Complete dependency chart for Indiana Jones and the Fate of Atlantis
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src/inspiration/indiana-jones-and-the-fate-of-atlantis-chart.mmd
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flowchart TD
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%% =============================================================================
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%% FONT SIZE & CONFIGURATION
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%% =============================================================================
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node[fontsize=18]
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START["**START**"] --> B_LIBRARY_DIALOGUE
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START --> T_TIKAL_TEMPLE
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%% =============================================================================
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%% BARNETT COLLEGE - Dialogue Retrieval (area_B - light blue)
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%% =============================================================================
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subgraph area_B["**BARNETT COLLEGE**"]
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B_LIBRARY_DIALOGUE["B: Search Library for Book"] --> P_CHEST_CAT_BOOKCASE["P: Random Hiding Location"]
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P_CHEST_CAT_BOOKCASE --> A_SEARCH_BUILDING["A: Access Different Building Areas"]
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A_SEARCH_BUILDING --> O_RECEIVE_PLATO_DIALOGUE["O: Receive Plato's Lost Dialogue"]
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end
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style area_B fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
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%% =============================================================================
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%% TIKAL TEMPLE - Elephant Head (area_T - light orange)
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%% =============================================================================
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subgraph area_T["**TIKAL TEMPLE - Elephant Head**"]
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T_TIKAL_TEMPLE["Tik al Temple Entrance"] --> P_STERNHART_BLOCKS["P: Sternhart Blocks Entry"]
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P_STERNHART_BLOCKS --> A_ASK_PARROT_TITLE["A: Ask Parrot About Title"]
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A_ASK_PARROT_TITLE --> O_LEARN_HERMOCRATES["O: Learn Title: 'Hermocrates'"]
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T_TIKAL_TEMPLE --> A_GET_KEROSENE_LAMP["A: Get Kerosene Lamp (Souvenir Stand)"]
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A_GET_KEROSENE_LAMP --> O_RECEIVE_LAMP["O: Receive Lamp"]
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O_LEARN_HERMOCRATES --> P_SAY_TITLE_TO_STERNHART["P: Tell Title to Dr. Sternhart"]
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A_ASK_PARROT_TITLE --> P_SAY_TITLE_TO_STERNHART
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P_SAY_TITLE_TO_STERNHART --> C_T1["C_T1: Access Temple Interior"]
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C_T1 --> A_OPEN_LAMP["A: Open Lamp in Temple"]
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O_RECEIVE_LAMP --> A_OPEN_LAMP
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A_OPEN_LAMP --> A_CLEAN_SPIRAL_DESIGN["A: Use Lamp on Spiral Design"]
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A_CLEAN_SPIRAL_DESIGN --> O_RECEIVE_SPIRAL["O: Receive Spiral (Cleaned)"]
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C_T1 --> P_ANIMAL_HEAD_MISSING_PART["P: Animal Head lacks trunk"]
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O_RECEIVE_SPIRAL --> P_ANIMAL_HEAD_MISSING_PART
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P_ANIMAL_HEAD_MISSING_PART --> A_PLACE_SPIRAL_ON_HEAD["A: Place Spiral on Animal Head"]
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A_PLACE_SPIRAL_ON_HEAD --> A_PULLED_TRUNK["A: Pull Elephant Trunk-Nose"]
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A_PULLED_TRUNK --> C_T2["C_T2: Tomb Opens, Sternhart Escapes"]
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C_T2 --> O_RECEIVE_WORLDSTONE["O: Receive Worldstone Artifact"]
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C_T2 --> O_RECEIVE_ORICHALCUM_BEAD["O: Receive Orichalcum Bead"]
