----------------
East Transport to Dairon
Extra - total_boundings: {'x1': -4500.0, 'x2': -2400.0, 'y1': -7700.0, 'y2': -6558.0}
Extra - polygon: [[-2400.0, -6558.0], [-4500.0, -6558.0], [-4500.0, -7700.0], [-2400.0, -7700.0]]
Extra - asset_id: collision_camera_000
> Door to Total Recharge Station; Heals? False
  * Layers: default
  * Power Beam Door to Total Recharge Station/Door to East Transport to Dairon
  * Extra - actor_name: doorpowerpower_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
  > Elevator to Dairon
      Trivial

> Elevator to Dairon; Heals? False; Default Node
  * Layers: default
  * Elevator to East Transport to Ferenia/Elevator to Ferenia
  * 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_sanctuary_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: Ferenia - Quiet Robe Entrance
  > Door to Total Recharge Station
      Trivial

----------------
Purple EMMI Introduction Access
Extra - total_boundings: {'x1': -4500.0, 'x2': -2400.0, 'y1': -6500.0, 'y2': -5100.0}
Extra - polygon: [[-2400.0, -5100.0], [-4500.0, -5100.0], [-4500.0, -6500.0], [-2400.0, -6500.0]]
Extra - asset_id: collision_camera_001
> Dock to Purple EMMI Introduction; Heals? False
  * Layers: default
  * EMMI Door to Purple EMMI Introduction/Dock to Purple EMMI Introduction Access
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Total Recharge Station
      Trivial

> Dock to Total Recharge Station; Heals? False
  * Layers: default
  * Open Passage to Total Recharge Station/Door to Purple EMMI Introduction Access
  * Extra - actor_name: doorshutter_007
  * Extra - actor_def: actordef:actors/props/doorshutter/charclasses/doorshutter.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Purple EMMI Introduction
      Grapple Beam or Spin Boost or Simple IBJ

----------------
Total Recharge Station
Extra - total_boundings: {'x1': -2500.0, 'x2': -400.0, 'y1': -7900.0, 'y2': -5100.0}
Extra - polygon: [[-400.0, -5100.0], [-2500.0, -5100.0], [-2500.0, -7900.0], [-400.0, -7900.0]]
Extra - asset_id: collision_camera_002
> Door to East Transport to Dairon; Heals? False
  * Layers: default
  * Power Beam Door to East Transport to Dairon/Door to Total Recharge Station
  * Extra - actor_name: doorpowerpower_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
  > Total Recharge
      Morph Ball
  > Right Alcove
      All of the following:
          Morph Ball
          Any of the following:
              Flash Shift or Grapple Beam or Simple IBJ or Use Spin Boost
              Speed Booster and Disabled Door Lock Randomizer

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 123; Category? Minor
  * Extra - actor_name: item_energyfragment_002
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Door to Purple EMMI Introduction Access
      Trivial
  > Ceiling Tunnel
      Lay Any Bomb

> Door to Purple EMMI Introduction Access; Heals? False
  * Layers: default
  * Phase Shift Door to Purple EMMI Introduction Access/Dock to Total Recharge Station
  * Extra - actor_name: doorshutter_007
  * Extra - actor_def: actordef:actors/props/doorshutter/charclasses/doorshutter.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Right Alcove
      Can Slide

> Total Recharge; Heals? True; Default Node
  * Layers: default
  * Extra - actor_name: totalrechargestation_000
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_total_000
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Door to East Transport to Dairon
      Morph Ball

> Right Alcove; Heals? False
  * Layers: default
  > Door to East Transport to Dairon
      Morph Ball
  > Door to Purple EMMI Introduction Access
      All of the following:
          Morph Ball
          Any of the following:
              Flash Shift or Spider Magnet or Simple IBJ or Use Spin Boost
              Grapple Beam and Grapple Movement (Beginner)
  > Ceiling Tunnel
      All of the following:
          Morph Ball
          Flash Shift or Simple IBJ or Use Spin Boost

> Ceiling Tunnel; Heals? False
  * Layers: default
  > Pickup (Energy Part)
      Lay Any Bomb
  > Right Alcove
      Trivial

----------------
EMMI Zone Exit West
Extra - total_boundings: {'x1': -10500.0, 'x2': -4400.0, 'y1': -4900.0, 'y2': -2100.0}
Extra - polygon: [[-4400.0, -2100.0], [-10500.0, -2100.0], [-10500.0, -4900.0], [-8400.0, -4900.0], [-8400.0, -3800.0], [-6400.0, -3800.0], [-4400.0, -4100.0]]
Extra - asset_id: collision_camera_003
> Dock to Teleport to Burenia (Cyan); Heals? False
  * Layers: default
  * EMMI Door to Teleport to Burenia (Cyan)/Dock to EMMI Zone Exit West
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Tunnel to Purple EMMI Introduction
      Gravity Suit or Speed Booster or Perform WBJ or Use Spin Boost
  > Center Platform
      Trivial

> Door to EMMI Zone Exit Middle (Power); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit Middle/Door to EMMI Zone Exit West (Lower)
  * Extra - actor_name: doorpowerpower_016
  * 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
  > Center Platform
      Trivial

> Door to EMMI Zone Exit Middle (Charge); Heals? False
  * Layers: default
  * Access Locked to EMMI Zone Exit Middle/Door to EMMI Zone Exit West (Upper)
  * Extra - actor_name: doorclosedcharge_004
  * 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
  > Door to EMMI Zone Exit Middle (Power)
      Trivial

> Tunnel to Purple EMMI Introduction; Heals? False
  * Layers: default
  * Ferenia EMMI Tunnel to Purple EMMI Introduction/Tunnel to EMMI Zone Exit West
  > Dock to Teleport to Burenia (Cyan)
      Space Jump or Simple IBJ

> Center Platform; Heals? False
  * Layers: default
  > Dock to Teleport to Burenia (Cyan)
      Any of the following:
          Flash Shift or Gravity Suit or Spider Magnet or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner)
          # Damage Boost (Beginner): https://youtu.be/qIanrM7cc3I
          Damage Boost (Beginner) and Normal Damage ≥ 21
  > Door to EMMI Zone Exit Middle (Power)
      Trivial
  > Door to EMMI Zone Exit Middle (Charge)
      Any of the following:
          Flash Shift or Gravity Suit or Spider Magnet or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner)

----------------
Fan Room Access
Extra - total_boundings: {'x1': -10500.0, 'x2': -8400.0, 'y1': -7402.5, 'y2': -5200.0}
Extra - polygon: [[-8400.0, -5200.0], [-10500.0, -5200.0], [-10500.0, -7402.5], [-8400.0, -7402.5]]
Extra - asset_id: collision_camera_004
> Dock to Purple EMMI Introduction; Heals? False
  * Layers: default
  * EMMI Door to Purple EMMI Introduction/Dock to Fan Room Access
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Quiet Robe Room
      Trivial

> Door to Quiet Robe Room; Heals? False
  * Layers: default
  * Power Beam Door to Quiet Robe Room/Door to Fan Room Access
  * 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
  > Dock to Purple EMMI Introduction
      Trivial
  > Tunnel to Fan Room
      Any of the following:
          Speed Booster or Wall Jump (Beginner) or Simple IBJ or Use Spin Boost
          All of the following:
              Grapple Beam
              Spider Magnet or Grapple Movement (Beginner)

> Tunnel to Fan Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Fan Room/Tunnel to Fan Room Access
  > Door to Quiet Robe Room
      Trivial

----------------
Quiet Robe Room
Extra - total_boundings: {'x1': -13500.0, 'x2': -10400.0, 'y1': -7402.5, 'y2': -5802.5}
Extra - polygon: [[-10400.0, -5802.5], [-13500.0, -5802.5], [-13500.0, -7402.5], [-10400.0, -7402.5]]
Extra - asset_id: collision_camera_005
> Door to Fan Room Access; Heals? False
  * Layers: default
  * Power Beam Door to Fan Room Access/Door to Quiet Robe 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
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_ChozoRobotSoldier
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Fan Room Access
      Trivial

> Event - Quiet Robe; Heals? False
  * Layers: default
  * Event Quiet Robe
  > Door to Fan Room Access
      Trivial

> Dock from Purple EMMI Introduction; Heals? False
  * Layers: default
  * Blocked Passage to Purple EMMI Introduction/Dock to Quiet Robe Room
  > Event - Quiet Robe
      Fight Silver Robot

----------------
Fan Room
Extra - total_boundings: {'x1': -13500.0, 'x2': -10400.0, 'y1': -5802.5, 'y2': -3402.5}
Extra - polygon: [[-10400.0, -3402.5], [-13500.0, -3402.5], [-13500.0, -5802.5], [-10400.0, -5802.5]]
Extra - asset_id: collision_camera_006
> Door to Cold Room (Small); Heals? False
  * Layers: default
  * Power Beam Door to Cold Room (Small)/Door to Fan Room
  * Extra - actor_name: doorpowerpower_003
  * 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
      Can Slide
  > Pickup (Missile+ Tank)
      All of the following:
          Speed Booster and Can Slide
          Any of the following:
              # From the fan/below or from the cold room.
              Speed Booster Conservation (Beginner)
              Gravity Suit and Disabled Door Lock Randomizer
  > Tunnel to Fan Room Access
      Trivial

> Door to Transport to Dairon; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Dairon/Door to Fan Room
  * 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 Cold Room (Small)
      Morph Ball

> Pickup (Missile+ Tank); Heals? False
  * Layers: default
  * Pickup 128; Category? Major
  * Extra - actor_name: item_missiletankplus_001
  * Extra - actor_def: actordef:actors/items/item_missiletankplus/charclasses/item_missiletankplus.bmsad
  > Door to Transport to Dairon
      Trivial

> Tunnel to Fan Room Access; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Fan Room Access/Tunnel to Fan Room
  > Door to Cold Room (Small)
      Any of the following:
          Speed Booster
          # https://youtu.be/XvvlF8H2qq4
          Movement (Intermediate) and Lay Cross Bomb

