# IFM Map for "Heist" by Andy Phillips # Based on Release 4 / Serial number 971125 # # This file writen by Dave Chapeskie # # NOTE: This game has random elements. Commands that may change are # indicated. The 'rec' walkthrough generated by this file works with # frotz 4.1 seeded with a value of 1 (frotz -s 1 heist.z8). # Mark the starting location room_border_width = 2 in style Start; title "Heist"; ######################################################################## # Starting items item "canvas bag" keep; item "picture frame" tag frame keep; item "student's photo" tag student_photo keep; ######################################################################## # Tasks that can be done anywhere #task "x frame" need frame note "script"; task "put flowers in polythene" need flowers polythene lose polythene; task "get ribbon then tie ribbon to bunch of flowers" tag wrap_flowers after last need flowers ribbon lose ribbon; ######################################################################## map "Town"; room "Graveyard" tag Graveyard style Start start; task "wait" cmd "z" 4 give envelope; item "envelope" tag envelope hidden; task "open envelope" tag O_envelope need envelope lose it give letter; item "letter" tag letter hidden; task "say yes to man" tag S_yes after last give box score 1; item "wooden box" tag box hidden; room "Church" tag Church dir n after S_yes; item "organ"; task "x organ" tag X_organ note "seven keys labeled A-G"; task "play ABADGE" tag P_organ after last R_plaque score 2 need sphere lose it give steel_key cmd "push first key" cmd "push second key" cmd "push first key" cmd "push fourth key" cmd "push seventh key" cmd "push fifth key"; item "steel key" tag steel_key hidden after last; room "Altar" dir n; item "wooden cane" tag cane; task "break cane" need cane give stick in any; item "stick" tag stick hidden; task "put stick in groove" need cane stick lose cane stick in any give crucifix score 1; item "crucifix" tag crucifix hidden; task "cut window" need cutter; item "red glass" tag red_glass hidden after last score 1; room "Priest's Quarters" dir w; item "statue"; task "x statue"; task "x eye" after last; task "put red glass in niche" after last need red_glass lose it score 1; item "painting" hidden; # after last; task "x painting" after last note "clue and date (random)"; task "put crucifix in hole" need crucifix lose it; task "turn crucifix" after last; item "girl's photograph" tag girl_photo hidden after last score 1; room "Recently Dug Grave" tag Grave dir w from Graveyard go down after S_yes; task "x coffin" tag X_coffin; item "black ribbon" tag ribbon hidden after last score 1; task "read plaque" tag R_plaque after last note "birth year (random)" note "ABADGE"; task "push plaque" tag O_coffin after X_coffin score 1 safe; task "x uncle" after last; task "x shoes" after last; task "untie shoes" after last note "something falls out"; task "look in coffin" after last; item "glass cutter" tag cutter hidden after last score 1; task "search uncle" after O_coffin give boy_photo; item "boy's photo" tag boy_photo hidden score 1; task "close coffin" tag C_coffin after O_coffin last; link Grave before O_coffin; link Grave to Graveyard after C_coffin go up hidden; room "Main Street" tag Main_Street dir s from Graveyard after S_yes; room "Industrial District" tag Industrial dir sw; item "fairground machine"; task "x machine"; task "cut case" after last need cutter; item "arm" tag arm hidden score 1; task "pry compartment with bar" tag P_bar need bar score 1; task "open compartment" after last note "reveals glass sphere"; item "glass sphere" tag sphere hidden after last; room "Outside Warehouse" dir s; item "crate"; item "rope" tag rope; room "Scrapyard" dir w from Industrial; item "crane"; task "x crane" note "reveals ladder"; task "x ladder" after last note "rungs are lose"; task "pull ladder" after last; item "bar" tag bar hidden after last score 1; room "Rubbish Tip" dir n link Industrial; item "polythene" tag polythene; room "Town Centre" tag Town_Centre dir e from Main_Street; task "wait for jeweler to leave" tag W_jeweller after UL_fire_door cmd none safe; room "Town Outskirts" dir e e e exit se; task "give Python's Eye to man" need eye_jewel lose it give medal_photo; item "medal's photo" tag medal_photo hidden score 1; room "Park Entrance" tag Park dir n; room "Flower Beds" dir e; item "daffodils" tag flowers score 1; task "pick daffodils" give flowers; room "Downstream" dir n; task "get box with arm" after P_box need arm score 2; task "get box" after last give box2; item "wooden box" tag box2; task "open box" need box2 in any note "reveals credit card"; item "credit card" tag credit_card hidden after last; room "Riverside" dir w link Park; task "get box then put it in water" need box lose it; task "push box" tag P_box follow last; room "Jewellers" tag Jewellers dir s from Town_Centre before W_jeweller; task "look in counter" tag L_counter note "reveals Python's Eye"; item "Python's