----------------
Transport to Ferenia
Extra - total_boundings: {'x1': 2400.0, 'x2': 4500.0, 'y1': -3700.0, 'y2': -2558.0}
Extra - polygon: [[4500.0, -2558.0], [2400.0, -2558.0], [2400.0, -3700.0], [4500.0, -3700.0]]
Extra - asset_id: collision_camera_000
> Door to Ferenia Shortcut; Heals? False
  * Layers: default
  * Power Beam Door to Ferenia Shortcut/Door to Transport to Ferenia
  * 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 Ferenia
      Trivial

> Elevator to Ferenia; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Hanubia/Elevator to Hanubia
  * Extra - actor_name: elevator_sanctuary_000
  * Extra - actor_def: actordef:actors/props/elevator/charclasses/elevator.bmsad
  * Extra - elevator_component: CElevatorUsableComponent
  * Extra - target_spawn_point: elevator_shipyard_000_platform
  * Extra - start_point_actor_name: elevator_sanctuary_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Hanubia - E.M.M.I.
  > Door to Ferenia Shortcut
      Trivial

----------------
Transport to Ghavoran
Extra - total_boundings: {'x1': -14600.0, 'x2': -6400.0, 'y1': -1300.0, 'y2': 800.0}
Extra - polygon: [[-6400.0, 800.0], [-14600.0, 800.0], [-14600.0, -1300.0], [-6400.0, -1300.0]]
Extra - asset_id: collision_camera_001
> Door to Entrance Tall Room; Heals? False
  * Layers: default
  * Power Beam Door to Entrance Tall Room/Door to Transport to Ghavoran
  * 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
  > Start Point
      Trivial

> Start Point; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: StartPoint0
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Entrance Tall Room
      Trivial
  > Shuttle to Ghavoran
      Trivial

> Shuttle to Ghavoran; Heals? False; Default Node
  * Layers: default
  * Shuttle to Transport to Hanubia/Shuttle to Hanubia
  * 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_shipyard_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: Hanubia - Bridge
  > Start Point
      Trivial

----------------
Ferenia Shortcut
Extra - total_boundings: {'x1': -800.0, 'x2': 2500.0, 'y1': -3700.0, 'y2': -1500.0}
Extra - polygon: [[2500.0, -1500.0], [-800.0, -1500.0], [-800.0, -3700.0], [2500.0, -3700.0]]
Extra - asset_id: collision_camera_002
> Door to Transport to Ferenia; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Ferenia/Door to Ferenia Shortcut
  * 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
  > Event - Grapple Block
      Grapple Beam
  > Shortcut Room
      Morph Ball and After Hanubia - Ferenia Shortcut Grapple Block

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 136; Category? Minor
  * Extra - actor_name: item_missiletank
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Missile Tank Alcove
      Trivial

> Tunnel to Speedboost Puzzle Room; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Speedboost Puzzle Room/Tunnel to Ferenia Shortcut
  > Missile Tank Alcove
      Lay Any Bomb
  > Shortcut Room
      Screw Attack

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Hanubia - Ferenia Shortcut Grapple Block
  * Extra - actor_name: grapplepulloff1x2_000
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Transport to Ferenia
      Trivial

> Missile Tank Alcove; Heals? False
  * Layers: default
  > Door to Transport to Ferenia
      All of the following:
          Screw Attack
          Any of the following:
              Lay Small Bomb
              Power Bombs ≥ 2 and Lay Power Bomb
  > Pickup (Missile Tank)
      Trivial
  > Tunnel to Speedboost Puzzle Room
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Shortcut Room; Heals? False
  * Layers: default
  > Door to Transport to Ferenia
      Morph Ball and After Hanubia - Ferenia Shortcut Grapple Block
  > Tunnel to Speedboost Puzzle Room
      All of the following:
          Screw Attack
          Wall Jump (Beginner) or Use Spin Boost
  > Event - Reverse Grapple Block
      Grapple Beam and Reverse Grapple Block (Beginner)

> Event - Reverse Grapple Block; Heals? False
  * Layers: default
  * Event Hanubia - Ferenia Shortcut Grapple Block
  > Shortcut Room
      Trivial

