# IFM Map for "A Change in the Weather" by Andrew Plotkin # Based on Release 6 / Serial number 960613 # This file writen by Dave Chapeskie # # Note: the recording output of IFM v2.0 ("-t -f rec") of this file was # verified to work with the above mentioned release of the game # with two excpetions (a) you must make sure the fox is around # before throwing the spade shaft and (b) wait repeatedly before # sleeping. ######################################################################## title "A Change in the Weather"; room "Edge Of Meadow" exit w; task "W" after Wake finish; room "Stream Bank" tag Stream_Bank dir e; task "fill bucket" tag Fill_bucket need bucket; task "Drop torn bag" tag Drop_torn need torn_bag drop it; task "Drop dirty bag" tag Drop_dirty need dirty_bag2 drop it; task "wait" follow last note "until the fox 'yips'"; task "dig spot" after last; task "again" follow last; task "again" follow last note "until the beam erodes"; task "wedge branch under bridge" follow last need branch drop it; task "dig spot" after last; task "again" follow last; task "again" tag Wake follow last note "until you awaken" goto Small_Cave ;# give blanket; room "Rocky Outlook" tag Outlook dir ne; item "spade" tag spade; task "pour water on mud" need bucket after Fill_bucket get spade note "allows us to get the spade out"; room "Steep Face" tag Steep_Face dir se; item "bush"; item "tree"; task "wedge spade in crack" tag Wedge_spade need spade lose it; item "dirty canvas bag" tag dirty_bag2 hidden after Throw_dirty; item "branch" tag branch hidden after Push_boulder; room "Wildflowers" dir sw w link Stream_Bank exit w se; item "tin bucket" tag bucket; task "get glint" give bucket ;#note "turns out to be a tin bucket"; room "Near Top of Hill" dir e se from Outlook exit w; item "boulder"; task "examine boulder" note "reveals cave"; task "move boulder with spade" tag Move_boulder after last need spade give spade_shaft drop spade until Push_boulder; item "spade shaft" tag spade_shaft hidden; task "throw shaft" need spade_shaft # drop it note "do this only when the fox is around"; task "again" follow last need spade_shaft lose it get steel_key note "the fox returns a key this time"; item "steel key" tag steel_key hidden; task "push boulder south" tag Push_boulder after sleep note "or another direction"; room "Small Cave" tag Small_Cave dir e style special after Move_boulder cmd "enter cave" cmd from "W"; item "blanket" tag blanket; task "wait"; task "again" follow last note "until it's dark and raining"; task "sleep" tag sleep follow last give blanket; room "Edge of Bluff" tag Edge_of_Bluff dir s from Steep_Face exit se sw e before Push_boulder; link Steep_Face to Edge_of_Bluff after Wedge_spade hidden; task "unlock door with key" tag UL_door need steel_key follow sleep; task "throw dirty bag across gap" tag Throw_dirty need dirty_bag lose it; room "In a Small Shed" style special after UL_door dir e; item "torn canvas bag" tag torn_bag note "you can only see this when there is a lighting strike"; item "dirty canvas bag" tag dirty_bag note "you can only see this when there is a lighting strike"; ######################################################################## # Modify some of the above to help IFM generate a workable walkthrough # leave the blanket where it will stay dry link Small_Cave leave blanket; # drop the bag before pushing the boulder task Push_boulder after Drop_torn; # only get one bag at a time... item dirty_bag after Push_boulder; # get the branch when we get the dirty bag #item branch after Throw_dirty; # but... to make the walkthrough output save a turn task "Get branch, dirty bag" after Throw_dirty give branch dirty_bag2 in Steep_Face; # EOF