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syntax = "proto2";

package com.fourisland.lingo2_archipelago;

message Proxy {
  optional string answer = 1;
  optional string path = 2;
}

enum DoorType {
  DOOR_TYPE_UNKNOWN = 0;

  // This door is a location unless panelsanity is on, and it is an item as long as door shuffle is on.
  STANDARD = 1;

  // This door is never an item or a location.
  EVENT = 2;

  // This door is never a location, and is an item as long as door shuffle is on.
  ITEM_ONLY = 3;

  // This door is never a location, and is an item as long as control center color shuffle is on.
  CONTROL_CENTER_COLOR = 4;

  // This door is never an item, and is a location as long as panelsanity is not on.
  LOCATION_ONLY = 5;

  // This door is an item if gravestone shuffle is enabled, and is a location as long as panelsanity is not on.
  GRAVESTONE = 6;

  // This door is never a location, and is an item as long as gallery painting shuffle is on.
  GALLERY_PAINTING = 7;
}

enum DoorGroupType {
  DOOR_GROUP_TYPE_UNKNOWN = 0;

  // These doors border a worldport. They should be grouped when connections are
  // not shuffled.
  CONNECTOR = 1;

  // Similar to CONNECTOR, but these doors are also ordinarily opened by solving
  // the COLOR panel in the Control Center. These should be grouped when
  // connections are not shuffled, but are not items at all when control center
  // colors are not shuffled.
  COLOR_CONNECTOR = 2;

  // Groups with this type become an item if cyan door behavior is set to item.
  CYAN_DOORS = 3;

  // Groups with this type always become an item if door shuffle is on.
  SHUFFLE_GROUP = 4;
}

enum MapType {
  NORMAL_MAP = 0;
  ICARUS = 1;
}

enum AxisDirection {
  AXIS_DIRECTION_UNKNOWN = 0;

  X_PLUS = 1;
  X_MINUS = 2;
  Y_PLUS = 3;
  Y_MINUS = 4;
  Z_PLUS = 5;
  Z_MINUS = 6;
}

enum PuzzleSymbol {
  PUZZLE_SYMBOL_UNKNOWN = 0;

  SUN = 1;
  SPARKLES = 2;
  ZERO = 3;
  EXAMPLE = 4;
  BOXES = 5;
  PLANET = 6;
  PYRAMID = 7;
  CROSS = 8;
  SWEET = 9;
  GENDER = 10;
  AGE = 11;
  SOUND = 12;
  ANAGRAM = 13;
  JOB = 14;
  STARS = 15;
  NULL = 16;
  EVAL = 17;
  LINGO = 18;
  QUESTION = 19;
}

message Vec3d {
  optional double x = 1;
  optional double y = 2;
  optional double z = 3;
}

message VersionNumber {
  optional uint64 major = 1;
  optional uint64 minor = 2;
  optional uint64 patch = 3;
}

message ProxyIdentifier {
  optional uint64 panel = 1;
  optional string answer = 2;
}

message KeyholderAnswer {
  optional uint64 keyholder = 1;
  optional string key = 2;
}

message Connection {
  optional uint64 from_room = 1;
  optional uint64 to_room = 2;
  optional uint64 required_door = 3;

  oneof trigger {
    uint64 port = 4;
    uint64 painting = 5;
    ProxyIdentifier panel = 6;
  }

  optional bool roof_access = 7;
  optional bool purple_ending = 8;
  optional bool cyan_ending = 9;
  optional bool vanilla_only = 10;
}

message Door {
  optional uint64 id = 1;
  optional uint64 ap_id = 11;
  optional uint64 map_id = 9;
  optional uint64 room_id = 10;
  optional string name = 2;

  repeated string receivers = 3;
  repeated uint64 move_paintings = 4;

  repeated ProxyIdentifier panels = 5;
  optional uint64 complete_at = 12;

  optional string control_center_color = 6;
  repeated KeyholderAnswer keyholders = 13;
  repeated uint64 rooms = 14;
  repeated uint64 doors = 15;
  repeated uint64 endings = 16;
  optional bool double_letters = 18;
  repeated string senders = 19;

  optional DoorType type = 8;
  optional bool latch = 20;

  optional string location_name = 17;
}

message PanelData {
  optional uint64 id = 1;
  optional uint64 ap_id = 10;
  optional uint64 room_id = 2;
  optional string name = 3;

  optional string path = 4;
  optional string clue = 5;
  optional string answer = 6;
  repeated PuzzleSymbol symbols = 7;

  repeated Proxy proxies = 8;

  optional uint64 required_door = 9;
  optional uint64 required_room = 11;

  optional string display_name = 12;
}

message PaintingData {
  optional uint64 id = 1;
  optional uint64 room_id = 2;
  optional string name = 9;

  optional string path = 10;
  optional string display_name = 4;

  optional string orientation = 3;
  optional bool move = 6;
  optional bool enter_only = 7;
  optional AxisDirection gravity = 8;
  optional bool exit_only = 11;
  
  optional uint64 required_door = 5;
}

message Port {
  optional uint64 id = 1;
  optional uint64 room_id = 2;
  optional string name = 3;

  optional string display_name = 10;
  optional string path = 4;
  optional Vec3d destination = 5;
  optional double rotation = 8;
  optional AxisDirection gravity = 7;
  optional bool no_shuffle = 9;

  optional uint64 required_door = 6;
}

message KeyholderData {
  optional uint64 id = 1;
  optional uint64 ap_id = 6;
  optional uint64 room_id = 2;

  optional string name = 3;
  optional string path = 4;
  optional string key = 5;
}

message Letter {
  optional uint64 id = 3;
  optional uint64 ap_id = 5;
  optional uint64 room_id = 4;

  optional string key = 1;
  optional bool level2 = 2;

  optional string path = 6;
}

message Mastery {
  optional uint64 id = 1;
  optional uint64 ap_id = 2;
  optional uint64 room_id = 3;

  optional string name = 4;
  optional string path = 5;
}

message Ending {
  optional uint64 id = 1;
  optional uint64 ap_id = 2;
  optional uint64 room_id = 3;

  optional string name = 4;

  optional string path = 5;
}

message Room {
  optional uint64 id = 1;
  optional uint64 map_id = 8;
  optional string name = 2;
  optional string display_name = 3;
  optional string panel_display_name = 13;

  repeated uint64 panels = 4;
  repeated uint64 paintings = 5;
  repeated uint64 letters = 6;
  repeated uint64 ports = 7;
  repeated uint64 doors = 9;
  repeated uint64 masteries = 10;
  repeated uint64 keyholders = 11;
  repeated uint64 endings = 12;
}

message Map {
  optional uint64 id = 1;
  optional string name = 2;
  optional string display_name = 3;
  optional uint64 worldport_entrance = 4;
  optional MapType type = 5;
}

message Progressive {
  optional uint64 id = 1;
  optional string name = 2;
  optional uint64 ap_id = 3;
  repeated uint64 doors = 4;
}

message DoorGroup {
  optional uint64 id = 1;
  optional string name = 2;
  optional uint64 ap_id = 3;
  optional DoorGroupType type = 4;
  repeated uint64 doors = 5;
}

message AllObjects {
  optional VersionNumber version = 15;