----------------
Navigation Station
Extra - total_boundings: {'x1': -500.0, 'x2': 1600.0, 'y1': -1100.0, 'y2': 42.0}
Extra - polygon: [[1600.0, 42.0], [-500.0, 42.0], [-500.0, -1100.0], [1600.0, -1100.0]]
Extra - asset_id: collision_camera_003
> Door to Entrance Tall Room; Heals? False
  * Layers: default
  * Power Beam Door to Entrance Tall Room/Door to Navigation Station
  * Extra - actor_name: doorpowerpower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Save Station
      Trivial

> Door to Speedboost Puzzle Room; Heals? False
  * Layers: default
  * Power Beam Door to Speedboost Puzzle Room/Door to Navigation Station (Bottom)
  * Extra - actor_name: doorpowerpower_002
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door from Speedboost Puzzle Room
      Trivial
  > Save Station
      Trivial

> Door from Speedboost Puzzle Room; Heals? False
  * Layers: default
  * Access Closed to Speedboost Puzzle Room/Door to Navigation Station (Top)
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_003
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Door to Speedboost Puzzle Room
      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: weightactivatedplatform_access_000
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_access/charclasses/weightactivatedplatform_access.bmsad
  * Extra - hint_id: SHIP_1
  * Extra - string_asset_id: 11
  > Door to Entrance Tall Room
      Trivial
  > Door to Speedboost Puzzle Room
      Trivial
  > Door from Speedboost Puzzle Room
      Trivial

----------------
Entrance Tall Room
Extra - total_boundings: {'x1': -6500.0, 'x2': -400.0, 'y1': -7600.0, 'y2': 4200.0}
Extra - polygon: [[-400.0, 4200.0], [-6500.0, 4200.0], [-6500.0, -7600.0], [-400.0, -7600.0]]
Extra - asset_id: collision_camera_004
> Door to Transport to Ghavoran; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Ghavoran/Door to Entrance Tall Room
  * 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
  > Door to Navigation Station
      Trivial

> Door to Navigation Station; Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Entrance Tall Room
  * Extra - actor_name: doorpowerpower_001
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Ghavoran
      Trivial
  > Inside breakable tube
      Trivial
  > Ammo Recharge
      Trivial
  > Start Point
      Trivial

> Door to Total Recharge Station North; Heals? False
  * Layers: default
  * Wave Beam Door to Total Recharge Station North/Door to Entrance Tall Room
  * 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:doorwavebeam_002
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Next to Hyper Block
      Trivial

> Event - Glass Tube; Heals? False
  * Layers: default
  * Event Hanubia - Entrance Glass Tube
  * Extra - actor_name: block_pbtube
  * Extra - actor_def: actordef:actors/props/block_pbtube_001/charclasses/block_pbtube_001.bmsad
  > Inside breakable tube
      Trivial

> Next to Hyper Block; Heals? False
  * Layers: default
  > Door to Total Recharge Station North
      Trivial
  > Event - Glass Tube
      All of the following:
          Lay Power Bomb
          Screw Attack or Speed Booster

> Inside breakable tube; Heals? False
  * Layers: default
  > Door to Navigation Station
      Trivial
  > Event - Glass Tube
      Lay Power Bomb
  > Next to Hyper Block
      All of the following:
          After Hanubia - Entrance Glass Tube
          Any of the following:
              Speed Booster
              All of the following:
                  Screw Attack
                  Space Jump or Simple IBJ

> Ammo Recharge; Heals? False
  * Layers: default
  * Extra - actor_name: ammorecharge_000
  * Extra - actor_def: actordef:actors/props/ammorecharge/charclasses/ammorecharge.bmsad
  * Extra - start_point_actor_name: ammorecharge_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_ammo/charclasses/weightactivatedplatform_ammo.bmsad
  > Door to Navigation Station
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_AccessPoint_10
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station
      Trivial

