doors { name: "Front Door" type: STANDARD receivers: "Components/Doors/entry_1" panels { room: "Entry" name: "HELLO" } location_room: "Entry" } doors { name: "Stormy Entrance" type: STANDARD receivers: "Components/Doors/entry_13" panels { room: "Hide Room" name: "HIDE" } location_room: "Hide Room" } doors { name: "Hidden Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "h" } keyholders { room: "Main Area" name: "2" key: "i" } keyholders { room: "Main Area" name: "3" key: "d" } keyholders { room: "Main Area" name: "4" key: "e" } } doors { name: "Mint Ending Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "e" } keyholders { room: "Main Area" name: "2" key: "x" } keyholders { room: "Main Area" name: "3" key: "i" } keyholders { room: "Main Area" name: "4" key: "t" } } doors { name: "Relentless Left Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "l" } keyholders { room: "Main Area" name: "2" key: "e" } keyholders { room: "Main Area" name: "3" key: "f" } keyholders { room: "Main Area" name: "4" key: "t" } } doors { name: "Relentless Shop Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "s" } keyholders { room: "Main Area" name: "2" key: "h" } keyholders { room: "Main Area" name: "3" key: "o" } keyholders { room: "Main Area" name: "4" key: "p" } } doors { name: "Relentless Turn Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "t" } keyholders { room: "Main Area" name: "2" key: "u" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "n" } } doors { name: "X1 Door" type: STANDARD receivers: "Components/Doors/entry_3" panels { room: "Entry Entrance" name: "ENTRY" } location_room: "Entry Entrance" } doors { name: "Unkempt Door" type: STANDARD receivers: "Components/Doors/entry_4" panels { room: "Unkempt Entrance" name: "RETURN" } location_room: "Unkempt Entrance" } doors { name: "Partial Door" type: STANDARD receivers: "Components/Doors/entry_5" panels { room: "Partial Entrance" name: "PARTIAL" } location_room: "Partial Entrance" } doors { name: "Link Blocker" type: EVENT panels { room: "Unkempt Entrance" name: "RETURN" } panels { room: "Partial Entrance" name: "PARTIAL" } panels { room: "Shop Entrance" name: "HOPS" } panels { room: "Tenacious Entrance" name: "HERO" } } doors { name: "White Ending Door" type: EVENT # This is the only time a door depends on endings. However, it's nice to do it # this way instead of just checking for ending room access because this lets # us use events, which makes the playthrough more readable. endings: "MINT" endings: "ORANGE" endings: "GREEN" endings: "GRAY" endings: "PLUM" endings: "YELLOW" endings: "GOLD" endings: "BLACK" endings: "CYAN" endings: "PURPLE" endings: "RED" endings: "BLUE" } doors { name: "Repetitive Entrance" type: STANDARD receivers: "Components/Doors/entry_7" keyholders { room: "Main Area" name: "1" key: "m" } keyholders { room: "Main Area" name: "2" key: "o" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "e" } location_room: "Main Area" location_name: "Keyword MORE" } doors { name: "Perceptive From Outside" type: EVENT keyholders { room: "Main Area" name: "1" key: "p" } keyholders { room: "Main Area" name: "2" key: "a" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "t" } } doors { name: "Perceptive From Inside" type: EVENT panels { room: "Perceptive Entrance" name: "PART" } } doors { name: "Ancient Entrance" type: STANDARD receivers: "Components/Doors/entry_20" keyholders { room: "Main Area" name: "1" key: "z" } keyholders { room: "Main Area" name: "2" key: "e" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "o" } location_room: "Main Area" location_name: "Keyword ZERO" } doors { name: "Between Door" type: STANDARD receivers: "Components/Doors/entry_8" panels { room: "Between Entrance" name: "RIGHT" } location_room: "Between Entrance" } doors { name: "Desert Door" type: STANDARD receivers: "Components/Doors/entry_9" panels { room: "Desert Room" name: "LESS" } location_room: "Desert Room" } doors { name: "Shop Door" type: STANDARD receivers: "Components/Doors/entry_23" panels { room: "Shop Entrance" name: "HOPS" } location_room: "Shop Entrance" } doors { name: "Tenacious Door" type: STANDARD receivers: "Components/Doors/entry_24" panels { room: "Tenacious Entrance" name: "HERO" } location_room: "Tenacious Entrance" } doors { name: "Unyielding Door" type: STANDARD receivers: "Components/Doors/entry_11" panels { room: "Unyielding Entrance" name: "SEEK" } location_room: "Unyielding Entrance" } ef='#n38'>38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
name: "Room"
display_name: "Room"
panels {
  name: "HORN"
  path: "Panels/entry_1"
  clue: "horn"
  answer: "thorn"
  symbols: SPARKLES
}
panels {
  name: "ION"
  path: "Panels/entry_2"
  clue: "ion"
  answer: "iron"
  symbols: SPARKLES
}
panels {
  name: "TON"
  path: "Panels/entry_3"
  clue: "ton"
  answer: "torn"
  symbols: SPARKLES
}
panels {
  name: "ROT"
  path: "Panels/entry_4"
  clue: "rot"
  answer: "riot"
  symbols: SPARKLES
}
panels {
  name: "IT"
  path: "Panels/entry_5"
  clue: "it"
  answer: "hit"
  symbols: SPARKLES
}
panels {
  name: "HIT"
  path: "Panels/entry_6"
  clue: "hit"
  answer: "hint"
  symbols: SPARKLES
}
panels {
  name: "INTO"
  path: "Panels/entry_7"
  clue: "into"
  answer: "intro"
  symbols: SPARKLES
}
panels {
  name: "NOR"
  path: "Panels/entry_8"
  clue: "nor"
  answer: "north"
  symbols: SPARKLES
}
ports {
  name: "GREAT"
  path: "Components/Warps/worldport"
  orientation: "south"
}