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Hey. Glad you liked it.

Some levels had random elements. In the SECRET CODE the code combination to the door was re-generated every restart [R] but not every time loop [P]. And if you missed it due to the similar colors it was written at a wall after a switch in the second room was clicked. 

But pressing the switch was locking a keyboard (alarm / safety mechanism like in banks) so you have to either wait a bit with the second cursor to leave a time window for writing the code for the second one, or prevent the first cursor from entering the door and clicking the switch since you knew the code already. 

Hey, glad you liked it.

Some levels had random elements. In the SECRET CODE, the door’s combination is regenerated on every restart [R] but not on every time loop [P]. And if you missed it (thanks to the similar colors) it’s written on a wall after you click the switch in the second room.

However, pressing that switch locks the button keyboard (an alarm/safety mechanism like those in banks), so you either have to wait a moment with the first cursor (giving yourself a time window to enter the code during the second loop) or prevent the first cursor from entering the door and flipping the switch, since you already know the code.

I see, thanks for letting me know. Though I was talking about the level "Last Loop Keys". The order of the keys seemed completely random, so I had to brute force it.

Ah i see, sorry. 

Yes, you are right. The order of keys is random, and it is an intentional choice to prevent player cursors from clicking where the keys will spawn, grabbing them, and unlocking the door.

The solution is to spam-click on the ground. Then after 10–20 seconds enter the next room and unlock the door. Then, on the last loop, make your final cursor a "server of keys" which will take the proper key color and give it to the spam-clicking mouse so it can pick it up. Though you’re not the first person I know who had to brute-force it, so maybe this solution was too counterintuitive and needed one extra level to teach the "serving items to past cursors" interaction/mechanic.