# TODO:
# - First use of the dumbwaiter is worth 3 points.
# - Getting sack should be highest priority! Fake initial task in start room?
# 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;
# This style is used fatal rooms
style EndGame;
room_shadow_xoff = 0;
room_shadow_yoff = 0;
ps.room_border_dashed = 1;
tk.room_border_colour = "grey";
tk.room_colour = "grey90";
endstyle EndGame;
style Hidden;
ps.link_dashed = 1;
endstyle Hidden;
title "Curses by Graham Nelson";
# Seed
item "chocolate biscuit";
item "electric torch"; # Holds something
item "old smudged battery"; # in torch
item "crumpled piece of paper";
map "Meldrew Estate Attic, 1993";
room "Attic" tag Attic exit n s e sw;# sw==down
task "look in teachests";
item "History of the Meldrews (vol. II)" tag history hidden after last;
task "close trapdoor";
item "jewellery box" tag jewellerybox hidden after last;
task "d" need parismap finish;
room "Old Winery" tag Old_Winery dir n exit e w;
item "demijohn"; #nomove
task "wear gloves" tag weargloves need gloves in any;
task "open demijohn" tag opendemijohn need gloves after weargloves score 3;
item "nasty-looking red battery" tag redbattery after opendemijohn;
item "tourist map" tag hamburgmap after opendemijohn;
#item "attic key"; # disappears immediately
room "Storage Room" tag Storage_Room dir e exit w;
item "steel wrench" tag wrench;
item "wishbone" tag wishbone;
task "x wheel";
task "turn off catch" tag waiter_active_2 after last;
join Storage_Room to Cellars cmd "(turn wheel if dumbwaiter is not present) enter dumbwaiter. pull rope. out" after waiter_active_2 oneway;
room "Aunt Jemima's Lair" tag Aunt_Jemimas_Lair dir w from Old_Winery exit e sw w s;
task "turn on wireless. z. z. z. z. z. z" tag distract_aunt after pushwireless;
task "turn calender. again. again";
task "again. again. again" follow last;
task "again. again. again" follow last;
task "again. again. again" follow last tag learnaboutmerlynshat;
room "Airing Cupboard" tag Airing_Cupboard dir s;
task "examine sheets" tag findwireless score 2;
#item "wireless" hidden after last;
task "push wireless s" tag pushwireless goto Aunt_Jemimas_Lair after findwireless;
room "Potting Room" tag Potting_Room dir w from Aunt_Jemimas_Lair;
item "yellow rubber gloves" tag gloves after distract_aunt score 4;
# give biscuit to aunt for mild amusement.
task "give chocolates to aunt" tag placateaunt need chocolates lose chocolates score 3;
item "daisy chain" tag merlynshat score 2 hidden; # yellow
task "jemima,yellow.z.z.z.z.z.z.z." tag askforhat after placateaunt learnmerlynhat learnaboutmerlynshat give merlynshat;
room "End Game: Missed the Point" style EndGame dir sw from Aunt_Jemimas_Lair;
room "End Game: Missed the Point" style EndGame dir sw from Attic go down;
room "Old Furniture" tag Old_Furniture dir s from Attic exit se;
item "cupboard";
item "medicine bottle" tag medicine;
item "gift-wrapped parcel" tag parcel;
item "bird whistle" tag birdwhistle;
task "open parcel" need parcel lose parcel in any give postcard chocolates;
item "wrapping paper" hidden after last;
item "box of chocolates" tag chocolates hidden; # Open parcel
item "postcard" tag postcard hidden; # open parcel
room "Over the East Wing" tag Over_the_East_Wing dir se exit s w e;
room "Dark Room" tag Dark_Room dir w;
task "x sepia" tag seensepia;
task "consult history about roger" tag learnroger need history after seensepia in any;
item "sepia photograph"; #nomove
item "cord"; #nomove
item "flash" tag flash;
task "open flash" need flash in any tag flashopen;
task "put red battery in flash" need flash redbattery after flashopen in any tag flashpower;
task "put timer in flash" need flash timer after flashopen in any tag flashtimer;
#task "close flash" need flash after flashpower flashtimer tag flashdone; # Not strictly necessary
task "pull cord";
task "x postcard" tag readpostcard need postcard after last score 3; # reveals "Hamburg 1420, Ticket 7.-";
task "consult map about 1420" tag consult1420 in any after readpostcard need hamburgmap goto Museum_Foyer drop hamburgmap;
room "East Annexe" tag East_Annexe dir e from Over_the_East_Wing exit w s n;
item "cupboard"; # Open to go north
task "x insulation" score 3 after weargloves; # Too itchy without gloves
item "new battery" tag new_battery hidden after last;
task "open torch. get smudged battery. put new battery in torch. close torch." tag freshbattery need new_battery in any; # puts smudged battery in inventory.