----------------
Gold Chozo Warrior Arena
Extra - total_boundings: {'x1': 3900.0, 'x2': 6300.0, 'y1': 3169.77001953125, 'y2': 4311.77001953125}
Extra - polygon: [[6300.0, 4311.77001953125], [3900.0, 4311.77001953125], [3900.0, 3169.77001953125], [6300.0, 3169.77001953125]]
Extra - asset_id: collision_camera_005
> Door to Total Recharge Station North; Heals? False
  * Layers: default
  * Power Beam Door to Total Recharge Station North/Door to Gold Chozo Warrior Arena
  * 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
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Transport to Itorash
      After Hanubia - Gold Chozo Fight
  > Event - Gold Chozo Fight
      Fight Gold Chozo-X

> Door to Transport to Itorash; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Itorash/Door to Gold Chozo Warrior 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
  > Door to Total Recharge Station North
      After Hanubia - Gold Chozo Fight
  > Event - Gold Chozo Fight
      Fight Gold Chozo-X

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

> Event - Gold Chozo Fight; Heals? False
  * Layers: default
  * Event Hanubia - Gold Chozo Fight
  > Door to Transport to Itorash
      Trivial

----------------
Total Recharge Station North
Extra - total_boundings: {'x1': -500.0, 'x2': 4000.0, 'y1': 1500.0, 'y2': 5100.0}
Extra - polygon: [[4000.0, 5100.0], [-500.0, 5100.0], [-500.0, 1500.0], [4000.0, 1500.0]]
Extra - asset_id: collision_camera_006
> Door to Entrance Tall Room; Heals? False
  * Layers: default
  * Power Beam Door to Entrance Tall Room/Door to Total Recharge Station North
  * 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:doorwavebeam_002
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Event - Grapple Block
      Grapple Beam
  > Start Point
      Morph Ball and After Hanubia - Total Recharge Station North Grapple Block

> Door to Gold Chozo Warrior Arena; Heals? False
  * Layers: default
  * Wave Beam Door to Gold Chozo Warrior Arena/Door to Total Recharge Station North
  * 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
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Pickup (Missile Tank); Heals? False
  * Layers: default
  * Pickup 134; Category? Minor
  * Extra - actor_name: item_missiletank_000
  * Extra - actor_def: actordef:actors/items/item_missiletank/charclasses/item_missiletank.bmsad
  > Start Point
      Morph Ball

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Hanubia - Total Recharge Station North Grapple Block
  * Extra - actor_name: grapplepulloff1x2_001
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Door to Entrance Tall Room
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_EliteChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Entrance Tall Room
      Morph Ball and After Hanubia - Total Recharge Station North Grapple Block
  > Door to Gold Chozo Warrior Arena
      Trivial
  > Pickup (Missile Tank)
      Can Slide and Shoot Missile
  > Total Recharge
      Trivial

> Total Recharge; Heals? True
  * 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
  > Start Point
      Trivial

----------------
Transport to Itorash
Extra - total_boundings: {'x1': 6200.0, 'x2': 8300.0, 'y1': 3100.0, 'y2': 4242.0}
Extra - polygon: [[8300.0, 4242.0], [6200.0, 4242.0], [6200.0, 3100.0], [8300.0, 3100.0]]
Extra - asset_id: collision_camera_007
> Door to Gold Chozo Warrior Arena; Heals? False
  * Layers: default
  * Power Beam Door to Gold Chozo Warrior Arena/Door to Transport to Itorash
  * 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
  > Elevator to Itorash
      Trivial

> Elevator to Itorash; Heals? False; Default Node
  * Layers: default
  * Elevator to Transport to Hanubia/Elevator to Hanubia
  * Extra - actor_name: capsulelaunchershipyard_000
  * Extra - actor_def: actordef:actors/props/capsulelaunchershipyard/charclasses/capsulelaunchershipyard.bmsad
  * Extra - elevator_component: CCapsuleUsableComponent
  * Extra - target_spawn_point: elevator_shipyard_000_platform
  * Extra - start_point_actor_name: elevator_skybase_000_platform
  * Extra - start_point_actor_def: actordef:actors/props/weightactivatedplatform_elevator/charclasses/weightactivatedplatform_elevator.bmsad
  * Extra - transporter_name: Hanubia - Elite Chozo
  > Door to Gold Chozo Warrior Arena
      Trivial

