Add chart embeds to remaining game pages
This commit is contained in:
@@ -16,6 +16,13 @@ Revolution Software's 1994 sci-fi adventure demonstrates masterful integration o
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
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<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 1: Dr. Burke's Holographic Receptionist
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### Problem
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@@ -51,6 +58,13 @@ Delegate conversation to Joey and instruct him to use his robot charm on the rec
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
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<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 2: LINC-Space Password Bridge Navigation
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### Problem
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@@ -87,6 +101,13 @@ Decrypt and decompress data containers across LINC-Space rooms to extract passwo
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
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<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 3: St. James Club Entry Via Coordinated Distraction
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### Problem
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@@ -124,6 +145,13 @@ Create a chain distraction: place dog biscuits on a rope-launched plank to catap
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
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<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Other Notable Puzzles
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| Puzzle | Core Pattern Type | Brief Description |
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@@ -137,6 +165,13 @@ Create a chain distraction: place dog biscuits on a rope-launched plank to catap
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
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<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## References
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**Primary Sources:**
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@@ -15,6 +15,13 @@ Day of the Tentacle is a 1993 Lucasfilm Games adventure designed by Ron Gilbert
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
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<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 1: Freeing Laverne from the Tree via Temporal Cherry Tree
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### Problem
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@@ -51,6 +58,13 @@ The kumquat tree becomes a "cherry tree" in Hoagie's time; George Washington cut
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
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<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 2: The Human Show Championship via Multi-Character Item Collection
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### Problem
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@@ -91,6 +105,13 @@ The mummy wins all three contest categories (Best Hair, Best Smile, Best Laugh),
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
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<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 3: Red Edison's Super Battery via Temporal Chemistry
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### Problem
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@@ -132,6 +153,13 @@ Red Edison constructs a super battery from oil, vinegar, and gold pen; Ben Frank
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
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<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Other Puzzles
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| Name | Problem & Solution | Pattern Type |
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@@ -147,6 +175,13 @@ Red Edison constructs a super battery from oil, vinegar, and gold pen; Ben Frank
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
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<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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### References
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[THayes] Tom Hayes, "GameFAQs FAQ/Walkthrough for Day of the Tentacle" (June 19, 2008). https://gamefaqs.gamespot.com/pc/564903-maniac-mansion-day-of-the-tentacle/faqs/52988
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@@ -15,6 +15,13 @@ Full Throttle is a 1995 LucasArts point-and-click adventure designed by Ron Gilb
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
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<img src="./full-throttle-chart.svg" alt="full-throttle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 1: Melonweed Bike Repair Synthesis
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### Problem
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@@ -52,6 +59,13 @@ All three components are delivered to Maureen, who fixes the bike and installs a
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
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<img src="./full-throttle-chart.svg" alt="full-throttle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 2: Mine Road Biker Combat Progression
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### Problem
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@@ -87,6 +101,13 @@ All four components are acquired: hover fan installed on bike, booster stolen fr
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
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<img src="./full-throttle-chart.svg" alt="full-throttle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 3: Vulture Minefield Navigation via Distraction Physics
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### Problem
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@@ -123,6 +144,13 @@ A continuous path of exploded mines leads directly to the Vultures' hideout entr
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
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<img src="./full-throttle-chart.svg" alt="full-throttle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Other Puzzles
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| Name | Problem & Solution | Pattern Type |
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@@ -140,6 +168,13 @@ A continuous path of exploded mines leads directly to the Vultures' hideout entr
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
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<img src="./full-throttle-chart.svg" alt="full-throttle" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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### References
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[THayes] Tom Hayes, IGN Walkthrough (2003). https://www.ign.com/articles/2003/11/12/full-throttle-walkthrough-440061
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@@ -2,7 +2,25 @@
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This chart maps the critical puzzle dependencies in Sierra's King's Quest VI (1992), showing which puzzles unlock access to subsequent challenges. Dependencies follow strict necessity rules—a puzzle B depends on puzzle A only if solving A is a prerequisite for even attempting B.
