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AMNESIA MACHINE ROOM KEY CODE
Here is a long post explaning in lots of gory detail how the elevator code works. Sorry i kinda explained the back hall stuff poorly - apologies if i gave anyone the wrong idea. With regards to clipping - There are one or two clips I used a spot to help me with, but the rest is more a case of getting the feel of the turn (roughly what direction i should be heading in) - some are very forgiving but others are quite precise (and you have to turn from a certain direction - E.g. The above script, as well as playing some sound effects and shutting the elevator doors, added a timer which calls the following function after 2 seconds have passed: Starting the elevator via the lever is the only way to move to the next map.
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I'm probably missing something so have a play about with this (it's similar to the glitch andre did when he jammed a chair in the door and made the door disappear). Also - breaking props (like the vases) can make the physics behave weird so that might help too. I have tried slamming objects into the lever (and placing a chair behind the lever and slamming objects into that) with a little initial sucess (i've managed to force it to just below half way down) - perhaps a certain combination of objects could help here. This is where the potential sequence break is - if we can force the elevator lever all the way into it's down state, you can start the elevator. However, notice that this function doesn't actually check if the elevator has been fixed (it just assumes that if the elevator isn't fixed, then the lever can never be pulled down). If the lever is at the top (where it is normally stuck), the parameter "alState" is -1, so the elevator never "starts" if you pull the lever up to the top (or wiggle it around at the top). This function is called whenever the lever is pulled all the way to the top or the bottom.