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path: root/data/maps/the_great/rooms/Maze Slice Area.txtpb
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name: "Maze Slice Area"
panel_display_name: "Courtyard"
panels {
  name: "SLICE"
  path: "Panels/Maze/maze_4"
  clue: "slice"
  answer: "cut"
  symbols: SUN
}
kground-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 */
name: "Anti Room"
# Ignore the collectible. The mod should remove it and the back wall too.
panels {
  name: "HA (1)"
  path: "Panels/Entry/panel_7"
  clue: "ha"
  answer: "haha"
}
panels {
  name: "HA (2)"
  path: "Panels/Entry/panel_8"
  clue: "ha"
  answer: "hahaha"
}
panels {
  name: "HA (3)"
  path: "Panels/Entry/panel_12"
  clue: "ha"
  answer: "hahahaha"
}
panels {
  name: "HA (4)"
  path: "Panels/Entry/panel_13"
  clue: "ha"
  answer: "hahahahaha"
}
panels {
  name: "HA (5)"
  path: "Panels/Entry/panel_14"
  clue: "ha"
  answer: "hahahahahaha"
}
panels {
  name: "TWO"
  path: "Panels/Entry/panel3"
  clue: "two"
  answer: "digit"
  symbols: EXAMPLE
}
panels {
  name: "EYE"
  path: "Panels/Entry/panel4"
  clue: "eye"
  answer: "iris"
  symbols: BOXES
}