Eye" tag eye_jewel hidden after O_counter; task "x eye" tag X_eye after L_counter note "jemstone and shape (random)"; task "ask jeweller about eye" tag A_eye after L_counter score 1 note "note jewel origin (random)"; task "wait for jeweller to be distracted (random time)" cmd "z" 4 need fake_jewel; task "open fire door" tag UL_fire_door follow last; task "look under counter" after W_jeweller; task "push switch" after last; task "open counter" tag O_counter after last; task "put imitation jewel in counter" after last need fake_jewel lose it need eye_jewel; task "close counter" after last score 3; task "push switch" after last; room "Side Street" dir se from Town_Centre; task "open fire door" after UL_fire_door; link last to Jewellers style special after last before C_fire_exit; task "close fire exit" tag C_fire_exit need eye_jewel safe; room "Estate" tag Estate dir n from Town_Centre; task "prepare items" cmd "get bar, rope, credit card, key"; room "Lobby" dir n; task "show flowers to landlady" tag S_flowers after wrap_flowers follow last need flowers score 3 goto Landing; room "Landing" tag Landing dir n go up nopath style special; task "put flowers on tokens" need flowers drop it; task "unlock door with key" need steel_key; task "open door" after last; task "put credit card in gap" tag P_door after last need credit_card score 2; task "close door" tag C_door after T_rope; task "d" tag Exit after last goto Estate score 1; task "search tokens" after Exit note "reveals musician's photo"; item "musician's photo" tag musician_photo hidden after last score 1; room "Uncle Henry's Flat" tag Flat dir e style special after P_door before C_door; link Flat to Landing cmd to "w" cmd from "e" hidden after O_door before C_door2; task "x chair" after Exit; task "search cushions" after last give statue_photo; item "statue photo" tag statue_photo hidden score 1; task "sit in chair" after Exit; task "wait" tag Msg cmd "z" 5 follow last score 1 note "uncles birthday (random)"; task "stand" follow last; task "open door" tag O_door after Exit; task "close door" tag C_door2 after O_door; task "set clock to Uncles birthday (random) For 12 Nov 1933:" tag S_clock after Msg R_plaque cmd "set hour hand to 1" cmd "set minute hand to 2" cmd "set hour hand to 1" cmd "set minute hand to 1" cmd "set hour hand to 3" cmd "set minute hand to 3"; room "Kitchen" tag Kitchen dir e; task "open window"; task "x ledge" after last; task "put bar in hole" after last need bar lose it; task "tie rope to bar" tag T_rope after last need rope lose it score 2; task "x oven" tag X_oven after Exit; task "set oven for Python's Eye" after Exit X_oven X_eye A_eye #cmd "push red button" #cmd "push green button" cmd "set dial to 20"; task "pull lever" after last score 1; item "imitation jewel" tag fake_jewel hidden after last; room "Dark Alleyway" dir ne from Estate; link last to Kitchen go up style special after T_rope need gloves; task "search bin" tag S_bin note "reveals gloves"; item "gloves" tag gloves hidden after last score 1; task "wear gloves" tag W_gloves in any need gloves; room "Memorabilia Room" tag Memorabilia style special dir n from Flat style special after S_clock score 1; task "get mona lisa" note "painting drops, exposes hook"; task "get frame then put it on hook" after last need frame score 1; task "get student photo" tag E_frame after last; task "put musician photo in frame" after E_frame need musician_photo lose it; task "kiss photo" follow last #drop all except gloves goto Country_Estate score 1; task "put medal photo in frame" after E_frame need medal_photo lose it; task "kiss photo" follow last #drop all except gloves goto Powerboat; ######################################################################## map "Rendezvous"; room "Country Estate" tag Country_Estate; item "gate"; task "x gate" tag X_gate; task "look in keyhole" after last note "something in keyhole"; task "put leaf under gate" after last need leaf drop it; task "put peg in keyhole" follow last need peg; task "get leaf" follow last; task "get bronze key" follow last give bronze_key; item "bronze key" tag bronze_key hidden; task "unlock gate with key" need bronze_key; task "open gate" tag O_gate after last; room "Forest" dir w; task "x leaves"; task "get leaves" give leaf; item "leaf" tag leaf after last score 1; room "Quiet Glade" dir ne link Country_Estate; item "squirrel"; task "search leaves"; item "tent peg" tag peg hidden after last score 1; task "show peanuts to squirrel" tag S_peanuts after B_glass need peanuts; room "Rear Garden" tag Rear_Garden dir s from Country_Estate style special after O_gate score 1; item "dog"; task "get dog to follow you again" tag G_dog after L_fountain cmd none; room "Corner Of Garden" dir e link House_Side; item "fountain"; task "x fountain" tag X_fountain note "cobra, green light"; task "x cobra" tag X_cobra after X_fountain; task "enter fountain" after X_fountain X_cobra; task "x bulb" tag X_bulb follow last note "plastic"; task "put cheese