  repeated Map maps = 7;
  repeated Room rooms = 1;
  repeated Door doors = 2;
  repeated PanelData panels = 3;
  repeated PaintingData paintings = 4;
  repeated Port ports = 5;
  repeated KeyholderData keyholders = 11;
  repeated Letter letters = 9;
  repeated Mastery masteries = 10;
  repeated Ending endings = 12;
  repeated Connection connections = 6;
  repeated Progressive progressives = 13;
  repeated DoorGroup door_groups = 14;
  map<string, uint64> special_ids = 8;
}
a> 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228
doors {
  name: "Snake Room First Door"
  type: EVENT
  panels { room: "Snake Room" name: "HISS" answer: "cat" }
}
doors {
  name: "Snake Room Second Door"
  type: EVENT
  panels { room: "Snake Room" name: "SQUEAK" answer: "bat" }
}
doors {
  name: "Snake Room Third Door"
  type: EVENT
  panels { room: "Snake Room" name: "SQUEAK" answer: "bat" }
  panels { room: "Snake Room" name: "BUZZ" answer: "fly" }
}
doors {
  name: "West Sticks And Stones Door"
  type: EVENT
  panels { room: "West Castle Area" name: "SKELETON" }
}
doors {
  name: "Castle West Hider"
  type: EVENT
  panels { room: "West Castle Area" name: "SONG (1)" }
  panels { room: "West Castle Area" name: "FACE" }
}
doors {
  name: "Castle South Hider"
  type: EVENT
  panels { room: "South Castle Area" name: "AN" }
  panels { room: "South Castle Area" name: "OFFER" }
  panels { room: "South Castle Area" name: "VILLAGE" }
  panels { room: "South Castle Area" name: "BEFORE" }
  panels { room: "South Castle Area" name: "LAIR" }
}
doors {
  name: "Southwest Sticks And Stones Door"
  type: EVENT
  panels { room: "Globe Room" name: "TICK" answer: "sticks" }
  panels { room: "Globe Room" name: "TONE" answer: "stones" }
  panels { room: "Globe Room" name: "BONE" }
}
doors {
  name: "Castle North Hider"
  type: EVENT
  panels { room: "North Castle Area" name: "A" }
  panels { room: "North Castle Area" name: "SUMMER" }
  panels { room: "North Castle Area" name: "PLACE" }
}
doors {
  name: "Pyramid 3 Door"
  type: EVENT
  panels { room: "Pyramid Entry" name: "TREE" }
}
doors {
  name: "Pyramid 6 Door"
  type: EVENT
  panels { room: "Pyramid 7" name: "ARTIST" }
}
doors {
  name: "Pyramid 8 Left Door"
  type: EVENT
  panels { room: "Pyramid 5" name: "ROYAL" }
}
doors {
  name: "Pyramid 8 Bottom Door"
  type: EVENT
  panels { room: "Pyramid 4" name: "CAT" }
}
doors {
  name: "Pyramid 7 Door"
  type: EVENT
  panels { room: "Pyramid Entry" name: "SHAPE" }
}
doors {
  name: "Pyramid 4 Door"
  type: EVENT
  panels { room: "Pyramid 3" name: "VEHICLE" }
}
doors {
  name: "Pyramid 5 Door"
  type: EVENT
  panels { room: "Pyramid 6" name: "TEA" }
}
doors {
  name: "Pyramid Second Floor Door"
  type: EVENT
  panels { room: "Pyramid 8" name: "INSTRUMENT" }
  panels { room: "Pyramid 5" name: "ROYAL" }
}
doors {
  name: "Pyramid Third Floor Door"
  type: EVENT
  panels { room: "Outside Pyramid" name: "PEER" }
  panels { room: "Outside Pyramid" name: "AMID" }
  panels { room: "Pyramid Entry" name: "TREE" }
  panels { room: "Pyramid Entry" name: "SHAPE" }
  panels { room: "Pyramid 3" name: "VEHICLE" }
  panels { room: "Pyramid 4" name: "CAT" }
  panels { room: "Pyramid 5" name: "ROYAL" }
  panels { room: "Pyramid 6" name: "TEA" }
  panels { room: "Pyramid 7" name: "ARTIST" }
  panels { room: "Pyramid 8" name: "INSTRUMENT" }
  panels { room: "Pyramid Second Floor" name: "TOOL" }
  panels { room: "Pyramid Second Floor" name: "SODA" }
  panels { room: "Pyramid Second Floor" name: "ORGAN" }
  panels { room: "Pyramid Second Floor" name: "DIAMOND" }
  panels { room: "Pyramid Second Floor" name: "INSTRUMENT" }
  panels { room: "Pyramid Second Floor" name: "BEVERAGE" }
}
doors {
  name: "Pyramid 9 Blocker"
  type: EVENT
  panels { room: "Pyramid Second Floor" name: "TOOL" }
  panels { room: "Pyramid Second Floor" name: "SODA" }
  panels { room: "Pyramid Second Floor" name: "ORGAN" }
}
doors {
  name: "Pyramid 14 Blocker"
  type: EVENT
  panels { room: "Pyramid Second Floor" name: "SODA" }
}
doors {
  name: "Pyramid 13 Blocker"
  type: EVENT
  panels { room: "Pyramid Second Floor" name: "ORGAN" }
}
doors {
  name: "Castle Flipper"
  type: EVENT
  panels { room: "Castle" name: "REVERSE" }
}
doors {
  name: "Castle Hazel Stairs"
  # This is called "yellow" in-game... no way.
  type: EVENT
  panels { room: "Castle" name: "ONE (Hazel)" }
  panels { room: "Castle" name: "TWO (Hazel)" }
  panels { room: "Castle" name: "THREE (Hazel)" }
  panels { room: "Castle" name: "FOUR (Hazel)" }
}
doors {
  name: "Castle Maroon Stairs"
  type: EVENT
  panels { room: "Castle" name: "ONE (Maroon)" }
  panels { room: "Castle" name: "TWO (Maroon)" }
  panels { room: "Castle" name: "THREE (Maroon)" }
  panels { room: "Castle" name: "FOUR (Maroon)" }
}
doors {
  name: "Castle Green Stairs"
  type: EVENT
  panels { room: "Castle" name: "ONE (Green)" }
  panels { room: "Castle" name: "TWO (Green)" }
  panels { room: "Castle" name: "THREE (Green)" }
  panels { room: "Castle" name: "FOUR (Green)" }
}
doors {
  name: "Castle Blue Stairs"
  type: EVENT
  panels { room: "Castle" name: "ONE (Blue)" }
  panels { room: "Castle" name: "TWO (Blue)" }
  panels { room: "Castle" name: "THREE (Blue)" }
  panels { room: "Castle" name: "FOUR (Blue)" }
}
doors {
  name: "Castle Throne"
  type: EVENT
  panels { room: "Castle" name: "FIVE (Blue)" }
  panels { room: "Castle" name: "FIVE (Green)" }
  panels { room: "Castle" name: "FIVE (Maroon)" }
  panels { room: "Castle" name: "FIVE (Hazel)" }
}
doors {
  name: "Starting Room North Wall Center Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_1"
  panels { room: "Starting Room" name: "ENTRANCE" }
  location_room: "Starting Room"
}
doors {
  name: "Starting Room West Wall South Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_2"
  panels { room: "Welcome Back Exit" name: "WELCOME" }
  location_room: "Welcome Back Exit"
}
doors {
  name: "Welcome Back Secret Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_13"
  panels { room: "Welcome Back Area" name: "FAREWELL LITTLE LAMB" }
  panels { room: "West Spire" name: "BYE" }
  location_room: "West Spire"
}
doors {
  name: "Welcome Back Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_14"
  panels { room: "Welcome Back Area" name: "GREETINGS OLD FRIEND" }
  location_room: "Welcome Back Area"
}
# entry_3 is the door to SEAL, which we will ignore.
doors {
  name: "Starting Room West Wall Center Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_4"
  panels { room: "Entry Shortcut" name: "WELCOME" }
  location_room: "Entry Shortcut"
}
doors {
  name: "Entry Shortcut Secret Exit"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_12"
  panels { room: "Entry Shortcut" name: "WELCOME" }
  panels { room: "West Spire" name: "CONCEALED" }
}
doors {
  name: "Starting Room West Wall North Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_5"
  panels { room: "West Spire" name: "CONCEALED" }
  location_room: "West Spire"
}
doors {
  name: "Starting Room East Wall Center Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_6"
  panels { room: "Rainbow Color Backside" name: "?" }
  location_room: "Rainbow Color Backside"
}
doors {
  name: "Starting Room East Wall North Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_7"
  panels { room: "Starting Room" name: "ENTRANCE" }
  panels { room: "Rainbow Color Backside" name: "?" }
}
doors {
  name: "Starting Room North Wall West Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_8"
  receivers: "Components/Doors/Entry/entry_16"
  panels { room: "Number Paintings Area" name: "TURN" }
  location_room: "Number Paintings Area"
}
doors {
  name: "Starting Room North Wall East Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_9"
  panels { room: "Yellow Color Door" name: "SPIN" }
  location_room: "Yellow Color Door"
}
doors {
  name: "Starting Room South Wall East Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_10"
  panels { room: "Outside Eye Temple" name: "Entrance" }
}
doors {
  name: "Temple of the Eyes Entrance"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_18"
  panels { room: "Outside Eye Temple" name: "Entrance" }
  location_room: "Outside Eye Temple"
}
doors {
  name: "Starting Room South Wall West Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/entry_11"
  panels { room: "Outside Eye Temple" name: "Entrance" }
}
doors {
  name: "Eye Painting Exit"
  type: STANDARD
  receivers: "Components/Doors/Entry/entry_15"
  panels { room: "Eye Painting" name: "REVILED" }
  location_room: "Eye Painting"
}
doors {
  name: "Near Pyramid Gate"
  type: STANDARD
  receivers: "Components/Doors/Entry/gate_1"
  panels { room: "Number Paintings Area" name: "GOING" }
  location_room: "Number Paintings Area"
}
doors {
  name: "Black Hexes Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/gate_3"
  panels { room: "Black Hex" name: "HIDE" }
  panels { room: "Black Hex" name: "ORDER" }
  panels { room: "Black Hex" name: "TOWER" }
  panels { room: "Black Hex" name: "MAZE" }
  panels { room: "Black Hex" name: "CLUES" }
  panels { room: "Black Hex" name: "SECRET" }
  location_room: "Black Hex"
}
doors {
  name: "Splintering Exit Left Door"
  type: STANDARD
  receivers: "Components/Doors/Entry/gate_4"
  panels { room: "West Castle Area" name: "EVER" }
  panels { room: "West Castle Area" name: "AXES" }
  panels { room: "West Castle Area" name: "FLIP (1)" }
  panels { room: "West Castle Area" name: "SLOT" }
  location_room: "West Castle Area"
}
doors {
  name: "Splintering Exit Right Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/gate_5"
  panels { room: "West Castle Area" name: "EVER" }
  panels { room: "West Castle Area" name: "AXES" }
  panels { room: "West Castle Area" name: "FLIP (1)" }
  panels { room: "West Castle Area" name: "SLOT" }
}
doors {
  name: "Z2 Room Back Exit"
  type: ITEM_ONLY
  receivers: "Components/Doors/Entry/gate_2"
  panels { room: "Z2 Room" name: "MICROSCOPE" }
  panels { room: "Z2 Room" name: "KEY" }
  panels { room: "Z2 Room" name: "HORSE" }
  panels { room: "Z2 Room" name: "CAR" }
  panels { room: "Z2 Room" name: "SOLSTICE" }
  panels { room: "Z2 Room" name: "EQUINE" }
  panels { room: "Z2 Room" name: "CHARGE" }
  panels { room: "Z2 Room" name: "MUST" }
  panels { room: "Z2 Room" name: "CAPE" }
  panels { room: "Z2 Room" name: "GLANCE" }
  panels { room: "Z2 Room" name: "JAR" }
  panels { room: "Z2 Room" name: "AGREEMENT" }
  panels { room: "Z2 Room" name: "VOYAGE" }
  panels { room: "Z2 Room" name: "INSECT" }
  panels { room: "Z2 Room" name: "EAGLE" }
  panels { room: "Z2 Room" name: "MAJESTIC" }
