# IFM map for "Anchorhead" by Michael S. Gentry # https://ifdb.tads.org/viewgame?id=op0uw1gn1tjqmjt7 # Based on Release 5 / Serial number 990206 # (Note: earlier version of this game had different solutions # to several of the puzzles!) # # This file writen by Dave Chapeskie , # further hacked on by Alan De Smet http://www.highprogrammer.com/alan/ # # Note: Not finished. Days one and two (of four) are basicly done. # Update: Most of map is now present (ADS) # Mark the starting location room_border_width = 2 in style Start; # 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; title "Anchorhead"; ######################################################################## # Starting items item "wedding ring" tag wedding_ring keep; item "trenchcoat" tag trenchcoat; item "clothes" tag clothes; item "umbrella" tag umbrella keep; ######################################################################## map "Anchorhead"; room "Outside the Real Estate Office" tag Outside_Office style Start start; # task "close door" tag C_door # optional # after UL_office_door LU_Verlac; room "Alley" tag Alley dir se 2; item "boxes"; item "garbage cans"; item "fence"; item "window"; task "push can under window"; task "stand on cans" after last; task "open window" follow last; task "close umbrella" follow last need umbrella; task "enter window" tag Go_window follow last goto File_Room; room "Narrow Beach" tag Beach dir e; item "sewage pipe"; room "File Room" tag File_Room dir n 2 from Alley style special after Go_window; item "filing cabinets"; task "look for Verlac in cabinets" tag LU_Verlac after Play_messages give keyring house_key cellar_key; item "keyring" tag keyring hidden score 2 keep; item "key to house" tag house_key hidden keep; item "key to cellar" tag cellar_key hidden keep; room "Office" tag Office dir w; link Office to Outside_Office style special after UL_office_door; item "blinds"; item "papers"; item "telephone"; item "answering machine"; item "cup of coffee"; task "examine answering machine"; task "press play" tag Play_messages follow last note "Verlac"; # task "press delete" after last; #optional; task "unlock door" tag UL_office_door; room "Narrow Street" tag Narrow_Street dir w from Outside_Office; room "Local Pub" tag Pub dir n; item "table"; item "lantern" tag lantern; task "look under table" get flask note "reveals a flask"; item "flask" tag flask hidden; room "Twisting Lane" tag Twisting_Lane dir nw ne from Narrow_Street; item "graffiti" hidden ;# after Sleep; task "read graffiti" tag X_graffiti after Sleep; link Twisting_Lane to Twisting_Lane dir nw; link Twisting_Lane to Twisting_Lane dir ne; link Twisting_Lane to Twisting_Lane dir e; link Twisting_Lane to Twisting_Lane dir se; link Twisting_Lane to Twisting_Lane dir s; room "Hidden Court" dir w 2 style special after X_graffiti; item "sign"; room "The Cauldron" dir s; item "display case"; item "violin"; item "propietor"; task "examine case" tag X_case note "reveals tarot cards, a geode, and an amulet"; item "tarot cards" hidden; item "geode" hidden; item "amulet" tag amulet hidden score 5; task "ask man about William Verlac"; task "ask man about Edward Verlac" note "trinket"; task "ask man about trinket" follow last; task "ask man about amulet" after X_case give amulet; task "show man puzzle box" need puzzle_box drop it note "he opens it for you" score 2; task "look in puzzle box" after last get black_disk note "reveals black disk"; item "black disk" tag black_disk hidden; room "Junction" tag Junction dir w 3 from Narrow_Street exit nw; room "Mill Road" tag Mill_Road dir n 3; room "Breakwater" dir e 2; room "At the Foot of the Lighthouse" tag Foot_Lighthouse dir ne; item "bronze door"; room "Rocky Spur" dir se ne exit e; item "turbulent patch of water"; room "Bottom of the Lighthouse" dir ne from Foot_Lighthouse; room "Top of the Lighthouse" dir n go up; room "Entrance to the Paper Mill" tag Ent_Paper_Mill dir w 3 from Mill_Road; # exit sw; This exit is never accessible item "gate"; room "Shanty Town" dir n; item "shacks"; # task "knock on door 11" after R_newspaper; room "#11 Mill Town Road" dir e; room "Bare Foundations" tag Bare_Foundations dir s sw from Ent_Paper_Mill; room "Railroad Tracks" dir se; room "Maintenance Access Tunnel" dir n from Bare_Foundations; room "Maintenance Access Tunnel" dir n; # 2 of 3 room "Maintenance Access Tunnel" dir n; # 3 of 3 room "Mill Floor" tag Mill_Floor dir