----------------
Teleport to Burenia (Cyan)
Extra - total_boundings: {'x1': -13500.0, 'x2': -10400.0, 'y1': -3300.0, 'y2': 400.0}
Extra - polygon: [[-10400.0, 400.0], [-13500.0, 400.0], [-13500.0, -3300.0], [-10400.0, -3300.0]]
Extra - asset_id: collision_camera_007
> Door to Cold Room (Small); Heals? False
  * Layers: default
  * Plasma Beam Door to Cold Room (Small)/Door to Teleport to Burenia (Cyan)
  * Extra - actor_name: doorpowerpower_005
  * 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_003
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Twin Robot Arena
      Trivial
  > Dock to EMMI Zone Exit West
      Trivial

> Door to Twin Robot Arena; Heals? False
  * Layers: default
  * Power Beam Door to Twin Robot Arena/Door to Teleport to Burenia (Cyan)
  * 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 Cold Room (Small)
      Trivial
  > Tunnel to Separate Tunnels Room (Upper)
      Trivial

> Dock to EMMI Zone Exit West; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit West/Dock to Teleport to Burenia (Cyan)
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Cold Room (Small)
      Trivial

> Teleporter to Burenia; Heals? False; Default Node
  * Layers: default
  * Teleporter to Teleport to Ferenia/Teleporter to Ferenia
  * Extra - actor_name: teleporter_000
  * Extra - actor_def: actordef:actors/props/teleporter/charclasses/teleporter.bmsad
  * Extra - elevator_component: CTeleporterUsableComponent
  * Extra - target_spawn_point: LE_Platform_Teleport_Secret
  * Extra - start_point_actor_name: teleporter_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_teleport/charclasses/weightactivatedplatform_teleport.bmsad
  > Tunnel to Separate Tunnels Room (Lower)
      Trivial

> Tunnel to Separate Tunnels Room (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Separate Tunnels Room/Tunnel to Teleport to Burenia (Cyan) (Lower)
  > Teleporter to Burenia
      Trivial

> Tunnel to Separate Tunnels Room (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Separate Tunnels Room/Tunnel to Teleport to Burenia (Cyan) (Upper)
  > Door to Twin Robot Arena
      Morph Ball

----------------
Transport to Dairon
Extra - total_boundings: {'x1': -16500.0, 'x2': -13400.0, 'y1': -5402.5, 'y2': -4258.0}
Extra - polygon: [[-13400.0, -4258.0], [-16500.0, -4258.0], [-16500.0, -5402.5], [-13400.0, -5402.5]]
Extra - asset_id: collision_camera_008
> Door to Fan Room; Heals? False
  * Layers: default
  * Power Beam Door to Fan Room/Door to Transport to Dairon
  * 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
  > Elevator to Dairon
      Trivial

> Elevator to Dairon; Heals? False; Default Node
  * Layers: default
  * Elevator to West Transport to Ferenia/Elevator to Ferenia
  * Extra - actor_name: elevator_baselab_001
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_sanctuary_001_platform
  * Extra - start_point_actor_name: elevator_baselab_001_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Ferenia - Quiet Robe Exit
  > Door to Fan Room
      Trivial
  > Tunnel to Speedboost Slopes Maze
      After Ferenia - Speedboster Slope Maze Blob

> Tunnel to Speedboost Slopes Maze; Heals? False
  * Layers: default
  * Slide Tunnel to Speedboost Slopes Maze/Tunnel to Transport to Dairon
  > Elevator to Dairon
      After Ferenia - Speedboster Slope Maze Blob

----------------
Speedboost Slopes Maze
Extra - total_boundings: {'x1': -19400.0, 'x2': -16400.0, 'y1': -5400.0, 'y2': 1600.0}
Extra - polygon: [[-16400.0, 1600.0], [-19400.0, 1600.0], [-19400.0, -5400.0], [-16400.0, -5400.0]]
Extra - asset_id: collision_camera_009
> Door to Cold Room (Small); Heals? False
  * Layers: default
  * Wave Beam Door to Cold Room (Small)/Door to Speedboost Slopes Maze
  * 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:doorwavebeam_004
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_005
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Ledge above Slope
      Can Slide

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 131; Category? Minor
  * Extra - actor_name: item_energyfragment_000
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Ledge above Slope
      Trivial

> Event - Speedbooster Slope Maze Blob; Heals? False
  * Layers: default
  * Event Ferenia - Speedboster Slope Maze Blob
  * Extra - actor_name: db_reg_b2_003
  * Extra - actor_def: actordef:actors/props/db_reg_b2_003/charclasses/db_reg_b2_003.bmsad
  > Bottom
      Trivial

> Event - Speedboost Slope Maze Grapple Block; Heals? False
  * Layers: default
  * Event Ferenia - Speedboost Slope Maze Grapple Block
  * Extra - actor_name: grapplepulloff1x2_003
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Grapple Block Ledge
      Trivial

> Tunnel to Separate Tunnels Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Separate Tunnels Room/Tunnel to Speedboost Slopes Maze
  > Tunnel to Space Jump Room
      Movement (Beginner) or Lay Any Bomb or Shoot Diffusion or Wave
  > Grapple Block Ledge
      Can Slide

> Tunnel to Space Jump Room; Heals? False
  * Layers: default
  * Slide Tunnel to Space Jump Room/Tunnel to Speedboost Slopes Maze
  > Tunnel to Separate Tunnels Room
      Trivial

> Ledge above Slope; Heals? False
  * Layers: default
  > Door to Cold Room (Small)
      Morph Ball
  > Pickup (Energy Part)
      Morph Ball and Speed Booster and After Ferenia - Speedboster Slope Maze Blob and Speed Booster Conservation (Beginner)
  > Bottom
      Can Slide
  > Grapple Block Ledge
      Morph Ball and After Ferenia - Speedboost Slope Maze Grapple Block

> Tunnel to Transport to Dairon; Heals? False
  * Layers: default
  * Slide Tunnel to Transport to Dairon/Tunnel to Speedboost Slopes Maze
  > Bottom
      After Ferenia - Speedboster Slope Maze Blob

> Bottom; Heals? False
  * Layers: default
  > Event - Speedbooster Slope Maze Blob
      Shoot Beam
  > Ledge above Slope
      All of the following:
          Morph Ball
          Any of the following:
              Speed Booster or Use Spin Boost
              Bomb and Diagonal Bomb Jump (Beginner)
              # https://youtu.be/8vhRInAoWoM
              Flash Shift and Climb Sloped Surfaces (Beginner)
  > Tunnel to Transport to Dairon
      After Ferenia - Speedboster Slope Maze Blob

> Grapple Block Ledge; Heals? False
  * Layers: default
  > Event - Speedboost Slope Maze Grapple Block
      Grapple Beam
  > Tunnel to Separate Tunnels Room
      Morph Ball
  > Ledge above Slope
      Morph Ball and After Ferenia - Speedboost Slope Maze Grapple Block

----------------
Cold Room (Small)
Extra - total_boundings: {'x1': -16500.0, 'x2': -13400.0, 'y1': -4302.5, 'y2': -1300.0}
Extra - polygon: [[-13400.0, -1300.0], [-16500.0, -1300.0], [-16500.0, -4302.5], [-13400.0, -4302.5]]
Extra - asset_id: collision_camera_010
> Door to Fan Room; Heals? False
  * Layers: default
  * Power Beam Door to Fan Room/Door to Cold Room (Small)
  * Extra - actor_name: doorpowerpower_003
  * 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 Burenia (Cyan)
      All of the following:
          Screw Attack
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 300

> Door to Teleport to Burenia (Cyan); Heals? False
  * Layers: default
  * Plasma Beam Door to Teleport to Burenia (Cyan)/Door to Cold Room (Small)
  * Extra - actor_name: doorpowerpower_005
  * 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_003
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Fan Room
      All of the following:
          Screw Attack
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 300
  > Door to Speedboost Slopes Maze
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 150

> Door to Speedboost Slopes Maze; Heals? False
  * Layers: default
  * Wave Beam Door to Speedboost Slopes Maze/Door to Cold Room (Small)
  * 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:doorwavebeam_004
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_005
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Door to Teleport to Burenia (Cyan)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 150

----------------
Separate Tunnels Room
Extra - total_boundings: {'x1': -16500.0, 'x2': -13400.0, 'y1': -1000.0, 'y2': 800.0}
Extra - polygon: [[-13400.0, 800.0], [-16500.0, 800.0], [-16500.0, -1000.0], [-13400.0, -1000.0]]
Extra - asset_id: collision_camera_011
> Pickup (Missile Tank - Left); Heals? False
  * Layers: default
  * Pickup 120; Category? Minor
  * Extra - actor_name: item_missiletank_001
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Speedboost Slopes Maze
      Trivial

> Pickup (Missile Tank - Right); Heals? False
  * Layers: default
  * Pickup 132; Category? Minor
  * Extra - actor_name: item_missiletank_005
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Teleport to Burenia (Cyan) (Lower)
      Trivial

> Tunnel to Speedboost Slopes Maze; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Speedboost Slopes Maze/Tunnel to Separate Tunnels Room
  > Pickup (Missile Tank - Left)
      Any of the following:
          All of the following:
              Any of the following:
                  # A way to destroy the bomb blocks quickly
                  Lay Cross Bomb or Lay Power Bomb
                  Movement (Intermediate) and Lay Normal Bomb and Use Spin Boost
              Any of the following:
                  # A way to climb into the tunnel, after the bomb blocks are gone
                  Wall Jump (Advanced) or Use Spin Boost
                  # https://youtu.be/5pnZydkRzVM - This branch is relevant when breaking the blocks with Power Bombs
                  Diagonal Bomb Jump (Beginner) and Lay Normal Bomb
          # https://youtu.be/mLLlXtp9Dn4
          Diagonal Bomb Jump (Advanced) and Lay Normal Bomb
          # https://youtu.be/e8qsyZlA8eo
          Diagonal Bomb Jump (Intermediate) and Lay Cross Bomb

