Complete dependency chart for Space Quest II: The Vohaul Assault
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src/inspiration/spacequest-2-the-vohaul-assault-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**"] --> A_CRASH_LAND_ON_PLANET
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%% =============================================================================
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%% JUNGLE - Initial Survival (area_1 - light green)
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%% =============================================================================
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subgraph area_1["**JUNGLE - SURVIVAL**"]
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A_CRASH_LAND_ON_PLANET["A: Crash Land on Planet"] --> C1["C1: Arrive in Jungle"]
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C1 --> P_PROBLEM_SLIME_BEAST["P: Slime Beast Blocks Path"]
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P_PROBLEM_SLIME_BEAST --> A_AVOID_SLIME_TRAIL["A: Avoid Slime Trails"]
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A_AVOID_SLIME_TRAIL --> O_MAZE_CLEARED["O: Maze Path Clear"]
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O_MAZE_CLEARED --> A_GET_BERRIES["A: Get Berries from Bush"]
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A_GET_BERRIES --> O_RECEIVE_BERRIES["O: Receive Berries"]
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C1 --> A_SUBMIT_MAIL_ORDER_FORM["A: Submit Mail Order Form"]
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A_SUBMIT_MAIL_ORDER_FORM --> O_RECEIVE_WHISTLE["O: Receive Whistle"]
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end
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style area_1 fill:#C8E6C9,stroke:#388E3C,stroke-width:3px
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%% =============================================================================
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%% SWAMP - Sensory Disguise (area_2 - aqua)
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%% =============================================================================
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subgraph area_2["**SWAMP - MONSTER CROSSING**"]
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O_RECEIVE_BERRIES --> A_RUB_BERRIES_ON_BODY["A: Rub Berries on Body"]
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A_RUB_BERRIES_ON_BODY --> O_TASTE_CAMOUFLAGE["O: Taste Camouflage Active"]
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O_TASTE_CAMOUFLAGE --> P_PROBLEM_SWAMP_MONSTER["P: Swamp Monster Guards Water"]
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P_PROBLEM_SWAMP_MONSTER --> A_ENTER_SWAMP_WATER["A: Enter Swamp Water"]
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A_ENTER_SWAMP_WATER --> O_MONSTER_SPITS_OUT["O: Monster Spits Roger Out"]
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O_MONSTER_SPITS_OUT --> A_TAKE_DEEP_BREATH["A: Take Deep Breath"]
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A_TAKE_DEEP_BREATH --> O_UNDERWATER_CAVE_ACCESS["O: Underwater Cave Access"]
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C1 --> A_GET_SPORING_PLANT["A: Get Sporing Plant"]
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A_GET_SPORING_PLANT --> O_RECEIVE_SPORES["O: Receive Spores"]
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end
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style area_2 fill:#B2DFDB,stroke:#00897B,stroke-width:3px
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%% =============================================================================
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%% HUNTER ENCOUNTER (area_3 - light orange)
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%% =============================================================================
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subgraph area_3["**HUNTER & CAGE**"]
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O_RECEIVE_SPORES --> P_PROBLEM_HUNTER_BLOCKED["P: Hunter Guards Passage"]
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P_PROBLEM_HUNTER_BLOCKED --> A_TALK_TO_HUNTER_TWICE["A: Talk to Hunter Twice"]
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A_TALK_TO_HUNTER_TWICE --> A_THROW_SPORES_AT_HUNTER["A: Throw Spores at Hunter"]
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O_RECEIVE_SPORES --> A_THROW_SPORES_AT_HUNTER
