; Excluded from Dock Lock Rando
  * Extra - actor_name: Door058 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Proto EMMI CU
      Trivial

> Dock to Proto EMMI CU; Heals? False
  * Layers: default
  * Open Passage to Proto EMMI CU/Dock to Proto EMMI Battle
  > Door to Proto EMMI Introduction
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Proto EMMI Introduction
      Trivial

----------------
Navigation Station North
Extra - total_boundings: {'x1': 10800.0, 'x2': 12900.0, 'y1': 2500.0, 'y2': 3642.0}
Extra - polygon: [[12900.0, 3642.0], [10800.0, 3642.0], [10800.0, 2500.0], [12900.0, 2500.0]]
Extra - asset_id: collision_camera_065
> Door to David Jaffe Room; Heals? False
  * Layers: default
  * Charge Beam Door to David Jaffe Room/Door to Navigation Station North
  * Extra - actor_name: Door029 (CG-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorchargeclosed/charclasses/doorchargeclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Invisible Corpius Room; Heals? False
  * Layers: default
  * Power Beam Door to Invisible Corpius Room/Door to Navigation Station North
  * Extra - actor_name: Door030 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Arbitrary Enky Room (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Arbitrary Enky Room/Door to Navigation Station North (Upper)
  * Extra - actor_name: Door042 (PW-PW) 
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Arbitrary Enky Room (Thermal); Heals? False
  * Layers: default
  * Artaria Thermal Door to Arbitrary Enky Room/Door to Navigation Station North (Thermal)
  * Extra - actor_name: Door057 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Hint
  * Extra - actor_name: PRP_CV_AccessPoint002
  * Extra - actor_def: actordef:actors/props/accesspoint/charclasses/accesspoint.bmsad
  * Extra - start_point_actor_name: PRP_CV_AccessPoint002_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_access/charclasses/weightactivatedplatform_access.bmsad
  * Extra - hint_id: CAVE_2
  * Extra - string_asset_id: 1
  > Door to David Jaffe Room
      Trivial
  > Door to Invisible Corpius Room
      Trivial
  > Door to Arbitrary Enky Room (Upper)
      Trivial
  > Door to Arbitrary Enky Room (Thermal)
      Trivial

----------------
Path to Thermal Device
Extra - total_boundings: {'x1': 19800.0, 'x2': 22900.0, 'y1': 958.0, 'y2': 2100.0}
Extra - polygon: [[22900.0, 2100.0], [19800.0, 2100.0], [19800.0, 958.0], [22900.0, 958.0]]
Extra - asset_id: collision_camera_066
> Door to Thermal Device (Lower); Heals? False
  * Layers: default
  * Power Beam Door to Thermal Device/Door to Path to Thermal Device (Lower)
  * Extra - actor_name: Door033 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Save Station East
      Trivial
  > Door to Thermal Device (Upper)
      Trivial

> Door to Save Station East; Heals? False
  * Layers: default
  * Power Beam Door to Save Station East/Door to Path to Thermal Device
  * Extra - actor_name: Door034 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Thermal Device (Lower)
      Trivial

> Door to Thermal Device (Upper); Heals? False
  * Layers: default
  * Access Locked to Thermal Device/Door to Path to Thermal Device (Upper)
  * Extra - actor_name: Door046 (PW-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Thermal Device (Lower)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Thermal Device (Lower)
      Trivial

----------------
Thermal Device
Extra - total_boundings: {'x1': 17800.0, 'x2': 19900.0, 'y1': 900.0, 'y2': 2600.0}
Extra - polygon: [[19900.0, 2600.0], [17800.0, 2600.0], [17800.0, 900.0], [19900.0, 900.0]]
Extra - asset_id: collision_camera_067
> Door to Path to Thermal Device (Lower); Heals? False
  * Layers: default
  * Power Beam Door to Path to Thermal Device/Door to Thermal Device (Lower)
  * Extra - actor_name: Door033 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Door to Thermal Door Tutorial; Heals? False
  * Layers: default
  * Artaria Thermal Door to Thermal Door Tutorial/Door to Thermal Device
  * Extra - actor_name: Door045 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Door to Path to Thermal Device (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Path to Thermal Device/Door to Thermal Device (Upper)
  * Extra - actor_name: Door046 (PW-CL,OP)
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Trivial
  > Start Point
      Can Slide and Shoot Missile

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 10; Category? Minor
  * Extra - actor_name: Item_MissileTank006
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Path to Thermal Device (Upper)
      Trivial

> Event - Thermal Device; Heals? False
  * Layers: default
  * Event Artaria - Thermal Device
  * Extra - actor_name: PRP_CV_ThermalDevice
  * Extra - actor_def: actordef:actors/props/deviceheat/charclasses/deviceheat.bmsad
  * Extra - start_point_actor_name: PRP_CV_ThermalDevice_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_thermal/charclasses/weightactivatedplatform_thermal.bmsad
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ThermalDevice
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Path to Thermal Device (Lower)
      Trivial
  > Door to Thermal Door Tutorial
      Trivial
  > Door to Path to Thermal Device (Upper)
      All of the following:
          Shoot Missile
          Any of the following:
              Morph Ball
              All of the following:
                  Disabled Door Lock Randomizer
                  Missiles ≥ 2 or Shoot Beam
  > Event - Thermal Device
      Trivial

