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 Of 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 Of 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" }