task "open door" tag opencupboarddoor;
room "Dead End" tag Dead_End dir s;
#TODO: Make getting the sack a high priority task
item "canvas rucksack" tag sack keep;
task "push south wall" tag opensecret after learnalison score 10;
room "Beside the Drive" dir e e after smokealarm exit ne;
room "Public Footpath" tag Public_Footpath dir ne exit n;
room "Stone Cross" tag Stone_Cross dir n;
task "x memorial" tag learnofgerard;
task "consult history about gerard" after last in any need history;
item "mascot" tag evanmascot hidden;
task "hypnotize evans" need goldwatch;
task "evans, give me the mascot" after last give evanmascot;
room "Parish Church" tag Parish_Church dir n after ProjMascot exit e w s n; #n is up
task "point e" after knightinchurch tag knightineast;
task "point at moonstone. knight, pick up moonstone" after knightinchurch2;
task "point d" tag deadknight after last;
task "strike rod of ice. point rod of ice at high rod of life" tag coldlife need rodofice after deadknight;
task "strike rod of ice. point rod of ice at high rod of love" tag coldlove need rodofice after deadknight;
task "strike rod of ice. point rod of ice at high rod of death" tag colddeath need rodofice after deadknight;
#item "high rod of life" hidden after coldlife;
#item "high rod of love" hidden after coldlove;
#item "high rod of death" hidden after colddeath;
item "high rod of (life, love, or death depending on your choice)" tag highrod hidden score 1;
task "get (high rod, pick one). again" give highrod after coldlife coldlove colddeath;
room "Bell Tower" tag Bell_Tower dir n go up;
# Roger with 9 other men rang Kent Triple Bob in 1901
room "Out on the Spire" tag Out_on_the_Spire dir n nolink;
# x clock: William Snelson Clockmaker 1776-1848
item "adamantine hand" tag hand;
link Out_on_the_Spire to Bell_Tower oneway;
room "East Side Chapel" dir e from Parish_Church;
# Diana statue, nativity glass
task "x diana" tag seediana;
task "consult dictionary about diana" after seediana need dictionary;
task "give rose to knight" need rose lose rose after knightineast;
task "show keepsake to knight" need keepsake after last score 3;
task "point w" after last tag knightinchurch2;
room "West Side Chapel" dir w from Parish_Church;
# knight statue, ressurection glass
task "put hand on knight. tighten hand" tag didhand need hand lose hand;
task "put heart in knight" tag didheart need heart lose heart;
task "put skull on knight. tighten skull" tag didskull need skull lose skull; #TODO
task "strike rod of fire. point rod of fire at knight" after didhand didheart didskull score 15;
task "point e" after last tag knightinchurch;
room "Hollow" tag Hollow dir w from Public_Footpath go d exit nw;
task "wave green branch" need greenbranch;
item "nuts" tag nuts after last; # must scare bird away;
join Hollow to Mosaic go nw oneway;
room "Disused Observatory" tag Disused_Observatory dir s from Over_the_East_Wing exit n w s;
item "glass ball"; # No move
task "clean ball" tag cleanball;
room "Souvenirs Room" tag Souvenirs_Room dir s;
item "projector"; #no move
task "rotate projector. put fool in projector. turn on projector. n. s. get fool" tag smokealarm need fool after cleanball goto Disused_Observatory score 3;
task "put miniature in projector. turn on projector. s." tag gonetofolly need miniature drop miniature goto Folly;
task "put ace in projector. turn on projector. s." tag ProjCups need Ace_of_Cups drop Ace_of_Cups goto Cups_and_Glasses;
task "put sketch in projector. turn on projector." tag ProjSketch need charcoalsketch drop charcoalsketch;
task "(get Austin the Cat here, you can push him) jump" tag austininalexandria score 3 follow ProjSketch;
task "s" tag toalex follow austininalexandria goto Causeway;
#join Souvenirs_Room to Cups_and_Glasses after ProjCups oneway;
task "put maiden in projector. turn on projector. s" tag ProjMaiden need Maiden drop Maiden goto Sea_Shore;
task "put star in projector. turn on projector. s" tag ProjStar need Star drop Star goto Lighthouse;
task "put castle in projector. turn on projector. s" tag ProjCastle need Castle drop Castle goto Ruined_Castle_Cafe;
task "put mascot in projector. turn on projector. s" tag ProjMascot need evanmascot drop evanmascot goto Parish_Church;
room "Library Storage" tag Library_Storage dir w from Disused_Observatory;
task "wrench pipe" need wrench score 4;
item "romantic novel" tag romanticnovel after last;
item "book of Twenties poetry" tag poetry after last;
task "read poetry" tag readpoetry in any need poetry goto Unreal_City drop poetry; #after for DAG
task "x novel" tag learnmarie need romanticnovel in any;
task "consult history about alison" tag learnalison after learnmarie learnroger need history in any;
room "Servant's Room" tag Servants_Room dir e from Attic;
item "classical dictionary" tag dictionary;
item "scarf" tag scarf;
task "x scarf" tag learnscarf need scarf in any;
task "lie in bed. sleep" goto Premonition note "Wait for Austin the cat to leave if necessary"; # TODO: can't do if Austin the cat is present!
