# IFM Map for "Anchorhead" by Michael S. Gentry
# 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
# Hacked on by Alan De Smet http://www.highprogrammer.com/alan/
#
#
# Note: Not finished. Days one and two (of four) are basicly done.
# 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;
# EOF
# 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!