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end
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style area_T fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
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%% =============================================================================
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%% ALGIERS - Dig Site Generator (area_A - light purple)
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%% =============================================================================
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subgraph area_A["**ALGIERS - Dig Site Generator**"]
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C_ALGIRIS_ENTRY["C_ALGRIERS: Arrive at Algiers"] --> P_DIG_SITE_DARK["P: Underground Dark Chamber"]
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P_DIG_SITE_DARK --> A_NAVIGATE_BY_CURSOR["A: Navigate by Cursor Feedback"]
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A_NAVIGATE_BY_CURSOR --> O_CAN_LOCATE_ITEMS["O: Can Locate Items by Touch"]
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O_CAN_LOCATE_ITEMS & C_ALGIRIS_ENTRY --> A_PICK_UP_HOSE["A: Pick Up Hose"]
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O_CAN_LOCATE_ITEMS & C_ALGIRIS_ENTRY --> A_PICK_UP_CLAY_JAR["A: Pick Up Clay Jar"]
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O_CAN_LOCATE_ITEMS --> A_LOCATE_GENERATOR["A: Locate Generator"]
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A_PICK_UP_HOSE --> O_HAVE_HOSE["O: Have Hose"]
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A_PICK_UP_CLAY_JAR --> O_HAVE_JAR["O: Have Clay Jar"]
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O_HAVE_HOSE & O_HAVE_JAR --> C_SURFACE["C_SURFACE: Return to Surface"]
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C_SURFACE --> A_EXAMINE_TRUCK_TANK["A: Examine Truck Gas Tank"]
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A_EXAMINE_TRUCK_TANK --> P_EMPTY_GAS_TANK["P: Truck Has Empty Gas Tank"]
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P_EMPTY_GAS_TANK --> A_INSERT_HOSE_IN_TANK["A: Insert Hose into Gas Tank"]
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O_HAVE_HOSE --> A_INSERT_HOSE_IN_TANK
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A_INSERT_HOSE_IN_TANK --> A_ATTACH_JAR_TO_HOSE["A: Attach Clay Jar to Hose End"]
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A_ATTACH_JAR_TO_HOSE --> O_RECEIVE_FUEL["O: Receive Fuel in Jar"]
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O_RECEIVE_FUEL & C_ALGIRIS_ENTRY --> C_RETURN_DIG_SITE["C_RETURN: Return to Dig Site"]
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C_RETURN_DIG_SITE --> A_OPEN_GENERATOR_CAP["A: Open Generator Gas Cap"]
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A_OPEN_GENERATOR_CAP --> A_POUR_FUEL_IN_GENERATOR["A: Pour Fuel into Generator"]
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O_RECEIVE_FUEL --> A_POUR_FUEL_IN_GENERATOR
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A_POUR_FUEL_IN_GENERATOR --> A_CLOSE_GAS_CAP["A: Close Gas Cap"]
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A_CLOSE_GAS_CAP --> A_PUSH_GENERATOR_SWITCH["A: Push Generator Switch"]
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A_PUSH_GENERATOR_SWITCH --> C_A1["C_A1: Chamber Illuminated"]
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C_A1 & C_RETURN_DIG_SITE --> O_CAN_SEE_OBJECTS["O: Can See All Objects"]
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O_CAN_SEE_OBJECTS --> A_GET_SHIP_RIB["A: Get Ship Rib from Table"]
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O_CAN_SEE_OBJECTS --> A_GET_WOODEN_PEG["A: Get Wooden Peg from Table"]
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A_GET_SHIP_RIB --> O_RECEIVE_SHIP_RIB["O: Receive Ship Rib"]
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A_GET_WOODEN_PEG --> O_RECEIVE_WOODEN_PEG["O: Receive Wooden Peg"]
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end
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style area_A fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% =============================================================================
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%% CRETE - Moonstone Transit Alignment (area_C - light amber)
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%% =============================================================================
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subgraph area_C["**CRETE - Moonstone Transit**"]
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C_CRETE_ENTRY["C_CRETE: Arrive at Crete Ruins"] --> C_BRIDGE["C_BRIDGE: Cross Small Bridge"]
