ifmapper 0.5

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Files changed (87) hide show
  1. data/HISTORY.txt +2 -0
  2. data/IFMapper.gemspec +21 -0
  3. data/IFMapper.rb +27 -0
  4. data/icons/copy.png +0 -0
  5. data/icons/cut.png +0 -0
  6. data/icons/filenew.png +0 -0
  7. data/icons/fileopen.png +0 -0
  8. data/icons/filesave.png +0 -0
  9. data/icons/filesaveas.png +0 -0
  10. data/icons/help.png +0 -0
  11. data/icons/kill.png +0 -0
  12. data/icons/nextpage.png +0 -0
  13. data/icons/paste.png +0 -0
  14. data/icons/prevpage.png +0 -0
  15. data/icons/printicon.png +0 -0
  16. data/icons/redo.png +0 -0
  17. data/icons/saveas.png +0 -0
  18. data/icons/undo.png +0 -0
  19. data/icons/winapp.png +0 -0
  20. data/icons/zoom.png +0 -0
  21. data/lib/IFMapper/Connection.rb +63 -0
  22. data/lib/IFMapper/FXAboutDialogBox.rb +32 -0
  23. data/lib/IFMapper/FXConnection.rb +283 -0
  24. data/lib/IFMapper/FXConnectionDialogBox.rb +126 -0
  25. data/lib/IFMapper/FXMap.rb +1614 -0
  26. data/lib/IFMapper/FXMapDialogBox.rb +51 -0
  27. data/lib/IFMapper/FXMapFileDialog.rb +29 -0
  28. data/lib/IFMapper/FXMapperSettings.rb +45 -0
  29. data/lib/IFMapper/FXMapperWindow.rb +1051 -0
  30. data/lib/IFMapper/FXPage.rb +24 -0
  31. data/lib/IFMapper/FXPageDialogBox.rb +38 -0
  32. data/lib/IFMapper/FXRoom.rb +218 -0
  33. data/lib/IFMapper/FXRoomDialogBox.rb +119 -0
  34. data/lib/IFMapper/FXSearchDialogBox.rb +51 -0
  35. data/lib/IFMapper/FXSpline.rb +54 -0
  36. data/lib/IFMapper/FXWarningBox.rb +45 -0
  37. data/lib/IFMapper/IFMReader.rb +613 -0
  38. data/lib/IFMapper/Map.rb +110 -0
  39. data/lib/IFMapper/PDFMapExporter.rb +315 -0
  40. data/lib/IFMapper/Page.rb +158 -0
  41. data/lib/IFMapper/Room.rb +104 -0
  42. data/maps/Bureaucracy.ifm +75 -0
  43. data/maps/Hollywood_Hijinx.ifm +149 -0
  44. data/maps/Jigsaw.ifm +806 -0
  45. data/maps/LGOP.ifm +705 -0
  46. data/maps/Mercy.ifm +76 -0
  47. data/maps/Planetfall.ifm +186 -0
  48. data/maps/Plundered_Hearts.ifm +251 -0
  49. data/maps/Ralph.ifm +50 -0
  50. data/maps/Robots_of_Dawn.ifm +224 -0
  51. data/maps/Seastalker.ifm +149 -0
  52. data/maps/Sherlock.ifm +209 -0
  53. data/maps/SoFar.ifm +72 -0
  54. data/maps/Starcross.ifm +170 -0
  55. data/maps/Suspended.ifm +82 -0
  56. data/maps/Wishbringer.ifm +277 -0
  57. data/maps/Wishbringer2.ifm +246 -0
  58. data/maps/Zork1.ifm +410 -0
  59. data/maps/Zork2.ifm +150 -0
  60. data/maps/Zork3.ifm +136 -0
  61. data/maps/Zork_Zero.ifm +557 -0
  62. data/maps/anchor.ifm +645 -0
  63. data/maps/atrox.ifm +134 -0
  64. data/maps/awaken.ifm +116 -0
  65. data/maps/babel.ifm +279 -0
  66. data/maps/bse.ifm +150 -0
  67. data/maps/change.ifm +128 -0
  68. data/maps/curses.ifm +307 -0
  69. data/maps/curves.ifm +529 -0
  70. data/maps/edifice.ifm +158 -0
  71. data/maps/frozen.ifm +126 -0
  72. data/maps/glow.ifm +101 -0
  73. data/maps/library.ifm +93 -0
  74. data/maps/mindelec.ifm +89 -0
  75. data/maps/minster.ifm +234 -0
  76. data/maps/muse.ifm +154 -0
  77. data/maps/paperchase.ifm +110 -0
  78. data/maps/space_st.ifm +104 -0
  79. data/maps/stationfall.ifm +320 -0
  80. data/maps/theatre.ifm +182 -0
  81. data/maps/toonesia.ifm +54 -0
  82. data/maps/tortoise.ifm +72 -0
  83. data/maps/vgame.ifm +219 -0
  84. data/maps/weather.ifm +98 -0
  85. data/maps/windhall.ifm +154 -0
  86. data/maps/zebulon.ifm +68 -0
  87. metadata +144 -0
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+ ### Wishbringer
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+ ### IFM rendition v1.0 by Russ Smith <superboy@LSH.org>
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+ ### maps (such as they are), items, tasks
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+ ###
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+ ### WARNING: dumping a -f rec of the tasks is foolish and inane.
