name: "Starting Room" panel_display_name: "Starting Room" panels { name: "HI" path: "Panels/Entry/entry_proxying_1" clue: "hi" answer: "hi" proxies { answer: "hi" path: "Panels/Entry/entry_proxied_1" } proxies { answer: "bye" path: "Panels/Entry/entry_proxied_2" } proxies { answer: "hidden" path: "Panels/Entry/entry_proxied_5" } proxies { answer: "high" path: "Panels/Entry/entry_proxied_3" } proxies { answer: "hide" path: "Panels/Entry/entry_proxied_4" } proxies { answer: "thewords" path: "Components/Listeners/entry_proxied_6" } } panels { name: "TRICK" path: "Panels/Entry/side_1" clue: "trick" answer: "trick" proxies { answer: "treat" path: "Panels/Entry/side_proxy_1" } } panels { name: "EYE" path: "Panels/Entry/front_1" clue: "eye" answer: "i" #symbols: ZERO # This panel blocks getting N1 and T1. We will mod it to be I/I with no symbol # when symbol shuffle is on. } panels { name: "HINT" path: "Panels/Entry/second_right" clue: "hint" answer: "hint" } panels { name: "THIN" path: "Panels/Entry/second_left" clue: "thin" answer: "thin" } panels { name: "THAN" path: "Panels/D/d_entry" clue: "than" answer: "than" } panels { name: "Gift Maps" # TODO: exclude from panelsanity path: "Components/GiftMapEntrance/Panel" clue: "player" answer: "" # The puzzle solution doesn't matter. We'll change it to the player's name # for fun. symbols: QUESTION proxies { answer: "icely" path: "Components/GiftMapEntrance/IcelyPanel" } required_door { name: "Gift Maps Entrance" } } letters { key: "h" path: "Components/Collectables/h" } letters { key: "i" path: "Components/Collectables/i" } letters { key: "n" path: "Components/Collectables/n" } letters { key: "t" path: "Components/Collectables/t" } # Maze painting should stay vanilla as a hint. paintings { name: "OWL" path: "Components/Paintings/owl" move: true # how do enter_only: true orientation: "north" required_door { name: "Least Blue Last Panels" } display_name: "Near Trick Painting" } paintings { name: "PAINS" path: "Components/Paintings/pains3" enter_only: true orientation: "east" required_door { name: "Near D Room Painting" } display_name: "Near D Room Painting" } d class='form'>
path: root/data/maps/the_repetitive/rooms/Magenta Room.txtpb
blob: d38e48502f835cee10ca601e2951fab6445ec3dd (plain) (blame)
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name: "Magenta Room"
panels {
  name: "WRITE"
  path: "Panels/Eval/panel_9"
  clue: "write"
  answer: "write"
  symbols: EVAL
}
panels {
  name: "HEARD"
  path: "Panels/Eval/panel_11"
  clue: "heard"
  answer: "herd"
  symbols: EVAL
}
panels {
  name: "HERE"
  path: "Panels/Eval/panel_12"
  clue: "here"
  answer: "hear"
  symbols: EVAL
}
panels {
  name: "HALF"
  path: "Panels/Eval/panel_13"
  clue: "half"
  answer: "haha"
  symbols: EVAL
}
panels {
  name: "NOT (1)"
  path: "Panels/Eval/panel_14"
  clue: "not"
  answer: "no"
  symbols: EVAL
}
panels {
  name: "NOT (2)"
  path: "Panels/Eval/panel_15"
  clue: "not"
  answer: "yes"
  symbols: EVAL
}
panels {
  name: "CLAMBERS (1)"
  path: "Panels/Eval/panel_16"
  clue: "clambers"
  answer: "scramble"
  symbols: EVAL
}
panels {
  name: "CLAMBERS (2)"
  path: "Panels/Eval/panel_17"
  clue: "clambers"
  answer: "scramble"
  symbols: ANAGRAM
}
panels {
  name: "PILFER"
  path: "Panels/Eval/panel_18"
  clue: "pilfer"
  answer: "pilfer"
  symbols: EVAL
}
panels {
  name: "ANTONYM"
  path: "Panels/Eval/panel_19"
  clue: "antonym"
  answer: "synonym"
  symbols: EVAL
}
panels {
  name: "RHYME"
  path: "Panels/Eval/panel_20"
  clue: "rhyme"
  answer: "time"
  symbols: EVAL
}
panels {
  name: "PLURAL"
  path: "Panels/Eval/panel_21"
  clue: "plural"
  answer: "plurals"
  symbols: EVAL
}
panels {
  name: "PANDA"
  path: "Panels/Eval/panel_22"
  clue: "panda"
  answer: "papa"
  symbols: EVAL
}
panels {
  name: "CASE"
  path: "Panels/Eval/panel_23"
  clue: "case"
  answer: "ease"
  symbols: EVAL
}
panels {
  name: "TEASER"
  path: "Panels/Eval/panel_24"
  clue: "teaser"
  answer: "eraser"
  symbols: EVAL
}
panels {
  name: "RESTORES"
  path: "Panels/Eval/panel_25"
  clue: "restores"
  answer: "restores"
  symbols: EVAL
}