# This style is used for connecting rooms between different map sections style Connection; room_shadow_xoff = 0; room_shadow_yoff = 0; ps.room_border_dashed = 1; tk.room_border_colour = "grey"; tk.room_colour = "grey90"; endstyle Connection; # This style is used fatal rooms style EndGame; room_shadow_xoff = 0; room_shadow_yoff = 0; ps.room_border_dashed = 1; tk.room_border_colour = "grey"; tk.room_colour = "grey90"; endstyle EndGame; style Hidden; ps.link_dashed = 1; endstyle Hidden; title "For a Change"; item "small stone" tag stone; map "The Plain"; room "Under the High Wall" tag Under_the_High_Wall exit n s w; item "guidebook" tag guidebook; # resting task "consult book about resting" need guidebook; task "consult book about high wall" need guidebook; # TODO: must stand first to leave resting. room "Before the Cube" tag Before_the_Cube dir n exit s w; # shards (after a turn or 2) # cube north is impenitrable task "consult book about cube" need guidebook; room "By the Hole" tag By_the_Hole dir w exit e s; # down is too steep item "handlefish" tag handlefish hidden; task "get handle with bar" need bar after makeriver give handlefish; task "consult book about handlefish" need guidebook after last; room "Hillside" tag Hillside dir s from Under_the_High_Wall exit n w; # spinster task "consult book about spinster" need guidebook; room "Outside Cave" tag Outside_Cave dir w exit n s; room "In the Shade" tag In_the_Shade dir n exit n s e w; # toolman task "consult book about toolman" need guidebook; item "lieopener" tag lieopener hidden; task "give anchisel to toolman" need anchisel lose anchisel give lieopener; # lose anchisel, get lieopener link In_the_Shade to By_the_Hole dir n; link In_the_Shade to Under_the_High_Wall dir e; room "Inside the Cave" tag Inside_the_Cave dir s from Outside_Cave exit e; room "Lantern Room" tag Lantern_Room dir e exit s w e; # bars # songlantern task "consult book about songlantern" need guidebook; item "iron bar" tag bar; room "Sloping Passage" tag Sloping_Passage dir s exit w n; room "Dead End" tag Dead_End dir w; # dark task "sing"; item "anchisel" tag anchisel after last; room "End of Passage" tag End_of_Passage dir e from Lantern_Room; task "read words"; # In this hall/Shall water stand/And gravity's grip be loose task "push button.z.z.z.z." tag makeriver need lieopener goto Outside_Cave; task "squeeze establisher" need lie_establisher goto Top_of_Cylinder; room "Before the Tower" tag Before_the_Tower dir w from In_the_Shade; room "Base of Tower" tag Base_of_Tower dir w; room "Halfway Up Tower" tag Halfway_Up_Tower dir n go up; room "Observation Room" tag Observation_Room dir n go up; task "x model. put stone in crack" tag breakglass need stone lose stone; room "In the Cube" tag In_the_Cube dir n from Before_the_Cube after breakglass; #item "cup" tag cup; item "lie establisher" tag lie_establisher hidden; task "x cup. get lie establisher" give lie_establisher; room "Top of Cylinder" tag Top_of_Cylinder dir n from End_of_Passage nolink; # Anything dropped _Except the handlefish_ is lost. room "On The High Wall" tag On_The_High_Wall dir n go up; task "throw handlefish in ocean. z. z. get rock. wait a while. get flagpole. n. get model. tip model" need handlefish lose handlefish goto Observation_Room; room "In The Ocean" dir e from Top_of_Cylinder; # TODO: To enter must carry nothing. # TODO: Once last, d.d.e (goto Base_of_Tower TO WIN) #room "Attic" tag Attic exit n s e sw;# sw==down #task "look in teachests"; #item "History of the Meldrews (vol. II)" tag history hidden after last; #task "close trapdoor"; #item "jewellery box" tag jewellerybox hidden after last; #task "d" need parismap finish; # #room "Old Winery" tag Old_Winery dir n exit e w; #item "demijohn"; #nomove #task "wear gloves" tag weargloves need gloves in any; #task "open demijohn" tag opendemijohn need gloves after weargloves score 3; #item "nasty-looking red battery" tag redbattery after opendemijohn; #item "tourist map" tag hamburgmap after opendemijohn; ##item "attic key"; # disappears immediately # #room "Storage Room" tag Storage_Room dir e exit w; #item "steel wrench" tag wrench; #item "wishbone" tag wishbone; #task "x wheel"; #task "turn off catch" tag waiter_active_2 after last; #join Storage_Room to Cellars cmd "(turn wheel if dumbwaiter is not present) enter dumbwaiter. pull rope. out" after waiter_active_2 oneway; # #room "Aunt Jemima's Lair" tag Aunt_Jemimas_Lair dir w from Old_Winery exit e sw w s; #task "turn on wireless. z. z. z. z. z. z" tag distract_aunt after pushwireless; #task "turn calender. again. again"; #task "again. again. again" follow last; #task "again. again. again" follow last; #task "again. again. again" follow last tag learnaboutmerlynshat; # #room "Airing Cupboard" tag Airing_Cupboard dir s; #task "examine sheets" tag findwireless score 2; ##item "wireless" hidden after last; #task "push wireless s" tag pushwireless goto Aunt_Jemimas_Lair after findwireless; # #room "Potting Room" tag Potting_Room dir w from Aunt_Jemimas_Lair; #item "yellow rubber gloves" tag gloves after distract_aunt score 4; ## give biscuit to aunt for mild amusement. #task "give chocolates to aunt" tag placateaunt need chocolates lose chocolates score 3; #item "daisy chain" tag merlynshat score 2 hidden; # yellow #task "jemima,yellow.z.z.z.z.z.z.z." tag askforhat after placateaunt learnmerlynhat learnaboutmerlynshat give merlynshat; # # # #room "End Game: Missed the Point" style EndGame dir sw from Aunt_Jemimas_Lair; # #room "End Game: Missed the Point" style EndGame dir sw from Attic go down; # #room "Old Furniture" tag Old_Furniture dir s from Attic exit se; #item "cupboard"; #item "medicine bottle" tag medicine; #item "gift-wrapped parcel" tag parcel; #item "bird whistle" tag birdwhistle; #task "open parcel" need parcel lose parcel in any give postcard chocolates; #item "wrapping paper" hidden after last; #item "box of chocolates" tag chocolates hidden; # Open parcel #item "postcard" tag postcard hidden; # open parcel # #room "Over the East Wing" tag Over_the_East_Wing dir se exit s w e; # #room "Dark Room" tag Dark_Room dir w; #task "x sepia" tag seensepia; #task "consult history about roger" tag learnroger need history after seensepia in any; #item "sepia photograph"; #nomove #item "cord"; #nomove #item "flash" tag flash; #task "open flash" need flash in any tag flashopen; #task "put red battery in flash" need flash redbattery after flashopen in any tag flashpower; #task "put timer in flash" need flash timer after flashopen in any tag flashtimer; ##task "close flash" need flash after flashpower flashtimer tag flashdone; # Not strictly necessary #task "pull cord"; #task "x postcard" tag readpostcard need postcard after last score 3; # reveals "Hamburg 1420, Ticket 7.