> Tunnel to Teleport to Burenia (Cyan) (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Burenia (Cyan)/Tunnel to Separate Tunnels Room (Lower)
  > Pickup (Missile Tank - Right)
      Morph Ball
  > Tunnel to Teleport to Burenia (Cyan) (Upper)
      Lay Power Bomb

> Tunnel to Teleport to Burenia (Cyan) (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Teleport to Burenia (Cyan)/Tunnel to Separate Tunnels Room (Upper)
  > Tunnel to Teleport to Burenia (Cyan) (Lower)
      Lay Power Bomb

----------------
Space Jump Room
Extra - total_boundings: {'x1': -16500.0, 'x2': -12400.0, 'y1': 600.0, 'y2': 6100.0}
Extra - polygon: [[-12400.0, 6100.0], [-16500.0, 6100.0], [-16500.0, 800.0], [-14600.0, 800.0], [-14600.0, 600.0], [-12400.0, 600.0]]
Extra - asset_id: collision_camera_012
> Door to Navigation Station; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Space Jump Room
  * Extra - actor_name: doorpowerpower_011
  * 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 Space Jump Room Access (Bottom)
      Trivial
  > Start Point 2
      Trivial

> Door to Space Jump Room Access (Bottom); Heals? False
  * Layers: default
  * Power Beam Door to Space Jump Room Access/Door to Space Jump Room (Bottom)
  * Extra - actor_name: doorpowerpower_012
  * 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 Navigation Station
      Trivial
  > Pickup (Missile Tank)
      Any of the following:
          All of the following:
              # Destroy the blocks with Cross Bomb or Power Bomb
              Lay Cross Bomb or Lay Power Bomb
              Any of the following:
                  # Then grab the item
                  Space Jump or Speed Booster or Movement (Advanced)
                  Movement (Intermediate) and Use Spin Boost
          All of the following:
              Lay Normal Bomb
              Any of the following:
                  # With Normal Bombs, the means to break the blocks blend together with reaching the item
                  Space Jump
                  Movement (Intermediate) and Use Spin Boost
                  # https://www.youtube.com/watch?v=AaSlxp8GajA
                  Movement (Advanced)

> Door from Space Jump Room Access; Heals? False
  * Layers: default
  * Access Closed to Space Jump Room Access/Door to Space Jump Room (Mid)
  * 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:doorshieldmissile_000
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Start Point 1
      Trivial
  > Underwater Bottom
      Can Slide

> Door to Space Jump Room Access (Top); Heals? False
  * Layers: default
  * Power Beam Door to Space Jump Room Access/Door to Space Jump Room (Top)
  * Extra - actor_name: doorpowerpower_013
  * 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 Lay Any Bomb
  > Dock to Transport to Ghavoran
      Trivial

> Pickup (Space Jump); Heals? False
  * Layers: default
  * Pickup 119; Category? Major
  * Extra - actor_name: itemsphere_spacejump
  * Extra - actor_def: actordef:actors/items/itemsphere_spacejump/charclasses/itemsphere_spacejump.bmsad
  * Extra - map_icon_actor: powerup_spacejump
  > Start Point 1
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 129; Category? Minor
  * Extra - actor_name: item_missiletank_002
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Door to Navigation Station
      Morph Ball
  > Door from Space Jump Room Access
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Pickup (Missile+ Tank); Heals? False
  * Layers: default
  * Pickup 130; Category? Major
  * Extra - actor_name: item_missiletankplus_000
  * Extra - actor_def: actordef:actors/items/item_missiletankplus/charclasses/item_missiletankplus.bmsad
  > Door to Space Jump Room Access (Top)
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb
          Movement (Beginner) and Can Slide

> Event - Space Jump Room Blob, below; Heals? False
  * Layers: default
  * Event Ferenia - Space Jump Room Blob
  * Extra - actor_name: db_reg_b2_001
  * Extra - actor_def: actordef:actors/props/db_reg_b2_001/charclasses/db_reg_b2_001.bmsad
  > Underwater Ledge Left
      Trivial

> Dock to Transport to Ghavoran; Heals? False
  * Layers: default
  * Open Passage to Transport to Ghavoran/Dock to Space Jump Room
  * Extra - actor_name: ev_gatesealed_sanc_000
  * Extra - actor_def: actordef:actors/props/ev_gatesealed_sanc/charclasses/ev_gatesealed_sanc.bmsad
  > Door to Space Jump Room Access (Top)
      Trivial
  > Tunnel to Pitfall Puzzle Room (Upper)
      All of the following:
          After Ferenia - Space Jump Room Blob and Lay Power Bomb
          Flash Shift or Speed Booster or Use Spin Boost
  > Underwater Ledge Left
      After Ferenia - Space Jump Room Blob
  > Event - Space Jump Room Blob, above
      Any of the following:
          Wave Beam
          Morph Ball and Pseudo-Wave Beam (Advanced) and Shoot Diffusion Beam

> Start Point 1; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_SpaceJump
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door from Space Jump Room Access
      Trivial
  > Pickup (Space Jump)
      Trivial

> Start Point 2; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_AccessPoint_8
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station
      Trivial

> Tunnel to Pitfall Puzzle Room (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Pitfall Puzzle Room/Tunnel to Space Jump Room (Upper)
  > Underwater Ledge Left
      Lay Any Bomb

> Tunnel to Pitfall Puzzle Room (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Pitfall Puzzle Room/Tunnel to Space Jump Room (Lower)
  > Tunnel to Speedboost Slopes Maze
      Trivial

> Tunnel to Speedboost Slopes Maze; Heals? False
  * Layers: default
  * Slide Tunnel to Speedboost Slopes Maze/Tunnel to Space Jump Room
  > Tunnel to Pitfall Puzzle Room (Lower)
      Trivial

> Underwater Bottom; Heals? False
  * Layers: default
  > Door from Space Jump Room Access
      All of the following:
          Morph Ball
          Any of the following:
              Spider Magnet
              All of the following:
                  Gravity Suit
                  Any of the following:
                      Spin Boost or Simple IBJ
                      All of the following:
                          # Slide Jump - https://youtu.be/3mfzhqqZBlc
                          Slide Jump (Beginner)
                          Grapple Beam or Single-wall Wall Jump (Intermediate)
                      # Beginner Wall Jump - https://youtu.be/iHFyp9ON-pM
                      Flash Shift and Wall Jump (Beginner)
              Grapple Beam and Grapple Movement (Beginner)
  > Underwater Ledge Left
      Any of the following:
          All of the following:
              Gravity Suit
              Flash Shift or Simple IBJ or Use Spin Boost
          Grapple Beam and Grapple Movement (Beginner) and Use Spin Boost
          # https://www.youtube.com/watch?v=tyQFmi8slA4
          Grapple Beam and Grapple Movement (Intermediate)
  > Underwater Ledge Right
      Any of the following:
          Grapple Beam or Spider Magnet
          All of the following:
              Gravity Suit
              Flash Shift or Simple IBJ or Use Spin Boost

> Underwater Ledge Left; Heals? False
  * Layers: default
  > Event - Space Jump Room Blob, below
      Shoot Beam
  > Dock to Transport to Ghavoran
      All of the following:
          After Ferenia - Space Jump Room Blob
          Any of the following:
              All of the following:
                  Gravity Suit
                  Space Jump or Simple IBJ
              All of the following:
                  Spider Magnet
                  Any of the following:
                      Use Spin Boost
                      Morph Ball and Single-wall Wall Jump (Intermediate)
                      Flash Shift and Wall Jump (Beginner)
              All of the following:
                  # https://www.youtube.com/watch?v=SUxSv6YFK3Y
                  Grapple Beam and Grapple Movement (Intermediate)
                  Any of the following:
                      Use Spin Boost
                      Morph Ball and Single-wall Wall Jump (Advanced)
                      Flash Shift and Wall Jump (Beginner)
  > Tunnel to Pitfall Puzzle Room (Upper)
      All of the following:
          Lay Any Bomb
          Any of the following:
              All of the following:
                  Spider Magnet
                  Flash Shift or Use Spin Boost
              All of the following:
                  Gravity Suit
                  Shoot Ice Missile or Simple IBJ or Use Spin Boost
              All of the following:
                  Grapple Beam
                  Any of the following:
                      Space Jump
                      All of the following:
                          # Grappling without spider magnet / space jump requires some movement trick as it requires letting go at the right time for momentum
                          Flash Shift or Use Spin Boost
                          Any of the following:
                              Movement (Intermediate)
                              Movement (Beginner) and Shoot Ice Missile
  > Underwater Bottom
      Trivial

> Event - Space Jump Room Blob, above; Heals? False
  * Layers: default
  * Event Ferenia - Space Jump Room Blob
  > Dock to Transport to Ghavoran
      Trivial

> Underwater Ledge Right; Heals? False
  * Layers: default
  > Underwater Bottom
      Trivial
  > Underwater Ledge Left
      Any of the following:
          Space Jump
          All of the following:
              Gravity Suit
              Flash Shift or Simple IBJ or Use Spin Boost

----------------
Pitfall Puzzle Room
Extra - total_boundings: {'x1': -18500.0, 'x2': -16400.0, 'y1': 1500.0, 'y2': 3200.0}
Extra - polygon: [[-16400.0, 3200.0], [-18500.0, 3200.0], [-18500.0, 1500.0], [-16400.0, 1500.0]]
Extra - asset_id: collision_camera_013
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 121; Category? Minor
  * Extra - actor_name: item_missiletank_000
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Bottom
      Trivial