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+ ### Wishbringer does not lend itself to recorded play; a human touch
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+ ### is needed to properly apply this as a walkthrough. Still, it helps. :)
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+ ###
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+ ### $Id: Wishbringer2.ifm,v 1.4 2003/01/11 21:29:21 dchapes Exp $
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+
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+ title "Wishbringer";
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+
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+ map "Town";
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+
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+ room "Hilltop" tag hilltop exit s w e;
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+ task "say sorkin" tag said_sorkin after change score 3;
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+
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+ room "Post Office" tag po dir s score 1;
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+ item "mysterious envelope" tag envelope hidden score 5;
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+ task "wait" in po get envelope;
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+
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+ room "Outside Cemetary" dir w from hilltop before change;
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+
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+ room "Creepy Corner" dir w;
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+
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+ room "Spooky Copse" tag copse dir n;
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+
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+ room "Open Grave" tag grave dir e go down;
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+ item "old bone" tag bone score 1;
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+
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+ map "Underground";
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+
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+ room "Underground" after change need stone;
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+ join grave to last go n;
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+ link last to u2 dir e;
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+
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+ room "Underground" dir n;
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+ task "open stump" tag open_stump;
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+ join last to hill after open_stump go up;
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+
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+ room "Underground" tag u1 dir e;
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+
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+ room "Grue's Nest" dir e;
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+ item "bottle" tag bottle;
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+ item "earthworm" tag earthworm score 3;
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+ task "put blanket on beast" in last need blanket score 3 lose blanket;
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+ task "open refrigerator" in last after last get bottle get earthworm;
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+
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+ room "Underground" tag u2 dir s from u1;
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+
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+ room "Outside Cottage" tag oc dir e from hilltop before go_rotary;
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+ link oc to hilltop dir w after open_hatch hidden;
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+ task "give bone to poodle" tag give_bone need bone lose bone in last score
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+ 3;
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+ task "n" tag go_rotary follow give_bone goto rotary_s;
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+ task "alexis, heel" tag heel after read_note score 5;
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+ task "open door" tag open_cottage after heel;
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+
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+ room "Cottage" dir e after open_cottage;
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+ item "steel key" tag steel_key score 3;
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+
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+ room "Rotary South" tag rotary_s dir n from oc after go_rotary;
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+ item "violet note" hidden tag slip score 3 note "for Crisp";
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+ task "wait" in last get slip;
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+ task "unlock door with steel key" need steel_key in last score 3;
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+
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+ room "Rotary East" tag rotary_e dir e n exit n w;
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+ item "ticket" tag ticket hidden score 3;
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+ task "give coin to voss" after change in last need coin lose coin give
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+ ticket;
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+
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+ room "Pleasure Wharf" tag wharf dir e;
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+ task "wait" tag mailbox_war after open_mailbox;
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+
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+ room "Wharf's End" dir e;
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+ item "seahorse" tag seahorse;
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+ task "throw seahorse in water" need seahorse lose seahorse;
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+
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+ room "Video Arcade" dir s from wharf;
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+ task "put token in machine" in last need token after sorkin score 1 lose
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+ token;
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+ task "push joystick west" follow last;
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+ task "push joystick west" follow last;
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+ task "push joystick south" follow last;
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+ task "push joystick south" follow last;
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+ task "push button" follow last score 5 goto hilltop;
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+
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+ room "Tidal Pool" dir n from wharf before change;
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+ item "conch shell" tag shell;
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+
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+ room "Lighthouse" dir n;
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+ task "put hat on pelican" tag sorkin need hat lose hat score 5;
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+
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+ room "Rocky Path" tag path dir w;
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+
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+ room "South of Bridge" tag s_bridge dir w;
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+
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+ room "Bridge" tag bridge dir n;
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+
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+ room "North of Bridge" dir n before change;
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+ item "small stone" tag stone hidden score 5;
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+ link last to bridge dir s after open_gate;
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+ task "open can" tag open_can in last after change need can drop can score 3;
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+ task "open gate" tag open_gate after last in last;
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+ task "squeeze can" after open_can after change need can;
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+ task "get stone" after last give stone;
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+
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+ room "Cliff Bottom" tag cliff dir e;
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+ item "dead branch" tag branch;
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+ task "get branch" in last get branch;
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+
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+ room "Steep Trail" dir n go up before change;
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+ link last to cliff dir s go down oneway after change;
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+
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+ room "Steep Trail" dir w;
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+
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+ room "Steep Trail" dir n n;
