doors { name: "Snake Room First Door" type: EVENT panels { room: "Snake Room" name: "HISS" answer: "cat" } } doors { name: "Snake Room Second Door" type: EVENT panels { room: "Snake Room" name: "SQUEAK" answer: "bat" } } doors { name: "Snake Room Third Door" type: EVENT panels { room: "Snake Room" name: "SQUEAK" answer: "bat" } panels { room: "Snake Room" name: "BUZZ" answer: "fly" } } doors { name: "West Sticks And Stones Door" type: EVENT panels { room: "West Castle Area" name: "SKELETON" } } doors { name: "Castle West Hider" type: EVENT panels { room: "West Castle Area" name: "SONG (1)" } panels { room: "West Castle Area" name: "FACE" } } doors { name: "Castle South Hider" type: EVENT panels { room: "South Castle Area" name: "AN" } panels { room: "South Castle Area" name: "OFFER" } panels { room: "South Castle Area" name: "VILLAGE" } panels { room: "South Castle Area" name: "BEFORE" } panels { room: "South Castle Area" name: "LAIR" } } doors { name: "Southwest Sticks And Stones Door" type: EVENT panels { room: "Globe Room" name: "TICK" answer: "sticks" } panels { room: "Globe Room" name: "TONE" answer: "stones" } panels { room: "Globe Room" name: "BONE" } } doors { name: "Castle North Hider" type: EVENT panels { room: "North Castle Area" name: "A" } panels { room: "North Castle Area" name: "SUMMER" } panels { room: "North Castle Area" name: "PLACE" } } doors { name: "Pyramid 3 Door" type: EVENT panels { room: "Pyramid Entry" name: "TREE" } } doors { name: "Pyramid 6 Door" type: EVENT panels { room: "Pyramid 7" name: "ARTIST" } } doors { name: "Pyramid 8 Left Door" type: EVENT panels { room: "Pyramid 5" name: "ROYAL" } } doors { name: "Pyramid 8 Bottom Door" type: EVENT panels { room: "Pyramid 4" name: "CAT" } } doors { name: "Pyramid 7 Door" type: EVENT panels { room: "Pyramid Entry" name: "SHAPE" } } doors { name: "Pyramid 4 Door" type: EVENT panels { room: "Pyramid 3" name: "VEHICLE" } } doors { name: "Pyramid 5 Door" type: EVENT panels { room: "Pyramid 6" name: "TEA" } } doors { name: "Pyramid Second Floor Door" type: EVENT panels { room: "Pyramid 8" name: "INSTRUMENT" } panels { room: "Pyramid 5" name: "ROYAL" } } doors { name: "Pyramid Third Floor Door" type: EVENT panels { room: "Outside Pyramid" name: "PEER" } panels { room: "Outside Pyramid" name: "AMID" } panels { room: "Pyramid Entry" name: "TREE" } panels { room: "Pyramid Entry" name: "SHAPE" } panels { room: "Pyramid 3" name: "VEHICLE" } panels { room: "Pyramid 4" name: "CAT" } panels { room: "Pyramid 5" name: "ROYAL" } panels { room: "Pyramid 6" name: "TEA" } panels { room: "Pyramid 7" name: "ARTIST" } panels { room: "Pyramid 8" name: "INSTRUMENT" } panels { room: "Pyramid Second Floor" name: "TOOL" } panels { room: "Pyramid Second Floor" name: "SODA" } panels { room: "Pyramid Second Floor" name: "ORGAN" } panels { room: "Pyramid Second Floor" name: "DIAMOND" } panels { room: "Pyramid Second Floor" name: "INSTRUMENT" } panels { room: "Pyramid Second Floor" name: "BEVERAGE" } } doors { name: "Pyramid 9 Blocker" type: EVENT panels { room: "Pyramid Second Floor" name: "TOOL" } panels { room: "Pyramid Second Floor" name: "SODA" } panels { room: "Pyramid Second Floor" name: "ORGAN" } } doors { name: "Pyramid 14 Blocker" type: EVENT panels { room: "Pyramid Second Floor" name: "SODA" } } doors { name: "Pyramid 13 Blocker" type: EVENT panels { room: "Pyramid Second Floor" name: "ORGAN" } } doors { name: "Castle Flipper" type: EVENT panels { room: "Castle" name: "REVERSE" } } doors { name: "Castle Hazel Stairs" # This is called "yellow" in-game... no way. type: EVENT panels { room: "Castle" name: "ONE (Hazel)" } panels { room: "Castle" name: "TWO (Hazel)" } panels { room: "Castle" name: "THREE (Hazel)" } panels { room: "Castle" name: "FOUR (Hazel)" } } doors { name: "Castle Maroon Stairs" type: EVENT panels { room: "Castle" name: "ONE (Maroon)" } panels { room: "Castle" name: "TWO (Maroon)" } panels { room: "Castle" name: "THREE (Maroon)" } panels { room: "Castle" name: "FOUR (Maroon)" } } doors { name: "Castle Green Stairs" type: EVENT panels { room: "Castle" name: "ONE (Green)" } panels { room: "Castle" name: "TWO (Green)" } panels { room: "Castle" name: "THREE (Green)" } panels { room: "Castle" name: "FOUR (Green)" } } doors { name: "Castle Blue Stairs" type: EVENT panels { room: "Castle" name: "ONE (Blue)" } panels { room: "Castle" name: "TWO (Blue)" } panels { room: "Castle" name: "THREE (Blue)" } panels { room: "Castle" name: "FOUR (Blue)" } } doors { name: "Castle Throne" type: EVENT panels { room: "Castle" name: "FIVE (Blue)" } panels { room: "Castle" name: "FIVE (Green)" } panels { room: "Castle" name: "FIVE (Maroon)" } panels { room: "Castle" name: "FIVE (Hazel)" } } doors { name: "Starting Room North Wall Center Door" type: STANDARD receivers: "Components/Doors/Entry/entry_1" panels { room: "Starting Room" name: "ENTRANCE" } location_room: "Starting Room" } doors { name: "Starting Room West Wall South Door" type: STANDARD receivers: "Components/Doors/Entry/entry_2" panels { room: "Welcome Back Exit" name: "WELCOME" } location_room: "Welcome Back Exit" } doors { name: "Welcome Back Secret Door" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_13" panels { room: "Welcome Back Area" name: "FAREWELL LITTLE LAMB" } panels { room: "West Spire" name: "BYE" } } doors { name: "Welcome Back Door" type: LOCATION_ONLY #receivers: "Components/Doors/Entry/entry_14" panels { room: "Welcome Back Area" name: "GREETINGS OLD FRIEND" } location_room: "Welcome Back Area" } # entry_3 is the door to SEAL, which we will ignore. doors { name: "Starting Room West Wall Center Door" type: STANDARD receivers: "Components/Doors/Entry/entry_4" panels { room: "Entry Shortcut" name: "WELCOME" } location_room: "Entry Shortcut" } doors { name: "Entry Shortcut Secret Exit" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_12" panels { room: "Entry Shortcut" name: "WELCOME" } panels { room: "West Spire" name: "CONCEALED" } } doors { name: "Starting Room West Wall North Door" type: STANDARD receivers: "Components/Doors/Entry/entry_5" panels { room: "West Spire" name: "CONCEALED" } location_room: "West Spire" } doors { name: "Starting Room East Wall Center Door" type: STANDARD receivers: "Components/Doors/Entry/entry_6" panels { room: "Rainbow Color Backside" name: "?" } location_room: "Rainbow Color Backside" } doors { name: "Starting Room East Wall North Door" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_7" panels { room: "Starting Room" name: "ENTRANCE" } panels { room: "Rainbow Color Backside" name: "?" } } doors { name: "Starting Room North Wall West Door" type: STANDARD receivers: "Components/Doors/Entry/entry_8" receivers: "Components/Doors/Entry/entry_16" panels { room: "Number Paintings Area" name: "TURN" } location_room: "Number Paintings Area" } doors { name: "Starting Room North Wall East Door" type: STANDARD receivers: "Components/Doors/Entry/entry_9" panels { room: "Yellow Color Door" name: "SPIN" } location_room: "Yellow Color Door" } doors { name: "Starting Room South Wall East Door" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_10" panels { room: "Outside Eye Temple" name: "Entrance" } } doors { name: "Temple of the Eyes Entrance" type: STANDARD receivers: "Components/Doors/Entry/entry_18" panels { room: "Outside Eye Temple" name: "Entrance" } location_room: "Outside Eye Temple" } doors { name: "Starting Room South Wall West Door" type: ITEM_ONLY receivers: "Components/Doors/Entry/entry_11" panels { room: "Outside Eye Temple" name: "Entrance" } } doors { name: "Eye Painting Exit" type: STANDARD receivers: "Components/Doors/Entry/entry_15" panels { room: "Eye Painting" name: "REVILED" } location_room: "Eye Painting" } doors { name: "Near Pyramid Gate" type: STANDARD receivers: "Components/Doors/Entry/gate_1" panels { room: "Number Paintings Area" name: "GOING" } location_room: "Number Paintings Area" } doors { name: "Black Hexes Door" type: STANDARD receivers: "Components/Doors/Entry/gate_3" panels { room: "Black Hex" name: "HIDE" } panels { room: "Black Hex" name: "ORDER" } panels { room: "Black Hex" name: "TOWER" } panels { room: "Black Hex" name: "MAZE" } panels { room: "Black Hex" name: "CLUES" } panels { room: "Black Hex" name: "SECRET" } location_room: "Black Hex" location_name: "Black Hex" } doors { name: "Splintering Exit Left Door" type: STANDARD receivers: "Components/Doors/Entry/gate_4" panels { room: "West Castle Area" name: "EVER" } panels { room: "West Castle Area" name: "AXES" } panels { room: "West Castle Area" name: "FLIP (1)" } panels { room: "West Castle Area" name: "SLOT" } location_room: "West Castle Area" } doors { name: "Splintering Exit Right Door" type: ITEM_ONLY receivers: "Components/Doors/Entry/gate_5" panels { room: "West Castle Area" name: "EVER" } panels { room: "West Castle Area" name: "AXES" } panels { room: "West Castle Area" name: "FLIP (1)" } panels { room: "West Castle Area" name: "SLOT" } } doors { name: "Z2 Room Back Exit" type: ITEM_ONLY receivers: "Components/Doors/Entry/gate_2" panels { room: "Z2 Room" name: "MICROSCOPE" } panels { room: "Z2 Room" name: "KEY" } panels { room: "Z2 Room" name: "HORSE" } panels { room: "Z2 Room" name: "CAR" } panels { room: "Z2 Room" name: "SOLSTICE" } panels { room: "Z2 Room" name: "EQUINE" } panels { room: "Z2 Room" name: "CHARGE" } panels { room: "Z2 Room" name: "MUST" } panels { room: "Z2 Room" name: "CAPE" } panels { room: "Z2 Room" name: "GLANCE" } panels { room: "Z2 Room" name: "JAR" } panels { room: "Z2 Room" name: "AGREEMENT" } panels { room: "Z2 Room" name: "VOYAGE" } panels { room: "Z2 Room" name: "INSECT" } panels { room: "Z2 Room" name: "EAGLE" } panels { room: "Z2 Room" name: "MAJESTIC" } panels { room: "Z2 Room" name: "RINGO" } panels { room: "Z2 Room" name: "POLICY" } panels { room: "Z2 Room" name: "DISCORD" } panels { room: "Z2 Room" name: "CAT" } complete_at: 10 } doors { name: "Z2 Prize" type: EVENT # theo_6, theo_7, theo_8, theo_9 panels { room: "Z2 Room" name: "MICROSCOPE" } panels { room: "Z2 Room" name: "KEY" } panels { room: "Z2 Room" name: "HORSE" } panels { room: "Z2 Room" name: "CAR" } panels { room: "Z2 Room" name: "SOLSTICE" } panels { room: "Z2 Room" name: "EQUINE" } panels { room: "Z2 Room" name: "CHARGE" } panels { room: "Z2 Room" name: "MUST" } panels { room: "Z2 Room" name: "CAPE" } panels { room: "Z2 Room" name: "GLANCE" } panels { room: "Z2 Room" name: "JAR" } panels { room: "Z2 Room" name: "AGREEMENT" } panels { room: "Z2 Room" name: "VOYAGE" } panels { room: "Z2 Room" name: "INSECT" } panels { room: "Z2 Room" name: "EAGLE" } panels { room: "Z2 Room" name: "MAJESTIC" } panels { room: "Z2 Room" name: "RINGO" } panels { room: "Z2 Room" name: "POLICY" } panels { room: "Z2 Room" name: "DISCORD" } panels { room: "Z2 Room" name: "CAT" } } doors { name: "Z2 Room Southwest Door" type: STANDARD receivers: "Components/Doors/Halls/theo_1" panels { room: "Z2 Room" name: "MICROSCOPE" } panels { room: "Z2 Room" name: "KEY" } panels { room: "Z2 Room" name: "HORSE" } panels { room: "Z2 Room" name: "CAR" } panels { room: "Z2 Room" name: "SOLSTICE" } panels { room: "Z2 Room" name: "EQUINE" } panels { room: "Z2 Room" name: "CHARGE" } panels { room: "Z2 Room" name: "MUST" } panels { room: "Z2 Room" name: "CAPE" } panels { room: "Z2 Room" name: "GLANCE" } location_room: "Z2 Room" location_name: "West Puzzles" } doors { name: "Z2 Room Northwest Door" type: ITEM_ONLY receivers: "Components/Doors/Halls/theo_2" panels { room: "Z2 Room" name: "MICROSCOPE" } panels { room: "Z2 Room" name: "KEY" } panels { room: "Z2 Room" name: "HORSE" } panels { room: "Z2 Room" name: "CAR" } panels { room: "Z2 Room" name: "SOLSTICE" } panels { room: "Z2 Room" name: "EQUINE" } panels { room: "Z2 Room" name: "CHARGE" } panels { room: "Z2 Room" name: "MUST" } panels { room: "Z2 Room" name: "CAPE" } panels { room: "Z2 Room" name: "GLANCE" } } doors { name: "Z2 Room Northeast Door" type: STANDARD receivers: "Components/Doors/Halls/theo_3" panels { room: "Z2 Room" name: "JAR" } panels { room: "Z2 Room" name: "AGREEMENT" } panels { room: "Z2 Room" name: "VOYAGE" } panels { room: "Z2 Room" name: "INSECT" } panels { room: "Z2 Room" name: "EAGLE" } panels { room: "Z2 Room" name: "MAJESTIC" } panels { room: "Z2 Room" name: "RINGO" } panels { room: "Z2 Room" name: "POLICY" } panels { room: "Z2 Room" name: "DISCORD" } panels { room: "Z2 Room" name: "CAT" } location_room: "Z2 Room" location_name: "East Puzzles" } doors { name: "Z2 Room Southeast Door" type: ITEM_ONLY receivers: "Components/Doors/Halls/theo_4" receivers: "Components/Doors/Halls/theo_5" panels { room: "Z2 Room" name: "JAR" } panels { room: "Z2 Room" name: "AGREEMENT" } panels { room: "Z2 Room" name: "VOYAGE" } panels { room: "Z2 Room" name: "INSECT" } panels { room: "Z2 Room" name: "EAGLE" } panels { room: "Z2 Room" name: "MAJESTIC" } panels { room: "Z2 Room" name: "RINGO" } panels { room: "Z2 Room" name: "POLICY" } panels { room: "Z2 Room" name: "DISCORD" } panels { room: "Z2 Room" name: "CAT" } } doors { name: "Coin Tower Part 1" type: LOCATION_ONLY panels { room: "Yellow Color Door" name: "Paintings" } location_room: "Yellow Color Door" } doors { name: "Coin Tower Part 2" type: EVENT panels { room: "Coin Tower" name: "RAIN" } } doors { name: "Purple SE Vestibule Blocker" type: EVENT #receivers: "Components/Doors/Purple Exterior/purple_3" #receivers: "Components/Doors/Purple Exterior/purple_4" panels { room: "Purple SE Vestibule" name: "RUN" } panels { room: "Purple SE Vestibule" name: "ROADS" } } doors { name: "Purple SW Vestibule Blocker" type: EVENT #receivers: "Components/Doors/Purple Exterior/purple_15" #receivers: "Components/Doors/Purple Exterior/purple_16" panels { room: "Purple SW Vestibule" name: "LETTERS" } panels { room: "Purple SW Vestibule" name: "INSCRIBE" } } doors { name: "Purple NW Vestibule Blocker" type: EVENT #receivers: "Components/Doors/Purple Exterior/purple_11" #receivers: "Components/Doors/Purple Exterior/purple_12" panels { room: "Purple NW Vestibule" name: "MESSAGES" } panels { room: "Purple NW Vestibule" name: "LOSE" } } doors { name: "Purple NE Vestibule Blocker" type: EVENT #receivers: "Components/Doors/Purple Exterior/purple_7" #receivers: "Components/Doors/Purple Exterior/purple_8" panels { room: "Outside House" name: "WALLS" } panels { room: "Outside House" name: "LOCK" } } doors { name: "Purple SE Vestibule" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_1" receivers: "Components/Doors/Purple Exterior/purple_2" panels { room: "Purple SE Vestibule" name: "RUN" } panels { room: "Purple SE Vestibule" name: "ROADS" } location_room: "Purple SE Vestibule" } doors { name: "Purple NE Vestibule" type: LOCATION_ONLY # This has no impact on logic because it's the same room on both sides. #receivers: "Components/Doors/Purple Exterior/purple_5" #receivers: "Components/Doors/Purple Exterior/purple_6" panels { room: "Outside House" name: "WALLS" } panels { room: "Outside House" name: "LOCK" } location_room: "Outside House" } doors { name: "Purple NW Vestibule" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_9" receivers: "Components/Doors/Purple Exterior/purple_10" panels { room: "Purple NW Vestibule" name: "MESSAGES" } panels { room: "Purple NW Vestibule" name: "LOSE" } location_room: "Purple NW Vestibule" } doors { name: "Purple SW Vestibule" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_13" receivers: "Components/Doors/Purple Exterior/purple_14" panels { room: "Purple SW Vestibule" name: "LETTERS" } panels { room: "Purple SW Vestibule" name: "INSCRIBE" } location_room: "Purple SW Vestibule" } doors { name: "Purple West Area North Door" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_17" panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } location_room: "Outside House" location_name: "West Purple Vestibules" } doors { name: "Purple West Area South Door" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_18" panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } } doors { name: "Godot Room Entrance" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_25" panels { room: "Purple Room South" name: "THESE" } } doors { name: "Godot Room Exit" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_26" panels { room: "Godot Room" name: "MOTORCYCLE" } panels { room: "Godot Room" name: "ME" } panels { room: "Godot Room" name: "PAWN" } panels { room: "Godot Room" name: "MANIPULATE" } panels { room: "Godot Room" name: "AUDIO" } panels { room: "Godot Room" name: "AIRPLANE" } panels { room: "Godot Room" name: "IDEA" } panels { room: "Godot Room" name: "TRAIN" } panels { room: "Godot Room" name: "RECORDING" } location_room: "Godot Room" location_name: "Godot Room" } doors { name: "Beehalls Intersection" type: EVENT # Unfortunately this has to be an event because the panels block the door # until solved. This means that the door can't give access to the three # entrances. It only blocks access to the fourth panel. panels { room: "After Bee Room" name: "GAS" } panels { room: "Outside House" name: "WHISPER" } panels { room: "Purple NW Vestibule" name: "SNOWMAN" } } doors { name: "Beehalls Panel" type: LOCATION_ONLY panels { room: "Beehalls Intersection" name: "CLOUDS" } location_room: "Beehalls Intersection" } doors { name: "Purple West Area West Door" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_27" panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } } doors { name: "Purple East Area South Door" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_19" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } location_room: "Outside House" location_name: "East Purple Vestibules" } doors { name: "Purple East Area North Door" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_20" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } } doors { name: "Purple Room North Entrance" type: STANDARD receivers: "Components/Doors/Purple Exterior/purple_21" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } location_room: "Outside House" location_name: "Purple Vestibules" } doors { name: "Purple Room South Entrance" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_22" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } } doors { name: "Purple Room West Entrance" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_23" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } } doors { name: "Purple Room East Entrance" type: ITEM_ONLY receivers: "Components/Doors/Purple Exterior/purple_24" panels { room: "Purple Room South" name: "ANY" } panels { room: "Outside House" name: "A" } panels { room: "Outside House" name: "BLITHELY" } panels { room: "Purple Room South" name: "THESE" } } doors { name: "Purple Room" type: LOCATION_ONLY panels { room: "Purple