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path: root/data/maps/the_great/doors.txtpb
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doors {
  name: "Obverse White/Orange Door"
  type: EVENT
  panels { room: "Flipped Orange Area" name: "HEAVEN" }
}
doors {
  name: "Obverse White/Blue Door"
  type: EVENT
  panels { room: "Flipped Blue Area" name: "HEAD" }
}
doors {
  name: "Obverse White/Black Door"
  type: EVENT
  panels { room: "Start" name: "FULL" }
}
doors {
  name: "Obverse White/Green Door"
  type: EVENT
  panels { room: "Flipped Green Area" name: "HIGH" }
}
doors {
  name: "Obverse White/Purple Door"
  type: EVENT
  panels { room: "Flipped Purple Area" name: "CEILING" }
}
doors {
  name: "Flipped White/Orange Door"
  type: EVENT
  panels { room: "Obverse Orange Isolated Section" name: "TOP" }
}
doors {
  name: "Flipped White/Purple Door"
  type: EVENT
  panels { room: "Obverse Orange Isolated Section" name: "TOP" }
  # Is this a mistake? It seems like it should be Obverse Purple Area / ABOVE.
}
doors {
  name: "Flipped White/Yellow Door"
  type: EVENT
  panels { room: "Start" name: "ATTIC" }
}
doors {
  name: "Obverse Black/Green Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Obverse Black Area" name: "TRAIN" }
}
doors {
  name: "Obverse Black/Yellow Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Obverse Black Area" name: "MOUNTAIN" }
}
doors {
  name: "Obverse Black/Pink Door"
  type: EVENT
  panels { room: "Flipped Black Area" name: "SEAPLANE" }
}
doors {
  name: "Flipped Green/Black Door"
  type: EVENT
  panels { room: "Obverse Black Area" name: "TRAIN" }
}
doors {
  name: "Flipped Green/Purple Door"
  type: EVENT
  panels { room: "Obverse Green Area" name: "UPSIDE" }
}
doors {
  name: "Flipped Orange/Brown Door"
  type: EVENT
  panels { room: "Obverse Orange Front Area" name: "UP" }
  panels { room: "Obverse Orange Back Area" name: "OVER" }
}
doors {
  name: "Obverse Blue/Orange Door"
  type: EVENT
  panels { room: "Flipped Blue Area" name: "SKY" }
}
doors {
  name: "Obverse Red/Orange Door"
  type: EVENT
  panels { room: "Flipped Red Area" name: "RAISED" }
}
doors {
  name: "Obverse Purple/Red Door"
  type: EVENT
  panels { room: "Flipped Purple Area" name: "LEAVES" }
}
doors {
  name: "Obverse Yellow/Blue Door"
  type: EVENT
  panels { room: "Flipped Yellow Back Area" name: "ANGELS" }
}
doors {
  name: "Flipped Pink/Yellow Door"
  type: EVENT
  panels { room: "Obverse Pink Area" name: "CLOUD" }
}
doors {
  name: "Flipped Yellow/Black Door"
  type: EVENT
  panels { room: "Obverse Black Area" name: "MOUNTAIN" }
}
doors {
  name: "Flipped Purple/Red Door"
  type: EVENT
  panels { room: "Obverse Purple Area" name: "DRAGON" }
}
doors {
  name: "Flipped Black/Pink Panel"