----------------
Navigation Station South
Extra - total_boundings: {'x1': 6800.0, 'x2': 8900.0, 'y1': -7500.0, 'y2': -6358.0}
Extra - polygon: [[8900.0, -6358.0], [6800.0, -6358.0], [6800.0, -7500.0], [8900.0, -7500.0]]
Extra - asset_id: collision_camera_068
> Door to Melee Tutorial West; Heals? False
  * Layers: default
  * Power Beam Door to Melee Tutorial West/Door to Navigation Station South
  * Extra - actor_name: Door008 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to First Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to First Tutorial/Door to Navigation Station South
  * Extra - actor_name: Door009 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Hint
  * Extra - actor_name: PRP_CV_AccessPoint001
  * Extra - actor_def: actordef:actors/props/accesspoint/charclasses/accesspoint.bmsad
  * Extra - start_point_actor_name: PRP_CV_AccessPoint001_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_access/charclasses/weightactivatedplatform_access.bmsad
  * Extra - hint_id: CAVE_1
  * Extra - string_asset_id: 2
  > Door to Melee Tutorial West
      Trivial
  > Door to First Tutorial
      Trivial

----------------
Wide Beam Block Room
Extra - total_boundings: {'x1': -1300.0, 'x2': 800.0, 'y1': -3300.0, 'y2': -1100.0}
Extra - polygon: [[800.0, -1100.0], [-1300.0, -1100.0], [-1300.0, -3300.0], [800.0, -3300.0]]
Extra - asset_id: collision_camera_069
> Door to EMMI Zone Hub (Lower); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Hub/Door to Wide Beam Block Room (Lower)
  * Extra - actor_name: DoorFrame_006
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Hub (Upper)
      After Artaria - EMMI Wide Beam Block
  > Event - EMMI Wide Beam Block
      Any of the following:
          Push Wide Beam Block
          # https://youtu.be/LAOKA3XPrTY
          Diffusion Abuse (Ludicrous) and Shoot Diffusion Beam
  > Tunnel to EMMI Zone Hub
      Trivial

> Door to EMMI Zone Hub (Upper); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Hub/Door to Wide Beam Block Room (Upper)
  * Extra - actor_name: DoorFrame_007
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Hub (Lower)
      After Artaria - EMMI Wide Beam Block
  > Door to EMMI Zone Spinner
      After Artaria - EMMI Wide Beam Block
  > Event - EMMI Wide Beam Block
      Wave Beam and Push Wide Beam Block

> Door to EMMI Zone Spinner; Heals? False
  * Layers: default
  * Access Open to EMMI Zone Spinner/Door to Wide Beam Block Room
  * Extra - actor_name: DoorFrame_012
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Hub (Upper)
      After Artaria - EMMI Wide Beam Block

> Event - EMMI Wide Beam Block; Heals? False
  * Layers: default
  * Event Artaria - EMMI Wide Beam Block
  > Door to EMMI Zone Hub (Lower)
      Trivial

> Tunnel to EMMI Zone Hub; Heals? False
  * Layers: default
  * Slide Tunnel to EMMI Zone Hub/Tunnel to Wide Beam Block Room
  > Door to EMMI Zone Hub (Lower)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to EMMI Zone Hub (Lower)
      Trivial

----------------
Arbitrary Enky Room
Extra - total_boundings: {'x1': 8800.0, 'x2': 10900.0, 'y1': 2500.0, 'y2': 4400.0}
Extra - polygon: [[10900.0, 4400.0], [8800.0, 4400.0], [8800.0, 2500.0], [10900.0, 2500.0]]
Extra - asset_id: collision_camera_070
> Door to Navigation Station North (Upper); Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station North/Door to Arbitrary Enky Room (Upper)
  * Extra - actor_name: Door042 (PW-PW) 
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Teleport to Dairon (DoorEmmy07)
      Morph Ball
  > Start Point
      Morph Ball or Before Artaria - ArbEnky Blob West

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 1; Category? Minor
  * Extra - actor_name: Item_MissileTank011
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Teleport to Dairon
      Lay Any Bomb
  > Start Point
      Morph Ball and After Artaria - ArbEnky Blob West

> Door to Navigation Station North (Thermal); Heals? False
  * Layers: default
  * Artaria Thermal Door to Navigation Station North/Door to Arbitrary Enky Room (Thermal)
  * Extra - actor_name: Door057 (TH)
  * Extra - actor_def: actordef:actors/props/doorheat/charclasses/doorheat.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Total Recharge
      Trivial

> Dock to Teleport to Dairon (DoorEmmy06); Heals? False
  * Layers: default
  * EMMI Door to Teleport to Dairon/Dock to Arbitrary Enky Room (Lower)
  * Extra - actor_name: DoorEmmy06
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Total Recharge
      Before Artaria - Central Unit or Destroy Enky

> Dock to Teleport to Dairon (DoorEmmy07); Heals? False
  * Layers: default
  * EMMI Door to Teleport to Dairon/Dock to Arbitrary Enky Room (Upper)
  * Extra - actor_name: DoorEmmy07
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Navigation Station North (Upper)
      Any of the following:
          Morph Ball
          Before Artaria - ArbEnky Blob West and Can Slide

> Event - ArbEnky Blob West; Heals? False
  * Layers: default
  * Event Artaria - ArbEnky Blob West
  * Extra - actor_name: breakablecave017
  * Extra - actor_def: actordef:actors/props/breakablecave017/charclasses/breakablecave017.bmsad
  > Start Point
      Trivial

> Total Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: PRP_TotalR_001
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: PRP_TotalR_Platform_001
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Door to Navigation Station North (Thermal)
      Trivial
  > Dock to Teleport to Dairon (DoorEmmy06)
      Before Artaria - Central Unit or Destroy Enky

> Tunnel to Teleport to Dairon; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Dairon/Tunnel to Arbitrary Enky Room
  > Pickup (Missile Tank)
      Lay Any Bomb

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Navigation Station North (Upper)
      Morph Ball or Before Artaria - ArbEnky Blob West
  > Pickup (Missile Tank)
      Morph Ball and After Artaria - ArbEnky Blob West
  > Dock to Teleport to Dairon (DoorEmmy07)
      Any of the following:
          Morph Ball
          After Artaria - ArbEnky Blob West and Can Slide
  > Event - ArbEnky Blob West
      All of the following:
          Any of the following:
              # This piece of logic is here so help the generator not break the dangerous blob for no reason.
              Morph Ball
              Slide and Artaria/Navigation Station North/Save Station
          Lay Small Bomb or Shoot Beam