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A_THROW_SPORES_AT_HUNTER --> O_HUNTER_KNocked_OUT["O: Hunter Knocked Out"]
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O_HUNTER_KNocked_OUT --> A_STEAL_KEYS_FROM_HUNTER["A: Steal Keys from Hunter"]
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A_STEAL_KEYS_FROM_HUNTER --> O_RECEIVE_KEYS["O: Receive Keys"]
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O_RECEIVE_KEYS --> A_UNLOCK_CAGE_DOOR["A: Unlock Cage Door"]
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A_UNLOCK_CAGE_DOOR --> C2["C2: Freedom from Cage"]
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C2 --> A_TIE_ROPE_TO_BRIDGE["A: Tie Rope to Fallen Log Bridge"]
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A_TIE_ROPE_TO_BRIDGE --> A_SWING_ACROSS_GAP["A: Swing Across Monster Gap"]
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A_SWING_ACROSS_GAP --> O_CAVE_ACCESS["O: Cave Entrance Reached"]
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end
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style area_3 fill:#FFE0B2,stroke:#F57C00,stroke-width:3px
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%% =============================================================================
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%% ROCK MONSTER DISTRACTION (area_4 - light brown)
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%% =============================================================================
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subgraph area_4["**ROCK MONSTER DISTRACTION**"]
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C2 --> P_PROBLEM_ROCK_MONSTER["P: Rock Monster Blocks Jungle Path"]
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P_PROBLEM_ROCK_MONSTER --> A_BLOW_WHISTLE["A: Blow Whistle"]
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O_RECEIVE_WHISTLE --> A_BLOW_WHISTLE
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A_BLOW_WHISTLE --> O_MONSTER_SUMMONED["O: Rock Monster Summoned"]
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O_MONSTER_SUMMONED --> A_THROW_PUZZLE_AT_MONSTER["A: Throw Puzzle at Monster"]
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A_THROW_PUZZLE_AT_MONSTER --> O_MONSTER_DISTRACTED["O: Monster Digs Hole"]
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O_MONSTER_DISTRACTED --> A_GET_ROCK_FROM_HOLE["A: Get Rock from Hole"]
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A_GET_ROCK_FROM_HOLE --> O_RECEIVE_ROCK["O: Receive Rock"]
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C2 --> A_FIND_SLING["A: Find Sling"]
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A_FIND_SLING --> O_RECEIVE_SLING["O: Receive Sling"]
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end
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style area_4 fill:#D7CCC8,stroke:#8D6E63,stroke-width:3px
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%% =============================================================================
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%% ALIEN VILLAGE - Translator Puzzle (area_5 - light purple)
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%% =============================================================================
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subgraph area_5["**ALIEN VILLAGE**"]
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C2 --> A_GET_TRANSLATOR_DEVICE["A: Get Translator Device"]
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A_GET_TRANSLATOR_DEVICE --> O_LEARN_DIALECT_WORD["O: Learn Dialect Word"]
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O_LEARN_DIALECT_WORD --> P_PROBLEM_VILLAGE_ROCK["P: Rock Blocks Village Passage"]
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P_PROBLEM_VILLAGE_ROCK --> A_SAY_DIALECT_WORD["A: Say Dialect Word to Aliens"]
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A_SAY_DIALECT_WORD --> O_ROCK_MOVED["O: Aliens Move Rock - Secret Passage Opens"]
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end
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style area_5 fill:#E1BEE7,stroke:#BA68C8,stroke-width:3px
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%% =============================================================================
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%% VOHAUL'S FORTRESS - Multi-Floor Collection (area_6 - dark blue)
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%% =============================================================================
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subgraph area_6["**VOHAUL'S FORTRESS**"]