----------------
Ship Room
Extra - total_boundings: {'x1': -19100.0, 'x2': -6400.0, 'y1': 1700.0, 'y2': 9000.0}
Extra - polygon: [[-7600.0, 9000.0], [-19100.0, 9000.0], [-19100.0, 6400.0], [-12100.0, 5300.0], [-12100.0, 1700.0], [-6400.0, 1700.0], [-6400.0, 4300.0], [-7600.0, 4900.0]]
Extra - asset_id: collision_camera_008
> Start Point; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Endgame
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad

----------------
Speedboost Puzzle Room
Extra - total_boundings: {'x1': 1500.0, 'x2': 4500.0, 'y1': -2300.0, 'y2': 600.0}
Extra - polygon: [[4500.0, 600.0], [1500.0, 600.0], [1500.0, -1350.0], [2400.0, -1650.0], [2400.0, -2300.0], [4500.0, -2300.0]]
Extra - asset_id: collision_camera_009
> Door to Navigation Station (Bottom); Heals? False
  * Layers: default
  * Power Beam Door to Navigation Station/Door to Speedboost Puzzle Room
  * Extra - actor_name: doorpowerpower_002
  * Extra - actor_def: actordef:actors/props/doorpowerpower/charclasses/doorpowerpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Door to Navigation Station (Top)
      Wave Beam and Disabled Door Lock Randomizer
  > Start Point 1
      Lay Any Bomb

> Door to Tank Room; Heals? False
  * Layers: default
  * Wave Beam Door to Tank Room/Door from Speedboost Puzzle Room
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point 1
      Trivial

> Pickup (Power Bomb Tank); Heals? False
  * Layers: default
  * Pickup 135; Category? Minor
  * Extra - actor_name: item_powerbombtank_000
  * Extra - actor_def: actordef:actors/items/item_powerbombtank/charclasses/item_powerbombtank.bmsad
  > Door from Tank Room
      Any of the following:
          Lay Small Bomb
          Power Bombs ≥ 2 and Lay Power Bomb

> Door from Tank Room; Heals? False
  * Layers: default
  * Access Closed to Tank Room/Door to Speedboost Puzzle Room
  * Extra - actor_name: doorclosedpower_001
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Pickup (Power Bomb Tank)
      Ballspark and Lay Any Bomb
  > Door to Navigation Station (Top)
      Trivial

> Door to Navigation Station (Top); Heals? False
  * Layers: default
  * Wave Beam Door to Navigation Station/Door from Speedboost Puzzle Room
  * Extra - actor_name: doorclosedpower_000
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_003
  * Extra - right_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  > Door from Tank Room
      Trivial
  > Start Point 2
      Trivial

> Tunnel to Ferenia Shortcut; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Ferenia Shortcut/Tunnel to Speedboost Puzzle Room
  > Start Point 1
      Morph Ball and After Hanubia - Speed Booster Puzzle Room Grapple Block

> Event - Grapple Block; Heals? False
  * Layers: default
  * Event Hanubia - Speed Booster Puzzle Room Grapple Block
  * Extra - actor_name: grapplepulloff1x2
  * Extra - actor_def: actordef:actors/props/grapplepulloff1x2/charclasses/grapplepulloff1x2.bmsad
  > Start Point 1
      Trivial

> Start Point 1; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_StrongReaction
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station (Bottom)
      Lay Any Bomb
  > Door to Tank Room
      Trivial
  > Tunnel to Ferenia Shortcut
      Morph Ball and After Hanubia - Speed Booster Puzzle Room Grapple Block
  > Event - Grapple Block
      Grapple Beam

> Start Point 2; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_AccessPoint_10B
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door to Navigation Station (Top)
      Trivial

----------------
Tank Room
Extra - total_boundings: {'x1': 4400.0, 'x2': 6500.0, 'y1': -1800.0, 'y2': 600.0}
Extra - polygon: [[6500.0, 600.0], [4400.0, 600.0], [4400.0, -1800.0], [6500.0, -1800.0]]
Extra - asset_id: collision_camera_010
> Door from Speedboost Puzzle Room; Heals? False
  * Layers: default
  * Access Closed to Speedboost Puzzle Room/Door to Tank Room
  * Extra - actor_name: doorpowerclosed_000
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_000
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Exit West (Bottom)
      Trivial