----------------
EMMI First Chase End
Extra - total_boundings: {'x1': 8800.0, 'x2': 10900.0, 'y1': 100.0, 'y2': 2600.0}
Extra - polygon: [[10900.0, 2600.0], [8800.0, 2600.0], [8800.0, 100.0], [10900.0, 100.0]]
Extra - asset_id: collision_camera_071
> Dock to Invisible Corpius Room; Heals? False
  * Layers: default
  * EMMI Door to Invisible Corpius Room/Dock to EMMI First Chase End
  * Extra - actor_name: DoorEmmy08
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Teleport to Dairon (Bottom)
      Morph Ball

> Door to Teleport to Dairon (Top); Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Dairon/Door to EMMI First Chase End (Top)
  * Extra - actor_name: DoorPowerPower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Middle)
      Any of the following:
          Flash Shift or Speed Booster or Simple IBJ or Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Advanced)

> Door to Teleport to Dairon (Middle); Heals? False
  * Layers: default
  * Access Open to Teleport to Dairon/Door to EMMI First Chase End (Middle)
  * Extra - actor_name: DoorFrame_015
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Teleport to Dairon (Top)
      Any of the following:
          Flash Shift or Space Jump or Simple IBJ
          Wall Jump (Beginner) and Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Advanced)
          Speed Booster and Disabled Door Lock Randomizer
  > Door to Teleport to Dairon (Bottom)
      Trivial

> Door to Teleport to Dairon (Bottom); Heals? False
  * Layers: default
  * Access Open to Teleport to Dairon/Door to EMMI First Chase End (Bottom)
  * Extra - actor_name: DoorFrame_016
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Invisible Corpius Room
      Can Slide
  > Door to Teleport to Dairon (Middle)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Teleport to Dairon (Middle)
      Trivial

----------------
Path to Corpius
Extra - total_boundings: {'x1': 10800.0, 'x2': 15900.0, 'y1': -900.0, 'y2': 200.0}
Extra - polygon: [[15900.0, 200.0], [10800.0, 200.0], [10800.0, -900.0], [15900.0, -900.0]]
Extra - asset_id: collision_camera_072
> Dock to Phantom Cloak Tutorial; Heals? False
  * Layers: default
  * Open Passage to Phantom Cloak Tutorial/Door to Path to Corpius
  * Extra - actor_name: Door052
  * Extra - actor_def: actordef:actors/props/doorframepresence/charclasses/doorframepresence.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Morph Ball

> Door to Early Cloak Room; Heals? False
  * Layers: default
  * Power Beam Door to Early Cloak Room/Door to Path to Corpius
  * Extra - actor_name: Door038 (PW-PW)_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Scorpius
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Dock to Phantom Cloak Tutorial
      Can Slide
  > Door to Early Cloak Room
      Trivial

----------------
Phantom Cloak Tutorial
Extra - total_boundings: {'x1': 15800.0, 'x2': 17900.0, 'y1': -600.0, 'y2': 1000.0}
Extra - polygon: [[17900.0, 1000.0], [15800.0, 1000.0], [15800.0, -600.0], [17900.0, -600.0]]
Extra - asset_id: collision_camera_073
> Door to Invisible Corpius Room; Heals? False
  * Layers: default
  * Sensor Lock Door to Invisible Corpius Room/Door to Phantom Cloak Tutorial
  * Extra - actor_name: Door049 (PR-PR)
  * Extra - actor_def: actordef:actors/props/doorpresencepresence/charclasses/doorpresencepresence.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Path to Corpius
      Trivial

> Door to Path to Corpius; Heals? False
  * Layers: default
  * Sensor Lock Door to Path to Corpius/Dock to Phantom Cloak Tutorial
  * Extra - actor_name: Door052
  * Extra - actor_def: actordef:actors/props/doorframepresence/charclasses/doorframepresence.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Invisible Corpius Room
      Trivial
  > Door to Corpius Arena
      Trivial

> Door to Corpius Arena; Heals? False
  * Layers: default
  * Power Beam Door to Corpius Arena/Door to Phantom Cloak Tutorial; Excluded from Dock Lock Rando
  * Extra - actor_name: Door054 (PW-PW)
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - actor_sublayer: Boss
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Path to Corpius
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Path to Corpius
      Trivial

----------------
Proto EMMI CU
Extra - total_boundings: {'x1': 21650.0, 'x2': 23750.0, 'y1': -2800.0, 'y2': -1658.0}
Extra - polygon: [[23750.0, -1658.0], [21650.0, -1658.0], [21650.0, -2800.0], [23750.0, -2800.0]]
Extra - asset_id: collision_camera_074
> Event - Proto Central Unit; Heals? False
  * Layers: default
  * Event Artaria - Proto Central Unit
  * Extra - actor_name: LE_CentraUnitDestroyedProto
  * Extra - actor_def: actordef:actors/characters/centralunitproto/charclasses/centralunitproto.bmsad
  > Dock to Proto EMMI Battle
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_CURoom
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Event - Proto Central Unit
      Trivial

> Dock to Proto EMMI Battle; Heals? False
  * Layers: default
  * Open Passage to Proto EMMI Battle/Dock to Proto EMMI CU
  > Event - Proto Central Unit
      Trivial