n; room "Narrow Aisle (Impassible Maze?)" dir nw; room "Catwalk" dir e from Mill_Floor go up; # Getting up requires special actions room "Workshop" dir n; room "Narrow Aisle (Impassible Maze?)" dir se go down; room "University Court" dir nw from Junction; room "Library" dir w leave book; item "Michael"; item "book"; task "Michael, hello" note "or \"examine book\", or ..." note "asks if you got the house keys"; task "yes" follow last; task "show Michael the keys" tag Show_keys follow last need keyring score 2; room "Circulation Desk" dir n; item "sign"; item "register"; item "bell"; task "look up michael in register" note "\"A Historical Overview of Superstitions in the Misaton Valley Region\" by J. Arnsworth Frazer"; task "ring bell" follow last; task "show librarian card" follow last need faculty_card; task "ask librarian for Arnsworth Frazer" follow last give book; item "Superstitions book" tag book hidden score 2; task "read Superstitions book" need book get slip note "a slip of paper falls out"; task "again" tag R_book follow last need book note "Croseus Verlac, Eustacia Verlac, Wilhelm Verlac"; task "ring bell" after last; task "give Superstitions book to librarian" follow last need book lose it; item "slip of paper" tag slip hidden; task "read slip of paper" tag R_slip need slip; room "Whateley Bridge" dir s 2 from Narrow_Street; room "Town Square" tag Town_Square dir s 2 exit s; item "stone obelisk"; item "iron ring" hidden; item "hieroglyphs" hidden; item "newspaper" tag newspaper hidden after Sleep; task "read newspaper" tag R_newspaper need newspaper in any note "Jeffery Greer, 8yr old from #11 Mill Town road" note "Edward Verlac"; room "Dark Corner" dir w 2; room "Asylum Courtyard" dir s; room "Waiting Room" dir s exit s style special after Sleep; item "sofa"; item "palm"; item "metal gate"; item "orderly"; item "cell key" tag cell_key keep; task "ask orderly about Edward"; room "Hallway" dir s; room "Hallway" dir s; room "Bottom of Stairs" dir s; room "Top of Stairs" dir w 2 go up; room "Hallway" tag Hallway3 dir n; room "Hallway" tag Hallway2 dir n; room "Hallway" dir n; room "Padded Cell" dir e; room "Padded Cell" dir e from Hallway2; room "Padded Cell" dir w from Hallway2; room "Padded Cell" dir e from Hallway3; room "Padded Cell" dir w from Hallway3; room "Side Alley" dir sw from Town_Square; room "Courthouse" dir s from Town_Square style special after Sleep; # exit w e; # These aren't ever accessible. room "Courthouse Basement" tag CH_Basement dir s go down exit sw; room "Birth Records" dir se; task "look up Eustacia Verlac in records" after R_book note "born Nov 22, 1634"; task "look up Wilhelm Verlac in records" after R_book note "born March 11, 1651"; room "Death Records" dir sw from CH_Basement; task "look up Croseus Verlac in records" after R_book note "died March 11, 1651"; task "look up Eustacia Verlac in records" after R_book note "died April 8, 1686"; task "look up Wilhelm Verlac in records" after R_book note "died October 18, 1734"; room "Riverwalk" tag Riverwalk dir e 2 from Town_Square; item "iron gate"; room "Under the Bridge" dir n nw exit s; item "metal door"; task "unlock door with copper key" tag UL_bridge_door need keyring copper_key; join last to Access_Shaft after UL_bridge_door go s; room "to sewers" style Connection dir s nopath style special after UL_bridge_door; room "Vacant Lot" tag Vacant_Lot dir e from Riverwalk; item "mattress"; item "man" hidden ;# after Sleep; task "give flask to man" after Sleep need flask drop it score 2 note "he takes it and drinks from it"; task "ask man about Verlac" follow last; task "show man the boy's picture" follow last need silver_locket; task "show man the woman's picture" follow last need gold_locket note "Anna"; task "ask man about Anna" follow last; task "ask man about Edward" follow last; task "ask man about William" follow last; task "ask man about coffin" follow last; task "show skull to man" follow last need skull; task "give amulet to man" tag G_amulet follow last need amulet lose it give copper_key score 5; item "copper key" tag copper_key hidden keep; task "put copper key on keyring" need keyring copper_key; room "Wharf" dir se; item "boats"; item "tin of fish oil"; room "Chilly Avenue" tag Chilly_Ave dir s 3 from Riverwalk; join Chilly_Ave to Scenic_View; room "To Verlac Mansion: Ground Floor" style Connection dir sw from Chilly_Ave nopath; room "Deserted Lane" tag