----------------
Save Station
Extra - total_boundings: {'x1': 1400.0, 'x2': 3500.0, 'y1': -4600.0, 'y2': -3500.0}
Extra - polygon: [[3500.0, -3500.0], [1400.0, -3500.0], [1400.0, -4600.0], [3500.0, -4600.0]]
Extra - asset_id: collision_camera_000
> Door to Transport to Hanubia; Heals? False
  * Layers: default
  * Power Beam Door to Transport to Hanubia/Door to Save Station; Excluded from Dock Lock Rando
  * 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
  > Save Station
      Trivial

> Door to Elevator to Raven Beak; Heals? False
  * Layers: default
  * Power Beam Door to Elevator to Raven Beak/Door to Save Station; Excluded from Dock Lock Rando
  * 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

> Save Station; Heals? False; 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
  > Door to Transport to Hanubia
      Trivial
  > Door to Elevator to Raven Beak
      Trivial

----------------
Transport to Hanubia
Extra - total_boundings: {'x1': -5900.0, 'x2': 1500.0, 'y1': -4800.0, 'y2': -1100.0}
Extra - polygon: [[1500.0, -1100.0], [-5900.0, -1100.0], [-5900.0, -4800.0], [1500.0, -4800.0]]
Extra - asset_id: collision_camera_001
> Door to Save Station; Heals? False
  * Layers: default
  * Power Beam Door to Save Station/Door to Transport to Hanubia; Excluded from Dock Lock Rando
  * 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
      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
  > Elevator to Hanubia
      Trivial

> Total Recharge; Heals? True
  * 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 Save Station
      Metroid DNA 1 and Metroid DNA 10 and Metroid DNA 11 and Metroid DNA 12 and Metroid DNA 2 and Metroid DNA 3 and Metroid DNA 4 and Metroid DNA 5 and Metroid DNA 6 and Metroid DNA 7 and Metroid DNA 8 and Metroid DNA 9
  > Artifact Gate
      Any of the following:
          Speed Booster or Simple IBJ or Use Spin Boost
          Flash Shift and Wall Jump (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Elevator to Hanubia; Heals? False; Spawn Point; Default Node
  * Layers: default
  * Elevator to Transport to Itorash/Elevator to Itorash
  * Extra - actor_name: capsuleelevatorskybase_000
  * Extra - actor_def: actordef:actors/props/capsuleelevatorskybase/charclasses/capsuleelevatorskybase.bmsad
  * Extra - elevator_component: CCapsuleUsableComponent
  * Extra - target_spawn_point: elevator_skybase_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: Itorash
  > Start Point
      Trivial
  > Artifact Gate
      Any of the following:
          Speed Booster or Simple IBJ or Use Spin Boost
          Flash Shift and Wall Jump (Beginner)
          Morph Ball and Single-wall Wall Jump (Advanced)

> Artifact Gate; Heals? False
  * Layers: default
  > Total Recharge
      Trivial
  > Elevator to Hanubia
      Trivial

----------------
Elevator to Raven Beak
Extra - total_boundings: {'x1': 3400.0, 'x2': 6700.0, 'y1': -4600.0, 'y2': -2400.0}
Extra - polygon: [[6700.0, -2400.0], [3400.0, -2400.0], [3400.0, -4600.0], [6700.0, -4600.0]]
Extra - asset_id: collision_camera_002
> Door to Save Station; Heals? False
  * Layers: default
  * Power Beam Door to Save Station/Door to Elevator to Raven Beak; Excluded from Dock Lock Rando
  * 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
  > Event - Destroy Generator
      Lay Power Bomb
  > Dock to Raven Beak Arena
      All of the following:
          After Itorash - Destroy Generator
          Any of the following:
              Space Jump or Speed Booster or Simple IBJ
              Spin Boost and Wall Jump (Beginner)
              Flash Shift and Wall Jump (Advanced)