  panels { room: "Z2 Room" name: "RINGO" }
  panels { room: "Z2 Room" name: "POLICY" }
  panels { room: "Z2 Room" name: "DISCORD" }
  panels { room: "Z2 Room" name: "CAT" }
  complete_at: 10
}
doors {
  name: "Z2 Prize"
  type: EVENT
  # theo_6, theo_7, theo_8, theo_9
  panels { room: "Z2 Room" name: "MICROSCOPE" }
  panels { room: "Z2 Room" name: "KEY" }
  panels { room: "Z2 Room" name: "HORSE" }
  panels { room: "Z2 Room" name: "CAR" }
  panels { room: "Z2 Room" name: "SOLSTICE" }
  panels { room: "Z2 Room" name: "EQUINE" }
  panels { room: "Z2 Room" name: "CHARGE" }
  panels { room: "Z2 Room" name: "MUST" }
  panels { room: "Z2 Room" name: "CAPE" }
  panels { room: "Z2 Room" name: "GLANCE" }
  panels { room: "Z2 Room" name: "JAR" }
  panels { room: "Z2 Room" name: "AGREEMENT" }
  panels { room: "Z2 Room" name: "VOYAGE" }
  panels { room: "Z2 Room" name: "INSECT" }
  panels { room: "Z2 Room" name: "EAGLE" }
  panels { room: "Z2 Room" name: "MAJESTIC" }
  panels { room: "Z2 Room" name: "RINGO" }
  panels { room: "Z2 Room" name: "POLICY" }
  panels { room: "Z2 Room" name: "DISCORD" }
  panels { room: "Z2 Room" name: "CAT" }
}
doors {
  name: "Z2 Room Southwest Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/theo_1"
  panels { room: "Z2 Room" name: "MICROSCOPE" }
  panels { room: "Z2 Room" name: "KEY" }
  panels { room: "Z2 Room" name: "HORSE" }
  panels { room: "Z2 Room" name: "CAR" }
  panels { room: "Z2 Room" name: "SOLSTICE" }
  panels { room: "Z2 Room" name: "EQUINE" }
  panels { room: "Z2 Room" name: "CHARGE" }
  panels { room: "Z2 Room" name: "MUST" }
  panels { room: "Z2 Room" name: "CAPE" }
  panels { room: "Z2 Room" name: "GLANCE" }
  location_room: "Z2 Room"
}
doors {
  name: "Z2 Room Northwest Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/theo_2"
  panels { room: "Z2 Room" name: "MICROSCOPE" }
  panels { room: "Z2 Room" name: "KEY" }
  panels { room: "Z2 Room" name: "HORSE" }
  panels { room: "Z2 Room" name: "CAR" }
  panels { room: "Z2 Room" name: "SOLSTICE" }
  panels { room: "Z2 Room" name: "EQUINE" }
  panels { room: "Z2 Room" name: "CHARGE" }
  panels { room: "Z2 Room" name: "MUST" }
  panels { room: "Z2 Room" name: "CAPE" }
  panels { room: "Z2 Room" name: "GLANCE" }
}
doors {
  name: "Z2 Room Northeast Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/theo_3"
  panels { room: "Z2 Room" name: "JAR" }
  panels { room: "Z2 Room" name: "AGREEMENT" }
  panels { room: "Z2 Room" name: "VOYAGE" }
  panels { room: "Z2 Room" name: "INSECT" }
  panels { room: "Z2 Room" name: "EAGLE" }
  panels { room: "Z2 Room" name: "MAJESTIC" }
  panels { room: "Z2 Room" name: "RINGO" }
  panels { room: "Z2 Room" name: "POLICY" }
  panels { room: "Z2 Room" name: "DISCORD" }
  panels { room: "Z2 Room" name: "CAT" }
  location_room: "Z2 Room"
}
doors {
  name: "Z2 Room Southeast Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/theo_4"
  receivers: "Components/Doors/Halls/theo_5"
  panels { room: "Z2 Room" name: "JAR" }
  panels { room: "Z2 Room" name: "AGREEMENT" }
  panels { room: "Z2 Room" name: "VOYAGE" }
  panels { room: "Z2 Room" name: "INSECT" }
  panels { room: "Z2 Room" name: "EAGLE" }
  panels { room: "Z2 Room" name: "MAJESTIC" }
  panels { room: "Z2 Room" name: "RINGO" }
  panels { room: "Z2 Room" name: "POLICY" }
  panels { room: "Z2 Room" name: "DISCORD" }
  panels { room: "Z2 Room" name: "CAT" }
}
doors {
  name: "Coin Tower Part 1"
  type: LOCATION_ONLY
  panels { room: "Yellow Color Door" name: "Paintings" }
  location_room: "Yellow Color Door"
}
doors {
  name: "Coin Tower Part 2"
  type: EVENT
  panels { room: "Coin Tower" name: "RAIN" }
}
doors {
  name: "Purple SE Vestibule Blocker"
  type: EVENT
  #receivers: "Components/Doors/Purple Exterior/purple_3"
  #receivers: "Components/Doors/Purple Exterior/purple_4"
  panels { room: "Purple SE Vestibule" name: "RUN" }
  panels { room: "Purple SE Vestibule" name: "ROADS" }
}
doors {
  name: "Purple SW Vestibule Blocker"
  type: EVENT
  #receivers: "Components/Doors/Purple Exterior/purple_15"
  #receivers: "Components/Doors/Purple Exterior/purple_16"
  panels { room: "Purple SW Vestibule" name: "LETTERS" }
  panels { room: "Purple SW Vestibule" name: "INSCRIBE" }
}
doors {
  name: "Purple NW Vestibule Blocker"
  type: EVENT
  #receivers: "Components/Doors/Purple Exterior/purple_11"
  #receivers: "Components/Doors/Purple Exterior/purple_12"
  panels { room: "Purple NW Vestibule" name: "MESSAGES" }
  panels { room: "Purple NW Vestibule" name: "LOSE" }
}
doors {
  name: "Purple NE Vestibule Blocker"
  type: EVENT
  #receivers: "Components/Doors/Purple Exterior/purple_7"
  #receivers: "Components/Doors/Purple Exterior/purple_8"
  panels { room: "Outside House" name: "WALLS" }
  panels { room: "Outside House" name: "LOCK" }
}
doors {
  name: "Purple SE Vestibule"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_1"
  receivers: "Components/Doors/Purple Exterior/purple_2"
  panels { room: "Purple SE Vestibule" name: "RUN" }
  panels { room: "Purple SE Vestibule" name: "ROADS" }
  location_room: "Purple SE Vestibule"
}
doors {
  name: "Purple NE Vestibule"
  type: LOCATION_ONLY
  # This has no impact on logic because it's the same room on both sides.
  #receivers: "Components/Doors/Purple Exterior/purple_5"
  #receivers: "Components/Doors/Purple Exterior/purple_6"
  panels { room: "Outside House" name: "WALLS" }
  panels { room: "Outside House" name: "LOCK" }
  location_room: "Outside House"
}
doors {
  name: "Purple NW Vestibule"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_9"
  receivers: "Components/Doors/Purple Exterior/purple_10"
  panels { room: "Purple NW Vestibule" name: "MESSAGES" }
  panels { room: "Purple NW Vestibule" name: "LOSE" }
  location_room: "Purple NW Vestibule"
}
doors {
  name: "Purple SW Vestibule"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_13"
  receivers: "Components/Doors/Purple Exterior/purple_14"
  panels { room: "Purple SW Vestibule" name: "LETTERS" }
  panels { room: "Purple SW Vestibule" name: "INSCRIBE" }
  location_room: "Purple SW Vestibule"
}
doors {
  name: "Purple West Area North Door"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_17"
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
  location_room: "Outside House"
}
doors {
  name: "Purple West Area South Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_18"
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Godot Room Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_25"
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Godot Room Exit"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_26"
  panels { room: "Godot Room" name: "MOTORCYCLE" }
  panels { room: "Godot Room" name: "ME" }
  panels { room: "Godot Room" name: "PAWN" }
  panels { room: "Godot Room" name: "MANIPULATE" }
  panels { room: "Godot Room" name: "AUDIO" }
  panels { room: "Godot Room" name: "AIRPLANE" }
  panels { room: "Godot Room" name: "IDEA" }
  panels { room: "Godot Room" name: "TRAIN" }
  panels { room: "Godot Room" name: "RECORDING" }
  location_room: "Godot Room"
}
doors {
  name: "Beehalls Intersection"
  type: EVENT
  # Unfortunately this has to be an event because the panels block the door
  # until solved. This means that the door can't give access to the three
  # entrances. It only blocks access to the fourth panel.
  panels { room: "After Bee Room" name: "GAS" }
  panels { room: "Outside House" name: "WHISPER" }
  panels { room: "Purple NW Vestibule" name: "SNOWMAN" }
}
doors {
  name: "Beehalls Panel"
  type: LOCATION_ONLY
  panels { room: "Beehalls Intersection" name: "CLOUDS" }
  location_room: "Beehalls Intersection"
}
doors {
  name: "Purple West Area West Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_27"
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Purple East Area South Door"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_19"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
  location_room: "Outside House"
}
doors {
  name: "Purple East Area North Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_20"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
}
doors {
  name: "Purple Room North Entrance"
  type: STANDARD
  receivers: "Components/Doors/Purple Exterior/purple_21"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
  location_room: "Outside House"
}
doors {
  name: "Purple Room South Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_22"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Purple Room West Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_23"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Purple Room East Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Purple Exterior/purple_24"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
  panels { room: "Outside House" name: "BLITHELY" }
  panels { room: "Purple Room South" name: "THESE" }
}
doors {
  name: "Hedges Tower"
  type: LOCATION_ONLY
  # TODO: Not making this an item right now in order to force the player to
  # solve the puzzles in order to enter The Tenacious. In the future, I'd like
  # to make this an item, and make you solve the panels in order to get the
  # location.
  panels { room: "Hedges" name: "SOLVE" }
  panels { room: "Hedges" name: "US" }
  panels { room: "Hedges" name: "IN" }
  panels { room: "Hedges" name: "ORDER" }
  panels { room: "Hedges" name: "THEN" }
  panels { room: "Hedges" name: "JUMP" }
  panels { room: "Hedges" name: "DOWN" }
  panels { room: "Hedges" name: "THE" }
  panels { room: "Hedges" name: "TOWER" }
  location_room: "Hedges"
}
doors {
  name: "Near Flip Painting Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/halls_1"
  panels { room: "Flip Painting Hidden Panel" name: "HIDDEN" answer: "secret" }
  location_room: "Flip Painting Hidden Panel"
}
doors {
  name: "Southwest Area Intersection"
  type: STANDARD
  receivers: "Components/Doors/Halls/halls_3"
  panels { room: "Globe Room" name: "HIDDEN" answer: "secret" }
  location_room: "Globe Room"
}
# halls_4 is some kind of remnant from SEAL and does nothing.
doors {
  name: "Blue Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/halls_2"
  panels { room: "Rainbow Color Doors" name: "CROW" }
  location_room: "Rainbow Color Doors"
}
doors {
  name: "Blue Room"
  type: LOCATION_ONLY
  panels { room: "Blue Room" name: "RED" }
  panels { room: "Blue Room" name: "WESTWARD" }
  panels { room: "Blue Room" name: "RANGE" }
  panels { room: "Blue Room" name: "PEPPER" }
  panels { room: "Blue Room" name: "TIME" }
  panels { room: "Blue Room" name: "SALT" }