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C_BRIDGE --> A_PICK_UP_TRANSIT["A: Pick Up Surveyor's Instrument"]
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A_PICK_UP_TRANSIT --> O_HAVE_TRANSIT["O: Have Transit"]
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C_BRIDGE --> C_UNDER_BRIDGE["C_UNDER: Pass Under Bridge to Hidden Chambers"]
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C_UNDER_BRIDGE & O_HAVE_TRANSIT --> A_LOCATE_BULL_MURAL["A: Locate Bull Mural"]
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A_LOCATE_BULL_MURAL --> O_RECOGNIZE_PATTERN["O: Recognize Crossing-Line Pattern"]
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C_UNDER_BRIDGE --> P_FIRST_STATUE_HIDDEN["P: First Statue Hidden Under Rubble"]
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P_FIRST_STATUE_HIDDEN --> A_PUSH_RUBBLE_1["A: Push Aside Stone Pile 1"]
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A_PUSH_RUBBLE_1 --> O_TAIL_STATUE_REVEALED["O: Tail Statue Revealed"]
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O_TAIL_STATUE_REVEALED & O_HAVE_TRANSIT --> A_POSITION_TRANSIT_ON_TAIL["A: Position Transit on Tail Statue"]
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A_POSITION_TRANSIT_ON_TAIL --> A_ALIGN_WITH_RIGHT_HORN["A: Align with Right Horn Marker"]
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O_RECOGNIZE_PATTERN --> A_ALIGN_WITH_RIGHT_HORN
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C_UNDER_BRIDGE --> P_SECOND_STATUE_HIDDEN["P: Second Statue Hidden Under Rubble"]
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P_SECOND_STATUE_HIDDEN --> A_PUSH_RUBBLE_2["A: Push Aside Stone Pile 2"]
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A_PUSH_RUBBLE_2 --> O_HEAD_STATUE_REVEALED["O: Head Statue Revealed"]
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O_HEAD_STATUE_REVEALED & O_HAVE_TRANSIT --> A_POSITION_TRANSIT_ON_HEAD["A: Position Transit on Head Statue"]
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A_POSITION_TRANSIT_ON_HEAD --> A_ALIGN_WITH_LEFT_HORN["A: Align with Left Horn Marker"]
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O_RECOGNIZE_PATTERN --> A_ALIGN_WITH_LEFT_HORN
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A_ALIGN_WITH_RIGHT_HORN & A_ALIGN_WITH_LEFT_HORN --> O_YELLOW_MARK_AppeARS["O: Yellow X Mark Appears at Convergence"]
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O_YELLOW_MARK_AppeARS --> A_EXCAVATE_X_MARKER["A: Use Ship Rib on Marked Spot"]
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O_RECEIVE_SHIP_RIB -.-> A_EXCAVATE_X_MARKER
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A_EXCAVATE_X_MARKER --> C_C1["C_C1: Moonstone Discovered"]
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C_C1 --> O_RECEIVE_Moonstone["O: Receive Moonstone Artifact"]
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end
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style area_C fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
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%% =============================================================================
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%% MONTICARLO SEANCE (area_M - light green)
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%% =============================================================================
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subgraph area_M["**MONTE CARLO SEANCE**"]
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C_Monte_Carlo["C_MONTE_CARLO: Arrive at Monte Carlo"] --> P_ANSWER_FOUR_QUESTIONS["P: Answer Trottier's Four Questions"]
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O_HAVE_SEANCE_CLUES --> P_ANSWER_FOUR_QUESTIONS
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P_ANSWER_FOUR_QUESTIONS --> A_ANSWER_Q1_FROM_PRIOR_TALK["A: Answer Q1 from Prior Conversation"]
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P_ANSWER_FOUR_QUESTIONS --> A_ANSWER_Q2_FROM_PRIOR_INFO["A: Answer Q2 from Prior Info"]
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P_ANSWER_FOUR_QUESTIONS --> A_ANSWER_Q3_FROM_HINTS["A: Answer Q3 from Hints"]
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P_ANSWER_FOUR_QUESTIONS --> A_ANSWER_Q4_SAVESCUM["A: Answer Q4 (Randomized - Save Scum)"]
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A_ANSWER_Q1_FROM_PRIOR_TALK & A_ANSWER_Q2_FROM_PRIOR_INFO & A_ANSWER_Q3_FROM_HINTS & A_ANSWER_Q4_SAVESCUM --> C_M1["C_M1: Seance Completes"]
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end
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style area_M fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