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+
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+ room "Steep Trail" dir n go up;
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+
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+ room "Steep Trail" dir e e;
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+
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+ room "Steep Trail" dir s;
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+
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+ room "Cliff Edge" tag edge dir s go up score 1;
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+ task "open door" tag open_door in last;
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+ task "knock on door" after wishbringer in last finish;
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+
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+ room "Magick Shoppe" dir w after open_door before change;
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+ item "metal can" tag can hidden score 3;
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+ task "wait" tag w4 in last;
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+ task "wait" tag w5 follow w4;
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+ task "give envelope to woman" need envelope in last after w5 score 5;
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+ task "open envelope" in last follow last;
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+ task "read letter to woman" in last follow last lose envelope score 1;
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+ task "wait" in last follow last get can;
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+ task "wait" in last need can;
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+ task "wait" tag change in last follow last goto edge;
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+
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+ room "River Outlet" tag outlet dir w w w w from s_bridge;
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+
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+ room "Lookout Hill" tag hill dir n go up;
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+ item "horseshoe" tag horseshoe;
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+
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+ room "Lake Edge" tag lake dir s s from outlet;
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+ item "silver whistle" tag whistle score 3;
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+ task "put branch in pit" in last after last need branch drop branch;
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+ task "get branch" after last score 5;
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+ task "drop branch" after last;
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+ task "dig in sand" after last get whistle;
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+ task "blow whistle" need whistle goto island;
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+
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+ room "Twilight Glen" dir s after change;
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+ item "umbrella" tag umbrella;
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+ link last to copse dir e;
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+
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+ room "Rotary West" tag rotary_w dir e e e from lake;
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+ link last to rotary_s dir s e;
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+
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+ room "Rotary North" tag rotary_n dir n e;
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+ link last to s_bridge dir n;
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+ link last to rotary_e dir e s;
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+
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+ room "Park" tag park dir s;
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+ link park to rotary_w dir w;
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+ link park to rotary_e dir e;
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+ link park to rotary_s dir s;
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+ item "gold coin" tag coin before change score 1;
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+ item "brass token" tag token after change score 3;
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+ task "examine fountain" get coin;
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+ task "examine fountain" tag piranha after change;
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+ task "drop worm in fountain" after piranha need earthworm get token lose
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+ earthworm;
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+ task "wait around" after change goto cell drop all in cell;
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+
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+ map "Miscellany";
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+
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+ room "Jail Cell" tag cell;
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+ item "thick blanket" tag blanket score 3;
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+ task "move bunk" in last;
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+ task "drop all in hole" in last after last drop all in u2;
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+ join last to u2 after last go down;
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+
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+ room "Police Station" dir e nolink;
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+ join last to rotary_w go out before change;
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+ item "piece of chocolate" tag chocolate;
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+
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+ room "Theater Lobby" dir e e nolink;
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+ join last to rotary_e go out after change;
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+ task "show ticket to gravedigger" tag shown_ticket in last need ticket lose
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+ ticket;
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+
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+ room "Inside Theater" dir n after shown_ticket;
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+ item "pair of 3D glasses" tag glasses score 3;
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+ task "examine floor" in last get glasses;
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+
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+ room "Church" dir w nolink;
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+ join last to rotary_n go out;
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+ item "candle" tag candle after change;
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+
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+ room "Circulation Desk" dir s s nolink;
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+ join rotary_s to last go in;
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+
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+ room "Museum" dir s;
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+ task "break cast with broom" in last need broom;
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+ task "put stone in hole" tag wishbringer after last in last need stone score
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+ 5 goto edge;
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+
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+ room "West of House" dir n n n n nolink;
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+ join last to path go north after change;
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+ task "open mailbox" tag open_mailbox;
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+
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+ room "Misty Island" tag island dir w nolink;
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+
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+ room "Throne Room" dir w;
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+ item "wizard's hat" tag hat hidden score 1;
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+ task "wait" in last get hat;
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+ task "wait" need hat;
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+ task "blow whistle" after last need whistle lose whistle goto lake;
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+
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+ map "The Tower";
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+
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+ room "Vestibule" tag vestibule;
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+ join hilltop to last after said_sorkin go south;
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+ task "wait" in last goto torture;
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+
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+ room "Torture Chamber" tag torture dir s w nolink;
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+ item "white lab coat" tag coat;
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+ item "rusty key" tag key score 3;
