ifmapper 0.5
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- data/HISTORY.txt +2 -0
- data/IFMapper.gemspec +21 -0
- data/IFMapper.rb +27 -0
- data/icons/copy.png +0 -0
- data/icons/cut.png +0 -0
- data/icons/filenew.png +0 -0
- data/icons/fileopen.png +0 -0
- data/icons/filesave.png +0 -0
- data/icons/filesaveas.png +0 -0
- data/icons/help.png +0 -0
- data/icons/kill.png +0 -0
- data/icons/nextpage.png +0 -0
- data/icons/paste.png +0 -0
- data/icons/prevpage.png +0 -0
- data/icons/printicon.png +0 -0
- data/icons/redo.png +0 -0
- data/icons/saveas.png +0 -0
- data/icons/undo.png +0 -0
- data/icons/winapp.png +0 -0
- data/icons/zoom.png +0 -0
- data/lib/IFMapper/Connection.rb +63 -0
- data/lib/IFMapper/FXAboutDialogBox.rb +32 -0
- data/lib/IFMapper/FXConnection.rb +283 -0
- data/lib/IFMapper/FXConnectionDialogBox.rb +126 -0
- data/lib/IFMapper/FXMap.rb +1614 -0
- data/lib/IFMapper/FXMapDialogBox.rb +51 -0
- data/lib/IFMapper/FXMapFileDialog.rb +29 -0
- data/lib/IFMapper/FXMapperSettings.rb +45 -0
- data/lib/IFMapper/FXMapperWindow.rb +1051 -0
- data/lib/IFMapper/FXPage.rb +24 -0
- data/lib/IFMapper/FXPageDialogBox.rb +38 -0
- data/lib/IFMapper/FXRoom.rb +218 -0
- data/lib/IFMapper/FXRoomDialogBox.rb +119 -0
- data/lib/IFMapper/FXSearchDialogBox.rb +51 -0
- data/lib/IFMapper/FXSpline.rb +54 -0
- data/lib/IFMapper/FXWarningBox.rb +45 -0
- data/lib/IFMapper/IFMReader.rb +613 -0
- data/lib/IFMapper/Map.rb +110 -0
- data/lib/IFMapper/PDFMapExporter.rb +315 -0
- data/lib/IFMapper/Page.rb +158 -0
- data/lib/IFMapper/Room.rb +104 -0
- data/maps/Bureaucracy.ifm +75 -0
- data/maps/Hollywood_Hijinx.ifm +149 -0
- data/maps/Jigsaw.ifm +806 -0
- data/maps/LGOP.ifm +705 -0
- data/maps/Mercy.ifm +76 -0
- data/maps/Planetfall.ifm +186 -0
- data/maps/Plundered_Hearts.ifm +251 -0
- data/maps/Ralph.ifm +50 -0
- data/maps/Robots_of_Dawn.ifm +224 -0
- data/maps/Seastalker.ifm +149 -0
- data/maps/Sherlock.ifm +209 -0
- data/maps/SoFar.ifm +72 -0
- data/maps/Starcross.ifm +170 -0
- data/maps/Suspended.ifm +82 -0
- data/maps/Wishbringer.ifm +277 -0
- data/maps/Wishbringer2.ifm +246 -0
- data/maps/Zork1.ifm +410 -0
- data/maps/Zork2.ifm +150 -0
- data/maps/Zork3.ifm +136 -0
- data/maps/Zork_Zero.ifm +557 -0
- data/maps/anchor.ifm +645 -0
- data/maps/atrox.ifm +134 -0
- data/maps/awaken.ifm +116 -0
- data/maps/babel.ifm +279 -0
- data/maps/bse.ifm +150 -0
- data/maps/change.ifm +128 -0
- data/maps/curses.ifm +307 -0
- data/maps/curves.ifm +529 -0
- data/maps/edifice.ifm +158 -0
- data/maps/frozen.ifm +126 -0
- data/maps/glow.ifm +101 -0
- data/maps/library.ifm +93 -0
- data/maps/mindelec.ifm +89 -0
- data/maps/minster.ifm +234 -0
- data/maps/muse.ifm +154 -0
- data/maps/paperchase.ifm +110 -0
- data/maps/space_st.ifm +104 -0
- data/maps/stationfall.ifm +320 -0
- data/maps/theatre.ifm +182 -0
- data/maps/toonesia.ifm +54 -0
- data/maps/tortoise.ifm +72 -0
- data/maps/vgame.ifm +219 -0
- data/maps/weather.ifm +98 -0
- data/maps/windhall.ifm +154 -0
- data/maps/zebulon.ifm +68 -0
- metadata +144 -0
data/maps/atrox.ifm
ADDED
@@ -0,0 +1,134 @@
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# IFM Map for "Cattus Atrox" by David A. Cornelson
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# Based on Release 3 / Serial number 981001
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# This file writen by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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#
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# $Id: atrox.ifm,v 1.3 2003/01/11 21:29:21 dchapes Exp $
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title "Cattus Atrox";
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########################################################################
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# Starting items
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item "napkin" tag napkin;
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########################################################################
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map "Streets";
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room "Sidewalk" tag Start exit w;
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room "Back Door of Scott's House" dir sw style special after Susan_Drive;
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room "Outside Scott's Apartment" dir n go in;
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room "Scott's Kitchen" dir nw go in;
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task "wait" cmd "z.z.z.z" goto Living_Room;
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room "Living Room" tag Living_Room dir e;
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task "get up" follow last;
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task "listen" follow last;
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task "listen" follow last;
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task "wait" cmd "z" 14;
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task "loosen ropes" follow last;
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task "free hands" follow last;
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task "get gun" need gun follow last;
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task "push Karl" follow last;
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task "push Scott" follow last;
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task "push Susan" follow last;
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room "Sidewalk" dir n from Start;
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room "Sidewalk" dir n;
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room "Sidewalk" dir n;
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room "Driveway" tag Driveway dir n;
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item "station wagon";
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item "Karl";
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task "wait" cmd "z.z.z.z.z.z.z" tag Wait;
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room "Car" dir nw from Driveway go in style special after Wait_Karl;
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task "x ignition" tag X_ignition get key;
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item "key" tag key hidden;
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task "unlock glove box with key" need key;
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task "open it" follow last get gun;
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item "gun" tag gun hidden;
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task "hide gun" need gun;
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room "Street" tag Street_A dir e from Driveway after Wait;
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room "Intersection" tag Intersection dir n;
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room "Street" dir n;
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task "x street";
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task "open grate" after last;
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join last to Sewer go down oneway after last;
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join Ladder to last go up oneway after last;
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room "Street" dir e from Intersection;
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room "Street" dir e;
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room "Street" tag Street_B dir e exit e;
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room "Alley" dir s s;
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room "Alley" dir s s;