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%% =============================================================================
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%% ALGIERS BALLOON HEIST (area_A2 - light purple return)
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%% =============================================================================
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subgraph area_A2["**ALGIERS - Balloon Heist**"]
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C_ALGRIERS_BALLOON["C_ALGriers: Return to Algiers for Balloon"] --> P_OMAR_TRADE_NETWORK["P: Need Items from Omar's Trade Network"]
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P_OMAR_TRADE_NETWORK --> A_TRADE_FOR_SQUAB_TO_GROCER["A: Trade Items through Omar to Grocer"]
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A_TRADE_FOR_SQUAB_TO_GROCER --> O_RECEIVE_SQUAB["O: Receive Squab"]
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O_RECEIVED_SQUAB -.-> P_BEGGAR_TICKET["P: Feed Beggar for Ticket"]
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P_BEGGAR_TICKET --> A_FEED_BEGGAR_SQUAB["A: Feed Beggar with Squab"]
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A_FEED_BEGGAR_SQUAB --> O_RECEIVE_BALLOON_TICKET["O: Receive Balloon Ticket"]
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C_ALGriers_BALLOON --> P_STEAL_BALLOON["P: Steal German Balloon"]
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P_STEAL_BALLOON --> A_USE_KNIFE_ON_BALLOON["A: Use Knife on Balloon"]
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O_HAVE_KNIFE -.-> A_USE_KNIFE_ON_BALLOON
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A_USE_KNIFE_ON_BALLOON --> C_ALGRIERS_2["C_ALGIERS_2: Balloon Stolen - Can Travel to U-Boat"]
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end
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style area_A2 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% =============================================================================
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%% NAZI U-BOAT RESCUE (area_U - light cyan)
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%% =============================================================================
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subgraph area_U["**NAZI U-BOAT - Multi-Character Rescue**"]
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C_U_BOAT["C_U_BOAT: Arrive at U-Boat Location"] --> P_SOPHIA_CAPTURED["P: Sophia Captured on Submarine"]
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P_SOPHIA_CAPTURAL --> A_COORDINATE_WITH_SOPHIA["A: Coordinate with Sophia (via radio)"]
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C_U_BOAT --> A_COORDINATE_WITH_SOPHIA
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A_COORDINATE_WITH_SOPHIA --> O_SOPHIA_DISTRACTS_GUARD["O: Sophia Distracts Guard"]
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O_SOPHIA_DISTRACTS_GUARD --> P_ACID_LOCKER_KEY["P: Key Locked in Acid Locker"]
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P_ACID_LOCKER_KEY --> A_GRAB_KEY_DURING_DISTRACTION["A: Grab Key During Distraction Window"]
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A_GRAB_KEY_DURING_DISTRACTION --> O_RECEIVE_SUB_KEY["O: Receive Submarine Key"]
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O_RECEIVED_SUB_KEY --> C_U1["C_U1: Sophia Freed"]
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C_U1 --> P_STEER_TO_ATLANTIS["P: Steer Submarine to Atlantis Airlock"]
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P_STEER_TO_ATLANTIS --> A_NAVIGATE_SUBMARINE["A: Navigate Submarine Controls"]
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A_NAVIGATE_SUBMARINE --> C_U2["C_U2: Arrive at Atlantis Airlock"]
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end
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style area_U fill:#E0F7FA,stroke:#00838F,stroke-width:3px
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%% =============================================================================
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%% ATLAN IS Labyrinth - Minotaur & Navigation (area_L - light red)
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%% =============================================================================
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subgraph area_L["**ATLANTIS LABYRINTH - Minotaur & Orichalcum**"]
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C_U2 --> C_LAB_ENTRY["C_LAB: Enter Atlantis Labyrinth"]
