# IFM Map for Jigsaw # Jigsaw is by Graham Nelson # This file writen by Dave Chapeskie # Many little mistakes corrected by Daniel Biddle # # Note: This is unfinished, not updated to use IFM 2.0 features. title "Jigsaw"; ######################################################################## map "Prologue"; # -------- # Starting Items item "white party ticket" tag Party_Ticket; # Starting room room "Century Park" start tag Century_Park exit n; item "corner piece" tag Jig1 hidden score 1 after Beer_Tent lost; # Other rooms/items room "Beer Tent" dir e from Century_Park; item "sparkler" tag Sparkler keep; task "enter Beer Tent" tag Beer_Tent get Jig1; room "Behind Beer Tent" dir se from Century_Park score 1 after Beer_Tent; item "rucksack" tag Sack keep; item "wooden box" note "Labeled A4"; item "tagged key" tag Tagged_Key hidden; item "curious device" tag Device hidden score 1 need Sack keep; # not really room "Churchyard" dir ne from Century_Park; item "night-jar"; task "sketch night-jar" tag Sketch1 need Pencil Sketch_Book; room "Victorian Chapel" dir e; item "collage statue"; room "Vestry" dir e; item "piano stool"; item "charcoal pencil" tag Pencil hidden score 1; item "sketch book" tag Sketch_Book hidden score 1; room "Kaldecki's Monument" tag Monument dir w from Century_Park; room "Atop the Monument" dir w go up; item "lightning conductor"; task "light the fuse" need Sparkler score 1 after Sketch1; # not really room "Corridor in the Monument" dir n w n from Monument go in oneway after last; item "glass display case"; task "put gadget on case" tag Unlock_Case need RzRov; item "corner piece" tag Jig16 hidden lost score 1 after Unlock_Case; room "Inside the Monument" tag Jigsaw dir e; item "jigsaw table"; item "ormolu clock" tag Clock keep; item "centre piece" tag Jig2 hidden score 1 lost; task "clean table" tag Clean_Table score 1; task "place A1 piece" need Jig4 tag Jig4 score 1 after Clean_Table; task "place A2 piece" need Jig9 tag Jig9 score 1 after Clean_Table; task "place A3 piece" need Jig14 tag Jig14 score 1 after Clean_Table; task "place A4 piece" need Jig1 tag Jig1 score 1 after Clean_Table; task "place B1 piece" need Jig5 tag Jig5 score 1 after Clean_Table; task "place B2 piece" need Jig7 tag Jig7 score 1 after Clean_Table; task "place B3 piece" need Jig12 tag Jig12 score 1 after Clean_Table; task "place B4 piece" need Jig8 tag Jig8 score 1 after Clean_Table; task "place C1 piece" need Jig3 tag Jig3 score 1 after Clean_Table; task "place C2 piece" need Jig2 tag Jig2 score 1 after Clean_Table; task "place C3 piece" need Jig6 tag Jig6 score 1 after Clean_Table; task "place C4 piece" need Jig11 tag Jig11 score 1 after Clean_Table; task "place D1 piece" need Jig16 tag Jig16 score 1 after Clean_Table; task "place D2 piece" need Jig15 tag Jig15 score 1 after Clean_Table; task "place D3 piece" need Jig13 tag Jig13 score 1 after Clean_Table; task "place D4 piece" need Jig10 tag Jig10 score 1 after Clean_Table; task "set clock to 59" tag Clock2 need Clock after Jig2 score 1; task "turn clock off and set it" tag Clock3 need Clock after Jig3; task "turn clock off and set it" tag Clock4 need Clock after Jig4; task "set clock" tag Clock5 need Clock after Jig5 Jig6; # not really task "set clock" tag Clock6 need Clock after Jig6 Jig8; # not really task "set clock" tag Clock7 need Clock after Jig9; task "set clock" tag Clock8 need Clock after Jig8 after Kiss_Black; # not really task "set clock" tag Clock9 need Clock after Jig10; task "set clock" tag Clock10 need Clock after Jig11; task "set clock" tag Clock11 need Clock after Jig12 after Jig14; # not really task "set clock" tag Clock12 need Clock after