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room "Back of House" dir w;
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room "Front of House" dir w;
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room "Street" dir w;
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room "Street" dir n;
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room "Street" dir n link Street_A;
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room "Street" dir e from Street_B;
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room "Street" dir e link Street_5;
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room "Alley" dir n n from Street_B;
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room "Alley" dir n n n;
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room "Alley" dir e e;
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room "Street" dir e;
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room "Street" dir s exit e;
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room "Street" dir s exit e;
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room "Street" tag Street_3 dir s;
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task "wait for Karl" cmd "z" tag Wait_Karl follow Ask_Susan;
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room "Street" dir s exit e;
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item "phone";
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task "call susan";
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task "ask susan for help" tag Ask_Susan follow last;
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room "Street" tag Street_5 dir s exit e;
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room "Street" dir s exit e;
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room "Street" dir s exit e;
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room "Street" dir s exit e;
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room "Street" dir s;
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task "wait for Susan" cmd "z" tag Wait_Susan;
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task "wait for her to drive to Scott's" tag Susan_Drive
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cmd "z" 9 follow last goto Start;
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########################################################################
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map "Sewers";
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room "Top of Ladder" tag Ladder;
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room "Sewer" tag Sewer dir w go down;
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item "iron ladder";
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room "Sewer" dir n;
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room "Sewer" dir n;
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room "Sewer" dir e;
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item "crowbar" tag crowbar;
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task "wait" need crowbar;
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task "kill lion" need crowbar follow last;
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task "kill lion" need crowbar follow last;
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task "kill lion" need crowbar follow last;
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room "Sewer" dir e;
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room "Sewer" dir e;
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room "Sewer" dir e;
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room "Sewer" dir e;
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room "Sewer" dir e;
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room "Sewer" tag Sewer_E dir s;
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room "Top of Ladder" dir e go up;
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task "open grate";
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join last to Street_3 go up oneway after last;
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join Street_3 to Sewer_E go down oneway after last;
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room "Sewer" dir s from Sewer_E;
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room "Sewer" dir s;
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room "Sewer" dir w;
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room "Sewer" dir w;
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room "Sewer" dir w tag Sewer_S;
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room "Sewer" dir w;
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room "Sewer" dir w;
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room "Sewer" dir w link Sewer;
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########################################################################
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# Modify some of the above to help IFM generate a workable walkthrough
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task "(just used to force this path)" cmd none in Sewer_S follow Wait_Karl;
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task X_ignition follow last;
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task Wait_Susan need gun;
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# EOF
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data/maps/awaken.ifm
ADDED
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# IFM Map for "The Awakening" by Dennis Matheson
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# This file writen by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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# $Id: awaken.ifm,v 1.4 2003/01/11 21:29:21 dchapes Exp $
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title "The Awakening";
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########################################################################
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map "Outside";
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room "In the Mud";
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room "Graveyard" dir n go up oneway;
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item "broken limb";
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room "West Side of Church" tag W_Church dir e;
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task "" follow kick_dog note "lead the dog around the church...";
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room "North Side of the Church" dir ne;
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task "" follow last note "still leading the dog...";
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room "East Side of the Church" dir se;
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task "" tag leading_dog follow last note "still leading the dog...";
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item "gravel";
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room "Front of the Church" tag S_Church dir sw link W_Church exit s;
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item "dog";
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task "kick dog" tag kick_dog;
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task "" tag lead_dog follow leading_dog note "now the dog is tied up";
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task "put railing against tree" tag tree_ladder
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need railing drop it;
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room "Top of Oak Tree" tag Tree_Top dir se go up style special after tree_ladder;