> Event - Pitfall Puzzle Blob; Heals? False
  * Layers: default
  * Event Ferenia - Pitfall Puzzle Blob
  * Extra - actor_name: db_reg_b2_004
  * Extra - actor_def: actordef:actors/props/db_reg_b2_004/charclasses/db_reg_b2_004.bmsad
  > Bottom
      Trivial

> Tunnel to Space Jump Room (Upper); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Space Jump Room/Tunnel to Pitfall Puzzle Room (Upper)
  > Pickup (Missile Tank)
      All of the following:
          Morph Ball and After Ferenia - Pitfall Puzzle Blob
          Any of the following:
              Use Spin Boost
              # https://youtu.be/mw12gft21hc
              Flash Shift and Flash Shift Upgrade and Climb Sloped Surfaces (Intermediate)
  > Event - Pitfall Puzzle Blob
      Shoot Diffusion or Wave
  > Bottom
      Trivial

> Tunnel to Space Jump Room (Lower); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Space Jump Room/Tunnel to Pitfall Puzzle Room (Lower)
  > Bottom
      Trivial

> Bottom; Heals? False
  * Layers: default
  > Tunnel to Space Jump Room (Upper)
      Trivial
  > Tunnel to Space Jump Room (Lower)
      Trivial

----------------
Transport to Ghavoran
Extra - total_boundings: {'x1': -28200.0, 'x2': -16400.0, 'y1': 3300.0, 'y2': 6000.0}
Extra - polygon: [[-16400.0, 6000.0], [-28200.0, 6000.0], [-28200.0, 3300.0], [-16400.0, 3300.0]]
Extra - asset_id: collision_camera_014
> Dock to Space Jump Room; Heals? False
  * Layers: default
  * Open Passage to Space Jump Room/Dock to Transport to Ghavoran
  * Extra - actor_name: ev_gatesealed_sanc_000
  * Extra - actor_def: actordef:actors/props/ev_gatesealed_sanc/charclasses/ev_gatesealed_sanc.bmsad
  > Shuttle to Ghavoran
      Trivial

> Shuttle to Ghavoran; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Ferenia/Shuttle to Ferenia
  * 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_sanctuary_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: Ferenia - Main Gate
  > Dock to Space Jump Room
      Trivial

----------------
Space Jump Room Access
Extra - total_boundings: {'x1': -12500.0, 'x2': -10400.0, 'y1': 1800.0, 'y2': 5400.0}
Extra - polygon: [[-10400.0, 5400.0], [-12500.0, 5400.0], [-12500.0, 1800.0], [-10400.0, 1800.0]]
Extra - asset_id: collision_camera_015
> Door to Twin Robot Arena; Heals? False
  * Layers: default
  * Access Locked to Twin Robot Arena/Door to Space Jump Room Access
  * Extra - actor_name: doorclosedcharge_000
  * 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
  > Door to Space Jump Room (Bottom)
      All of the following:
          Morph Ball
          Any of the following:
              Wave Beam or Lay Any Bomb or Shoot Diffusion Beam
              # The blocks can be shot with just power beam at a very tight angle
              Movement (Beginner) and Shoot Beam
  > Door to Space Jump Room (Top)
      Trivial

> Door to Space Jump Room (Bottom); Heals? False
  * Layers: default
  * Power Beam Door to Space Jump Room/Door to Space Jump Room Access (Bottom)
  * Extra - actor_name: doorpowerpower_012
  * 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 Twin Robot Arena
      Morph Ball

> Door to Space Jump Room (Mid); Heals? False
  * Layers: default
  * Missile Door to Space Jump Room/Door from Space Jump Room Access
  * 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:doorshieldmissile_000
  * Extra - right_shield_def: actordef:actors/props/doorshieldmissile/charclasses/doorshieldmissile.bmsad
  > Door to Space Jump Room (Top)
      After Ferenia - Storm Missile Gate for SJ

> Door to Space Jump Room (Top); Heals? False
  * Layers: default
  * Power Beam Door to Space Jump Room/Door to Space Jump Room Access (Top)
  * Extra - actor_name: doorpowerpower_013
  * 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 Twin Robot Arena
      Trivial
  > Door to Space Jump Room (Mid)
      After Ferenia - Storm Missile Gate for SJ
  > Event - Storm Missile Gate
      Activate Storm Missile Locks

> Event - Storm Missile Gate; Heals? False
  * Layers: default
  * Event Ferenia - Storm Missile Gate for SJ
  > Door to Space Jump Room (Top)
      Trivial

----------------
Navigation Station
Extra - total_boundings: {'x1': -12500.0, 'x2': -10400.0, 'y1': 600.0, 'y2': 1742.0}
Extra - polygon: [[-10400.0, 1742.0], [-12500.0, 1742.0], [-12500.0, 600.0], [-10400.0, 600.0]]
Extra - asset_id: collision_camera_016
> Door to Twin Robot Arena; Heals? False
  * Layers: default
  * Power Beam Door to Twin Robot Arena/Door to Navigation Station
  * Extra - actor_name: doorpowerpower_010
  * 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 Space Jump Room
      Trivial

> Door to Space Jump Room; Heals? False
  * Layers: default
  * Power Beam Door to Space Jump Room/Door to Navigation Station
  * Extra - actor_name: doorpowerpower_011
  * 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 Twin Robot Arena
      Trivial
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Hint
  * Extra - actor_name: accesspoint_000
  * Extra - actor_def: actordef:actors/props/accesspoint/charclasses/accesspoint.bmsad
  * Extra - start_point_actor_name: accesspoint_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_access/charclasses/weightactivatedplatform_access.bmsad
  * Extra - hint_id: SANC_1
  * Extra - string_asset_id: 9
  > Door to Space Jump Room
      Trivial

----------------
Twin Robot Arena
Extra - total_boundings: {'x1': -10500.0, 'x2': -4400.0, 'y1': -500.0, 'y2': 4400.0}
Extra - polygon: [[-4400.0, 4400.0], [-10500.0, 4400.0], [-10500.0, -500.0], [-4400.0, -500.0]]
Extra - asset_id: collision_camera_017
> Door to Teleport to Burenia (Cyan); Heals? False
  * Layers: default
  * Power Beam Door to Teleport to Burenia (Cyan)/Door to Twin Robot Arena
  * 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
  > Start Point 1
      Trivial

> Door to Energy Recharge Station (Gate); Heals? False
  * Layers: default
  * Power Beam Door to Energy Recharge Station (Gate)/Door to Twin Robot Arena
  * 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
  > Start Point 1
      Trivial

> Door to Cold Room (Energy Recharge Station); Heals? False
  * Layers: default
  * Power Beam Door to Cold Room (Energy Recharge Station)/Door to Twin Robot Arena
  * Extra - actor_name: doorpowerpower_009
  * 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 Space Jump Room Access
      Trivial

> Door to Navigation Station; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Twin Robot Arena
  * Extra - actor_name: doorpowerpower_010
  * 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 Space Jump Room Access
      Trivial
  > Start Point 1
      Trivial
  > Start Point 2
      Trivial

> Door to Space Jump Room Access; Heals? False
  * Layers: default
  * Charge Beam Door to Space Jump Room Access/Door to Twin Robot Arena
  * Extra - actor_name: doorclosedcharge_000
  * 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
  > Door to Cold Room (Energy Recharge Station)
      Trivial
  > Door to Navigation Station
      Trivial
  > Pickup (Power Bomb Tank)
      Lay Power Bomb

> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 126; Category? Minor
  * Extra - actor_name: item_powerbombtank_001
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Door to Space Jump Room Access
      Trivial

> Start Point 1; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_2ChozoRobots
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Teleport to Burenia (Cyan)
      No Storm Missile or After Ferenia - Twin Robot Fight
  > Door to Energy Recharge Station (Gate)
      No Storm Missile or After Ferenia - Twin Robot Fight
  > Door to Navigation Station
      No Storm Missile or After Ferenia - Twin Robot Fight
  > Event - Twin Robot Fight
      Storm Missile and Fight Twin Robots

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

> Start Point 3; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_TwoChozoRobots_TopRight
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Cold Room (Energy Recharge Station)
      Trivial

> Event - Twin Robot Fight; Heals? False
  * Layers: default
  * Event Ferenia - Twin Robot Fight
  > Start Point 1
      Trivial

----------------
Cold Room (Energy Recharge Station)
Extra - total_boundings: {'x1': -4500.0, 'x2': -1400.0, 'y1': 2900.0, 'y2': 6900.0}
Extra - polygon: [[-1400.0, 6900.0], [-4500.0, 6900.0], [-4500.0, 2900.0], [-1400.0, 2900.0]]
Extra - asset_id: collision_camera_018
> Door to Twin Robot Arena; Heals? False
  * Layers: default
  * Power Beam Door to Twin Robot Arena/Door to Cold Room (Energy Recharge Station)
  * Extra - actor_name: doorpowerpower_009
  * 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
  > Center Ledge
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Beginner) and Cold Damage ≥ 100

> Door to Transport to Hanubia; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Hanubia/Door to Cold Room (Energy Recharge Station)
  * Extra - actor_name: doorpowerpower_021
  * 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
  > Life Recharge
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 100
  > Center Ledge
      All of the following:
          Screw Attack
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 150

> Door to Cold Room (Storm Missile Gate) (Plasma); Heals? False
  * Layers: default
  * Plasma Beam Door to Cold Room (Storm Missile Gate)/Door to Cold Room (Energy Recharge Station) (Plasma)
  * Extra - actor_name: doorpowerpower
  * 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_001
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Center Ledge
      All of the following:
          Lay Any Bomb
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Intermediate) and Cold Damage ≥ 150

> Door to Cold Room (Storm Missile Gate) (Charge); Heals? False
  * Layers: default
  * Charge Beam Door to Cold Room (Storm Missile Gate)/Door to Cold Room (Energy Recharge Station) (Charge)
  * Extra - actor_name: doorchargecharge_000
  * 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 Cold Room (Storm Missile Gate) (Grapple)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 100
  > Event - Tunnel to Cold Room Grapple Block
      Grapple Beam
  > Tunnel to Cold Room (Storm Missile Gate)
      All of the following:
          After Ferenia - Tunnel to Cold Room Grapple Block and Ballspark
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Advanced) and Cold Damage ≥ 250