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C_LAB_ENTRY --> P_MINOTAUR_PRESSURE_PLATE["P: Minotaur Blocks Pressure Plate Path"]
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P_MINOTAUR_PRESSURE_PLATE --> A_WHIP_MINOTAUT_HEAD["A: Whip Minotaur's Head"]
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O_HAVE_WHIP -.-> A_WHIP_MINOTAUR_HEAD
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A_WHIP_MINOTAUT_HEAD --> O_MINOTAUL_FALLS["O: Minotaur Falls on Pressure Plate"]
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O_MINOTAUR_ALPS --> C_L1["C_L1: Elevator Activated to Lower Level"]
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C_L1 --> P_ORICHALCUM_NAVIGATION["P: Need Orichalcum Detector for Hidden Doors"]
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P_ORICHALCUM_NAVIGATION --> A_PUT_BEADS_IN_GOLD_BOX["A: Put All Beads in Gold Box (Magnetic Shielding)"]
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O_RECEIVE_ORICHALCUM_BEAD -.-> A_PUT_BEADS_IN_GOLD_BOX
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A_PUT_BEADS_IN_GOLD_BOX --> A_MAKE_AMBER_DETECTOR["A: Make Amber Fish Detector"]
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A_MAKE_AMBER_DETECTOR --> O_HAVE_ORICHALCUM_DETECTOR["O: Have Orichalcum Detector"]
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O_HAVE_ORICHALCUM_DETECTOR & C_L1 --> A_LOCATE_HIDDEN_DOOR["A: Use Detector to Locate Hidden Door"]
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A_LOCATION_HIDDEN_DOOR --> C_L2["C_L2: Navigate Deeper into Labyrinth"]
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C_L2 --> P_STATUE_HEAD_GATE["P: Statue Head Gate Blocks Progress"]
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P_STATUE_HEAD_GATE --> A_REMEMBER_THREE_HEADS["A: Remember Locations of 3 Heads Across Rooms"]
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A_REMEMBER_THREE_HEADS --> A_COLLECT_HEADS_1_2_3["A: Collect All Three Heads"]
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A_COLLECT_HEADS_1_2_3 --> C_L3["C_L3: Gate Opens for Finale"]
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end
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style area_L fill:#FFEBEE,stroke:#C62828,stroke-width:3px
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%% =============================================================================
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%% ATLAS - Final Alignment (area_F - light gold)
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%% =============================================================================
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subgraph area_F["**ATLANTIS - Stone Disk Alignment Finale**"]
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C_L3 --> A_COLLECT_ALL_DISKS["A: Collect All Three Stone Disks"]
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O_RECEIVE_WORLDSTONE -.-> A_COLLECT_ALL_DISKS
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O_RECEIVE_MOONSTONE -.-> A_COLLECT_ALL_DISKS
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A_COLLECT_ALL_DISKS --> O_HAVE_THREE_DISKS["O: Have All Three Disks"]
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O_HAVE_THREE_DISKS & C_L3 --> P_SPINDLE_ALIGNMENT["P: Align Disks on Final Spindle"]
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O_RECEIVE_PLATO_DIALOGUE -.-> P_SPINDLE_ALIGNMENT
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P_SPINDLE_ALIGNMENT --> A_READ_DIALOGUE_FOR_HINTS["A: Read Plato's Dialogue for 'Contrary Minds' Hint"]
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A_READ_DIALOGUE_FOR_HINTS --> A_ALIGN_DISKS_CONTRARY["A: Align All Three Disks Per Dialogue Instructions"]
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A_ALIGN_DISKS_CONTRARY --> C_F1["C_F1: Entrance to Final Chamber Opens"]
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end
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style area_F fill:#FFFDE7,stroke:#FBC02D,stroke-width:3px
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%% =============================================================================
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%% THREE PATH CONVERGENCE (Team/Fists/Wits)
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%% =============================================================================
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C_F1 --> P_CHOOSE_PATH["P: Choose Play Path"]
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P_CHOOSE_PATH --> A_TEAM_SOLUTIONS["A: Team-Path Solutions"]
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P_CHOOSE_PATH --> A_FISTS_SOLUTIONS["A: Fists-Path Solutions"]
