doors {
name: "Digital Entrance"
type: STANDARD
receivers: "Components/Doors/entry_35"
panels { room: "Main Area" name: "BORNE" }
location_room: "Main Area"
}
doors {
name: "Back Area Entrance"
type: STANDARD
receivers: "Components/Doors/entry_14"
panels { room: "Main Area" name: "SMILE" }
location_room: "Main Area"
}
doors {
name: "Between Entrance"
type: STANDARD
receivers: "Components/Doors/entry_19"
panels { room: "Main Area" name: "BYE" }
location_room: "Main Area"
}
doors {
name: "Near UC Painting Door"
type: STANDARD
receivers: "Components/Doors/entry_20"
panels { room: "Main Area" name: "DO" }
panels { room: "Main Area" name: "YOU" }
panels { room: "Main Area" name: "SEE" }
location_room: "Main Area"
}
doors {
name: "Courtyard Entrance"
type: STANDARD
receivers: "Components/Doors/entry_1"
panels { room: "Main Area" name: "CURT" }
location_room: "Main Area"
}
doors {
name: "West/East Divider"
type: STANDARD
receivers: "Components/Doors/where_3"
receivers: "Components/Doors/where_2"
receivers: "Components/Doors/where_1"
panels { room: "Main Area" name: "INTRO" }
location_room: "Main Area"
}
doors {
name: "East/West Divider"
type: LOCATION_ONLY
panels { room: "West Side" name: "ERASE" }
location_room: "West Side"
}
doors {
name: "Control Center Purple Door"
type: CONTROL_CENTER_COLOR
receivers: "Components/Doors/entry_23"
control_center_color: "purple"
}
doors {
name: "Control Center Gray Door"
type: CONTROL_CENTER_COLOR
receivers: "Components/Doors/Gates/Gate"
control_center_color: "gray"
}
doors {
name: "Control Center Red Door"
type: CONTROL_CENTER_COLOR
receivers: "Components/Doors/Gates/Gate"
control_center_color: "red"
}
doors {
name: "Daedalus Entrance"
type: STANDARD
receivers: "Components/Doors/entry_16"
panels { room: "Daedalus Entrance" name: "MISSING" }
location_room: "Daedalus Entrance"
}
doors {
name: "Magnet Room Entrance"
type: STANDARD
receivers: "Components/Doors/entry_32"
panels { room: "West Side" name: "TEACH" }
location_room: "West Side"
}
doors {
name: "Pillar Room Entrance"
type: STANDARD
receivers: "Components/Doors/entry_13"
panels { room: "West Side" name: "RIGHT" }
location_room: "West Side"
}
doors {
name: "Jail Entrance"
type: ITEM_ONLY
receivers: "Components/Doors/entry_17"
panels { room: "West Side" name: "RIGHT" }
}
doors {
name: "Savory Painting"
type: STANDARD
move_paintings { room: "West Side" name: "EXTRAVAGANT" }
panels { room: "West Side" name: "SAVORY" }
panels { room: "West Side" name: "FLAVORS" }
location_room: "West Side"
}
doors {
name: "Red Against Blue Gravestone"
type: GRAVESTONE
panels { room: "West Side" name: "TEACH" }
panels { room: "Magnet Room" name: "AIRPLANE" }
panels { room: "Magnet Room" name: "PILOT" }
panels { room: "Magnet Room" name: "AUTHOR" }
panels { room: "Magnet Room" name: "PEN" }
panels { room: "Magnet Room" name: "HEAL" }
panels { room: "Magnet Room" name: "CLEAN" }
panels { room: "Magnet Room" name: "TRUCKER" }
panels { room: "Magnet Room" name: "DOCTOR" }
panels { room: "Magnet Room" name: "BARTENDER" }
panels { room: "Magnet Room" name: "DIG" }
panels { room: "Magnet Room" name: "TILL" }
panels { room: "Magnet Room" name: "WRENCH" }
panels { room: "Magnet Room" name: "SAW" }
panels { room: "Magnet Room" name: "BLENDER" }
location_room: "Magnet Room"
}
doors {
name: "Hive Entrance"
type: STANDARD
receivers: "Components/Doors/amber_7"
panels { room: "Hive Entrance" name: "LOST" }
location_room: "Hive Entrance"
}
doors {
name: "Colorful Entrance"
type: STANDARD
receivers: "Meshes/Blocks/Warps/teleport3"
panels { room: "West Side" name: "RIGHT" }
panels { room: "Pillar Room" name: "EYE" }
panels { room: "Pillar Room" name: "HAVE" }
panels { room: "Pillar Room" name: "FOUR" }
panels { room: "Pillar Room" name: "CAUGHT" }
panels { room: "Pillar Room" name: "TEN" }
location_room: "Pillar Room"
}
doors {
name: "North Landscape Entrance"
type: ITEM_ONLY
receivers: "Components/Doors/question_10"
panels { room: "West Side" name: "RIGHT" }
panels { room: "Pillar Room" name: "EYE" }
panels { room: "Pillar Room" name: "HAVE" }
panels { room: "Pillar Room" name: "FOUR" }
panels { room: "Pillar Room" name: "CAUGHT" }
panels { room: "Pillar Room" name: "TEN" }
}
doors {
name: "Jail Mouth"
type: EVENT
panels { room: "Outside Jail" name: "GUT" }
panels { room: "Outside Jail" name: "HAM" }
panels { room: "Outside Jail" name: "MAIM" }
panels { room: "Outside Jail" name: "WILT" }
}
doors {
name: "Jail First Bowels"
