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'>
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
}
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