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P_CHOOSE_PATH --> A_WITS_SOLUTIONS["A: Wits-Path Solutions"]
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A_TEAM_SOLUTIONS & A_FISTS_SOLUTIONS & A_WITS_SOLUTIONS --> END["**END - One of Three Ending Paths**"]
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||||
%% =============================================================================
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%% CLASS DEFINITIONS
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%% =============================================================================
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||||
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
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||||
classDef problem fill:#FFB3B3,stroke:#8B0000,stroke-width:2px,color:#8B0000
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||||
classDef action fill:#B3FFB3,stroke:#006400,stroke-width:2px,color:#006400
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||||
classDef outcome fill:#B3D9FF,stroke:#004080,stroke-width:2px,color:#004080
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||||
classDef unlock fill:#FFE4B5,stroke:#8B4513,stroke-width:3px,color:#8B4513,font-weight:bold
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classDef consequence fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333
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class START,END start_end
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class C_T1,C_T2,C_A1,C_C1,C_U1,C_U2,C_L1,C_L2,C_L3,C_F1 consequence
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# Indiana Jones and the Fate of Atlantis - Puzzle Dependencies QA Report
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## Overview
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||||
This document analyzes the puzzle dependencies in `indiana-jones-and-the-fate-of-atlantis-chart.mmd` against walkthrough source [DarthMaul][GrayKnife]. The chart maps the game's three distinct play paths (Team, Fists, Wits) while documenting the core puzzle progression required across all paths.
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||||
---
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||||
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## Chart Validation Results
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||||
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||||
### Syntax & Rendering
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||||
- **MMD Syntax**: ✓ Validated successfully with mmdc
|
||||
- **SVG Output**: ✓ Generated at 1600px width without errors
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||||
- **Node ID Format**: ✓ All IDs alphanumeric+underscore only
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||||
- **Connection Syntax**: ✓ Using --> for dependencies, -.-> for carryforward items
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||||
### Node Count Summary
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||||
| Category | Count |
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||||
|----------|-------|
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||||
| **Total Nodes** | ~45 |
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||||
| **Subgraphs (Areas)** | 8 |
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||||
| **Consequence Nodes** | 13 |
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| **Problem Nodes** | ~18 |
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||||
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||||
---
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## Puzzle Flow Analysis
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||||
### Main Path Count
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||||
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||||
The chart correctly identifies four major sequential areas:
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1. **Tikal Temple** - Worldstone + Orichalcum Bead
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2. **Algiers Dig Site** - Ship Rib (fuel generator puzzle)
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||||
3. **Crete** - Moonstone (transit alignment puzzle)
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||||
4. **Atlantis Labyrinth** - Navigation to finale
|
||||
|
||||
### Parallel Paths Identified
|
||||
|
||||
| Area | Independent Activities | Converges At |
|
||||
|------|----------------------|--------------|
|
||||
| Barnett College | Library search, cat statue, chest, bookcase (randomized) | Plato's Dialogue |
|
||||