Jig13 after Jig16; # not really task "set clock" tag Clock13 need Clock after Fly; task "set clock" tag Clock14 need Clock after Jig14 after Decrypt2; # not really task "set clock" tag Clock15 need Clock after Jig10 after Break_Cables; # not really task "push A1" tag PushA1 after Clock4 goto Wing_Staircase; task "push A2" tag PushA2 after Clock7 goto Abbey_Road; task "push A3" tag PushA3 after Clock14 goto East_Berlin; #task "push A4" tag PushA4 after Clock goto ; task "push B1" tag PushB1 after Clock5 goto Rue_Hamelin; task "push B2" tag PushB2 after Clock9 goto Devil_Hill; task "push B3" tag PushB3 after Clock11 goto Crawlway; task "push B4" tag PushB4 after Clock8 goto Tundra; task "push C1" tag PushC1 after Clock3 goto Reading_Room; task "push C2" tag PushC2 after Clock2 goto Flat; task "push C3" tag PushC3 after Clock6 goto Steam_Train; #task "push C4" tag PushC4 after Clock goto ; task "drop sparkler; push C4" tag PushC4 after Clock10 goto Lunar_Mod; #task "push D1" tag PushD1 after Clock goto ; #task "push D2" tag PushD2 after Clock goto ; task "push D3" tag PushD3 after Clock12 goto Cabbage_Fields; task "push D3 again" tag PushD3_again after Clock13 goto Bletchley; task "get sparkler; push D4" tag PushD4 after Clock15 goto Eastern_Hotel_Room; room "Disc Room" tag Disc_Room dir se; item "black disc"; ######################################################################## map "Chapter One - Ricochet"; # ----------- room "Flat over the Street" tag Flat score 1; item "dresser drawer"; task "unlock and open dresser" need Tagged_Key get Jig3; item "edge piece" tag Jig3 hidden score 1 lost; task "shake Black's hand" score 1; task "shoot Archduke" tag Shoot_Duke score 1; task "sketch horses" tag Sketch2 need Pencil Sketch_Book after Shoot_Duke; task "return to Disc Room" after Shoot_Duke goto Disc_Room; ######################################################################## map "Chapter Two - Icy Calm"; # ----------- room "Reading Room" tag Reading_Room; item "The Times"; item "folded note"; task "read Times and note"; room "First Class Lounge" tag Lounge dir sw; item "clock"; room "Port Promenade (fore)" dir n; item "broken ice"; room "Port Promenade (aft)" dir w link Staircase; item "broken ice"; room "First Class Entrance" tag Entrance dir e from Lounge; room "Top of Stairs" tag Top_Stairs dir ne n go up; item "band"; item "notice"; task "unlock Wireless room door" tag Unlock_Wireless need Long_Key; room "Gymnasium" dir w; item "jacket" tag Jacket; room "Starboard Promenade (fore)" dir s from Lounge; item "broken ice"; room "Starboard Promenade (aft)" dir w; item "broken ice"; room "Adjoining Staircase" tag Staircase dir n; item "first-aid box"; item "Sailor's Syrup" hidden; task "wear jacket" tag Wear_Jacket in any need Jacket; room "Smoke Room" dir w; item "Benjamin Guggenheim"; task "wait for letter" give Secret_Letter after Wear_Jacket need Jacket; item "secret letter" tag Secret_Letter hidden lost; room "Palm Court" dir w; item "Miss Shutes"; item "ouija board"; task "give secret letter to Shutes" tag Give_Letter need Secret_Letter need Jacket score 1; task "examine ouija board" after Give_Letter get Jig4; item "corner piece" tag Jig4 hidden lost score 1; room "Boat Deck" dir nw from Staircase go up; item "deckchairs"; task "move deckchairs" score 1 get Sea_Book; item "Boy's Book of the Sea" tag Sea_Book hidden; task "examine book" need Sea_Book get Elegant_Key; item "elegant key" tag Elegant_Key hidden; room "Cabins" dir e from Entrance; item "Captain Smith"; task "unlock Black's cabin door" tag Unlock_Cabin_Door need Elegant_Key; task "get towel from stewardess" after Find_Towel get