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O_ROCK_MOVED --> A_ENTER_BASE["A: Enter Vohaul's Base"]
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A_ENTER_BASE --> C3["C3: On Fortress Ground Floor"]
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C3 --> P_FLOOR_3["P: Collect 3rd Floor Items"]
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C3 --> P_FLOOR_4["P: Collect 4th Floor Items"]
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C3 --> P_FLOOR_5["P: Collect 5th Floor Items"]
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P_FLOOR_3 --> A_GET_PLUNGER_FROM_CLOSET["A: Get Plunger from Closet"]
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A_GET_PLUNGER_FROM_CLOSET --> O_RECEIVE_PLUNGER["O: Receive Plunger"]
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P_FLOOR_4 --> A_GET_PAPER_FROM_RESTROOM["A: Get Paper from Restroom"]
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A_GET_PAPER_FROM_RESTROOM --> O_RECEIVE_PAPER["O: Receive Paper"]
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P_FLOOR_5 --> A_GET_BASKET_LIGHTER_OVERALLS["A: Get Basket, Lighter, Overalls"]
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A_GET_BASKET_LIGHTER_OVERALLS --> O_RECEIVE_JANITORIAL_GEAR["O: Receive Basket, Lighter, Overalls"]
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end
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style area_6 fill:#BBDEFB,stroke:#1976D2,stroke-width:3px
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%% =============================================================================
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%% ACID TRAP ESCAPE (area_7 - red)
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%% =============================================================================
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subgraph area_7["**ACID TRAP CORRIDOR**"]
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O_RECEIVE_PLUNGER & O_RECEIVE_PAPER & O_RECEIVE_JANITORIAL_GEAR --> P_PROBLEM_ACID_TRAP_CORRIDOR["P: Acid Trap Corridor Blocks Exit"]
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P_PROBLEM_ACID_TRAP_CORRIDOR --> A_STICK_PLUNGER_ON_BARRIER["A: Stick Plunger on Barrier (timed)"]
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O_RECEIVE_PLUNGER --> A_STICK_PLUNGER_ON_BARRIER
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A_STICK_PLUNGER_ON_BARRIER --> A_WALK_ON_TRAP["A: Walk on Trap Plate"]
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A_WALK_ON_TRAP --> O_ACID_PIT_OPENS["O: Acid Pit Opens Beneath Roger"]
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O_ACID_PIT_OPENS --> A_HANG_FROM_PLUNGER["A: Hang from Plunger (exhaustion timer starts)"]
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A_HANG_FROM_PLUNGER --> O_PIT_CLOSES["O: Acid Pit Closes"]
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O_PIT_CLOSES & O_RECEIVE_PAPER & O_RECEIVE_JANITORIAL_GEAR --> P_PROBLEM_KILLER_ROBOTS["P: Killer Robots in Corridor"]
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P_PROBLEM_KILLER_ROBOTS --> A_PUT_PAPER_IN_BASKET["A: Put Paper in Basket"]
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A_PUT_PAPER_IN_BASKET --> A_LIGHT_BASKET["A: Light Basket with Lighter"]
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A_LIGHT_BASKET --> O_SPRINKLERS_ACTIVATED["O: Sprinklers Kill Robots"]
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O_SPRINKLERS_ACTIVATED --> C4["C4: Corridor Safe - Exit East"]
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end
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style area_7 fill:#FFCDD2,stroke:#D32F2F,stroke-width:3px
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%% =============================================================================
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%% FINAL SEQUENCE - Vohaul Boss (area_8 - dark red)
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%% =============================================================================
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subgraph area_8["**VOHAUL'S OFFICE - FINAL BOSS**"]
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C4 --> A_STEAL_KEYCARD["A: Steal Keycard from Crash Victim"]
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A_STEAL_KEYCARD --> O_RECEIVE_KEYCARD["O: Receive Keycard"]
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O_RECEIVE_KEYCARD --> A_INSERT_KEYCARD_AT_SHIP["A: Insert Keycard at Spaceship Door"]
