# Interactive Fiction Mapper (IFM) map for The Chinese Room # Copyright 2008 Alan De Smet, Some Rights Reserved # Released under a Creative Commons Attribution-ShareAlike 2.5 License # http://creativecommons.org/licenses/by-sa/2.5/ # More IFM maps: # http://www.highprogrammer.com/alan/games/video/ifmaps/ # NPCs are important to this game, so I've noted them as items so they appear # on the map. It's handy so when you remember, "I need to go see Marx" you can # find him quickly. Only NPCs you need to interact with are noted. # 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 "The Chinese Room"; #item "starting item" tag spellbook keep; map "The Chinese Room"; room "The Chinese Room"; task "examine ceiling"; task "open hatch" after last; task "move chair under hatch" after last; task "stand on chair. open hatch. down" after last; task "stand on chair. unlock hatch with key" need Chinese_key tag LOCK_Chinese_Room after last; task "examine computer"; task "examine cards"; task "think about chinese room"; task "examine desk"; task "open drawer" after last; item "manual" tag manual after last; task "read manual" need manual; task "learn manual" need manual after last; task "read poster" after last; task "look in drawer" after last; item "Chinese key" tag Chinese_key after last; room "Roof" tag Roof dir n go up after LOCK_Chinese_Room score 5; room "Black Tarmac Road" tag Black_Tarmac_Road dir e ne from Roof; task "examine scarecrow"; task "talk to scarecrow. 1. 2. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1." after last; task "s. s. examine scarecrow. x anjeline"; task "think about scarecrow" after last; task "get radio" tag LOCK_Rafter after last score 2; task "examine scarecrow" after last; item "sack" after last keep; room "Beach" tag Beach dir w w w from Black_Tarmac_Road; item "Zeno" ignore; # NPC item "Achilles" ignore; # NPC task "1. 1. 2. 1. 2. 2. keep running. again. again. again. again. again. again. again. again. again. again. again." tag badrace; task "think about zeno" after badrace; task "examine track" after badrace; task "talk to zeno. 3. 3. 1." after last score 3 give glass_trophy; item "glass trophy" tag glass_trophy hidden; room "Sand Dune" dir ne from Beach cmd to "examine birds" cmd from "sw"; task "examine nest"; item "some eggs" tag some_eggs; task "get eggs" give some_eggs goto Beach; room "Outside the Maze" tag Outside_the_Maze dir s from Black_Tarmac_Road; task "read sign"; room "At the Foot of an Ivory Tower" tag At_the_Foot_of_the_Ivory_Tower need Imperativator dir s from Outside_the_Maze score 3 cmd from "down"; item "guard" ignore; # NPC task "up"; # Establish that we're blocked task "put veil on guard. 5" tag LOCK_guard need veil lose veil after last score 2; room "On the Edge of the Plains" tag On_the_Edge_of_the_Plains dir e from Black_Tarmac_Road; item "crowd" ignore; # NPCs task "examine crowd"; room "Wide Plains" tag Wide_Plains need Burden_of_Proof dir e from On_the_Edge_of_the_Plains; task "z. z. listen. hang burden on unicorn" tag killed_unicorn after closed_theatre need Burden_of_Proof lose Burden_of_Proof goto On_the_Edge_of_the_Plains score 5; room "Village Street" tag Village_Street dir n n from Black_Tarmac_Road; task "enter theatre. 1. 1. 3. 2. 1" tag closed_theatre; item "qualiascope" tag qualiascope hidden; task "talk to director" after killed_unicorn give qualiascope; room "Pavement Cafe" dir sw from Village_Street; item "Jean-Paul Sartre" ignore; # NPC item "server" ignore; # NPC task "think about sartre"; item "wallet" tag wallet hidden; task "talk to sartre. 2. 3. 1. 2" give wallet score 2; item "lighter" tag lighter hidden; item "pound" tag pound hidden; task "open wallet" in any need wallet lose wallet give lighter pound; item "fifty pence piece" tag fifty_pence_piece hidden; task "talk to server. 4. 1. 1. 1. 1" need pound lose pound give fifty_pence_piece score 2; item "bottle" tag bottle hidden; task "give eggs to server" need some_eggs lose some_eggs give bottle; task "examine bottle" need bottle in any; room "Barber Shop" dir se from Village_Street; item "barber" ignore; item "King of France" ignore; task "think about barber"; task "x stand" tag seen_dye; item "phial of black dye" tag phial_of_black_dye after seen_dye; room "Church" leave Burden_of_Proof dir ne from Village_Street; item "bride" ignore; # NPC item "priest" ignore; # NPC item "Burden of Proof" tag Burden_of_Proof keep hidden; # You can't pick it up if you drop it! (Bug?) task "talk to priest. 