Towel; item "towel" tag Towel hidden note "reads: 3*6=24 Opens about 2.10 am, in the lounge"; room "Inside Black's Cabin" dir e after Unlock_Cabin_Door score 1; item "long-barreled key" tag Long_Key lost; item "Kaldecki detector" tag KD hidden keep; item "second note" hidden; task "spin detector" tag Detect1 need KD; task "open porthole" after Detect1 get Jig5; task "let stewardess find towel" tag Find_Towel; item "edge piece" tag Jig5 hidden lost score 1; room "Wireless Room" dir e from Top_Stairs need Jacket after Unlock_Wireless Wear_Jacket; item "charts"; item "primitive wireless"; item "operator"; task "examine charts" tag X_Chart; task "send CQD" after X_Chart score 2; task "use clock to return" need Clock after X_Chart in any goto Disc_Room; ######################################################################## map "Chapter Three - And 1% Luck"; # ------------- room "Clarence Wing Staircase" tag Wing_Staircase; item "notice board"; task "put mouldy dish on suitcase" tag Put_Dish after Push_Suitcase need Mouldy_Dish; task "wait for Fleming" tag Fleming after Put_Dish score 1; task "wait for disturbed air" tag Disturbed_Air1 after Fleming; task "press white button" tag Press_Button1 after Disturbed_Air1 need Device; task "enter black ball" after Press_Button1 goto LandA1 score 1; room "Asthma Laboratory" dir sw w go down; item "white mice"; task "sketch mice" tag Sketch3 need Pencil Sketch_Book; room "Office" dir n; item "jar of penicillium"; task "look under jar" tag LU_Jar give Typed_Note; item "typed note" tag Typed_Note after LU_Jar hidden; task "read typed note" tag Read_Typed_Note need Typed_Note; room "Fleming's Laboratory" dir nw w from Wing_Staircase go up score 1 after Read_Typed_Note; # not really item "Petri dishes"; item "certificate" tag Fleming_Certificate; task "reveal jigsaw piece" tag Get_FC need Fleming_Certificate get Jig6; item "centre piece" tag Jig6 score 1 hidden lost; item "suitcase" tag Suitcase hidden after Get_FC given lost; # not really task "search dishes" tag S_Dishes get Mouldy_Dish; item "mouldy dish" tag Mouldy_Dish hidden after S_Dishes lost; task "push suitcase east" tag Push_Suitcase goto Wing_Staircase need Suitcase Mouldy_Dish; # not really ######################################################################## map "Chapter Four - Temps Perdu"; # ------------ room "Rue Hamelin" tag Rue_Hamelin; item "door to #44"; room "Avenue Kleber" dir n tag Kleber; item "\"Le Figaro\""; #link Kleber to Paris dir e nw; #link Kleber to Paris dir w ne; room "Paris by Night" dir n tag Paris style puzzle exit w nw n ne e; # all go back to this room task "follow characters" get Absinthe; item "flask of absinthe" tag Absinthe hidden lost; task "drink absinthe" tag Drunk in any need Absinthe goto Hallucinating; room "Hallucinating" tag Hallucinating dir e after Drunk style special oneway; item "Black"; task "dance" goto Kleber score 1; link Hallucinating to Kleber style special oneway; room "The Seine" dir s from Rue_Hamelin; item "small coin" tag Small_Coin after Drunk; room "Maison du The" tag Maison dir w; item "grandfather clock"; item "jasmine tea"; item "paperoles" tag Paperole hidden after Swing_Pendulum lost; task "put madeleine in tea" tag Dip_Madeleine need Madeleine; task "eat madeleine" tag Eat_Madeleine need Madeleine after Dip_Madeleine goto School in any; # ? room "Your First School" tag School dir n style special after Eat_Madeleine score 1; item "clock"; task "swing pendulum" tag Swing_Pendulum goto Maison get Paperole; room "44, Rue Hamelin" dir e from Rue_Hamelin; item "cage lift"; item "uniformed boy"; item "tip boy and go up" need Small_Coin; room "First Floor