  panels { room: "Blue Room" name: "BULB" }
  panels { room: "Blue Room" name: "PAPA" }
  panels { room: "Blue Room" name: "MINT" }
  panels { room: "Blue Room" name: "CELEBRATORY" }
  panels { room: "Blue Room" name: "DETECTIVE" }
  location_room: "Blue Room"
}
doors {
  name: "O2 Prize"
  type: EVENT
  panels { room: "O2 Room" name: "LISTEN" }
  panels { room: "O2 Room" name: "UNLOCK" }
  panels { room: "O2 Room" name: "PROMISE" }
  panels { room: "O2 Room" name: "SIGN" }
  panels { room: "O2 Room" name: "AJAR" }
  panels { room: "O2 Room" name: "HEED" }
  panels { room: "O2 Room" name: "HERALD" }
  panels { room: "O2 Room" name: "VOW" }
  panels { room: "O2 Room" name: "HONEST" }
  panels { room: "O2 Room" name: "PROPHECY" }
  panels { room: "O2 Room" name: "BOND" }
  panels { room: "O2 Room" name: "UNBLOCKED" }
}
doors {
  name: "Blue Smiley Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_2"
  panels { room: "O2 Room" name: "HONEST" }
  location_room: "O2 Room"
}
doors {
  name: "Composite Room NE Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_3"
  panels { room: "O2 Room" name: "UNLOCK" }
  location_room: "O2 Room"
}
doors {
  name: "Composite Room East Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_5"
  panels { room: "Composite Room NE" name: "<-" }
  panels { room: "Composite Room NE" name: "TEXTBOOK" }
  panels { room: "Composite Room NE" name: "CORNERHOME" }
  panels { room: "Composite Room NE" name: "BIRDCALL" }
  panels { room: "Composite Room NE" name: "FORCEYARD" }
  panels { room: "Composite Room NE" name: "TIREPOUND" }
  panels { room: "Composite Room NE" name: "LIEQUIZ" }
  panels { room: "Composite Room NE" name: "WHITEOUT" }
  panels { room: "Composite Room NE" name: "FEETHIM" }
  panels { room: "Composite Room NE" name: "STARFALL" }
  panels { room: "Composite Room S" name: "MUSCLEIN" }
  panels { room: "Composite Room S" name: "PLAYHOP" }
  panels { room: "Composite Room S" name: "BOUGHTHIM" }
  panels { room: "Composite Room S" name: "FRIENDPILOT" }
  panels { room: "Composite Room S" name: "UNDERPANTS" }
  panels { room: "Composite Room S" name: "FIREFOX" }
  panels { room: "Composite Room S" name: "SPRINKLEDRIP" }
  panels { room: "Composite Room S" name: "TWOGOTHIM" }
  panels { room: "Composite Room S" name: "SKIMFARE" }
  panels { room: "Composite Room S" name: "TICKETBORNE" }
  panels { room: "Composite Room S" name: "BLEAKCARD" }
  panels { room: "Composite Room S" name: "MISSIONMISSION" }
  location_room: "Composite Room S"
}
doors {
  name: "Composite Room North Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_7"
  panels { room: "Composite Room NE" name: "<-" }
  panels { room: "Composite Room NE" name: "TEXTBOOK" }
  panels { room: "Composite Room NE" name: "CORNERHOME" }
  panels { room: "Composite Room NE" name: "BIRDCALL" }
  panels { room: "Composite Room NE" name: "FORCEYARD" }
  panels { room: "Composite Room NE" name: "TIREPOUND" }
  panels { room: "Composite Room NE" name: "LIEQUIZ" }
  panels { room: "Composite Room NE" name: "WHITEOUT" }
  panels { room: "Composite Room NE" name: "FEETHIM" }
  panels { room: "Composite Room NE" name: "STARFALL" }
  panels { room: "Composite Room NW" name: "BEHOUSE" }
  panels { room: "Composite Room NW" name: "BRAKESTEADY" }
  panels { room: "Composite Room NW" name: "DEATHSHORT" }
  panels { room: "Composite Room NW" name: "PLUMPFAMILY" }
  panels { room: "Composite Room NW" name: "SHEEPBOOK" }
  panels { room: "Composite Room NW" name: "LAIDIN" }
  panels { room: "Composite Room NW" name: "FOGIRON" }
  panels { room: "Composite Room NW" name: "MOONSENT" }
  panels { room: "Composite Room NW" name: "FAIRWATER" }
  panels { room: "Composite Room NW" name: "PLEADOUT" }
  panels { room: "Composite Room NW" name: "OUTGARDEN" }
  panels { room: "Composite Room NW" name: "HELLOTALE" }
  location_room: "Composite Room NE"
}
doors {
  name: "Composite Room West Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_8"
  panels { room: "Composite Room NW" name: "BEHOUSE" }
  panels { room: "Composite Room NW" name: "BRAKESTEADY" }
  panels { room: "Composite Room NW" name: "DEATHSHORT" }
  panels { room: "Composite Room NW" name: "PLUMPFAMILY" }
  panels { room: "Composite Room NW" name: "SHEEPBOOK" }
  panels { room: "Composite Room NW" name: "LAIDIN" }
  panels { room: "Composite Room NW" name: "FOGIRON" }
  panels { room: "Composite Room NW" name: "MOONSENT" }
  panels { room: "Composite Room NW" name: "FAIRWATER" }
  panels { room: "Composite Room NW" name: "PLEADOUT" }
  panels { room: "Composite Room NW" name: "OUTGARDEN" }
  panels { room: "Composite Room NW" name: "HELLOTALE" }
  panels { room: "Composite Room S" name: "CONCAVE" }
  panels { room: "Composite Room S" name: "FAIRYTHINK" }
  panels { room: "Composite Room S" name: "AILAND" }
  panels { room: "Composite Room S" name: "RULERCAT" }
  panels { room: "Composite Room S" name: "ANDBITE" }
  panels { room: "Composite Room S" name: "ASHHIM" }
  panels { room: "Composite Room S" name: "PRONOUNPRONOUNPRONOUN" }
  panels { room: "Composite Room S" name: "SPOUSEGARDEN" }
  panels { room: "Composite Room S" name: "BANGER" }
  panels { room: "Composite Room S" name: "LEGIT" }
  panels { room: "Composite Room S" name: "OUTEAT" }
  panels { room: "Composite Room S" name: "SUMMERIN" }
  location_room: "Composite Room NW"
}
doors {
  name: "Composite Room NW Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_10"
  panels { room: "Red Color Door" name: "Left" }
  location_room: "Red Color Door"
}
doors {
  name: "Composite Room South Door"
  type: LOCATION_ONLY
  #receivers: "Components/Doors/Halls/oroom_9"
  panels { room: "Composite Room S" name: "MUSCLEIN" }
  panels { room: "Composite Room S" name: "PLAYHOP" }
  panels { room: "Composite Room S" name: "BOUGHTHIM" }
  panels { room: "Composite Room S" name: "FRIENDPILOT" }
  panels { room: "Composite Room S" name: "UNDERPANTS" }
  panels { room: "Composite Room S" name: "FIREFOX" }
  panels { room: "Composite Room S" name: "SPRINKLEDRIP" }
  panels { room: "Composite Room S" name: "TWOGOTHIM" }
  panels { room: "Composite Room S" name: "SKIMFARE" }
  panels { room: "Composite Room S" name: "TICKETBORNE" }
  panels { room: "Composite Room S" name: "BLEAKCARD" }
  panels { room: "Composite Room S" name: "MISSIONMISSION" }
  panels { room: "Composite Room S" name: "CONCAVE" }
  panels { room: "Composite Room S" name: "FAIRYTHINK" }
  panels { room: "Composite Room S" name: "AILAND" }
  panels { room: "Composite Room S" name: "RULERCAT" }
  panels { room: "Composite Room S" name: "ANDBITE" }
  panels { room: "Composite Room S" name: "ASHHIM" }
  panels { room: "Composite Room S" name: "PRONOUNPRONOUNPRONOUN" }
  panels { room: "Composite Room S" name: "SPOUSEGARDEN" }
  panels { room: "Composite Room S" name: "BANGER" }
  panels { room: "Composite Room S" name: "LEGIT" }
  panels { room: "Composite Room S" name: "OUTEAT" }
  panels { room: "Composite Room S" name: "SUMMERIN" }
  location_room: "Composite Room S"
}
doors {
  name: "O2 Room Back Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/oroom_4"
  panels { room: "O2 Room" name: "UNBLOCKED" }
  location_room: "O2 Room"
}
doors {
  name: "Control Center Orange Door"
  type: CONTROL_CENTER_COLOR
  receivers: "Components/Doors/Halls/oroom_6"
  control_center_color: "orange"
}
doors {
  name: "F2 Prize"
  type: EVENT
  panels { room: "F2 Room" name: "DULLS" }
  panels { room: "F2 Room" name: "GRIME" }
  panels { room: "F2 Room" name: "CRAFT" }
  panels { room: "F2 Room" name: "CAST" }
  panels { room: "F2 Room" name: "WANES" }
  panels { room: "F2 Room" name: "DECAY" }
  panels { room: "F2 Room" name: "MAKE" }
  panels { room: "F2 Room" name: "WEAKENS" }
  panels { room: "F2 Room" name: "TRASH" }
  panels { room: "F2 Room" name: "SHAPE" }
}
doors {
  name: "F2 Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/froom_2"
  panels { room: "Sweet Foyer" name: "RENT (1)" }
  location_room: "Sweet Foyer"
}
doors {
  name: "White Hallway From Entry"
  # TODO: This should be combined with the corresponding door in the_entry, at
  # least when connections are not shuffled.
  type: CONTROL_CENTER_COLOR
  receivers: "Components/Doors/Halls/froom_6"
  control_center_color: "white"
}
doors {
  name: "Purple Hallway From Great"
  # TODO: This should be combined with the corresponding door in the_great, at
  # least when connections are not shuffled.
  type: CONTROL_CENTER_COLOR
  receivers: "Components/Doors/Halls/froom_7"
  control_center_color: "purple"
}
doors {
  name: "F2 Room Back Right Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/froom_3"
  panels { room: "F2 Room" name: "RISKY" }
  location_room: "F2 Room"
}
doors {
  name: "F2 Room Back Left Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/froom_4"
  panels { room: "F2 Room" name: "SHAPE" }
  location_room: "F2 Room"
}
doors {
  name: "F2 Room Back Middle Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/froom_5"
  panels { room: "F2 Room" name: "DIRT" }
  location_room: "F2 Room"
}
doors {
  name: "U2 Prize"
  type: EVENT
  panels { room: "U2 Room" name: "DREAMSCAPE" }
  panels { room: "U2 Room" name: "WICKED" }
  panels { room: "U2 Room" name: "PARADISE" }
  panels { room: "U2 Room" name: "DISCORD" }
  panels { room: "U2 Room" name: "EVIL" }
  panels { room: "U2 Room" name: "DISORDER" }
  panels { room: "U2 Room" name: "CHAOS" }
  panels { room: "U2 Room" name: "TROUBLE" }
  panels { room: "U2 Room" name: "IRREVERENT" }
  panels { room: "U2 Room" name: "HEAVEN" }
}
doors {
  name: "U2 Room Shortcut"
  type: STANDARD
  receivers: "Components/Doors/Halls/uroom_2"
  panels { room: "U2 Room" name: "WICKED" }
  location_room: "U2 Room"
}
doors {
  name: "Blue Foyer Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/blue_foyer_1"
  panels { room: "Maze Paintings Area" name: "Paintings" }
  location_room: "Maze Paintings Area"
}
doors {
  name: "House Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/theo_door_1"
  panels { room: "House Entrance" name: "ADULT" }
  location_room: "House Entrance"
}
doors {
  name: "U2 Room Back Right Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/uroom_3"
  panels { room: "U2 Room" name: "HEAVEN" }
  location_room: "U2 Room"
}
doors {
  name: "U2 Room Back Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/uroom_5"
  panels { room: "Purple Room South" name: "ANY" }
  panels { room: "Outside House" name: "A" }
}
doors {
  name: "U2 Room Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/uroom_4"