  type: EVENT
  # The panel blocks your way; there's no door.
  panels { room: "Flipped Black Area" name: "SEAPLANE" }
}
5'>395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630
doors {
  name: "Digital Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_35"
  panels { room: "Main Area" name: "BORNE" }
  location_room: "Main Area"
}
doors {
  name: "Back Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_14"
  panels { room: "Main Area" name: "SMILE" }
  location_room: "Main Area"
}
doors {
  name: "Between Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_19"
  panels { room: "Main Area" name: "BYE" }
  location_room: "Main Area"
}
doors {
  name: "Near UC Painting Door"
  type: STANDARD
  receivers: "Components/Doors/entry_20"
  panels { room: "Main Area" name: "DO" }
  panels { room: "Main Area" name: "YOU" }
  panels { room: "Main Area" name: "SEE" }
  location_room: "Main Area"
}
doors {
  name: "Near Linear Panels"
  type: LOCATION_ONLY
  panels { room: "Main Area" name: "DEW" }
  panels { room: "Main Area" name: "EWE" }
  panels { room: "Main Area" name: "NO" }
  location_room: "Main Area"
  location_name: "DEW, EWE, NO"
}
doors {
  name: "Courtyard Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_1"
  panels { room: "Main Area" name: "CURT" }
  location_room: "Main Area"
}
doors {
  name: "West/East Divider"
  type: STANDARD
  receivers: "Components/Doors/where_3"
  receivers: "Components/Doors/where_2"
  receivers: "Components/Doors/where_1"
  panels { room: "Main Area" name: "INTRO" }
  location_room: "Main Area"
}
doors {
  name: "East/West Divider"
  type: LOCATION_ONLY
  panels { room: "West Side" name: "ERASE" }
  location_room: "West Side"
  location_name: "ERASE"
}
doors {
  name: "Control Center Purple Door"
  type: CONTROL_CENTER_COLOR
  latch: true
  receivers: "Components/Doors/entry_23"
  control_center_color: "purple"
}
doors {
  name: "Control Center Gray Door"
  type: CONTROL_CENTER_COLOR
  latch: true
  receivers: "Components/Doors/Gates/Gate/animationListener"
  control_center_color: "gray"
}
doors {
  name: "Control Center Red Door"
  type: CONTROL_CENTER_COLOR
  latch: true
  receivers: "Components/Doors/entry_18"
  control_center_color: "red"
}
doors {
  name: "Daedalus Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_16"
  panels { room: "Daedalus Entrance" name: "MISSING" }
  location_room: "Daedalus Entrance"
}
doors {
  name: "Magnet Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_32"
  panels { room: "West Side" name: "TEACH" }
  location_room: "West Side"
}
doors {
  name: "Pillar Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_13"
  panels { room: "West Side" name: "RIGHT" }
  location_room: "West Side"
}
doors {
  name: "Jail Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/entry_17"
  panels { room: "West Side" name: "RIGHT" }
}
doors {
  name: "Savory Painting"
  type: STANDARD
  #move_paintings { room: "West Side" name: "EXTRAVAGANT" }
  receivers: "Components/Paintings/unless/teleportListener"
  panels { room: "West Side" name: "SAVORY" }
  panels { room: "West Side" name: "FLAVORS" }
  location_room: "West Side"
}
doors {
  name: "Red Against Blue Gravestone"
  type: GRAVESTONE
  panels { room: "West Side" name: "TEACH" }
  panels { room: "Magnet Room" name: "AIRPLANE" }
  panels { room: "Magnet Room" name: "PILOT" }
  panels { room: "Magnet Room" name: "AUTHOR" }
  panels { room: "Magnet Room" name: "PEN" }
  panels { room: "Magnet Room" name: "HEAL" }
  panels { room: "Magnet Room" name: "CLEAN" }
  panels { room: "Magnet Room" name: "TRUCKER" }
  panels { room: "Magnet Room" name: "DOCTOR" }
  panels { room: "Magnet Room" name: "BARTENDER" }
  panels { room: "Magnet Room" name: "DIG" }
  panels { room: "Magnet Room" name: "TILL" }
  panels { room: "Magnet Room" name: "WRENCH" }
  panels { room: "Magnet Room" name: "SAW" }
  panels { room: "Magnet Room" name: "BLENDER" }
  location_room: "Magnet Room"
  location_name: "Gravestone"
}
doors {
  name: "Hive Entrance"
  type: STANDARD
  receivers: "Components/Doors/amber_7"
  panels { room: "Hive Entrance" name: "LOST" }
  location_room: "Hive Entrance"
}
doors {
  name: "Colorful Entrance"
  type: STANDARD
  receivers: "Meshes/Blocks/Warps/teleport3"
  panels { room: "West Side" name: "RIGHT" }
  panels { room: "Pillar Room" name: "EYE" }
  panels { room: "Pillar Room" name: "HAVE" }
  panels { room: "Pillar Room" name: "FOUR" }
  panels { room: "Pillar Room" name: "CAUGHT" }
  panels { room: "Pillar Room" name: "TEN" }
  location_room: "Pillar Room"
  location_name: "Puzzles"
}
doors {
  name: "North Landscape Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/question_10"
  panels { room: "West Side" name: "RIGHT" }
  panels { room: "Pillar Room" name: "EYE" }
  panels { room: "Pillar Room" name: "HAVE" }
  panels { room: "Pillar Room" name: "FOUR" }
  panels { room: "Pillar Room" name: "CAUGHT" }
  panels { room: "Pillar Room" name: "TEN" }
}
doors {
  name: "Jail Mouth"
  type: EVENT
  panels { room: "Outside Jail" name: "GUT" }
  panels { room: "Outside Jail" name: "HAM" }
  panels { room: "Outside Jail" name: "MAIM" }
  panels { room: "Outside Jail" name: "WILT" }
}
doors {
  name: "Jail First Bowels"