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room "to Belfry" tag j_belfry dir n style puzzle;
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room "inside" tag j_church dir n from S_Church after lead_dog style special puzzle;
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########################################################################
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map "Inside the Church";
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room "exit" style puzzle join j_church;
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room "Church Porch" tag Church_Porch dir n after lead_dog score 10;
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item "railing" tag railing;
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room "Vestibule" tag Vestibule dir n;
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task "put railing under trap door. climb railing" tag trap_ladder
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need railing drop it goto Steeple_Chamber score 5;
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# The score is for passing through the trap door
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task "put railing under trap door. climb railing" tag trap_ladder2
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need railing drop it goto Steeple_Chamber after push_bell;
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room "Sanctuary" tag Sactuary dir n;
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item "glass shards";
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item "portrait";
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task "put railing under painting" tag painting_ladder
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need railing drop it until look; #optional
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room "Near Painting" tag Painting dir ne go up style special
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after painting_ladder
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cmd to "climb railing" cmd from "D";
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task "look through holes" tag look; #optional
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room "Pulpit" dir n from Sactuary;
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item "podium";
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task "x podium" note "reveals book";
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item "book" tag book hidden after last;
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task "read book" need book;
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room "Small Office" dir n;
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item "desk";
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item "bookshelf";
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item "journal" tag journal;
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item "robe";
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item "ashes" tag ashes lost;
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item "glass shards";
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task "x shards" note "reveals stopper"; #optional
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item "stopper" hidden ;#after last;
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task "search journal" note "indentations" need journal;
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task "rub ashes on the journal" after last need ashes journal;
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task "read journal" after last need journal score 5;
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task "search bookshelf";
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task "push it" follow last note "reveals grimoire";
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item "grimoire" tag grimoire hidden after last;
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task "read grimoire" need grimoire;
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room "Steeple Chamber" tag Steeple_Chamber dir e from Vestibule go up
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style special after trap_ladder;
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item "door";
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item "rope";
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task "tie rope to door" tag tie_rope;
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room "Belfry" tag Belfry dir ne go up before push_bell;
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item "bell";
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item "rope";
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task "push bell" tag push_bell after tie_rope tree_ladder score 10
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note "make sure the ladder is against the tree first";
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room "to tree" dir s style puzzle join j_belfry;
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room "Inner Chamber" dir n from Steeple_Chamber style special after push_bell
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score 5 exit n s;
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item "sofa";
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item "table";
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item "purple curtain";
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item "old man";
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item "oil lantern";
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item "green bottle" tag green lost;
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item "blue bottle";
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item "mirror" hidden;
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task "N" score 5 note "reveals mirror";
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task "open mirror" after last; #optional
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task "look through holes" after last; #optional
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task "break green bottle" score 10 finish;
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########################################################################
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# Tweaks to help the solver generate a working walkthrough
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# Joins
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join S_Church to Church_Porch hidden cmd to "N" cmd from "S" after lead_dog;
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join Tree_Top to Belfry hidden cmd to "N" cmd from "S";
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# No point going up the tree until the rope is tied
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task tree_ladder after tie_rope drop railing until push_bell;
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# EOF
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data/maps/babel.ifm
ADDED
@@ -0,0 +1,279 @@
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# IFM Map for "Babel" by Ian Finley
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# Based on Release Number 2
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# This file writen by Dave Chapeskie <dchapes@ddm.crosswinds.net>
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#
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# Note: The walkthrough this file generates has a few unnecessary steps
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# in it like examining objects. The idea is that the transcript the
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# walkthrough will generate should be fairly readable.
