Task list for The Chinese Room The Chinese Room: examine ceiling open hatch move chair under hatch stand on chair. open hatch. down examine computer examine cards think about chinese room examine desk open drawer Get manual read manual learn manual Drop manual read poster look in drawer Get Chinese key stand on chair. unlock hatch with key Drop Chinese key Move to Roof (U) score: 5 Move to Black Tarmac Road (E) Black Tarmac Road: examine scarecrow talk to scarecrow. 1. 2. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. s. s. examine scarecrow. x anjeline think about scarecrow get radio score: 2 examine scarecrow Get sack note: Not used for anything yet Move to Beach (W) Beach: 1. 1. 2. 1. 2. 2. keep running. again. again. again. again. again. again. again. again. again. again. again. think about zeno examine track talk to zeno. 3. 3. 1. score: 3 note: Gives glass trophy Move to Sand Dune (examine birds) Sand Dune: examine nest get eggs note: Gives some eggs note: Moves you to Beach Move to Black Tarmac Road (E) Move to Outside the Maze (S) Outside the Maze: read sign Move to Black Tarmac Road (N) Move to On the Edge of the Plains (E) On the Edge of the Plains: examine crowd Move to Black Tarmac Road (W) Move to Village Street (N) Village Street: enter theatre. 1. 1. 3. 2. 1 Move to Pavement Cafe (SW) Pavement Cafe: think about sartre talk to sartre. 2. 3. 1. 2 score: 2 note: Gives wallet open wallet note: Gives lighter note: Gives pound talk to server. 4. 1. 1. 1. 1 score: 2 note: Gives fifty pence piece give eggs to server note: Gives bottle examine bottle Move to Village Street (NE) Move to Barber Shop (SE) Barber Shop: think about barber x stand Get phial of black dye Move to Village Street (NW) Move to Church (NE) Church: talk to priest. 1. 1. 2 note: Gives Burden of Proof note: Moves you to Village Street Move to Hill (E) Hill: talk to man. 1. 1. 1. 1. 1. 1. 3. 1. 1. 1. 2. 1. 1. 1 think about zombies talk to woman. 1. 1. 1. 1. 1. 1. 1. 1 Move to Outside the Mill (N) Move to Inside the Mill (enter mill) Inside the Mill: rescue mother. talk to mother score: 2 note: Gives handkerchief note: Moves you to Outside the Mill Outside the Mill: think about archbishop search mill note: Gives bucket of pitch Move to Hill (S) Move to Village Street (W) Move to Fairytale Woods (W) Fairytale Woods: think about monk talk to monk. 2. 1. 1. 3. 1 Move to Spooky Part of the Woods (W) Spooky Part of the Woods: listen to trees talk to trees. 1. 1. 1. 5. 1. 3. 2. 1. 1. 1. 1. 2 give dye to raven give pitch to raven Move to Fairytale Woods (E) Move to Village Street (E) Move to Tavern (NW) Tavern: talk to aristotle. 3. 1. 2. 2 think about claret give bottle to aristotle score: 5 note: Gives Plato's Complete Works think about plato think about socrates think about aristotle Move to Logicians' Alleyway (E) Logicians' Alleyway: think about quine talk to quine. 1. 1. 1. 1. 5. 3 score: 2 note: Gives informative leaflet note: Gives cruise tickets for the Ship of Neurath examine tickets Drop cruise tickets for the Ship of Neurath read leaflet Move to Tavern (W) Move to Village Street (SE) Move to Square (N) Square: talk to madman. 3. 2. 5. 3. 3. 3. 3. 5. 3 score: 2 Get broken lantern fix lantern with trophy note: Gives modified lantern light lantern with lighter score: 3 note: Gives lit lantern Drop lighter Move to Museum (W) Museum: talk to pirate. 1. 1. 1 give leaflet to pirate. 1. 2. 3. 6 score: 3 note: Gives Categorical Imperativator think about golden mean think about utility calculator think about imperativator Move to Square (E) Move to Philosophy Library (E) Philosophy Library: examine counter examine inkwell talk to marx. 1. 1. 1. 2. 3 talk to librarian. 2. 2. give works to librarian note: Gives banana talk to librarian. 