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path: root/data/maps/the_talented/rooms/Main Area.txtpb
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name: "Main Area"
panels {
  name: "DEER (Black)"
  path: "Panels/Saturns/panel_1"
  clue: "deer"
  answer: "deer"
  symbols: PLANET
}
panels {
  name: "GOOSE (Black)"
  path: "Panels/Saturns/panel_2"
  clue: "goose"
  answer: "geese"
  symbols: PLANET
}
panels {
  name: "SWINE (Black)"
  path: "Panels/Saturns/panel_3"
  clue: "swine"
  answer: "swine"
  symbols: PLANET
}
panels {
  name: "WIFE (Black)"
  path: "Panels/Saturns/panel_4"
  clue: "wife"
  answer: "wives"
  symbols: PLANET
}
panels {
  name: "CHILD (Black)"
  path: "Panels/Saturns/panel_5"
  clue: "child"
  answer: "children"
  symbols: PLANET
}
panels {
  name: "ELEPHANT (Black)"
  path: "Panels/Saturns/panel_6"
  clue: "elephant"
  answer: "elephants"
  symbols: PLANET
}
panels {
  name: "ANT (Black)"
  path: "Panels/Saturns/panel_7"
  clue: "ant"
  answer: "ants"
  symbols: PLANET
}
panels {
  name: "DEER (Brown)"
  path: "Panels/Jail Eyes/panel_1"
  clue: "deer"
  answer: "buck"
  symbols: GENDER
}
panels {
  name: "GOOSE (Brown)"
  path: "Panels/Jail Eyes/panel_2"
  clue: "goose"
  answer: "gander"
  symbols: GENDER
}
panels {
  name: "SWINE (Brown)"
  path: "Panels/Jail Eyes/panel_3"
  clue: "swine"
  answer: "sow"
  symbols: GENDER
}
panels {
  name: "WIFE (Brown)"
  path: "Panels/Jail Eyes/panel_4"
  clue: "wife"
  answer: "husband"
  symbols: GENDER
}
panels {
  name: "CHILD (Brown)"
  path: "Panels/Jail Eyes/panel_5"
  clue: "child"
  answer: "girl"
  symbols: GENDER
}
panels {
  name: "ELEPHANT (Brown)"
  path: "Panels/Jail Eyes/panel_6"
  clue: "elephant"
  answer: "cow"
  symbols: GENDER
}
panels {
  name: "ANT (Brown)"
  path: "Panels/Jail Eyes/panel_7"
  clue: "ant"
  answer: "drone"
  symbols: GENDER
}
panels {
  name: "EARL"
  path: "Panels/Extra/panel_8"
  clue: "earl"
  answer: "yearly"
  symbols: SPARKLES
}
keyholders {
  name: "Y"
  path: "Components/KeyHolders/keyHolderY"
  key: "y"
}
ports {
  name: "GREAT"
  path: "Components/Warps/worldport"
}
ft Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "l" } keyholders { room: "Main Area" name: "2" key: "e" } keyholders { room: "Main Area" name: "3" key: "f" } keyholders { room: "Main Area" name: "4" key: "t" } } doors { name: "Relentless Shop Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "s" } keyholders { room: "Main Area" name: "2" key: "h" } keyholders { room: "Main Area" name: "3" key: "o" } keyholders { room: "Main Area" name: "4" key: "p" } } doors { name: "Relentless Turn Door" type: EVENT keyholders { room: "Main Area" name: "1" key: "t" } keyholders { room: "Main Area" name: "2" key: "u" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "n" } } doors { name: "X1 Door" type: STANDARD receivers: "Components/Doors/entry_3" panels { room: "Entry Entrance" name: "ENTRY" } location_room: "Entry Entrance" } doors { name: "Unkempt Door" type: STANDARD receivers: "Components/Doors/entry_4" panels { room: "Unkempt Entrance" name: "RETURN" } location_room: "Unkempt Entrance" } doors { name: "Partial Door" type: STANDARD receivers: "Components/Doors/entry_5" panels { room: "Partial Entrance" name: "PARTIAL" } location_room: "Partial Entrance" } doors { name: "Link Blocker" type: EVENT panels { room: "Unkempt Entrance" name: "RETURN" } panels { room: "Partial Entrance" name: "PARTIAL" } panels { room: "Shop Entrance" name: "HOPS" } panels { room: "Tenacious Entrance" name: "HERO" } } doors { name: "White Ending Door" type: EVENT # This is the only time a door depends on endings. However, it's nice to do it # this way instead of just checking for ending room access because this lets # us use events, which makes the playthrough more readable. endings: "MINT" endings: "ORANGE" endings: "GREEN" endings: "GRAY" endings: "PLUM" endings: "YELLOW" endings: "GOLD" endings: "BLACK" endings: "CYAN" endings: "PURPLE" endings: "RED" endings: "BLUE" } doors { name: "Repetitive Entrance" type: STANDARD receivers: "Components/Doors/entry_7" keyholders { room: "Main Area" name: "1" key: "m" } keyholders { room: "Main Area" name: "2" key: "o" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "e" } location_room: "Main Area" location_name: "Keyword MORE" } doors { name: "Perceptive From Outside" type: EVENT keyholders { room: "Main Area" name: "1" key: "p" } keyholders { room: "Main Area" name: "2" key: "a" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "t" } } doors { name: "Perceptive From Inside" type: EVENT panels { room: "Perceptive Entrance" name: "PART" } } doors { name: "Ancient Entrance" type: STANDARD receivers: "Components/Doors/entry_20" keyholders { room: "Main Area" name: "1" key: "z" } keyholders { room: "Main Area" name: "2" key: "e" } keyholders { room: "Main Area" name: "3" key: "r" } keyholders { room: "Main Area" name: "4" key: "o" } location_room: "Main Area" location_name: "Keyword ZERO" } doors { name: "Between Door" type: STANDARD receivers: "Components/Doors/entry_8" panels { room: "Between Entrance" name: "RIGHT" } location_room: "Between Entrance" } doors { name: "Desert Door" type: STANDARD receivers: "Components/Doors/entry_9" panels { room: "Desert Room" name: "LESS" } location_room: "Desert Room" } doors { name: "Shop Door" type: STANDARD receivers: "Components/Doors/entry_23" panels { room: "Shop Entrance" name: "HOPS" } location_room: "Shop Entrance" } doors { name: "Tenacious Door" type: STANDARD receivers: "Components/Doors/entry_24" panels { room: "Tenacious Entrance" name: "HERO" } location_room: "Tenacious Entrance" } doors { name: "Unyielding Door" type: STANDARD receivers: "Components/Doors/entry_11" panels { room: "Unyielding Entrance" name: "SEEK" } location_room: "Unyielding Entrance" }