room "Inside Cupboard" tag Inside_Cupboard dir n from East_Annexe after freshbattery opencupboarddoor;
item "painting" tag painting ignore; # of Mad Isaac Meldrewe
task "consult history about isaac" need history;
task "get painting" tag getpainting give painting after freshbattery; #after for DAG
item "skylight"; #nomove
item "gas mask";
task "turn crank" tag skylightopen after freshbattery; # also lights room. after for DAG
task "drop all down fireplace." tag prephole need sack attickey after skylightopen getpainting drop all in Priests_Hole;
room "Chimney" tag Chimney dir w after getpainting;
#item "sooty old stick"; Can't get here.
room "Roof" tag Roof dir ne from Inside_Cupboard go up exit nw after skylightopen;
#join Roof to Inside_Cupboard cmd "d" oneway;
room "Battlements" dir nw;
#item "iron, gothic-looking key" ; # Can't get here.
task "get key" tag ghost1 note "A ghost appears";
task "x ghost" tag ghost2 note "Is it Joshua?" follow ghost1;
task "consult history about joshua" tag ghost3 note "Joshua died choking on a wishbone." follow ghost2 need history;
task "throw wishbone at joshua" follow ghost3 tag killjoshua need wishbone score 7 lose wishbone;
room "Priest's Hole" tag Priests_Hole dir ne from Chimney go down oneway score 5 after prephole;
#Must be empty handed. to go down
item "iron gothic-looking key" tag ironkey score 4 after killjoshua prephole; # after prephole for DAG
item "ancient prayer book" tag diary after prephole; # actually a Mad Isaac's diary, 1725-1792 # after for DAG
item "old sooty stick" tag sootystick after prephole; #after for DAG
item "mahogony rod" tag rod1 hidden ; # is actually the stick.
task "wave sooty" need merlynshat sootystick after askforhat lose sootystick give rod1 score 6 in any;
task "consult diary about 1792" tag learnmerlynhat need diary in any;
task "unlock hatch with attic key" tag openchute need attickey safe after prephole;
join Priests_Hole to Cellar_West go d after openchute oneway;
room "Alison's Writing Room" tag Alisons_Writing_Room dir s from Dead_End after opensecret;
item "window"; # nomove
item "mirror"; # nomove
task "put flag on bed" tag alisonsblanket need flag drop flag safe after opensecret; #after for DAG
task "lie in bed. sleep" tag tomelancholy after alisonsblanket goto Melancholy_Dream;
task "break window" tag breakwindow after opensecret; # after for DAG
room "Tiny Balcony" dir s after breakwindow;
task "search sill" after breakwindow; # after for DAG
item "gold key" tag goldkey hidden after last score 4;
task "unlock jewellery box with gold key" need goldkey jewellerybox in any;
task "open jewellery box" need jewellerybox after last in any;
task "get clover" need jewellerybox after last give fourleafclover in any;
item "four-leaf clover" tag fourleafclover hidden;
item "mahogony rod" tag rod6 hidden ; # is actually the clover.
