name: "Magenta Room" panels { name: "WRITE" path: "Panels/Eval/panel_9" clue: "write" answer: "write" symbols: EVAL } panels { name: "HEARD" path: "Panels/Eval/panel_11" clue: "heard" answer: "herd" symbols: EVAL } panels { name: "HERE" path: "Panels/Eval/panel_12" clue: "here" answer: "hear" symbols: EVAL } panels { name: "HALF" path: "Panels/Eval/panel_13" clue: "half" answer: "haha" symbols: EVAL } panels { name: "NOT (1)" path: "Panels/Eval/panel_14" clue: "not" answer: "no" symbols: EVAL } panels { name: "NOT (2)" path: "Panels/Eval/panel_15" clue: "not" answer: "yes" symbols: EVAL } panels { name: "CLAMBERS (1)" path: "Panels/Eval/panel_16" clue: "clambers" answer: "scramble" symbols: EVAL } panels { name: "CLAMBERS (2)" path: "Panels/Eval/panel_17" clue: "clambers" answer: "scramble" symbols: ANAGRAM } panels { name: "PILFER" path: "Panels/Eval/panel_18" clue: "pilfer" answer: "pilfer" symbols: EVAL } panels { name: "ANTONYM" path: "Panels/Eval/panel_19" clue: "antonym" answer: "synonym" symbols: EVAL } panels { name: "RHYME" path: "Panels/Eval/panel_20" clue: "rhyme" answer: "time" symbols: EVAL } panels { name: "PLURAL" path: "Panels/Eval/panel_21" clue: "plural" answer: "plurals" symbols: EVAL } panels { name: "PANDA" path: "Panels/Eval/panel_22" clue: "panda" answer: "papa" symbols: EVAL } panels { name: "CASE" path: "Panels/Eval/panel_23" clue: "case" answer: "ease" symbols: EVAL } panels { name: "TEASER" path: "Panels/Eval/panel_24" clue: "teaser" answer: "eraser" symbols: EVAL } panels { name: "RESTORES" path: "Panels/Eval/panel_25" clue: "restores" answer: "restores" symbols: EVAL } 20Room.txtpb?h=v7.2.0&id=09edc0f568705081720a30f976de0f16339f2a96'>commit diff stats
path: root/data/maps/the_orb/rooms/B Room.txtpb
blob: 032464789fc3714c1a87be6b2ecb20cb501074c3 (plain) (blame)
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name: "B Room"
letters {
  key: "b"
  path: "Components/Collectables/b"
}
paintings {
  name: "SPIRAL"
  path: "Meshes/spiral"
  # TODO: This is too high up to enter. It's also a hint painting.
  exit_only: true
}
# TODO: Should these two be independent for shuffling purposes, or always tied
# to the Main Area's port?
ports {
  name: "MID"
  path: "Components/Warps/worldport4"
  orientation: "south"
  # This port is in the room immediately after solving the B puzzles, which
  # means it seems like it would be inaccessible if you enter the map from the
  # painting or from the final port, but entering the O or R areas brings you
  # back to the beginning.
}
ports {
  name: "FINAL"
  path: "Components/Warps/worldport5"
  orientation: "south"
}