----------------
Bridge Gate
Extra - total_boundings: {'x1': -2600.0, 'x2': -500.0, 'y1': 500.0, 'y2': 3500.0}
Extra - polygon: [[-500.0, 3500.0], [-2600.0, 3500.0], [-2600.0, 500.0], [-500.0, 500.0]]
Extra - asset_id: collision_camera_000
> Dock to Exterior Bridge; Heals? False
  * Layers: default
  * Open Passage to Exterior Bridge/Dock to Bridge Gate
  > Dock to Purple Drapes
      Trivial

> Dock to Purple Drapes; Heals? False
  * Layers: default
  * Open Passage to Purple Drapes/Dock to Bridge Gate
  > Dock to Exterior Bridge
      Trivial

----------------
Transport to Ghavoran
Extra - total_boundings: {'x1': -17300.0, 'x2': -11600.0, 'y1': 500.0, 'y2': 1642.0}
Extra - polygon: [[-11600.0, 1642.0], [-17300.0, 1642.0], [-17300.0, 500.0], [-11600.0, 500.0]]
Extra - asset_id: collision_camera_001
> Door to Save Station; Heals? False
  * Layers: default
  * Power Beam Door to Save Station/Door to Transport to Ghavoran
  * Extra - actor_name: doorpowerpower_004
  * 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 1
      Trivial
  > Shuttle to Ghavoran
      Trivial
  > Start Point 2
      Trivial

> Start Point 1; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: StartPoint0
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Save Station
      Trivial

> Shuttle to Ghavoran; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Elun/Shuttle to Elun
  * Extra - actor_name: wagontrain_forest_000
  * Extra - actor_def: actordef:actors/props/wagontrain/charclasses/wagontrain.bmsad
  * Extra - elevator_component: CTrainUsableComponent
  * Extra - target_spawn_point: wagontrain_quarantine_000_platform
  * Extra - start_point_actor_name: wagontrain_forest_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_train/charclasses/weightactivatedplatform_train.bmsad
  * Extra - transporter_name: Elun
  > Door to Save Station
      Trivial

> Start Point 2; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ProfessorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Save Station
      Trivial

----------------
Purple Drapes
Extra - total_boundings: {'x1': -700.0, 'x2': 1400.0, 'y1': -2100.0, 'y2': 1600.0}
Extra - polygon: [[1400.0, 1600.0], [-700.0, 1600.0], [-700.0, -2100.0], [1400.0, -2100.0]]
Extra - asset_id: collision_camera_002
> Door to Ammo Recharge Station; Heals? False
  * Layers: default
  * Plasma Beam Door to Ammo Recharge Station/Door to Purple Drapes
  * Extra - actor_name: doorpowerpower_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * 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_004
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Dock to Bridge Gate
      After Elun - Release X Parasites
  > Tunnel to Ammo Recharge Station
      Lay Small Bomb
  > Event - Release X with Ledge Warp
      Ledge Warp (Intermediate) and Lay Small Bomb

> Dock to Bridge Gate; Heals? False
  * Layers: default
  * Open Passage to Bridge Gate/Dock to Purple Drapes
  > Door to Ammo Recharge Station
      Trivial

> Tunnel to Ammo Recharge Station; Heals? False
  * Layers: default
  * Morph Ball Launcher to Ammo Recharge Station/Dock from Purple Drapes

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

> Event - Release X with Ledge Warp; Heals? False
  * Layers: default
  * Event Elun - Release X Parasites
  > Door to Ammo Recharge Station
      Trivial

----------------
Ammo Recharge Station
Extra - total_boundings: {'x1': 1300.0, 'x2': 3400.0, 'y1': -2700.0, 'y2': 4000.0}
Extra - polygon: [[3400.0, 4000.0], [1300.0, 4000.0], [1300.0, -2700.0], [3400.0, -2700.0]]
Extra - asset_id: collision_camera_003
> Door to Purple Drapes; Heals? False
  * Layers: default
  * Plasma Beam Door to Purple Drapes/Door to Ammo Recharge Station
  * Extra - actor_name: doorpowerpower_000
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_000
  * 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_004
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Chozo Soldier Arena
      Trivial