1. 1. 2" give Burden_of_Proof goto Village_Street; task "think about unicorn"; task "think about bride"; task "give handkerchief to bride" need handkerchief lose handkerchief; item "veil" tag veil after last; room "Hill" tag Hill dir e e from Village_Street; item "Zombiefinder General" ignore; # NPC item "woman" ignore; # NPC task "talk to man. 1. 1. 1. 1. 1. 1. 3. 1. 1. 1. 2. 1. 1. 1" tag kill_zombies; task "think about zombies" after kill_zombies; task "talk to woman. 1. 1. 1. 1. 1. 1. 1. 1"; task "look through scope at man" need qualiascope after kill_zombies; task "look through scope at man" need qualiascope after last; # We need to do this twice because the first use of the scope tells us how it works. item "wooden box" tag wooden_box hidden; task "kill man with axe. 1" after last need axe score 5 give wooden_box; room "Outside the Mill" tag Outside_the_Mill dir n from Hill; task "think about archbishop" after saved_mom; item "bucket of pitch" tag bucket_of_pitch hidden; task "search mill" give bucket_of_pitch after saved_mom; room "Inside the Mill" dir n from Outside_the_Mill cmd to "enter mill"; item "mother" ignore; # NPC item "Archbishop of Cambray" ignore; # NPC item "handkerchief" tag handkerchief hidden; task "rescue mother. talk to mother" tag saved_mom give handkerchief goto Outside_the_Mill score 2; room "Fairytale Woods" tag Fairytale_Woods dir w from Village_Street; item "Buddhist monk" ignore; # NPC item "lumberjack" ignore; # NPC task "think about monk"; task "talk to monk. 2. 1. 1. 3. 1"; item "axe" tag axe ignore; task "give earmuffs to lumberjack" need earmuffs lose earmuffs give axe score 5 after last; room "Spooky Part of the Woods" tag Spooky_Part_of_the_Wood dir w from Fairytale_Woods; task "listen to trees"; task "talk to trees. 1. 1. 1. 5. 1. 3. 2. 1. 1. 1. 1. 2" tag seen_raven after last; task "give dye to raven" tag black1 need phial_of_black_dye lose phial_of_black_dye after seen_raven; task "give pitch to raven" tag black2 need bucket_of_pitch lose bucket_of_pitch after seen_raven; task "give tube to raven" tag black3 need tube_of_black_paint lose tube_of_black_paint after seen_raven; task "." cmd none tag cave_open after black1 black2 black3 score 5; # Automatically happens, this just links the three parts. room "Plato's Cave" need lit_lantern tag Platos_Cave dir w from Spooky_Part_of_the_Wood after cave_open; item "denizens" ignore; # NPC task "examine denizens"; task "examine chains" after last; task "examine padlock" after last; task "unlock padlock with bunch" after last need bunch_of_keys; task "give manifesto to denizens" after last need Manifesto lose Manifesto score 5; item "pair of earmuffs" tag earmuffs after last; room "Dank Catacomb" need lit_lantern dir s from Platos_Cave go down; item "bat" ignore; # NPC task "talk to bat. 2. 2. 3. 3. 1" score 2; item "bat's autobiography" tag autobiography after last; room "Tavern" tag Tavern dir nw w nw from Village_Street; item "Aristotle" ignore; # NPC task "talk to aristotle. 3. 1. 2. 2"; task "think about claret" after last; task "give bottle to aristotle" need bottle lose bottle give complete_works after last score 5; item "Plato's Complete Works" tag complete_works hidden; # TODO: Aristotle wants pre-phyloxera claret task "think about plato"; task "think about socrates"; task "think about aristotle"; room "Logicians' Alleyway" dir e from Tavern; item "W.V.O. Quine" ignore; # NPC task "think about quine"; item "informative leaflet" tag informative_leaflet hidden; item "cruise tickets for the Ship of Neurath" tag cruise_tickets; task "talk to quine. 1. 1. 1. 1. 5. 3" score 2 give informative_leaflet cruise_tickets; task "examine tickets" need cruise_tickets; task "read leaflet" need informative_leaflet; room "Square" tag Square dir n n from Village_Street; item "madman" ignore; # NPC task "talk to madman. 3. 2. 5. 3. 3. 3. 3. 5. 3" score 2; item "broken lantern" tag broken_lantern after last; item "modified lantern" tag modified_lantern hidden; task "fix lantern with trophy" need broken_lantern glass_trophy lose broken_lantern glass_trophy give modified_lantern in any; item "lit lantern" tag lit_lantern hidden; task "light lantern with lighter" score 3 need modified_lantern need lighter lose modified_lantern give lit_lantern in any; room "Museum" dir w from Square; item "steward" ignore; # NPC item "pirate" ignore; # NPC task "talk to pirate. 1. 1. 