about summary refs log tree commit diff stats
path: root/data/maps/control_center/doors.txtpb
blob: 08476a75989b2a5038d9bd97cf96529823c57fe1 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
doors {
  name: "Front Door"
  type: STANDARD
  receivers: "Components/Doors/entry_1"
  panels { room: "Entry" name: "HELLO" }
  location_room: "Entry"
}
doors {
  name: "Stormy Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_13"
  panels { room: "Hide Room" name: "HIDE" }
  location_room: "Hide Room"
}
doors {
  name: "Hidden Door"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "h" }
  keyholders { room: "Main Area" name: "2" key: "i" }
  keyholders { room: "Main Area" name: "3" key: "d" }
  keyholders { room: "Main Area" name: "4" key: "e" }
}
doors {
  name: "Mint Ending Door"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "e" }
  keyholders { room: "Main Area" name: "2" key: "x" }
  keyholders { room: "Main Area" name: "3" key: "i" }
  keyholders { room: "Main Area" name: "4" key: "t" }
}
doors {
  name: "Relentless Left Door"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "l" }
  keyholders { room: "Main Area" name: "2" key: "e" }
  keyholders { room: "Main Area" name: "3" key: "f" }
  keyholders { room: "Main Area" name: "4" key: "t" }
}
doors {
  name: "Relentless Shop Door"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "s" }
  keyholders { room: "Main Area" name: "2" key: "h" }
  keyholders { room: "Main Area" name: "3" key: "o" }
  keyholders { room: "Main Area" name: "4" key: "p" }
}
doors {
  name: "Relentless Turn Door"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "t" }
  keyholders { room: "Main Area" name: "2" key: "u" }
  keyholders { room: "Main Area" name: "3" key: "r" }
  keyholders { room: "Main Area" name: "4" key: "n" }
}
doors {
  name: "X1 Door"
  type: STANDARD
  receivers: "Components/Doors/entry_3"
  panels { room: "Entry Entrance" name: "ENTRY" }
  location_room: "Entry Entrance"
}
doors {
  name: "Unkempt Door"
  type: STANDARD
  receivers: "Components/Doors/entry_4"
  panels { room: "Unkempt Entrance" name: "RETURN" }
  location_room: "Unkempt Entrance"
}
doors {
  name: "Partial Door"
  type: STANDARD
  receivers: "Components/Doors/entry_5"
  panels { room: "Partial Entrance" name: "PARTIAL" }
  location_room: "Partial Entrance"
}
doors {
  name: "Link Blocker"
  type: EVENT
  panels { room: "Unkempt Entrance" name: "RETURN" }
  panels { room: "Partial Entrance" name: "PARTIAL" }
  panels { room: "Shop Entrance" name: "HOPS" }
  panels { room: "Tenacious Entrance" name: "HERO" }
}
doors {
  name: "White Ending Door"