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+ task "give note to Crisp" in last need slip drop slip get coat;
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+ task "search coat" need coat get key;
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+ task "unlock chains with key" need key score 1;
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+ task "pull lever" after last;
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+ task "read note" tag read_note need slip after last score 3;
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+ task "open hatch" tag open_hatch after last;
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+
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+ room "Round Chamber" dir e go up after open_hatch;
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+ link last to vestibule dir n after open_hatch;
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+ task "push paintings";
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+ task "turn crank" tag open_bridge after last score 1;
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+
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+ room "Laboratory" dir e go up;
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+ item "broom" tag broom;
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+ task "wear glasses" need glasses in last;
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+ task "pull first" in last;
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+ task "pull second" in last after last score 3;
data/maps/Zork1.ifm ADDED
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+ # IFM Map for "Zork 1" by Infocom
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+ # This file written by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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+ #
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+ # $Id: Zork1.ifm,v 1.5 2003/01/11 21:29:21 dchapes Exp $
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+ #
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+ # Note: The task list doesn't work right... it needs some work and I
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+ # think there are still a few bugs with IFM v2.0
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+
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+ title "Zork 1";
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+
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+ ########################################################################
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+ map "Above Ground";
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+
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+ room "West of House" tag W_House start;
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+ item "mailbox";
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+ item "leaflet" hidden;
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+ room "North of House" tag N_House dir n n e e from W_House;
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+ room "Behind House" tag E_House dir e e s s;
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+ item "window";
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+ task "open window" tag O_window;
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+ room "South of House" tag S_House dir s s w w;
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+ link W_House to S_House dir s s;
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+
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+ room "Clearing" tag ClearingE dir e from E_House;
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+ room "Canyon View" tag Canyon_View dir e se;
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+ room "Rocky Ledge" dir e go down;
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+ room "Canyon Bottom" dir e go down;
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+ room "End of Rainbow" tag End_Rainbow dir n ne;
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+ task "open coffin" get sceptre need coffin;
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+ item "sceptre" tag sceptre hidden score 4;
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+ task "wave sceptre" tag W_sceptre need sceptre get gold;
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+ item "pot of gold" tag gold hidden score 10;
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+
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+ room "Forest" tag ForestSE dir s s s s from ClearingE;
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+ link S_House to ForestSE dir s e e;
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+ link Canyon_View to ForestSE dir w s s s oneway;
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+
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+ room "Forest" tag ForestNE dir n n n from ClearingE;
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+ room "Forest" tag ForestNEE dir e;
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+ link ForestNEE to ForestNE dir n oneway;
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+ link ForestNEE to ForestNE dir s oneway;
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+
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+ room "Forest Path" tag Forest_Path dir n from N_House link ForestNE;
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+ item "Tree";
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+ item "brass bauble" tag bauble hidden score 1;
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+ room "Up a Tree" dir ne go up;
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+ item "bird's nest";
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+ item "large egg" tag egg score 5;
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+ task "wind up canary" tag W_canary need canary get bauble;
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+ room "Clearing" tag ClearingN dir n n from Forest_Path;
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+ link ClearingN to ForestNE dir e e se oneway;
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+ item "leaves";
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+
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+ room "Forest" tag ForestNW dir w w w w w from Forest_Path;
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+ link W_House to ForestNW dir w n oneway;
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+ link ForestNW to ClearingN dir n ne;
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+ link ForestNW to ForestSE dir s s s s s s s;
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+
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+ room "Kitchen" tag Kitchen dir w from E_House go in after O_window score 10;
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+ item "table";
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+ item "chimney";
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+ item "brown sack" tag sack;
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+ item "bottle" tag bottle;
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+ task "open sack" tag O_sack get garlic
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+ note "revleals lunch and garlic";
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+ item "lunch" tag lunch hidden;
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+ item "garlic glove" tag garlic hidden;
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+ room "Attic" dir n go up after Light;
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+ item "rope" tag rope;
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+ item "knife" tag knife;
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+ room "Living Room" tag Living_Room dir w from Kitchen;
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+ item "wooden door";
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+ item "trophy case";
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+ item "rug";
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+ item "sword" tag sword;
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+ item "lantern" tag lantern keep;
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+ task "turn on lantern" tag Light need lantern;
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+ task "move rug" tag M_rug note "reaveals trap door";
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+ task "open case" tag O_case;
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+
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+ task "open trapdoor" tag O_trapdoor after last;
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+ join Living_Room to Cellar tag Trapdoor go down
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+ after O_trapdoor oneway;
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+
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+ # the trapdoor got closed
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+ task "open trapdoor" tag O_trapdoor2;
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+
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+ # I don't bother specifing 'after O_case' for each of these since
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+ # I've added enforced opening the case before moving the rug and
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+ # going downstairs.