> Door to Chozo Soldier Arena; Heals? False
  * Layers: default
  * Power Beam Door to Chozo Soldier Arena/Door to Ammo Recharge Station
  * 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 Purple Drapes
      Trivial
  > Pickup (Energy Tank)
      Lay Any Bomb
  > Tunnel to Horizontal Bomb Maze
      Lay Any Bomb

> Door to Gyroscope Room; Heals? False
  * Layers: default
  * Power Beam Door to Gyroscope Room/Door to Ammo Recharge Station
  * Extra - actor_name: doorpowerpower_002
  * 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 Plasma Beam Room (Upper)
      Trivial

> Pickup (Energy Tank); Heals? False
  * Layers: default
  * Pickup 114; Category? Major
  * Extra - actor_name: item_energytank_000
  * Extra - actor_def: actordef:actors/items/item_energytank/charclasses/item_energytank.bmsad
  > Door to Chozo Soldier Arena
      Trivial

> Door to Plasma Beam Room (Upper); Heals? False
  * Layers: default
  * Plasma Beam Door to Plasma Beam Room/Door to Ammo Recharge Station
  * Extra - actor_name: doorpowerpower_003
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * 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_005
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Gyroscope Room
      Trivial
  > Event - Elun - Ammo Recharge Room Blob
      Shoot Diffusion or Wave
  > Ammo Recharge
      Trivial
  > Alcove
      After Elun - Ammo Recharge Room Blob

> Door to Plasma Beam Room (Lower); Heals? False
  * Layers: default
  * Missile Door to Plasma Beam Room/Door from Ammo Recharge Station
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Tunnel to Bottom Morph Launcher
      Trivial

> Event - Elun - Ammo Recharge Room Blob; Heals? False
  * Layers: default
  * Event Elun - Ammo Recharge Room Blob
  * Extra - actor_name: db_reg_qt_001
  * Extra - actor_def: actordef:actors/props/db_reg_qt_001/charclasses/db_reg_qt_001.bmsad
  > Door to Plasma Beam Room (Upper)
      Trivial

> Ammo Recharge; Heals? False
  * Layers: default
  * Extra - actor_name: ammorecharge_000
  * Extra - actor_def: actordef:actors/props/ammorecharge/charclasses/ammorecharge.bmsad
  * Extra - start_point_actor_name: ammorecharge_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_ammo/charclasses/weightactivatedplatform_ammo.bmsad
  > Door to Plasma Beam Room (Upper)
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_PlasmaBeam
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Plasma Beam Room (Lower)
      Trivial

> Dock from Purple Drapes; Heals? False
  * Layers: default
  * Blocked Passage to Purple Drapes/Tunnel to Ammo Recharge Station
  > Event - Release X
      Trivial

> Tunnel to Bottom Morph Launcher; Heals? False
  * Layers: default
  * Morph Ball Launcher to Bottom Morph Launcher/Tunnel to Ammo Recharge Station
  > Door to Plasma Beam Room (Lower)
      Trivial

> Tunnel to Horizontal Bomb Maze; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Horizontal Bomb Maze/Tunnel to Ammo Recharge Station
  > Door to Chozo Soldier Arena
      Lay Any Bomb

> Alcove; Heals? False
  * Layers: default
  > Door to Plasma Beam Room (Upper)
      After Elun - Ammo Recharge Room Blob
  > Event - Elun - Ammo Recharge Room Blob
      Lay Small Bomb or Shoot Beam
  > Event - Release X
      After Elun - Release X Parasites or Knowledge (Beginner)

> Event - Release X; Heals? False
  * Layers: default
  * Event Elun - Release X Parasites
  * Event is triggered by just touching it. No need to use the Morphball launcher


  > Alcove
      Trivial

----------------
Chozo Soldier Arena
Extra - total_boundings: {'x1': 3300.0, 'x2': 5700.0, 'y1': 1569.0, 'y2': 2711.0}
Extra - polygon: [[5700.0, 2711.0], [3300.0, 2711.0], [3300.0, 1569.0], [5700.0, 1569.0]]
Extra - asset_id: collision_camera_004
> Door to Ammo Recharge Station; Heals? False
  * Layers: default
  * Power Beam Door to Ammo Recharge Station/Door to Chozo Soldier Arena
  * 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 Spider Magnet Room
      After Elun - Chozo Soldier Fight
  > Event - Chozo Soldier Fight
      Fight Chozo-X