-"; # #task "consult map about 1420" tag consult1420 in any after readpostcard need hamburgmap goto Museum_Foyer drop hamburgmap; # #room "East Annexe" tag East_Annexe dir e from Over_the_East_Wing exit w s n; #item "cupboard"; # Open to go north #task "x insulation" score 3 after weargloves; # Too itchy without gloves #item "new battery" tag new_battery hidden after last; #task "open torch. get smudged battery. put new battery in torch. close torch." tag freshbattery need new_battery in any; # puts smudged battery in inventory. #task "open door" tag opencupboarddoor; # #room "Dead End" tag Dead_End dir s; ##TODO: Make getting the sack a high priority task #item "canvas rucksack" tag sack keep; #task "push south wall" tag opensecret after learnalison score 10; # #room "Beside the Drive" dir e e after smokealarm exit ne; # #room "Public Footpath" tag Public_Footpath dir ne exit n; # #room "Stone Cross" tag Stone_Cross dir n; #task "x memorial" tag learnofgerard; #task "consult history about gerard" after last in any need history; #item "mascot" tag evanmascot hidden; #task "hypnotize evans" need goldwatch; #task "evans, give me the mascot" after last give evanmascot; # #room "Parish Church" tag Parish_Church dir n after ProjMascot exit e w s n; #n is up #task "point e" after knightinchurch tag knightineast; #task "point at moonstone. knight, pick up moonstone" after knightinchurch2; #task "point d" tag deadknight after last; #task "strike rod of ice. point rod of ice at high rod of life" tag coldlife need rodofice after deadknight; #task "strike rod of ice. point rod of ice at high rod of love" tag coldlove need rodofice after deadknight; #task "strike rod of ice. point rod of ice at high rod of death" tag colddeath need rodofice after deadknight; ##item "high rod of life" hidden after coldlife; ##item "high rod of love" hidden after coldlove; ##item "high rod of death" hidden after colddeath; #item "high rod of (life, love, or death depending on your choice)" tag highrod hidden score 1; #task "get (high rod, pick one). again" give highrod after coldlife coldlove colddeath; # #room "Bell Tower" tag Bell_Tower dir n go up; ## Roger with 9 other men rang Kent Triple Bob in 1901 # #room "Out on the Spire" tag Out_on_the_Spire dir n nolink; ## x clock: William Snelson Clockmaker 1776-1848 #item "adamantine hand" tag hand; #link Out_on_the_Spire to Bell_Tower oneway; # #room "East Side Chapel" dir e from Parish_Church; ## Diana statue, nativity glass #task "x diana" tag seediana; #task "consult dictionary about diana" after seediana need dictionary; #task "give rose to knight" need rose lose rose after knightineast; #task "show keepsake to knight" need keepsake after last score 3; #task "point w" after last tag knightinchurch2; # #room "West Side Chapel" dir w from Parish_Church; ## knight statue, ressurection glass #task "put hand on knight. tighten hand" tag didhand need hand lose hand; #task "put heart in knight" tag didheart need heart lose heart; #task "put skull on knight. tighten skull" tag didskull need skull lose skull; #TODO #task "strike rod of fire. point rod of fire at knight" after didhand didheart didskull score 15; #task "point e" after last tag knightinchurch; # # #room "Hollow" tag Hollow dir w from Public_Footpath go d exit nw; #task "wave green branch" need greenbranch; #item "nuts" tag nuts after last; # must scare bird away; #join Hollow to Mosaic go nw oneway; # # #room "Disused Observatory" tag Disused_Observatory dir s from Over_the_East_Wing exit n w s; #item "glass ball"; # No move #task "clean ball" tag cleanball; # #room "Souvenirs Room" tag Souvenirs_Room dir s; #item "projector"; #no move #task "rotate projector. put fool in projector. turn on projector. n. s. get fool" tag smokealarm need fool after cleanball goto Disused_Observatory score 3; #task "put miniature in projector. turn on projector. s." tag gonetofolly need miniature drop miniature goto Folly; #task "put ace in projector. turn on projector. s." tag ProjCups need Ace_of_Cups drop Ace_of_Cups goto Cups_and_Glasses; #task "put sketch in projector. turn on projector." tag ProjSketch need charcoalsketch drop charcoalsketch; #task "(get Austin the Cat here, you can push him) jump" tag austininalexandria score 3 follow ProjSketch; #task "s" tag toalex follow austininalexandria goto Causeway; ##join Souvenirs_Room to Cups_and_Glasses after ProjCups oneway; #task "put maiden in projector. turn on projector. s" tag ProjMaiden need Maiden drop Maiden goto Sea_Shore; #task "put star in projector. turn on projector. s" tag ProjStar need Star drop Star goto Lighthouse; #task "put castle in projector. turn on projector. s" tag ProjCastle need Castle drop Castle goto Ruined_Castle_Cafe; #task "put mascot in projector. turn on projector. s" tag ProjMascot need evanmascot drop evanmascot goto Parish_Church; # #room "Library Storage" tag Library_Storage dir w from Disused_Observatory; #task "wrench pipe" need wrench score 4; #item "romantic novel" tag romanticnovel after last; #item "book of Twenties poetry" tag poetry after last; #task "read poetry" tag readpoetry in any need poetry goto Unreal_City drop poetry; #after for DAG #task "x novel" tag learnmarie need romanticnovel in any; #task "consult history about alison" tag learnalison after learnmarie learnroger need history in any; # #room "Servant's Room" tag Servants_Room dir e from Attic; #item "classical dictionary" tag dictionary; #item "scarf" tag scarf; #task "x scarf" tag learnscarf need scarf in any; #task "lie in bed. sleep" goto Premonition note "Wait for Austin the cat to leave if necessary"; # TODO: can't do if Austin the cat is present! # # #room "Inside Cupboard" tag Inside_Cupboard dir n from East_Annexe after freshbattery opencupboarddoor; #item "painting" tag painting ignore; # of Mad Isaac Meldrewe #task "consult history about isaac" need history; #task "get painting" tag getpainting give painting after freshbattery; #after for DAG #item "skylight"; #nomove #item "gas mask"; #task "turn crank" tag skylightopen after freshbattery; # also lights room. after for DAG #task "drop all down fireplace." tag prephole need sack attickey after skylightopen getpainting drop all in Priests_Hole; # #room "Chimney" tag Chimney dir w after getpainting; ##item "sooty old stick"; Can't get here. # #room "Roof" tag Roof dir ne from Inside_Cupboard go up exit nw after skylightopen; ##join Roof to Inside_Cupboard cmd "d" oneway; # #room "Battlements" dir nw; ##item "iron, gothic-looking key" ; # Can't get here. #task "get key" tag ghost1 note "A ghost appears"; #task "x ghost" tag ghost2 note "Is it Joshua?" follow ghost1; #task "consult history about joshua" tag ghost3 note "Joshua died choking on a wishbone." follow ghost2 need history; #task "throw wishbone at joshua" follow ghost3 tag killjoshua need wishbone score 7 lose wishbone; # # #room "Priest's Hole" tag Priests_Hole dir ne from Chimney go down oneway score 5 after prephole; ##Must be empty handed. to go down #item "iron gothic-looking key" tag ironkey score 4 after killjoshua prephole; # after prephole for DAG #item "ancient prayer book" tag diary after prephole; # actually a Mad Isaac's diary, 1725-1792 # after for DAG #item "old sooty stick" tag sootystick after prephole; #after for DAG #item "mahogony rod" tag rod1 hidden ; # is actually the stick. #task "wave sooty" need merlynshat sootystick after askforhat lose sootystick give rod1 score 6 in any; #task "consult diary about 1792" tag learnmerlynhat need diary in any; #task "unlock hatch with attic key" tag openchute need attickey safe after prephole; #join Priests_Hole to Cellar_West go d after openchute oneway; # # #room "Alison's Writing Room" tag Alisons_Writing_Room dir s from Dead_End after opensecret; #item "window"; # nomove #item "mirror"; # nomove #task "put flag on bed" tag alisonsblanket need flag drop flag safe after opensecret; #after for DAG #task "lie in bed. sleep" tag tomelancholy after alisonsblanket goto Melancholy_Dream; #task "break window" tag breakwindow after opensecret; # after for DAG # #room "Tiny Balcony" dir s after breakwindow; #task "search sill" after breakwindow; # after for DAG #item "gold key" tag goldkey hidden after last score 4; #task "unlock jewellery box with gold key" need goldkey jewellerybox in any; #task "open jewellery box" need jewellerybox after last in any; #task "get clover" need jewellerybox after last give