----------------
EMMI Zone Exit Southwest
Extra - total_boundings: {'x1': -8300.0, 'x2': -5100.0, 'y1': -2900.0, 'y2': -1100.0}
Extra - polygon: [[-5100.0, -1100.0], [-8300.0, -1100.0], [-8300.0, -2900.0], [-5100.0, -2900.0]]
Extra - asset_id: collision_camera_075
> Dock to Water Reservoir; Heals? False
  * Layers: default
  * EMMI Door to Water Reservoir/Dock to EMMI Zone Exit Southwest
  * Extra - actor_name: DoorEmmy02
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Hub (Upper)
      Any of the following:
          Can Slide or Simple IBJ or Use Spin Boost
          All of the following:
              Speed Booster and Disabled Door Lock Randomizer
              Gravity Suit or Before Artaria - Water Reservoir Blob
  > Door to EMMI Zone Hub (Lower)
      Can Slide

> Door to EMMI Zone Hub (Upper); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Hub/Door to EMMI Zone Exit Southwest (Upper)
  * Extra - actor_name: DoorFrame_004
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Water Reservoir
      Trivial
  > Door to EMMI Zone Hub (Lower)
      Trivial

> Door to EMMI Zone Hub (Lower); Heals? False
  * Layers: default
  * Access Open to EMMI Zone Hub/Door to EMMI Zone Exit Southwest (Lower)
  * Extra - actor_name: DoorFrame_005
  * Extra - actor_def: actordef:actors/props/doorframe/charclasses/doorframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to EMMI Zone Hub (Upper)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to Water Reservoir
      Trivial

----------------
Save Station North
Extra - total_boundings: {'x1': 700.0, 'x2': 2800.0, 'y1': 7200.0, 'y2': 8342.0}
Extra - polygon: [[2800.0, 8342.0], [700.0, 8342.0], [700.0, 7200.0], [2800.0, 7200.0]]
Extra - asset_id: collision_camera_076
> Door to Shinespark Tower to Grapple; Heals? False
  * Layers: default
  * Power Beam Door to Shinespark Tower to Grapple/Door to Save Station North
  * Extra - actor_name: Door064
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Spider Beam Tower; Heals? False
  * Layers: default
  * Power Beam Door to Spider Beam Tower/Door to Save Station North
  * Extra - actor_name: Door065
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: PRP_CV_SaveStation004
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: PRP_CV_SaveStation004_WeightPlate
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Shinespark Tower to Grapple
      Trivial
  > Door to Spider Beam Tower
      Trivial

----------------
Transport to Cataris
Extra - total_boundings: {'x1': 31700.0, 'x2': 33800.0, 'y1': 2200.0, 'y2': 5200.0}
Extra - polygon: [[33800.0, 5200.0], [31700.0, 5200.0], [31700.0, 2200.0], [33800.0, 2200.0]]
Extra - asset_id: collision_camera_077
> Door to Hot Cataris Shortcut; Heals? False
  * Layers: default
  * Charge Beam Door to Hot Cataris Shortcut/Door to Transport to Cataris
  * Extra - actor_name: Door062
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Elevator to Cataris
      Trivial

> Door to Lower Path to Cataris; Heals? False
  * Layers: default
  * Power Beam Door to Lower Path to Cataris/Door to Transport to Cataris
  * Extra - actor_name: Door063
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Elevator to Cataris
      Trivial

> Elevator to Cataris; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Artaria/Elevator to Artaria
  * Extra - actor_name: LE_Elevator_FromMagma
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: LE_Platform_Elevator_FromCave
  * Extra - start_point_actor_name: LE_Platform_Elevator_FromMagma
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Artaria - Thermal Device
  > Door to Hot Cataris Shortcut
      Trivial
  > Door to Lower Path to Cataris
      Trivial

----------------
Hot Cataris Shortcut
Extra - total_boundings: {'x1': 26800.0, 'x2': 31800.0, 'y1': 3000.0, 'y2': 4600.0}
Extra - polygon: [[31800.0, 4600.0], [26800.0, 4600.0], [26800.0, 3000.0], [31800.0, 3000.0]]
Extra - asset_id: collision_camera_078
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 2; Category? Minor
  * Extra - actor_name: Item_MissileTank012
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Hot Room Hub
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50
  > Door to Transport to Cataris
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50

> Door to Hot Room Hub; Heals? False
  * Layers: default
  * Charge Beam Door to Hot Room Hub/Door to Hot Cataris Shortcut
  * Extra - actor_name: Door060
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      All of the following:
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50
          Any of the following:
              Flash Shift or Simple IBJ or Use Spin Boost
              Morph Ball and Single-wall Wall Jump (Intermediate)
              Speed Booster and Disabled Door Lock Randomizer and Open Charge Door
  > Door to Transport to Cataris
      All of the following:
          Morph Ball
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 100

> Door to Transport to Cataris; Heals? False
  * Layers: default
  * Charge Beam Door to Transport to Cataris/Door to Hot Cataris Shortcut
  * Extra - actor_name: Door062
  * Extra - actor_def: actordef:actors/props/doorchargecharge/charclasses/doorchargecharge.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      All of the following:
          Flash Shift or Spider Magnet or Simple IBJ or Use Spin Boost
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 50
  > Door to Hot Room Hub
      All of the following:
          Can Slide
          Any of the following:
              Varia Suit
              Heat/Cold Runs (Intermediate) and Heat Damage ≥ 100

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Hot Room Hub
      Any of the following:
          Varia Suit
          Heat/Cold Runs (Intermediate) and Heat Damage ≥ 40

----------------
Lower Path to Cataris
Extra - total_boundings: {'x1': 26800.0, 'x2': 31800.0, 'y1': 1400.0, 'y2': 3000.0}
Extra - polygon: [[31800.0, 3000.0], [26800.0, 3000.0], [26800.0, 1400.0], [31800.0, 1400.0]]
Extra - asset_id: collision_camera_079
> Dock to Hot Room Hub; Heals? False
  * Layers: default
  * Open Passage to Hot Room Hub/Door to Lower Path to Cataris
  * Extra - actor_name: doorpresenceframe_001
  * Extra - actor_def: actordef:actors/props/doorpresenceframe/charclasses/doorpresenceframe.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Cataris
      Any of the following:
          Spider Magnet or Damage Boost (Beginner) or Simple IBJ or Use Spin Boost
          Missiles ≥ 2 and Stand on Frozen Enemy (Beginner) and Shoot Ice Missile
          All of the following:
              Speed Booster
              Any of the following:
                  Morph Ball
                  # Avoid being pushed through the cloak door
                  Movement (Intermediate) and Disabled Door Lock Randomizer
          All of the following:
              Flash Shift
              Grapple Beam or Wall Jump (Beginner)