Deserted_Lane dir s from Chilly_Ave; room "Down the Road" dir s; # exit s; Not accessible room "Trampled Path" dir w exit sw; room "Abandoned Slaughterhouse" dir sw exit w; room "Crumbled Ruin" dir w exit s; room "Old Stone Well" dir s; room "In the Well" dir s go down; room "Churchyard" dir e from Deserted_Lane; room "Behind the Church" tag Behind_the_Church dir se ne; item "trap door"; item "padlock" hidden; room "To Church (Church Cellar)" style Connection dir s go down nopath; ######################################################################## map "Verlac Mansion: Ground Floor"; room "To Chilly Ave" style Connection; room "Scenic View" tag Scenic_View dir sw style special after Show_keys; room "Outside the House" tag Outside_House dir nw; item "typewritten notice"; room "Foyer" tag Foyer dir n; item "luggage"; room "Back Hall" tag Back_Hall dir n exit w; room "Gallery" dir e link Sitting_Room; item "paintings"; task "examine paintings"; task "examine scene" follow last; room "Sitting Room" tag Sitting_Room dir e from Foyer; item "sofa"; item "rug"; item "fireplace"; item "portrait"; item "family album" tag family_album; room "Dining Room" tag Dining_Room dir w from Foyer; item "table"; item "china cupboard"; task "open cupboard" note "velvet lining"; task "examine lining" after last note "corner"; task "pull it" follow last give journal note "reveals a journal" score 2; item "journal" tag journal hidden; task "read journal" tag R_journal need journal note "safe combination (changes every time)"; room "Kitchen" tag Kitchen dir n link Back_Hall; item "cabinets"; item "flashlight" tag flashlight; task "open cabinets" get matches note "reveals a book of matches"; item "matches" tag matches hidden; room "Pantry" tag Pantry need flashlight dir nw cmd to "NW. turn on flashlight" cmd from "SE. turn off flashlight" length 2; item "broom" tag broom; task "unlock door with cellar key" tag UL_cellar after last need keyring cellar_key; room "To Cellar" style Connection dir s go down nopath; join Pantry to Cellar; # go down; room "Path Behind the House" tag Behind_House dir n from Kitchen style special; room "Family Plot" dir nw; item "tombstones"; item "marble crypt"; task "unlock door with iron key" tag UL_crypt need keyring iron_key; room "In the Crypt" need lantern dir n go in style special after UL_crypt; item "coffins in niches"; task "examine niches" tag X_niches note "there are nameplates above the niches"; task "look up Edward" after X_niches R_pages note "Edward Verlac, b. April 26, 1960, d. March 14, 1997"; task "look up William" after X_niches R_pages note "William Verlac, b. June 22, 1954, d. Sept 18, 1958"; task "open William's Coffin" follow last get animal_skeleton note "reveals an animal's skeleton and skull"; item "animal's skeleton" tag animal_skeleton hidden; item "skull" tag skull hidden need animal_skeleton; ######################################################################## map "Verlac Mansion: Upstairs"; room "Upstairs Landing" tag Landing; join Foyer to Landing go up; room "Master Bedroom" tag Bedroom dir n; item "dressing mirror"; item "radiator"; item "bed"; task "get in bed" tag In_bed drop all except wedding_ring; task "sleep" tag Sleep follow last; #after Lock_house_door; item "Michael's pants" tag pants hidden ;# after Sleep; task "stand" follow last; task "search pants" follow last get wallet note "reveals Michael's wallet"; item "wallet" tag wallet hidden; task "open wallet" need wallet get faculty_card note "reveals Michael's faculty card"; item "faculty card" tag faculty_card hidden; task "Get faculty card" after last need wallet lose it pants give faculty_card; task "get dressed" after last give clothes; task "get umbrella and keyring" after last give umbrella keyring house_key cellar_key; task "wear trenchcoat" tag W_trenchcoat after last give trenchcoat ; task "get in bed" tag In_bed2 after G_amulet drop all except wedding_ring silver_locket gold_locket; task "sleep" tag Sleep2 follow last; task "stand" follow last; task "get dressed" follow last give clothes; task "wear trenchcoat" tag W_trenchcoat2 follow last give trenchcoat safe; room "Bathroom" tag Bathroom dir w; item "bathtub"; item "bath towel" hidden ;# after Sleep; # task "take bath" tag Bath after K_grate # drop all except wedding_ring # silver_locket gold_locket; # task "get dressed" follow last give clothes; # task "wear trenchcoat" tag