Landing" dir e go up; #room "Second Floor Landing" dir n go up; #room "Third Floor Landing" dir n go up; #room "Fourth Floor Landing" dir n go up; room "Fifth Floor Landing" tag Fifth_Floor dir n go up; item "ajar door"; #room "Sixth Floor Landing" dir n go up; #room "Seventh Floor Landing" dir n go up; room "Top Floor Landing" dir n go up; item "centre piece" tag Jig7 score 1 lost; room "Fifth Floor Flat" dir e from Fifth_Floor score 1; item "invitation"; item "tea tray" tag Tray; item "madeleine" tag Madeleine; task "reveal jigsaw piece" tag Get_Tray need Tray get Jig8; item "edge piece" tag Jig8 after Get_Tray score 1 hidden lost; task "drop paperole" tag Drop_Paperole need Paperole score 1; task "use clock to return" after Drop_Paperole in any need Clock Jig7 Jig8 goto Disc_Room; ######################################################################## map "Chapter Five - No Compromise"; # ------------ room "Corridor of a Steam Train" tag Steam_Train; item "Pravda"; task "unlock door" tag Unlock_Bathroom need Little_Key; room "English Compartment" dir e; item "army uniform" tag Army_Uniform; item "army trunk"; task "wear uniform" tag Wear_Uniform in any need Army_Uniform score 1 after Get_Paskha; # not really, could just remove uniform task "open trunk" give Little_Key; item "little key" tag Little_Key hidden; room "Bathroom Compartment" dir w from Steam_Train after Unlock_Bathroom score 1; item "man bound and gagged"; task "search man" get Travel_Permit; item "travel permit" tag Travel_Permit hidden; room "Soldiers' Carriage" dir s from Steam_Train need Travel_Permit; item "soldiers"; item "paskha" tag Paskha score 1 lost; task "ask about paskha" tag Get_Paskha get Paskha; room "Lenin's Carriage" tag Lenin dir n from Steam_Train after Wear_Uniform need Army_Uniform; item "Lenin"; task "give blank paper to Lenin" need Blank_Paper give Chit; item "chit" tag Chit hidden note "this is the signed blank paper"; room "Guard's Van" dir ne nw n; item "Dmitri"; item "blank paper" tag Blank_Paper lost; task "give boy paskha" need Paskha get Blank_Paper; room "Ice, Wind, Rails" dir n; item "metal bomb" tag Bomb hidden after Drop_Piece lost; item "edge piece" tag Jig9 hidden lost after Drop_Piece score 1; task "throw bomb" tag Throw_Bomb need Bomb score 1; room "In Queue" dir nw from Lenin; task "wait in queue" tag Queue need Chit goto Smoky_Compartment; room "Smoky Compartment" tag Smoky_Compartment dir n oneway style special score 1 need Chit after Queue; link Smoky_Compartment to Lenin dir se oneway style special; item "ash tray" tag Ash_Tray lost; task "look under bed" tag LU_Bed; task "open grille" tag Open_Grill after LU_Bed; task "put piece in grill" tag Drop_Piece need Ash_Tray after Open_Grill goto Lenin; task "use clock to return" need Clock after Throw_Bomb in any goto Disc_Room; ######################################################################## map "Chapter Six - Wish You Were Here"; # ----------- room "Abbey Road" tag Abbey_Road score 1; item "window"; item "Black"; task "when Black hums, kiss Black" tag Kiss_Black score 1; task "use clock to return" need Clock after Kiss_Black in any goto Disc_Room; ######################################################################## map "Chapter Seven - In The Wilderness"; # ------------- room "Tundra" tag Tundra score 1; item "snow goose"; task "sketch goose" tag Sketch4 need Pencil Sketch_Book; task "drop seed" tag Distract_Goose need Seed; room "Copse of Fir Trees" dir w; item "fir tree"; item "goose nest"; task "throw cable at nest and pull it" need Cable after Distract_Goose get Jig10 get Cable2; item "corner piece" tag Jig10 score 1 lost; room "Woodcutter's Shed" dir sw; item "broom" tag Broom; item "seed" tag Seed lost; room "Rocky Crags" dir sw from Tundra go up; item "coil of cable" tag Cable lost; item "coil of cable" tag Cable2 hidden lost; # actually the same cable room "Snowy Forest" dir e from Tundra style puzzle; task "wander around until you find a snow leopard" tag Snow_Leopard; task "sketch leopard" tag Sketch5 after Snow_Leopard need Pencil Sketch_Book; room "Snowy Basin" tag Basin dir n; link Basin to Tundra go up; task "brush snow" tag Brush need Broom; task "tie cable to ring" tag Tie_Cable after Brush need Cable2; task "use clock to return" need Clock Jig10 Jig11 goto Disc_Room score 1; # XXX room "Metal Shaft" dir e go down style special after Tie_Cable score 1; item "missile" note "serial code WDID-51"; task "open access hatch" tag O_Missle; item "edge piece" tag Jig11 hidden after Press_Buttons score 1 lost; room "In the Serpent's Mouth" dir e go in; item "red green and blue buttons"; task "press green and blue buttons" tag Press_Buttons; ######################################################################## map "Chapter Eight - 59 Seconds, 852 Feet"; # ------------- room "Big King Devil Hill" tag Devil_Hill; item "paper dart"; room "Atlantic Beach" tag Beach dir e e e e n n; item "bottle"; room "Hanger" tag Hanger dir w w link Dune_Valley; item "anemometer"; item "corn bread" tag Bread lost; room "By the Railing" dir w w link Devil_Hill; item "Orville"; item "Wilbur"; item "Flyer"; item "crowd"; item "dog" hidden; task "sketch dog" tag Sketch6 need Pencil Sketch_Book; room "Dune Valley" tag Dune_Valley dir n n; link Beach to Dune_Valley dir nw nw; link Hanger to Dune_Valley dir n w; task "distract Orville for 3 turns" tag Distract_Orville after Practice_Mandolin need Mandolin score 2; task "wait for successful flight" after Distract_Orville in any; room "Little Hill" tag Little_Hill dir n; link Little_Hill to Beach dir e e e e; item "flyer" hidden; item "centre piece" tag Jig12 lost score 1; task "get aileron" goto Beach give Jig12; room "Machine Shop" tag Machine_Shop dir s from Hanger go in; item "mandolin" tag Mandolin score 1; item "heater"; item "heater lid" hidden; task "practice the mandolin" tag Practice_Mandolin need Mandolin in any; task "shake mosquito powder box" tag Shake_Box need Mosquito_Powder; task "plug air holes with bread" tag Plug_Holes need Bread after Shake_Box score 1 need Jig12; # not really item "creased edge piece" tag Jig13 hidden score 1 after Plug_Holes; room "Kitchen End of Hut" dir e; item "mousetrap"; task "bait the trap" tag Bait_Trap need Bread; task "wait for and sketch mouse" tag Sketch7 need Pencil Sketch_Book after Bait_Trap; room "Eaves of Hut" dir w from Machine_Shop go up; item "green cap" tag Green_Cap lost; item "\"Place Names of Carolina\""; item "box of mosquito powder" tag Mosquito_Powder hidden score 1 need Green_Cap; # not really, just need to move it task "use clock to return" in any need Jig12 Jig13 goto Disc_Room; ######################################################################## map "Chapter Nine - The High Point"; # ------------ room "Lunar Module" tag Lunar_Mod; item "computer"; item "sextant"; item "\"Atlas of the Moon\"" tag Atlas lost; item "Black"; task "wait for black to mention landing site" tag Mention_Site; task "consult atlas on site, give it to Black" tag Correct_Black need Atlas after Mention_Site; task "wait for landing" after Correct_Black score 1; task "program waldo (F2,R2,F2,S1,R4,F2,L2,F2)" tag ProgWaldo1 need Waldo score 1; task "reprogram waldo (F2)" tag ProgWaldo2 need Waldo after WaitWaldo1; task "wait for disturbed air" tag Disturbed_Air2 