Id MapId Type X Y TargetId[1] TargetId[2] TargetId[3] TargetId[4] TargetId[5] DefaultBlock Desc 130311 1303 1 2 5 130321 130322 130312 1303 1 4 2 130321 130322 130321 1303 2 2 4 1 130322 1303 2 4 4 1 130411 1304 1 1 3 130421 130422 130423 130412 1304 1 8 1 130421 130422 130423 130421 1304 2 4 3 1 130422 1304 2 8 5 1 130423 1304 2 7 5 1 130811 1308 1 6 2 130821 130822 130823 130824 130825 130812 1308 1 3 7 130821 130822 130823 130824 130825 130821 1308 2 2 7 1 130822 1308 2 5 8 1 130823 1308 2 6 4 1 130824 1308 2 7 5 1 130825 1308 2 8 1 1 230141 2301 4 4 2 230142 2301 4 6 2 230143 2301 4 6 5 230241 2302 4 2 5 230242 2302 4 5 7 230341 2303 4 2 8 230441 2304 4 3 4 230442 2304 4 1 1 230541 2305 4 4 4 230542 2305 4 7 3 230641 2306 4 8 5 230841 2308 4 1 3 231041 2310 4 2 7 231042 2310 4 8 8 330111 3301 1 5 7 330121 330122 Type 1 mechanism can not be blocked, but it can trigger the state changing of type 2 mechanism. To do so, enter the mechanism to be triggered in the Target ID. It has to stop on the mechanism to trigger it. 330112 3301 1 7 2 330121 330122 330121 3301 2 3 7 1 Type 2 mechanism is triggered by Type 1, and controlled by DefaultBlock, where, 1 is blocked by default, 0 is not blocked by default 330122 3301 2 6 2 1 330211 3302 1 2 6 330221 330222 330212 3302 1 7 2 330221 330222 330221 3302 2 5 6 1 330222 3302 2 7 4 1 330311 3303 1 6 8 330321 330322 330312 3303 1 7 2 330321 330322 330321 3303 2 3 2 1 330322 3303 2 4 8 1 330511 3305 1 1 5 330521 330521 3305 2 4 5 1 330611 3306 1 1 8 330621 330621 3306 2 7 5 1 330711 3307 1 4 1 330721 330721 3307 2 4 6 1 330811 3308 1 5 2 330821 330821 3308 2 6 6 1 340131 3401 3 4 4 After the player passes it, type 3 mechanism will convert from pass into block 340132 3401 3 7 5 340231 3402 3 2 5 340232 3402 3 6 3 340331 3403 3 3 6 340332 3403 3 5 6 340431 3404 3 3 2 340432 3404 3 4 5 340531 3405 3 3 3 340631 3406 3 4 8 340632 3406 3 5 8 340633 3406 3 6 2 340731 3407 3 4 3 340732 3407 3 4 4 340733 3407 3 5 4 340831 3408 3 5 5