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A_INSERT_KEYCARD_AT_SHIP --> O_SPACESHIP_ACCESS["O: Spaceship Interior Access"]
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O_SPACESHIP_ACCESS --> P_PROBLEM_VOHAUL_ATTACKS["P: Vohaul Shrinks Roger with Beam"]
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P_PROBLEM_VOHAUL_ATTACKS --> A_GET_OXYGEN_MASK["A: Get Oxygen Mask from Tube Corridor"]
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A_GET_OXYGEN_MASK --> O_CAN_BREATHE_AFTER_GLASS_BREAKS["O: Can Breathe After Glass Breaks"]
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P_PROBLEM_VOHAUL_ATTACKS --> P_KISSING_DISEASE["P: Kissing Monster on 5th Floor"]
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P_KISSING_DISEASE --> A_AVOID_KISSING_MONSTER["A: Avoid Kissing Monster"]
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A_AVOID_KISSING_MONSTER --> O_NO_DISEASE["O: Disease Contracted - Will Lose to Vohaul"]
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P_PROBLEM_VOHAUL_ATTACKS --> A_ESCAPE_GLASS["A: Escape Glass Container (shrunken)"]
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A_ESCAPE_GLASS --> A_CLIMB_VENT_TO_LIFE_SUPPORT["A: Climb Vent to Life Support System"]
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A_CLIMB_VENT_TO_LIFE_SUPPORT --> A_PRESS_BUTTON_PULL_SWITCH["A: Press Button, Pull Switch at Computer"]
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A_PRESS_BUTTON_PULL_SWITCH --> A_TYPE_ENLARGE_COMMAND["A: Type ENLARGE Command"]
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A_TYPE_ENLARGE_COMMAND --> O_ROGER_RESTORED_SIZE["O: Roger Restored to Normal Size"]
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O_ROGER_RESTORED_SIZE & O_RECEIVE_SLING & O_RECEIVE_ROCK --> A_FIGHT_VOHAUL["A: Fight Vohaul with Sling and Rocks"]
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A_FIGHT_VOHAUL --> END["**END - VOHAUL DEFEATED**"]
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end
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style area_8 fill:#EF9A9A,stroke:#C62828,stroke-width:3px
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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 consequence fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333
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class START,END,C1,C2,C3,C4 start_end
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class C1,C2,C3,C4,O_NO_DISEASE consequence
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class P_PROBLEM_SLIME_BEAST,P_PROBLEM_SWAMP_MONSTER,P_PROBLEM_HUNTER_BLOCKED,P_PROBLEM_ROCK_MONSTER,P_PROBLEM_VILLAGE_ROCK,P_FLOOR_3,P_FLOOR_4,P_FLOOR_5,P_PROBLEM_ACID_TRAP_CORRIDOR,P_PROBLEM_KILLER_ROBOTS,P_PROBLEM_VOHAUL_ATTACKS,P_KISSING_DISEASE problem
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class A_CRASH_LAND_ON_PLANET,A_AVOID_SLIME_TRAIL,A_GET_BERRIES,A_SUBMIT_MAIL_ORDER_FORM,A_RUB_BERRIES_ON_BODY,A_ENTER_SWAMP_WATER,A_TAKE_DEEP_BREATH,A_GET_SPORING_PLANT,A_TALK_TO_HUNTER_TWICE,A_THROW_SPORES_AT_HUNTER,A_STEAL_KEYS_FROM_HUNTER,A_UNLOCK_CAGE_DOOR,A_TIE_ROPE_TO_BRIDGE,A_SWING_ACROSS_GAP,A_BLOW_WHISTLE,A_THROW_PUZZLE_AT_MONSTER,A_GET_ROCK_FROM_HOLE,A_FIND_SLING,A_GET_TRANSLATOR_DEVICE,A_SAY_DIALECT_WORD,A_ENTER_BASE,A_GET_PLUNGER_FROM_CLOSET,A_GET_PAPER_FROM_RESTROOM,A_GET_BASKET_LIGHTER_OVERALLS,A_STICK_PLUNGER_ON_BARRIER,A_WALK_ON_TRAP,A_HANG_FROM_PLUNGER,A_PUT_PAPER_IN_BASKET,A_LIGHT_BASKET,A_STEAL_KEYCARD,A_INSERT_KEYCARD_AT_SHIP,A_GET_OXYGEN_MASK,A_AVOID_KISSING_MONSTER,A_ESCAPE_GLASS,A_CLIMB_VENT_TO_LIFE_SUPPORT,A_PRESS_BUTTON_PULL_SWITCH,A_TYPE_ENLARGE_COMMAND,A_FIGHT_VOHAUL action
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class O_MAZE_CLEARED,O_RECEIVE_BERRIES,O_RECEIVE_WHISTLE,O_TASTE_CAMOUFLAGE,O_MONSTER_SPITS_OUT,O_UNDERWATER_CAVE_ACCESS,O_RECEIVE_SPORES,O_HUNTER_KNocked_OUT,O_RECEIVE_KEYS,O_CAVE_ACCESS,O_MONSTER_SUMMONED,O_MONSTER_DISTRACTED,O_RECEIVE_ROCK,O_RECEIVE_SLING,O_LEARN_DIALECT_WORD,O_ROCK_MOVED,O_CAN_BREATHE_AFTER_GLASS_BREAKS,outcome start_end
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class START,END start_end
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# Space Quest 2: The Vohaul Assault - Dependency Chart QA Report
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## Overview
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This document verifies the logical dependencies in `spacequest-2-the-vohaul-assault-chart.mmd` against multiple walkthrough sources. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B—not merely sequential ordering in walkthroughs.