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#
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# Also note that the generated map shows two bathrooms each with two
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# exits when in reality there are four bathrooms with only one exit
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# each. I.e. the bathrooms overlap on the map.
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#
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# $Id: babel.ifm,v 1.3 2003/01/11 21:29:21 dchapes Exp $
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title "Babel";
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########################################################################
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# Starting items
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item "gown";
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########################################################################
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room "North End" tag North_End start;
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task "put ID card in slot" tag Card2 need id_card after On_power;
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task "x calendar" need calendar after Inject_cure;
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room "Records II" after On_power dir w style special after Card2;
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task "x safe" note "red dial";
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task "x dial" after last note "from 1 to 100";
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task "set dial to 80" tag O_safe after last X_blotter get key;
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task "touch shelf" after O_safe score 1;
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task "x key" after O_safe note "residential master";
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item "key" tag key hidden;
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task "ask Hosea about HS1" after X_flask;
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+
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room "Courtyard" dir n from North_End go up style special after Inject_cure
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score 1 finish;
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+
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room "North Hall" dir s from North_End;
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+
room "Center" tag Center dir s
|
39
|
+
note "vision" score 1;
|
40
|
+
#task "touch east door frame" note "vision" score 1; # automatic
|
41
|
+
room "South Hall" tag South_Hall dir s;
|
42
|
+
room "Communications Room" dir e;
|
43
|
+
task "x cabinet" note "reveals a large plastic switch";
|
44
|
+
item "switch" hidden;
|
45
|
+
task "flip switch" tag On_power after last note "turns on the power";
|
46
|
+
task "flip switch" tag Off_power after last note "power is off";
|
47
|
+
task "flip switch" tag On_power2 after last Wedge_door
|
48
|
+
note "power is on" note "system can't close gallery door";
|
49
|
+
|
50
|
+
room "Entry Area" tag Entry_Area style special after On_power
|
51
|
+
dir s from South_Hall;
|
52
|
+
task "touch bulkhead" note "panel in vision" score 1;
|
53
|
+
task "push panel" tag P_panel after last note "opens the NW door";
|
54
|
+
task "put ID card in slot" tag Card1 need id_card after On_power;
|
55
|
+
task "type \"11:4\" on keypad" tag O_outside_bulkhead after R_bible;
|
56
|
+