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+ task "put painting in case" tag P_painting need painting lose it
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+ score 6;
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+ task "put coins in case" tag P_coins need coins lose it score 5;
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+ task "put chalice in case" tag P_chalice need chalice lose it score 5;
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+ task "put bauble in case" tag P_bauble need bauble lose it score 1;
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+ task "put canary in case" tag P_canary need canary lose it score 4;
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+ task "put egg in case" tag P_egg need egg lose it score 5;
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+ task "put coffin in case" tag P_coffin need coffin lose it score 15;
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+ task "put sceptre in case" tag P_sceptre need sceptre lose it score 6;
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+ task "put pot of gold in case" tag P_gold need gold lose it score 10;
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+ task "put figurine in case" tag P_figurine need figurine lose it
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+ score 5;
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+ task "put torch in case" tag P_torch need torch lose it score 6;
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+ task "put bracelet in case" tag P_bracelet need bracelet lose it
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+ score 5;
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+ task "put diamond in case" tag P_diamond need diamond lose it score 10;
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+ task "put skull in case" tag P_skull need skull lose it score 10;
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+ task "put jewels in case" tag P_jewels need jewels lose it score 5;
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+ task "put trident in case" tag P_trident need trident lose it score 11;
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+ task "put emerald in case" tag P_emerald need emerald lose it score 10;
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+ task "put scarab in case" tag P_scarab need scarab lose it score 5;
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+ task "put bar in case" tag P_platinum need platinum lose it score 5;
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+
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+ item "ancient parchment" tag parchment hidden;
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+ task "examine parchment" tag X_parchment
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+ after P_painting P_coffin P_sceptre P_gold P_figurine P_torch
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+ P_bracelet P_diamond P_skull P_jewels P_trident P_emerald
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+ P_scarab P_coins P_chalice P_bauble P_canary P_egg P_platinum;
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+
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+ room "Stone Barrow" dir sw from W_House style special after X_parchment;
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+ room "Inside the Barrow" tag Barrow dir w oneway finish
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+ score 13 note "these points were missed from somewhere..."; # XXX
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+
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+ ########################################################################
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+ map "The Great Underground Empire";
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+
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+ room "Cellar" tag Cellar score 25 after Light;
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+ room "East of Chasm" dir s;
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+ room "Gallery" dir e;
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+ item "painting" tag painting score 4;
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+ room "Studio" tag Studio dir n;
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+ join Studio to Kitchen tag StudioKitchen oneway go up
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+ leave all except lantern painting;
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+
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+ # Some paths through the maze.