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## Puzzle Dependency Flowchart
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## At a Glance
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| | |
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|---|---|
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| **Release Year** | 1992 |
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| **Developer** | Sierra On-Line / Robyn Miller, Corey Cole |
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| **Core Mechanic** | Multi-phase island exploration with parallel puzzle paths converging at castle finale |
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| **What players found enjoyable** | The Five Senses Gnomes challenge teaches pattern recognition through environmental puzzles; Minotaur's Maze demonstrates fair spatial reasoning design |
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./kings-quest-vi-chart.svg?dark">
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<img src="./kings-quest-vi-chart.svg" alt="King's Quest VI Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle Dependency Chart
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[](kings-quest-vi-chart.svg)
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@@ -15,6 +15,13 @@ Loom is a 1990 Lucasfilm Games adventure designed by Brian Moriarty that replace
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 1: Opening the Sky to Build a Boat
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### Problem
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@@ -53,10 +60,24 @@ A lightning-struck tree falls into the water and becomes a boat at the dock.
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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[Metaphor-to-Literal](../puzzles/metaphor-to-literal.md) — The riddle uses poetic language ("sky is opened") that maps directly to an existing mechanical action (OPEN draft), distinguishing it from pure observation puzzles where information must be memorized rather than applied.
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 2: Hiding the Sheep from the Dragon
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### Problem
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@@ -86,10 +107,24 @@ The sheep are dyed green to blend into the grass; when the dragon arrives, she m
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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[Pattern Learning](../puzzles/pattern-learning.md) — Player learns a system (DYE changes object color) in Domain A (Hetchel's tent with wool), then applies the same rule in Domain B (field with sheep). Unlike Multi-Faceted Plan, this is a single draft applied consistently—not multiple requirements gathered from different sources.
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 3: The Green Tower Infiltration
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### Problem
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@@ -119,10 +154,24 @@ Bobbin becomes invisible to the guards and enters the tower, where he learns the
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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[Sensory Exploitation](../puzzles/sensory-exploitation.md) — The workers' perception is exploited directly (APPEAR draft), differentiating this from Distraction Physics where environmental manipulation breaks a blocking pattern rather than targeting NPC sensory weakness.
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Other Puzzles
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| Name | Problem & Solution | Pattern Type |
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@@ -138,6 +187,13 @@ Bobbin becomes invisible to the guards and enters the tower, where he learns the
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
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<img src="./loom-chart.svg" alt="loom" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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### References
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[THayes] Tom Hayes, GameFAQs Walkthrough (2008). https://gamefaqs.gamespot.com/pc/564920-loom/faqs/26748
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@@ -15,6 +15,13 @@ Maniac Mansion is a 1987 Lucasfilm Games adventure designed by Ron Gilbert that
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
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<img src="./maniac-mansion-chart.svg" alt="maniac-mansion" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 1: Swimming Pool Atomic Reactor via Timed Two-Character Cooperation
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### Problem
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@@ -56,6 +63,13 @@ The pool empties (revealing reactor), items are collected, then refilled before
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
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<img src="./maniac-mansion-chart.svg" alt="maniac-mansion" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 2: Arcade High Score Password via Observation and Security Bypass
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### Problem
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@@ -97,6 +111,13 @@ The broken wires are repaired via coordinated breaker/attic work; arcade high sc
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
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<img src="./maniac-mansion-chart.svg" alt="maniac-mansion" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Puzzle 3: Film Development Chain via Character-Specific Materials Gathering
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### Problem
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@@ -140,6 +161,13 @@ Undeveloped film is collected, developer fluid absorbed in sponge, Michael proce
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
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<img src="./maniac-mansion-chart.svg" alt="maniac-mansion" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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## Other Puzzles
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| Name | Problem & Solution | Pattern Type |
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@@ -155,6 +183,13 @@ Undeveloped film is collected, developer fluid absorbed in sponge, Michael proce
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---
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
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<img src="./maniac-mansion-chart.svg" alt="maniac-mansion" Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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### References
|
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|
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[DBarker] Dave Barker, "Maniac Mansion - Solved Walkthrough" (undated). https://www.syntax2000.com/lucasfilm/mansion.shtml
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@@ -13,11 +13,12 @@ Monkey Island is a 1990 Lucasfilm Games adventure designed by Ron Gilbert that e
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## Puzzle Dependency Chart
|
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|
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The chart below shows the complete puzzle flow for Monkey Island 1, from initial trials through final confrontation. View it as interactive SVG in the generated book or see the [source mermaid diagram](./monkey-island-1-chart.mmd).