fourleafclover in any; #item "four-leaf clover" tag fourleafclover hidden; #item "mahogony rod" tag rod6 hidden ; # is actually the clover. #task "wave clover" need merlynshat fourleafclover after askforhat lose fourleafclover give rod6 score 6 in any; # # #map "Mildrew Hall Cellars, 1993"; # #room "Wine Cellars" tag Wine_Cellars exit w; # #room "Cellars" tag Cellars dir w exit w e s; #dark #task "x wheel"; #task "turn off catch" tag waiter_active_1 after last; #item "robot mouse" tag mouse; #item "vent"; #nomove # #room "Cellar West" tag Cellar_West dir w exit s nw; #task "unlock door with wrought key" tag unlockwrought need wroughtkey; # #room "Hellish Place" tag Hellish_Place dir s; # #room "Infinity Symbol" tag Infinity_Symbol dir nw from Cellar_West after unlockwrought score 5; #task "get all rods but infinity from sack. put rods in sockets. get all rods but infinity from sack. put rods in sockets" # need rodofreturning rodofbronze rodofhusbandry rodofluck rodofstalking rodofice rodofsacrifice rodofstalking highrod # lose rodofreturning rodofbronze rodofhusbandry rodofluck rodofstalking rodofice rodofsacrifice rodofstalking highrod # score 8; #task "get orb. put orb in opening" need theorb after last; #task "get rod of infinity. strike rod of infinity. point rod of infinity at lemniscus" after last drop all give pamphlet goto Murky_Cave; #item "historical pamphlet" tag pamphlet hidden; #task "wave eight of wands" need merlynshat Eight_of_Wands after stackdeck lose Eight_of_Wands in any give rod9 score 6; # #room "Cellars South" tag Cellars_South dir s s from Cellars; # # TODO: IFM gets the mouse, then drops it (realizing it's no longer needed.) #task "drop mouse" need mouse drop mouse until mouseisback; #task "mouse, w" after last; #task "hole, w" after last; #task "hole, w" after last; #task "hole, w" after last; #task "hole, n" after last; #task "hole, w" after last; #task "hole, n" after last; # Mouse gets the key. # TODO: must have visited Old Winery first! #task "hole, s" after last; #task "hole, e" after last; #task "hole, s" after last; #task "hole, e" after last; #task "hole, e" after last; #task "hole, e" after last; #task "hole, e" after last tag mouseisback; #item "small brass key" tag attickey hidden after last; ##task "drop mouse. mouse,w. hole,w. hole,w. hole,w. hole,n. hole,w.hole,n." tag mousegotkey need mouse drop mouse; ##task "hole,s. hole,e. hole,s. hole,e. hole,e. hole,e. hole,e" after mousegotkey; # #room "Hole in Wall" style Connection dir w nolink; # # # # #map "Meldrew Estate Hole in Wall of Cellars South (Mouse Maze), 1993"; ## Mouse maze done by mouse #room "Cellars South" style Connection tag MR0 exit n; #room "" tag MR1 dir w from MR0 exit e w nopath; #room "" tag MR2 dir w exit n w; #room "" tag MR3 dir w exit w; #room "" tag MR4 dir w exit n s; #room "" tag MR5 dir n exit w; #room "" tag MR6 dir w exit n; #room "" tag MR7 dir n exit w s; #item "small brass key"; # as found by mouse #room "" tag MR8 dir w exit e; #room "" tag MR9 dir s from MR4 exit n s w; #room "" tag MR10 dir s exit n e; #room "" tag MR11 dir e exit w; #room "" tag MR12 dir w from MR9 exit e; #room "" tag MR13 dir n from MR2 exit n s; #room "" tag MR14 dir n exit s w; #room "" tag MR15 dir w exit e; # #map "Meldrew Estate Grounds, 1993"; # #room "Garden Stream" tag Garden_Stream exit s nw e score 5; #item "Ace of Cups" tag Ace_of_Cups; # #room "Family Tree" tag Family_Tree dir nw exit w n e se; # #room "To Maze" style Connection dir n nopath; # #room "Lawn Ornaments" tag Lawn_Ornaments dir e from Family_Tree exit w e; #task "(drive the roller here)" tag crushstatue; # reveals dark hole. #item "glowing golden orb" tag theorb hidden after solveslide score 4; #task "x orb. clean orb" need theorb in any goto Inside_the_Orb; # #room "Mosaic" tag Mosaic dir e; #task "x mosaic" tag lagachmosaic; #item "hard wooden ball" tag woodball; #item "mosaic"; # no move # #room "Clearing" tag Clearing dir w from Family_Tree exit e w s; # #room "Garage" tag Garage dir w exit e; #item "big motorised garden roller"; # nomove, drivable "get in roller. turn on roller." #item "weed killer bottle" tag weedkiller ; #item "spade" tag spade;#bladed agricultural implement"; #task "drop medicine" need medicine drop medicine; #task "get in roller" follow last; #task "turn on roller" follow last lose medicine tag findcrackedmedicine; #task "turn off roller" follow last; #task "out" follow last; #item "cracked medicine bottle" tag crackedmedicine hidden after findcrackedmedicine; #task "look in cracked medicine bottle" need crackedmedicine; #item "red tablet" tag redtablet hidden after last score 4; # #room "Vegetable Garden" tag Vegetable_Garden dir s from Clearing exit n; #item "runner-bean plant" tag beanplant; # nomove #task "strike rod of stalking. point rod of stalking at runner-bean. ." need rodofstalking tag beanstalk; # # #room "Beside the Wall" tag Beside_the_Wall dir e from Garden_Stream exit w; #item "shrub"; #nomove can "push tub" to reveal hatch. #task "push tub"; #reveals hatch #task "open hatch" tag openhatch after last; #join Beside_the_Wall to Wine_Cellars go down oneway after openhatch; # ##room "Hall" tag Hall_fake dir s nolink; # Not accessible? # # #room "Up the Plane Tree" tag Up_the_Plane_Tree dir ne from Family_Tree go up; # # #room "Dark Passage" tag Dark_Passage dir s from Garden_Stream nolink exit n s e; # #room "Dark Shaft" tag Dark_Shaft dir s exit n; #join Cellars to Dark_Shaft cmd "(turn wheel if dumbwait is not present) enter dumbwaiter. pull rope. out" after waiter_active_1 oneway; #join Dark_Shaft to Storage_Room cmd "enter dumbwaiter. pull rope. out" oneway; # # # # # ## TODO: Is this after turnedwheel, not learngreenrod? #room "Sandstone Passage" dir e from Dark_Passage after learngreenrod score 10; #room "The Octagon" dir e exit w se; #item "gilded model coffin"; #nomove ## x coffin: ## ## (()) #+*+ <> ->#. ## ||| ## all the god/spirit? items/things? through this #item "parchment scroll" tag parchmentscroll after learngreenrod; # after for DAG #task "x scroll" need parchmentscroll in any; # learn that music summons priestess of apollo #item "charcoal sketch" tag framedsketch after learngreenrod; # after for DAG #item "charcoal sketch" tag charcoalsketch hidden; #item "dog-eared old letter" tag oldletter hidden after openframe; #task "open frame" tag openframe need framedsketch lose framedsketch give charcoalsketch score 4; # Can do anywhere, but drops letter (and I can't figure out how) #task "read letter" tag learnheiro1 need oldletter in any; ## :: and # the #. this ## :; but +*+ god/spirit? (()) all ## = of [] house/building ||| indicates plural ## -> through >>> moves <> item/thing? ## ___ sits/lies/rests/is near / to/toward #task "open coffin" tag opencoffin; #item "Rod of Returning" tag rodofreturning hidden; #task "(score for learning how to label rods)" tag firstlabel ignore score 7; #task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod2 after opencoffin lose rod2 give rodofreturning score 7 do firstlabel; #item "Rod of Ice" tag rodofice hidden; #task "put rod in coffin. close coffin. open coffin. get rod of ice" need rod4 after opencoffin lose rod4 give rodofice do firstlabel; #item "Rod of Stalking" tag rodofstalking hidden; #task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod3 after opencoffin lose rod3 give rodofstalking do firstlabel; #item "Rod of Fire" tag rodoffire hidden; #task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod1 after opencoffin lose rod1 give rodoffire do firstlabel; #item "Rod of Bronze" tag rodofbronze