> Door to Spider Magnet Room; Heals? False
  * Layers: default
  * Power Beam Door to Spider Magnet Room/Door to Chozo Soldier Arena; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_005
  * 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 Ammo Recharge Station
      After Elun - Chozo Soldier Fight
  > Event - Chozo Soldier Fight
      Fight Chozo-X

> 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 Spider Magnet Room
      Trivial

> Event - Chozo Soldier Fight; Heals? False
  * Layers: default
  * Event Elun - Chozo Soldier Fight
  > Door to Spider Magnet Room
      Trivial

----------------
Gyroscope Room
Extra - total_boundings: {'x1': 3300.0, 'x2': 5700.0, 'y1': -500.0, 'y2': 1500.0}
Extra - polygon: [[5700.0, 1500.0], [3300.0, 1500.0], [3300.0, -500.0], [5700.0, -500.0]]
Extra - asset_id: collision_camera_005
> Door to Ammo Recharge Station; Heals? False
  * Layers: default
  * Power Beam Door to Ammo Recharge Station/Door to Gyroscope Room
  * Extra - actor_name: doorpowerpower_002
  * 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 Spider Magnet Room
      Trivial

> Door to Spider Magnet Room; Heals? False
  * Layers: default
  * Plasma Beam Door to Spider Magnet Room/Door to Gyroscope Room
  * Extra - actor_name: doorpowerpower_006
  * 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: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Ammo Recharge Station
      Trivial
  > Door to Fan Room
      Lay Any Bomb

> Door to Fan Room; Heals? False
  * Layers: default
  * Power Beam Door to Fan Room/Door to Gyroscope Room
  * Extra - actor_name: doorpowerpower_007
  * 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 Spider Magnet Room
      Lay Any Bomb

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

----------------
Plasma Beam Room
Extra - total_boundings: {'x1': 3400.0, 'x2': 5500.0, 'y1': -2700.0, 'y2': -500.0}
Extra - polygon: [[5500.0, -500.0], [3400.0, -500.0], [3400.0, -2700.0], [5500.0, -2700.0]]
Extra - asset_id: collision_camera_006
> Pickup (Plasma Beam); Heals? False
  * Layers: default
  * Pickup 115; Category? Major
  * Extra - actor_name: itemsphere_plasmabeam_000
  * Extra - actor_def: actordef:actors/items/itemsphere_plasmabeam/charclasses/itemsphere_plasmabeam.bmsad
  * Extra - map_icon_actor: powerup_plasmabeam
  > Door to Ammo Recharge Station
      Trivial

> Door to Ammo Recharge Station; Heals? False
  * Layers: default
  * Plasma Beam Door to Ammo Recharge Station/Door to Plasma Beam Room (Upper)
  * Extra - actor_name: doorpowerpower_003
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:door_shield_plasma_001
  * 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_005
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Pickup (Plasma Beam)
      Trivial
  > Door from Ammo Recharge Station
      Trivial
  > Start Point
      Trivial

> Door from Ammo Recharge Station; Heals? False
  * Layers: default
  * Access Closed to Ammo Recharge Station/Door to Plasma Beam Room (Lower)
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorshieldmissile_000
  * Extra - left_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Ammo Recharge Station
      Trivial

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

----------------
Spider Magnet Room
Extra - total_boundings: {'x1': 5600.0, 'x2': 7700.0, 'y1': 400.0, 'y2': 2900.0}
Extra - polygon: [[7700.0, 2900.0], [5600.0, 2900.0], [5600.0, 400.0], [7700.0, 400.0]]
Extra - asset_id: collision_camera_007
> Door to Chozo Soldier Arena; Heals? False
  * Layers: default
  * Power Beam Door to Chozo Soldier Arena/Door to Spider Magnet Room; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_005
  * 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 Gyroscope Room
      Morph Ball

> Door to Gyroscope Room; Heals? False
  * Layers: default
  * Plasma Beam Door to Gyroscope Room/Door to Spider Magnet Room
  * Extra - actor_name: doorpowerpower_006
  * 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: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Chozo Soldier Arena
      Can Slide
  > Tunnel to Vertical Bomb Maze
      After Elun - Vertical Bomb Maze Grapple Block and Lay Any Bomb