> Dock to EMMI Zone Exit West (Bottom); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit West/Dock to Tank Room (Bottom)
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door from Speedboost Puzzle Room
      Trivial
  > Center Platform
      Any of the following:
          Lay Small Bomb
          All of the following:
              Lay Power Bomb
              Any of the following:
                  Speed Booster or Single-wall Wall Jump (Intermediate) or Simple IBJ or Use Spin Boost
                  Flash Shift and Wall Jump (Beginner)

> Dock to EMMI Zone Exit West (Top); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit West/Dock to Tank Room (Top)
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Speedboost Puzzle Room
      Trivial
  > Center Platform
      Lay Power Bomb

> Door to Speedboost Puzzle Room; Heals? False
  * Layers: default
  * Power Beam Door to Speedboost Puzzle Room/Door from Tank Room
  * Extra - actor_name: doorclosedpower_001
  * Extra - actor_def: actordef:actors/props/doorclosedpower/charclasses/doorclosedpower.bmsad
  * Extra - left_shield_entity: {EMPTY}
  * Extra - left_shield_def: None
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to EMMI Zone Exit West (Top)
      Trivial

> Center Platform; Heals? False
  * Layers: default
  > Dock to EMMI Zone Exit West (Bottom)
      Lay Any Bomb
  > Dock to EMMI Zone Exit West (Top)
      Lay Power Bomb

----------------
EMMI Zone Exit West
Extra - total_boundings: {'x1': 6400.0, 'x2': 8500.0, 'y1': -2800.0, 'y2': 650.0}
Extra - polygon: [[8500.0, 650.0], [6400.0, 650.0], [6400.0, -2800.0], [8500.0, -2800.0]]
Extra - asset_id: collision_camera_011
> Dock to Tank Room (Bottom); Heals? False
  * Layers: default
  * EMMI Door to Tank Room/Dock to EMMI Zone Exit West (Bottom)
  * Extra - actor_name: dooremmy_000
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Door to Orange EMMI Introduction
      Trivial

> Dock to Tank Room (Top); Heals? False
  * Layers: default
  * EMMI Door to Tank Room/Dock to EMMI Zone Exit West (Top)
  * Extra - actor_name: dooremmy_001
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Tunnel to Central Unit
      Lay Any Bomb

> Door to Orange EMMI Introduction; Heals? False
  * Layers: default
  * Wave Beam Door to Orange EMMI Introduction/Door from EMMI Zone Exit West; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerclosed_001
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_001
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Dock to Tank Room (Bottom)
      Trivial

> Tunnel to Central Unit; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Central Unit/Tunnel to EMMI Zone Exit West
  > Dock to Tank Room (Top)
      Lay Any Bomb

----------------
Central Unit
Extra - total_boundings: {'x1': 8400.0, 'x2': 10500.0, 'y1': -900.0, 'y2': 650.0}
Extra - polygon: [[10500.0, 650.0], [8400.0, 650.0], [8400.0, -900.0], [10500.0, -900.0]]
Extra - asset_id: collision_camera_012
> Tunnel to EMMI Zone Exit East; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit East/Tunnel to Central Unit
  > Tunnel to EMMI Zone Exit West
      All of the following:
          Speed Booster
          Any of the following:
              Speed Booster Conservation (Advanced)
              Speed Booster Conservation (Beginner) and Use Spin Boost
  > Start Point
      Trivial

> Tunnel to EMMI Zone Exit West; Heals? False
  * Layers: default
  * Morph Ball Tunnel to EMMI Zone Exit West/Tunnel to Central Unit
  > Start Point
      Morph Ball

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: centralunitmagmacontroller_000
  * Extra - start_point_actor_def: actordef:actors/props/centralunitmagmacontroller/charclasses/centralunitmagmacontroller.bmsad
  > Tunnel to EMMI Zone Exit East
      Any of the following:
          Flash Shift or Simple IBJ or Use Spin Boost
          Morph Ball and Single-wall Wall Jump (Advanced)
  > Tunnel to EMMI Zone Exit West
      Any of the following:
          Space Jump or Simple IBJ
          Movement (Intermediate) and Use Spin Boost
          After Hanubia - EMMI Zone Speed Prep and Speed Booster Conservation (Beginner)