  type: EVENT
  # This is the only time a door depends on endings. However, it's nice to do it
  # this way instead of just checking for ending room access because this lets
  # us use events, which makes the playthrough more readable.
  endings: "MINT"
  endings: "ORANGE"
  endings: "GREEN"
  endings: "GRAY"
  endings: "PLUM"
  endings: "YELLOW"
  endings: "GOLD"
  endings: "BLACK"
  endings: "CYAN"
  endings: "PURPLE"
  endings: "RED"
  endings: "BLUE"
}
doors {
  name: "Repetitive Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_7"
  keyholders { room: "Main Area" name: "1" key: "m" }
  keyholders { room: "Main Area" name: "2" key: "o" }
  keyholders { room: "Main Area" name: "3" key: "r" }
  keyholders { room: "Main Area" name: "4" key: "e" }
  location_room: "Main Area"
  location_name: "Keyword MORE"
}
doors {
  name: "Perceptive From Outside"
  type: EVENT
  keyholders { room: "Main Area" name: "1" key: "p" }
  keyholders { room: "Main Area" name: "2" key: "a" }
  keyholders { room: "Main Area" name: "3" key: "r" }
  keyholders { room: "Main Area" name: "4" key: "t" }
}
doors {
  name: "Perceptive From Inside"
  type: EVENT
  panels { room: "Perceptive Entrance" name: "PART" }
}
doors {
  name: "Ancient Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_20"
  keyholders { room: "Main Area" name: "1" key: "z" }
  keyholders { room: "Main Area" name: "2" key: "e" }
  keyholders { room: "Main Area" name: "3" key: "r" }
  keyholders { room: "Main Area" name: "4" key: "o" }
  location_room: "Main Area"
  location_name: "Keyword ZERO"
}
doors {
  name: "Between Door"
  type: STANDARD
  receivers: "Components/Doors/entry_8"
  panels { room: "Between Entrance" name: "RIGHT" }
  location_room: "Between Entrance"
}
doors {
  name: "Desert Door"
  type: STANDARD
  receivers: "Components/Doors/entry_9"
  panels { room: "Desert Room" name: "LESS" }
  location_room: "Desert Room"
}
doors {
  name: "Shop Door"
  type: STANDARD
  receivers: "Components/Doors/entry_23"
  panels { room: "Shop Entrance" name: "HOPS" }
  location_room: "Shop Entrance"
}
doors {
  name: "Tenacious Door"
  type: STANDARD
  receivers: "Components/Doors/entry_24"
  panels { room: "Tenacious Entrance" name: "HERO" }
  location_room: "Tenacious Entrance"
}
doors {
  name: "Unyielding Door"
  type: STANDARD
  receivers: "Components/Doors/entry_11"
  panels { room: "Unyielding Entrance" name: "SEEK" }
  location_room: "Unyielding Entrance"
}
d.Declaration */ .highlight .kn { color: #008800; font-weight: bold } /* Keyword.Namespace */ .highlight .kp { color: #008800 } /* Keyword.Pseudo */ .highlight .kr { color: #008800; font-weight: bold } /* Keyword.Reserved */ .highlight .kt { color: #888888; font-weight: bold } /* Keyword.Type */ .highlight .m { color: #0000DD; font-weight: bold } /* Literal.Number */ .highlight .s { color: #dd2200; background-color: #fff0f0 } /* Literal.String */ .highlight .na { color: #336699 } /* Name.Attribute */ .highlight .nb { color: #003388 } /* Name.Builtin */ .highlight .nc { color: #bb0066; font-weight: bold } /* Name.Class */ .highlight .no { color: #003366; font-weight: bold } /* Name.Constant */ .highlight .nd { color: #555555 } /* Name.Decorator */ .highlight .ne { color: #bb0066; font-weight: bold } /* Name.Exception */ .highlight .nf { color: #0066bb; font-weight: bold } /* Name.Function */ .highlight .nl { color: #336699; font-style: italic } /* Name.Label */ .highlight .nn { color: #bb0066; font-weight: bold } /* Name.Namespace */ .highlight .py { color: #336699; font-weight: bold } /* Name.Property */ .highlight .nt { color: #bb0066; font-weight: bold } /* Name.Tag */ .highlight .nv { color: #336699 } /* Name.Variable */ .highlight .ow { color: #008800 } /* Operator.Word */ .highlight .w { color: #bbbbbb } /* Text.Whitespace */ .highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */ .highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */ .highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */ .highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */ .highlight .mo { color: #0000DD; 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 */
# The following doors open after solving the puzzles on both sides of the door,
# and thus they don't impact logic:
# - Secret Doors/northwest_1
# - Secret Doors/northwest_5
# - Secret Doors/northeast_4
# - Secret Doors/northeast_3
# - Secret Doors/northeast_5 (assuming the adjacent door is vanilla)
# - Secret Doors/northeast_8
# - Secret Doors/northeast_9
# - Secret Doors/northeast_15
# - Secret Doors/northeast_10
# - Secret Doors/northeast_11
# - Secret Doors/northwest_9
# - Secret Doors/northeast_2
# - Secret Doors/southwest_2
# - Secret Doors/southwest_3
# - Secret Doors/southwest_7
# - Secret Doors/southwest_8
# - Secret Doors/southwest_11
# - Secret Doors/southwest_19
# - Secret Doors/southwest_12 (assuming Discovery Room entrances are vanilla)
# - Secret Doors/southwest_15
# - Secret Doors/southwest_14
# - Secret Doors/southeast_2
doors {
  name: "Yellow Room Left Door"
  type: EVENT
  panels { room: "Central Connected Area" name: "HEROINE" }
  panels { room: "Central Connected Area" name: "KNIGHT" }
  panels { room: "Central Connected Area" name: "HATCHLING" }
  panels { room: "Central Connected Area" name: "WALTZ" }
}
doors {
  name: "Yellow Room Right Door"
  type: EVENT
  panels { room: "Central Connected Area" name: "NIGHTMARE" }
  panels { room: "Central Connected Area" name: "ESCAPE" }
  panels { room: "Central Connected Area" name: "HID" }
  panels { room: "Central Connected Area" name: "SEEK" }
}
doors {
  name: "Yellow Room Puzzles"
  type: LOCATION_ONLY
  panels { room: "Central Connected Area" name: "HEROINE" }
  panels { room: "Central Connected Area" name: "KNIGHT" }
  panels { room: "Central Connected Area" name: "HATCHLING" }
  panels { room: "Central Connected Area" name: "WALTZ" }
  panels { room: "Central Connected Area" name: "NIGHTMARE" }
  panels { room: "Central Connected Area" name: "ESCAPE" }
  panels { room: "Central Connected Area" name: "HID" }
  panels { room: "Central Connected Area" name: "SEEK" }
  panels { room: "Central Connected Area" name: "EWE" }
  panels { room: "Central Connected Area" name: "WILL" }
  panels { room: "Central Connected Area" name: "SHORE" }
  panels { room: "Central Connected Area" name: "GOT" }
  panels { room: "Central Connected Area" name: "LESS" }
  location_room: "Central Connected Area"
}
doors {
  name: "Northwest Corner Exit"
  type: EVENT
  panels { room: "White Corners" name: "ARCH" }
}
doors {
  name: "Northwest Corner Behind"
  type: EVENT
  panels { room: "White Corners" name: "ARCH" }
}
doors {
  name: "Missing 2 Blocker"
  type: EVENT
  panels { room: "Missing 1" name: "SING" }
}
doors {
  name: "Triplet Blocker"
  type: EVENT
  panels { room: "Missing 2" name: "MISS" }
}
doors {
  name: "Daisy Alcove"
  type: EVENT
  panels { room: "Central Connected Area" name: "DAY" }
}
doors {
  name: "Missing 3 Blocker"
  type: EVENT
  panels { room: "Triplet Room" name: "ICE" }
  panels { room: "Triplet Room" name: "FILM" }
  panels { room: "Triplet Room" name: "ICE FILM" }
}
doors {
  name: "Northwest 6"