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+ link Troll_Room to Maze tag Troll_Maze oneway hidden cmd "W.W.U.SW"
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+ after Kill_troll length 5; #really length 4
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+ link Maze to Troll_Room oneway hidden cmd "E.D.S.N.E" length 5;
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+ link Maze to Troll_Room oneway hidden cmd "D.N.W.S.E" length 5;
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+ link Maze to GratingRoom oneway hidden cmd "W.U.NE" length 4; #really length 3
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+ link Maze to GratingRoom oneway hidden cmd "U.S.NE" length 4; #really length 3
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+ link Maze to Cyclops_Room oneway hidden cmd "E.S.SE" length 3;
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+ link GratingRoom to Troll_Room oneway hidden cmd "SW.SW.D.N.W.S.E" length 7;
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+ link GratingRoom to Maze oneway hidden cmd "SW.SW.D.SW" length 4;
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+ link GratingRoom to Maze oneway hidden cmd "SW.SW.U.N" length 4;
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+ link GratingRoom to Maze oneway hidden cmd "SW.NW.E.N" length 4;
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+ link GratingRoom to Maze oneway hidden cmd "SW.D.E.N" length 4;
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+ link GratingRoom to Cyclops_Room oneway hidden cmd "D.E.D.N.NE.S.SE" length 7;
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+ link GratingRoom to Cyclops_Room oneway hidden cmd "SW.U.D.N.NE.S.SE" length 7;
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+ link GratingRoom to Cyclops_Room oneway hidden cmd "NW.E.D.N.NE.S.SE" length 7;
151
+ link Cyclops_Room to Troll_Room oneway hidden cmd "NW.S.D.S.N.E" length 6;
152
+ link Cyclops_Room to Maze oneway hidden cmd "NW.S.W" length 3;
153
+
154
+ room "Troll Room" tag Troll_Room dir n from Cellar;
155
+ item "troll";
156
+ task "kill troll with sword" tag Kill_troll need sword;
157
+ #item "axe" hidden after last;
158
+
159
+ room "Maze" tag Maze dir w w style puzzle cmd to "W.W.U.SW" cmd from "D.N.W.S.E"
160
+ length 5 after Kill_troll;
161
+ item "skeleton" note "Do NOT touch!";
162
+ item "coins" tag coins score 10;
163
+ item "skeleton key" tag key;
164
+
165
+ room "Grating Room" tag GratingRoom dir n cmd to "U.S.NE"
166
+ cmd from "sw.sw.u.n" length 4;
167
+ join GratingRoom to ClearingN go up after UL_grate;
168
+ task "unlock grate" tag UL_grate need key;
169
+
170
+ room "Cyclops Room" tag Cyclops_Room dir s from Maze
171
+ cmd to "E.S.SE" cmd from "NW.S.W" length 3;
172
+ item "cyclops";
173
+ task "say Ulysses or say Odysseus" tag M_cyclops;
174
+ room "Treasure Room" tag TreasureRoom dir s go down
175
+ style special after M_cyclops score 25;
176
+ item "silver chalice" tag chalice score 10;
177
+ task "give egg to thief" tag G_egg need egg drop it until K_thief;
178
+ task "kill thief with knife" tag K_thief need knife after G_egg
179
+ get chalice canary;
180
+ item "golden clockwork canary" tag canary hidden score 6;
181
+ room "Strange Passage" tag Strange_Passage dir e from Cyclops_Room style special
182
+ after M_cyclops;
183
+ join Strange_Passage to Living_Room go east after M_cyclops;
184
+
185
+ room "E/W Passage" tag EW_Passage dir e from Troll_Room score 5
186
+ after Kill_troll;
187
+ room "Round Room" tag Round_Room dir e;
188
+ room "Engravings Cave" dir se from Round_Room;
189
+ item "engravings";
190
+ room "Dome Room" dir e;
191
+ task "tie rope to railing" tag Tie_rope need rope drop it;
192
+ room "Torch Room" dir s go down style special after Tie_rope oneway;
193
+ item "flaming torch" tag torch score 14;
194
+ room "Temple" tag Temple dir s;
195
+ item "brass bell" tag bell;
196
+ room "Egyption Room" dir e;
197
+ item "gold coffin" tag coffin score 10;
198
+ room "Altar" tag Altar dir s from Temple;
199
+ link Altar to CaveS tag Altar_Cave go down oneway leave coffin;
200
+ item "altar";
201
+ item "candles" tag candles;
202
+ item "black book" tag book;
203
+ join Altar to ForestNW hidden oneway cmd "pray";
204
+
205
+ room "N/S Passage" tag NS_Passage dir n from Round_Room;
206
+ room "Chasm" tag Chasm dir n;
207
+ link EW_Passage to Chasm dir n go down;
208
+ room "Resevoir South" tag Res_S dir ne;
209
+ room "Deep Canyon" tag Deep_Canyon dir ne s ne from NS_Passage link Res_S;
210
+
211
+ room "Loud Room" tag Loud_Room dir s s go down link Round_Room;
212
+ item "platinum bar" tag platinum score 10; #score ?
