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
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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"
}
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