  type: EVENT
  # This technically does impact logic. It connects four rooms (Yellow Left,
  # Northwest Room, Jay Painting, and Star Rooms), but only panels from Star
  # Rooms and Northwest Room are needed to open it.
  panels { room: "Star Rooms" name: "BACK" }
  panels { room: "Northwest Room" name: "SEE" }
  panels { room: "Northwest Room" name: "ONES" }
  panels { room: "Northwest Room" name: "TIC" }
  panels { room: "Northwest Room" name: "RAT" }
  panels { room: "Northwest Room" name: "DATE" }
  panels { room: "Northwest Room" name: "DUG" }
  panels { room: "Northwest Room" name: "NONE" }
  panels { room: "Northwest Room" name: "HER" }
  panels { room: "Northwest Room" name: "DAM" }
}
doors {
  name: "Plaza Entrance Blocker"
  type: EVENT
  panels { room: "Plaza Entrance" name: "GEE" }
}
doors {
  name: "Southeast Room Circlet"
  type: EVENT
  panels { room: "Directions Room" name: "ABS" }
  panels { room: "Directions Room" name: "AM" }
  panels { room: "Directions Room" name: "LINGO" }
  panels { room: "Directions Room" name: "ATE" }
  panels { room: "Directions Room" name: "LUTE" }
  panels { room: "Directions Room" name: "FAN" }
  panels { room: "Directions Room" name: "BOLT" }
  panels { room: "Directions Room" name: "DUPE" }
  panels { room: "Directions Room" name: "LICE" }
  panels { room: "Directions Room" name: "FIND" }
  panels { room: "Directions Room" name: "REDS" }
  panels { room: "Directions Room" name: "END" }
  panels { room: "Directions Room" name: "RING" }
  panels { room: "Directions Room" name: "AFT" }
  panels { room: "Directions Room" name: "PANT" }
  panels { room: "Directions Room" name: "TIN" }
  panels { room: "Directions Room" name: "HAM" }
  panels { room: "Directions Room" name: "ATOM" }
}
doors {
  name: "Southeast Room 1"
  type: LOCATION_ONLY
  panels { room: "Directions Room" name: "ABS" }
  panels { room: "Directions Room" name: "AM" }
  panels { room: "Directions Room" name: "LINGO" }
  panels { room: "Directions Room" name: "ATE" }
  panels { room: "Directions Room" name: "LUTE" }
  panels { room: "Directions Room" name: "FAN" }
  panels { room: "Directions Room" name: "BOLT" }
  panels { room: "Directions Room" name: "DUPE" }
  panels { room: "Directions Room" name: "LICE" }
  location_room: "Directions Room"
}
doors {
  name: "Southeast Room 2"
  type: LOCATION_ONLY
  panels { room: "Directions Room" name: "FIND" }
  panels { room: "Directions Room" name: "REDS" }
  panels { room: "Directions Room" name: "END" }
  panels { room: "Directions Room" name: "RING" }
  panels { room: "Directions Room" name: "AFT" }
  panels { room: "Directions Room" name: "PANT" }
  panels { room: "Directions Room" name: "TIN" }
  panels { room: "Directions Room" name: "HAM" }
  panels { room: "Directions Room" name: "ATOM" }
  location_room: "Directions Room"
}
doors {
  name: "Red Eyes Blocker"
  type: EVENT
  panels { room: "Missing 3" name: "SIN" }
}
doors {
  name: "Blue Eyes Blocker"
  type: EVENT
  panels { room: "Missing 3" name: "SIN" }
}
doors {
  name: "East Room 1 Entrance"
  type: LOCATION_ONLY
  panels { room: "Central Connected Area" name: "PUNK" }
  panels { room: "Central Connected Area" name: "WILY" }
  panels { room: "Central Connected Area" name: "FUN (1)" }
  panels { room: "Central Connected Area" name: "DEUS" }
  panels { room: "Central Connected Area" name: "WIZ" }
  panels { room: "Central Connected Area" name: "HIM" }
  panels { room: "Central Connected Area" name: "WARD" }
  panels { room: "Central Connected Area" name: "CHIN" }
  panels { room: "Central Connected Area" name: "DING" }
  location_room: "Central Connected Area"
}
doors {
  name: "Orange Alcove"
  type: EVENT
  panels { room: "Central Connected Area" name: "RANGE" }