task "wave clover" need merlynshat fourleafclover after askforhat lose fourleafclover give rod6 score 6 in any;
map "Mildrew Hall Cellars, 1993";
room "Wine Cellars" tag Wine_Cellars exit w;
room "Cellars" tag Cellars dir w exit w e s; #dark
task "x wheel";
task "turn off catch" tag waiter_active_1 after last;
item "robot mouse" tag mouse;
item "vent"; #nomove
room "Cellar West" tag Cellar_West dir w exit s nw;
task "unlock door with wrought key" tag unlockwrought need wroughtkey;
room "Hellish Place" tag Hellish_Place dir s;
room "Infinity Symbol" tag Infinity_Symbol dir nw from Cellar_West after unlockwrought score 5;
task "get all rods but infinity from sack. put rods in sockets. get all rods but infinity from sack. put rods in sockets"
need rodofreturning rodofbronze rodofhusbandry rodofluck rodofstalking rodofice rodofsacrifice rodofstalking highrod
lose rodofreturning rodofbronze rodofhusbandry rodofluck rodofstalking rodofice rodofsacrifice rodofstalking highrod
score 8;
task "get orb. put orb in opening" need theorb after last;
task "get rod of infinity. strike rod of infinity. point rod of infinity at lemniscus" after last drop all give pamphlet goto Murky_Cave;
item "historical pamphlet" tag pamphlet hidden;
task "wave eight of wands" need merlynshat Eight_of_Wands after stackdeck lose Eight_of_Wands in any give rod9 score 6;
room "Cellars South" tag Cellars_South dir s s from Cellars;
# TODO: IFM gets the mouse, then drops it (realizing it's no longer needed.)
task "drop mouse" need mouse drop mouse until mouseisback;
task "mouse, w" after last;
task "hole, w" after last;
task "hole, w" after last;
task "hole, w" after last;
task "hole, n" after last;
task "hole, w" after last;
task "hole, n" after last; # Mouse gets the key. # TODO: must have visited Old Winery first!
task "hole, s" after last;
task "hole, e" after last;
task "hole, s" after last;
task "hole, e" after last;
task "hole, e" after last;
task "hole, e" after last;
task "hole, e" after last tag mouseisback;
item "small brass key" tag attickey hidden after last;
#task "drop mouse. mouse,w. hole,w. hole,w. hole,w. hole,n. hole,w.hole,n." tag mousegotkey need mouse drop mouse;
#task "hole,s. hole,e. hole,s. hole,e. hole,e. hole,e. hole,e" after mousegotkey;
room "Hole in Wall" style Connection dir w nolink;
map "Meldrew Estate Hole in Wall of Cellars South (Mouse Maze), 1993";
# Mouse maze done by mouse
room "Cellars South" style Connection tag MR0 exit n;
room "" tag MR1 dir w from MR0 exit e w nopath;
room "" tag MR2 dir w exit n w;
room "" tag MR3 dir w exit w;
room "" tag MR4 dir w exit n s;
room "" tag MR5 dir n exit w;
room "" tag MR6 dir w exit n;
room "" tag MR7 dir n exit w s;
item "small brass key"; # as found by mouse
room "" tag MR8 dir w exit e;
room "" tag MR9 dir s from MR4 exit n s w;
room "" tag MR10 dir s exit n e;
room "" tag MR11 dir e exit w;
room "" tag MR12 dir w from MR9 exit e;
room "" tag MR13 dir n from MR2 exit n s;
room "" tag MR14 dir n exit s w;
room "" tag MR15 dir w exit e;
map "Meldrew Estate Grounds, 1993";
room "Garden Stream" tag Garden_Stream exit s nw e score 5;
item "Ace of Cups" tag Ace_of_Cups;
room "Family Tree" tag Family_Tree dir nw exit w n e se;
room "To Maze" style Connection dir n nopath;
room "Lawn Ornaments" tag Lawn_Ornaments dir e from Family_Tree exit w e;
task "(drive the roller here)" tag crushstatue; # reveals dark hole.
item "glowing golden orb" tag theorb hidden after solveslide score 4;
task "x orb. clean orb" need theorb in any goto Inside_the_Orb;
room "Mosaic" tag Mosaic dir e;
task "x mosaic" tag lagachmosaic;
item "hard wooden ball" tag woodball;
item "mosaic"; # no move
room "Clearing" tag Clearing dir w from Family_Tree exit e w s;
room "Garage" tag Garage dir w exit e;
item "big motorised garden roller"; # nomove, drivable "get in roller. turn on roller."