hidden; #task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod5 after opencoffin lose rod5 give rodofbronze do firstlabel; #item "Rod of Luck" tag rodofluck hidden; #task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod6 after opencoffin lose rod6 give rodofluck do firstlabel; #item "Rod of Husbandry" tag rodofhusbandry hidden; #task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod7 after opencoffin lose rod7 give rodofhusbandry do firstlabel; #item "Rod of Sacrifice" tag rodofsacrifice hidden; #task "put rod in coffin. close coffin. open coffin. get rod of sacrifice" need rod8 after opencoffin lose rod8 give rodofsacrifice do firstlabel; #item "Rod of Infinity" tag rodofinfinity hidden; #task "put rod in coffin. close coffin. open coffin. get rod of infinity" need rod9 after opencoffin lose rod9 give rodofinfinity do firstlabel; # #room "White Hallway" tag White_Hallway dir se exit s ne; #task "look in stand"; #item "model golden sceptre" hidden after last; #task "put painting on hook" need painting lose painting; #task "x painting" tag lagachhallway after last; # # #room "Halfway up the Stairs" tag Halfway_up_the_Stairs dir s go up; #task "u" goto Servants_Room; ## TODO: does this link only appear later? Is result of learngreenrod? #join Halfway_up_the_Stairs to Servants_Room after last; # #room "Bricked Path" tag Bricked_Path dir ne from White_Hallway; #room "Hedgery" tag Hedgery dir e exit n e; #item "sparrows"; #nomove #room "Summer House" tag Summer_House dir n; #item "croquet mallet" tag mallet; #item "gold watch" tag goldwatch after birdattack; # #room "Croquet Lawn" dir e e from Hedgery; #task "drop ball. hit ball with mallet." need woodball mallet lose woodball; #task "(Use 'pace e' and 'pace n' to follow prophecy's pace counts.) dig with spade (repeat pace counts in other directions until digging reveals something). look in hole" need spade after croqdir score 8; #item "strongbox" tag strongbox after last; #task "unlock strongbox with gothic key" need strongbox ironkey in any; #item "astrolabe" tag astrolabe hidden score 4; # in strongbox #task "open strongbox" after last need strongbox in any; #task "get astrolabe" after last need strongbox give astrolabe; # #room "Behind Summer House" tag Behind_Summer_House dir nw nw after last exit w score 5; # TODO: confirm score 5 ## TODO: does this link only appear later? Is result of learngreenrod? #link Behind_Summer_House to Mosaic; #task "throw nuts in crack" tag feedsquirrel need nuts lose nuts; #task "s. blow whistle" tag birdattack after last need birdwhistle goto Summer_House score 7; #link Behind_Summer_House to Summer_House dir s after feedsquirrel; # #room "Up the Beanstalk" dir w w from Vegetable_Garden go u after beanstalk; # #room "Heavenly Place" dir n; # # #map "Meldrew Estate Grounds: Hedge Maze 1993"; # # # TODO: Must be in roller to enter. #room "To Family Tree" style Connection; #room "Maze" tag Maze1 dir n exit n s score 5 nopath; #join Family_Tree to Maze1 go n; #room "Maze" tag Maze2 dir n exit e w s; #room "Maze" tag Maze3 dir e exit w; #room "Maze" tag Maze4 dir w from Maze2 exit e w; #room "Maze" tag Maze5 dir w exit n e w; #room "Maze" tag Maze6 dir w exit e; #room "Maze" tag Maze7 dir n from Maze5 exit n s; #room "Maze" tag Maze8 dir n exit n s e w; #room "Maze" tag Maze9 dir w exit e; #room "Maze" tag Maze10 dir n from Maze8 exit n s; #room "Maze" tag Maze11 dir n exit e s w; #room "Maze" tag Maze12 dir e exit e w; #room "Maze" tag Maze13 dir e exit w s; #room "Maze" tag Maze14 dir s exit n e; #room "Maze" tag Maze15 dir e exit s w; #room "Maze" tag Maze16 dir s exit n e; #room "Maze" tag Maze17 dir e exit e w; #room "Maze" tag Maze18 dir e exit n w; #room "Maze" tag Maze19 dir n exit n s; #room "Maze" tag Maze20 dir n exit s w; #room "Maze" tag Maze21 dir w exit e; #room "Maze" tag Maze22 dir w from Maze11 exit e w; #room "Maze" tag Maze23 dir w exit e w; #room "Maze" tag Maze24 dir e from Maze8 exit w; #room "Maze (ex-hedge)" tag Maze25 dir e from Maze3 after killedplants; # #room "Patio in Maze" tag Patio_in_Maze dir e score 5 exit s; #item "marble rose" tag rose; # #room "Crypt" tag Crypt dir s go down; #task "x mural" tag learntarotseq note "Learn sequence 'Old Man??', Star, Maiden, Eight of Wands"; #task "strike rod of bronze. point rod of bronze at mural"; # #room "Jagged Passage" tag Jagged_Passage dir s after last exit e s; #item "long wrought iron key" tag wroughtkey; # #room "Charnel Passage" dir e exit e; # # # #room "Sarcophagus" tag Sarcophagus dir e; #Henri Maladreue, obiit mcdlvi" (1456) #task "x tombstone" tag learnofhenri; #task "consult history about henri" tag learnhenri after learnofhenri need history in any; # # #room "Catacombs" tag Catacombs dir s from Jagged_Passage go down exit n w; #task "smell. smell" tag findstairs score 6; # #room "Universe Maintenance Room" dir s go down after findstairs score 5; #task "x switch. turn switch off" tag random; # #room "Contraption Room" dir w from Catacombs; ## Slider puzzle ## HBP H B P ## NEL E L O ## ACO N A S ## RKS R C T ## .IT I K . # ## HBPNELACORKSIT ## x xx x x ## HENRI ## BPLACOKST ## x xxx x ## BLACK ## POST #task "(TODO: Solve sliding puzzle)" tag solveslide after learnhenri crushstatue score 15; #task "strike rod of the bronze. point rod of bronze at amber." need rodofbronze; # #room "Contraption Reflection" dir n after last exit e; # What's east? Catacombs oneway? # # # #room "Viewpoint Ledge" tag Viewpoint_Ledge dir w from Maze23 score 5; #item "plaque"; #nomove Built in 1808 after earlier folly collapsed. #item "miniature plastic etching" tag miniature; # # # #map "Meldrew Estate Grounds, 1808"; # #room "Folly" tag Folly exit e score 5; #item "bean pole" tag beanpole hidden; # can't get until about to leave. #task "get bean pole" tag getbeanpole give beanpole; #task "strike rod of returning. point rod of returning at me." tag flee1808 need rodofreturning goto Attic follow getbeanpole in any; #item "mahogony rod" tag rod3 hidden after wavebeanpole; #task "wave bean pole" tag wavebeanpole need merlynshat beanpole lose beanpole in any give rod3 score 6; ## use returning to return. #room "Maze Foundations" dir e exit e w; #room "Maze Foundations" tag MF22 dir e exit e w s; #room "Maze Foundations" tag MF11 dir e exit e w s; #room "Maze Foundations" tag MF12 dir e exit s e w; #room "Maze Foundations" tag MF13 dir e exit s e w; #room "Maze Foundations" tag MF13e dir e exit s e w; # seeded #room "Maze Foundations" tag MF21 dir e exit s e w; #room "Maze Foundations" tag MF20 dir e exit s w; #room "Maze Foundations" tag MF19 dir s exit n s w; #room "Maze Foundations" tag MF19w dir w exit n s e w; # seeded #room "Maze Foundations" tag MF15 dir w exit n s e w; #room "Maze Foundations" tag MF14 dir w exit n s e w; #room "Maze Foundations" tag MF14w dir w exit n s e w; # seeded #room "Maze Foundations" tag MF10 dir w exit n s e w; #room "Maze Foundations" tag MF10w dir w exit n s e; # seeded #room "Maze Foundations" tag MF9 dir s exit n s e; #room "Maze Foundations" tag MF8 dir e exit n s e w; #room "Maze Foundations" tag MF24 dir e exit n s e w; #room "Maze Foundations" tag MF24e dir e exit n s e w; # seeded #room "Maze Foundations" tag MF16 dir e exit n s e w; #room "Maze Foundations" tag MF17 dir e exit n s e w; #room "Maze Foundations" tag MF18 dir e exit n s w; #room "Maze Foundations" tag MF18s dir s exit n s w; # seeded #room "Maze Foundations" tag MF17s dir w exit n s e w; # seeded #room "Maze Foundations" tag MF16s dir w exit n s e w; # seeded #room "Maze Foundations" tag MF2n dir w exit n s e w; # seeded #room "Maze