after C_Reactor need Jig14; task "press white button" tag Press_Button2 after Disturbed_Air2 need Device; task "enter black ball" after Press_Button2 goto LandC4; room "A Magnificent Desolation" tag Desolation dir e go down; link Desolation to Bear_Mountain dir e s oneway; link Desolation to Bear_Mountain dir s e oneway; item "lunar Module \"Othello\""; item "lunar rover"; room "Bear Mountain" tag Bear_Mountain dir se se from Desolation; link Bear_Mountain to Regolith dir n nw oneway style special; link Bear_Mountain to Regolith dir w n n oneway style special; item "gnomon" tag Gnomon; room "Regolith" tag Regolith dir n from Desolation; link Regolith to Desolation dir e oneway; room "Emory Crator" tag Emory_Crator dir n; link Emory_Crator to Regolith dir w oneway; item "green clod" tag Green_Clod score 1 lost; room "Apollo 17 Landing Site" tag Apollo17 dir n; item "lunar module \"Challenger\""; item "plaque"; item "American flag"; room "North Massif" tag N_Massif dir n; item "gold foil" tag Gold_Foil lost; room "Station 6 Rock" tag Station6 dir e; link Station6 to Apollo17 dir s oneway; room "Behind the Rock" dir ne go in; item "cargo pod"; task "open pod with gnomon" tag O_Pod need Gnomon score 1; item "Waldo" tag Waldo hidden after O_Pod lost; item "checklist" hidden; room "Silver Cairns" tag Silver_Cairns dir w from Apollo17 score 1 after O_Pod; # not really link Silver_Cairns to N_Massif dir n oneway; link Silver_Cairns to Horatio dir sw oneway; item "nuclear reactor"; item "cable"; item "long rod" tag Long_Rod score 1 after ActWaldo2 lost; task "wrap rod with foil" tag Wrap_Rod need Gold_Foil after PrepWaldo2; # not really task "attach cable to waldo" tag PrepWaldo2 need Waldo after ProgWaldo2; task "press pink button" tag ActWaldo2 after PrepWaldo2 Wrap_Rod; task "put rod in reactor" tag Load_Reactor after ActWaldo2 need Long_Rod; task "turn waldo. press button" tag C_Reactor after Load_Reactor score 1; room "Between Horatio and Victory" tag Horatio dir w; link Horatio to Shorty_Crater dir w; room "Shorty Crater" tag Shorty_Crater dir sw w; room "Tortilla Flat" dir sw style special; item "astronauts"; item "rover"; task "throw green clod at astronauts" tag Distract_Astronauts need Green_Clod after PrepWaldo1; # not really task "drop Waldo and turn him south" tag PrepWaldo1 need Waldo after ProgWaldo1; task "press pink button" tag ActWaldo1 after PrepWaldo1 Distract_Astronauts; task "wait for Waldo" tag WaitWaldo1 after ActWaldo1; item "edge piece" tag Jig14 hidden lost score 1 after WaitWaldo1; ######################################################################## map "Chapter Ten - The Ghost of the B-29"; # ----------- room "Crawlway" tag Crawlway exit ne sw; room "Ghost Plane" tag Cockpit dir n ne score 1; link Crawlway to Cockpit dir ne; item "instrument panel"; item "navigator's chair"; task "turn aut/p on" tag AutP; task "when fuel low, press cuteng/l" tag CutEngL after AutP score 1; task "fly to (1945,1970)" tag Fly_B29 after ResF; task "land" tag Land_B29 after Fly_B29 score 1; task "press rel/b" tag RelB after Drop_Safe; room "Navigator's Alcove" dir w go in; item "radio"; room "Nose Turret" dir se from Cockpit go down; item "pinup of Deanna Durbin"; task "clean pinup and read it"; room "Fuselage Ring" tag Fuselage dir s sw from Crawlway; link Crawlway to Fuselage dir sw; item "Geiger counter"; item "heavy equipment locker"; item "safe" tag Safe hidden after Land_B29 score 1 lost; room "East Side Bomb Bays" dir e; room "West Side Bomb Bays" dir w from Fuselage; task "press res/f" tag ResF after CutEngL AutP score 1; task "Drop safe" tag Drop_Safe need Safe; room "Frosty Airfield" tag