> Door to Cold Room (Storm Missile Gate) (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to Cold Room (Storm Missile Gate)/Door to Cold Room (Energy Recharge Station) (Grapple)
  * Extra - actor_name: doorgrapplegrapple_000
  * 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
  > Door to Cold Room (Storm Missile Gate) (Charge)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 100

> Event - Tunnel to Cold Room Grapple Block; Heals? False
  * Layers: default
  * Event Ferenia - Tunnel to Cold Room Grapple Block
  * Extra - actor_name: grapplepulloff1x2_002
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Cold Room (Storm Missile Gate) (Charge)
      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
  > Door to Transport to Hanubia
      All of the following:
          Can Slide
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 100
  > Center Ledge
      All of the following:
          Screw Attack and Can Slide
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 150

> Center Ledge; Heals? False
  * Layers: default
  > Door to Twin Robot Arena
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Beginner) and Cold Damage ≥ 50
  > Door to Transport to Hanubia
      All of the following:
          Screw Attack
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Beginner) and Cold Damage ≥ 150
  > Door to Cold Room (Storm Missile Gate) (Plasma)
      All of the following:
          Lay Any Bomb
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Intermediate) and Cold Damage ≥ 150

> Tunnel to Cold Room (Storm Missile Gate); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Cold Room (Storm Missile Gate)/Tunnel to Cold Room (Energy Recharge Station)
  > Door to Cold Room (Storm Missile Gate) (Charge)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Advanced) and Cold Damage ≥ 350

----------------
Energy Recharge Station (Gate)
Extra - total_boundings: {'x1': -4500.0, 'x2': -2400.0, 'y1': -400.0, 'y2': 2800.0}
Extra - polygon: [[-2400.0, 2800.0], [-4500.0, 2800.0], [-4500.0, -400.0], [-2400.0, -400.0]]
Extra - asset_id: collision_camera_019
> Door to Twin Robot Arena; Heals? False
  * Layers: default
  * Power Beam Door to Twin Robot Arena/Door to Energy Recharge Station (Gate)
  * 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 EMMI Zone Exit Middle
      After Ferenia - Storm Missile Gate by Robot Fight

> Dock to EMMI Zone Exit Middle; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Middle/Dock to Energy Recharge Station (Gate)
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Twin Robot Arena
      After Ferenia - Storm Missile Gate by Robot Fight
  > Life Recharge
      Trivial
  > Event - Storm Missile Gate by Robot Fight
      Activate Storm Missile Locks
  > Bomb Ledge
      Screw Attack

> Event - Recharge Station Secret Grapple Block; Heals? False
  * Layers: default
  * Event Ferenia - Recharge Station Secret Grapple Block
  * Extra - actor_name: grapplepulloff1x2_000
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Bomb Ledge
      Trivial

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

> Life Recharge; Heals? True
  * Layers: default
  * Extra - actor_name: energyrecharge_001
  * Extra - actor_def: actordef:actors/props/energyrecharge/charclasses/energyrecharge.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_energy_000
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_energy/charclasses/weightactivatedplatform_energy.bmsad
  > Dock to EMMI Zone Exit Middle
      Trivial

> Event - Storm Missile Gate by Robot Fight; Heals? False
  * Layers: default
  * Event Ferenia - Storm Missile Gate by Robot Fight
  > Dock to EMMI Zone Exit Middle
      Trivial

> Tunnel to Energy Recharge Station Secret; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Energy Recharge Station Secret/Tunnel to Energy Recharge Station (Gate)
  > Dock to EMMI Zone Exit Middle
      After Ferenia - Recharge Station Secret Grapple Block and Lay Any Bomb

> Bomb Ledge; Heals? False
  * Layers: default
  > Dock to EMMI Zone Exit Middle
      Trivial
  > Event - Recharge Station Secret Grapple Block
      All of the following:
          Grapple Beam and Morph Ball
          Any of the following:
              Cross Bomb
              # Bomb & Power Bombs, to desync the tunnel bomb blocks from the ledge bomb blocks
              Bomb and Lay Power Bomb
              # Power bombs (video: https://youtu.be/VgEtgnUCvQE )
              Main Power Bomb and Power Bombs ≥ 2 and Movement (Intermediate)
              # Bombs (video: https://youtu.be/t9WtdoZ9oOA )
              Bomb and Movement (Advanced)
  > Tunnel to Energy Recharge Station Secret
      All of the following:
          Morph Ball and After Ferenia - Recharge Station Secret Grapple Block
          Any of the following:
              # Destroy bomb blocks
              Bomb or Cross Bomb
              Power Bombs ≥ 2 and Lay Power Bomb
          # Movement
          Flash Shift or Movement (Beginner) or Use Spin Boost

----------------
Energy Recharge Station Secret
Extra - total_boundings: {'x1': -2500.0, 'x2': -400.0, 'y1': 1800.0, 'y2': 2900.0}
Extra - polygon: [[-400.0, 2900.0], [-2500.0, 2900.0], [-2500.0, 1800.0], [-400.0, 1800.0]]
Extra - asset_id: collision_camera_020
> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 124; Category? Minor
  * Extra - actor_name: item_energyfragment_001
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Corner
      Trivial

> Tunnel to Energy Recharge Station (Gate); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Energy Recharge Station (Gate)/Tunnel to Energy Recharge Station Secret
  > Corner
      Lay Any Bomb

> Corner; Heals? False
  * Layers: default
  > Pickup (Energy Part)
      Morph Ball
  > Tunnel to Energy Recharge Station (Gate)
      All of the following:
          Screw Attack
          Any of the following:
              # In case of entering with just 2 PBs, pickup can be third PB or (cross) bombs
              Lay Small Bomb
              Power Bombs ≥ 3 and Lay Power Bomb

----------------
EMMI Zone Exit Middle
Extra - total_boundings: {'x1': -4500.0, 'x2': -400.0, 'y1': -5200.0, 'y2': 1825.0}
Extra - polygon: [[-400.0, 1825.0], [-2500.0, 1825.0], [-2500.0, -1800.0], [-4500.0, -1800.0], [-4500.0, -5200.0], [-400.0, -5200.0]]
Extra - asset_id: collision_camera_021
> Dock to Energy Recharge Station (Gate); Heals? False
  * Layers: default
  * EMMI Door to Energy Recharge Station (Gate)/Dock to EMMI Zone Exit Middle
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Exit East Access
      Trivial
  > Dock to Map Station Access (Upper)
      Morph Ball

> Door to EMMI Zone Exit East Access; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit East Access/Door to EMMI Zone Exit Middle
  * Extra - actor_name: doorpowerpower_015
  * 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 Energy Recharge Station (Gate)
      Trivial

> Dock to Map Station Access (Upper); Heals? False
  * Layers: default
  * EMMI Door to Map Station Access/Dock to EMMI Zone Exit Middle (Upper)
  * Extra - actor_name: dooremmy_004
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Energy Recharge Station (Gate)
      Morph Ball
  > Dock to Map Station Access (Lower)
      Morph Ball and After Ferenia - Central Unit

> Door to EMMI Zone Exit West (Lower); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit West/Door to EMMI Zone Exit Middle (Power)
  * Extra - actor_name: doorpowerpower_016
  * 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 Map Station Access (Lower)
      Grapple Beam or Gravity Suit or Spider Magnet or Perform WBJ
  > Door to EMMI Zone Exit West (Upper)
      All of the following:
          Disabled Door Lock Randomizer
          Any of the following:
              # Open the door from below
              Charge Beam and Wave Beam
              Knowledge (Beginner) and Disabled Power Bomb Limitations and Lay Power Bomb
          Any of the following:
              # Get to the upper door through the other room
              Flash Shift or Gravity Suit or Spider Magnet or Simple IBJ or Use Spin Boost
              Grapple Beam and Grapple Movement (Beginner)

> Dock to Map Station Access (Lower); Heals? False
  * Layers: default
  * EMMI Door to Map Station Access/Dock to EMMI Zone Exit Middle (Lower)
  * Extra - actor_name: dooremmy_005
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Map Station Access (Upper)
      All of the following:
          Morph Ball and After Ferenia - Central Unit
          Space Jump or Speed Booster or Simple IBJ
  > Door to EMMI Zone Exit West (Lower)
      Trivial
  > Door to EMMI Zone Exit West (Upper)
      Can Slide

> Door to EMMI Zone Exit West (Upper); Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Exit West/Door to EMMI Zone Exit Middle (Charge)
  * Extra - actor_name: doorclosedcharge_004
  * 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
  > Dock to Map Station Access (Lower)
      Can Slide

----------------
Map Station Access
Extra - total_boundings: {'x1': -500.0, 'x2': 1600.0, 'y1': -3802.5, 'y2': -300.0}
Extra - polygon: [[1600.0, -300.0], [-500.0, -300.0], [-500.0, -3802.5], [1600.0, -3802.5]]
Extra - asset_id: collision_camera_022
> Dock to EMMI Zone Exit Middle (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Middle/Dock to Map Station Access (Upper)
  * Extra - actor_name: dooremmy_004
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Storm Missile Tutorial
      Trivial

> Dock to EMMI Zone Exit Middle (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit Middle/Dock to Map Station Access (Lower)
  * Extra - actor_name: dooremmy_005
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Center Platform
      Trivial

> Door to Storm Missile Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Storm Missile Tutorial/Door to Map Station Access
  * Extra - actor_name: doorpowerpower_019
  * 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 Middle (Upper)
      Trivial
  > Center Platform
      Lay Any Bomb

> Door to Map Station; Heals? False
  * Layers: default
  * Power Beam Door to Map Station/Door to Map Station Access; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_020
  * 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
  > Center Platform
      Trivial