  panels { room: "Outside Magic Room" name: "WIZARD" }
  panels { room: "Magic Room" name: "1" }
  panels { room: "Magic Room" name: "2" }
  panels { room: "Magic Room" name: "3" }
  panels { room: "Magic Room" name: "4" }
}
doors {
  name: "Magic Room Panels"
  type: LOCATION_ONLY
  panels { room: "Magic Room" name: "1" }
  panels { room: "Magic Room" name: "2" }
  panels { room: "Magic Room" name: "3" }
  panels { room: "Magic Room" name: "4" }
  location_room: "Magic Room"
}
doors {
  name: "Magic Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/maze_enter_1"
  panels { room: "Outside Magic Room" name: "WIZARD" }
  location_room: "Outside Magic Room"
}
doors {
  name: "Maze East Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/maze_enter_2"
  panels { room: "Outside Magic Room" name: "WIZARD" }
}
doors {
  name: "Maze North Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/maze_enter_3"
  panels { room: "Outside Magic Room" name: "WIZARD" }
}
doors {
  name: "Maze South Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/maze_enter_4"
  panels { room: "Outside Magic Room" name: "WIZARD" }
}
doors {
  name: "Wonderland Right Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/wonderland_1"
  panels { room: "Wonderland" name: "APRIL" }
  panels { room: "Wonderland" name: "UNDER" }
  panels { room: "Wonderland" name: "ANGRY" }
  panels { room: "Wonderland" name: "ARTS" }
  panels { room: "Wonderland" name: "SONG" }
  location_room: "Wonderland"
}
doors {
  name: "Pyramid Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/pyramid_1"
  panels { room: "Outside Pyramid" name: "PEER" }
  panels { room: "Outside Pyramid" name: "AMID" }
  location_room: "Outside Pyramid"
}
doors {
  name: "Orange Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/orange_entry"
  panels { room: "Outside Orange Room" name: "VAN" }
  location_room: "Outside Orange Room"
}
doors {
  name: "Orange Room"
  type: LOCATION_ONLY
  panels { room: "Orange Room" name: "FRANCE" }
  panels { room: "Orange Room" name: "ENTER" }
  panels { room: "Orange Room" name: "TURN" }
  panels { room: "Orange Room" name: "BARE" }
  panels { room: "Orange Room" name: "PORT" }
  panels { room: "Orange Room" name: "FORTE" }
  panels { room: "Orange Room" name: "MILKS" }
  panels { room: "Orange Room" name: "VINE" }
  panels { room: "Orange Room" name: "COAL" }
  panels { room: "Orange Room" name: "OWED" }
  location_room: "Orange Room"
}
doors {
  name: "Hedges Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/orange_entry2"
  panels { room: "Outside Hedges" name: "BARK" }
  panels { room: "Outside Hedges" name: "BUD" }
  panels { room: "Outside Hedges" name: "LEAF" }
  panels { room: "Outside Hedges" name: "PETAL" }
  location_room: "Outside Hedges"
}
doors {
  name: "Amber South Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/amber_1"
  panels { room: "Outside Snake Room" name: "SONG (South)" }
  panels { room: "West Castle Area" name: "SONG (2)" }
  location_room: "West Castle Area"
}
doors {
  name: "Amber North Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/amber_2"
  panels { room: "Outside Snake Room" name: "SONG (North)" }
  panels { room: "Amber North 2" name: "SONG" }
  location_room: "Amber North 2"
}
doors {
  name: "Amber East Doors"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/amber_3"
  receivers: "Components/Doors/Halls/amber_4"
  panels { room: "Outside Snake Room" name: "SONG (North)" }
  panels { room: "West Castle Area" name: "SONG (2)" }
}
doors {
  name: "Pains Room Divider"
  type: STANDARD
  receivers: "Components/Doors/Halls/gold_1"
  panels { room: "Pains Room" name: "MOO" }
  location_room: "Pains Room"
}
doors {
  name: "Planet Room Divider"
  type: STANDARD
  receivers: "Components/Doors/Halls/gold_2"
  panels { room: "West Spire" name: "CAW" }
  location_room: "West Spire"
}
doors {
  name: "Snake Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/purple_lav_3"
  panels { room: "Snake Room" name: "HISS" }
  panels { room: "Snake Room" name: "SQUEAK" }
  panels { room: "Snake Room" name: "BUZZ" }
  panels { room: "Snake Room" name: "BARK" }
  location_room: "Snake Room"
}
doors {
  name: "Hotel First Floor"
  type: LOCATION_ONLY
  panels { room: "Hotel" name: "PARKA" }
  panels { room: "Hotel" name: "MARLIN" }
  panels { room: "Hotel" name: "WHO" }
  panels { room: "Hotel" name: "CLOAK" }
  panels { room: "Hotel" name: "MANE" }
  panels { room: "Hotel" name: "WHAT" }
  panels { room: "Hotel" name: "BLAZER" }
  panels { room: "Hotel" name: "WHERE" }
  panels { room: "Hotel" name: "DOROTHY" }
  panels { room: "Hotel" name: "JACKET" }
  panels { room: "Hotel" name: "TAIL" }
  panels { room: "Hotel" name: "JAWS" }
  panels { room: "Hotel" name: "FLOUNDER" }
  panels { room: "Hotel" name: "WHEN" }
  panels { room: "Hotel" name: "CLAWS" }
  panels { room: "Hotel" name: "BRUCE" }
  location_room: "Hotel"
}
doors {
  name: "Hotel Second Floor"
  type: LOCATION_ONLY
  panels { room: "Hotel" name: "POTATO" }
  panels { room: "Hotel" name: "SALAD" }
  panels { room: "Hotel" name: "BATHING" }
  panels { room: "Hotel" name: "MICRO" }
  panels { room: "Hotel" name: "BUSINESS" }
  panels { room: "Hotel" name: "WEDDING" }
  panels { room: "Hotel" name: "TREE" }
  panels { room: "Hotel" name: "RIVER" }
  panels { room: "Hotel" name: "TUNING" }
  panels { room: "Hotel" name: "BOXING" }
  panels { room: "Hotel" name: "TELEPHONE" }
  panels { room: "Hotel" name: "LAW" }
  panels { room: "Hotel" name: "POKER" }
  panels { room: "Hotel" name: "CARD" }
  panels { room: "Hotel" name: "ROAD" }
  panels { room: "Hotel" name: "CHOCOLATE" }
  location_room: "Hotel"
}
doors {
  name: "Hotel Third Floor"
  type: LOCATION_ONLY
  panels { room: "Hotel" name: "DEPART" }
  panels { room: "Hotel" name: "WITHDRAW" }
  panels { room: "Hotel" name: "QUIT" }
  panels { room: "Hotel" name: "LEAVE" }
  panels { room: "Hotel" name: "PALE" }
  panels { room: "Hotel" name: "JUST" }
  panels { room: "Hotel" name: "NEW" }
  panels { room: "Hotel" name: "UNTALENTED" }
  panels { room: "Hotel" name: "SERVICE" }
  panels { room: "Hotel" name: "FULL" }
  panels { room: "Hotel" name: "EVIL" }
  panels { room: "Hotel" name: "HONEY" }
  panels { room: "Hotel" name: "CRESCENT" }
  panels { room: "Hotel" name: "INVALID" }
  panels { room: "Hotel" name: "FESTIVAL" }
  panels { room: "Hotel" name: "BEAUTIFUL" }
  location_room: "Hotel"
}
doors {
  name: "Hotel Fourth Floor"
  type: LOCATION_ONLY
  panels { room: "Hotel" name: "WILTED" }
  panels { room: "Hotel" name: "DROOPED" }
  panels { room: "Hotel" name: "FADED" }
  panels { room: "Hotel" name: "WANED" }
  panels { room: "Hotel" name: "TALL" }
  panels { room: "Hotel" name: "CANVAS" }
  panels { room: "Hotel" name: "LEVER" }
  panels { room: "Hotel" name: "SCULPTURE" }
  panels { room: "Hotel" name: "RAGE" }
  panels { room: "Hotel" name: "BALL" }
  panels { room: "Hotel" name: "FOOL" }
  panels { room: "Hotel" name: "VERGE" }
  panels { room: "Hotel" name: "ART" }
  panels { room: "Hotel" name: "EVER" }
  panels { room: "Hotel" name: "PAIN" }
  panels { room: "Hotel" name: "FOOT" }
  location_room: "Hotel"
}
doors {
  name: "Checkered Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/connections_1"
  receivers: "Components/Doors/Halls/connections_3"
  panels { room: "Hotel" name: "PARKA" }
  panels { room: "Hotel" name: "MARLIN" }
  panels { room: "Hotel" name: "WHO" }
  panels { room: "Hotel" name: "CLOAK" }
  panels { room: "Hotel" name: "MANE" }
  panels { room: "Hotel" name: "WHAT" }
  panels { room: "Hotel" name: "BLAZER" }
  panels { room: "Hotel" name: "WHERE" }
  panels { room: "Hotel" name: "DOROTHY" }
  panels { room: "Hotel" name: "JACKET" }
  panels { room: "Hotel" name: "TAIL" }
  panels { room: "Hotel" name: "JAWS" }
  panels { room: "Hotel" name: "FLOUNDER" }
  panels { room: "Hotel" name: "WHEN" }
  panels { room: "Hotel" name: "CLAWS" }
  panels { room: "Hotel" name: "BRUCE" }
  panels { room: "Hotel" name: "POTATO" }
  panels { room: "Hotel" name: "SALAD" }
  panels { room: "Hotel" name: "BATHING" }
  panels { room: "Hotel" name: "MICRO" }
  panels { room: "Hotel" name: "BUSINESS" }
  panels { room: "Hotel" name: "WEDDING" }
  panels { room: "Hotel" name: "TREE" }
  panels { room: "Hotel" name: "RIVER" }
  panels { room: "Hotel" name: "TUNING" }
  panels { room: "Hotel" name: "BOXING" }
  panels { room: "Hotel" name: "TELEPHONE" }
  panels { room: "Hotel" name: "LAW" }
  panels { room: "Hotel" name: "POKER" }
  panels { room: "Hotel" name: "CARD" }
  panels { room: "Hotel" name: "ROAD" }
  panels { room: "Hotel" name: "CHOCOLATE" }
  panels { room: "Hotel" name: "DEPART" }
  panels { room: "Hotel" name: "WITHDRAW" }
  panels { room: "Hotel" name: "QUIT" }
  panels { room: "Hotel" name: "LEAVE" }
  panels { room: "Hotel" name: "PALE" }
  panels { room: "Hotel" name: "JUST" }
  panels { room: "Hotel" name: "NEW" }
  panels { room: "Hotel" name: "UNTALENTED" }
  panels { room: "Hotel" name: "SERVICE" }
  panels { room: "Hotel" name: "FULL" }
  panels { room: "Hotel" name: "EVIL" }
  panels { room: "Hotel" name: "HONEY" }
  panels { room: "Hotel" name: "CRESCENT" }
  panels { room: "Hotel" name: "INVALID" }
  panels { room: "Hotel" name: "FESTIVAL" }
  panels { room: "Hotel" name: "BEAUTIFUL" }
  panels { room: "Hotel" name: "WILTED" }
  panels { room: "Hotel" name: "DROOPED" }
  panels { room: "Hotel" name: "FADED" }
  panels { room: "Hotel" name: "WANED" }
  panels { room: "Hotel" name: "TALL" }
  panels { room: "Hotel" name: "CANVAS" }
  panels { room: "Hotel" name: "LEVER" }
  panels { room: "Hotel" name: "SCULPTURE" }
  panels { room: "Hotel" name: "RAGE" }
  panels { room: "Hotel" name: "BALL" }
  panels { room: "Hotel" name: "FOOL" }
  panels { room: "Hotel" name: "VERGE" }
  panels { room: "Hotel" name: "ART" }
  panels { room: "Hotel" name: "EVER" }
  panels { room: "Hotel" name: "PAIN" }
  panels { room: "Hotel" name: "FOOT" }
}
doors {
  name: "J2 Door 1"
  type: EVENT
  panels { room: "Hotel" name: "PARKA" }
  panels { room: "Hotel" name: "CLOAK" }
  panels { room: "Hotel" name: "DOROTHY" }
  panels { room: "Hotel" name: "JAWS" }
  panels { room: "Hotel" name: "WHEN" }
  panels { room: "Hotel" name: "CLAWS" }
  panels { room: "Hotel" name: "POTATO" }
  panels { room: "Hotel" name: "MICRO" }
  panels { room: "Hotel" name: "TUNING" }
  panels { room: "Hotel" name: "LAW" }
  panels { room: "Hotel" name: "CARD" }
  panels { room: "Hotel" name: "ROAD" }
  panels { room: "Hotel" name: "DEPART" }
  panels { room: "Hotel" name: "LEAVE" }