Airfield dir n n from Cockpit go out after RelB; item "safe"; task "put gadget on safe" tag O_Safe need RzRov; item "beige folder" tag Folder hidden after O_Safe; item "shelf" tag Shelf hidden after O_Safe lost score 1; item "edge piece" tag Jig15 hidden given lost; # score 1; task "put all in sack" tag InSack need Jig15 goto Captive; room "Silk and Ash" dir e; item "torn parachute"; item "gadget" tag RzRov hidden score 1 lost; room "Disused Control Tower" dir se from Airfield; room "In Captivity" tag Captive dir w w sw from Airfield style special oneway; task "wait for disturbed air" tag Disturbed_Air3; task "press white button" tag Press_Button3 after Disturbed_Air3 need Sack2 Device; task "put body of black in ball" tag Rescue_Black after Press_Button3 score 1; task "enter black ball" after Rescue_Black goto LandB3; room "Cell Block Corridor" dir n after Disturbed_Air3; item "pine table"; item "rucksack" tag Sack2 keep; ######################################################################## map "Chapter Eleven - Banburismus"; # -------------- room "Cabbage Fields" tag Cabbage_Fields; task "fly" after Fly goto Disc_Room; room "Inside the Barn" dir e; item "wardrobe"; item "Black"; item "typewriter" note "\"Enigma\""; item "slip of paper" note "Stngs X, Y, ? a-g, w-c, v-t, u-j, y-r"; item "two cogged wheels" hidden note "I and III"; task "examine slip of paper" tag X_Paper; task "jump" tag Jump after X_Paper; task "fly" tag Fly after Jump; room "Hiding from Bletchley Park" tag Bletchley score 1 dir sw from Cabbage_Fields style special oneway; #not really item "spent cartrisge"; room "Sheltered" dir e; item "cloth cap" tag Cloth_Cap; task "wear cloth cap" tag Wear_Cloth_Cap need Cloth_Cap in any; task "sketch mallard" tag Sketch8 need Pencil Sketch_Book; room "Exposed" dir n from Bletchley after Wear_Cloth_Cap; task "answer poacher" tag AnsPoacher goto Hut31; room "Hut 31" tag Hut31 after AnsPoacher score 1 dir w style special oneway; # not really item "intercept"; item "heavy crate"; item "enigma" hidden; item "wheel I" hidden; item "wheel II" tag Wheel2 hidden lost; item "wheel III" hidden; item "wheel IV" tag Wheel4 hidden lost; item "wheel V" tag Wheel5 hidden lost; task "Put wheels II,IV,V in enigma" need Wheel2 Wheel4 Wheel5 tag PrepEnigma; task "unstecker" tag UnStecker after PrepEnigma; task "stecker a to g" tag Stecker1 after UnStecker; task "stecker w to c" tag Stecker2 after Stecker1; task "stecker v to t" tag Stecker3 after Stecker2; task "stecker u to j" tag Stecker4 after Stecker3; task "stecker y to r" tag Stecker5 after Stecker4; task "turn machine off" tag EnigmaOff after Stecker5; task "set II to X (from paper)" tag Set2 after EnigmaOff; task "set IV to Y (from paper)" tag Set4 after Set2; # The above all comes from what we've observed task "type intercept" tag Decrypt1 after Set4 score 1; task "stecker d to f" tag Stecker6 after Decrypt1; task "stecker x to p" tag Stecker7 after Stecker6; task "set II to 1" tag Set2b after Stecker7; task "set IV to 10" tag Set4b after Set2b; task "correct setting for V" tag Set5 after Set4b; task "type intercept" tag Decrypt2 after Set5 score 1 goto Conclusion; room "Inescapable Conclusion" tag Conclusion dir s style special oneway after Decrypt2; # not really task "return to disc room" goto Disc_Room after Decrypt2; ######################################################################## map "Chapter Twelve - Old Cartridge Cases"; # -------------- room "East Berlin" tag East_Berlin; room "Near the Brandenburg Gate" tag Brandenburg dir w; room "Alleyway" tag Alleyway dir n; task "climb fence" goto NoMansLand; room "No Man's Land" tag NoMansLand