}
doors {
  name: "Gray Alcove"
  type: EVENT
  panels { room: "Central Connected Area" name: "HAD" }
  panels { room: "Central Connected Area" name: "SOW" }
  panels { room: "Central Connected Area" name: "ARK" }
  panels { room: "Central Connected Area" name: "MET" }
}
doors {
  name: "Black Alcove"
  panels { room: "Star Rooms" name: "TURN" }
  panels { room: "Central Connected Area" name: "HAD" }
  panels { room: "Central Connected Area" name: "SOW" }
  panels { room: "Central Connected Area" name: "ARK" }
  panels { room: "Central Connected Area" name: "MET" }
}
doors {
  name: "Hero Room Entrance"
  type: LOCATION_ONLY
  panels { room: "Northeast Room 1" name: "HAT" }
  panels { room: "Northeast Room 1" name: "CON" }
  panels { room: "Northeast Room 1" name: "LEND" }
  panels { room: "Northeast Room 1" name: "ALE" }
  panels { room: "Northeast Room 1" name: "SIDE" }
  panels { room: "Northeast Room 1" name: "SIT" }
  panels { room: "Northeast Room 1" name: "ATE" }
  panels { room: "Northeast Room 1" name: "CAR" }
  panels { room: "Northeast Room 1" name: "SIR" }
  location_room: "Northeast Room 1"
}
doors {
  name: "Northeast Corner Behind"
  type: EVENT
  panels { room: "Northeast Room 1" name: "HAT" }
  panels { room: "Northeast Room 1" name: "CON" }
  panels { room: "Northeast Room 1" name: "LEND" }
  panels { room: "Northeast Room 1" name: "ALE" }
  panels { room: "Northeast Room 1" name: "SIDE" }
  panels { room: "Northeast Room 1" name: "SIT" }
  panels { room: "Northeast Room 1" name: "ATE" }
  panels { room: "Northeast Room 1" name: "CAR" }
  panels { room: "Northeast Room 1" name: "SIR" }
}
doors {
  name: "Jay Painting"
  type: LOCATION_ONLY
  panels { room: "Northwest Room" name: "SEE" }
  panels { room: "Northwest Room" name: "ONES" }
  panels { room: "Northwest Room" name: "TIC" }
  panels { room: "Northwest Room" name: "RAT" }
  panels { room: "Northwest Room" name: "DATE" }
  panels { room: "Northwest Room" name: "DUG" }
  panels { room: "Northwest Room" name: "NONE" }
  panels { room: "Northwest Room" name: "HER" }
  panels { room: "Northwest Room" name: "DAM" }
  location_room: "Northwest Room"
}
doors {
  name: "Cyan Alcove"
  type: EVENT
  panels { room: "Star Rooms" name: "CYANIDE" }
}
doors {
  name: "Northeast Room 1 Entrance"
  type: EVENT
  panels { room: "White Corners" name: "ZERO" }
}
doors {
  name: "Southwest Room 3 Entrance"
  type: EVENT
  panels { room: "White Corners" name: "WHEN" }
}
doors {
  name: "Southwest Corner Behind"
  type: LOCATION_ONLY
  panels { room: "Southwest Room 3" name: "RING" }
  panels { room: "Southwest Room 3" name: "MINE" }
  panels { room: "Southwest Room 3" name: "PAL" }
  panels { room: "Southwest Room 3" name: "PIT" }
  panels { room: "Southwest Room 3" name: "AGE" }
  panels { room: "Southwest Room 3" name: "MAZE" }
  panels { room: "Southwest Room 3" name: "URN" }
  panels { room: "Southwest Room 3" name: "HOST" }
  panels { room: "Southwest Room 3" name: "MUG" }
  location_room: "Southwest Room 3"
}
doors {
  name: "Southwest Room 2 Entrance"
  type: EVENT
  panels { room: "Missing 1" name: "SING" }
}
doors {
  name: "Brown Alcove"
  type: LOCATION_ONLY
  panels { room: "Southwest Room 2" name: "RAT" }
  panels { room: "Southwest Room 2" name: "EGO" }
  panels { room: "Southwest Room 2" name: "FIT" }
  panels { room: "Southwest Room 2" name: "GORY" }
  panels { room: "Southwest Room 2" name: "NINE" }
  panels { room: "Southwest Room 2" name: "RAIL" }
  panels { room: "Southwest Room 2" name: "CAT" }
  panels { room: "Southwest Room 2" name: "ION" }
  panels { room: "Southwest Room 2" name: "INN" }
  location_room: "Southwest Room 2"
}
doors {
  name: "Southwest 4"