  type: EVENT
  panels { room: "Jail Part 1" name: "DOPAMINE" }
  panels { room: "Jail Part 1" name: "PALINDROME" }
  panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
  panels { room: "Jail Part 1" name: "PREVAILS" }
  panels { room: "Jail Part 1" name: "ENGRAVED" }
  panels { room: "Jail Part 1" name: "GLIDEPATH" }
  panels { room: "Jail Part 1" name: "DECATHLON" }
  panels { room: "Jail Part 1" name: "GRIEVES" }
  # Intentionally does not contain the throat panels.
}
doors {
  name: "Into The Mouth Gravestone"
  type: GRAVESTONE
  panels { room: "Outside Jail" name: "GUT" }
  panels { room: "Outside Jail" name: "HAM" }
  panels { room: "Outside Jail" name: "MAIM" }
  panels { room: "Outside Jail" name: "WILT" }
  panels { room: "Jail Part 1" name: "FLAP" }
  panels { room: "Jail Part 1" name: "LUCK" }
  panels { room: "Jail Part 1" name: "STICK" }
  panels { room: "Jail Part 1" name: "SNARE" }
  panels { room: "Jail Part 1" name: "DOPAMINE" }
  panels { room: "Jail Part 1" name: "PALINDROME" }
  panels { room: "Jail Part 1" name: "SUPERVILLAIN" }
  panels { room: "Jail Part 1" name: "PREVAILS" }
  panels { room: "Jail Part 1" name: "ENGRAVED" }
  panels { room: "Jail Part 1" name: "GLIDEPATH" }
  panels { room: "Jail Part 1" name: "DECATHLON" }
  panels { room: "Jail Part 1" name: "GRIEVES" }
  panels { room: "Jail Part 2" name: "DIGEST" }
  panels { room: "Jail Part 2" name: "JAUNDICE" }
  panels { room: "Jail Part 2" name: "NECROTIZE (1)" }
  panels { room: "Jail Part 2" name: "NECROTIZE (2)" }
  panels { room: "Jail Part 2" name: "TORMENTS" }
  panels { room: "Jail Part 2" name: "PILGRIM" }
  panels { room: "Jail Part 2" name: "GRIMACE" }
  panels { room: "Jail Part 2" name: "COMMENCE" }
  location_room: "Jail Part 2"
  location_name: "Gravestone"
}
doors {
  name: "The Landscapes Gravestone"
  type: GRAVESTONE
  panels { room: "The Landscapes" name: "Top Landscape Top" }
  panels { room: "The Landscapes" name: "Top Landscape Right" }
  panels { room: "The Landscapes" name: "Top Landscape Bottom" }
  panels { room: "The Landscapes" name: "Top Landscape Left" }
  panels { room: "The Landscapes" name: "Left Landscape Top" }
  panels { room: "The Landscapes" name: "Left Landscape Right" }
  panels { room: "The Landscapes" name: "Left Landscape Bottom" }
  panels { room: "The Landscapes" name: "Left Landscape Left" }
  panels { room: "The Landscapes" name: "Right Landscape Top" }
  panels { room: "The Landscapes" name: "Right Landscape Right" }
  panels { room: "The Landscapes" name: "Right Landscape Bottom" }
  panels { room: "The Landscapes" name: "Right Landscape Left" }
  location_room: "The Landscapes"
  location_name: "Gravestone"
}
doors {
  name: "Tower Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/entry_25"
  double_letters: true
}
doors {
  name: "Maze Out/South Door"
  type: EVENT
  panels { room: "Maze Start" name: "OUT" }
}
doors {
  name: "Maze Out/Vestibule Door"
  type: EVENT
  panels { room: "Maze Start" name: "OUT" }
}
doors {
  name: "Maze South/Up Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Vestibule/In Door"
  type: EVENT
  panels { room: "Maze In Area" name: "IN" }
}
doors {
  name: "Maze Vestibule/Off Door"
  type: EVENT
  panels { room: "Maze South Area" name: "SOUTH" }
}
doors {
  name: "Maze In/Slice Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Slice/Smooth Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Slice/Wreck Door"
  type: EVENT
  panels { room: "Maze Slice Area" name: "SLICE" }
}
doors {
  name: "G Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Slice/Cold Door"
  type: EVENT
  panels { room: "Maze Cold Area" name: "COLD" }
}
doors {