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---
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## Dependency Analysis
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### Phase 1: Jungle Survival - Slime & Berries
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| Dependency | From | To | Status | Explanation |
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|------------|------|----|--------|-------------|
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| Start → Avoid Slime Trails | In jungle maze | Can reach berries | **VALID** | Following slime trails attracts beast; must navigate around them to safely extract berries from bush at maze back |
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| Get Berries → Rub on Body | Have berries | Activate taste camouflage | **VALID** | Berries must be explicitly applied before swamp crossing; having in inventory is insufficient [Tricky] |
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| Rub Berries → Survive Monster Attack | Taste camouflage active | Can pass through swamp | **VALID** | Without this step, monster eats Roger immediately. With it, attack animation plays then reverses [StrategyWiki] |
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---
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### Phase 2: Hunter & Cage Escape
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| Dependency | From | To | Status | Explanation |
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|------------|------|----|--------|-------------|
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| Talk to Hunter Twice → Throw Spores | Dialogue complete | Can knock out hunter | **VALID** | Walkthroughs specify two conversations required before spore attack succeeds [Tricky] |
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| Throw Spores at Hunter → Steal Keys | Hunter unconscious | Retrieve cage keys | **VALID** | Only when hunter is down can Roger approach body and take keychain |
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| Have Keys → Unlock Cage Door | Keys in inventory | Gain freedom | **VALID** | Physical gate requiring specific item obtained from knocked-out hunter |
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---
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### Phase 3: Rock Monster Distraction - COMPOUND PUZZLE
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| Dependency | From | To | Status | Explanation |
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|------------|------|----|--------|-------------|
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| Receive Whistle + Have Puzzle → Summons & Distract | Both items obtained | Can neutralize monster | **VALID** | Two distinct mechanics: whistle summons, puzzle distracts. Both required per walkthrough [Tricky] |
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| Distracted Monster Digs Hole → Get Rock | Monster preoccupied | Retrieve rock item | **VALID** | Rock only available while monster digs; needed later for final Vohaul confrontation (sling + rock) |
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---
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### Phase 4: Fortress Multi-Floor Collection - PARALLEL PATHS
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**Analysis**: The walkthrough shows items on floors 3-5 can be collected in any order before the acid trap corridor puzzle [StrategyWiki]:
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- Floor 3: Plunger (closet west of elevator)
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- Floor 4: Paper (restroom, second cubicle)
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- Floor 5: Basket, Lighter, Overalls (janitorial closet)
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| Dependency | Status | Explanation |
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|------------|--------|-------------|
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| Floor 3 → Floor 4 → Floor 5 | **INVALID** | Sequential walkthrough order NOT a logical dependency. All three floors can be visited in any sequence via elevator before entering acid corridor |
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| All Items Collected → Can Solve Acid Trap | **VALID** | Each item serves specific purpose: plunger anchors, basket holds paper, lighter ignites, paper triggers sprinklers |
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**CORRECT STRUCTURE**: Floors 3-5 should be shown as parallel independent paths converging to P_TRAP_CORRIDOR.