Foundations" tag MF24s dir w exit n s e w; # seeded #room "Maze Foundations" tag MF7 dir w exit n s e w; #room "Maze Foundations" tag MF7w dir w exit n s e; # seeded #room "Maze Foundations" tag MF6 dir s exit n e; #room "Maze Foundations" tag MF5 dir e exit n w e; #room "Maze Foundations" tag MF4 dir e exit n w e; #room "Maze Foundations" tag MF2 dir e exit n s w e; #room "Maze Foundations" tag MF3 dir e exit n w e; #room "Maze Foundations" tag MF3e dir e exit n w e; # seeded #task "squeeze weed killer" tag killedplants after gonetofolly; # This after is just to fix DAG #room "Maze Foundations" tag MF3ee dir e exit n w; # seeded #room "Maze Foundations" tag MF1 dir s from MF2 exit s; #link MF22 to MF10w; # #link MF11 to MF10; #link MF10 to MF8; #link MF8 to MF7; #link MF7 to MF5; # #link MF12 to MF14w; #link MF14w to MF24; #link MF24 to MF24s; #link MF24s to MF4; # #link MF13 to MF14; #link MF14 to MF24e; #link MF24e to MF2n; #link MF2n to MF2; # #link MF13e to MF15; #link MF15 to MF16; #link MF16 to MF16s; #link MF16s to MF3; # #link MF21 to MF19w; #link MF19w to MF17; #link MF17 to MF17s; #link MF17s to MF3e; # #link MF19 to MF18; #link MF18s to MF3ee; # #link MF9 to MF7w; # # #map "The Unreal City (Paris, France), 1922)"; # ## Arrive at by "read poetry" lose poetry #room "Unreal City" tag Unreal_City exit e w n score 5; # #room "Shadowy Hallway" tag Shadowy_Hallway dir n exit e s nw; # nw=up? #item "poster"; # #room "Bohemia" tag Bohemia dir e; #task "x mural" tag lagachbohemia; #task "consult history about helene" tag learnhelene need history after last in any; #task "consult history about anton" tag learnanton need history after last in any; # #room "Consulting Room" tag Consulting_Room dir nw from Shadowy_Hallway go up;# exit w; # <- The exit west is blocked by impassible beaded curtain. ## to get cards, must first "push bell. say odd.", then teleported to Unreal City #task "push bell. say odd." goto Unreal_City after readpoetry; # after for DAG #item "Grim Reaper" hidden after last; #item "Drowned Sailor" hidden after last; #item "Fool" tag fool hidden after last; #item "oak quarterstaff" tag oakstaff hidden; #item "mahogony rod" tag rod5 hidden ; # is actually the oak quarterstaff. #task "put eight of wands in tarot pack. put maiden in tarot pack. put star in tarot pack. ring bell" tag stackdeck need Eight_of_Wands Maiden Star drop Eight_of_Wands Maiden Star after learntarotseq give oakstaff goto Unreal_City; #task "wave oak" need oakstaff lose oakstaff give rod5 score 6 in any; # #room "Down by River" tag Down_by_River dir w from Unreal_City; #item "fine silk handkerchief" tag silk after readpoetry; #after for DAG #task "wave silk" tag wave_silk need silk; # #room "Near Ring Road" tag Near_Ring_Road dir e from Unreal_City exit s; # s=down # #room "Chatelet-les-Halles" tag Chatelet_les_Halles dir s go down; #task "give franc note to man." tag paidformap need francnote lose francnote; #item "paris map" tag parismap hidden; #task "man, carte" after last give parismap score 1; # ## first "wave silk" to summon boat; #room "On board the Phlebas" tag On_board_the_Phlebas dir w from Down_by_River after wave_silk; ## "man,time" to go to Garden Stream #task "man, time" goto Garden_Stream give Ace_of_Cups score 5 after wave_silk; # after for DAG #join On_board_the_Phlebas to Garden_Stream cmd "man, time"; # # # # #map "Hamburg, Germany, 1988"; # #room "Museum Foyer" tag Museum_Foyer score 5 exit ne s; #item "publicity poster"; #nomove "Cults of the Druids Oct-Nov 1988" #task "push door" tag foundball after consult1420; # after for DAG #task "push ball s" tag ball2 after ball1 goto Hall_of_Exhibits score 3; #onceonly # #room "Revolving Door" tag Revolving_Door dir ne; ##item "beach ball" hidden after foundball; #nomove. PUSH #task "push ball sw" tag ball1 after foundball goto Museum_Foyer; # # # TODO: Cannot carry anything? #room "Hall of Exhibits" tag Hall_of_Exhibits dir s from Museum_Foyer exit n e w; #item "Tarot box" tag tarotbox after ball2; # after for DAG #task "open tarot box" need tarotbox; #item "Castle" tag Castle hidden after last; # inbox #item "Star" tag Star hidden after last; # inbox #item "Eight of Wands" tag Eight_of_Wands hidden after last; # inbox #item "mahogony rod" tag rod9 hidden; # #item "Maiden" tag Maiden hidden after last; # inbox #task "x still life" tag lagachstilllife; # #room "Dark Staircase" tag Dark_Staircase dir w exit s; #item "empty matchbook"; # #room "Turned back by visions" style EndGame dir s nopath; # #room "Cabinet Room" dir e from Hall_of_Exhibits; # dark #item "cabinet"; #nomove #task "break cabinet" after ball2; #after for DAG #item "smooth stone" tag smoothstone hidden after last score 4; # in cabinet nog, er, ska, iw #item "papyrus fragment" tag papyrus hidden after last; # in cabinet #task "x stone. x papyrus" tag learnmap need smoothstone papyrus after transheirogreek in any; # # . an-se :ska er nog-er an-ge :to-ro-ma ka ur Al-x-an-dr u bir ka ur-a an-ge ur ## AN-SE :south east north-east AN-GE :TO-RO-MA KA UR AL-X-AN-DR U BIR KA UR-A AN-GE UR ## AN-SE :south east north-east AN-GE :TO-RO-MA the to/toward AL-X-AN-DR of gods/spirits the UR-A through to/toward ## to/toward through UR-A the gods/spirits of AL-X-AN_DR to/towards the TO-RO-MA but AN-GE north-east east south but AN-SE # # #room "Coven Cell" tag Coven_Cell dir n from Dark_Staircase nolink; #task "eat tablet" tag eattablet need redtablet; # Must do immediately!!! #item "shepherd's crook" tag crook; #item "mahogony rod" tag rod7 hidden ; # is actually the crook. #task "wave crook" need merlynshat crook after askforhat lose crook give rod7 score 6 in any; #task "strike returning. point returning at me." goto Attic; #item "goat"; #nomove? # # # #map "Dreaming: Premonition"; # #room "Premonition" tag Premonition exit sw; #room "The General's Tent" dir e; #room "Shrine of the Bear" dir n; # iron ankh? ##item "heavy iron mascot" tag mascot hidden; # hidden because We don't actually want to take. #task "get mascot" tag learnlagach;# give mascot; #task "drop mascot" after learnlagach;# drop mascot; # Don't leave with. -50 points and death. #room "Camp Fire" tag Camp_Fire dir sw from Premonition; #join Camp_Fire to Servants_Room cmd "e" oneway; #room "Near Dolmen (To Servant's Room)" style Connection dir e nopath; # #map "Dreaming: Melancholy Dream"; # #room "Melancholy Dream" tag Melancholy_Dream score 5; # no: n s #task "z" tag learngreenrod after tomelancholy; # after for DAG #room "Solid Sand" dir e; #room "Octagonal Tomb" tag Octagonal_Tomb dir e; #task "turn wheel" tag turnedwheel; # Is this actually necessary? ## x hieroglyphics reveals: ## (|/ ## # -o- >>> ## /|) ## ??? ## the ??? moves ## ??? #join Octagonal_Tomb to Alisons_Writing_Room cmd "pinch self" oneway; ##task "pinch self" goto Alisons_Writing_Room; # # # # # #map "UNKNOWN"; # #room "Inside the Orb" tag Inside_the_Orb; #task "strike rod of sacrifice. (wait until you're on White's side) point rod of sacrifice at black" need rodofsacrifice after learnanton goto Stone_Cross score 10; # # # ##map "Unknown (Tarot Box?) (Ruined Castle Cafe?)"; #map "Tarot Box"; # #room "Cups and Glasses" tag Cups_and_Glasses; #item "mounted whisky bottle" tag mountedbottle after ProjCups; # After is for DAG #task "x glasses"; #item "model sailing ship" tag modelship hidden after last; #item "ship in bottle" tag shipinbottle hidden; #task "pull ship" tag makeshipsmall need modelship in any;# #task "put ship in mounted bottle" tag shipinbottle need modelship mountedbottle after makeshipsmall lose modelship mountedbottle give shipinbottle in