2. put banana in inkwell. z. z. give encyclopaedia to librarian note: Gives blue banana Move to Square (W) Move to Research Institute (N) Research Institute: examine north notice examine east notice examine west notice Move to Bat Lab (W) Bat Lab: think about nagel think about bat Move to Research Institute (E) Move to Colour Lab (E) Colour Lab: think about mary examine desk examine mary examine goggles talk to mary. 1. 2. 1. 1. 3. 3. 1. 1. 1. 1. 1. 1 give banana to mary score: 5 Get tube of black paint Get laptop Move to Research Institute (W) Move to Square (S) Move to Philosophy Library (E) Philosophy Library: give laptop to marx score: 3 note: Gives Communist Manifesto Move to Square (W) Move to Village Street (S) Move to Fairytale Woods (W) Move to Spooky Part of the Woods (W) Spooky Part of the Woods: give tube to raven . no action required score: 5 Move to Plato's Cave (W) Plato's Cave: examine denizens examine chains examine padlock Move to Dank Catacomb (D) Dank Catacomb: talk to bat. 2. 2. 3. 3. 1 score: 2 Get bat's autobiography Move to Plato's Cave (U) Move to Spooky Part of the Woods (E) Move to Fairytale Woods (E) Move to Village Street (E) Move to Black Tarmac Road (S) Move to Outside the Maze (S) Move to At the Foot of an Ivory Tower (S) score: 3 At the Foot of an Ivory Tower: up Move to Outside the Maze (down) Move to Black Tarmac Road (N) Move to Village Street (N) Move to Square (N) Move to Research Institute (N) Move to Bat Lab (W) Bat Lab: give autobiography to nagel score: 3 note: Gives bunch of keys Move to Research Institute (E) Move to Square (S) Move to Village Street (S) Move to Fairytale Woods (W) Move to Spooky Part of the Woods (W) Move to Plato's Cave (W) Plato's Cave: unlock padlock with bunch Drop bunch of keys give manifesto to denizens score: 5 Get pair of earmuffs Move to Spooky Part of the Woods (E) Move to Fairytale Woods (E) Fairytale Woods: give earmuffs to lumberjack score: 5 note: Gives axe Move to Village Street (E) Move to Black Tarmac Road (S) Move to On the Edge of the Plains (E) Move to Wide Plains (E) Wide Plains: z. z. listen. hang burden on unicorn score: 5 note: Moves you to On the Edge of the Plains Move to Black Tarmac Road (W) Move to Village Street (N) Village Street: talk to director note: Gives qualiascope Move to Church (NE) Church: think about unicorn think about bride give handkerchief to bride Get veil Move to Village Street (SW) Move to Hill (E) Hill: look through scope at man look through scope at man Drop qualiascope kill man with axe. 1 score: 5 note: Gives wooden box Drop axe Move to Village Street (W) Move to Black Tarmac Road (S) Move to Outside the Maze (S) Move to At the Foot of an Ivory Tower (S) At the Foot of an Ivory Tower: put veil on guard. 5 score: 2 Move to First Chamber (U) First Chamber: examine bees think about bees put pence in machine Get first key score: 3 unlock door with first key note: Moves you to Second Chamber Drop first key Second Chamber: think about time machine examine machine enter machine examine chome dials examine left examine middle examine right turn left dial turn middle dial clockwise turn right dial score: 3 note: Gives second key Get newspaper read newspaper Drop newspaper unlock door with second key note: Moves you to Third Chamber Drop second key Third Chamber: examine machine think about turing machine think about turing enter machine type hello type I'm not sure type escape type 1 score: 3 note: Gives third key unlock door with third key note: Moves you to Fourth Chamber Drop third key Fourth Chamber: examine machine think about experience machine open door. 3. 2. 2. 3. 1. 1 score: 5 note: Moves you to Final Chamber Final Chamber: think about evil demon open box score: 10 note: Finishes the game Total distance travelled: 81 Total score: 98