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_ChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Chozo Soldier Arena
      Trivial

> Tunnel to Vertical Bomb Maze; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Vertical Bomb Maze/Tunnel to Spider Magnet Room
  > Door to Gyroscope Room
      After Elun - Vertical Bomb Maze Grapple Block and Lay Any Bomb

----------------
Fan Room
Extra - total_boundings: {'x1': 5600.0, 'x2': 7700.0, 'y1': -2700.0, 'y2': 500.0}
Extra - polygon: [[7700.0, 500.0], [5600.0, 500.0], [5600.0, -2700.0], [7700.0, -2700.0]]
Extra - asset_id: collision_camera_008
> Door to Gyroscope Room; Heals? False
  * Layers: default
  * Power Beam Door to Gyroscope Room/Door to Fan Room
  * Extra - actor_name: doorpowerpower_007
  * 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)
      Speed Booster and Speed Booster Conservation (Beginner) and Can Slide
  > Room Bottom
      Can Slide
  > Tunnel to Vertical Bomb Maze
      Morph Ball

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 117; Category? Minor
  * Extra - actor_name: item_missiletank_002
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Room Bottom
      Trivial

> Room Bottom; Heals? False
  * Layers: default
  > Door to Gyroscope Room
      Any of the following:
          Ballspark
          # https://youtu.be/8dIYiNq8clI
          Movement (Intermediate) and Lay Cross Bomb
  > Tunnel to Bottom Morph Launcher
      Morph Ball

> Tunnel to Vertical Bomb Maze; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Vertical Bomb Maze/Tunnel to Fan Room
  > Door to Gyroscope Room
      Morph Ball

> Tunnel to Bottom Morph Launcher; Heals? False
  * Layers: default
  * Morph Ball Launcher to Bottom Morph Launcher/Tunnel to Fan Room
  > Room Bottom
      Morph Ball

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

----------------
Vertical Bomb Maze
Extra - total_boundings: {'x1': 7600.0, 'x2': 9700.0, 'y1': -300.0, 'y2': 4000.0}
Extra - polygon: [[9700.0, 4000.0], [7600.0, 4000.0], [7600.0, -300.0], [9700.0, -300.0]]
Extra - asset_id: collision_camera_009
> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 116; Category? Minor
  * Extra - actor_name: item_powerbombtank_000
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Grapple Block Alcove
      Morph Ball

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Elun - Vertical Bomb Maze Grapple Block
  * Extra - actor_name: grapplepulloff1x2_000
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Tunnel to Spider Magnet Room
      Morph Ball
  > Grapple Block Alcove
      Trivial

> Life Recharge; Heals? True; Default Node
  * Layers: default
  * Extra - actor_name: energyrecharge_000
  * Extra - actor_def: actordef:actors/props/energyrecharge/charclasses/energyrecharge.bmsad
  * Extra - start_point_actor_name: energyrecharge_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_energy/charclasses/weightactivatedplatform_energy.bmsad
  > Tunnel to Fan Room
      Morph Ball

> Tunnel to Horizontal Bomb Maze (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Horizontal Bomb Maze/Tunnel to Vertical Bomb Maze (Upper)
  > Above Beam Blocks
      Lay Power Bomb

> Tunnel to Horizontal Bomb Maze (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Horizontal Bomb Maze/Tunnel to Vertical Bomb Maze (Lower)
  > Above Beam Blocks
      Lay Any Bomb

> Tunnel to Spider Magnet Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Spider Magnet Room/Tunnel to Vertical Bomb Maze
  > Grapple Block Alcove
      Morph Ball and After Elun - Vertical Bomb Maze Grapple Block

> Tunnel to Fan Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Fan Room/Tunnel to Vertical Bomb Maze
  > Life Recharge
      Morph Ball

> Grapple Block Alcove; Heals? False
  * Layers: default
  > Pickup (Power Bomb Tank)
      Morph Ball
  > Event - Grapple Block
      Grapple Beam
  > Tunnel to Spider Magnet Room
      Morph Ball and After Elun - Vertical Bomb Maze Grapple Block
  > Above Beam Blocks
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Above Beam Blocks; Heals? False
  * Layers: default
  > Tunnel to Horizontal Bomb Maze (Upper)
      All of the following:
          Power Bombs ≥ 2 and Lay Power Bomb
          Movement (Intermediate) or Simple IBJ or Use Spin Boost
  > Tunnel to Horizontal Bomb Maze (Lower)
      Morph Ball
  > Grapple Block Alcove
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