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<div align="center">
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<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./monkey-island-1-chart.svg?dark">
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<img src="./monkey-island-1-chart.svg" alt="Monkey Island 1 Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
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|
||||
---
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||||
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@@ -13,12 +13,17 @@ Quest for Glory 1: So You Want To Be A Hero is a 1989 Sierra On-Line adventure d
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## Puzzle Dependency Chart
|
||||
|
||||
<iframe src="./quest-for-glory-1-chart.svg" width="100%" height="800px" style="border:none;"></iframe>
|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-1-puzzle-dependencies-qa.md)
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<div align="center">
|
||||
<picture>
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<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-1-chart.svg?dark">
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<img src="./quest-for-glory-1-chart.svg" alt="Quest for Glory 1 Puzzle Dependency Chart" width="80%">
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</picture>
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</div>
|
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|
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|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-1-puzzle-dependencies-qa.md)
|
||||
|
||||
---
|
||||
|
||||
## Puzzle 1: The Countercurse Ingredients Meta-Puzzle
|
||||
|
||||
@@ -16,7 +16,12 @@ Sierra's 1989 hybrid RPG-adventure pioneered time-based puzzle design. Unlike st
|
||||
|
||||
## Puzzle Dependency Chart
|
||||
|
||||
<iframe src="./quest-for-glory-ii-chart.svg" width="100%" height="800px" style="border:none;"></iframe>
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-ii-chart.svg?dark">
|
||||
<img src="./quest-for-glory-ii-chart.svg" alt="Quest for Glory II Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-ii-puzzle-dependencies-qa.md)
|
||||
|
||||
|
||||
@@ -14,12 +14,17 @@ Sierra's 1992 sequel introduced three distinct class-based playthroughs, where F
|
||||
|
||||
## Puzzle Dependency Chart
|
||||
|
||||
<iframe src="./quest-for-glory-iii-chart.svg" width="100%" height="800px" style="border:none;"></iframe>
|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-iii-puzzle-dependencies-qa.md)
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-iii-chart.svg?dark">
|
||||
<img src="./quest-for-glory-iii-chart.svg" alt="Quest for Glory III Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||

|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-iii-puzzle-dependencies-qa.md)
|
||||
|
||||
---
|
||||
|
||||
## Puzzle 1: Warrior Initiation Contest
|
||||
|
||||
@@ -13,12 +13,17 @@ Quest for Glory IV: Shadows of Darkness is a 1994 Sierra Entertainment adventure
|
||||
|
||||
## Puzzle Dependency Chart
|
||||
|
||||
<iframe src="./quest-for-glory-iv-chart.svg" width="100%" height="800px" style="border:none;"></iframe>
|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-iv-puzzle-dependencies-qa.md)
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-iv-chart.svg?dark">
|
||||
<img src="./quest-for-glory-iv-chart.svg" alt="Quest for Glory IV Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||

|
||||
|
||||
[View Puzzle Dependencies QA Report](./quest-for-glory-iv-puzzle-dependencies-qa.md)
|
||||
|
||||
---
|
||||
|
||||
## Puzzle 1: Dr. Cranium's Antwerp Key Maze
|
||||
|
||||
@@ -13,6 +13,13 @@ Sam & Max Hit the Road is a 1993 LucasArts adventure designed by Steve Purcell a
|
||||
|
||||

|
||||
|
||||
<div align="center">
|
||||
<picture>
|
||||
<source media="(prefers-color-scheme: dark)" srcset="./sam-and-max-chart.svg?dark">
|
||||
<img src="./sam-and-max-chart.svg" alt="Sam & Max Hit the Road Puzzle Dependency Chart" width="80%">
|
||||
</picture>
|
||||
</div>
|
||||
|
||||
---
|
||||
|
||||
## Puzzle 1: Gator Golf Emporium Flag Path via Crocodile Manipulation
|
||||
|
||||
Reference in New Issue
Block a user