  panels { room: "Hotel" name: "SERVICE" }
  panels { room: "Hotel" name: "HONEY" }
  panels { room: "Hotel" name: "INVALID" }
  panels { room: "Hotel" name: "FESTIVAL" }
  panels { room: "Hotel" name: "WILTED" }
  panels { room: "Hotel" name: "WANED" }
  panels { room: "Hotel" name: "RAGE" }
  panels { room: "Hotel" name: "VERGE" }
  panels { room: "Hotel" name: "EVER" }
  panels { room: "Hotel" name: "PAIN" }
}
doors {
  name: "J2 Door 2"
  type: EVENT
  panels { room: "J2 Vestibule" name: "COLORFUL" }
}
doors {
  name: "Wonderland Left Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/wonderland_2"
  panels { room: "Wonderland" name: "APRIL" }
  panels { room: "Wonderland" name: "UNDER" }
  panels { room: "Wonderland" name: "ANGRY" }
  panels { room: "Wonderland" name: "ARTS" }
  panels { room: "Wonderland" name: "SONG" }
}
doors {
  name: "Bee Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/bee_entry"
  panels { room: "Outside House" name: "WING" }
  panels { room: "Outside House" name: "DOTE" }
  location_room: "Outside House"
}
doors {
  name: "Intense Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls/bee_entry2"
  panels { room: "Outside House" name: "VIVID" }
  panels { room: "Outside House" name: "RIGHT" }
  location_room: "Outside House"
}
doors {
  name: "D2 Room"
  type: EVENT
  panels { room: "Outside House" name: "VIVID" }
  panels { room: "Outside House" name: "RIGHT" }
  panels { room: "Intense Room" name: "BRILLIANT" }
  panels { room: "Intense Room" name: "HORRIBLE" }
  panels { room: "Intense Room" name: "INSTANTLY" }
  panels { room: "Intense Room" name: "COLOSSAL" }
  panels { room: "Intense Room" name: "RUN" }
  panels { room: "Intense Room" name: "SLEEP" }
  panels { room: "Intense Room" name: "TOSS" }
  panels { room: "Intense Room" name: "SHATTER" }
  panels { room: "Intense Room" name: "DELICIOUS" }
}
doors {
  name: "Bee Room Back Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls/bee_exit"
  panels { room: "Outside House" name: "WING" }
  panels { room: "Outside House" name: "DOTE" }
  panels { room: "Bee Room Obverse" name: "SINGLE" }
  panels { room: "Bee Room Obverse" name: "BLINDER" }
  panels { room: "Bee Room Obverse" name: "SURE" }
  panels { room: "Bee Room Obverse" name: "BLUR" }
  panels { room: "Bee Room Obverse" name: "FRINGE" }
  panels { room: "Bee Room Obverse" name: "CINDER" }
  panels { room: "Bee Room Obverse" name: "FUMBLE" }
  panels { room: "Bee Room Obverse" name: "LATCH" }
  panels { room: "Bee Room Reverse" name: "POCKET" }
  panels { room: "Bee Room Reverse" name: "FLUME" }
  panels { room: "Bee Room Reverse" name: "HEALED" }
  panels { room: "Bee Room Reverse" name: "SCRATCH" }
  panels { room: "Bee Room Reverse" name: "MINORITY" }
  panels { room: "Bee Room Reverse" name: "STYLINGS" }
  panels { room: "Bee Room Reverse" name: "PLANTS" }
  panels { room: "Bee Room Reverse" name: "COUNCIL" }
}
doors {
  name: "Bee Room Obverse"
  type: LOCATION_ONLY
  panels { room: "Bee Room Obverse" name: "SINGLE" }
  panels { room: "Bee Room Obverse" name: "BLINDER" }
  panels { room: "Bee Room Obverse" name: "SURE" }
  panels { room: "Bee Room Obverse" name: "BLUR" }
  panels { room: "Bee Room Obverse" name: "FRINGE" }
  panels { room: "Bee Room Obverse" name: "CINDER" }
  panels { room: "Bee Room Obverse" name: "FUMBLE" }
  panels { room: "Bee Room Obverse" name: "LATCH" }
  location_room: "Bee Room Obverse"
}
doors {
  name: "Bee Room Reverse"
  type: LOCATION_ONLY
  panels { room: "Bee Room Reverse" name: "POCKET" }
  panels { room: "Bee Room Reverse" name: "FLUME" }
  panels { room: "Bee Room Reverse" name: "HEALED" }
  panels { room: "Bee Room Reverse" name: "SCRATCH" }
  panels { room: "Bee Room Reverse" name: "MINORITY" }
  panels { room: "Bee Room Reverse" name: "STYLINGS" }
  panels { room: "Bee Room Reverse" name: "PLANTS" }
  panels { room: "Bee Room Reverse" name: "COUNCIL" }
  location_room: "Bee Room Reverse"
}
doors {
  name: "Gourd Door"
  type: STANDARD
  receivers: "Components/Doors/Halls/pumpkin_1"
  panels { room: "Outside Hedges" name: "GOURD (1)" }
  panels { room: "Outside Hedges" name: "GOURD (2)" }
  panels { room: "Outside Hedges" name: "GOURD (3)" }
  panels { room: "Outside Hedges" name: "GOURD (4)" }
  location_room: "Outside Hedges"
}
doors {
  name: "Castle Drawbridge"
  type: STANDARD
  receivers: "Components/Doors/Castle/Drawbridge/animationListener"
  panels { room: "Roof" name: "?" }
  location_room: "Roof"
}
doors {
  name: "Roof Access"
  type: STANDARD
  receivers: "Components/Doors/Castle/entry_stairs_big"
  receivers: "Components/Doors/Castle/entry_stairs_big2"
  panels { room: "North Castle Area" name: "A SUMMER PLACE" }
  panels { room: "West Castle Area" name: "SONG FACE" }
  panels { room: "South Castle Area" name: "AN OFFER VILLAGE BEFORE LAIR" }
  location_room: "South Castle Area"
}
doors {
  name: "Pairs Room North And South Doors"
  type: STANDARD
  receivers: "Components/Doors/Pairs/pairs_3"
  receivers: "Components/Doors/Pairs/pairs_4"
  panels { room: "Outside Snake Room" name: "TONGUE" }
  panels { room: "Outside Snake Room" name: "ACE" }
  panels { room: "Outside Snake Room" name: "ANIMAL" }
  panels { room: "Outside Snake Room" name: "ONES" }
  panels { room: "West Castle Area" name: "FALSIFY" }
  panels { room: "West Castle Area" name: "ALL" }
  panels { room: "West Spire" name: "CUT" }
  panels { room: "West Spire" name: "STONES" }
  location_room: "West Spire"
}
doors {
  name: "Pairs Room West Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Pairs/pairs_2"
  panels { room: "Outside Snake Room" name: "TONGUE" }
  panels { room: "Outside Snake Room" name: "ACE" }
  panels { room: "Outside Snake Room" name: "ANIMAL" }
  panels { room: "Outside Snake Room" name: "ONES" }
  panels { room: "West Castle Area" name: "FALSIFY" }
  panels { room: "West Castle Area" name: "ALL" }
  panels { room: "West Spire" name: "CUT" }
  panels { room: "West Spire" name: "STONES" }
}
doors {
  name: "Pairs Room East Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Pairs/pairs_1"
  panels { room: "Outside Snake Room" name: "TONGUE" }
  panels { room: "Outside Snake Room" name: "ACE" }
  panels { room: "Outside Snake Room" name: "ANIMAL" }
  panels { room: "Outside Snake Room" name: "ONES" }
  panels { room: "West Castle Area" name: "FALSIFY" }
  panels { room: "West Castle Area" name: "ALL" }
  panels { room: "West Spire" name: "CUT" }
  panels { room: "West Spire" name: "STONES" }
}
doors {
  name: "Salt Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_1"
  panels { room: "Outside Salt Room" name: "Colors" }
  location_room: "Outside Salt Room"
}
doors {
  name: "Rainbow Rooms Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_2"
  panels { room: "Rainbow Start" name: "PAINTING" }
}
doors {
  name: "Red Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_3"
  panels { room: "Rainbow Start" name: "PAINTING" }
  panels { room: "Red Smiley" name: "SMILE" }
}
doors {
  name: "Orange Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_4"
  panels { room: "Rainbow Red" name: "THEME" }
  panels { room: "Outside Orange Room" name: "SMILE" }
}
doors {
  name: "Yellow Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_17"
  panels { room: "Rainbow Orange" name: "THEME" }
  panels { room: "Hedges" name: "SMILE" }
}
doors {
  name: "Green Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_5"
  panels { room: "Rainbow Yellow" name: "THEME" }
  panels { room: "Green Smiley" name: "SMILE" }
}
doors {
  name: "Blue Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_6"
  panels { room: "Rainbow Green" name: "THEME" }
  panels { room: "Blue Smiley" name: "SMILE" }
}
doors {
  name: "Purple Rainbow Room"
  type: ITEM_ONLY
  receivers: "Components/Doors/Color Reading/door_7"
  panels { room: "Rainbow Blue" name: "THEME" }
  panels { room: "Purple Smiley" name: "SMILE" }
}
doors {
  name: "Red Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Start" name: "PAINTING" }
  location_room: "Rainbow Start"
}
doors {
  name: "Orange Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Red" name: "THEME" }
  location_room: "Rainbow Red"
}
doors {
  name: "Yellow Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Orange" name: "THEME" }
  location_room: "Rainbow Orange"
}
doors {
  name: "Green Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Yellow" name: "THEME" }
  location_room: "Rainbow Yellow"
}
doors {
  name: "Blue Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Green" name: "THEME" }
  location_room: "Rainbow Green"
}
doors {
  name: "Purple Rainbow Panel"
  type: LOCATION_ONLY
  panels { room: "Rainbow Blue" name: "THEME" }
  location_room: "Rainbow Blue"
}
doors {
  name: "Cyan Rainbow Room"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_18"
  panels { room: "Rainbow Purple" name: "THEME" }
  location_room: "Rainbow Purple"
}
doors {
  name: "Brown Rainbow Room"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_8"
  panels { room: "Rainbow Cyan" name: "THEME" }
  location_room: "Rainbow Cyan"
}
doors {
  name: "Pepper Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_9"
  panels { room: "Red Color Door" name: "Colors" }
  location_room: "Red Color Door"
}
doors {
  name: "Hotel Entrance"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_14"
  panels { room: "Outside Hotel" name: "COLORFUL" }
  location_room: "Outside Hotel"
}
doors {
  name: "Seasoning Doors"
  type: STANDARD
  receivers: "Components/Doors/Color Reading/door_10"
  receivers: "Components/Doors/Color Reading/door_11"
  panels { room: "Salt Room" name: "SEASONING" }
  panels { room: "Pepper Room" name: "SEASONING" }
  location_room: "Pepper Room"
}
doors {
  name: "Bow Side"
  type: EVENT
  panels { room: "Brown Smiley" name: "OTHERS" }
}
doors {
  name: "Brown Smiley Shortcut"
  type: EVENT
  panels { room: "Brown Smiley" name: "OTHERS" }
}
doors {
  name: "Bow Side Panel"
  type: LOCATION_ONLY
  panels { room: "Bow Side" name: "?" }
  location_room: "Bow Side"
}
doors {
  name: "Rain Side Panel"
  type: LOCATION_ONLY
  panels { room: "Rain Side" name: "?" }
  location_room: "Rain Side"
}
doors {
  name: "Gold Ending Blockers"
  type: EVENT
  panels { room: "Bow Side" name: "?" }
  panels { room: "Rain Side" name: "?" }
}
doors {
  name: "Blue Smiley Exit To Red"
  type: LOCATION_ONLY
  # Components/Doors/Smileys/blue_1
  panels { room: "Blue Smiley" name: "SMILE" }
  location_room: "Blue Smiley"
}
doors {
  name: "Blue Smiley Annex"
  type: EVENT
  # Components/Doors/Smileys/blue_2
  panels { room: "Blue Smiley" name: "SMILE" }