room "Records I" dir e style special after Card1;
|
57
|
+
task "x screen" note "HOSEA";
|
58
|
+
|
59
|
+
room "Entry Steps" dir w from Entry_Area style special after O_outside_bulkhead;
|
60
|
+
room "Outside" dir w;
|
61
|
+
room "Shed" dir se;
|
62
|
+
item "battery" tag battery;
|
63
|
+
task "touch shelf" score 1;
|
64
|
+
|
65
|
+
room "Antichamber" dir nw from Entry_Area style special after P_panel;
|
66
|
+
room "Round Room" tag Round_Room dir nw;
|
67
|
+
task "unlock north door" tag UL_David need key;
|
68
|
+
task "unlock south door" tag UL_Alexis need key;
|
69
|
+
task "unlock northwest door" tag UL_dining need key;
|
70
|
+
room "Alexis' Room" dir s style special after UL_Alexis;
|
71
|
+
task "touch vase" tag T_vase score 1;
|
72
|
+
task "open dresser";
|
73
|
+
task "x sketch book" follow last;
|
74
|
+
room "Bathroom" dir w;
|
75
|
+
task "touch toilet" tag T_toilet score 1;
|
76
|
+
|
77
|
+
room "Jonas' Room" dir w from Round_Room;
|
78
|
+
task "x desk" note "reveals a fading green blotter";
|
79
|
+
task "x blotter" tag X_blotter after last note "the number 80";
|
80
|
+
task "touch blotter" after X_mirror score 1;
|
81
|
+
room "Bathroom" dir s;
|
82
|
+
task "touch mirror" score 1 after X_mirror;
|
83
|
+
|
84
|
+
room "David's Room" dir n from Round_Room style special after UL_David;
|
85
|
+
task "touch table" tag T_table score 1;
|
86
|
+
task "open bathroom door" note "can't; inhuman strength";
|
87
|
+
task "inject self with fluid" after Load_red_syringe need red_syringe;
|
88
|
+
task "open bathroom door" tag O_bathroom follow last;
|
89
|
+
task "touch bookcase" after X_mirror score 1;
|
90
|
+
room "Bathroom" dir e style special after O_bathroom;
|
91
|
+
task "x mirror" tag X_mirror;
|
92
|
+
|
93
|
+
room "Brett's Room" dir e from Round_Room;
|
94
|
+
task "x mattress" get id_card note "reveals ID card";
|
95
|
+
item "ID card" tag id_card hidden keep;
|
96
|
+
task "x books" tag X_books;
|
97
|
+
task "touch mattress" tag T_mattress after X_mirror score 1
|
98
|
+
note "\"He knew his Bible to the letter\""
|
99
|
+
note "414";
|
100
|
+
task "x note" after T_mattress;
|
101
|
+
task "find Babel in bible" tag R_bible follow X_books after T_mattress
|
102
|
+
note "11:4";
|
103
|
+
room "Bathroom" dir n;
|
104
|
+
|
105
|
+
room "Dining Room" dir nw from Round_Room style special after UL_dining;
|
106
|
+
item "calendar" tag calendar;
|
107
|
+
task "touch counter" tag T_counter score 1;
|
108
|
+
task "touch table" after X_mirror score 1;
|
109
|
+
room "Residential Storage" dir sw;
|
110
|
+
item "screwdriver" tag screwdriver;
|
111
|
+
item "metal pole" tag pole hidden;
|
112
|
+
task "touch pegboard" tag T_pegboard score 1;
|
113
|
+
task "x broken shelves" get pole note "support bar";
|
114
|
+
|
115
|
+
|
116
|
+
room "East Hall" dir e from Center;
|
117
|
+
room "East End" tag East_End dir e;
|
118
|
+
task "touch bulkhead" tag T_east_bulkhead score 1;
|
119
|
+
task "put ID card in slot" tag Card3 need id_card after On_power2;
|
120
|
+
task "x bulkhead" note "loose panel";
|
121
|
+
task "open panel with screwdriver" need screwdriver after last
|
122
|
+
note "manual override";
|
123
|
+
task "pull lever" tag Pull_lever1 after last
|
124
|
+
note "can't, emergency locking system";
|
125
|
+
task "pull lever" tag Pull_lever2 after last Off_power;
|
126
|
+
task "x bulkhead" after last note "grooves";
|
127
|
+
task "x grooves" follow last;
|
128
|
+
task "put pole in groove" tag Wedge_door after last need pole lose it;
|
129
|
+
|
130
|
+
room "Records III" after On_power2 dir n style special after Card3;
|
131
|
+