W_trenchcoat3 follow last # give trenchcoat safe; room "Upstairs Hall" tag Hall dir e from Landing; item "window"; item "cord"; task "pull cord" tag P_cord; room "Children's Bedroom" dir s; item "bed"; item "vanity table"; item "ancient crib"; item "jewelry box"; task "open box" get silver_locket note "reveals a silver locket"; item "silver locket" tag silver_locket hidden keep; task "wear locket" need silver_locket; task "open locket" follow last note "reveals a boy's picture"; task "examine boy's picture" follow last; task "look under bed" note "odd scratches"; task "move bed" follow last note "reveals a ragged hole"; task "search hole" follow last get soggy_pages note "reveals a bundle of soggy pages"; item "soggy pages" tag soggy_pages hidden score 2; task "examine pages" follow last ;# need soggy_pages; task "read pages" tag R_pages follow last give soggy_pages note "mentions the locket"; room "Library" dir n n from Hall; item "books"; item "leather armchair"; item "window"; item "brass pipe stand"; item "mahogany doors"; item "sizable volume"; task "examine volume"; task "read manual" tag R_manual after last note "section on opening doors"; task "examine books" note "reveals Edgar Allen Poe's book"; item "Edgar Allen Poe book" tag poe_book hidden; task "Get Poe" after last note "reveals safe" score 1; item "safe" hidden; task "open safe" after last R_journal score 2 note "using combination from journal" cmd "turn dial to XX" cmd "turn dial to XX" cmd "turn dial to XX"; task "look in safe" after last get puzzle_box flute note "reveals a puzzle box and a metal flute"; task "hide safe" tag C_safe after last #optional cmd "close safe" cmd "Get Poe"; item "puzzle box" tag puzzle_box hidden before C_safe; item "metal flute" tag flute hidden before C_safe; room "Study" tag Study dir e 2 style special need newspaper; item "desk"; item "chair"; item "fireplace"; item "laptop"; item "letter opener" tag letter_opener; task "read laptop"; task "remove ring" follow last need wedding_ring note "inscription"; task "examine it" follow last need wedding_ring note "Wedding date is June 28th"; task "wear it" follow last need wedding_ring; task "type 0628" follow last score 2; task "read laptop" tag R_laptop follow last; task "open drawer" get Cryptical_Haermoniacon note "reveals \"The Cryptical Haermoniacon\""; item "Cryptical Haermoniacon" tag Cryptical_Haermoniacon hidden; task "examine Cryptical Haermoniacon" need Cryptical_Haermoniacon; task "read it" follow last need Cryptical_Haermoniacon; task "examine fireplace" note "brass spheres"; task "examine spheres" follow last note "smudges"; task "turn sphere" tag Turn_sphere follow last; room "to narrow corridors" style Connection dir sw style special nopath; link last to Crawlspace style special nopath oneway; room "Attic" tag Attic dir e se e n from Hall go up style special after P_cord; item "door"; task "put newspaper under door" need newspaper ;#drop it until P_opener; task "put letter opener in keyhole" tag P_opener need letter_opener follow last note "knocks out brass key"; task "Get newspaper" follow last #give newspaper get brass_key; task "put brass key on keyring" after last need keyring give brass_key; item "brass key" tag brass_key hidden score 1 keep; task "unlock door with brass key" tag UL_attic_door need keyring brass_key; room "Crawlspace" tag Crawlspace need lantern dir w; room "Attic Cell" dir n from Attic style special after UL_attic_door; item "straw"; item "pencil marks"; task "search straw" get gold_locket note "reveals a gold locket"; item "gold locket" tag gold_locket hidden keep; task "open gold locket" need gold_locket note "reveals a woman's picture"; task "examine woman's picture" after last; task "wear gold locket" need gold_locket; ######################################################################## map "Verlac Mansion: Cellars"; room "To Pantry" style Connection; room "Cellar" tag Cellar dir s go down nopath; item "fuse cabinet"; task "open fuse cabinet"; task "examine it" follow last; task "examine fuse plugs" follow last; room "Storage" dir s from Cellar; item "crates"; task "search boxes" note "newspaper clippings" note "reveals spider web"; item "newspaper clippings" hidden; task "examine spider web" after last; task "sweep spider web with broom" need broom get iron_key; task "put iron key on keyring" after last need keyring give iron_key; item "iron key" tag iron_key hidden