# IFM Map for "Zork 2" by Infocom # This file written by Dave Chapeskie # # Note: not finished or updated to use IFM v2.0 features title "Zork 2"; ######################################################################## map "Main Area"; room "Inside the Barrow" start; item "lamp" tag lamp keep; item "sword" tag sword keep; room "Narrow Tunnel" dir s; room "Foot Bridge" dir s; room "Great Cavern" dir s sw; room "Shallow Ford" dir sw s; task "turn on lamp" tag On_lamp need lamp; task "fill pot" tag Fill_pot need teapot; room "Dark Tunnel" tag Dark_Tunnel dir s sw after On_lamp; room "Path Near Stream" tag Path_Near_Stream dir sw se sw; room "Carousel Room" tag Carousel dir sw style puzzle exit nw n ne w e sw s se note "The exits are random"; room "North End of Garden" tag N_Garden dir se s from Dark_Tunnel; item "unicorn"; item "gold key" tag gold_key; room "Gazebo" dir e go in; item "matchbook" tag matchbook; item "china teapot" tag teapot; item "place mat" tag mat lost; item "newspaper" tag newspaper; item "letter opener" tag opener; room "Formal Garden" dir s from N_Garden link Path_Near_Stream exit s; room "Topiary" dir s link Carousel; room "Cobwebby Corridor" tag Cobwebby dir sw sw from Carousel after Robot_triangle; #not really item "black string"; room "Lava Tube" tag Lava_Tube dir n; room "Volcano View" dir n w go up; room "Ice Room" dir sw w n n n n n se from Lava_Tube go down link Cool_R; room "Cool Room" tag Cool_R dir nw nw from Carousel after Robot_triangle; #not really room "Stone Bridge" dir n; room "Dragon Room" tag Dragon_R dir n exit w s e n; item "red dragon"; room "Fresco Room" dir w w; room "Bank Entrance" tag Bank_Ent dir w w exit nw ne e; room "West Teller's Room" tag W_Teller_R dir nw n n exit n w s; room "West Viewing Room" tag W_Viewing_R dir n nw oneway; link W_Viewing_R to Bank_Ent dir s s s s s oneway; room "East Teller's Room" tag E_Teller_R dir ne n n from Bank_Ent exit n e s; room "East Viewing Room" tag E_Viewing_R dir n ne oneway; link E_Viewing_R to Bank_Ent dir s s s sw s s oneway; room "Safety Depository" tag Safety_Deposit dir e sw w from E_Teller_R; link Safety_Deposit to W_Teller_R dir w nw; item "curtain of light"; item "stone cube"; item "paper" note "... valuables are completely safe ... advanced magic technology ... impossible to take valuables from the depository ... either teller's ... Many customers faint ... teller pops in ... seems to walk through ... walls ..."; link Safety_Deposit to W_Viewing_R dir n nw n style special oneway; link Safety_Deposit to E_Viewing_R dir n ne n style special oneway; room "Chairman's Office" dir s; item "portrait" tag portrait; room "Small Room" dir n n from Safety_Deposit style special need portrait oneway; #? room "End of Ledge" dir e s from Dragon_R; room "Ledge in Ravine" tag Ravine_Ledge dir e; room "Tiny Room" dir n go up; item "wooden door"; item "rusty iron key" tag iron_key hidden; task "open lid"; task "put mat under door" need mat after last; #not really task "put opener in hole" after last need opener get iron_key; task "Get opener" after last need opener note "to unblock the hole"; task "unlock door with key" after last need iron_key; task "open door" tag O_wooden_door after last; room "Dreary Room" dir n after O_wooden_door; item "blue crystal sphere"; room "Deep Ford" dir s from Ravine_Ledge go down link Marble_Hall; #task "fill pot" tag Fill_pot need teapot; room "Marble Hall" tag Marble_Hall dir n from Carousel exit n s after Robot_triangle; #not really item "brick"; room "Guarded Room" dir sw s from Cobwebby exit s; item "door"; item "lizard"; room "Menhir Room" dir s from Carousel exit sw s after Robot_triangle; #not really item "large menhir"; room "Stairway" dir s; room "Oddly-angled Room" dir s go down exit nw n ne w e sw s se; room "Riddle Room" dir se from Carousel exit e; item "door" note "Riddle: what is tall as a house, round as a cup, and all the king's hourses can't draw it up?"; task "say \"a well\"" tag Ans_Riddle; room "Pearl Room" dir e style special after Ans_Riddle; item "pearl necklace" tag pearl_necklace; room "Circular Room" tag Circular_R dir e; item "wooden bucket"; task "enter bucket.pour water into bucket" after Fill_pot need teapot goto Top_of_Well; ######################################################################## map "Top of Well"; room "Top of Well" tag Top_of_Well;# dir e e style special; task "enter bucket.fill pot" tag Fill_pot2 need teapot goto Circular_R; room "Tea Room" tag Tea_R dir e; item "cakes" tag cakes note "four: green, red, orange, blue" lost; task "eat green cake" tag Eat_green need cakes; task "eat blue cake" tag Eat_blue need cakes need candies; #not really room "Low Room" dir nw nw after Eat_blue; #not really item "green paper"; item "robot"; task "robot, e" tag Robot_to_Machine_R; room "Machine Room" dir e e; item "buttons" note "three: round, triangular, and square"; task "robot, press triangle button" tag Robot_triangle after Robot_to_Machine_R note "if you did it you'd be electrocuted"; task "robot, s" tag Robot_to_Closet after Robot_triangle; room "Dingy Closet" dir s; item "red crystal sphere" tag sphere; task "Get sphere" after Robot_to_Closet note "you're traped"; task "robot, lift cage" after last; task "Get sphere" after last give sphere; room "Pool Room" dir e from Tea_R style special after Eat_green; item "glass flask"; task "put red cake in pool" need cakes get candies note "absorbs water and revelas candies"; item "candies" tag candies hidden;