> Event - Destroy Generator; Heals? False
  * Layers: default
  * Event Itorash - Destroy Generator
  * Extra - actor_name: block_pbcolumn_000
  * Extra - actor_def: actordef:actors/props/block_pbcolumn/charclasses/block_pbcolumn.bmsad
  > Door to Save Station
      Trivial

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

> Dock to Raven Beak Arena; Heals? False
  * Layers: default
  * Open Passage to Raven Beak Arena/Before Fight
  * Extra - actor_name: commander_elevator
  * Extra - actor_def: actordef:actors/props/commander_elevator/charclasses/commander_elevator.bmsad
  * Extra - start_point_actor_name: weightactivatedplatform_commanderelevator_000
  * Extra - start_point_actor_def: actordef:actors/props/wplatform_cm_elevator/charclasses/weightactivatedplatform_commanderelevator.bmsad
  > Door to Save Station
      Trivial
  > Start Point
      Trivial

----------------
Elevator Cutscene
Extra - total_boundings: {'x1': 3400.0, 'x2': 6700.0, 'y1': -2500.0, 'y2': 1900.0}
Extra - polygon: [[6700.0, 1900.0], [3400.0, 1900.0], [3400.0, -2500.0], [6700.0, -2500.0]]
Extra - asset_id: collision_camera_003
> Placeholder; Heals? False
  * Layers: default

----------------
Raven Beak Arena
Extra - total_boundings: {'x1': 3000.0, 'x2': 7100.0, 'y1': 1800.0, 'y2': 4000.0}
Extra - polygon: [[7100.0, 4000.0], [3000.0, 4000.0], [3000.0, 1800.0], [7100.0, 1800.0]]
Extra - asset_id: collision_camera_004
> Before Fight; Heals? False; Default Node
  * Layers: default
  > Boss - Raven Beak
      All of the following:
          # TODO: flesh out phase 2 and 3 fight requirements. phase 1 should more or less get the job done for now though
          Any of the following:
              # Energy Requirements
              Combat (Advanced) or Normal Damage ≥ 799
              Combat (Beginner) and Normal Damage ≥ 549
              Combat (Intermediate) and Normal Damage ≥ 299
          All of the following:
              # Methods of dodging
              # Phase 1 and 3
              Flash Shift or Combat (Beginner)
              # Phase 2
              Space Jump or Combat (Intermediate)
          All of the following:
              # Methods of fighting
              Any of the following:
                  # Phase 1
                  # 52 wide + plasma + wave shots
                  Beam Damage 240
                  # 83 wide + plasma shots or 105 wide + wave shots
                  Combat (Beginner) and Beam Damage 120
                  # 167 wide shots or 157 plasma + wave shots
                  Combat (Advanced) and Beam Damage 75
                  # 500 power beam shots or 250 plasma shots or 313 wave shots
                  Combat (Ludicrous) and Shoot Beam
                  Missiles ≥ 34 and Shoot Super Ice Missile
                  Missiles ≥ 45 and Combat (Intermediate) and Shoot Super Missile
                  Missiles ≥ 134 and Combat (Expert) and Shoot Missile

> Boss - Raven Beak; Heals? False
  * Layers: default
  > Event - Escape Sequence
      All of the following:
          Lay Power Bomb
          Any of the following:
              Space Jump or Simple IBJ
              All of the following:
                  Speed Booster and Spin Boost
                  Movement (Intermediate) or Speed Booster Conservation (Beginner)
                  Single-wall Wall Jump (Advanced) or Wall Jump (Beginner)

> Event - Escape Sequence; Heals? True
  * Layers: default
  * Event Ship
  * End of the game
  * Extra - start_point_actor_name: SP_Checkpoint_Endgame
  * Extra - start_point_actor_def: actordef:actors/logic/startpoint/charclasses/startpoint.bmsad
  > Dock to Elevator to Raven Beak
      Trivial

> Dock to Elevator to Raven Beak; Heals? False
  * Layers: default
  * Open Passage to Elevator to Raven Beak/Start Point