}
doors {
  name: "Purple Smiley Exit To Hallway"
  type: EVENT
  # Components/Doors/Smileys/purple_2
  panels { room: "Purple Smiley" name: "SMILE" }
}
doors {
  name: "Purple Smiley Exit To Cream Hex"
  type: EVENT
  # Components/Doors/Smileys/purple_3
  panels { room: "Purple Smiley" name: "SMILE" }
}
doors {
  name: "Yellow Smiley Annex"
  type: EVENT
  # Components/Doors/Smileys/yellow_1
  panels { room: "Hedges" name: "SMILE" }
}
doors {
  name: "Yellow Smiley Door"
  type: STANDARD
  receivers: "Components/Doors/Smileys/yellow_2"
  panels { room: "Hedges" name: "SMILE" }
  location_room: "Hedges"
}
doors {
  name: "Green Smiley"
  type: STANDARD
  receivers: "Components/Doors/Smileys/green_1"
  receivers: "Components/Doors/Smileys/green_2"
  panels { room: "Green Smiley" name: "SMILE" }
  location_room: "Green Smiley"
}
doors {
  name: "Orange Smiley Exit"
  type: STANDARD
  receivers: "Components/Doors/Smileys/orange_1"
  panels { room: "Outside Orange Room" name: "SMILE" }
  location_room: "Outside Orange Room"
}
doors {
  name: "F Keyholder Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Smileys/orange_2"
  panels { room: "Outside Orange Room" name: "SMILE" }
}
doors {
  name: "Flip Painting Blocker"
  type: ITEM_ONLY
  receivers: "Components/Doors/Smileys/orange_3"
  panels { room: "Flip Painting Hidden Panel" name: "HIDDEN" answer: "secret" }
}
doors {
  name: "Red Smiley Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Smileys/red_2"
  panels { room: "Outside Red Room" name: "ROCK" }
}
doors {
  name: "Red Smiley"
  type: LOCATION_ONLY
  panels { room: "Red Smiley" name: "SMILE" }
  location_room: "Red Smiley"
}
doors {
  name: "Pink Hallway"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/door_19"
  receivers: "Components/Doors/Halls 2/door_20"
  receivers: "Components/Doors/Halls 2/door_21"
  # These two (maze paintings and yellow backside) could maybe be detached.
  receivers: "Components/Doors/Halls 2/door_23"
  receivers: "Components/Doors/Halls 2/door_24"
  panels { room: "Green Color Door" name: "OLD (1)" }
  panels { room: "Green Color Door" name: "OLD (2)" }
  panels { room: "Green Color Door" name: "SLEEPY" }
  panels { room: "Green Color Door" name: "COMELY" }
  location_room: "Green Color Door"
}
doors {
  name: "Cyan Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/brown_entry"
  panels { room: "Outside Snake Room" name: "DEE SIX" }
  location_room: "Outside Snake Room"
}
doors {
  name: "Cyan Room"
  type: LOCATION_ONLY
  panels { room: "Cyan Room" name: "LIFE" }
  panels { room: "Cyan Room" name: "SKIRMISH" }
  panels { room: "Cyan Room" name: "WORD" }
  panels { room: "Cyan Room" name: "SUMMER" }
  panels { room: "Cyan Room" name: "ACCLIMATE (1)" }
  panels { room: "Cyan Room" name: "ACCLIMATE (2)" }
  panels { room: "Cyan Room" name: "P+EMIC" }
  panels { room: "Cyan Room" name: "METEOROID" }
  panels { room: "Cyan Room" name: "CLEAR" }
  panels { room: "Cyan Room" name: "COLD" }
  panels { room: "Cyan Room" name: "WORDWORD" }
  location_room: "Cyan Room"
}
doors {
  name: "Green Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/green_entry"
  panels { room: "After Bee Room" name: "ROOM" }
  location_room: "After Bee Room"
}
doors {
  name: "Green Room"
  type: LOCATION_ONLY
  panels { room: "Green Room" name: "TIMESCALE" }
  panels { room: "Green Room" name: "MAILBOX" }
  panels { room: "Green Room" name: "MILKY" }
  panels { room: "Green Room" name: "TAN" }
  panels { room: "Green Room" name: "BLAND" }
  panels { room: "Green Room" name: "WATERCOOLER" }
  panels { room: "Green Room" name: "FIXATE" }
  panels { room: "Green Room" name: "THAT" }
  panels { room: "Green Room" name: "RICE" }
  panels { room: "Green Room" name: "DOUBLE" }
  panels { room: "Green Room" name: "BADMINTON" }
  location_room: "Green Room"
}
doors {
  name: "Blue Hallway South Divider"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/halls_1"
  panels { room: "Blue Hallway" name: "SHORT" }
  panels { room: "Blue Hallway Cut Side" name: "CUT" }
  location_room: "Blue Hallway Cut Side"
}
doors {
  name: "Near Sweet Brown Door"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/halls_2"
  panels { room: "Sweet Foyer" name: "RENT (4)" }
  location_room: "Sweet Foyer"
}
doors {
  name: "Red Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/halls_3"
  panels { room: "Outside Red Room" name: "ROCK" }
  location_room: "Outside Red Room"
}
doors {
  name: "Red Room"
  type: LOCATION_ONLY
  panels { room: "Red Room" name: "BLINDING" }
  panels { room: "Red Room" name: "MONTH" }
  panels { room: "Red Room" name: "CHAIN" }
  panels { room: "Red Room" name: "FLOWER" }
  panels { room: "Red Room" name: "OVERCHARGE" }
  panels { room: "Red Room" name: "LOSER" }
  panels { room: "Red Room" name: "PAD" }
  panels { room: "Red Room" name: "RISE" }
  panels { room: "Red Room" name: "ELEGANCE" }
  panels { room: "Red Room" name: "TESTAMENT" }
  panels { room: "Red Room" name: "TAKEOUT" }
  location_room: "Red Room"
}
doors {
  name: "Blue Hallway To Red Room"
  type: EVENT
  panels { room: "Blue Hallway Cut Side" name: "GREEN" }
}
doors {
  name: "Blue Hallway North Divider"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/halls_5"
  panels { room: "Blue Hallway" name: "CHOP" }
  panels { room: "Blue Hallway Tall Side" name: "TALL" }
  location_room: "Blue Hallway Tall Side"
}
doors {
  name: "Near Yellow Room Door"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/halls_6"
  panels { room: "Blue Hallway Tall Side" name: "SHOO" }
  panels { room: "Blue Hallway Tall Side" name: "ALL WAY" }
  panels { room: "Blue Hallway Tall Side" name: "FOUR" }
  panels { room: "Blue Hallway Tall Side" name: "OFFER" }
  panels { room: "Blue Hallway Tall Side" name: "CHILD" }
  panels { room: "Blue Hallway Tall Side" name: "NEW" }
  location_room: "Blue Hallway Tall Side"
}
doors {
  name: "House Side Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/halls_7"
  receivers: "Components/Doors/Halls 2/halls_8"
  panels { room: "Blue Hallway Tall Side" name: "SHOO" }
  panels { room: "Blue Hallway Tall Side" name: "ALL WAY" }
  panels { room: "Blue Hallway Tall Side" name: "FOUR" }
  panels { room: "Blue Hallway Tall Side" name: "OFFER" }
  panels { room: "Blue Hallway Tall Side" name: "CHILD" }
  panels { room: "Blue Hallway Tall Side" name: "NEW" }
}
doors {
  name: "Yellow Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/yellow_1"
  receivers: "Panels/Yellow Room/panel_entry/animationListener"
  panels { room: "Yellow Color Door" name: "SUN" }
  location_room: "Yellow Color Door"
}
doors {
  name: "Yellow Room"
  type: LOCATION_ONLY
  panels { room: "Yellow Room" name: "FREE" }
  panels { room: "Yellow Room" name: "TORSOBOUNCE" }
  panels { room: "Yellow Room" name: "TORSO BOUNCE" }
  panels { room: "Yellow Room" name: "JAWBREAKER" }
  panels { room: "Yellow Room" name: "EXPLODE" }
  panels { room: "Yellow Room" name: "JAPAN" }
  panels { room: "Yellow Room" name: "COLOR" }
  panels { room: "Yellow Room" name: "PERSON" }
  panels { room: "Yellow Room" name: "PARROT" }
  panels { room: "Yellow Room" name: "PROTON" }
  panels { room: "Yellow Room" name: "SPIRIT" }
  location_room: "Yellow Room"
}
doors {
  name: "Dark Light Room Entrance"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/hedge_1"
  panels { room: "Rainbow Color Doors" name: "INWALK" }
  panels { room: "Rainbow Color Doors" name: "RAIN" }
  panels { room: "Rainbow Color Doors" name: "PURCHASE" }
  panels { room: "Rainbow Color Doors" name: "HOURS" }
  panels { room: "Rainbow Color Doors" name: "MISCHIEF" }
  panels { room: "Rainbow Color Doors" name: "CASUAL" }
  panels { room: "Gray Color Door" name: "PATCH" }
}
doors {
  name: "Dark Light Room Exit"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/hedge_4"
  panels { room: "Dark Light Room" name: "COIN (1)" }
  panels { room: "Dark Light Room" name: "DOG (1)" }
  panels { room: "Dark Light Room" name: "SONG (1)" }
  panels { room: "Dark Light Room" name: "HUMAN (1)" }
  panels { room: "Dark Light Room" name: "ROSE (1)" }
  panels { room: "Dark Light Room" name: "DARK" }
  panels { room: "Dark Light Room" name: "COIN (2)" }
  panels { room: "Dark Light Room" name: "DOG (2)" }
  panels { room: "Dark Light Room" name: "SONG (2)" }
  panels { room: "Dark Light Room" name: "HUMAN (2)" }
  panels { room: "Dark Light Room" name: "ROSE (2)" }
  panels { room: "Dark Light Exit" name: "GASKET" }
}
doors {
  name: "Dark Light Room Exit Panel"
  type: LOCATION_ONLY
  panels { room: "Dark Light Exit" name: "GASKET" }
  location_room: "Dark Light Exit"
}
doors {
  name: "Dark Light Room Divider"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/hedge_7"
  panels { room: "Dark Light Room" name: "COIN (1)" }
  panels { room: "Dark Light Room" name: "DOG (1)" }
  panels { room: "Dark Light Room" name: "SONG (1)" }
  panels { room: "Dark Light Room" name: "HUMAN (1)" }
  panels { room: "Dark Light Room" name: "ROSE (1)" }
  panels { room: "Dark Light Room" name: "DARK" }
  panels { room: "Dark Light Room" name: "COIN (2)" }
  panels { room: "Dark Light Room" name: "DOG (2)" }
  panels { room: "Dark Light Room" name: "SONG (2)" }
  panels { room: "Dark Light Room" name: "HUMAN (2)" }
  panels { room: "Dark Light Room" name: "ROSE (2)" }
  # Not technically true; it's complete_at=11 with both rooms, but you couldn't
  # get to the other side in vanilla doors anyway.
  location_room: "Dark Light Room"
}
doors {
  name: "Near Sweet Blue Door"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/hedge_6"
  panels { room: "Gray Color Backside" name: "ORANGE" }
  panels { room: "Gray Color Backside" name: "BEGINNING" }
  panels { room: "Gray Color Backside" name: "FOREWARD" }
  panels { room: "Gray Color Backside" name: "GO" }
  panels { room: "Gray Color Backside" name: "LAST" }
  panels { room: "Gray Color Backside" name: "RISE" }
  location_room: "Gray Color Backside"
}
doors {
  name: "South Castle Area Back Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/hedge_5"
  panels { room: "Gray Color Backside" name: "ORANGE" }
  panels { room: "Gray Color Backside" name: "BEGINNING" }
  panels { room: "Gray Color Backside" name: "FOREWARD" }
  panels { room: "Gray Color Backside" name: "GO" }
  panels { room: "Gray Color Backside" name: "LAST" }
  panels { room: "Gray Color Backside" name: "RISE" }
}
doors {
  name: "South Castle Area Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/hedge_2"