task "ask Hosea about Jabberwocky" tag Ask_Jabberwocky
|
132
|
+
after T_east_bulkhead;
|
133
|
+
task "ask Hosea about Telerus" tag Ask_Telerus after T_toxin_door;
|
134
|
+
task "ask Hosea about gallery" tag Ask_gallery after X_recess
|
135
|
+
note "polarizing filters";
|
136
|
+
task "ask Hosea about polarizing filters" tag Ask_filters
|
137
|
+
follow last note "settings";
|
138
|
+
|
139
|
+
room "Gallery Junction" tag Gallery_Junction dir e from East_End
|
140
|
+
style special after Pull_lever2;
|
141
|
+
task "touch south door" tag T_toxin_door score 1;
|
142
|
+
task "x recess" tag X_recess after On_power2
|
143
|
+
note "filter alignment" note "button";
|
144
|
+
task "press button" after last;
|
145
|
+
task "x sliders" follow Ask_filters;
|
146
|
+
task "set red to 3" tag Light_gallery follow last note "gallery is lit";
|
147
|
+
task "put id card in east slot" tag Card4 need id_card after On_power2;
|
148
|
+
task "put id card in south slot" tag Card5 need id_card after On_power2;
|
149
|
+
task "read warning" after On_power2;
|
150
|
+
room "Toxin Gallery" need rad_suit after Wear_suit dir s style special after Card5;
|
151
|
+
task "x frame" tag X_frame get telerus_vial;
|
152
|
+
item "Telerus vial" tag telerus_vial;
|
153
|
+
|
154
|
+
room "Terran Gallery" tag Terran_Gallery dir e e from Gallery_Junction
|
155
|
+
style special after Card4;
|
156
|
+
room "Aquatic Gallery" after Light_gallery dir s go down;
|
157
|
+
task "touch floor" score 1 after X_mirror;
|
158
|
+
|
159
|
+
room "Avian Gallery" after Light_gallery dir n from Terran_Gallery go up;
|
160
|
+
task "touch railing" tag T_railing score 1;
|
161
|
+
room "Cage" dir n;
|
162
|
+
item "bowl of water";
|
163
|
+
task "wash flask" tag Wash_flask after Load_red_syringe need flask;
|
164
|
+
|
165
|
+
|
166
|
+
room "Hall" after On_power2 dir n from Gallery_Junction;
|
167
|
+
room "Lab Entrance" tag Lab_Entrance dir n;
|
168
|
+
room "Supply Closet" dir e;
|
169
|
+
item "flask" tag flask;
|
170
|
+
task "x flask" tag X_flask need flask note "HS1 Hormone" in any;
|
171
|
+
task "open flask" tag O_flask need flask in any;
|
172
|
+
room "Medical Alcove" dir n;
|
173
|
+
item "red syringe" tag red_syringe;
|
174
|
+
task "put liquid in red syringe" tag Load_red_syringe
|
175
|
+
follow O_flask need flask red_syringe in any;
|
176
|
+
task "touch sink" after X_mirror score 1;
|
177
|
+
room "Lab Hall III" dir w link Lab_Entrance;
|
178
|
+
task "touch cages" tag T_cages score 1;
|
179
|
+
task "x cabinet" tag X_cabinet note "lock and hinges";
|
180
|
+
task "x lock" follow last;
|
181
|
+
task "x hinges" tag X_hinges follow last note "quite thin";
|
182
|
+
task "x battery" need battery in any
|
183
|
+
note "highly corrosive" note "slit";
|
184
|
+
task "open battery with screwdriver" need battery screwdriver
|
185
|
+
after last;
|
186
|
+
task "pour acid on hinges" tag O_cabinet need battery
|
187
|
+
after last X_hinges get base_vial note "cabinet opens";
|
188
|
+
task "touch shelf" after O_cabinet score 1;
|
189
|
+
task "read notes" after O_cabinet note "instructions";
|
190
|
+
item "base vial" tag base_vial hidden;
|
191
|
+
room "Lab Hall II" dir w;
|
192
|
+
task "touch microscope" score 1;
|
193
|
+
room "Lab Hall I" dir w;
|
194
|
+
item "amber syringe" tag amber_syringe;
|
195
|
+
task "touch microscope" score 1;
|
196
|
+
task "x bulkhead" note "release lever";
|
197
|
+
task "pull lever" tag O_lab1_bulkhead follow last;
|
198
|
+
link last to North_End after last;
|
199
|
+
room "Landing" tag Landing dir n n ne e s go down;
|
200
|
+
room "Changing Room" dir w;
|
201
|
+
item "radiation suit" tag rad_suit;