----------------
EMMI Zone Exit East
Extra - total_boundings: {'x1': 10400.0, 'x2': 13500.0, 'y1': -2200.0, 'y2': 500.0}
Extra - polygon: [[13500.0, 500.0], [10400.0, 500.0], [10400.0, -1300.0], [10700.0, -1300.0], [10700.0, -2200.0], [13500.0, -2200.0]]
Extra - asset_id: collision_camera_013
> Dock to Total Recharge Station East (Upper); Heals? False
  * Layers: default
  * EMMI Door to Total Recharge Station East/Dock to EMMI Zone Exit East (Upper)
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Event - Break EMMI Zone Exit East PB Tube
      Lay Power Bomb
  > Tunnel to Central Unit
      After Hanubia - EMMI Zone PB Block

> Dock to Total Recharge Station East (Lower); Heals? False
  * Layers: default
  * EMMI Door to Total Recharge Station East/Dock to EMMI Zone Exit East (Lower)
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Tunnel to Orange EMMI Introduction
      Trivial

> Event - Break EMMI Zone Exit East PB Tube; Heals? False
  * Layers: default
  * Event Hanubia - EMMI Zone PB Block
  * Extra - actor_name: block_pbtube_2
  * Extra - actor_def: actordef:actors/props/block_pbtube_002/charclasses/block_pbtube_002.bmsad
  > Dock to Total Recharge Station East (Upper)
      Trivial
  > Tunnel to Central Unit
      Trivial

> Tunnel to Central Unit; Heals? False
  * Layers: default
  * Morph Ball Tunnel to Central Unit/Tunnel to EMMI Zone Exit East
  > Dock to Total Recharge Station East (Upper)
      After Hanubia - EMMI Zone PB Block
  > Event - EMMI Zone Speed Prep
      Speed Booster

> Tunnel to Orange EMMI Introduction; Heals? False
  * Layers: default
  * Hanubia EMMI Tunnel to Orange EMMI Introduction/Tunnel to EMMI Zone Exit East
  > Dock to Total Recharge Station East (Lower)
      Trivial

> Event - EMMI Zone Speed Prep; Heals? False
  * Layers: default
  * Event Hanubia - EMMI Zone Speed Prep
  > Tunnel to Central Unit
      Trivial

----------------
Orange EMMI Introduction
Extra - total_boundings: {'x1': 8400.0, 'x2': 10800.0, 'y1': -2628.360107421875, 'y2': -1486.3599853515625}
Extra - polygon: [[10800.0, -1486.3599853515625], [8400.0, -1486.3599853515625], [8400.0, -2628.360107421875], [10800.0, -2628.360107421875]]
Extra - asset_id: collision_camera_014
> Door from EMMI Zone Exit West; Heals? False
  * Layers: default
  * Access Closed to EMMI Zone Exit West/Door to Orange EMMI Introduction; Excluded from Dock Lock Rando
  * Extra - actor_name: doorpowerclosed_001
  * Extra - actor_def: actordef:actors/props/doorpowerclosed/charclasses/doorpowerclosed.bmsad
  * Extra - left_shield_entity: Root:pScenario:rEntitiesLayer:dctSublayers:default:dctActors:doorwavebeam_001
  * Extra - left_shield_def: actordef:actors/props/doorwavebeam/charclasses/doorwavebeam.bmsad
  * Extra - right_shield_entity: {EMPTY}
  * Extra - right_shield_def: None
  > Start Point
      Trivial

> Tunnel to EMMI Zone Exit East; Heals? False
  * Layers: default
  * Hanubia EMMI Tunnel to EMMI Zone Exit East/Tunnel to Orange EMMI Introduction
  > Start Point
      Trivial

> Event - Red Chozo Fight; Heals? False
  * Layers: default
  * Event Hanubia - Red Chozo Fight
  > Pickup (Power Bomb)
      Trivial

> Pickup (Power Bomb); Heals? False
  * Layers: default
  * Pickup 137; Category? Major
  * Extra - pickup_type: emmi
  * Extra - actor_def: actors/characters/emmyshipyard/charclasses/emmyshipyard.bmsad
  * Extra - string_key: GUI_ITEM_ACQUIRED_POWER_BOMB
  * Extra - callback_function: OnEmmyShipyardAbilityObtained
  * Extra - boss_hint_name: E.M.M.I.-07PB
  > Start Point
      Trivial