  name: "Maze Cold/Moon Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Cold/Off Door"
  type: EVENT
  panels { room: "Maze Off Area" name: "OFF" }
}
doors {
  name: "Maze Off/Center Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Maze Off/Tower Door"
  type: EVENT
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "The Maze Gravestone"
  type: GRAVESTONE
  panels { room: "Main Area" name: "CURT" }
  panels { room: "Maze Start" name: "OUT" }
  panels { room: "Maze Center" name: "POOR" }
  panels { room: "Maze Center" name: "CHASE" }
  panels { room: "Maze Cold Area" name: "COLD" }
  panels { room: "Maze In Area" name: "IN" }
  panels { room: "Maze Moon Area" name: "MOON" }
  panels { room: "Maze Off Area" name: "OFF" }
  panels { room: "Maze Slice Area" name: "SLICE" }
  panels { room: "Maze Smooth Area" name: "SMOOTH" }
  panels { room: "Maze South Area" name: "SOUTH" }
  panels { room: "Maze Tower" name: "FEEL" }
  panels { room: "Maze Tower" name: "DECOMPOSE" }
  panels { room: "Maze Up Area" name: "UP" }
  panels { room: "Maze Wreck Area" name: "WRECK" }
  location_room: "Maze Slice Area"
  location_name: "Gravestone"
}
doors {
  name: "Courtyard Side Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/entry_15"
  panels { room: "Main Area" name: "CURT" }
  panels { room: "Maze Start" name: "OUT" }
  panels { room: "Maze Center" name: "POOR" }
  panels { room: "Maze Center" name: "CHASE" }
  panels { room: "Maze Cold Area" name: "COLD" }
  panels { room: "Maze In Area" name: "IN" }
  panels { room: "Maze Moon Area" name: "MOON" }
  panels { room: "Maze Off Area" name: "OFF" }
  panels { room: "Maze Slice Area" name: "SLICE" }
  panels { room: "Maze Smooth Area" name: "SMOOTH" }
  panels { room: "Maze South Area" name: "SOUTH" }
  panels { room: "Maze Tower" name: "FEEL" }
  panels { room: "Maze Tower" name: "DECOMPOSE" }
  panels { room: "Maze Up Area" name: "UP" }
  panels { room: "Maze Wreck Area" name: "WRECK" }
}
doors {
  name: "Question First Door"
  type: EVENT
  # This is a complete_at specifically because it might be possible for the
  # painting inside the next room to be shuffled into an exit, which would make
  # the panel in there usable for opening this door, which also has access
  # implications because it could be your only way into the main part of The
  # Great. The How and Who panels could also be sniped from the roof, but I'm
  # unsure whether that will be allowed in logic, and even if it is, you'd also
  # be able to enter the Question Room the normal way if you have roof access.
  # The When panel could also be accessible early if the painting in there is
  # shuffled as an exit, but again, the first Question Room would then also
  # necessarily be in logic. Thus, for simplicity, we are only going to specify
  # the What and How panels.
  panels { room: "Question Room What" name: "QUESTION" answer: "why" }
  panels { room: "Question Room What" name: "QUESTION" answer: "who" }
  panels { room: "Question Room What" name: "QUESTION" answer: "where" }
  panels { room: "Question Room What" name: "QUESTION" answer: "how" }
  panels { room: "Question Room What" name: "QUESTION" answer: "what" }
  panels { room: "Question Room What" name: "QUESTION" answer: "when" }
  panels { room: "Question Room How" name: "QUESTION" answer: "how" }
  panels { room: "Question Room How" name: "QUESTION" answer: "who" }
  panels { room: "Question Room How" name: "QUESTION" answer: "why" }
  panels { room: "Question Room How" name: "QUESTION" answer: "what" }
  panels { room: "Question Room How" name: "QUESTION" answer: "when" }
  panels { room: "Question Room How" name: "QUESTION" answer: "where" }
  complete_at: 1
}
doors {
  name: "Question Who Door"