1"; item "Categorical Imperativator" tag Imperativator ignore; item "Golden Mean" ignore; # Unused item "Utility Calculator" ignore; # Unused task "give leaflet to pirate. 1. 2. 3. 6" tag offeredchoice need informative_leaflet lose informative_leaflet give Imperativator score 3 after last; task "think about golden mean" after offeredchoice; task "think about utility calculator" after offeredchoice; task "think about imperativator" after offeredchoice; room "Philosophy Library" dir e from Square; item "librarian" ignore; # NPC item "Karl Marx" ignore; # NPC task "examine counter"; task "examine inkwell" tag seen_inkwell after last; task "talk to marx. 1. 1. 1. 2. 3"; item "Communist Manifesto" tag Manifesto hidden; task "give laptop to marx" need laptop lose laptop give Manifesto score 3; task "talk to librarian. 2. 2."; item "banana" tag banana hidden; task "give works to librarian" need complete_works lose complete_works give banana after last; item "blue banana" tag blue_banana hidden; task "talk to librarian. 2. put banana in inkwell. z. z. give encyclopaedia to librarian" after seen_inkwell need banana lose banana give blue_banana; room "Research Institute" tag Research dir n from Square; task "examine north notice"; task "examine east notice"; task "examine west notice"; room "Bat Lab" dir w from Research; item "Thomas Nagel" ignore; # NPC task "think about nagel"; task "think about bat"; item "bunch of keys" tag bunch_of_keys hidden; task "give autobiography to nagel" need autobiography lose autobiography give bunch_of_keys score 3; room "Colour Lab" dir e from Research; item "M. Mary" ignore; # NPC task "think about mary"; task "examine desk"; item "tube of black paint" tag tube_of_black_paint after last; task "examine mary"; task "examine goggles" after last; task "talk to mary. 1. 2. 1. 1. 3. 3. 1. 1. 1. 1. 1. 1" after last; task "give banana to mary" after last need blue_banana lose blue_banana score 5; item "laptop" tag laptop after last; room "First Chamber" tag First_Chamber after LOCK_guard dir e e e from At_the_Foot_of_the_Ivory_Tower go up oneway; task "examine bees" tag seen_slot; task "think about bees" after seen_slot; task "put pence in machine" after seen_slot need fifty_pence_piece lose fifty_pence_piece; item "first key" tag first_key after last score 3; task "unlock door with first key" tag first_lock need first_key goto Second_Chamber; room "Second Chamber" tag Second_Chamber leave axe dir n from First_Chamber go up after first_lock; # You can actually have the axe in this room, but not when you use the machine task "think about time machine"; task "examine machine"; task "enter machine"; item "newspaper" tag newspaper; task "read newspaper" tag seen_paper need newspaper in any; task "examine chome dials" tag seen_dials; task "examine left" tag seen_left_dial after seen_dials; task "examine middle" tag seen_middle_dial after seen_dials; task "examine right" tag seen_right_dial after seen_dials; task "turn left dial" tag direction_back after seen_left_dial; task "turn middle dial clockwise" tag distance_fifty after seen_middle_dial; item "second key" tag second_key hidden; task "turn right dial" after seen_right_dial direction_back distance_fifty give second_key score 3; task "unlock door with second key" tag second_lock need second_key goto Third_Chamber; room "Third Chamber" tag Third_Chamber dir n from Second_Chamber go up after second_lock; task "examine machine"; task "think about turing machine" after last; task "think about turing" after last; task "enter machine" after last; # You can type whatever you want, although the last answer must any any single digit, EXCEPT 0 task "type hello" after last; task "type I'm not sure" after last; task "type escape" after last; item "third key" tag third_key hidden; task "type 1" after last give third_key score 3; task "unlock door with third key" tag third_lock need third_key goto Fourth_Chamber; room "Fourth Chamber" tag Fourth_Chamber dir n from Third_Chamber go up; task "examine machine"; task "think about experience machine" after last; task "open door. 3. 2. 2. 3. 1. 1" goto Final_Chamber score 5; # I believe you get the 5 points for entering the Final Chamber, but because this command jumps you there, it doesn't register with IFM if I put it there. room "Final Chamber" tag Final_Chamber dir n from Fourth_Chamber go up oneway; item "Evil Demon" ignore; # NPC task "think about evil demon"; task "open box" need wooden_box finish score 10;