score 1 keep; room "Wine Cellar" dir e from Cellar; item "wine bottles"; room "Windy Passage" dir n; room "Edge of the Pit" dir n; room "Other Side" tag Other_Side dir n; room "Great Stairs" dir ne; room "Bottom of the Stairs" dir n; room "Burial Mound" dir n; room "To Crawl Space" style Connection dir nw from Other_Side oneway nopath; join Other_Side to Crawlspace; # dir nw; oneway ######################################################################## map "Verlac Mansion: Narrow Corridors"; room "to Study" style Connection; room "Narrow Corridors-1" tag NCor1 dir sw se nopath; join Study to NCor1 need lantern after Turn_sphere cmd to "SW" cmd from "NW"; # link NCor1 to NCor3 dir w s 2 se; # link NCor1 to NCor4 dir sw se 2 e 2; room "Narrow Corridors-2" tag NCor2 dir ne se; item "hole (into wine cellar)"; # task "look through hole" note "into darkness"; # link NCor2 to NCor3 dir s; # link NCor2 to NCor4 dir se w; # link NCor2 to NCor5 dir sw se s; room "Narrow Corridors-3" tag NCor3 dir s e 3 n 5 w 4 sw; item "hole (into children's bedroom)"; # task "look through hole" note "into children's bedroom"; # link NCor3 to NCor5 dir nw s 3; room "Narrow Corridors-4" tag NCor4 dir e 4 s 5; item "hole (into sitting room)"; # task "look through hole" note "into sitting room"; room "Narrow Corridors-5" tag NCor5 dir se s w 4; link NCor1 to NCor3 dir w 2 n ne 2; link NCor1 to NCor4 dir sw s 2 e 5 n; link NCor2 to NCor4 dir se 2; link NCor2 to NCor5 dir sw s 3; link NCor3 to NCor4 dir e 4 s 5; link NCor3 to NCor5 dir nw sw 2 s 6 e 4; room "Observatory" tag Observatory dir se oneway; join Observatory to Crawlspace go se oneway; item "charts"; item "telescope"; task "examine charts" note "comet tomorrow"; task "put black disk in telescope" tag P_disk need black_disk drop it; room "to crawlspace" style Connection dir se oneway nopath; ######################################################################## map "Church and Sewers"; room "Church Cellar" tag Church_Cellar; join Church_Cellar to Behind_the_Church; # dir up; room "To Anchorhead (Behind the Church)" style Connection dir ne from Church_Cellar go up nopath; room "Empty Stairwell" dir w from Church_Cellar; room "Broken Stairs" dir w tag Broken_Stairs oneway; # Requires jump to get here room "Vestibule" dir n; room "Chapel" dir e; room "Behind the Chapel" dir e; room "Steeple" dir n go up; room "Hanging from the Rope" tag HangingRope dir s from Broken_Stairs; room "Vaulted Tunnel" tag VaultedTunnel dir s from HangingRope oneway cmd "jump"; item "depression"; room "Sewer Tunnel" tag Sewer_Tunnel dir nw; room "Access Shaft" tag Access_Shaft dir w go up; room "To Under the Bridge" style Connection dir n nopath; room "Dripping Tunnel" dir n from Sewer_Tunnel; room "Bottom of Shaft" dir n; room "Outflow Tunnel" dir n go up; room "End of the Pipe" dir e; item "metal grate"; task "examine grate"; task "kick it" tag K_grate follow last; join last to Beach after last cmd to "E" cmd from "enter sewage pipe"; room "to beach" style Connection dir e style special nopath; ######################################################################## # Modify some of the above to help IFM generate a workable walkthrough # Prefer other routes over climbing through the window. link File_Room length 2; # Don't bother with the pub until day two link Pub after Sleep; # Don't bother exploring the house until day two link Back_Hall after Sleep; link Sitting_Room after Sleep; link Dining_Room after Sleep; link Hall after Sleep; # Make *sure* we don't leave the bedroom undressed link Bedroom before In_bed; link Landing to Bedroom after W_trenchcoat before In_bed2; link Bedroom to Landing after W_trenchcoat2 ;#before Bath; #link Bedroom to Landing after W_trenchcoat3; # XXX task "" after W_trenchcoat2 in Bathroom; # Don't bother going to the attic directly, taking the secret passage first # gets us there too. link Attic after P_disk; # Delay talking to the man in the vacant lot link Vacant_Lot after P_disk; # Leave the sewers until day three task UL_bridge_door after Sleep2; # The Flute: # ------- Eerie metallic warble # -111111 Eerie, almost subsonic # --11111 Odd mixture metallic warbling # ---1111 Odd mixture metallic warbling # ----111 Odd mixture metallic warbling # -----11 Odd mixture metallic warbling # ------1 Odd mixture metallic warbling # ------1 Odd mixture metallic warbling # -1----- Eerie, deep # -!---1- This is it! # EOF