type: EVENT
panels { room: "Jail Part 1" name: "DOPAMINE" }
panels { room: "Jail Part 1" name: "PALINDROME" }
panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
panels { room: "Jail Part 1" name: "PREVAILS" }
panels { room: "Jail Part 1" name: "ENGRAVED" }
panels { room: "Jail Part 1" name: "GLIDEPATH" }
panels { room: "Jail Part 1" name: "DECATHLON" }
panels { room: "Jail Part 1" name: "GRIEVES" }
# Intentionally does not contain the throat panels.
}
doors {
name: "Into The Mouth Gravestone"
type: GRAVESTONE
panels { room: "Outside Jail" name: "GUT" }
panels { room: "Outside Jail" name: "HAM" }
panels { room: "Outside Jail" name: "MAIM" }
panels { room: "Outside Jail" name: "WILT" }
panels { room: "Jail Part 1" name: "FLAP" }
panels { room: "Jail Part 1" name: "LUCK" }
panels { room: "Jail Part 1" name: "STICK" }
panels { room: "Jail Part 1" name: "SNARE" }
panels { room: "Jail Part 1" name: "DOPAMINE" }
panels { room: "Jail Part 1" name: "PALINDROME" }
panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
panels { room: "Jail Part 1" name: "PREVAILS" }
panels { room: "Jail Part 1" name: "ENGRAVED" }
panels { room: "Jail Part 1" name: "GLIDEPATH" }
panels { room: "Jail Part 1" name: "DECATHLON" }
panels { room: "Jail Part 1" name: "GRIEVES" }
panels { room: "Jail Part 2" name: "DIGEST" }
panels { room: "Jail Part 2" name: "JAUNDICE" }
panels { room: "Jail Part 2" name: "NECROTIZE (1)" }
panels { room: "Jail Part 2" name: "NECROTIZE (2)" }
panels { room: "Jail Part 2" name: "TORMENTS" }
panels { room: "Jail Part 2" name: "PILGRIM" }
panels { room: "Jail Part 2" name: "GRIMACE" }
panels { room: "Jail Part 2" name: "COMMENCE" }
location_room: "Jail Part 2"
}
doors {
name: "The Landscapes Gravestone"
type: GRAVESTONE
panels { room: "Back Area" name: "Top Landscape Top" }
panels { room: "Back Area" name: "Top Landscape Right" }
panels { room: "Back Area" name: "Top Landscape Bottom" }
panels { room: "Back Area" name: "Top Landscape Left" }
panels { room: "Back Area" name: "Left Landscape Top" }
panels { room: "Back Area" name: "Left Landscape Right" }
panels { room: "Back Area" name: "Left Landscape Bottom" }
panels { room: "Back Area" name: "Left Landscape Left" }
panels { room: "Back Area" name: "Right Landscape Top" }
panels { room: "Back Area" name: "Right Landscape Right" }
panels { room: "Back Area" name: "Right Landscape Bottom" }
panels { room: "Back Area" name: "Right Landscape Left" }
location_room: "Back Area"
}
doors {
name: "Tower Entrance"
type: ITEM_ONLY
receivers: "Components/Doors/entry_25"
switches: "double_letters"
}
doors {
name: "Maze Out/South Door"
type: EVENT
panels { room: "Maze Start" name: "OUT" }
}
doors {
name: "Maze Out/Vestibule Door"
type: EVENT
panels { room: "Maze Start" name: "OUT" }
}
doors {
name: "Maze South/Up Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Vestibule/In Door"
type: EVENT
panels { room: "Maze In Area" name: "IN" }
}
doors {
name: "Maze Vestibule/Off Door"
type: EVENT
panels { room: "Maze South Area" name: "SOUTH" }
}
doors {
name: "Maze In/Slice Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Slice/Smooth Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Slice/Wreck Door"
type: EVENT
panels { room: "Maze Slice Area" name: "SLICE" }
}
doors {
name: "G Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Slice/Cold Door"
type: EVENT
panels { room: "Maze Cold Area" name: "COLD" }
}
doors {
name: "Maze Cold/Moon Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Cold/Off Door"
