name: "Anti Room"
# Ignore the collectible. The mod should remove it and the back wall too.
panels {
name: "HA (1)"
path: "Panels/Entry/panel_7"
clue: "ha"
answer: "haha"
}
panels {
name: "HA (2)"
path: "Panels/Entry/panel_8"
clue: "ha"
answer: "hahaha"
}
panels {
name: "HA (3)"
path: "Panels/Entry/panel_12"
clue: "ha"
answer: "hahahaha"
}
panels {
name: "HA (4)"
path: "Panels/Entry/panel_13"
clue: "ha"
answer: "hahahahaha"
}
panels {
name: "HA (5)"
path: "Panels/Entry/panel_14"
clue: "ha"
answer: "hahahahahaha"
}
panels {
name: "TWO"
path: "Panels/Entry/panel3"
clue: "two"
answer: "digit"
symbols: EXAMPLE
}
panels {
name: "EYE"
path: "Panels/Entry/panel4"
clue: "eye"
answer: "iris"
symbols: BOXES
}
' value='ab544e78d9f67e00a5ac42b002007d11dd51a659'/>
blob: 39516046dae48929d6948832d65a04f45246e80b (
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doors {
name: "Front Door"
type: EVENT
panels { room: "Entry" name: "WONDER" }
}
doors {
name: "Shrink Door"
type: STANDARD
receivers: "Components/Doors/wonderlandDoor2/animationListener2"
panels { room: "Regular" name: "SHRINK" }
location_room: "Regular"
}
doors {
name: "Big Door"
type: EVENT
panels { room: "Huge" name: "SHRINK" }
panels { room: "Huge" name: "IRE" }
panels { room: "Huge" name: "BRIE" }
panels { room: "Huge" name: "WICK" }
panels { room: "Huge" name: "BARK" }
panels { room: "Huge" name: "HARE" }
panels { room: "Huge" name: "CHIME" }
panels { room: "Huge" name: "LIBRARY" }
}
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