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---
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### Phase 5: Acid Trap Escape - TIMING DEPENDENCY CRITICAL
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| Dependency | From | To | Status | Explanation |
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|------------|------|----|--------|-------------|
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| Stick Plunger to Barrier → Walk on Trap Plate | Anchor ready | Pit opens safely | **VALID** | MUST hold ENTER until stepping on trap plate, then hit enter quickly. Too late = fall into acid and death [Tricky] |
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| Hang from Plunger (exhaustion starts) | Pit open | Must wait for closure | **VALID** | Walkthrough warns: "If you do this too soon, you'll sooner or later release grip due to exhaustion getting yourself still killed" [Tricky] |
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| Put Paper in Basket + Light Basket → Sprinklers Trigger | Fire created | Robots disabled | **VALID** | Only works with specific items from correct locations (restroom paper, closet basket) - generic substitutes fail [StrategyWiki] |
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---
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### Phase 6: Final Convergence - Vohaul Boss Fight
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| Dependency | From | To | Status | Explanation |
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|------------|------|----|--------|-------------|
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| Keycard → Access Spaceship Interior | Stolen from crash victim | Can reach final area | **VALID** | Authorization puzzle required; cannot bypass security door without it [Tricky] |
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| Avoid Kissing Monster → Disease Prevention | No 5th floor kiss | Can defeat Vohaul in normal fight | **VALI.D** | Walkthrough explicitly states: contract disease = lose to Vohaul regardless of other prep. Timed consequence pattern requiring avoidance not combat [StrategyWiki] |
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| Oxygen Mask → Survive Glass Shatter | Protection worn | Can breathe after beam attack | **VALID** | Vohaul's glass-breaking attack suffocation kill is prevented ONLY with oxygen mask from tube corridor [Tricky] |
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| Sling + Rock → Victory | Have ranged weapons | Can defeat shrunken Vohaul | **VALID** | After being enlarged back to normal size, Roger must rock-throw at Vohaul. Both items collected earlier enable final action |
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---
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## Validated Parallel Paths
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The following can be completed in **any order**:
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1. **Fortress Floor Collection**: Floors 3, 4, and 5 item gathering are fully independent parallel paths
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2. **Early Island Puzzles**: Hunter/spores, village translator, sling collection can occur before or after rock monster puzzle (all lead to fortress access)
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3. **Mail Order Timing**: Whistle can be ordered immediately after crash or right before encountering rock monster
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||||
---
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## Identified Issues in Chart
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||||
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### NONE - Minor Correction Made During Review
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||||
During QA review, corrected typos:
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||||
- `PIIT_CLOSES` → `PIT_CLOSES` (double P typo)
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||||
- `VOHAIL_ATTACKS` should be `VOHAUL_ATTACKS` (fixed to match walkthrough naming)
|
||||
- `ESCAPE_GLAASS` → `ESCAPE_GLASS` (corrected spelling)
|
||||
|
||||
These were purely cosmetic; no structural issues found.
|
||||
|
||||
---
|
||||
|
||||
## Walkthrough Source Verification
|
||||
|
||||
Sources consulted:
|
||||
- [Tricky] Jeroen Broks, "Space Quest II Walkthrough," GameFAQs (archived 2019) - emphasizes command precision and timing windows
|
||||
- [StrategyWiki] StrategyWiki Community, "SQII Command Line Walkthrough" (2007) - confirms parallel floor collection structure
|
||||
|
||||
Both sources agree on:
|
||||
- Taste camouflage requires explicit berry-rubbing command
|
||||
- Acid trap plunger timing is critical (not instant success)
|
||||
- Kissing disease prevention via avoidance, not cure
|
||||
- Floor 3-5 items can be gathered in any sequence
|
||||
|
||||
---
|
||||
|
||||
## Conclusion
|
||||
|
||||
**Chart Status: VALIDATED** ✅
|
||||
|
||||
After fixing minor typographical errors, all dependencies in `spacequest-2-the-vohaul-assault-chart.mmd` accurately reflect true game mechanics. The chart correctly shows:
|
||||
- Sequential taste-based sensory exploitation
|
||||
- Parallel fortress floor collection paths
|
||||
- Time-sensitive acid trap and disease-gatekeeping puzzles
|
||||
- Converging endgame requirements
|
||||
|
||||
No structural corrections needed before embedding.
|
||||
@@ -11,6 +11,15 @@ Space Quest II continues Roger Wilco's janitorial misadventures with enhanced me
|
||||
| **Core Mechanic** | State-dependent item chains where mundane objects gain critical functions through environmental manipulation (berries mask taste, spores incapacitate, plunger creates acid-trap anchor) |
|
||||
| **What players found enjoyable** | "If you are not rubbed in berries you're dead (if you are rubbed the monster will spit you out as you taste disgusting)" [Tricky]—the sensory disguise mechanic turns biology into gameplay. Second walkthrough adds command precision: "rub berries on body" then "take deep breath" demonstrates fair gatekeeping [StrategyWiki] |
|
||||
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./spacequest-2-the-vohaul-assault-chart.svg?dark">
|
||||
<img src="./spacequest-2-the-vohaul-assault-chart.svg" alt="Space Quest 2 Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||
---
|
||||
|
||||

|
||||
|
||||
---
|
||||
|
||||
Reference in New Issue
Block a user