> Center Platform; Heals? False
  * Layers: default
  > Dock to EMMI Zone Exit Middle (Lower)
      Trivial
  > Door to Storm Missile Tutorial
      Lay Any Bomb
  > Door to Map Station
      Trivial

----------------
Map Station
Extra - total_boundings: {'x1': 1500.0, 'x2': 3600.0, 'y1': -3802.5, 'y2': -2658.0}
Extra - polygon: [[3600.0, -2658.0], [1500.0, -2658.0], [1500.0, -3802.5], [3600.0, -3802.5]]
Extra - asset_id: collision_camera_023
> Door to Map Station Access; Heals? False
  * Layers: default
  * Power Beam Door to Map Station Access/Door to Map Station; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_020
  * 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: maproom
  * Extra - actor_def: actordef:actors/props/maproom/charclasses/maproom.bmsad
  * Extra - start_point_actor_name: maproom_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_map/charclasses/weightactivatedplatform_map.bmsad
  > Door to Map Station Access
      Trivial

----------------
Storm Missile Tutorial
Extra - total_boundings: {'x1': 1500.0, 'x2': 6600.0, 'y1': -2400.0, 'y2': -400.0}
Extra - polygon: [[6600.0, -1258.0], [4600.0, -1258.0], [4600.0, -400.0], [1500.0, -400.0], [1500.0, -2300.0], [3000.0, -2300.0], [3300.0, -2400.0], [6600.0, -2400.0]]
Extra - asset_id: collision_camera_024
> Door to Path to Escue; Heals? False
  * Layers: default
  * Power Beam Door to Path to Escue/Door to Storm Missile Tutorial
  * Extra - actor_name: doorpowerpower_018
  * 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
  > Total Recharge
      Trivial

> Door to Map Station Access; Heals? False
  * Layers: default
  * Power Beam Door to Map Station Access/Door to Storm Missile Tutorial
  * Extra - actor_name: doorpowerpower_019
  * 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 Southeast
      Trivial
  > Tunnel to Path to Escue
      After Ferenia - Storm Missile Gate Tutorial

> Door to Save Station Southeast; Heals? False
  * Layers: default
  * Power Beam Door to Save Station Southeast/Door to Storm Missile Tutorial
  * Extra - actor_name: doorpowerpower_024
  * 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 Map Station Access
      Trivial

> Total Recharge; Heals? True; Default Node
  * Layers: default
  * Extra - actor_name: totalrechargestation_001
  * Extra - actor_def: actordef:actors/props/totalrechargestation/charclasses/totalrechargestation.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_total_001
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_total/charclasses/weightactivatedplatform_total.bmsad
  > Door to Path to Escue
      Trivial

> Tunnel to Path to Escue; Heals? False
  * Layers: default
  * Slide Tunnel to Path to Escue/Tunnel to Storm Missile Tutorial
  > Door to Map Station Access
      After Ferenia - Storm Missile Gate Tutorial
  > Event - Storm Missile Gate Tutorial
      Activate Storm Missile Locks

> Event - Storm Missile Gate Tutorial; Heals? False
  * Layers: default
  * Event Ferenia - Storm Missile Gate Tutorial
  > Tunnel to Path to Escue
      Trivial

----------------
Path to Escue
Extra - total_boundings: {'x1': 6500.0, 'x2': 9600.0, 'y1': -2302.5, 'y2': 700.0}
Extra - polygon: [[9600.0, 700.0], [6500.0, 700.0], [6500.0, -2302.5], [9600.0, -2302.5]]
Extra - asset_id: collision_camera_025
> Dock to EMMI Zone Exit East; Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit East/Dock to Path to Escue
  * Extra - actor_name: dooremmy_006
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Save Station Southeast
      Trivial

> Door to Storm Missile Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Storm Missile Tutorial/Door to Path to Escue
  * Extra - actor_name: doorpowerpower_018
  * 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 Escue Eyedoor Room
      Trivial
  > Tunnel to Storm Missile Tutorial
      Trivial

> Door to Save Station Southeast; Heals? False
  * Layers: default
  * Charge Beam Door to Save Station Southeast/Door to Path to Escue
  * Extra - actor_name: doorclosedcharge_003
  * 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
  > Dock to EMMI Zone Exit East
      Trivial
  > Door to Storm Missile Tutorial
      Can Slide

> Pickup (Energy Part); Heals? False
  * Layers: default
  * Pickup 133; Category? Minor
  * Extra - actor_name: item_energyfragment
  * Extra - actor_def: actordef:actors/items/item_energyfragment/charclasses/item_energyfragment.bmsad
  > Tunnel to Escue Eyedoor Room
      Trivial

> Tunnel to Escue Eyedoor Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Escue Eyedoor Room/Tunnel to Path to Escue
  > Door to Storm Missile Tutorial
      Trivial
  > Pickup (Energy Part)
      Lay Any Bomb

> Tunnel to Storm Missile Tutorial; Heals? False
  * Layers: default
  * Slide Tunnel to Storm Missile Tutorial/Tunnel to Path to Escue
  > Door to Storm Missile Tutorial
      Trivial

----------------
Escue Eyedoor Room
Extra - total_boundings: {'x1': 9500.0, 'x2': 12700.0, 'y1': -3802.5, 'y2': -400.0}
Extra - polygon: [[12700.0, -400.0], [9500.0, -400.0], [9500.0, -3802.5], [12700.0, -3802.5]]
Extra - asset_id: collision_camera_026
> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 122; Category? Minor
  * Extra - actor_name: item_missiletank_004
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Path to Escue
      Trivial

> Door to Escue Arena; Heals? False
  * Layers: default
  * Power Beam Door to Escue Arena/Door to Escue Eyedoor Room; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_014
  * 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 Path to Escue
      Morph Ball

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

> Tunnel to Path to Escue; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Path to Escue/Tunnel to Escue Eyedoor Room
  > Pickup (Missile Tank)
      Morph Ball and Shoot Missile
  > Door to Escue Arena
      Can Slide

----------------
Escue Arena
Extra - total_boundings: {'x1': 7350.0, 'x2': 9450.0, 'y1': -3771.0, 'y2': -2629.0}
Extra - polygon: [[9450.0, -2629.0], [7350.0, -2629.0], [7350.0, -3771.0], [9450.0, -3771.0]]
Extra - asset_id: collision_camera_027
> Door to Escue Eyedoor Room; Heals? False
  * Layers: default
  * Power Beam Door to Escue Eyedoor Room/Door to Escue Arena; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerpower_014
  * 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 - Escue
      All of the following:
          # Requirements for dodging attacks. Not needed if at least beginner combat.
          Flash Shift or Screw Attack or Combat (Beginner) or Use Spin Boost
          Any of the following:
              # Requirements for killing Escue
              Screw Attack
              All of the following:
                  Combat (Intermediate) or Shoot Charge Beam
                  Any of the following:
                      All of the following:
                          # Minimum: 20 Ice Missiles
                          Shoot Super Ice Missile
                          Any of the following:
                              Missiles ≥ 25
                              # Minimum: 11 Ice Missiles + Shinespark
                              Missiles ≥ 15 and Speed Booster
                      All of the following:
                          # Minimum: 22 Super Missiles
                          Shoot Super Missile
                          Any of the following:
                              Missiles ≥ 25
                              # Minimum: 12 Super Missiles + Shinespark
                              Missiles ≥ 15 and Speed Booster
                      All of the following:
                          # Minimum: 82 Normal Missiles
                          Shoot Missile
                          Any of the following:
                              Missiles ≥ 85
                              # Minimum: 42 Normal Missiles + Shinespark
                              Missiles ≥ 45 and Speed Booster
                  # Energy Requirements, not needed if using SA
                  Combat (Beginner) or Normal Damage ≥ 599

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_MultiLockOn
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Escue Eyedoor Room
      Trivial

> Pickup (Storm Missile); Heals? False
  * Layers: default
  * Pickup 142; Category? Major
  * Extra - pickup_type: corex
  * Extra - actor_def: actors/characters/core_x_superquetzoa/charclasses/core_x_superquetzoa.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_MULTI_LOCK
  * Extra - callback_function: escue
  * Extra - callback_args: 2
  * Extra - boss_hint_name: Escue
  > Door to Escue Eyedoor Room
      Trivial

> Event - Escue; Heals? False
  * Layers: default
  * Event Escue
  > Pickup (Storm Missile)
      Trivial

----------------
Transport to Hanubia
Extra - total_boundings: {'x1': -1500.0, 'x2': 600.0, 'y1': 5400.0, 'y2': 7500.0}
Extra - polygon: [[600.0, 7500.0], [-1500.0, 7500.0], [-1500.0, 5400.0], [600.0, 5400.0]]
Extra - asset_id: collision_camera_028
> Door to Cold Room (Energy Recharge Station); Heals? False
  * Layers: default
  * Power Beam Door to Cold Room (Energy Recharge Station)/Door to Transport to Hanubia
  * Extra - actor_name: doorpowerpower_021
  * 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 Save Station North; Heals? False
  * Layers: default
  * Wave Beam Door to Save Station North/Door to Transport to Hanubia
  * Extra - actor_name: doorpowerpower_022
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_001
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Door to Cold Room (Energy Recharge Station)
      Trivial
  > Event - Elevator to Hanubia Blob
      Any of the following:
          Wave Beam
          Slide and Pseudo-Wave Beam (Beginner) and Shoot Beam
  > Elevator to Hanubia
      After Ferenia - Elevator to Hanubia Blob

> Event - Elevator to Hanubia Blob; Heals? False
  * Layers: default
  * Event Ferenia - Elevator to Hanubia Blob
  * Extra - actor_name: db_reg_b2_005
  * Extra - actor_def: actordef:actors/props/db_reg_b2_005/charclasses/db_reg_b2_005.bmsad
  > Door to Save Station North
      Trivial