any; #task "x ship" need shipinbottle drop shipinbottle in Souvenirs_Room in any goto Aboard_Ship; # #room "Ruined Castle Cafe" tag Ruined_Castle_Cafe dir w nolink score 5; #task "look under table" tag seebomb after ProjCastle; # after for DAG #task "x bomb" tag xbomb after last; #task "pull blue" tag pull1 after learnscarf xbomb; #task "pull green" tag pull2 after pull1; #task "pull black" tag pull3 after pull2; #task "pull red" tag pull4 after pull3 give timer; #item "timer detonator" tag timer hidden; #task "strike returning. point it at me" after pull4 goto Attic; # #room "Aboard Ship" tag Aboard_Ship dir n e e from Cups_and_Glasses nolink; #item "flag" tag flag hidden after felldown; #item "flagpole" tag flagpole hidden after felldown; #item "mahogony rod" tag rod2 hidden after waveflag; #task "wave flagpole" tag waveflag need flagpole merlynshat lose flagpole in any give rod2 score 6; # #room "Up the Mast" tag Up_the_Mast dir nw go up; ##item "flag"; # Can't get; tied to pole. #task "get flag" tag holdingflag; #task "port" tag felldown after holdingflag goto Aboard_Ship; #room "End Game: Fall to death" style EndGame dir w from Up_the_Mast cmd "port" cmd from "starboard"; # #room "Prow of the Lady Magdalena" dir n from Aboard_Ship cmd "fore" cmd from "aft"; #item "green branch" tag greenbranch; # #room "Stern" tag Stern dir s from Aboard_Ship cmd "aft" cmd from "fore"; #task "turn capstan" tag loweredanchor; #join Stern to Souvenirs_Room go d after loweredanchor oneway; # TODO: The modelship appears here! # # # # # # # # #map "Greece (in the Tarot box)"; # #room "Sea Shore" tag Sea_Shore; #task "consult dictionary about Andromeda"; #task "give dessert to andromeda" need dessert lose dessert give hairband; #item "hairband" tag hairband hidden; #item "mahogony rod" tag rod8 hidden ; # is actually the hairband. #task "wave hairband" need merlynshat hairband after askforhat lose hairband give rod8 score 6 in any; # # #room "Cliffs" tag Cliffs dir n go up exit sw e; #room "Clifftop Walk" tag Clifftop_Walk dir e exit e s; #task "get rod of husbandry. strike rod of husbandry. point rod of husbandry at goats" tag tamegoats need rodofhusbandry; # #room "Wall of Thorns" tag Wall_of_Thorns dir s from Clifftop_Walk dir s; #task "get rod of fire. strike rod of fire. point rod of fire at thorns" tag burnthorns need rodoffire; # #room "Outside Taverna" dir e from Clifftop_Walk after tamegoats exit s; #item "fig"; # #room "Eraina Taverna" dir s score 5; #task "give coin to bartender"; #item "dessert" tag dessert after last score 4; # #room "Cave Mouth" dir sw from Cliffs; #item "altar stone with bronze urn"; # nomove #task "play syrinx" need syrinx score 3; #task "put fig in urn" after last; #task "ask oracle about curse (Note the prophecy!)" tag croqdir after last; #task "(You can get more figs, drop them in urn, and ask the oracle for two more prophecies)" after last; ## As Hephaestus, master of the metals ## uncovered the gilden sunrise of Helicon ## so, in a pace and seven paces ## when six arches have stood sixty years ## shall even a shade's remains be cast. ## ## 2 - "veil of the neck" means the scarf! ## Like the eruptions of Scilian mounts ## shall come devices to ruin a castle, ## which no bronze armour can withstand ## save, it may be, a veil of the neck. ## ## 3 - Refers to antidote? ## Youre ancestor, pestle in hand ## made the salve you shall need ## to defy the Druids' earthly band: ## take care, mortal, take heed. # # #room "Sacred Earth" dir s from Wall_of_Thorns after burnthorns; #task "get rod of luck. strike rod of luck. point rod of luck at self" tag amlucky need rodofluck; # #room "Temple of Zeus" tag Temple_of_Zeus dir s after amlucky exit n se sw score 5; #item "copper coin" tag coin; # #room "East Cloister" dir se exit sw; #item "inscribed stone" tag pumicestone score 4; #task "x inscribed stone" tag transheirogreek need pumicestone in any; # ## ## #. [] = # +*+ __ an-ta re-im ka u bir ka-i ## ||| ## | | ## / # -+- :; # -+- ka ne : to-ro-ma ka ur ## | | ## ## >>> -> # (---) .je-fe-im ka ur-a an-ge to-ro-ma ## ||| # ## this house/building of the gods/spirts ??sites/lies/rests/is/near?? ## to/toward the ??? but the ??? ## moves through the seasons? # ## ka-i this ## bir house/building ## u of ## ka the ## re-im gods/spirits ## an-ta ?sits/lies/rests/is/near? ## ur to/toward ## to-ro-ma ?? ## : but ## ne ? the ? ## to-ro-ma moves? ## # #room "Inner Sanctum" tag Inner_Sanctum dir sw exit ne nw n; ## Homer and his pan pipes. #item "syrinx" tag syrinx hidden; ## Where do we get agamemnon and ptolemy? You can consult dictionary, but homer thinks it's cheating. #task "wake homer. say agamemnon to homer. say ptolemy to homer. say yellow" give syrinx score 6; # #room "West Cloister" tag West_Cloister dir nw exit se ne; #task "x season" tag learnseasongreek; # #link West_Cloister to Temple_of_Zeus dir ne; # #room "Cross Centre" tag Cross_Centre dir n from Inner_Sanctum go down exit se nw ne sw ; #task "x inscriptions"; #task "ne. sw. se. nw. sw. ne. nw. se" tag seestatues; #task "" tag fixtemple0 after fixtemple1 fixtemple2 fixtemple3 score 3 in any; # for fixing temple. #task "put inscribed stone in opening" tag wedgetrap after fixtemple0 need pumicestone drop pumicestone; ## ka-i ur-a re-im ka an-ge" ## this ???? gods/spirits the ??? ## ??? the gods/spirits ??? this # #room "Oubliette" tag Oubliette dir e e from Cross_Centre after fixtemple0 nolink; #join Cross_Centre to Oubliette cmd "d" cmd from "u"; #item "amber gem" tag ambergem after wedgetrap score 4; #task "x amber gem" tag galitagem need ambergem in any; # #room "Northeast Cross" tag Northeast_Cross dir ne from Cross_Centre; ## statue of demeter, motif of fish, waves, and nets #task "consult dictionary about demeter"; #task "push demeter sw. push demeter nw" tag fixtemple1 after last seestatues goto Northwest_Cross; # #room "Southheast Cross" dir se from Cross_Centre; ## ranks of hoplite warriors heading to battle. statue of ares # #room "Northwest Cross" tag Northwest_Cross dir nw from Cross_Centre; ## statue of dionysus, motif of wheat #task "consult dictionary about dionysus"; #task "push dionysus se. push dionysus isw" tag fixtemple2 after last seestatues goto Northwest_Cross; # #room "Southwest Cross" dir sw from Cross_Centre; ## statue of poseidon, motif of grapes vines and barrels. #task "consult dictionary about poseidon"; #task "push poseidon ne. push poseidon ne" tag fixtemple3 after last seestatues goto Northeast_Cross; # # #room "Lighthouse" tag Lighthouse dir n n from Cliffs nolink score 5; #task "put flash in device" need flash after flashtimer flashpower drop flash; #task "set timer" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" after last; #task "z" tag saveandromeda after last goto Family_Tree score 50; #room "Greek Frieze" tag Greek_Frieze dir s go d; #task "x frieze" tag lagachfrieze; # # # #map "Alexandria, 275 BC"; # #room "Causeway" tag Causeway exit n se; # #room "Island of Pharos" tag Island_of_Pharos dir n; ##item "rusty iron key"; #no accessible #task "drop smooth stone in grate" tag dropstone lose smoothstone need smoothstone; # actually, we "drop smoothstone in Warehouses_and_Port", but retrieving it scores 4 points, so don't track it and make "get smooth stone" an explicit action there #task "unlock grate with rusty iron key" need rustyironkey; # #room "Jetty" dir n go d after last score 5; #item "adamantine heart" tag heart hidden; #task "get in skiff. get heart. get out of skiff" give heart; # # #room "Crossroads" tag Crossroads dir se from Causeway exit se sw ne nw; # #room "A