type: EVENT
panels { room: "Maze Off Area" name: "OFF" }
}
doors {
name: "Maze Off/Center Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Maze Off/Tower Door"
type: EVENT
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "The Maze Gravestone"
type: GRAVESTONE
panels { room: "Main Area" name: "CURT" }
panels { room: "Maze Start" name: "OUT" }
panels { room: "Maze Center" name: "POOR" }
panels { room: "Maze Center" name: "CHASE" }
panels { room: "Maze Cold Area" name: "COLD" }
panels { room: "Maze In Area" name: "IN" }
panels { room: "Maze Moon Area" name: "MOON" }
panels { room: "Maze Off Area" name: "OFF" }
panels { room: "Maze Slice Area" name: "SLICE" }
panels { room: "Maze Smooth Area" name: "SMOOTH" }
panels { room: "Maze South Area" name: "SOUTH" }
panels { room: "Maze Tower" name: "FEEL" }
panels { room: "Maze Tower" name: "DECOMPOSE" }
panels { room: "Maze Up Area" name: "UP" }
panels { room: "Maze Wreck Area" name: "WRECK" }
location_room: "Maze Slice Area"
}
doors {
name: "Courtyard Side Door"
type: ITEM_ONLY
receivers: "Components/Doors/entry_15"
panels { room: "Main Area" name: "CURT" }
panels { room: "Maze Start" name: "OUT" }
panels { room: "Maze Center" name: "POOR" }
panels { room: "Maze Center" name: "CHASE" }
panels { room: "Maze Cold Area" name: "COLD" }
panels { room: "Maze In Area" name: "IN" }
panels { room: "Maze Moon Area" name: "MOON" }
panels { room: "Maze Off Area" name: "OFF" }
panels { room: "Maze Slice Area" name: "SLICE" }
panels { room: "Maze Smooth Area" name: "SMOOTH" }
panels { room: "Maze South Area" name: "SOUTH" }
panels { room: "Maze Tower" name: "FEEL" }
panels { room: "Maze Tower" name: "DECOMPOSE" }
panels { room: "Maze Up Area" name: "UP" }
panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
name: "Question First Door"
type: EVENT
# This is a complete_at specifically because it might be possible for the
# painting inside the next room to be shuffled into an exit, which would make
# the panel in there usable for opening this door, which also has access
# implications because it could be your only way into the main part of The
# Great. The How and Who panels could also be sniped from the roof, but I'm
# unsure whether that will be allowed in logic, and even if it is, you'd also
# be able to enter the Question Room the normal way if you have roof access.
# The When panel could also be accessible early if the painting in there is
# shuffled as an exit, but again, the first Question Room would then also
# necessarily be in logic. Thus, for simplicity, we are only going to specify
# the What and How panels.
panels { room: "Question Room What" name: "QUESTION" answer: "why" }
panels { room: "Question Room What" name: "QUESTION" answer: "who" }
panels { room: "Question Room What" name: "QUESTION" answer: "where" }
panels { room: "Question Room What" name: "QUESTION" answer: "how" }
panels { room: "Question Room What" name: "QUESTION" answer: "what" }
panels { room: "Question Room What" name: "QUESTION" answer: "when" }
panels { room: "Question Room How" name: "QUESTION" answer: "how" }
panels { room: "Question Room How" name: "QUESTION" answer: "who" }
panels { room: "Question Room How" name: "QUESTION" answer: "why" }
panels { room: "Question Room How" name: "QUESTION" answer: "what" }
panels { room: "Question Room How" name: "QUESTION" answer: "when" }
panels { room: "Question Room How" name: "QUESTION" answer: "where" }
complete_at: 1
}
doors {
name: "Question Who Door"