in cobra's mouth" follow last score 1 need cheese drop it until L_fountain; task "pry plastic with peg" follow last need peg; task "exit" tag L_fountain follow last; task "throw meat in fountain" tag K_dog after L_fountain G_dog need meat lose it need cheese score 3; room "Servant's Entrance" dir s link House_Side; room "Kitchen" dir s; item "incredients"; item "raw meat" tag meat; task "x table"; item "cheese" tag cheese hidden after last; task "look under table"; item "peanuts" tag peanuts hidden after last score 1; room "Side Of House" tag House_Side dir s from Rear_Garden; item "window"; task "x window" tag X_window note "button"; task "x button" after last; task "break glass" tag B_glass after last; task "throw peanuts at button" follow S_peanuts need peanuts lose it; task "open window" tag O_window after last; room "Library" tag Library dir s style special after O_window score 1; item "note"; task "read note"; task "point remote at shelves" need remote; task "press top button" follow last need remote score 2; task "unlock door with iron key" after last need iron_key; task "open door" tag O_secret_door after last; room "Long Corridor" tag Long_Corridor dir s s; room "Entrance Hall" dir e exit s; item "couch"; task "look under couch" tag LU_couch; task "put cane under couch" after last need walking_cane; item "remote control" tag remote hidden after last score 1; task "x remote" tag X_remote need remote; task "x top button" after X_remote in any need remote note "chan"; task "x middle button" after X_remote in any need remote note "++vol"; task "x bottom button" after X_remote in any need remote note "--vol"; room "Security Control Room" dir n; item "guard"; item "iron key" tag iron_key; task "point remote at tv" need remote; task "press middle button" follow last need remote; task "wait for guard to be absorbed (random)" follow last cmd "z" 5; task "get key with cane" follow last need walking_cane give iron_key score 3; room "Drawing Room" dir s from Long_Corridor; item "piano"; item "ppol table"; item "walking cane" tag walking_cane; task "x walking cane"; room "Front Drive" dir w from Library style special after O_secret_door; task "throw iron key in shrubbery" need iron_key lose it; task "get in trunk" follow last goto Trunk; room "Limousine Trunk" tag Trunk score 1 dir s w w sw s style special; item "violin" tag violin; task "x violin" tag X_violin; task "wait for guard" cmd "z" 4 follow last; task "open trunk" follow last goto Hanger note "knocks out guard"; room "Hanger" tag Hanger dir e style special nopath; item "first aid kit" tag kit; task "open kit" need kit note "reveals stethoscope and bandages"; item "stethoscope" tag stethoscope hidden after last; item "bandages" tag bandages hidden after last; task "search body" note "reveals tie and hairpin"; item "tie" tag tie hidden after last; item "hairpin" tag hairpin hidden after last; task "unscrew violin with pin" need hairpin violin; item "rifle" tag rifle hidden after last score 1; task "tie woman with tie" need tie lose it score 1; task "put bandages over woman's mouth" need bandages lose it; task "x rifle" in any need rifle; task "x sight" in any after last need rifle; task "centre sight" tag sight in any after last need rifle score 1; room "Hangar Roof" dir n go up; task "wait for exchange" cmd "z" 3; task "shoot man with rifle" tag K_man follow last need rifle after sight score 3; room "Misty Airfield" dir e from Hanger after K_man; item "briefcase" tag briefcase; task "x briefcase" tag X_briefcase; task "wear stethoscope" tag W_stethoscope in any need stethoscope; task "put stethoscope on briefcase" after last X_briefcase need stethoscope briefcase; task "set combination (random, each click is a correct digit)" follow last need stethoscope briefcase score 1 cmd "set combination to 7641"; task "open briefcase" after last need briefcase score 3; task "look in briefcase" after last note "reveals hollow metallic hexagon"; item "hexagon" tag hexagon hidden after last score 1; task "kiss hexagon" need hexagon #drop all except hexagon goto Memorabilia score 1; ######################################################################## map "Basic Qualities"; room "Powerboat" tag Powerboat; item "diving suit" tag d_suit; task "wear suit" tag W_suit give d_suit; task "x fish"; item "fishnet" tag net hidden after last; task "search fish"; item "sampling device" tag sampling_device hidden after last score 1; room "Seabed" tag Seabed dir s go down oneway style special after W_suit score 1; room "Underwater Junkyard" after E_drone tag UW_Junkyard dir e; item "steel container"; item "sea mine"; task "x container" note "corrosive material"; task "open container" after last; task "open container with anchor" after last need anchor; task "get green liquid with sampling device" tag G_liquid score 3 need sampling_device after last; task "x mine"; task "get sea mine with fishnet" tag G_mine after last need net score 1; room "Coral Reefs" after E_drone dir e link