Tower" tag A_Tower dir se; #sosostris ; #knock on door, it says "Sosostris, the priest of sosostris #task "consult dictionary about sosostris" need dictionary; # TODO: must visit tower first. #item "cloak" tag greycloak hidden ; #task "turn cloak inside out" need cloakofmanycolors lose cloakofmanycolors give greycloak in any; ##task "turn cloak inside out" need greycloak give cloakofmanycolors lose greycloak in any; # You can reverse the cloak at any time. However, IFM has no idea what do to with this concept. #task "wear cloak" need greycloak; #task "open door" tag sosostrisopen after last; # #room "Consulting Room" dir s after sosostrisopen score 5; #item "silver keepsake" tag keepsake hidden; #task "put green oak staff on table" need greenoakstaff lose greenoakstaff score 3 give keepsake goto A_Tower; # #room "Necropolis" tag Necropolis dir sw from Crossroads exit s; #task "blow whistle" tag findtombstone need birdwhistle; #GALITA #item "cloak of many colours" tag cloakofmanycolors hidden after last; #task "x tombstone" tag learngalitaname; #task "consult dictionary about galita" tag learngalita need dictionary in any; # GALITA #task "wear cloak" tag wearcloak need cloakofmanycolors in any; #task "put gem in tombstone" need ambergem lose ambergem after galitagem; # # #room "Xllth Dynasty Pyramid" tag Xllth_Dynasty_Pyramid dir s; #task "x writings" tag learncombo; # Motif: ||| |||||| | # #room "The Height of Fashion" tag The_Height_of_Fashion dir sw from Necropolis go down score 5 exit w; #task "lie on couch. sleep" goto The_Spirit_World; #task "tweak nose" after learntweaknose score 3; # # #room "This Is The Death" dir w; #item "model animal"; # #room "Quite an Undertaking" dir w score 5; ## sosostris statue, 3 sockets, channel east of north. #task "ne"; #item "green oak quarterstaff" tag greenoakstaff hidden after last; # failed trip ne knocks it loose. #task "x painting" tag xpainting; # notice scepter ## The sockets are all labelled "thu" (one) #task "put scepter in first. turn scepter (repeat until you get 'si')." after learnnumbers xpainting learncombo; #task "put scepter in second. turn scepter (repeat until you get 'huth')" after last; # opens sarcophogus #task "get in coffin. close coffin. close coffin" after last annointed goto Buried_Alive; # #room "Buried Alive" dir n tag Buried_Alive nolink; #item "adamantine skull" tag skull hidden; #task "u" tag rosefromdead goto Sarcophagus give skull score 15; # #room "The Spirit World" tag The_Spirit_World dir n from The_Height_of_Fashion nolink score 5; #100s # TODO: confirm score 5 #task "lie in bed. sleep" goto TSW2; #task "get up. w" goto The_Height_of_Fashion; # #room "The Spirit World" dir n nolink tag TSW2;#1000 #task "lie in bed. sleep" goto TSW3; #task "get up. w" goto The_Spirit_World; # #room "The Spirit World" dir n nolink tag TSW3;#1500 #task "lie in bed. sleep" goto TSW4; #task "get up. w" goto TSW2; # #room "The Spirit World" dir n nolink tag TSW4;#2000 #task "z.z.z.z.z.z.z" tag learntweaknose; #task "w" goto TSW3; # # #room "Outside the Royal Museum" tag Outside_the_Royal_Museum dir ne from Crossroads after wearcloak need cloakofmanycolors exit ne n se; # #room "Outside the Theatre" tag Outside_the_Theatre dir n exit n w s; # #room "Outside the Royal Palace of Alexander" tag Outside_the_Royal_Palace_of_Alexander dir n exit n; #task "remove cloak" tag removecloak after wearcloak need cloakofmanycolors; # #room "Lost inside the Palace" dir n after removecloak wearsash score 5; # Cloak attracts guards. Sash keep slaves from ratting you out. # #room "Lost inside the Palace" dir ne after learnmap; # #room "Lost inside the Palace" dir e ; # #room "Lost inside the Palace" dir s ; #task "anoppe" after learnmap goto Palace_Balustrade; # #room "Palace Balustrade" tag Palace_Balustrade dir w nolink score 5; #task "put astrolabe on tripod" need astrolabe lose astrolabe; #task "look in eyepiece" after last goto Out_on_the_Spire; # # #room "Warehouses and Port" tag Warehouses_and_Port dir w from Outside_the_Theatre score 5; #task "roll die (Repeat until you've learn the order of the numbers)" tag learnnumbers; #item "rusty iron key" tag rustyironkey hidden after dropstone; #item "smooth stone" tag smoothstone2 hidden after dropstone score 4; # This is actually the original smooth stone, but it confuses poor IFM to have the stone reappear. ## TODO: task, roll _lots_ of times to learn ordering? ## Die options: huth > mach > ca > si > zal > thu ## 6 5 4 3 2 1 # #room "Stadium" tag Stadium dir ne from Outside_the_Royal_Museum; # #room "The Birdcage of the Muses" tag The_Birdcage_of_the_Muses dir se from Outside_the_Royal_Museum after austininalexandria exit e nw se s score 5; # Austin distracts guards; #task "z.z.z.get all from pigeonhole" give tubekappa tubealpha; #item "tube with a kappa on" tag tubekappa hidden; #task "look in kappa. get short poem" need tubekappa give shortpoem in any; #item "short poem" tag shortpoem hidden; #item "tube with a alpha on." tag tubealpha hidden; #task "look in alpha. get epic poem" need tubealpha give epicpoem in any; #item "epic poem" tag epicpoem hidden; #task "put short poem in alpha" tag alpharigged need tubealpha shortpoem lose shortpoem in any; #task "put epic poem in kappa" tag kapparigged need tubekappa epicpoem lose epicpoem in any; # #room "Oil Room" dir s; #task "annoint self" tag annointed; # #room "Reading Cooridor" dir e e from The_Birdcage_of_the_Muses exit w s; #task "x callimachus"; #task "consult dictionary about callimacus" tag consultcalli after last in any need dictionary; #task "give kappa to callimacus" tag angercalli after consultcalli kapparigged need tubekappa lose tubekappa; ## NPC: Callimachus # # #room "Librarian's Office" dir s; #task "x appolonius"; #task "consult dictionary about appolonius" tag consultapp after last in any need dictionary; #task "give alpha to callimacus" tag writerfight after consultapp alpharigged angercalli need tubealpha lose tubealpha score 7; #item "purple shoulder sash" tag sash hidden after last; #task "wear sash" tag wearsash need sash in any; #item "mystic scroll" hidden after last; # #room "Geography Room" dir se from The_Birdcage_of_the_Muses; #item "spindle" tag spindle; #item "mahogony rod" tag rod4 hidden ; # is actually the spindle. #task "wave spindle" need merlynshat spindle after askforhat lose spindle give rod4 score 6 in any; # # # #map "Valley Prospect, Sixth Century AD"; # #room "Murky Cave" tag Murky_Cave exit ne w; #item "torch" tag torch2; # #room "Spur of Rock" dir w; # #room "Hanging on Rope" dir s go down; #task "swing rope"; #item "daisy" tag daisy after last score 4; #task "wear daisy" tag hat2 need daisy in any; # #room "Valley Prospect" dir ne from Murky_Cave exit e; # #room "Roman Villa" tag Roman_Villa dir e exit w e s; # n is in # #room "Atrium Cloister" dir s exit s; #item "summoning horn" tag shorn; #item "Rod of Language" tag rodoflanguage; #task "wave horn" need shorn after hat2 lose shorn give rodoflanguage; #task "strike rod of language. point rod of language at self" tag knowlang need rodoflanguage; # #room "Atrium" tag Atrium dir s exit e s w; #task "x mosaic"; # white-beards in Forum, farmers in Italian fields, military fortification, grain ship unloading in Ossia # #room "Entrance" dir s score 5; #task "s" after learnplan wearsandal goto Rough_Tent; # #room "Guard Quarters" dir e from Atrium; #item "bone die"; #item "pair of leather sandals" tag sandals; #task "wear sandals" tag wearsandal need sandals in any; # #room "Triclinium" dir w from Atrium; #task "drop torch down well" tag itsdeep need torch2 