  panels { room: "Gray Color Door" name: "PATCH" }
  location_room: "Gray Color Door"
}
# hedge_3 has no impact on logic
doors {
  name: "Plum Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/plum_2"
  panels { room: "After Bee Room" name: "SINGLED" }
  location_room: "After Bee Room"
}
doors {
  name: "Plum Room Exit"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/plum_3"
  panels { room: "Plum Room" name: "GOD" }
  panels { room: "Plum Room" name: "INJURED" }
  panels { room: "Plum Room" name: "HEALTHY" }
  panels { room: "Plum Room" name: "DEMURRED" }
  panels { room: "Plum Room" name: "FOUROFFERBEAR" }
  panels { room: "Plum Room" name: "SNAKE" }
  panels { room: "Plum Room" name: "CENTER" }
  location_room: "Plum Room"
}
doors {
  name: "D Keyholder Blocker"
  type: EVENT
  receivers: "Components/Doors/Halls 2/plum_1"
  panels { room: "Plum Room" name: "GOD" }
  panels { room: "Plum Room" name: "INJURED" }
  panels { room: "Plum Room" name: "HEALTHY" }
  panels { room: "Plum Room" name: "DEMURRED" }
  panels { room: "Plum Room" name: "FOUROFFERBEAR" }
  panels { room: "Plum Room" name: "SNAKE" }
  panels { room: "Plum Room" name: "CENTER" }
}
doors {
  name: "Planet Room Secret Door"
  type: STANDARD
  receivers: "Components/Doors/Halls 2/secret_2"
  panels { room: "Quiet Entrance" name: "HIDDEN" answer: "secret" }
  location_room: "Quiet Entrance"
}
doors {
  name: "Blue Color Doorway"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/secret_3"
  panels { room: "Quiet Entrance" name: "HIDDEN" answer: "secret" }
  panels { room: "Flip Painting Hidden Panel" name: "HIDDEN" answer: "secret" }
  complete_at: 1
}
doors {
  name: "Blue Color Backside"
  type: ITEM_ONLY
  receivers: "Components/Doors/Halls 2/secret_4"
  panels { room: "Quiet Entrance" name: "HIDDEN" answer: "secret" }
  panels { room: "Flip Painting Hidden Panel" name: "HIDDEN" answer: "secret" }
  complete_at: 1
}
doors {
  name: "Pumpkin Room Interior"
  type: STANDARD
  receivers: "Components/Doors/Pumpkin/pumpkin_1"
  receivers: "Components/Doors/Pumpkin/pumpkin_5"
  receivers: "Components/Doors/Pumpkin/pumpkin_7"
  receivers: "Components/Doors/Pumpkin/pumpkin_8"
  receivers: "Components/Doors/Pumpkin/pumpkin_9"
  receivers: "Components/Doors/Pumpkin/pumpkin_10"
  receivers: "Components/Doors/Pumpkin/pumpkin_11"
  receivers: "Components/Doors/Pumpkin/pumpkin_15"
  receivers: "Components/Doors/Pumpkin/pumpkin_12"
  receivers: "Components/Doors/Pumpkin/pumpkin_13"
  receivers: "Components/Doors/Pumpkin/pumpkin_6"
  receivers: "Components/Doors/Pumpkin/pumpkin_4"
  receivers: "Components/Doors/Pumpkin/pumpkin_2"
  receivers: "Components/Doors/Pumpkin/pumpkin_3"
  panels { room: "Pumpkin Entrance" name: "JACK" }
  location_room: "Pumpkin Entrance"
}
doors {
  name: "Pumpkin Room"
  type: LOCATION_ONLY
  panels { room: "Pumpkin Entrance" name: "JACK" }
  panels { room: "Rainbow Color Doors" name: "PUMP" }
  panels { room: "Pumpkin Room" name: "BONE" }
  panels { room: "Pumpkin Room" name: "SHEET" }
  panels { room: "Pumpkin Room" name: "PHARAOH" }
  panels { room: "Pumpkin Room" name: "EMPIRE" }
  panels { room: "Pumpkin Room" name: "BEASTS" }
  panels { room: "Pumpkin Room" name: "STRAW" }
  panels { room: "Pumpkin Room" name: "CACKLE" }
  panels { room: "Pumpkin Room" name: "HUMAN" }
  panels { room: "Pumpkin Room" name: "JAGUAR" }
  location_room: "Pumpkin Room"
}
doors {
  name: "Pumpkin Door"
  type: STANDARD
  receivers: "Components/Doors/Pumpkin/pumpkin_14"
  panels { room: "Rainbow Color Doors" name: "PUMP" }
  location_room: "Rainbow Color Doors"
}
doors {
  name: "Computer Room Exit"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_1"
  panels { room: "Computer Room Seal" name: "SCROLL" }
  location_room: "Computer Room Seal"
}
doors {
  name: "Computer Room Interior Door"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_8"
  panels { room: "Computer Room" name: "MONITOR (1)" }
  panels { room: "Computer Room" name: "MICROPHONE" }
  panels { room: "Computer Room" name: "SPEAKER" }
  panels { room: "Computer Room" name: "PROCESSOR (1)" }
  panels { room: "Computer Room" name: "MOUSE (1)" }
  panels { room: "Computer Room" name: "KEYBOARD (1)" }
  panels { room: "Computer Room" name: "MONITOR (2)" }
  panels { room: "Computer Room" name: "PROCESSOR (2)" }
  panels { room: "Computer Room" name: "MOUSE (2)" }
  panels { room: "Computer Room" name: "KEYBOARD (2)" }
  location_room: "Computer Room"
}
doors {
  name: "Computer Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_2"
  panels { room: "Rainbow Color Doors" name: "INWALK" }
  panels { room: "Rainbow Color Doors" name: "RAIN" }
  panels { room: "Rainbow Color Doors" name: "PURCHASE" }
  panels { room: "Rainbow Color Doors" name: "HOURS" }
  panels { room: "Rainbow Color Doors" name: "MISCHIEF" }
  panels { room: "Rainbow Color Doors" name: "CASUAL" }
  location_room: "Rainbow Color Doors"
}
doors {
  name: "C Keyholder Blocker"
  type: EVENT
  # Components/Doors/Unincorporated/temple_foyer_7
  switches: "lavender_cubes"
}
doors {
  name: "Computer Room Back Door"
  type: ITEM_ONLY
  receivers: "Components/Doors/Unincorporated/temple_foyer_3"
  panels { room: "Computer Room" name: "MONITOR (1)" }
  panels { room: "Computer Room" name: "MICROPHONE" }
  panels { room: "Computer Room" name: "SPEAKER" }
  panels { room: "Computer Room" name: "PROCESSOR (1)" }
  panels { room: "Computer Room" name: "MOUSE (1)" }
  panels { room: "Computer Room" name: "KEYBOARD (1)" }
  panels { room: "Computer Room" name: "MONITOR (2)" }
  panels { room: "Computer Room" name: "PROCESSOR (2)" }
  panels { room: "Computer Room" name: "MOUSE (2)" }
  panels { room: "Computer Room" name: "KEYBOARD (2)" }
}
doors {
  name: "Book Room Entrance"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_4"
  panels { room: "Seasoning Room" name: "PARITY" }
  location_room: "Seasoning Room"
}
doors {
  name: "Globe Room East Door"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/east"
  panels { room: "Globe Room" name: "NORTH" answer: "east" }
  location_room: "Globe Room"
}
doors {
  name: "Globe Room West Door"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/west"
  panels { room: "Globe Room" name: "NORTH" answer: "west" }
  location_room: "Globe Room"
}
doors {
  name: "Globe Room South Door"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/west2"
  panels { room: "Globe Room" name: "NORTH" answer: "south" }
  location_room: "Globe Room"
}
doors {
  name: "Book Room Exit"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_5"
  panels { room: "Book Room" name: "BOOK (1)" }
  panels { room: "Book Room" name: "BOOK (2)" }
  panels { room: "Book Room" name: "BOOK (3)" }
  panels { room: "Book Room" name: "BOOK (4)" }
  panels { room: "Book Room" name: "BOOK (5)" }
  panels { room: "Book Room" name: "BOOK (6)" }
  panels { room: "Book Room" name: "BOOK (7)" }
  panels { room: "Book Room" name: "BOOK (8)" }
  panels { room: "Book Room" name: "BOOK (9)" }
  panels { room: "Book Room" name: "BOOK (10)" }
  panels { room: "Book Room" name: "BOOK (11)" }
  panels { room: "Book Room" name: "BOOK (12)" }
  location_room: "Book Room"
}
doors {
  name: "Sticks And Stones Door"
  type: STANDARD
  receivers: "Components/Doors/Unincorporated/temple_foyer_6"
  panels { room: "Globe Room" name: "WORD" }
  location_room: "Globe Room"
}
doors {
  name: "Castle Numbers Puzzle"
  type: EVENT
  panels { room: "Castle" name: "NUMBER (1)" answer: "two" }
  panels { room: "Castle" name: "NUMBER (2)" answer: "zero" }
  panels { room: "Castle" name: "NUMBER (3)" answer: "five" }
  panels { room: "Castle" name: "NUMBER (4)" answer: "nine" }
}
doors {
  name: "Zoo West Entrance"
  type: STANDARD
  receivers: "Components/Doors/V Maze/door_8"
  receivers: "Components/Doors/V Maze/door_7"
  receivers: "Panels/V Maze/door_2/teleportListener"
  receivers: "Panels/V Maze/door_1/teleportListener"
  panels { room: "Black Hex" name: "BARK" }
  panels { room: "Zoo N" name: "LEAF" }
  location_room: "Zoo N"
}
doors {
  name: "Zoo East Entrance"
  type: STANDARD
  receivers: "Components/Doors/V Maze/entry_1"
  panels { room: "Z2 Room" name: "EXHIBIT" }
  location_room: "Z2 Room"
}
doors {
  name: "Zoo South Entrance"
  type: STANDARD
  receivers: "Components/Doors/V Maze/entry_2"
  panels { room: "Outside Snake Room" name: "ANSWERS" }
  location_room: "Outside Snake Room"
}
doors {
  name: "Zoo Proxy North Door"
  type: EVENT
  #receivers: "Components/Doors/V Maze/door_1"
  panels { room: "Zoo NE" name: "Colors" answer: "ode" }
}
doors {
  name: "Zoo East Room"
  type: LOCATION_ONLY
  panels { room: "Zoo E" name: "WING" }
  panels { room: "Zoo E" name: "WHISKER" }
  panels { room: "Zoo E" name: "CLAW" }
  panels { room: "Zoo E" name: "FUR" }
  location_room: "Zoo E"
}
doors {
  name: "Zoo Northeast Room"
  type: LOCATION_ONLY
  panels { room: "Zoo NE" name: "FANG" }
  panels { room: "Zoo NE" name: "STRIPE (1)" }
  panels { room: "Zoo NE" name: "STRIPE (2)" }
  panels { room: "Zoo NE" name: "HOOF" }
  panels { room: "Zoo NE" name: "Colors" }
  location_room: "Zoo NE"
}
doors {
  name: "Zoo Prize Door"
  type: LOCATION_ONLY
  panels { room: "Zoo S" name: "SHELL" }
  panels { room: "Zoo S" name: "FIN" }
  panels { room: "Zoo S" name: "PINCER" }
  panels { room: "Zoo S" name: "SCALE" }
  location_room: "Zoo S"
}
doors {
  name: "Zoo Proxy South Door"
  type: EVENT
  #receivers: "Components/Doors/V Maze/door_5"
  panels { room: "Zoo NE" name: "Colors" answer: "abode" }
}
doors {
  name: "Zoo North Entrance"
  type: STANDARD
  receivers: "Components/Doors/V Maze/door_6"
  panels { room: "Zoo N" name: "BILL" }
  panels { room: "Zoo N" name: "FIN" }
  panels { room: "Zoo N" name: "BLOWHOLE" }
  panels { room: "Zoo N" name: "FEATHER" }
  location_room: "Zoo N"
}
doors {
  name: "Magenta Hexes"
  type: LOCATION_ONLY
  panels { room: "Outside Orange Room" name: "WERE" }
  panels { room: "Outside Orange Room" name: "FALL" }
  panels { room: "Outside Orange Room" name: "KNOT" }
  panels { room: "Outside Orange Room" name: "SLOT" }
  panels { room: "Outside Orange Room" name: "WAND" }
  panels { room: "Outside Orange Room" name: "OWL" }
  location_room: "Outside Orange Room"
}
doors {
  name: "Orchestra Room"
  type: LOCATION_ONLY
  panels { room: "Yellow Color Backside" name: "WINDS" }
  panels { room: "Yellow Color Backside" name: "STRINGS" }
  panels { room: "Yellow Color Backside" name: "BRASS" }
  panels { room: "Yellow Color Backside" name: "REDACTED" }
  location_room: "Yellow Color Backside"
}