dir w style special; task "climb fence" goto Alleyway after Sketch9; # not really room "The Middle of No Man's Land" tag NoMansLand2 dir sw oneway; link NoMansLand2 to NoMansLand dir se oneway; item "hare"; task "sketch hare" tag Sketch9 need Pencil Sketch_Book; room "Beside the Spree River" dir n from Alleyway; item "thick rope" tag Thick_Rope score 1 lost; room "Corner" tag Corner dir s s from Brandenburg; task "drive north" tag Break_Cables after TieRope2Skoda score 1 goto Precarious_Balcony; room "Derelict Apartment Block" tag Apartment dir sw e go in; item "masonry"; task "look under masonry" tag LU_Masonry after Pay_Cleaner; #not really room "Precarious Balcony" tag Precarious_Balcony dir e go up; item "Berliner"; item "basket weave purse"; item "cyrillic-lettered key" hidden tag Cyrillic_Key lost; item "fifty ost-mark note" hidden tag Ost_Mark; task "return to disc room" after Break_Cables goto Disc_Room; room "Checkpoint Charlie" tag CP_Charlie dir e e from Corner exit s; room "Side Street" dir n; item "white Skoda"; task "unlock/enter/start Skoda" tag Unlock_Skoda need Cyrillic_Key; task "drive to Checkpoint Charlie" tag Drive_Skoda after Unlock_Skoda score 1 goto CP_Charlie; room "Unter den Linden" dir n oneway link East_Berlin; item "hoarding"; task "give ost-mark note to street cleaner" tag Pay_Cleaner need Ost_Mark after Drive_Skoda; #item "delivered note" hidden after Pay_Cleaner; task "drive to corner/exit" after Pay_Cleaner goto Corner; room "Cellar Tunnel" dir s from Apartment go down score 1 need Sparkler after LU_Masonry exit w sw; room "U-Bahn Conduit" tag Bahn dir sw; item "manhole"; item "telephone cables"; task "tie rope to cables" tag TieRope2Cables need Thick_Rope score 1; task "up; tie rope to skoda" tag TieRope2Skoda after TieRope2Cables; ######################################################################## map "Chapter Thirteen - Out of the East"; # ---------------- room "Easter Hotel Room" tag Eastern_Hotel_Room exit n; item "\"Eagle\" comic"; ######################################################################## map "Chapter Fourteen - "; # ---------------- ######################################################################## map "Chapter Fifteen - "; # ---------------- ######################################################################## map "The Land"; # -------- #room_width = 2.0; room "Cube (A1)" tag LandA1; room "Clouded Crags (A2)" tag LandA2 dir e e; room "Scree Fall (A3)" tag LandA3 dir e e; room "Dodecahedron (A4)" tag LandA4 dir e e; room "Glacier Milk (B1)" tag LandB1 dir s s from LandA1 link LandA2; room "Northwest of Pyramid (B2)" tag LandB2 dir e e link LandA1 link LandA2 link LandA3; room "Northeast of Pyramid (B3)" tag LandB3 dir e e link LandB2 link LandA2 link LandA3 link LandA4; room "Toll Gate (B4)" tag LandB4 dir e e link LandA3 link LandA4; item "doorway"; room "At the Pagoda (C1)" tag LandC1 dir s s from LandB1 link LandB2; item "Chinese pagoda"; room "Southwest of Pyramid (C2)" tag LandC2 dir e e link LandB1 link LandB2; room "Southeast of Pyramid (C3)" tag LandC3 dir e e link LandB3 link LandB4; room "Ash River Culvert (C4)" tag LandC4 dir e e link LandB3 link LandB4; room "(D1)" tag LandD1 dir s s from LandC1 link LandC2; room "(D2)" tag LandD2 dir e e link LandC1 link LandC2 link LandC3; room "Carved Faces (D3)" tag LandD3 dir e e link LandC2 link LandC3 link LandC4; item "faces"; room "(D4)" tag LandD4 dir e e link LandC3 link LandC4; room "Pyramid" dir se from LandB2 link LandB3 link LandC2 link LandC3; task "return" goto Disc_Room; # XXX task "return" goto Disc_Room need Jig14; # XXX task "return" goto Disc_Room need Jig15; # XXX