Rocky_Territory; item "anchor" tag anchor; room "Shallows" tag Shallows after E_drone dir s link UW_Junkyard; item "ladder"; item "reeds"; task "get reeds" tag G_reed give reed; item "reed" tag reed hidden after last score 1; room "Rocky Territory" tag Rocky_Territory dir w link UW_Junkyard Seabed; task "search rocks"; task "move rocks" tag M_rocks after last; task "put net in passage" tag O_crate after last P_crate follow G_mine need net lose net; room "Underwater Cavern" dir s go down leave anchor style special after M_rocks score 1; task "evade security drone here" tag E_drone cmd none score 1; item "packing crate" tag crate; task "put packing crate under passage" tag P_crate need crate drop it; task "look in packing crate" after O_crate note "reveals wire cutters and connecting clips"; item "wire cutters" tag wire_cutters after last score 1; item "connecting clips" tag clips after last; room "Landing Area" tag Landing_Area dir e from Shallows go up leave anchor before R_suit; # Game bug: trying a bad direction from here says exits # are "to the south and southest" (should be e and se) task "remove suit" tag R_suit need d_suit safe; room "Clearing" dir se; item "bushes"; task "x bushes"; item "thorn" tag thorn hidden after last; task "put thorn in reed" need reed thorn; task "hide in bushes"; task "wait for guard" follow last cmd none ;# cmd "z" 0; task "shoot guard with reed" tag Shoot_Guard follow last after R_suit need reed thorn lose thorn score 2; task "search guard" tag S_guard after last; item "uniform" tag uniform hidden after last keep; task "wear uniform" tag W_uniform need uniform; task "x uniform" after S_guard note "Corporal Bates"; task "search guard" need uniform note "watch"; item "watch" tag watch hidden after last; task "out" tag L_bushes after Shoot_Guard; room "Outer Perimeter" dir n link Landing_Area; room "Military Compound" tag Compound dir n score 1 style special after W_uniform; item "security door"; task "x security door"; task "put liquid in slot" after last G_liquid need sampling_device score 1; task "open security door" tag O_sec_door after last; room "Power Room" dir e style special after O_sec_door; task "connect clip to battery" tag Con_battery need clips; task "x wire cutters" in any need wire_cutters; task "turn knob" in any after last; task "cut cable" tag C_cable after last need wire_cutters score 1; task "connect clip to cable" after last need clips lose it; task "pull lever" tag Cut_power after last Con_battery score 2; room "Inner Perimeter" dir n from Compound; task "turn knob" in any after C_cable; task "cut fence" tag Cut_fence after last Cut_power need wire_cutters; room "Centre Of Compound" dir n style special after Cut_fence score 1 exit n w; task "open grating" tag O_grating; room "Ventilation Shaft" dir w style special after O_grating; task "get piping" note "pipe falls loose"; item "pipe" tag pipe hidden after last; task "put pipe in fan" tag S_fan need pipe lose it; room "Military Arsenal" dir w style special after S_fan score 1; task "read sign"; task "x watch" in any need watch; task "unlock drawer (from watch display sum and difference)" after last cmd "set left dial to 58" cmd "set right dial to 24" score 2; task "look in drawer" after last; task "x box" after last; task "unlock box (from sign and 'Bates')" after last score 2 cmd "say beta" cmd "say alpha" cmd "say theta" cmd "say epsilon" cmd "say sigma"; task "open box" after last; item "metallic triangle" tag triangle hidden after last score 1; task "kiss triangle" need triangle #drop all except triangle goto Memorabilia; ######################################################################## # Adjustments required for a proper walkthrough # Get stuff from coffin before closing it task C_coffin need cutter boy_photo; # Don't do anything at the fountain until we have the meat (and have lost the # dog by entering the kitchen) task X_fountain need meat; # Get rid of the dog before messing with the window task X_window after K_dog; # Pick it up first (for timing) task X_violin need violin; # Can't drop the reed in the bushes task L_bushes need reed; ######################################################################## # Not required, just makes the generated walkthrough nicer/shorter, etc # Don't go into the church until we're ready link Church after P_bar; # Get polythene on way to getting sphere task P_bar need polythene; # Don't bother with the Alleyway until the rope is in place task S_bin after T_rope; # Get the photo from the hall before setting the clock task S_clock after C_door2; task C_door2 need musician_photo safe; # Don't bother with the gate until we'll ready to get the key task X_gate need peg leaf; # Don't bother with the couch until we have the cane task LU_couch need walking_cane; # Don't go into the shallows until we're ready to leave task G_reed need wire_cutters clips after G_liquid; # XXX item boy_photo keep; #item cutter keep; #item steel_key keep; #item credit_card keep; # EOF