type: EVENT
# In-game, this is a complete_at: 3 over all of the question panels. However,
# since there's only four in total, and one of them is behind this door, this
# is essentially equivalent to exactly the three panels outside of this room.
# While the panel in here is technically visible from the roof, I'm not
# currently considering that to be in logic. It would be messy, and if you
# had roof access you could get into the How room through the hole in the
# ceiling anyway.
panels { room: "Question Room What" name: "QUESTION" }
panels { room: "Question Room How" name: "QUESTION" }
panels { room: "Question Room When" name: "QUESTION" }
}
doors {
name: "Question Why Door"
type: EVENT
panels { room: "Question Room What" name: "QUESTION" }
panels { room: "Question Room How" name: "QUESTION" }
panels { room: "Question Room When" name: "QUESTION" }
panels { room: "Question Room Who" name: "QUESTION" }
}
doors {
name: "Big Y"
type: STANDARD
receivers: "Components/Doors/question_3"
panels { room: "Question Room What" name: "QUESTION" answer: "why" }
panels { room: "Question Room How" name: "QUESTION" answer: "why" }
panels { room: "Question Room When" name: "QUESTION" answer: "why" }
panels { room: "Question Room Who" name: "QUESTION" answer: "why" }
location_room: "Question Room Who"
}
doors {
name: "Talented Entrance"
type: STANDARD
receivers: "Components/Doors/question_8"
panels { room: "Under Question Room" name: "QUESTION" answer: "where" }
location_room: "Under Question Room"
}
doors {
name: "Question Room Back Door"
type: STANDARD
receivers: "Components/Doors/question_11"
panels { room: "Behind Question Area" name: "YEW" answer: "ewe" }
location_room: "Behind Question Area"
}
doors {
name: "Invisible Entrance"
type: STANDARD
receivers: "Components/Doors/entry_36"
panels { room: "Back Area" name: "Right Landscape Top" answer: "tell" }
panels { room: "Back Area" name: "Right Landscape Left" answer: "eyes" }
location_room: "Back Area"
}
doors {
name: "Nature Room Door"
type: STANDARD
receivers: "Components/Doors/entry_34"
panels { room: "North Landscape" name: "INSIDE" }
location_room: "North Landscape"
}
doors {
name: "Nature Room Panels"
type: LOCATION_ONLY
panels { room: "Nature Room" name: "SEVERE" }
panels { room: "Nature Room" name: "FOOT" }
panels { room: "Nature Room" name: "PAUSES" }
panels { room: "Nature Room" name: "ABOVE" }
location_room: "Nature Room"
}
doors {
name: "Building Building Gravestone"
type: GRAVESTONE
panels { room: "Whole Room" name: "VAULT" }
panels { room: "Whole Room" name: "STALL" }
panels { room: "Whole Room" name: "OFFICE" }
panels { room: "Whole Room" name: "RAFTER" }
panels { room: "Whole Room" name: "REGISTER" }
panels { room: "Whole Room" name: "SHELF" }
panels { room: "Whole Room" name: "BEDROOM" }
panels { room: "Whole Room" name: "BATHROOM" }
panels { room: "Whole Room" name: "PHARMACY" }
panels { room: "Whole Room" name: "LOBBY" }
panels { room: "Whole Room" name: "CAFETERIA" }
panels { room: "Whole Room" name: "ROOM" }
panels { room: "Whole Room" name: "BLEACHER" }
panels { room: "Whole Room" name: "MACHINE" }
panels { room: "Whole Room" name: "LINE" }
panels { room: "Whole Room" name: "CONCESSIONS" }
panels { room: "Whole Room" name: "WALL" }
panels { room: "Whole Room" name: "GATE" }
panels { room: "Whole Room" name: "HOME (1)" }
panels { room: "Whole Room" name: "HOME (2)" }
panels { room: "Whole Room" name: "DICE" }
panels { room: "Whole Room" name: "MOAT" }
panels { room: "Whole Room" name: "CHIPS" }
panels { room: "Whole Room" name: "TOWER" }
location_room: "Whole Room"
}
doors {
name: "Lavender Cube"
type: ITEM_ONLY
receivers: "Components/Doors/entry_28"
switches: "lavender_cubes"
}
doors {
name: "Zero Entrance"
type: EVENT
panels { room: "Zero Room" name: "SHIFT" }
panels { room: "Zero Room" name: "MIDDLE" }
}
doors {
name: "Zero Room Panels"
type: LOCATION_ONLY
panels { room: "Zero Room" name: "SHIFT" }
panels { room: "Zero Room" name: "MIDDLE" }
panels { room: "Zero Room" name: "HERO" }
panels { room: "Zero Room" name: "MANY" }
panels { room: "Zero Room" name: "REMAINING" }
location_room: "Zero Room"
}
doors {
name: "Spiral Painting"
type: STANDARD
receivers: "Components/Doors/entry_33"
panels { room: "Back Area" name: "PAINTING" }
location_room: "Back Area"
}
color: #730E15;
line-height: 1.5em;
}
.rails-default-error-page div.dialog > p {
margin: 0 0 1em;
padding: 1em;
background-color: #F7F7F7;
border: 1px solid #CCC;
border-right-color: #999;
border-left-color: #999;
border-bottom-color: #999;
border-bottom-left-radius: 4px;
border-bottom-right-radius: 4px;
border-top-color: #DADADA;
color: #666;
box-shadow: 0 3px 8px rgba(50, 50, 50, 0.17);
}
</style>
</head>
<body class="rails-default-error-page">
<!-- This file lives in public/422.html -->
<div class="dialog">
<div>
<h1>The change you wanted was rejected.</h1>
<p>Maybe you tried to change something you didn't have access to.</p>
</div>
<p>If you are the application owner check the logs for more information.</p>
</div>
</body>
</html>