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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. | ||