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| 1 | This map is a bit of a mess. The top areas should make sense but the bottom area | ||
| 2 | is confusing because of the fact that many panels can be seen from multiple | ||
| 3 | places in the grid, and it is intended for you to solve them through the | ||
| 4 | transparent doors. The approach to this is threefold. | ||
| 5 | |||
| 6 | 1. Panels that can be solved without opening any doors are all in the Entry | ||
| 7 | region. This includes the two panels physically accessible from the warp | ||
| 8 | hallways, as well as the two panels each that can be seen while standing next | ||
| 9 | to those panels, for a total of six panels in the Entry region (plus the two | ||
| 10 | that are actually upstairs). | ||
| 11 | 2. The part of the grid behind where you enter is actually completely linear. | ||
| 12 | There is one region for each grid square in this area, except for the middle | ||
| 13 | two in the orange row. The regions are named after the positions you stand | ||
| 14 | in, not the panels at those positions in the grid. Instead, each region | ||
| 15 | contains the panel you can see from that position. This is why the two middle | ||
| 16 | orange grid squares do not have regions, because they are solvable from the | ||
| 17 | red row and entering the regions does nothing. | ||
| 18 | 3. For the rest of the grid, each panel is visible from two other grid | ||
| 19 | positions. To handle this, there is a region for every grid position you can | ||
| 20 | stand in, and a region for every panel. The standing regions are connected to | ||
| 21 | each adjacent grid square using event doors, and there is a oneway connection | ||
| 22 | from each standing region into the panel regions for each panel that can be | ||
| 23 | seen from that standing position. | ||