> Door to Transport to Cataris; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Cataris/Door to Lower Path to Cataris
  * Extra - actor_name: Door063
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Hot Room Hub
      Any of the following:
          Flash Shift or Speed Booster or Can Slide or Use Spin Boost
          Stand on Frozen Enemy (Beginner) and Shoot Ice Missile
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Transport to Cataris
      Trivial

----------------
Transport to Burenia
Extra - total_boundings: {'x1': -27800.0, 'x2': -24100.0, 'y1': -1900.0, 'y2': -758.0}
Extra - polygon: [[-24100.0, -758.0], [-27800.0, -758.0], [-27800.0, -1900.0], [-24100.0, -1900.0]]
Extra - asset_id: collision_camera_080
> Door to Screw Attack Room; Heals? False
  * Layers: default
  * Missile Door to Screw Attack Room/Door to Transport to Burenia
  * Extra - actor_name: Door070
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door070_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Elevator to Burenia
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 32; Category? Minor
  * Extra - actor_name: item_missiletank_006
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Elevator to Burenia
      Screw Attack

> Elevator to Burenia; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Artaria/Elevator to Artaria
  * Extra - actor_name: elevator_with_cutscene_aqua_000
  * Extra - actor_def: actordef:actors/props/elevator_with_cutscene/charclasses/elevator_with_cutscene.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_cave_000_platform
  * Extra - start_point_actor_name: elevator_aqua_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Artaria - Screw Attack
  > Door to Screw Attack Room
      Trivial
  > Pickup (Missile Tank)
      Screw Attack

----------------
Screw Attack Room
Extra - total_boundings: {'x1': -24200.0, 'x2': -19100.0, 'y1': -5200.0, 'y2': -1200.0}
Extra - polygon: [[-19100.0, -1200.0], [-24200.0, -1200.0], [-24200.0, -5200.0], [-19100.0, -5200.0]]
Extra - asset_id: collision_camera_081
> Door to Freezer (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to Freezer/Door to Screw Attack Room (Grapple)
  * Extra - actor_name: doorgrapplegrapple
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point 2
      All of the following:
          # Any% NMG early screw using either the Short Boost trick or a Speed Booster Upgrade
          Speed Booster and After Artaria - Screw Attack Water Blob and Movement (Advanced) and Ballspark
          Any of the following:
              # Need to open the grapple door and then short boost, or be able to charge speed in the space from the door to the water
              Speed Booster Upgrade ≥ 3
              # Any% NMG "SASB" Short Boost
              Grapple Beam and Short Boost (Expert) and Disabled Door Lock Randomizer and Can Short Boost
              # Alternative to Short Boost using SB Upgrades
              Grapple Beam and Speed Booster Upgrade and Disabled Door Lock Randomizer
  > Blob - Right
      Lay Any Bomb

> Pickup (Missile Tank, Top); Heals? False
  * Layers: default
  * Pickup 24; Category? Minor
  * Extra - actor_name: item_missiletank_002
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Next to Upper Tank
      Trivial

> Door to Transport to Burenia; Heals? False
  * Layers: default
  * Missile Door to Transport to Burenia/Door to Screw Attack Room
  * Extra - actor_name: Door070
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door070_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point 2
      All of the following:
          Speed Booster and After Artaria - Screw Attack Rotatable and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer and Shoot Missile
          Any of the following:
              # https://youtu.be/VgTURzSZz8I
              Screw Attack
              # https://youtu.be/T4hIL-R_0p0
              Morph Ball and Slide and Movement (Beginner)
  > Next to Upper Tank
      Any of the following:
          All of the following:
              Before Artaria - Screw Attack Rotatable and Enabled Highly Dangerous Logic
              Any of the following:
                  Flash Shift or Movement (Beginner) or Lay Cross Bomb
                  Speed Booster and Disabled Door Lock Randomizer and Shoot Missile
          All of the following:
              Speed Booster and After Artaria - Screw Attack Rotatable and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer and Shoot Missile
              Any of the following:
                  # https://youtu.be/F2L7qs1uP90
                  Screw Attack
                  # https://youtu.be/QJuxx0SSQMI
                  Gravity Suit and Morph Ball
  > Event - Screw Attack Rotatable
      Any of the following:
          Before Artaria - Screw Attack Rotatable
          # Technically only possible when turning the flipper. This keeps the event safe and assumes there are no bad consequences.
          Disabled Highly Dangerous Logic
  > Under left side blocks
      All of the following:
          After Artaria - Screw Attack Rotatable
          Morph Ball or Screw Attack
  > Event - Screw Attack Rotatable to left of water
      All of the following:
          Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer and Shoot Missile
          Any of the following:
              Screw Attack
              Before Artaria - Screw Attack Rotatable and Enabled Highly Dangerous Logic

> Pickup (Missile Tank, Underwater); Heals? False
  * Layers: default
  * Pickup 26; Category? Minor
  * Extra - actor_name: Item_MissileTank014
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Blob - Right
      Morph Ball and After Artaria - Screw Attack Water Blob

> Pickup (Screw Attack); Heals? False
  * Layers: default
  * Pickup 27; Category? Major
  * Extra - actor_name: ItemSphere_ScrewAttack
  * Extra - actor_def: actordef:actors/items/itemsphere_screwattack/charclasses/itemsphere_screwattack.bmsad
  * Extra - map_icon_actor: powerup_screwattack
  > Start Point - Screw Attack
      Trivial