  type: EVENT
  # This technically does impact logic. It connects four rooms (Southwest Room,
  # Southwest Room 3, Star Rooms, and Central Connected Area), but panels from
  # Central Connected Area are not required to open it.
  panels { room: "Star Rooms" name: "CYANIDE" }
  panels { room: "Southwest Room" name: "MAN" }
  panels { room: "Southwest Room" name: "ATE" }
  panels { room: "Southwest Room" name: "RAT (1)" }
  panels { room: "Southwest Room" name: "SON" }
  panels { room: "Southwest Room" name: "THEN" }
  panels { room: "Southwest Room" name: "RAT (2)" }
  panels { room: "Southwest Room" name: "TON" }
  panels { room: "Southwest Room" name: "SEA" }
  panels { room: "Southwest Room" name: "SEAL" }
  panels { room: "Southwest Room 3" name: "RING" }
  panels { room: "Southwest Room 3" name: "MINE" }
  panels { room: "Southwest Room 3" name: "PAL" }
  panels { room: "Southwest Room 3" name: "PIT" }
  panels { room: "Southwest Room 3" name: "AGE" }
  panels { room: "Southwest Room 3" name: "MAZE" }
  panels { room: "Southwest Room 3" name: "URN" }
  panels { room: "Southwest Room 3" name: "HOST" }
  panels { room: "Southwest Room 3" name: "MUG" }
}
doors {
  name: "Southwest Room"
  type: LOCATION_ONLY
  panels { room: "Southwest Room" name: "MAN" }
  panels { room: "Southwest Room" name: "ATE" }
  panels { room: "Southwest Room" name: "RAT (1)" }
  panels { room: "Southwest Room" name: "SON" }
  panels { room: "Southwest Room" name: "THEN" }
  panels { room: "Southwest Room" name: "RAT (2)" }
  panels { room: "Southwest Room" name: "TON" }
  panels { room: "Southwest Room" name: "SEA" }
  panels { room: "Southwest Room" name: "SEAL" }
  location_room: "Southwest Room"
}
doors {
  name: "Missing 1 Blocker"
  type: EVENT
  panels { room: "Southwest Room" name: "MAN" }
  panels { room: "Southwest Room" name: "ATE" }
  panels { room: "Southwest Room" name: "RAT (1)" }
  panels { room: "Southwest Room" name: "SON" }
  panels { room: "Southwest Room" name: "THEN" }
  panels { room: "Southwest Room" name: "RAT (2)" }
  panels { room: "Southwest Room" name: "TON" }
  panels { room: "Southwest Room" name: "SEA" }
  panels { room: "Southwest Room" name: "SEAL" }
  panels { room: "Discovery Room" name: "INDUCE" }
  panels { room: "Discovery Room" name: "OVER" }
  panels { room: "Discovery Room" name: "DICEY" }
  panels { room: "Discovery Room" name: "TROD" }
}
doors {
  name: "Discovery Room Entrance"
  type: EVENT
  panels { room: "Directions Room" name: "EAT" }
  panels { room: "Directions Room" name: "NOT" }
  panels { room: "Directions Room" name: "OUT" }
  panels { room: "Directions Room" name: "WET" }
}
doors {
  name: "Star Rooms West Entrance"
  type: EVENT
  panels { room: "Central Connected Area" name: "ALE" }
  panels { room: "Central Connected Area" name: "ACE" }
  panels { room: "Central Connected Area" name: "JET" }
  panels { room: "Central Connected Area" name: "MORE" }
  panels { room: "Central Connected Area" name: "FUN (2)" }
  panels { room: "Central Connected Area" name: "LOW" }
  panels { room: "Central Connected Area" name: "FOR" }
  panels { room: "Central Connected Area" name: "RED" }
}
doors {
  name: "Star Rooms South Entrance"
  type: EVENT
  panels { room: "Brown Alcove" name: "BROW" }
  panels { room: "Gray Alcove" name: "GRAVELY" }
  panels { room: "Central Connected Area" name: "BURROWING" }