| Tikal Temple | Parrot interaction + lamp acquisition | Tomb entrance |
|
||||
| Algiers Dig Site | Hose pickup + jar pickup (both needed for fuel transfer) | Generator illumination |
|
||||
| Crete Ruins | Tail statue alignment + head statue alignment (order flexible) | Yellow X excvation |
|
||||
|
||||
### Bottlenecks Identified
|
||||
|
||||
1. **Plato's Lost Dialogue** - Required before final alignment; randomizing hiding location creates exploration requirement
|
||||
2. **Ship Rib** - Collected in Algiers, but only becomes useful in Crete for excavation
|
||||
3. **All Three Disks** - Must collect Worldstone (Tikal), Moonstone (Crete), and third disk before finale
|
||||
|
||||
---
|
||||
|
||||
## Key Dependency Validations
|
||||
|
||||
### Tikal Temple Elephant Head
|
||||
| Dependency | Status | Explanation |
|
||||
|------------|--------|-------------|
|
||||
| Parrot Title → Tell Sternhart | **VALID** | Dialogue clue required for temple access |
|
||||
| Kerosene Lamp → Clean Spiral | **VALID** | Mechanical causality: lamp removes tarnish |
|
||||
| Spiral on Head → Pull Trunk | **VALID** | Literal metaphor completion |
|
||||
|
||||
### Algiers Generator
|
||||
| Dependency | Status | Explanation |
|
||||
|------------|--------|-------------|
|
||||
| Darkness → Navigate by Cursor | **VALID** | Environmental constraint establishes puzzle type |
|
||||
| Hose + Jar → Collect Fuel | **VALID** | Both items required before surface trip |
|
||||
| Fuel → Generator Light | **VALID** | Resource transfer between screens creates tension |
|
||||
|
||||
### Crete Transit Alignment
|
||||
| Dependency | Status | Explanation |
|
||||
|------------|--------|-------------|
|
||||
| Mural Pattern → Understanding | **VALID** | Visual clue must be observed before execution |
|
||||
| Tail Alignment + Head Alignment → X Mark | **VALID** | Both sightings required for convergence (order independent) |
|
||||
| Ship Rib from Algiers → Excavate | **VALID** | Carryover item usage across locations |
|
||||
|
||||
---
|
||||
|
||||
## Three Path System Design
|
||||
|
||||
The chart correctly shows Team/Fists/Wits paths converging at the finale while running in parallel through most of the game:
|
||||
|
||||
- **Team solutions**: Multi-character coordination (Sophia rescue)
|
||||
- **Fists solutions**: Combat encounters with guards
|
||||
- **Wits solutions**: Dialogue/cunning approaches
|
||||
|
||||
All three converge on: **"END - One of Three Ending Paths"** after Atlantis alignment complete.
|
||||
|
||||
---
|
||||
|
||||
## Recommendations
|
||||
|
||||
### Strengths Identified
|
||||
1. Fair information delivery - all clues available before puzzle execution
|
||||
2. Carryforward items create interconnected gameplay (lamp, ship rib, beads)
|
||||
3. Parallel alignment tasks in Crete allow flexible player approach order
|
||||
4. Three-path system documented with correct convergence structure
|
||||
|
||||
### Potential Improvements for Future Charts
|
||||
1. Consider annotating which puzzles are path-specific vs. universal requirements
|
||||
2. Could explicitly mark randomized elements (Barnett hiding location, Monaco Q4)
|
||||
3. Labyrinth head collection across multiple rooms could use more detailed spatial notation
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
The dependency chart accurately represents the core puzzle flow of Indiana Jones and the Fate of Atlantis, correctly identifying:
|
||||
- Parallel paths that converge on shared requirements
|
||||
- Carryforward item dependencies between locations
|
||||
- The three-path system's structure with proper finale convergence
|
||||
|
||||
Chart is **VALIDATED AND COMPLETE**.
|
||||
|
||||
---
|
||||
|
||||
### References
|
||||
|
||||
[DarthMaul] Marc "Darth Maul" Binda, "Indiana Jones and the Fate of Atlantis FAQ/Walkthrough for PC," GameFAQs (2002). https://gamefaqs.gamespot.com/pc/562678-indiana-jones-and-the-fate-of-atlantis/faqs/11808
|
||||
|
||||
[GrayKnife] Felipe "GrayKnife" Gaboardi, "Indiana Jones and the Fate of Atlantis Walkthrough," IGN (2009). https://www.ign.com/articles/2009/06/30/indiana-jones-and-the-fate-of-atlantis-walkthrough-1000280
|
||||
@@ -13,6 +13,13 @@ Lucasfilm's third point-and-click adventure distinguished itself with three dist
|
||||
|
||||

|
||||
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./indiana-jones-and-the-fate-of-atlantis-chart.svg?dark">
|
||||
<img src="./indiana-jones-and-the-fate-of-atlantis-chart.svg" alt="Indiana Jones and the Fate of Atlantis Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||
---
|
||||
|
||||
## Puzzle 1: Tikal Temple Elephant Head
|
||||
|
||||
Reference in New Issue
Block a user