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path: root/data/maps/four_rooms/rooms/Synonyms Room.txtpb
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name: "Synonyms Room"
panels {
  name: "MINUTE"
  path: "Panels/Room 3 Synonyms/entry_1"
  clue: "minute"
  answer: "tiny"
  symbols: SUN
}
panels {
  name: "ADORE"
  path: "Panels/Room 3 Synonyms/entry_2"
  clue: "adore"
  answer: "love"
  symbols: SUN
}
panels {
  name: "MASSIVE"
  path: "Panels/Room 3 Synonyms/entry_3"
  clue: "massive"
  answer: "huge"
  symbols: SUN
}
panels {
  name: "FRIGHT"
  path: "Panels/Room 3 Synonyms/entry_4"
  clue: "fright"
  answer: "fear"
  symbols: SUN
}
panels {
  name: "SURPASS"
  path: "Panels/Room 3 Synonyms/entry_5"
  clue: "surpass"
  answer: "best"
  symbols: SUN
}
panels {
  name: "VERSE"
  path: "Panels/Room 3 Synonyms/entry_6"
  clue: "verse"
  answer: "poetry"
  symbols: SUN
}
panels {
  name: "SERIOUS"
  path: "Panels/Room 3 Synonyms/entry_7"
  clue: "serious"
  answer: "grave"
  symbols: SUN
}
panels {
  name: "FURY"
  path: "Panels/Room 3 Synonyms/entry_8"
  clue: "fury"
  answer: "rage"
  symbols: SUN
}
ports {
  name: "ENTRY"
  path: "Components/Warps/worldport3"
  orientation: "south"
}
quot;p" } } doors { name: "L Entered" type: EVENT # It does this in vanilla, but I'm specifying it so that the Control Center # Entrance door doesn't override it. receivers: "Components/Doors/controlDoor" keyholders { room: "Obverse Side" name: "L" key: "l" } } doors { name: "Control Center Entrance" type: LOCATION_ONLY #receivers: "Components/Doors/controlDoor" panels { room: "Control Center Entrance" name: "RETURN" } location_room: "Control Center Entrance" } doors { name: "F Door" type: STANDARD receivers: "Components/Doors/f_enterer" panels { room: "Reverse Side" name: "BRO" } panels { room: "Reverse Side" name: "FOUR" } panels { room: "Reverse Side" name: "FINCH" } panels { room: "Reverse Side" name: "CLOD" } location_room: "Reverse Side" } doors { name: "Giant F" type: EVENT doors { name: "F Door" } keyholders { room: "Obverse Side" name: "L" key: "p" } }