213
+ task "\"echo\"" tag Say_Echo get platinum;
214
+ room "Damp Cave" dir e;
215
+ room "White Cliffs Beach" tag Beach1 dir e;
216
+ room "White Cliffs Beach" tag Beach2 dir s;
217
+
218
+ room "Resevoir" tag Res dir n from Res_S style special after O_dam;
219
+ item "old trunk of jewels" tag jewels score 15;
220
+ room "Stream" tag Stream style special after O_dam dir w;
221
+ room "Stream View" tag Stream_View style special after O_dam dir s link Res_S;
222
+ room "Resevoir North" dir n from Res;
223
+ item "air pump" tag air_pump;
224
+ room "Atlantis Room" dir n;
225
+ item "crystal trident" tag trident score 4;
226
+ room "Cave" tag CaveN dir n go up;
227
+ room "Mirror Room" tag Mirror_RoomN dir n w;
228
+ room "Twisting Passage" dir w s link CaveN;
229
+ room "Cold Passage" dir n from Mirror_RoomN;
230
+ room "Slide Room" tag Slide_Room dir w;
231
+ join Slide_Room to Cellar tag Slide_Cellar oneway cmd "D";
232
+ room "Mine Entrance" dir n;
233
+ room "Squeaky Room" dir w;
234
+ room "Bat Room" dir n style special need garlic;
235
+ item "vampire bat";
236
+ task "Drop garlic glove" tag D_garlic need garlic drop it until end;
237
+ item "jade figurine" tag figurine score 5;
238
+ room "Shaft Room" dir e after D_garlic;
239
+ item "basket";
240
+ task "put torch in basket" tag F_basket1
241
+ need torch drop it until R_basket;
242
+ task "put coal in basket" tag F_basket2 need coal lose it;
243
+ task "lower basket" tag L_basket after F_basket1 F_basket2;
244
+ task "raise basket" tag R_basket after F_basket3 get diamond;
245
+ item "diamond" tag diamond hidden;
246
+ room "Smelly Room" dir n;
247
+ room "Gas Room" dir e go down need lantern after F_basket1 leave torch
248
+ note "Do not bring any flame in here!";
249
+ item "sapphire bracelet" tag bracelet score 5;
250
+ room "Coal Mine" dir e s s exit e;
251
+ room "Coal Mine" dir ne n exit n;
252
+ room "Coal Mine" dir se e e s w;
253
+ room "Coal Mine" dir sw s exit w;
254
+ room "Ladder Top" dir e e go down;
255
+ room "Ladder Bottom" tag Ladder_Bot dir s go down;
256
+ room "Dead End" dir s;
257
+ item "coal" tag coal;
258
+ room "Timber Room" tag Timber_Room dir w from Ladder_Bot;
259
+ item "broken timber";
260
+ room "Drafty Room" dir w style special after L_basket leave all except screwdriver;
261
+ # These are actually the same as what was put in
262
+ item "torch" tag torch2;
263
+ item "coal" tag coal2;
264
+ task "put torch, diamond in basket" tag F_basket3
265
+ need diamond1 torch2 lose diamond1 torch2;
266
+ room "Machine Room" dir s;
267
+ task "open lid";
268
+ task "put coal in machine" follow last need coal2 lose it;
269
+ task "close lid" follow last;
270
+ task "turn switch with screwdriver" follow last need screwdriver;
271
+ task "open lid" follow last get diamond1;
272
+ item "diamond" tag diamond1 score 15;# score ?
273
+
274
+ room "Dam" tag Dam dir e e from Res_S;
275
+ link Dam to Deep_Canyon dir s;
276
+ item "bolt";
277
+ item "bubble";
278
+ task "turn bolt with wrench" tag O_dam need wrench after P_button;
279
+ room "Dam Lobby" tag Dam_Lobby dir n;
280
+ item "guide books";
281
+ item "matchbook" tag matchbook;
282
+ room "Maintenance Room" tag Maint_Room dir n e;
283
+ link Maint_Room to Dam_Lobby dir s;
284
+ item "buttons";
285
+ item "tool chests";
286
+ item "wrench" tag wrench;
287
+ item "tube";
288
+ item "screwdriver" tag screwdriver;
289
+ #task "press red button" note "lights room";
290
+ task "press yellow buttons" tag P_button
291
+ note "allows bolt to turn";
292
+ room "Dam Base" dir e s from Dam;
293
+ item "folded pile of plastic" note "an inflatable boat";
294
+ task "inflate boat" tag I_boat need air_pump;
295
+ task "enter boat and launch" tag Launch after I_boat goto River1;
296
+ room "River" tag River1 dir e style special oneway after Launch;
297
+ room "River" dir s oneway;
298
+ room "River" tag River3 dir s oneway;
299
+ #link River3 to Beach1 style special after Launch;
300
+ room "River" tag River4 dir s oneway;
301
+ #link River4 to Beach2 style special after Launch;
302
+ item "buoy" tag buoy;
303
+ room "River" dir s oneway;
304
+ room "Shore" tag Shore dir e;
305
+ room "Sandy Beach" dir e from River4 oneway link Shore;
306
+ item "shovel" tag shovel;
307
+ task "open buoy" need buoy get emerald;
308
+ item "emerald" tag emerald;
309
+ room "Sandy Cave" dir ne;
310
+ task "dig sand" need shovel get scarab
311
+ note "repeat until scarab is revealed";
312
+ item "scarab" tag scarab hidden score 5;
313
+ room "Aragain Falls" dir s from Shore;
314
+ room "On Rainbow" tag Rainbow dir w
315
+ style special after W_sceptre;
316
+ join Rainbow to End_Rainbow after W_sceptre oneway; # Is it really oneway?