|
202
|
+
task "get radiation suit" give rad_suit get green_card;
|
203
|
+
item "green card" tag green_card hidden;
|
204
|
+
task "wear suit" tag Wear_suit need rad_suit in any;
|
205
|
+
task "touch bench" tag T_bench score 1 after X_mirror;
|
206
|
+
|
207
|
+
room "Radiation Area" dir s from Landing go down;
|
208
|
+
task "set dial to 414" tag Set_dial after T_mattress;
|
209
|
+
task "x control panel" tag X_controls;
|
210
|
+
task "open hatch" tag O_hatch;
|
211
|
+
task "open base vial" need base_vial in any;
|
212
|
+
task "put base in flask" tag base_in_flask
|
213
|
+
need base_vial flask follow last after Wash_flask in any;
|
214
|
+
task "open Telerus vial" need telerus_vial in any;
|
215
|
+
task "put Telerus in flask" tag Telerus_in_flask
|
216
|
+
need telerus_vial flask follow last after Wash_flask in any;
|
217
|
+
task "close flask" tag Prep_flask need flask
|
218
|
+
after base_in_flask Telerus_in_flask in any;
|
219
|
+
task "shake flask" tag Shake_flask need flask after last;
|
220
|
+
task "put flask in alcove" after last drop flask until O_hatch2;
|
221
|
+
task "close hatch" after last;
|
222
|
+
task "flip switch" after last after X_controls;
|
223
|
+
task "put green card in slot" after last
|
224
|
+
need green_card drop it until Press_black;
|
225
|
+
task "press black button" tag Press_black after last after Set_dial;
|
226
|
+
task "press blue button" after last;
|
227
|
+
task "flip switch" after last;
|
228
|
+
task "open hatch" tag O_hatch2 need green_card after last;
|
229
|
+
task "open flask" need flask after last;
|
230
|
+
task "put cure in amber syringe" need flask amber_syringe after last;
|
231
|
+
task "inject self with cure" tag Inject_cure need amber_syringe
|
232
|
+
after last;
|
233
|
+
|
234
|
+
########################################################################
|
235
|
+
# Modify some of the above to help IFM generate a better walkthrough
|
236
|
+
|
237
|
+
# Move into the room immediatly after unlocking the door.
|
238
|
+
# It's nicer than unlocking all the doors at once.
|
239
|
+
task T_vase follow UL_Alexis;
|
240
|
+
task T_table follow UL_David;
|
241
|
+
task T_counter follow UL_dining;
|
242
|
+
task UL_dining after UL_Alexis;
|
243
|
+
task X_frame follow Card5;
|
244
|
+
task Card5 after T_mattress;
|
245
|
+
task T_railing follow Card4;
|
246
|
+
|
247
|
+
# Finish Alexis' room before unlocking anything else
|
248
|
+
task T_toilet follow T_vase;
|
249
|
+
|
250
|
+
# Make sure we pick up the calendar...
|
251
|
+
task T_pegboard need calendar;
|
252
|
+
|
253
|
+
# Don't drop the the calendar
|
254
|
+
item calendar keep;
|
255
|
+
|
256
|
+
# Don't bother going to the east hall until we can open the door
|
257
|
+
#link East_End need pole;
|
258
|
+
link East_End after T_pegboard;
|
259
|
+
|
260
|
+
# Try pulling the lever once before turning off the power
|
261
|
+
task Off_power after Pull_lever1;
|
262
|
+
|
263
|
+
# Ask some questions all at once
|
264
|
+
task Ask_Jabberwocky follow Card3;
|
265
|
+
task Ask_Telerus follow Ask_Jabberwocky;
|
266
|
+
task Ask_gallery follow Ask_Telerus;
|
267
|
+
|
268
|
+
# Pick up the red syring on the way to Lab Hall III
|
269
|
+
task T_cages need red_syringe;
|
270
|
+
task X_cabinet after T_cages;
|
271
|
+
|
272
|
+
# Don't bother going to touch the railing until we're ready to wash the flask.
|
273
|
+
task Wash_flask follow T_railing;
|
274
|
+
|
275
|
+
# Touch the bench before we start the process to produce the anti-toxin
|
276
|
+
task Shake_flask after T_bench;
|
277
|
+
task Set_dial after T_bench;
|
278
|
+
|
279
|
+
# EOF
|