# IFM Map for "For A Change" by Dan Schmidt # Based on Version 1.02 / Serial number 990930 # # This file writen by Dave Chapeskie # Mark the starting location room_border_width = 2 in style Start; # Mark dark rooms room_colour="grey" in style Dark; title "For A Change"; ######################################################################## # Starting items item "small stone" tag stone; ######################################################################## room "Under the High Wall" tag High_Wall style Start start exit w n s; item "guidebook" tag book keep; task "depart resting" tag depart; #task "read about high wall in book" need book; #task "read about plain in book" need book; #task "read about mobile in book" need book; room "Hillside" tag Hillside dir s after depart; #task "read about spinster in book" need book; room "Before the Cube" tag Cube dir n from High_Wall after depart; task "x cube"; task "x cup" follow last; task "look up" tag break follow last; room "In the Cube" dir n after put_stone; item "cup"; task "x cup"; item "lie establisher" tag lie_establisher hidden after last; task "read about lie establisher in book" need book after last; room "In the Shade" tag Shade dir w from High_Wall after depart; task "read about toolman in book" need book; task "give anchisel to toolman" need anchisel lose it give lie_opener; item "lie opener" tag lie_opener hidden; task "read about lie opener in book" need book after last; room "Before the Tower" tag Before_Tower dir w exit w; #task "read about tower in book" need book; #task "read plaque"; room "Base of Tower" dir w; item "wood scrapes"; room "Halfway Up Tower" dir n go up; room "Observation Room" tag Observation dir n e go up; link Observation before throw_fish; item "model landscape"; #task "x crack" after break; task "put stone in crack" tag put_stone after break need stone lose it; task "turn model over" after throw_fish; task "go outside" cmd "d. d. e." after last goto Before_Tower finish; room "On the Flagpole" tag Flagpole dir s leave all; room "By the Hole" dir n from Shade link Cube; task "x hole"; #task "x pool" after last; #task "x handle" after last; task "get handle fish with bar" need bar give handlefish after water_fall; item "handlefish" tag handlefish hidden after last; room "Outside Cave" tag Outside_Cave dir s from Shade link Hillside; room "Inside the Cave" dir s; room "Lantern Room" tag Lantern dir e; item "songlantern"; #task "read about songlantern in book" need book; #task "listen"; item "bar" tag bar; room "End of Passage" tag Passage dir e; task "press button" tag water_fall need lie_opener; task "wait until the water stops" cmd "wait" 4 follow last goto Outside_Cave; task "squeeze lie establisher" tag squeeze need lie_establisher handlefish goto Cylinder; room "In The Cylinder" tag Cylinder dir e go up nopath; task "wait" follow squeeze goto Top_Cylinder; room "Top Of Cylinder" tag Top_Cylinder dir n go up nopath; room "On The High Wall" tag On_High_Wall dir n go up; link On_High_Wall before throw_fish; task "throw handlefish in ocean" tag throw_fish need handlefish lose it; task "wait" tag wall_falls cmd "wait" 2 follow last goto Water lose book; # lose all room "In The Ocean" tag Ocean dir e from Top_Cylinder leave all; link On_High_Wall to Ocean dir e oneway leave all; room "In The Water" tag Water dir w from On_High_Wall oneway nopath; task "get on rock" follow wall_falls; task "wait" follow last; task "get on flagpole" follow last goto Flagpole; room "Sloping Passage" dir s from Lantern; task "sing" tag sing; room "Dead End" style Dark dir w after sing; item "anchisel" tag anchisel; #task "read about anchisel in book" need book; #task "read about curry in book" need book after last; # Not required, just makes the generated walkthrough nicer task "x words" in Passage need lie_opener; task water_fall after last; # EOF