  type: EVENT
  # In-game, this is a complete_at: 3 over all of the question panels. However,
  # since there's only four in total, and one of them is behind this door, this
  # is essentially equivalent to exactly the three panels outside of this room.
  # While the panel in here is technically visible from the roof, I'm not
  # currently considering that to be in logic. It would be messy, and if you
  # had roof access you could get into the How room through the hole in the
  # ceiling anyway.
  panels { room: "Question Room What" name: "QUESTION" }
  panels { room: "Question Room How" name: "QUESTION" }
  panels { room: "Question Room When" name: "QUESTION" }
}
doors {
  name: "Question Why Door"
  type: EVENT
  panels { room: "Question Room What" name: "QUESTION" }
  panels { room: "Question Room How" name: "QUESTION" }
  panels { room: "Question Room When" name: "QUESTION" }
  panels { room: "Question Room Who" name: "QUESTION" }
}
doors {
  name: "Big Y"
  type: STANDARD
  receivers: "Components/Doors/question_3"
  receivers: "Components/Doors/question_12"
  panels { room: "Question Room What" name: "QUESTION" answer: "why" }
  panels { room: "Question Room How" name: "QUESTION" answer: "why" }
  panels { room: "Question Room When" name: "QUESTION" answer: "why" }
  panels { room: "Question Room Who" name: "QUESTION" answer: "why" }
  location_room: "Question Room Who"
  location_name: "Whys"
}
doors {
  name: "Talented Entrance"
  type: STANDARD
  receivers: "Components/Doors/question_8"
  panels { room: "Under Question Room" name: "QUESTION" answer: "where" }
  location_room: "Under Question Room"
}
doors {
  name: "Question Room Back Door"
  type: ITEM_ONLY
  legacy_location: true
  receivers: "Components/Doors/question_11"
  panels { room: "Behind Question Area" name: "YEW" answer: "ewe" }
  location_room: "Behind Question Area"
}
doors {
  name: "Invisible Entrance"
  type: STANDARD
  receivers: "Components/Doors/entry_36"
  panels { room: "The Landscapes" name: "Right Landscape Top" answer: "tell" }
  panels { room: "The Landscapes" name: "Right Landscape Left" answer: "eyes" }
  location_room: "The Landscapes"
  location_name: "Alternate Answers"
}
doors {
  name: "Nature Room Door"
  type: STANDARD
  receivers: "Components/Doors/entry_34"
  panels { room: "North Landscape" name: "INSIDE" }
  location_room: "North Landscape"
}
doors {
  name: "Nature Room Panels"
  type: LOCATION_ONLY
  panels { room: "Nature Room" name: "SEVERE" }
  panels { room: "Nature Room" name: "FOOT" }
  panels { room: "Nature Room" name: "PAUSES" }
  panels { room: "Nature Room" name: "ABOVE" }
  location_room: "Nature Room"
}
doors {
  name: "Building Building Gravestone"
  type: GRAVESTONE
  panels { room: "Whole Room" name: "VAULT" }
  panels { room: "Whole Room" name: "STALL" }
  panels { room: "Whole Room" name: "OFFICE" }
  panels { room: "Whole Room" name: "RAFTER" }
  panels { room: "Whole Room" name: "REGISTER" }
  panels { room: "Whole Room" name: "SHELF" }
  panels { room: "Whole Room" name: "BEDROOM" }
  panels { room: "Whole Room" name: "BATHROOM" }
  panels { room: "Whole Room" name: "PHARMACY" }
  panels { room: "Whole Room" name: "LOBBY" }
  panels { room: "Whole Room" name: "CAFETERIA" }
  panels { room: "Whole Room" name: "ROOM" }
  panels { room: "Whole Room" name: "BLEACHER" }
  panels { room: "Whole Room" name: "MACHINE" }
  panels { room: "Whole Room" name: "LINE" }
  panels { room: "Whole Room" name: "CONCESSIONS" }
  panels { room: "Whole Room" name: "WALL" }
  panels { room: "Whole Room" name: "GATE" }
  panels { room: "Whole Room" name: "HOME (1)" }
  panels { room: "Whole Room" name: "HOME (2)" }
  panels { room: "Whole Room" name: "DICE" }
  panels { room: "Whole Room" name: "MOAT" }
  panels { room: "Whole Room" name: "CHIPS" }
