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path: root/data/maps/the_entry/rooms/Rabbit Hole Lock.txtpb
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name: "Rabbit Hole Lock"
panel_display_name: "Red Blue Area"
panels {
  name: "RABBIT"
  path: "Panels/Back Right/br_4"
  clue: "rabbit"
  answer: "hair"
  symbols: SUN
  symbols: ZERO
}
panels {
  name: "HOLE"
  path: "Panels/Back Right/br_5"
  clue: "hole"
  answer: "part"
  symbols: ZERO
  symbols: BOXES
}
id='n218' href='#n218'>218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318
doors {
  name: "Trick Door"
  type: STANDARD
  receivers: "Components/Doors/side_1"
  panels { room: "Starting Room" name: "TRICK" }
  location_room: "Starting Room"
}
doors {
  name: "Link Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/side_2"
  panels { room: "Trick Room" name: "INK" answer: "link" }
  location_room: "Trick Room"
}
# side_3 is vanilla because I don't think it's real?
doors {
  name: "Trick To Shop Door"
  type: STANDARD
  receivers: "Components/Doors/side_4"
  panels { room: "Starting Room" name: "TRICK" answer: "treat" }
  location_room: "Starting Room"
}
doors {
  name: "Second Room Right Door"
  type: STANDARD
  receivers: "Components/Doors/second_right"
  panels { room: "Starting Room" name: "HINT" }
  location_room: "Starting Room"
}
doors {
  name: "Red Alcove Exit"
  type: STANDARD
  receivers: "Components/Doors/second_right2"
  panels { room: "Red Alcove" name: "DEAD" }
  panels { room: "Red Alcove" name: "BROW" }
  location_room: "Red Alcove"
}
doors {
  name: "Four Corner Panels"
  type: EVENT
  panels { room: "Red Alcove" name: "DEAD" }
  panels { room: "Red Alcove" name: "BROW" }
  panels { room: "Blue Alcove" name: "BLUE" }
  panels { room: "Blue Alcove" name: "ARMY" }
}
doors {
  name: "Corners Painting"
  type: STANDARD
  receivers: "Components/Doors/second_right11"
  panels { room: "Least Blue Last" name: "CORNERS" }
  location_room: "Least Blue Last"
}
doors {
  name: "Blue Alcove Exit"
  type: STANDARD
  receivers: "Components/Doors/second_right3"
  panels { room: "Blue Alcove" name: "BLUE" }
  panels { room: "Blue Alcove" name: "ARMY" }
  location_room: "Blue Alcove"
}
doors {
  name: "Rabbithole Door"
  type: STANDARD
  receivers: "Components/Doors/second_right8"
  panels { room: "Rabbit Hole Lock" name: "RABBIT" }
  panels { room: "Rabbit Hole Lock" name: "HOLE" }
  location_room: "Rabbit Hole Lock"
}
# second_right is vanilla because it's like LOST door.
doors {
  name: "Noon Door"
  type: STANDARD
  receivers: "Components/Doors/second_right5"
  receivers: "Components/Doors/second_right10"
  panels { room: "Red Blue Halls" name: "CENTER DAY" }
  location_room: "Red Blue Halls"
}
doors {
  name: "Scarf Door"
  type: STANDARD
  receivers: "Components/Doors/second_right6"
  panels { room: "Red Blue Halls" name: "RAIN WOMAN" }
  location_room: "Red Blue Halls"
}
doors {
  name: "Blue Alcove Entrance"
  type: STANDARD
  receivers: "Components/Doors/second_right9"
  panels { room: "Wrath Room" name: "CORN" }
  location_room: "Wrath Room"
}
doors {
  name: "Second Room Left Door"
  type: STANDARD
  receivers: "Components/Doors/second_left"
  # There's also the special behavior with returning from The Digital.
  panels { room: "Starting Room" name: "THIN" }
  location_room: "Starting Room"
}
doors {
  name: "Flipped Second Room Right Door"
  type: STANDARD
  receivers: "Components/Doors/second_left_top"
  panels { room: "Flipped Second Room" name: "SLENDER" }
  location_room: "Flipped Second Room"
}
doors {
  name: "Flipped Second Room Left Door"
  type: STANDARD
  receivers: "Components/Doors/second_right_top"
  panels { room: "Flipped Second Room" name: "CLUE" }
  location_room: "Flipped Second Room"
}
doors {
  name: "Right Eye Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/third_right"
  panels { room: "Trick Room" name: "INK" }
}
doors {
  name: "Red Blue Area Left Door"
  type: STANDARD
  receivers: "Components/Doors/fourth_right"
  panels { room: "Right Eye" name: "WANDER" }
  location_room: "Right Eye"
}
doors {
  name: "Red Blue Area Right Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/fifth_right"
  panels { room: "Right Eye" name: "WANDER" }
  location_room: "Right Eye"