lose torch2; # #room "Darkness" dir sw go down after itsdeep; # #room "Hypocaust" dir e; #task "(Wait until the conversation is done and they leave)" tag learnplan after knowlang; # #room "Stream" dir e from Roman_Villa; # # ## After a bit we're grabbed and tossed in here. You lose everything but a worn daisy #room "Rough Tent" tag Rough_Tent dir w w w w w from Atrium nolink score 5; #task "z.z.z.z"; #item "tent pole" tag tentpole hidden; #task "take pole" after last give tentpole goto Encampment; # #room "Encampment" tag Encampment dir s nolink score 5; # #room "Beneath Dolman" dir e after wearsandal score 5; #item "blue stone" tag bluestone score 4; #task "wave pole" need tentpole lose tentpole give rodofreturning2 score 6; #item "rod of returning" tag rodofreturning2 hidden; # reusing the rod confuses IFM #task "strike rod of returning. point rod of returning at me" goto Infinity_Symbol need rodofreturning2 lose rodofreturning2; #item "fifty franc note" tag francnote hidden; #task "wave blue stone" need bluestone lose bluestone give francnote score 6 in any; # # # # # # ## Through the magic of LAGACH, we can travel between different pictures (and one set of writings). It's complex, so all of the links are here: # #join Bohemia to Crypt # cmd "mural, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia learntarotseq learnlagach; #join Bohemia to Greek_Frieze # cmd "mural, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia lagachfrieze learnlagach; #join Bohemia to Hall_of_Exhibits # cmd "mural, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia lagachstilllife learnlagach; #join Bohemia to Mosaic # cmd "mural, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia lagachmosaic learnlagach; #join Bohemia to White_Hallway # cmd "mural, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia lagachhallway learnlagach; #join Bohemia to Xllth_Dynasty_Pyramid # cmd "mural, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at Bohemia)" # after lagachbohemia learncombo learnlagach; #join Crypt to Bohemia # cmd "mural, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at Crypt)" # after learntarotseq lagachbohemia learnlagach; #join Crypt to Greek_Frieze # cmd "mural, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at Crypt)" # after learntarotseq lagachfrieze learnlagach; #join Crypt to Hall_of_Exhibits # cmd "mural, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at Crypt)" # after learntarotseq lagachstilllife learnlagach; #join Crypt to Mosaic # cmd "mural, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at Crypt)" # after learntarotseq lagachmosaic learnlagach; #join Crypt to White_Hallway # cmd "mural, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Crypt)" # after learntarotseq lagachhallway learnlagach; #join Crypt to Xllth_Dynasty_Pyramid # cmd "mural, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at Crypt)" # after learntarotseq learncombo learnlagach; #join Greek_Frieze to Bohemia # cmd "frieze, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze lagachbohemia learnlagach; #join Greek_Frieze to Crypt # cmd "frieze, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze learntarotseq learnlagach; #join Greek_Frieze to Hall_of_Exhibits # cmd "frieze, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze lagachstilllife learnlagach; #join Greek_Frieze to Mosaic # cmd "frieze, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze lagachmosaic learnlagach; #join Greek_Frieze to White_Hallway # cmd "frieze, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze lagachhallway learnlagach; #join Greek_Frieze to Xllth_Dynasty_Pyramid # cmd "frieze, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at Greek Frieze)" # after lagachfrieze learncombo learnlagach; #join Hall_of_Exhibits to Bohemia # cmd "still life, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife lagachbohemia learnlagach; #join Hall_of_Exhibits to Crypt # cmd "still life, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife learntarotseq learnlagach; #join Hall_of_Exhibits to Greek_Frieze # cmd "still life, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife lagachfrieze learnlagach; #join Hall_of_Exhibits to Mosaic # cmd "still life, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife lagachmosaic learnlagach; #join Hall_of_Exhibits to White_Hallway # cmd "still life, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife lagachhallway learnlagach; #join Hall_of_Exhibits to Xllth_Dynasty_Pyramid # cmd "still life, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at Hall of Exhibits)" # after lagachstilllife learncombo learnlagach; #join Mosaic to Bohemia # cmd "mosaic, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic lagachbohemia learnlagach; #join Mosaic to Crypt # cmd "mosaic, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic learntarotseq learnlagach; #join Mosaic to Greek_Frieze # cmd "mosaic, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic lagachfrieze learnlagach; #join Mosaic to Hall_of_Exhibits # cmd "mosaic, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic lagachstilllife learnlagach; #join Mosaic to White_Hallway # cmd "mosaic, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic lagachhallway learnlagach; #join Mosaic to Xllth_Dynasty_Pyramid # cmd "mosaic, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at Mosaic)" # after lagachmosaic learncombo learnlagach; #join White_Hallway to Bohemia # cmd "painting, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway lagachbohemia learnlagach; #join White_Hallway to Crypt # cmd "painting, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway learntarotseq learnlagach; #join White_Hallway to Greek_Frieze # cmd "painting, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway lagachfrieze learnlagach; #join White_Hallway to Hall_of_Exhibits # cmd "painting, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway lagachstilllife learnlagach; #join White_Hallway to Mosaic # cmd "painting, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway lagachmosaic learnlagach; #join White_Hallway to Xllth_Dynasty_Pyramid # cmd "painting, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # cmd from "writings, lagach (repeat on nearby art until at White Hallway)" # after lagachhallway learncombo learnlagach; #join Xllth_Dynasty_Pyramid to Bohemia # cmd "writings, lagach (repeat on nearby art until at Bohemia)" # cmd from "mural, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo lagachbohemia learnlagach; #join Xllth_Dynasty_Pyramid to Crypt # cmd "writings, lagach (repeat on nearby art until at Crypt)" # cmd from "mural, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo learntarotseq learnlagach; #join Xllth_Dynasty_Pyramid to Greek_Frieze # cmd "writings, lagach (repeat on nearby art until at Greek Frieze)" # cmd from "frieze, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo lagachfrieze learnlagach; #join Xllth_Dynasty_Pyramid to Hall_of_Exhibits # cmd "writings, lagach (repeat on nearby art until at Hall of Exhibits)" # cmd from "still life, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo lagachstilllife learnlagach; #join Xllth_Dynasty_Pyramid to Mosaic # cmd "writings, lagach (repeat on nearby art until at Mosaic)" # cmd from "mosaic, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo lagachmosaic learnlagach; #join Xllth_Dynasty_Pyramid to White_Hallway # cmd "writings, lagach (repeat on nearby art until at White Hallway)" # cmd from "painting, lagach (repeat on nearby art until at Xllth Dynasty Pyramid)" # after learncombo lagachhallway learnlagach; #