item "weed killer bottle" tag weedkiller ;
item "spade" tag spade;#bladed agricultural implement";
task "drop medicine" need medicine drop medicine;
task "get in roller" follow last;
task "turn on roller" follow last lose medicine tag findcrackedmedicine;
task "turn off roller" follow last;
task "out" follow last;
item "cracked medicine bottle" tag crackedmedicine hidden after findcrackedmedicine;
task "look in cracked medicine bottle" need crackedmedicine;
item "red tablet" tag redtablet hidden after last score 4;
room "Vegetable Garden" tag Vegetable_Garden dir s from Clearing exit n;
item "runner-bean plant" tag beanplant; # nomove
task "strike rod of stalking. point rod of stalking at runner-bean. ." need rodofstalking tag beanstalk;
room "Beside the Wall" tag Beside_the_Wall dir e from Garden_Stream exit w;
item "shrub"; #nomove can "push tub" to reveal hatch.
task "push tub"; #reveals hatch
task "open hatch" tag openhatch after last;
join Beside_the_Wall to Wine_Cellars go down oneway after openhatch;
#room "Hall" tag Hall_fake dir s nolink; # Not accessible?
room "Up the Plane Tree" tag Up_the_Plane_Tree dir ne from Family_Tree go up;
room "Dark Passage" tag Dark_Passage dir s from Garden_Stream nolink exit n s e;
room "Dark Shaft" tag Dark_Shaft dir s exit n;
join Cellars to Dark_Shaft cmd "(turn wheel if dumbwait is not present) enter dumbwaiter. pull rope. out" after waiter_active_1 oneway;
join Dark_Shaft to Storage_Room cmd "enter dumbwaiter. pull rope. out" oneway;
# TODO: Is this after turnedwheel, not learngreenrod?
room "Sandstone Passage" dir e from Dark_Passage after learngreenrod score 10;
room "The Octagon" dir e exit w se;
item "gilded model coffin"; #nomove
# x coffin:
#
# (()) #+*+ <> ->#.
# |||
# all the god/spirit? items/things? through this
item "parchment scroll" tag parchmentscroll after learngreenrod; # after for DAG
task "x scroll" need parchmentscroll in any; # learn that music summons priestess of apollo
item "charcoal sketch" tag framedsketch after learngreenrod; # after for DAG
item "charcoal sketch" tag charcoalsketch hidden;
item "dog-eared old letter" tag oldletter hidden after openframe;
task "open frame" tag openframe need framedsketch lose framedsketch give charcoalsketch score 4; # Can do anywhere, but drops letter (and I can't figure out how)
task "read letter" tag learnheiro1 need oldletter in any;
# :: and # the #. this
# :; but +*+ god/spirit? (()) all
# = of [] house/building ||| indicates plural
# -> through >>> moves <> item/thing?
# ___ sits/lies/rests/is near / to/toward
task "open coffin" tag opencoffin;
item "Rod of Returning" tag rodofreturning hidden;
task "(score for learning how to label rods)" tag firstlabel ignore score 7;
task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod2 after opencoffin lose rod2 give rodofreturning score 7 do firstlabel;
item "Rod of Ice" tag rodofice hidden;
task "put rod in coffin. close coffin. open coffin. get rod of ice" need rod4 after opencoffin lose rod4 give rodofice do firstlabel;
item "Rod of Stalking" tag rodofstalking hidden;
task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod3 after opencoffin lose rod3 give rodofstalking do firstlabel;
item "Rod of Fire" tag rodoffire hidden;
task "put rod in coffin. close coffin. open coffin. get rod of returning" need rod1 after opencoffin lose rod1 give rodoffire do firstlabel;
item "Rod of Bronze" tag rodofbronze hidden;
task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod5 after opencoffin lose rod5 give rodofbronze do firstlabel;
item "Rod of Luck" tag rodofluck hidden;
task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod6 after opencoffin lose rod6 give rodofluck do firstlabel;
item "Rod of Husbandry" tag rodofhusbandry hidden;
task "put rod in coffin. close coffin. open coffin. get rod of bronze" need rod7 after opencoffin lose rod7 give rodofhusbandry do firstlabel;
item "Rod of Sacrifice" tag rodofsacrifice hidden;
task "put rod in coffin. close coffin. open coffin. get rod of sacrifice" need rod8 after opencoffin lose rod8 give rodofsacrifice do firstlabel;
item "Rod of Infinity" tag rodofinfinity hidden;
task "put rod in coffin. close coffin. open coffin. get rod of infinity" need rod9 after opencoffin lose rod9 give rodofinfinity do firstlabel;
room "White Hallway" tag White_Hallway dir se exit s ne;
task "look in stand";
item "model golden sceptre" hidden after last;
task "put painting on hook" need painting lose painting;
task "x painting" tag lagachhallway after last;
room "Halfway up the Stairs" tag Halfway_up_the_Stairs dir s go up;
task "u" goto Servants_Room;