}
# Components/Doors/back_left_1, _3, _4, _6 are vanilla because they're nothing.
doors {
  name: "Orange Door Hider"
  type: STANDARD
  receivers: "Components/Doors/back_left_2"
  panels { room: "Colored Doors Area" name: "OPEN" answer: "orange" }
  panels { room: "Colored Doors Area" name: "OPEN" answer: "wall" }
  complete_at: 1
  location_room: "Colored Doors Area"
  location_name: "OPEN"
}
doors {
  name: "Lime Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/back_left_5"
  panels { room: "Ctrl Tutorial" name: "RIGHT" }
  location_room: "Ctrl Tutorial"
}
doors {
  name: "Revitalized Entrance"
  type: STANDARD
  receivers: "Components/Doors/back_left_8"
  receivers: "Components/Doors/back_left_9"
  panels { room: "Lime Room" name: "HIDE" }
  panels { room: "Lime Room" name: "SEEK" }
  location_room: "Lime Room"
}
doors {
  name: "Control Center White Door"
  type: CONTROL_CENTER_COLOR
  receivers: "Components/Doors/back_left_7"
  control_center_color: "white"
}
# exit_1 should maybe just be removed.
# entry_proxied_1 is part of the vanilla intro.
doors {
  name: "X Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_2"
  panels { room: "Starting Room" name: "HI" answer: "bye" }
  location_room: "Starting Room"
}
doors {
  name: "Composite Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_3"
  panels { room: "Starting Room" name: "HI" answer: "hidden" }
  location_room: "Starting Room"
}
doors {
  name: "Flip Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_4"
  panels { room: "Starting Room" name: "HI" answer: "high" }
  location_room: "Starting Room"
}
doors {
  name: "Daedalus Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_5"
  panels { room: "Starting Room" name: "HI" answer: "hide" }
  location_room: "Starting Room"
}
doors {
  name: "Starting Room West Wall North Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_proxied_9"
  double_letters: true
}
doors {
  name: "Shop Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_6"
  panels { room: "Shop Entrance" name: "TURN" }
  location_room: "Shop Entrance"
}
doors {
  name: "Liberated Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_10"
  panels { room: "Flipped Pyramid Area" name: "TURN (1)" }
  location_room: "Flipped Pyramid Area"
}
doors {
  name: "Flipped Pyramid Area Entrance"
  type: EVENT
  receivers: "Components/Doors/Entry/entry_proxied_12"
  double_letters: true
}
doors {
  name: "Literate Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_11"
  panels { room: "Flipped Pyramid Area" name: "TURN (2)" }
  location_room: "Flipped Pyramid Area"
}
doors {
  name: "Parthenon Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_proxied_7"
  panels { room: "Parthenon Return" name: "RETURN" }
  location_room: "Parthenon Return"
}
doors {
  name: "Colored Doors Area Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_proxied_8"
  panels { room: "Parthenon Return" name: "RETURN" }
  location_room: "Parthenon Return"
}
doors {
  name: "D Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/d_1"
  panels { room: "Starting Room" name: "THAN" }
  location_room: "Starting Room"
}
doors {
  name: "Near D Room Painting"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/d_3"
  receivers: "Components/Doors/Entry/d_4"
  double_letters: true
}
doors {
  name: "D Room Panels"
  type: EVENT
  receivers: "Components/Doors/Entry/d_2"
  panels { room: "D Room" name: "BASEBALL" }
  panels { room: "D Room" name: "BIKERS" }
  panels { room: "D Room" name: "RED" }
  panels { room: "D Room" name: "SUN" }
  panels { room: "D Room" name: "BLACK" }
  panels { room: "D Room" name: "COWBOY" }
  panels { room: "D Room" name: "SPRAY" }
  panels { room: "D Room" name: "BOWLER" }
  panels { room: "D Room" name: "CARPENTER" }
}
doors {
  name: "Gallery Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_return_1"
  panels { room: "Gallery Return" name: "RETURN" }
  location_room: "Gallery Return"
}
# entry_front_1 - _6 are part of the vanilla intro.
doors {
  name: "L Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_front_7"
  receivers: "Components/Doors/Entry/entry_front_8"
  panels { room: "Trick Room" name: "INK" }
  location_room: "Trick Room"
}
doors {
  name: "Least Blue Last Panels"
  type: EVENT
  #move_paintings { room: "Starting Room" name: "OWL" }
  #receivers: "Components/Paintings/owl/visibilityListener"
  panels { room: "Least Blue Last" name: "CAPABLE (1)" }
  panels { room: "Least Blue Last" name: "CAPABLE (2)" }
  panels { room: "Least Blue Last" name: "LUSTRE" }
  panels { room: "Least Blue Last" name: "WANT" }
  panels { room: "Least Blue Last" name: "STEALER" }
  panels { room: "Least Blue Last" name: "OLD" }
  panels { room: "Least Blue Last" name: "TRUST" }
  panels { room: "Least Blue Last" name: "LABEL" }
  panels { room: "Least Blue Last" name: "AIL" }
}
doors {
  name: "Red Room Painting"
  type: STANDARD
  #move_paintings { room: "Right Eye" name: "PSYCHIC" }
  receivers: "Components/Paintings/psychic/teleportListener"
  panels { room: "Right Eye" name: "FAINT" }
  location_room: "Right Eye"
}
doors {
  name: "Third Eye Painting"
  type: LOCATION_ONLY
  # move_paintings { room: "Eye Room" name: "GALLERY" }
  # TODO: ummmm
  panels { room: "Eye Room" name: "I" }
  location_room: "Eye Room"
}