----------------
Horizontal Bomb Maze
Extra - total_boundings: {'x1': 3300.0, 'x2': 7700.0, 'y1': 2858.0, 'y2': 4000.0}
Extra - polygon: [[7700.0, 4000.0], [3300.0, 4000.0], [3300.0, 2858.0], [7700.0, 2858.0]]
Extra - asset_id: collision_camera_010
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 118; Category? Minor
  * Extra - actor_name: item_missiletank_000
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Vertical Bomb Maze (Lower)
      Lay Any Bomb
  > Tunnel to Vertical Bomb Maze (Upper)
      Trivial

> Tunnel to Ammo Recharge Station; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Ammo Recharge Station/Tunnel to Horizontal Bomb Maze
  > Tunnel to Vertical Bomb Maze (Lower)
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Tunnel to Vertical Bomb Maze (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Vertical Bomb Maze/Tunnel to Horizontal Bomb Maze (Lower)
  > Tunnel to Ammo Recharge Station
      Lay Any Bomb

> Tunnel to Vertical Bomb Maze (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Vertical Bomb Maze/Tunnel to Horizontal Bomb Maze (Upper)
  > Pickup (Missile Tank)
      Morph Ball

> Start Point; Heals? False; Default Node
  * Layers: default
  > Tunnel to Ammo Recharge Station
      Morph Ball

----------------
Exterior Bridge
Extra - total_boundings: {'x1': -9700.0, 'x2': -2500.0, 'y1': 300.0, 'y2': 2300.0}
Extra - polygon: [[-2500.0, 2300.0], [-9700.0, 2300.0], [-9700.0, 300.0], [-2500.0, 300.0]]
Extra - asset_id: collision_camera_011
> Door to Save Station; Heals? False
  * Layers: default
  * Power Beam Door to Save Station/Door to Exterior Bridge
  * Extra - actor_name: doorpowerpower_008
  * 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 Bridge Gate
      Trivial

> Dock to Bridge Gate; Heals? False
  * Layers: default
  * Open Passage to Bridge Gate/Dock to Exterior Bridge
  > Door to Save Station
      Trivial

----------------
Save Station
Extra - total_boundings: {'x1': -11700.0, 'x2': -9600.0, 'y1': 500.0, 'y2': 1642.0}
Extra - polygon: [[-9600.0, 1642.0], [-11700.0, 1642.0], [-11700.0, 500.0], [-9600.0, 500.0]]
Extra - asset_id: collision_camera_012
> Door to Exterior Bridge; Heals? False
  * Layers: default
  * Power Beam Door to Exterior Bridge/Door to Save Station
  * Extra - actor_name: doorpowerpower_008
  * 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 Ghavoran
      Trivial

> Door to Transport to Ghavoran; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Ghavoran/Door to Save Station
  * Extra - actor_name: doorpowerpower_004
  * 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 Exterior Bridge
      Trivial
  > Save Station
      Trivial

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

----------------
Bottom Morph Launcher
Extra - total_boundings: {'x1': 1300.0, 'x2': 9700.0, 'y1': -2700.0, 'y2': -1400.0}
Extra - polygon: [[9700.0, -1400.0], [7600.0, -1400.0], [7600.0, -2500.0], [3400.0, -2500.0], [3400.0, -1400.0], [1300.0, -1400.0], [1300.0, -2700.0], [9700.0, -2700.0]]
Extra - asset_id: collision_camera_MBL_B
> Tunnel to Fan Room; Heals? False
  * Layers: default
  * Morph Ball Launcher to Fan Room/Tunnel to Bottom Morph Launcher
  > Tunnel to Ammo Recharge Station
      Trivial

> Tunnel to Ammo Recharge Station; Heals? False
  * Layers: default
  * Morph Ball Launcher to Ammo Recharge Station/Tunnel to Bottom Morph Launcher
  > Tunnel to Fan Room
      Trivial