Room" name: "HOIST" } panels { room: "Purple Room" name: "CORE" } panels { room: "Purple Room" name: "FISH" } panels { room: "Purple Room" name: "ALLOW" } panels { room: "Purple Room" name: "BIRD" } panels { room: "Purple Room" name: "HONK" } panels { room: "Purple Room" name: "APE" } panels { room: "Purple Room" name: "APATHY" } location_room: "Purple Room" location_name: "Puzzles" } doors { name: "Hedges Tower" type: LOCATION_ONLY # TODO: Not making this an item right now in order to force the player to # solve the puzzles in order to enter The Tenacious. In the future, I'd like # to make this an item, and make you solve the panels in order to get the # location. panels { room: "Hedges" name: "SOLVE" } panels { room: "Hedges" name: "US" } panels { room: "Hedges" name: "IN" } panels { room: "Hedges" name: "ORDER" } panels { room: "Hedges" name: "THEN" } panels { room: "Hedges" name: "JUMP" } panels { room: "Hedges" name: "DOWN" } panels { room: "Hedges" name: "THE" } panels { room: "Hedges" name: "TOWER" } location_room: "Hedges" } doors { name: "Near Flip Painting Door" type: STANDARD receivers: "Components/Doors/Halls/halls_1" panels { room: "Flip Painting Hidden Panel" name: "HIDDEN" answer: "secret" } location_room: "Flip Painting Hidden Panel" } doors { name: "Southwest Area Intersection" type: STANDARD receivers: "Components/Doors/Halls/halls_3" panels { room: "Globe Room" name: "HIDDEN" answer: "secret" } location_room: "Globe Room" } # halls_4 is some kind of remnant from SEAL and does nothing. doors { name: "Blue Room Entrance" type: STANDARD receivers: "Components/Doors/Halls/halls_2" panels { room: "Rainbow Color Doors" name: "CROW" } location_room: "Rainbow Color Doors" } doors { name: "Blue Room" type: LOCATION_ONLY panels { room: "Blue Room" name: "RED" } panels { room: "Blue Room" name: "WESTWARD" } panels { room: "Blue Room" name: "RANGE" } panels { room: "Blue Room" name: "PEPPER" } panels { room: "Blue Room" name: "TIME" } panels { room: "Blue Room" name: "SALT" } panels { room: "Blue Room" name: "BULB" } panels { room: "Blue Room" name: "PAPA" } panels { room: "Blue Room" name: "MINT" } panels { room: "Blue Room" name: "CELEBRATORY" } panels { room: "Blue Room" name: "DETECTIVE" } location_room: "Blue Room" location_name: "Puzzles" } doors { name: "O2 Prize" type: EVENT panels { room: "O2 Room" name: "LISTEN" } panels { room: "O2 Room" name: "UNLOCK" } panels { room: "O2 Room" name: "PROMISE" } panels { room: "O2 Room" name: "SIGN" } panels { room: "O2 Room" name: "AJAR" } panels { room: "O2 Room" name: "HEED" } panels { room: "O2 Room" name: "HERALD" } panels { room: "O2 Room" name: "VOW" } panels { room: "O2 Room" name: "HONEST" } panels { room: "O2 Room" name: "PROPHECY" } panels { room: "O2 Room" name: "BOND" } panels { room: "O2 Room" name: "UNBLOCKED" } } doors { name: "Blue Smiley Entrance" type: STANDARD receivers: "Components/Doors/Halls/oroom_2" panels { room: "O2 Room" name: "HONEST" } location_room: "O2 Room" } doors { name: "Composite Room NE Entrance" type: STANDARD receivers: "Components/Doors/Halls/oroom_3" panels { room: "O2 Room" name: "UNLOCK" } location_room: "O2 Room" } doors { name: "Composite Room East Door" type: STANDARD receivers: "Components/Doors/Halls/oroom_5" panels { room: "Composite Room NE" name: "<-" } panels { room: "Composite Room NE" name: "TEXTBOOK" } panels { room: "Composite Room NE" name: "CORNERHOME" } panels { room: "Composite Room NE" name: "BIRDCALL" } panels { room: "Composite Room NE" name: "FORCEYARD" } panels { room: "Composite Room NE" name: "TIREPOUND" } panels { room: "Composite Room NE" name: "LIEQUIZ" } panels { room: "Composite Room NE" name: "WHITEOUT" } panels { room: "Composite Room NE" name: "FEETHIM" }