> Elevator to Hanubia; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Ferenia/Elevator to Ferenia
  * Extra - actor_name: elevator_shipyard_000
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_sanctuary_000_platform
  * Extra - start_point_actor_name: elevator_shipyard_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Ferenia - Central Unit
  > Door to Save Station North
      Trivial
  > Event - Elevator to Hanubia Blob
      Any of the following:
          Wave Beam
          Slide and Pseudo-Wave Beam (Beginner) and Shoot Beam

----------------
Save Station North
Extra - total_boundings: {'x1': 500.0, 'x2': 2600.0, 'y1': 5400.0, 'y2': 6542.0}
Extra - polygon: [[2600.0, 6542.0], [500.0, 6542.0], [500.0, 5400.0], [2600.0, 5400.0]]
Extra - asset_id: collision_camera_029
> Door to Transport to Hanubia; Heals? False
  * Layers: default
  * Wave Beam Door to Transport to Hanubia/Door to Save Station North
  * Extra - actor_name: doorpowerpower_022
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_001
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Dock to Wave Beam Tutorial
      Trivial

> Dock to Wave Beam Tutorial; Heals? False
  * Layers: default
  * EMMI Door to Wave Beam Tutorial/Dock to Save Station North
  * Extra - actor_name: dooremmy_007
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Transport to Hanubia
      Trivial
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: savestation_000
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: savestation_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Dock to Wave Beam Tutorial
      Trivial

----------------
Cold Room (Storm Missile Gate)
Extra - total_boundings: {'x1': -1500.0, 'x2': 2600.0, 'y1': 2900.0, 'y2': 5400.0}
Extra - polygon: [[2600.0, 5400.0], [-1500.0, 5400.0], [-1500.0, 2900.0], [2600.0, 2900.0]]
Extra - asset_id: collision_camera_030
> Dock to Wave Beam Tutorial; Heals? False
  * Layers: default
  * EMMI Door to Wave Beam Tutorial/Dock to Cold Room (Storm Missile Gate)
  * Extra - actor_name: dooremmy_008
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Cold Room (Energy Recharge Station) (Charge)
      All of the following:
          Screw Attack and After Ferenia - Storm Missile Gate Cold and Lay Any Bomb
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Intermediate) and Cold Damage ≥ 400

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 125; Category? Minor
  * Extra - actor_name: item_missiletank_003
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Tunnel to Cold Room (Energy Recharge Station)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Advanced) and Cold Damage ≥ 100

> Door to Cold Room (Energy Recharge Station) (Plasma); Heals? False
  * Layers: default
  * Plasma Beam Door to Cold Room (Energy Recharge Station)/Door to Cold Room (Storm Missile Gate) (Plasma)
  * Extra - actor_name: doorpowerpower
  * 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_001
  * Extra - right_shield_def: actordef:actors/props/door_shield_plasma/charclasses/door_shield_plasma.bmsad
  > Door to Cold Room (Energy Recharge Station) (Grapple)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50

> Door to Cold Room (Energy Recharge Station) (Charge); Heals? False
  * Layers: default
  * Charge Beam Door to Cold Room (Energy Recharge Station)/Door to Cold Room (Storm Missile Gate) (Charge)
  * Extra - actor_name: doorchargecharge_000
  * 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 Center
      All of the following:
          Screw Attack and Lay Any Bomb
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Intermediate) and Cold Damage ≥ 400

> Door to Cold Room (Energy Recharge Station) (Grapple); Heals? False
  * Layers: default
  * Grapple Beam Door to Cold Room (Energy Recharge Station)/Door to Cold Room (Storm Missile Gate) (Grapple)
  * Extra - actor_name: doorgrapplegrapple_000
  * 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
  > Door to Cold Room (Energy Recharge Station) (Plasma)
      Any of the following:
          Gravity Suit
          Heat/Cold Runs (Intermediate) and Cold Damage ≥ 50

> Event - Storm Missile Gate Cold Room; Heals? False
  * Layers: default
  * Event Ferenia - Storm Missile Gate Cold
  > Room Center
      Trivial

> Tunnel to Cold Room (Energy Recharge Station); Heals? False
  * Layers: default
  * Morph Ball Tunnel to Cold Room (Energy Recharge Station)/Tunnel to Cold Room (Storm Missile Gate)
  > Pickup (Missile Tank)
      All of the following:
          Morph Ball and Shoot Missile
          Any of the following:
              Gravity Suit
              Heat/Cold Runs (Advanced) and Cold Damage ≥ 50

> Room Center; Heals? False
  * Layers: default
  > Dock to Wave Beam Tutorial
      All of the following:
          Screw Attack and After Ferenia - Storm Missile Gate Cold
          Any of the following:
              Use Spin Boost
              # https://youtu.be/RMmofIi1N3k
              Wall Jump (Beginner)
  > Door to Cold Room (Energy Recharge Station) (Charge)
      All of the following:
          Screw Attack
          Any of the following:
              Lay Small Bomb
              Power Bombs ≥ 2 and Lay Power Bomb
  > Event - Storm Missile Gate Cold Room
      Activate Storm Missile Locks

----------------
Wave Beam Tutorial
Extra - total_boundings: {'x1': 2500.0, 'x2': 4600.0, 'y1': 1800.0, 'y2': 6500.0}
Extra - polygon: [[4600.0, 6500.0], [2500.0, 6500.0], [2500.0, 1800.0], [4600.0, 1800.0]]
Extra - asset_id: collision_camera_031
> Door to Purple EMMI Arena; Heals? False
  * Layers: default
  * Wave Beam Door to Purple EMMI Arena/Door to Wave Beam Tutorial
  * Extra - actor_name: doorpowerpower_023
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_002
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_003
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Dock to Save Station North
      Morph Ball and After Ferenia - Wave Beam Tutorial Blob
  > Event - Wave Beam Tutorial Blob, right
      Wave Beam or Pseudo-Wave Beam (Intermediate)

> Dock to Cold Room (Storm Missile Gate); Heals? False
  * Layers: default
  * EMMI Door to Cold Room (Storm Missile Gate)/Dock to Wave Beam Tutorial
  * Extra - actor_name: dooremmy_008
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Exit East Access
      Can Slide
  > Tunnel to Purple EMMI Arena
      Any of the following:
          Flash Shift or Wall Jump (Beginner) or Simple IBJ or Use Spin Boost
          Slide and Slide Jump (Beginner)

> Door to EMMI Zone Exit East Access; Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Exit East Access/Door to Wave Beam Tutorial
  * Extra - actor_name: doorclosedcharge_002
  * 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
  > Dock to Cold Room (Storm Missile Gate)
      Morph Ball
  > Tunnel to EMMI Zone Exit East Access
      Trivial

> Dock to Save Station North; Heals? False
  * Layers: default
  * EMMI Door to Save Station North/Dock to Wave Beam Tutorial
  * Extra - actor_name: dooremmy_007
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Purple EMMI Arena
      Morph Ball and After Ferenia - Wave Beam Tutorial Blob
  > Event - Wave Beam Tutorial Blob, left
      Shoot Beam

> Event - Wave Beam Tutorial Blob, left; Heals? False
  * Layers: default
  * Event Ferenia - Wave Beam Tutorial Blob
  * Extra - actor_name: db_reg_b2_006
  * Extra - actor_def: actordef:actors/props/db_reg_b2_006/charclasses/db_reg_b2_006.bmsad
  > Dock to Save Station North
      Trivial

> Tunnel to Purple EMMI Arena; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Purple EMMI Arena/Tunnel to Wave Beam Tutorial
  * Extra - actor_name: tunnelframe
  * Extra - actor_def: actordef:actors/props/tunnelframe/charclasses/tunnelframe.bmsad
  * Extra - actor_sublayer: Emmy
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Cold Room (Storm Missile Gate)
      Trivial

> Event - Wave Beam Tutorial Blob, right; Heals? False
  * Layers: default
  * Event Ferenia - Wave Beam Tutorial Blob
  > Door to Purple EMMI Arena
      Trivial

> Tunnel to EMMI Zone Exit East Access; Heals? False
  * Layers: default
  * Ferenia EMMI Tunnel to EMMI Zone Exit East Access/Tunnel to Wave Beam Tutorial
  > Door to EMMI Zone Exit East Access
      Trivial

----------------
EMMI Zone Exit East
Extra - total_boundings: {'x1': 2500.0, 'x2': 6600.0, 'y1': -300.0, 'y2': 1800.0}
Extra - polygon: [[6600.0, 1800.0], [2500.0, 1800.0], [2500.0, -300.0], [6600.0, -300.0]]
Extra - asset_id: collision_camera_032
> Door to EMMI Zone Exit East Access (Lower); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit East Access/Door to EMMI Zone Exit East (Power)
  * Extra - actor_name: doorpowerpower_017
  * 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 Exit East Access (Upper)
      Morph Ball

> Door to EMMI Zone Exit East Access (Upper); Heals? False
  * Layers: default
  * Charge Beam Door to EMMI Zone Exit East Access/Door to EMMI Zone Exit East (Charge)
  * Extra - actor_name: doorclosedcharge_001
  * 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
  > Door to EMMI Zone Exit East Access (Lower)
      Morph Ball
  > Dock to Path to Escue
      Any of the following:
          Flash Shift or Spider Magnet or Space Jump
          All of the following:
              Gravity Suit
              Simple IBJ or Use Spin Boost
          All of the following:
              Movement (Advanced)
              Any of the following:
                  # Ledge Warp (Advanced Movement) makes this viable https://youtu.be/ND5zby3zaz8
                  Diagonal Bomb Jump (Ludicrous) and Infinite Bomb Jump (Ludicrous) and Lay Normal Bomb
                  # Ledge Warp is optional but makes attempts easier https://youtu.be/AqlUANN4F_k
                  Slide and Cross Bomb Launch (Advanced) and Lay Cross Bomb