# TODO: does this link only appear later? Is result of learngreenrod?
join Halfway_up_the_Stairs to Servants_Room after last;
room "Bricked Path" tag Bricked_Path dir ne from White_Hallway;
room "Hedgery" tag Hedgery dir e exit n e;
item "sparrows"; #nomove
room "Summer House" tag Summer_House dir n;
item "croquet mallet" tag mallet;
item "gold watch" tag goldwatch after birdattack;
room "Croquet Lawn" dir e e from Hedgery;
task "drop ball. hit ball with mallet." need woodball mallet lose woodball;
task "(Use 'pace e' and 'pace n' to follow prophecy's pace counts.) dig with spade (repeat pace counts in other directions until digging reveals something). look in hole" need spade after croqdir score 8;
item "strongbox" tag strongbox after last;
task "unlock strongbox with gothic key" need strongbox ironkey in any;
item "astrolabe" tag astrolabe hidden score 4; # in strongbox
task "open strongbox" after last need strongbox in any;
task "get astrolabe" after last need strongbox give astrolabe;
room "Behind Summer House" tag Behind_Summer_House dir nw nw after last exit w score 5; # TODO: confirm score 5
# TODO: does this link only appear later? Is result of learngreenrod?
link Behind_Summer_House to Mosaic;
task "throw nuts in crack" tag feedsquirrel need nuts lose nuts;
task "s. blow whistle" tag birdattack after last need birdwhistle goto Summer_House score 7;
link Behind_Summer_House to Summer_House dir s after feedsquirrel;
room "Up the Beanstalk" dir w w from Vegetable_Garden go u after beanstalk;
room "Heavenly Place" dir n;
map "Meldrew Estate Grounds: Hedge Maze 1993";
# TODO: Must be in roller to enter.
room "To Family Tree" style Connection;
room "Maze" tag Maze1 dir n exit n s score 5 nopath;
join Family_Tree to Maze1 go n;
room "Maze" tag Maze2 dir n exit e w s;
room "Maze" tag Maze3 dir e exit w;
room "Maze" tag Maze4 dir w from Maze2 exit e w;
room "Maze" tag Maze5 dir w exit n e w;
room "Maze" tag Maze6 dir w exit e;
room "Maze" tag Maze7 dir n from Maze5 exit n s;
room "Maze" tag Maze8 dir n exit n s e w;
room "Maze" tag Maze9 dir w exit e;
room "Maze" tag Maze10 dir n from Maze8 exit n s;
room "Maze" tag Maze11 dir n exit e s w;
room "Maze" tag Maze12 dir e exit e w;
room "Maze" tag Maze13 dir e exit w s;
room "Maze" tag Maze14 dir s exit n e;
room "Maze" tag Maze15 dir e exit s w;
room "Maze" tag Maze16 dir s exit n e;
room "Maze" tag Maze17 dir e exit e w;
room "Maze" tag Maze18 dir e exit n w;
room "Maze" tag Maze19 dir n exit n s;
room "Maze" tag Maze20 dir n exit s w;
room "Maze" tag Maze21 dir w exit e;
room "Maze" tag Maze22 dir w from Maze11 exit e w;
room "Maze" tag Maze23 dir w exit e w;
room "Maze" tag Maze24 dir e from Maze8 exit w;
room "Maze (ex-hedge)" tag Maze25 dir e from Maze3 after killedplants;
room "Patio in Maze" tag Patio_in_Maze dir e score 5 exit s;
item "marble rose" tag rose;
room "Crypt" tag Crypt dir s go down;
task "x mural" tag learntarotseq note "Learn sequence 'Old Man??', Star, Maiden, Eight of Wands";
task "strike rod of bronze. point rod of bronze at mural";
room "Jagged Passage" tag Jagged_Passage dir s after last exit e s;
item "long wrought iron key" tag wroughtkey;
room "Charnel Passage" dir e exit e;
room "Sarcophagus" tag Sarcophagus dir e; #Henri Maladreue, obiit mcdlvi" (1456)
task "x tombstone" tag learnofhenri;
task "consult history about henri" tag learnhenri after learnofhenri need history in any;
room "Catacombs" tag Catacombs dir s from Jagged_Passage go down exit n w;
task "smell. smell" tag findstairs score 6;
room "Universe Maintenance Room" dir s go down after findstairs score 5;
task "x switch. turn switch off" tag random;
room "Contraption Room" dir w from Catacombs;
