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name: "Inside"
panels {
name: "REMEMBER"
path: "Panels/panel_3"
clue: "remember"
answer: "remember"
required_door { name: "Double Letters" }
}
endings {
name: "BLACK"
path: "Components/Ending/black_ending"
}
# TODO: Not sure if the paintings in here should be randomized.
0DD; font-weight: bold } /* Literal.Number.Oct */
.highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */
.highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */
.highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */
.highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */
.highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */
.highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */
.highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */
.highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */
.highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */
.highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */
.highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */
.highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */
.highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */
.highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */
.highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */
.highlight .vc { color: #336699 } /* Name.Variable.Class */
.highlight .vg { color: #dd7700 } /* Name.Variable.Global */
.highlight .vi { color: #3333bb } /* Name.Variable.Instance */
.highlight .vm { color: #336699 } /* Name.Variable.Magic */
.highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */connections {
from_room: "Entry"
to_room: "Main Area"
door { name: "Front Door" }
}
connections {
from_room: "Main Area"
to_room: "Stormy Entrance"
door { name: "Stormy Entrance" }
}
connections {
from_room: "Entry"
to_room: "Hide Room"
door { name: "Hidden Door" }
}
connections {
from_room: "Main Area"
to_room: "Mint Ending"
door { name: "Mint Ending Door" }
}
connections {
from_room: "Main Area"
to_room: "Entry Entrance"
door { name: "X1 Door" }
}
connections {
from_room: "Main Area"
to_room: "Unkempt Entrance"
door { name: "Unkempt Door" }
}
connections {
from_room: "Main Area"
to_room: "Partial Entrance"
door { name: "Partial Door" }
}
connections {
from_room: "Main Area"
to_room: "White Ending"
door { name: "White Ending Door" }
}
connections {
from_room: "Main Area"
to_room: "Repetitive Entrance"
door { name: "Repetitive Entrance" }
}
connections {
from_room: "Main Area"
to_room: "Perceptive Entrance"
door { name: "Perceptive From Outside" }
}
connections {
from_room: "Main Area"
to_room: "Perceptive Entrance"
door { name: "Perceptive From Inside" }
}
connections {
from_room: "Main Area"
to_room: "Ancient Entrance"
door { name: "Ancient Entrance" }
}
connections {
from_room: "Main Area"
to_room: "Between Entrance"
door { name: "Between Door" }
}
connections {
from_room: "Main Area"
to_room: "Desert Room"
door { name: "Desert Door" }
}
connections {
from_room: "Main Area"
to_room: "Shop Entrance"
door { name: "Shop Door" }
}
connections {
from_room: "Main Area"
to_room: "Tenacious Entrance"
door { name: "Tenacious Door" }
}
connections {
from_room: "Main Area"
to_room: "Unyielding Entrance"
door { name: "Unyielding Door" }
}
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