> Dock to Path to Escue; Heals? False
  * Layers: default
  * EMMI Door to Path to Escue/Dock to EMMI Zone Exit East
  * Extra - actor_name: dooremmy_006
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to EMMI Zone Exit East Access (Upper)
      Trivial

----------------
EMMI Zone Exit East Access
Extra - total_boundings: {'x1': -500.0, 'x2': 2600.0, 'y1': -300.0, 'y2': 2700.0}
Extra - polygon: [[2600.0, 2700.0], [-500.0, 2700.0], [-500.0, -300.0], [2600.0, -300.0]]
Extra - asset_id: collision_camera_033
> Door to EMMI Zone Exit Middle; Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit Middle/Door to EMMI Zone Exit East Access
  * Extra - actor_name: doorpowerpower_015
  * 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 Exit East (Charge)
      Trivial

> Door to EMMI Zone Exit East (Power); Heals? False
  * Layers: default
  * Power Beam Door to EMMI Zone Exit East/Door to EMMI Zone Exit East Access (Lower)
  * Extra - actor_name: doorpowerpower_017
  * 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 Exit East (Charge)
      Trivial

> Door to EMMI Zone Exit East (Charge); Heals? False
  * Layers: default
  * Access Locked to EMMI Zone Exit East/Door to EMMI Zone Exit East Access (Upper)
  * Extra - actor_name: doorclosedcharge_001
  * 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
  > Door to EMMI Zone Exit Middle
      Trivial
  > Door to EMMI Zone Exit East (Power)
      Trivial
  > Door to Wave Beam Tutorial
      Trivial
  > Tunnel to Wave Beam Tutorial
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Gravity Suit and Speed Booster

> Door to Wave Beam Tutorial; Heals? False
  * Layers: default
  * Access Locked to Wave Beam Tutorial/Door to EMMI Zone Exit East Access
  * Extra - actor_name: doorclosedcharge_002
  * 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
  > Door to EMMI Zone Exit East (Charge)
      Trivial

> Tunnel to Wave Beam Tutorial; Heals? False
  * Layers: default
  * Ferenia EMMI Tunnel to Wave Beam Tutorial/Tunnel to EMMI Zone Exit East Access
  > Door to EMMI Zone Exit East (Charge)
      Trivial

----------------
Purple EMMI Arena
Extra - total_boundings: {'x1': 4500.0, 'x2': 9600.0, 'y1': 2000.0, 'y2': 6400.0}
Extra - polygon: [[9600.0, 6400.0], [4500.0, 6400.0], [4500.0, 2000.0], [9600.0, 2000.0]]
Extra - asset_id: collision_camera_034
> Door to Wave Beam Tutorial; Heals? False
  * Layers: default
  * Wave Beam Door to Wave Beam Tutorial/Door to Purple EMMI Arena
  * Extra - actor_name: doorpowerpower_023
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_002
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_003
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Event - Ferenia Central Unit
      All of the following:
          Any of the following:
              # Requirements to reach the CU
              All of the following:
                  Gravity Suit
                  Any of the following:
                      Space Jump or Wall Jump (Intermediate)
                      Wall Jump (Beginner) and Use Spin Boost
              Speed Booster and Wave Beam and Speed Booster Conservation (Intermediate) and Disabled Door Lock Randomizer
          All of the following:
              # Requirements to destroy the CU and the EMMI
              Destroy Ferenia Central Unit and Lay Small Bomb
              Any of the following:
                  Combat (Advanced)
                  All of the following:
                      Any of the following:
                          Push Wide Beam Block
                          Diffusion Abuse (Intermediate) and Shoot Diffusion Beam
                      Any of the following:
                          Shoot Diffusion or Wave
                          Slide and Pseudo-Wave Beam (Beginner)
                      Cross Bomb or Flash Shift or Movement (Beginner) or Use Spin Boost

> Tunnel to Wave Beam Tutorial; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Wave Beam Tutorial/Tunnel to Purple EMMI Arena
  * Extra - actor_name: tunnelframe
  * Extra - actor_def: actordef:actors/props/tunnelframe/charclasses/tunnelframe.bmsad
  * Extra - actor_sublayer: Emmy
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Wave Beam Tutorial
      All of the following:
          Morph Ball
          Any of the following:
              Gravity Suit
              Water Bomb Jump (Beginner) and Lay Cross Bomb
              Water Bomb Jump (Intermediate) and Lay Normal Bomb
              # https://youtu.be/3-huDBvngbw
              Space Jump and Water Space Jump (Intermediate)

> Pickup (Wave Beam); Heals? False
  * Layers: default
  * Pickup 143; Category? Major
  * Extra - pickup_type: emmi
  * Extra - actor_def: actors/characters/emmysanc/charclasses/emmysanc.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_WAVE_BEAM
  * Extra - callback_function: OnEmmySancDead
  * Extra - boss_hint_name: E.M.M.I.-06WB
  > Door to Wave Beam Tutorial
      Trivial

> Event - Ferenia Central Unit; Heals? False
  * Layers: default
  * Event Ferenia - Central Unit
  > Pickup (Wave Beam)
      Trivial

----------------
Central Unit
Extra - total_boundings: {'x1': 11500.0, 'x2': 13600.0, 'y1': 4800.0, 'y2': 5942.0}
Extra - polygon: [[13600.0, 5942.0], [11500.0, 5942.0], [11500.0, 4800.0], [13600.0, 4800.0]]
Extra - asset_id: collision_camera_035
> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EmmySancPhase2_CURoom
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad

----------------
Central Unit Access
Extra - total_boundings: {'x1': 9450.0, 'x2': 11550.0, 'y1': 2600.0, 'y2': 5900.0}
Extra - polygon: [[11550.0, 5900.0], [9450.0, 5900.0], [9450.0, 2600.0], [11550.0, 2600.0]]
Extra - asset_id: collision_camera_038_A
> Start Point; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_CentralUnit
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad

----------------
Purple EMMI Introduction
Extra - total_boundings: {'x1': -8500.0, 'x2': -4400.0, 'y1': -7402.5, 'y2': -3800.0}
Extra - polygon: [[-4400.0, -4000.0], [-5800.0, -4000.0], [-6400.0, -3800.0], [-8500.0, -3800.0], [-8500.0, -7402.5], [-4400.0, -7402.5]]
Extra - asset_id: collision_camera_040
> Dock to Purple EMMI Introduction Access; Heals? False
  * Layers: default
  * EMMI Door to Purple EMMI Introduction Access/Dock to Purple EMMI Introduction
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Fan Room Access
      After Ferenia - Central Unit and After Quiet Robe and Can Slide
  > Start Point
      Trivial
  > Central Platform
      Any of the following:
          Flash Shift
          Flash Shift Skip (Beginner) and Lay Cross Bomb
          Flash Shift Skip (Intermediate) and Lay Small Bomb
          Speed Booster and Speed Booster Conservation (Intermediate)
  > Dock to Quiet Robe Room
      After Ferenia - Central Unit and Can Slide

> Dock to Fan Room Access; Heals? False
  * Layers: default
  * EMMI Door to Fan Room Access/Dock to Purple EMMI Introduction
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to Purple EMMI Introduction Access
      All of the following:
          Morph Ball and After Ferenia - Central Unit and After Quiet Robe
          Any of the following:
              Space Jump or Simple IBJ
              Wall Jump (Intermediate) and Use Spin Boost
  > Dock to Quiet Robe Room
      Trivial

> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 127; Category? Minor
  * Extra - actor_name: item_powerbombtank_000
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Central Platform
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Professor
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Dock to Purple EMMI Introduction Access
      Trivial

> Tunnel to EMMI Zone Exit West; Heals? False
  * Layers: default
  * Ferenia EMMI Tunnel to EMMI Zone Exit West/Tunnel to Purple EMMI Introduction
  > Central Platform
      Trivial

> Central Platform; Heals? False
  * Layers: default
  > Dock to Purple EMMI Introduction Access
      Trivial
  > Dock to Fan Room Access
      After Quiet Robe and Can Slide
  > Pickup (Power Bomb Tank)
      All of the following:
          Lay Power Bomb
          Any of the following:
              Space Jump or Simple IBJ
              All of the following:
                  Speed Booster and Speed Booster Conservation (Intermediate)
                  Any of the following:
                      Flash Shift
                      Flash Shift Skip (Beginner) and Lay Cross Bomb
  > Tunnel to EMMI Zone Exit West
      Any of the following:
          Flash Shift or Spin Boost or Simple IBJ
          Speed Booster and Flash Shift Skip (Beginner) and Lay Cross Bomb
  > Dock to Quiet Robe Room
      Can Slide

> Dock to Quiet Robe Room; Heals? False
  * Layers: default
  * Open Passage to Quiet Robe Room/Dock from Purple EMMI Introduction

----------------
Save Station Southeast
Extra - total_boundings: {'x1': 4500.0, 'x2': 6600.0, 'y1': -1342.0, 'y2': -200.0}
Extra - polygon: [[6600.0, -200.0], [4500.0, -200.0], [4500.0, -1342.0], [6600.0, -1342.0]]
Extra - asset_id: collision_camera_041
> Door to Storm Missile Tutorial; Heals? False
  * Layers: default
  * Power Beam Door to Storm Missile Tutorial/Door to Save Station Southeast
  * Extra - actor_name: doorpowerpower_024
  * 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 Path to Escue
      Trivial

> Door to Path to Escue; Heals? False
  * Layers: default
  * Access Locked to Path to Escue/Door to Save Station Southeast
  * Extra - actor_name: doorclosedcharge_003
  * 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
  > Door to Storm Missile Tutorial
      Trivial
  > Save Station
      Trivial

> Save Station; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Extra - actor_name: savestation_001
  * Extra - actor_def: actordef:actors/props/savestation/charclasses/savestation.bmsad
  * Extra - start_point_actor_name: savestation_001_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_save/charclasses/weightactivatedplatform_save.bmsad
  > Door to Path to Escue
      Trivial