# Slider puzzle
# HBP H B P
# NEL E L O
# ACO N A S
# RKS R C T
# .IT I K .
# HBPNELACORKSIT
# x xx x x
# HENRI
# BPLACOKST
# x xxx x
# BLACK
# POST
task "(TODO: Solve sliding puzzle)" tag solveslide after learnhenri crushstatue score 15;
task "strike rod of the bronze. point rod of bronze at amber." need rodofbronze;
room "Contraption Reflection" dir n after last exit e; # What's east? Catacombs oneway?
room "Viewpoint Ledge" tag Viewpoint_Ledge dir w from Maze23 score 5;
item "plaque"; #nomove Built in 1808 after earlier folly collapsed.
item "miniature plastic etching" tag miniature;
map "Meldrew Estate Grounds, 1808";
room "Folly" tag Folly exit e score 5;
item "bean pole" tag beanpole hidden; # can't get until about to leave.
task "get bean pole" tag getbeanpole give beanpole;
task "strike rod of returning. point rod of returning at me." tag flee1808 need rodofreturning goto Attic follow getbeanpole in any;
item "mahogony rod" tag rod3 hidden after wavebeanpole;
task "wave bean pole" tag wavebeanpole need merlynshat beanpole lose beanpole in any give rod3 score 6;
# use returning to return.
room "Maze Foundations" dir e exit e w;
room "Maze Foundations" tag MF22 dir e exit e w s;
room "Maze Foundations" tag MF11 dir e exit e w s;
room "Maze Foundations" tag MF12 dir e exit s e w;
room "Maze Foundations" tag MF13 dir e exit s e w;
room "Maze Foundations" tag MF13e dir e exit s e w; # seeded
room "Maze Foundations" tag MF21 dir e exit s e w;
room "Maze Foundations" tag MF20 dir e exit s w;
room "Maze Foundations" tag MF19 dir s exit n s w;
room "Maze Foundations" tag MF19w dir w exit n s e w; # seeded
room "Maze Foundations" tag MF15 dir w exit n s e w;
room "Maze Foundations" tag MF14 dir w exit n s e w;
room "Maze Foundations" tag MF14w dir w exit n s e w; # seeded
room "Maze Foundations" tag MF10 dir w exit n s e w;
room "Maze Foundations" tag MF10w dir w exit n s e; # seeded
room "Maze Foundations" tag MF9 dir s exit n s e;
room "Maze Foundations" tag MF8 dir e exit n s e w;
room "Maze Foundations" tag MF24 dir e exit n s e w;
room "Maze Foundations" tag MF24e dir e exit n s e w; # seeded
room "Maze Foundations" tag MF16 dir e exit n s e w;
room "Maze Foundations" tag MF17 dir e exit n s e w;
room "Maze Foundations" tag MF18 dir e exit n s w;
room "Maze Foundations" tag MF18s dir s exit n s w; # seeded
room "Maze Foundations" tag MF17s dir w exit n s e w; # seeded
room "Maze Foundations" tag MF16s dir w exit n s e w; # seeded
room "Maze Foundations" tag MF2n dir w exit n s e w; # seeded
room "Maze Foundations" tag MF24s dir w exit n s e w; # seeded
room "Maze Foundations" tag MF7 dir w exit n s e w;
room "Maze Foundations" tag MF7w dir w exit n s e; # seeded
room "Maze Foundations" tag MF6 dir s exit n e;
room "Maze Foundations" tag MF5 dir e exit n w e;
room "Maze Foundations" tag MF4 dir e exit n w e;
room "Maze Foundations" tag MF2 dir e exit n s w e;
room "Maze Foundations" tag MF3 dir e exit n w e;
room "Maze Foundations" tag MF3e dir e exit n w e; # seeded
task "squeeze weed killer" tag killedplants after gonetofolly; # This after is just to fix DAG
room "Maze Foundations" tag MF3ee dir e exit n w; # seeded
room "Maze Foundations" tag MF1 dir s from MF2 exit s;
link MF22 to MF10w;
link MF11 to MF10;
link MF10 to MF8;
link MF8 to MF7;
link MF7 to MF5;
link MF12 to MF14w;
link MF14w to MF24;
link MF24 to MF24s;
link MF24s to MF4;
link MF13 to MF14;
link MF14 to MF24e;
link MF24e to MF2n;
link MF2n to MF2;
link MF13e to MF15;
link MF15 to MF16;
link MF16 to MF16s;
link MF16s to MF3;
link MF21 to MF19w;
link MF19w to MF17;
link MF17 to MF17s;
link MF17s to MF3e;
link MF19 to MF18;
link MF18s to MF3ee;
link MF9 to MF7w;
map "The Unreal City (Paris, France), 1922)";
# Arrive at by "read poetry" lose poetry
room "Unreal City" tag Unreal_City exit e w n score 5;
room "Shadowy Hallway" tag Shadowy_Hallway dir n exit e s nw; # nw=up?