  panels { room: "Central Connected Area" name: "RAY" }
}
doors {
  name: "Star Rooms North Entrance"
  type: EVENT
  panels { room: "Central Connected Area" name: "ALMOND" }
  panels { room: "Cyan Alcove" name: "CAN" }
}
doors {
  name: "Star Rooms East Entrance"
  type: EVENT
  panels { room: "Black Alcove" name: "LACK" }
  panels { room: "Orange Alcove" name: "ON" }
  panels { room: "Star Rooms" name: "BACK" }
  panels { room: "Central Connected Area" name: "RANGE" }
}
doors {
  name: "Northwest Room Entrance"
  type: EVENT
  panels { room: "Missing 1" name: "SING" }
}
doors {
  name: "South Left Painting"
  type: LOCATION_ONLY
  panels { room: "Central Connected Area" name: "SOY" }
  panels { room: "Central Connected Area" name: "RIM" }
  panels { room: "Central Connected Area" name: "GRACE" }
  panels { room: "Central Connected Area" name: "ICE" }
  panels { room: "Central Connected Area" name: "EON" }
  panels { room: "Central Connected Area" name: "SIT" }
  panels { room: "Central Connected Area" name: "CITY" }
  panels { room: "Central Connected Area" name: "SON (1)" }
  panels { room: "Central Connected Area" name: "URGE" }
  location_room: "Central Connected Area"
}
doors {
  name: "South Right Painting"
  type: EVENT
  panels { room: "Central Connected Area" name: "SOY" }
  panels { room: "Central Connected Area" name: "RIM" }
  panels { room: "Central Connected Area" name: "GRACE" }
  panels { room: "Central Connected Area" name: "ICE" }
  panels { room: "Central Connected Area" name: "EON" }
  panels { room: "Central Connected Area" name: "SIT" }
  panels { room: "Central Connected Area" name: "CITY" }
  panels { room: "Central Connected Area" name: "SON (1)" }
  panels { room: "Central Connected Area" name: "URGE" }
}
doors {
  name: "Southwest 6"
  type: EVENT
  # This is an alternate entrance to Discovery Room.
  panels { room: "Southwest Room" name: "MAN" }
  panels { room: "Southwest Room" name: "ATE" }
  panels { room: "Southwest Room" name: "RAT (1)" }
  panels { room: "Southwest Room" name: "SON" }
  panels { room: "Southwest Room" name: "THEN" }
  panels { room: "Southwest Room" name: "RAT (2)" }
  panels { room: "Southwest Room" name: "TON" }
  panels { room: "Southwest Room" name: "SEA" }
  panels { room: "Southwest Room" name: "SEAL" }
  panels { room: "Central Connected Area" name: "ALE" }
  panels { room: "Central Connected Area" name: "ACE" }
  panels { room: "Central Connected Area" name: "JET" }
  panels { room: "Central Connected Area" name: "MORE" }
}
doors {
  name: "Southeast Corner Exit"
  type: EVENT
  panels { room: "White Corners" name: "DAM" }
}
doors {
  name: "Mastery"
  type: EVENT
  panels { room: "Red Eyes" name: "RED EYES" }
  panels { room: "Blue Eyes" name: "BLUE EYES" }
}
doors {
  name: "Digital Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_1"
  panels { room: "Digital Entrance" name: "ORANGE" }
  location_room: "Digital Entrance"
}
doors {
  name: "Nuanced Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_2"
  panels { room: "Yellow Left" name: "SICKNESS" }
  location_room: "Yellow Left"
}
doors {
  name: "Bearer Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_5"
  panels { room: "Yellow Right" name: "HEALTH" }
  location_room: "Yellow Right"
}
doors {
  name: "Cyan Doors"
  type: EVENT
  switches: "double_letters"
}