> Door to Freezer (Power); Heals? False
  * Layers: default
  * Power Beam Door to Freezer/Door to Screw Attack Room (Power)
  * Extra - actor_name: Door075
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Shortcut to Screw Attack
      Screw Attack
  > Start Point - Screw Attack
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit or Perform WBJ
              Speed Booster and Speed Booster Conservation (Beginner) and Disabled Door Lock Randomizer
  > Start Point 2
      Can Slide

> Door to Shortcut to Screw Attack; Heals? False
  * Layers: default
  * Plasma Beam Door to Shortcut to Screw Attack/Door to Screw Attack Room
  * Extra - actor_name: Door073
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_003
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Freezer (Power)
      Screw Attack
  > Start Point - Screw Attack
      Morph Ball
  > Next to Upper Tank
      Morph Ball and Screw Attack and Movement (Intermediate)

> Event - Screw Attack Water Blob; Heals? False
  * Layers: default
  * Event Artaria - Screw Attack Water Blob
  * Extra - actor_name: breakablecave019
  * Extra - actor_def: actordef:actors/props/breakablecave018/charclasses/breakablecave018.bmsad
  > Blob - Right
      Trivial

> Event - Screw Attack Grapple Block; Heals? False
  * Layers: default
  * Event Artaria - Screw Attack Grapple Block
  * Extra - actor_name: grapplepulloff1x2_001
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Teleporter to Cataris
      Trivial

> Total Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: PRP_TotalR_000
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: PRP_TotalR_Platform_000
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Next to Upper Tank
      All of the following:
          After Artaria - Screw Attack Rotatable
          Simple IBJ or Use Spin Boost
  > Event - Screw Attack Rotatable
      All of the following:
          Knowledge (Intermediate)
          Simple IBJ or Use Spin Boost
  > Under left side blocks
      Any of the following:
          Gravity Suit
          Water Bomb Jump (Beginner) and Lay Cross Bomb
          Water Bomb Jump (Intermediate) and Lay Normal Bomb
          All of the following:
              Before Artaria - Screw Attack Rotatable and Enabled Highly Dangerous Logic
              Simple IBJ or Use Spin Boost
              Morph Ball or Screw Attack

> Start Point - Screw Attack; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ScrewAttack
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Pickup (Screw Attack)
      Trivial
  > Next to Upper Tank
      All of the following:
          Screw Attack
          Wall Jump (Beginner) or Simple IBJ or Use Spin Boost

> Teleporter to Cataris; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Artaria (Blue)/Teleporter to Artaria
  * Extra - actor_name: teleporter_magma_000
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: teleporter_cave_000_platform
  * Extra - start_point_actor_name: teleporter_magma_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Event - Screw Attack Grapple Block
      Grapple Beam
  > Tunnel to Shortcut to Screw Attack
      After Artaria - Screw Attack Grapple Block

> Start Point 2; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Cooldown
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Freezer (Power)
      All of the following:
          Morph Ball
          Wall Jump (Beginner) or Simple IBJ or Use Spin Boost
  > Blob - Left
      Trivial
  > Early SA Platform
      Space Jump

> Blob - Right; Heals? False
  * Layers: default
  > Door to Freezer (Grapple)
      Lay Any Bomb
  > Pickup (Missile Tank, Underwater)
      Morph Ball and After Artaria - Screw Attack Water Blob
  > Event - Screw Attack Water Blob
      Any of the following:
          Wave Beam or Shoot Diffusion Beam
          All of the following:
              Shoot Beam
              Any of the following:
                  All of the following:
                      Pseudo-Wave Beam (Advanced)
                      Any of the following:
                          # Having a Slide requirement means Gravity Suit is not a dangerous <br>resource because we can fall back on the Intermediate branch.
                          Slide
                          # This is only locked by Highly Dangerous Logic when Slide is not
                          No Gravity Suit and Enabled Highly Dangerous Logic
                  Gravity Suit and Slide and Pseudo-Wave Beam (Intermediate)
  > Blob - Left
      After Artaria - Screw Attack Water Blob

> Blob - Left; Heals? False
  * Layers: default
  > Event - Screw Attack Water Blob
      Any of the following:
          Wave Beam
          All of the following:
              Shoot Beam
              Any of the following:
                  Pseudo-Wave Beam (Intermediate)
                  Gravity Suit and Slide and Pseudo-Wave Beam (Beginner)
  > Start Point 2
      Any of the following:
          All of the following:
              Gravity Suit
              Any of the following:
                  Simple IBJ or Use Spin Boost
                  Before Artaria - Screw Attack Water Blob and Enabled Highly Dangerous Logic
          Before Artaria - Screw Attack Water Blob and Enabled Highly Dangerous Logic and Perform WBJ
  > Blob - Right
      After Artaria - Screw Attack Water Blob
  > Early SA Platform
      Any of the following:
          Gravity Suit or Perform WBJ
          Before Artaria - Screw Attack Water Blob and Enabled Highly Dangerous Logic and Use Spin Boost

> Next to Upper Tank; Heals? False
  * Layers: default
  > Pickup (Missile Tank, Top)
      Trivial
  > Door to Transport to Burenia
      All of the following:
          Before Artaria - Screw Attack Rotatable and Enabled Highly Dangerous Logic
          Flash Shift or Movement (Beginner) or Lay Cross Bomb
  > Total Recharge
      After Artaria - Screw Attack Rotatable
  > Start Point - Screw Attack
      Screw Attack
  > Event - Screw Attack Rotatable
      Trivial

> Event - Screw Attack Rotatable; Heals? False
  * Layers: default
  * Event Artaria - Screw Attack Rotatable
  > Total Recharge
      Trivial