> Start Point; Heals? False; Default Node
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Dead_ChozoWarriorX
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Door from EMMI Zone Exit West
      After Hanubia - Red Chozo Fight
  > Tunnel to EMMI Zone Exit East
      After Hanubia - Red Chozo Fight
  > Event - Red Chozo Fight
      Fight Red Chozo-X

----------------
Total Recharge Station East
Extra - total_boundings: {'x1': 13400.0, 'x2': 16800.0, 'y1': -4000.0, 'y2': -100.0}
Extra - polygon: [[16800.0, -100.0], [13400.0, -100.0], [13400.0, -4000.0], [16100.0, -4000.0], [16800.0, -3700.0]]
Extra - asset_id: collision_camera_015
> Dock to EMMI Zone Exit East (Upper); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit East/Dock to Total Recharge Station East (Upper)
  * Extra - actor_name: dooremmy_002
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to EMMI Zone Exit East (Lower)
      Lay Power Bomb

> Dock to EMMI Zone Exit East (Lower); Heals? False
  * Layers: default
  * EMMI Door to EMMI Zone Exit East/Dock to Total Recharge Station East (Lower)
  * Extra - actor_name: dooremmy_003
  * Extra - actor_def: actordef:actors/props/dooremmy/charclasses/dooremmy.bmsad
  > Dock to EMMI Zone Exit East (Upper)
      All of the following:
          Lay Power Bomb
          Speed Booster or Simple IBJ or Use Spin Boost
  > Total Recharge
      Trivial

> 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
  > Dock to EMMI Zone Exit East (Lower)
      Trivial

----------------
Raven Beak X Arena
Extra - total_boundings: {'x1': 11800.0, 'x2': 18600.0, 'y1': -8700.0, 'y2': -4500.0}
Extra - polygon: [[18600.0, -4500.0], [15400.0, -4500.0], [15400.0, -6100.0], [11800.0, -6100.0], [11800.0, -8700.0], [18600.0, -8700.0]]
Extra - asset_id: collision_camera_020
> Start Point; Heals? False
  * Layers: default
  * Extra - start_point_actor_name: SP_Checkpoint_Escape
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad

----------------
Escape Room 3
Extra - total_boundings: {'x1': -500.0, 'x2': 6500.0, 'y1': -8600.0, 'y2': -1900.0}
Extra - polygon: [[6500.0, -1900.0], [4400.0, -1900.0], [4400.0, -3800.0], [-500.0, -3900.0], [-500.0, -7600.0], [900.0, -7600.0], [1500.0, -7900.0], [2700.0, -7900.0], [4100.0, -8600.0], [6500.0, -8600.0]]
Extra - asset_id: collision_camera_016
> Start Point; Heals? False
  * Layers: default

----------------
Escape Room 2
Extra - total_boundings: {'x1': 11400.0, 'x2': 13500.0, 'y1': -5900.0, 'y2': -3300.0}
Extra - polygon: [[13500.0, -3300.0], [11400.0, -3300.0], [11400.0, -5900.0], [13500.0, -5900.0]]
Extra - asset_id: collision_camera_018
> Start Point; Heals? False
  * Layers: default

----------------
Escape Room 1
Extra - total_boundings: {'x1': 13400.0, 'x2': 15500.0, 'y1': -6100.0, 'y2': -4200.0}
Extra - polygon: [[15500.0, -4200.0], [13400.0, -4200.0], [13400.0, -6100.0], [15500.0, -6100.0]]
Extra - asset_id: collision_camera_019
> Start Point; Heals? False
  * Layers: default

----------------
collision_camera_1000 (H)
Extra - total_boundings: {'x1': -14600.0, 'x2': -10100.0, 'y1': -6200.0, 'y2': -4000.0}
Extra - polygon: [[-10100.0, -4000.0], [-14600.0, -4000.0], [-14600.0, -6200.0], [-10100.0, -6200.0]]
Extra - asset_id: collision_camera_1000
> Placeholder; Heals? False
  * Layers: default