item "poster";
room "Bohemia" tag Bohemia dir e;
task "x mural" tag lagachbohemia;
task "consult history about helene" tag learnhelene need history after last in any;
task "consult history about anton" tag learnanton need history after last in any;
room "Consulting Room" tag Consulting_Room dir nw from Shadowy_Hallway go up;# exit w; # <- The exit west is blocked by impassible beaded curtain.
# to get cards, must first "push bell. say odd.", then teleported to Unreal City
task "push bell. say odd." goto Unreal_City after readpoetry; # after for DAG
item "Grim Reaper" hidden after last;
item "Drowned Sailor" hidden after last;
item "Fool" tag fool hidden after last;
item "oak quarterstaff" tag oakstaff hidden;
item "mahogony rod" tag rod5 hidden ; # is actually the oak quarterstaff.
task "put eight of wands in tarot pack. put maiden in tarot pack. put star in tarot pack. ring bell" tag stackdeck need Eight_of_Wands Maiden Star drop Eight_of_Wands Maiden Star after learntarotseq give oakstaff goto Unreal_City;
task "wave oak" need oakstaff lose oakstaff give rod5 score 6 in any;
room "Down by River" tag Down_by_River dir w from Unreal_City;
item "fine silk handkerchief" tag silk after readpoetry; #after for DAG
task "wave silk" tag wave_silk need silk;
room "Near Ring Road" tag Near_Ring_Road dir e from Unreal_City exit s; # s=down
room "Chatelet-les-Halles" tag Chatelet_les_Halles dir s go down;
task "give franc note to man." tag paidformap need francnote lose francnote;
item "paris map" tag parismap hidden;
task "man, carte" after last give parismap score 1;
# first "wave silk" to summon boat;
room "On board the Phlebas" tag On_board_the_Phlebas dir w from Down_by_River after wave_silk;
# "man,time" to go to Garden Stream
task "man, time" goto Garden_Stream give Ace_of_Cups score 5 after wave_silk; # after for DAG
join On_board_the_Phlebas to Garden_Stream cmd "man, time";
map "Hamburg, Germany, 1988";
room "Museum Foyer" tag Museum_Foyer score 5 exit ne s;
item "publicity poster"; #nomove "Cults of the Druids Oct-Nov 1988"
task "push door" tag foundball after consult1420; # after for DAG
task "push ball s" tag ball2 after ball1 goto Hall_of_Exhibits score 3; #onceonly
room "Revolving Door" tag Revolving_Door dir ne;
#item "beach ball" hidden after foundball; #nomove. PUSH
task "push ball sw" tag ball1 after foundball goto Museum_Foyer;
# TODO: Cannot carry anything?
room "Hall of Exhibits" tag Hall_of_Exhibits dir s from Museum_Foyer exit n e w;
item "Tarot box" tag tarotbox after ball2; # after for DAG
task "open tarot box" need tarotbox;
item "Castle" tag Castle hidden after last; # inbox
item "Star" tag Star hidden after last; # inbox
item "Eight of Wands" tag Eight_of_Wands hidden after last; # inbox
item "mahogony rod" tag rod9 hidden;
item "Maiden" tag Maiden hidden after last; # inbox
task "x still life" tag lagachstilllife;
room "Dark Staircase" tag Dark_Staircase dir w exit s;
item "empty matchbook";
room "Turned back by visions" style EndGame dir s nopath;
room "Cabinet Room" dir e from Hall_of_Exhibits; # dark
item "cabinet"; #nomove
task "break cabinet" after ball2; #after for DAG
item "smooth stone" tag smoothstone hidden after last score 4; # in cabinet nog, er, ska, iw
item "papyrus fragment" tag papyrus hidden after last; # in cabinet
task "x stone. x papyrus" tag learnmap need smoothstone papyrus after transheirogreek in any;
# .