> Under left side blocks; Heals? False
  * Layers: default
  > Door to Transport to Burenia
      Screw Attack and After Artaria - Screw Attack Rotatable
  > Total Recharge
      Any of the following:
          Gravity Suit or Perform WBJ
          Infinite Bomb Jump (Beginner) and Lay Cross Bomb
          Screw Attack and Before Artaria - Screw Attack Rotatable and Enabled Highly Dangerous Logic
  > Early SA Platform
      Trivial
  > Event - Screw Attack Rotatable to left of water
      After Artaria - Screw Attack Rotatable

> Tunnel to Shortcut to Screw Attack; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Shortcut to Screw Attack/Tunnel to Screw Attack Room
  > Teleporter to Cataris
      After Artaria - Screw Attack Grapple Block

> Early SA Platform; Heals? False
  * Layers: default
  > Start Point 2
      Space Jump and Water Space Jump (Intermediate)
  > Blob - Left
      Trivial
  > Under left side blocks
      Trivial

> Event - Screw Attack Rotatable to left of water; Heals? False
  * Layers: default
  * Event Artaria - Screw Attack Rotatable
  > Under left side blocks
      Trivial

----------------
Freezer
Extra - total_boundings: {'x1': -19200.0, 'x2': -17100.0, 'y1': -6400.0, 'y2': -2200.0}
Extra - polygon: [[-17100.0, -2200.0], [-19200.0, -2200.0], [-19200.0, -6400.0], [-17100.0, -6400.0]]
Extra - asset_id: collision_camera_082
> Door to Screw Attack Room (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to Screw Attack Room/Door to Freezer (Grapple)
  * Extra - actor_name: doorgrapplegrapple
  * Extra - actor_def: actordef:actors/props/doorgrapplegrapple/charclasses/doorgrapplegrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Missile Tank)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50
  > Door to Red Chozo Arena
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50
  > Cold Room
      Trivial

> Door to Screw Attack Room (Power); Heals? False
  * Layers: default
  * Power Beam Door to Screw Attack Room/Door to Freezer (Power)
  * Extra - actor_name: Door075
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Corridor
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 28; Category? Minor
  * Extra - actor_name: Item_MissileTank015
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Screw Attack Room (Grapple)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50

> Door to Red Chozo Arena; Heals? False
  * Layers: default
  * Power Beam Door to Red Chozo Arena/Door to Freezer
  * Extra - actor_name: Door077
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Screw Attack Room (Grapple)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 350

> Door to Waterfall; Heals? False
  * Layers: default
  * Plasma Beam Door to Waterfall/Door to Freezer
  * Extra - actor_name: Door076
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_002
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Corridor
      Trivial

> Corridor; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChozoWarriorCave
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Screw Attack Room (Power)
      Trivial
  > Door to Waterfall
      Trivial

> Cold Room; Heals? False; Default Node
  * Layers: default
  > Door to Screw Attack Room (Grapple)
      Trivial

----------------
Speed Booster Bonus Room
Extra - total_boundings: {'x1': -16900.0, 'x2': -14800.0, 'y1': -7500.0, 'y2': -6358.0}
Extra - polygon: [[-14800.0, -6358.0], [-16900.0, -6358.0], [-16900.0, -7500.0], [-14800.0, -7500.0]]
Extra - asset_id: collision_camera_083
> Dock to Speed Hallway; Heals? False
  * Layers: default
  * Open Passage to Speed Hallway/Dock to Speed Booster Bonus Room
  > Start Point
      Speed Booster

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to Speed Hallway
      Speed Booster

----------------
Shortcut to Screw Attack
Extra - total_boundings: {'x1': -19200.0, 'x2': -17100.0, 'y1': -2300.0, 'y2': -1200.0}
Extra - polygon: [[-17100.0, -1200.0], [-19200.0, -1200.0], [-19200.0, -2300.0], [-17100.0, -2300.0]]
Extra - asset_id: collision_camera_085
> Door to Screw Attack Room; Heals? False
  * Layers: default
  * Plasma Beam Door to Screw Attack Room/Door to Shortcut to Screw Attack
  * Extra - actor_name: Door073
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_003
  * Extra - left_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Waterfall
      Trivial
  > Tunnel to Screw Attack Room
      After Artaria - Screw Attack Grapple Block
  > Event - Screw Attack Grapple Block
      Break/Move Grapple Block from Behind

> Door to Waterfall; Heals? False
  * Layers: default
  * Power Beam Door to Waterfall/Door to Shortcut to Screw Attack
  * Extra - actor_name: Door074
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Screw Attack Room
      Trivial

> Tunnel to Screw Attack Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Screw Attack Room/Tunnel to Shortcut to Screw Attack
  > Door to Screw Attack Room
      After Artaria - Screw Attack Grapple Block

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Screw Attack Room
      Trivial

> Event - Screw Attack Grapple Block; Heals? False
  * Layers: default
  * Event Artaria - Screw Attack Grapple Block
  > Door to Screw Attack Room
      Trivial

----------------
Speed Hallway
Extra - total_boundings: {'x1': -14900.0, 'x2': -9100.0, 'y1': -8800.0, 'y2': -5700.0}
Extra - polygon: [[-9100.0, -5700.0], [-14900.0, -5700.0], [-14900.0, -7800.0], [-14800.0, -7800.0], [-12000.0, -8800.0], [-9100.0, -8800.0]]
Extra - asset_id: collision_camera_086
> Pickup (Missile+ Tank); Heals? False
  * Layers: default
  * Pickup 15; Category? Major
  * Extra - actor_name: item_missiletankplus_000
  * Extra - actor_def: actordef:actors/items/item_missiletankplus/charclasses/item_missiletankplus.bmsad
  > Dock to Speed Booster Bonus Room
      Can Slide

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 18; Category? Minor
  * Extra - actor_name: item_energyfragment_000
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Door to Red Chozo Arena
      Trivial