  panels { room: "Whole Room" name: "TOWER" }
  location_room: "Whole Room"
  location_name: "Gravestone"
}
doors {
  name: "Lavender Cube"
  type: EVENT
  receivers: "Components/Doors/entry_28"
  panels {
    map: "the_ancient"
    room: "Inside"
    name: "COLOR"
  }
}
doors {
  name: "Zero Entrance"
  type: EVENT
  panels { room: "Zero Room" name: "SHIFT" }
  panels { room: "Zero Room" name: "MIDDLE" }
}
doors {
  name: "Zero Room Panels"
  type: LOCATION_ONLY
  panels { room: "Zero Room" name: "SHIFT" }
  panels { room: "Zero Room" name: "MIDDLE" }
  panels { room: "Zero Room" name: "HERO" }
  panels { room: "Zero Room" name: "MANY" }
  panels { room: "Zero Room" name: "REMAINING" }
  location_room: "Zero Room"
  location_name: "Panels"
}
doors {
  name: "Spiral Painting"
  type: STANDARD
  receivers: "Components/Doors/entry_33"
  panels { room: "Back Area" name: "PAINTING" }
  location_room: "Back Area"
}
doors {
  name: "Cyan Doors"
  type: EVENT
  receivers: "Panels/General/entry_7/teleportListener"
  double_letters: true
}
doors {
  name: "Partial Entrance"
  type: EVENT
  panels { room: "West Side" name: "CLUE" }
}
doors {
  name: "Why Is It Not Red"
  type: LOCATION_ONLY
  panels { room: "Main Area" name: "WHY" }
  panels { room: "Main Area" name: "IS" }
  panels { room: "Main Area" name: "IT" }
  panels { room: "Main Area" name: "NOT" }
  panels { room: "Main Area" name: "RED" }
  location_room: "Main Area"
  location_name: "WHY, IS, IT, NOT, RED"
}
doors {
  name: "Control Center Gray Panel"
  type: LOCATION_ONLY
  panels { room: "Main Area" name: "COLOR" }
  location_room: "Main Area"
  location_name: "COLOR"
}
doors {
  name: "Control Center Purple Panel"
  type: LOCATION_ONLY
  panels { room: "East Landscape" name: "COLOR" }
  location_room: "East Landscape"
  location_name: "COLOR"
}
doors {
  name: "Control Center Red Panel"
  type: LOCATION_ONLY
  panels { room: "West Side" name: "COLOR" }
  location_room: "West Side"
  location_name: "COLOR"
}
doors {
  name: "Mistreat Panel"
  type: LOCATION_ONLY
  panels { room: "East Landscape" name: "MISTREAT" }
  location_room: "East Landscape"
  location_name: "MISTREAT"
}
doors {
  name: "Tower Panels"
  type: LOCATION_ONLY
  panels { room: "Back Area" name: "TOWEL" }
  panels { room: "Maze Tower" name: "SPIRE" }
  location_room: "Maze Tower"
  location_name: "SPIRE, TOWEL"
}
doors {
  name: "Tree Panels"
  type: LOCATION_ONLY
  panels { room: "Back Area" name: "PLANT" }
  panels { room: "Back Area" name: "TREE" }
  location_room: "Back Area"
  location_name: "PLANT, TREE"
}
doors {
  name: "Behind Question Room Panels"
  type: LOCATION_ONLY
  panels { room: "Behind Question Area" name: "DEW" }
  panels { room: "Behind Question Area" name: "YEW" answer: "ewe" }
  panels { room: "Behind Question Area" name: "NO" }
  location_room: "Behind Question Area"
  location_name: "DEW, YEW/EWE, NO"
}
doors {
  name: "Broken Shed Panels"
  type: LOCATION_ONLY
  panels { room: "North Landscape" name: "LAUGH" }
  panels { room: "North Landscape" name: "FINISHED" }
  panels { room: "North Landscape" name: "LAUGH FINISHED" }
  location_room: "North Landscape"
  location_name: "LAUGH, FINISHED, LAUGH FINISHED"
}
doors {
  name: "Nature Panels"
  type: LOCATION_ONLY
  panels { room: "North Landscape" name: "WEATHER" }
  panels { room: "North Landscape" name: "ANIMALS" }
  panels { room: "North Landscape" name: "PLANTS" }
  location_room: "North Landscape"
  location_name: "ANIMALS, PLANTS, WEATHER"
}
doors {
  name: "Teal Panel"
  type: LOCATION_ONLY
  panels { room: "Maze Wreck Area" name: "MAROON" }
  location_room: "Maze Wreck Area"
  location_name: "MAROON"
}
doors {
  name: "Behind Orb Panel"
  type: LOCATION_ONLY
  panels { room: "Main Area" name: "BROWN RED ORANGE" }
  location_room: "Main Area"
  location_name: "Brown Red Orange"
}