317
+
318
+ room "Norrow Passage" dir s s from Round_Room;
319
+ room "Mirror Room" tag Mirror_RoomS dir s s;
320
+ join Mirror_RoomN to Mirror_RoomS tag Mirror cmd "touch mirror";
321
+
322
+ room "Winding Passage" dir w s;
323
+ room "Cave" tag CaveS dir e e;
324
+ link CaveS to Mirror_RoomS dir n;
325
+ room "Enterance to Hades" dir e go down;
326
+ item "gateway";
327
+ task "ring bell" need bell candles matchbook book
328
+ drop bell candles
329
+ note "the bell will get hot and will be dropped along with the candles";
330
+ task "light match" after last need matchbook;
331
+ task "light candles with match" follow last need matchbook candles;
332
+ task "read book" tag Remove_Spirits follow last need book;
333
+ task "put out the candles" after last need candles;
334
+
335
+ room "Land of the Dead" dir s style special after Remove_Spirits;
336
+ item "crystal skull" tag skull score 10;
337
+
338
+
339
+ ########################################################################
340
+ # Hacks
341
+
342
+ # Force some things to happen is a certain order
343
+ # to help optimize the walkthrough
344
+
345
+ # leave things upstairs until the second time down.
346
+ join Trapdoor before O_trapdoor2 leave all except lantern;
347
+ task O_trapdoor2 after P_painting;
348
+ join Living_Room to Cellar cmd "D" after O_trapdoor2 oneway;
349
+
350
+ task P_painting need rope; # get the rope enroute
351
+ item sword after O_trapdoor2;
352
+
353
+ task O_sack after W_sceptre; # don't get the garlic right away
354
+ item egg after UL_grate; # get the egg on the way by
355
+
356
+ task Say_Echo after P_scarab;
357
+
358
+ # These are done the second time through this passage,
359
+ # after opening the dam
360
+ item torch after O_dam;
361
+ item bell after O_dam;
362
+ item book after O_dam;
363
+ item candles after O_dam;
364
+ link Altar_Cave after O_dam;
365
+ # Don't go this way yet either
366
+ link Maze after O_dam;
367
+ link Troll_Maze after O_dam;
368
+
369
+ # After the dam go to Hades before the resovoir
370
+ link Res after Remove_Spirits;
371
+ link Stream_View after Remove_Spirits;
372
+
373
+ join Slide_Cellar after R_basket;
374
+ link CaveN after P_diamond; # Put the diamond in the case first
375
+ item figurine need diamond; # get this on the way out
376
+ item bracelet need diamond; # get this on the way out
377
+
378
+ #link Timber_Room need matchbook candles; #incase the thief takes the lantern
379
+
380
+ task "" tag end in Barrow;
381
+
382
+ #link Res after P_skull;
383
+ #link Stream after P_skull;
384
+ #link Stream_View after P_skull;
385
+
386
+ #join StudioKitchen before P_painting;
387
+ #item sword after P_painting;
388
+ #task P_coins after G_egg;
389
+ #task P_chalice need bauble;
390
+ #task P_canary need bauble;
391
+ #task P_egg need bauble;
392
+ #task P_coffin after W_sceptre;
393
+ #task P_sceptre after W_sceptre;
394
+
395
+ #task M_cyclops need egg;
396
+ #link TreasureRoom need egg;
397
+ #item torch need matchbook;
398
+ #item bell need matchbook;
399
+ #item jewels after P_skull;
400
+ #item air_pump after P_skull;
401
+ #item trident after P_skull;
402
+ #item figurine need diamond;
403
+ #item bracelet after Use_machine;
404
+ #join Mirror need skull;
405
+
406
+ # Leave the knife upstairs until after we've given the egg to the thief.
407
+ # That gives him time to open the egg.
408
+ task "Drop knife" in Living_Room need knife drop it until G_egg;
409
+
410
+ # EOF