> Door to Cold Introduction; Heals? False
  * Layers: default
  * Power Beam Door to Cold Introduction/Door to Speed Hallway
  * Extra - actor_name: Door004 (PW-PW)_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Speed Booster Bonus Room
      Any of the following:
          Can Slide
          Speed Booster and Shoot Missile

> Door to Red Chozo Arena; Heals? False
  * Layers: default
  * Power Beam Door to Red Chozo Arena/Door to Speed Hallway
  * Extra - actor_name: Door078
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Energy Part)
      Trivial
  > Dock to Speed Booster Bonus Room
      Trivial

> Dock to Speed Booster Bonus Room; Heals? False
  * Layers: default
  * Open Passage to Speed Booster Bonus Room/Dock to Speed Hallway
  > Pickup (Missile+ Tank)
      Speed Booster and Can Slide
  > Door to Cold Introduction
      Any of the following:
          Can Slide
          Speed Booster and Shoot Missile
  > Door to Red Chozo Arena
      Trivial
  > Tunnel to Cold Introduction
      Speed Booster and Can Slide

> Tunnel to Cold Introduction; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Cold Introduction/Tunnel to Speed Hallway
  > Door to Cold Introduction
      # https://youtu.be/r7pZrdDgi9Q
      Ballspark

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Cold Introduction
      Trivial

----------------
Shinespark Tower to Grapple
Extra - total_boundings: {'x1': -1300.0, 'x2': 800.0, 'y1': 3900.0, 'y2': 8000.0}
Extra - polygon: [[800.0, 8000.0], [-1300.0, 8000.0], [-1300.0, 3900.0], [800.0, 3900.0]]
Extra - asset_id: collision_camera_088
> Dock to EMMI Zone Exit North; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit North/Dock to Shinespark Tower to Grapple
  * Extra - actor_name: DoorEmmy05
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Save Station North
      Trivial

> Door to Save Station North; Heals? False
  * Layers: default
  * Power Beam Door to Save Station North/Door to Shinespark Tower to Grapple
  * Extra - actor_name: Door064
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Exit North
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Dock to EMMI Zone Exit North
      Trivial

----------------
Grapple Beam Tutorial
Extra - total_boundings: {'x1': 4700.0, 'x2': 6800.0, 'y1': 4900.0, 'y2': 6500.0}
Extra - polygon: [[6800.0, 6500.0], [4700.0, 6500.0], [4700.0, 4900.0], [6800.0, 4900.0]]
Extra - asset_id: collision_camera_089
> Door from Grapple Beam Room; Heals? False
  * Layers: default
  * Access Closed to Grapple Beam Room/Door to Grapple Beam Tutorial
  * Extra - actor_name: doorclosedgrapple_000
  * Extra - actor_def: actordef:actors/props/doorclosedgrapple/charclasses/doorclosedgrapple.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Grapple Beam Room
      Trivial
  > Door to Spider Beam Tower
      Flash Shift

> Door to Grapple Beam Room; Heals? False
  * Layers: default
  * Missile Door to Grapple Beam Room/Door from Grapple Beam Tutorial
  * Extra - actor_name: Door069
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:Door069_missileShield
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Spider Beam Tower
      Any of the following:
          Grapple Beam or Simple IBJ or Use Spin Boost
          Stand on Frozen Enemy (Beginner) and Shoot Ice Missile

> Door to Spider Beam Tower; Heals? False
  * Layers: default
  * Power Beam Door to Spider Beam Tower/Door to Grapple Beam Tutorial
  * Extra - actor_name: Door067
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Grapple Beam Room
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  > Door to Spider Beam Tower
      Trivial

----------------
Central Unit
Extra - total_boundings: {'x1': 8300.0, 'x2': 10400.0, 'y1': -4800.0, 'y2': -3658.0}
Extra - polygon: [[10400.0, -3658.0], [8300.0, -3658.0], [8300.0, -4800.0], [10400.0, -4800.0]]
Extra - asset_id: collision_camera_090
> Event - Artaria Central Unit; Heals? False
  * Layers: default
  * Event Artaria - Central Unit
  * Extra - start_point_actor_name: PRP_CV_CentralUnitCaves
  * Extra - start_point_actor_def: actordef:actors/props/centralunit/charclasses/centralunit.bmsad
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EmmyCavePhase2
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Event - Artaria Central Unit
      Destroy Artaria Central Unit
  > Dock to Central Unit Access
      After Artaria - Central Unit

> Dock from Central Unit Access; Heals? False
  * Layers: default
  * Blocked Passage to Central Unit Access/Tunnel to Central Unit
  > Start Point
      Trivial

> Dock to Central Unit Access; Heals? False
  * Layers: default
  * Open Passage to Central Unit Access/Dock to Central Unit
  > Start Point
      After Artaria - Central Unit

----------------
Red Chozo Arena
Extra - total_boundings: {'x1': -17200.0, 'x2': -14800.0, 'y1': -6331.0, 'y2': -5189.0}
Extra - polygon: [[-14800.0, -5189.0], [-17200.0, -5189.0], [-17200.0, -6331.0], [-14800.0, -6331.0]]
Extra - asset_id: collision_camera_091
> Door to Freezer; Heals? False
  * Layers: default
  * Power Beam Door to Freezer/Door to Red Chozo Arena
  * Extra - actor_name: Door077
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Speed Hallway
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50

> Door to Speed Hallway; Heals? False
  * Layers: default
  * Power Beam Door to Speed Hallway/Door to Red Chozo Arena
  * Extra - actor_name: Door078
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Freezer
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_ChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Freezer
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 20
  > Door to Speed Hallway
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 20

> Dock to Waterfall; Heals? False
  * Layers: default
  * Open Passage to Waterfall/Dock to Red Chozo Arena
  > Start Point
      Trivial

