Add MMD charts for Broken Sword 1, BS2, Gabriel Knight 1, and Grim Fandango
This commit is contained in:
189
src/inspiration/broken-sword-1-shadow-of-the-templars-chart.mmd
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src/inspiration/broken-sword-1-shadow-of-the-templars-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_MEET_NICO_PARIS["A: Meet Nico in Paris Metro"]
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%% =============================================================================
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%% PARIS MUSEUM - Initial Investigation (area_1 - light blue)
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%% =============================================================================
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subgraph area_1["**PARIS MUSEUM**"]
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A_MEET_NICO_PARIS --> C1["C1: Discover Stolen Chalices"]
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C1 --> P_MUSEUM_ACCESS["P: Need Museum After-Hours Access"]
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C1 --> P_TOTEM_POLE["P: Totem Pole Blocks View"]
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C1 --> P_SARCOPHAGUS["P: Need to Hide Until Night"]
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P_MUSEUM_ACCESS --> A_VISIT_MANAGER["A: Visit Museum Manager Daytime"]
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A_VISIT_MANAGER --> O_RECEIVE_KEYS["O: Receive Key Access"]
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P_TOTEM_POLE --> A_PUSH_TOTEM["A: Push Totem Pole Aside"]
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A_PUSH_TOTEM --> O_VIEW_UNBLOCKED["O: Guard View Blocked"]
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P_SARCOPHAGUS --> A_ENTER_SARCOPHAGUS["A: Climb into Sarcophagus"]
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A_ENTER_SARCOPHAGUS --> O_HIDDEN_SUCCESSFULLY["O: Hidden from Guards"]
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O_RECEIVE_KEYS & O_VIEW_UNBLOCKED & O_HIDDEN_SUCCESSFULLY --> P_TRIPOD["P: Cat Burglar Needs Tripod"]
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P_TRIPOD --> A_WAIT_FOR_BURGLAR["A: Wait for Cat Burglar"]
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A_WAIT_FOR_BURGLAR --> O_TRIPOD_STOLEN["O: Tripod Stolen by Burglar"]
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end
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style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
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%% =============================================================================
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%% LOCHMARNE CASTLE - Goat & Plaster Cast (area_2 - light orange)
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%% =============================================================================
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subgraph area_2["**LOCHMARNE CASTLE**"]
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O_TRIPOD_STOLEN --> C2["C2: Visit Lochmarne Castle"]
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C2 --> P_GOAT_BLOCKER["P: Guard Goat Blocks Tomb Entry"]
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P_GOAT_BLOCKER --> A_OBSERVE_GOAT["A: Observe Goat Patrol Pattern"]
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A_OBSERVE_GOAT --> O_UNDERSTAND_PATTERN["O: Understand Attack Trigger"]
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O_UNDERSTAND_PATTERN --> A_WAIT_FEEDING["A: Wait for Goat at Feeder"]
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A_WAIT_FEEDING --> O_GOAT_VULNERABLE["O: Goat in Trap Position"]
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O_GOAT_VULNERABLE --> A_ROLL_AXLE["A: Roll Axle Under Support Beam"]
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A_ROLL_AXLE --> O_GOAT_TRAPPED["O: Goat Legs Crushed"]
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O_GOAT_TRAPPED --> C3["C3: Access Underground Tomb"]
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C3 --> P_FIVE_HOLES["P: Five Key-Shaped Holes in Ground"]
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P_FIVE_HOLES --> A_FIND_PLASTER["A: Find Plaster of Paris Bag"]
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A_FIND_PLASTER --> O_RECEIVE_PLASTER["O: Receive Plaster Material"]
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O_RECEIVE_PLASTER --> A_POUR_INTO_HOLES["A: Pour Plaster into Holes"]
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A_POUR_INTO_HOLES --> O_MOLD_READY["O: Plaster Mold in Hole"]
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O_MOLD_READY --> A_TRY_DRY_TOWEL["A: Try Dry Towel on Plaster"]
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A_TRY_DRY_TOWEL --> O_NOT_WET_ENOUGH["O: Too Dry - Won't Set"]
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end
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style area_2 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
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%% =============================================================================
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%% CROSS-LOCATION: Wet Towel Logistics (area_3 - light purple)
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%% =============================================================================
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subgraph area_3["**CROSS-LOCATION LOGISTICS**"]
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O_NOT_WET_ENOUGH --> P_NEED_WATER["P: Need to Wet Towel"]
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P_NEED_WATER --> A_RETURN_TO_BAR["A: Return to MacDevitt's Bar"]
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A_RETURN_TO_BAR --> A_GO_CELLAR["A: Go to Cellar Behind Bar"]
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A_GO_CELLAR --> A_FIND_TAP["A: Find Water Tap in Cellar"]
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A_FIND_TAP --> O_TAP_LOCATED["O: Tap Found"]
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O_TAP_LOCATED --> A_WET_TOWEL["A: Wet Towel Under Running Water"]
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A_WET_TOWEL --> O_TOWEL_SATURATED["O: Towel Fully Saturated"]
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O_TOWEL_SATURATED --> A_RETURN_CASTLE["A: Return to Lochmarne Castle"]
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A_RETURN_CASTLE --> A_APPLY_WET_TOWEL["A: Apply Wet Towel to Plaster"]
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A_APPLY_WET_TOWEL --> O_KEY_SETS["O: Key Cast Hardens"]
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O_KEY_SETS --> A_PICK_CAST["A: Pick Up Key Replica"]
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A_PICK_CAST --> O_RECEIVE_CAST_KEY["O: Receive Working Key Cast"]
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O_RECEIVE_CAST_KEY --> A_INSERT_KEY["A: Insert Cast into Door"]
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A_INSERT_KEY --> C4["C4: Locked Door Opens"]
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end
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style area_3 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% =============================================================================
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%% MONTFAUCON - Hotel Theft (area_4 - light blue)
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%% =============================================================================
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subgraph area_4["**MONTFAUCON HOTEL**"]
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C4 --> P_MANUSCRIPT_STEAL["P: Steal Manuscript from Guest Room"]
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P_MANUSCRIPT_STEAL --> A_DROP_WINDOW["A: Drop Manuscript Out Window"]
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A_DROP_WINDOW --> O_OUTSIDE_ROOM["O: Manuscript Outside"]
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O_OUTSIDE_ROOM --> A_EXIT_HOTEL["A: Exit Hotel Building"]
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A_EXIT_HOTEL --> A_RETURN_ALLEY["A: Return via Alley Behind Building"]
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A_RETURN_ALLEY --> O_GUARDS_MISS["O: Guards Miss Hidden Item"]
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O_GUARDS_MISS --> C5["C5: Manuscript Secured"]
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end
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style area_4 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
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%% =============================================================================
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%% MONTFAUCON - Clown & Prison Escape (area_5 - light amber)
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%% =============================================================================
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subgraph area_5["**CLOWN DISTRACTION & PRISON**"]
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C5 --> P_JUGGLER_BLOCK["P: Juggler Blocks Path"]
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P_JUGGLER_BLOCK --> A_FIND_RED_NOSE["A: Find Clown Red Nose in Sewer"]
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A_FIND_RED_NOSE --> O_WEAR_NOSE["O: Wear Clown Nose"]
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O_WEAR_NOSE --> A_PERFORM_BADLY["A: Perform Bad Juggling"]
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A_PERFORM_BADLY --> O_JUGGLER_LEFT["O: Juggler Leaves Disgusted"]
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O_JUGGLER_LEFT --> C6["C6: Path Clear - Then Arrested"]
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C6 --> P_NEED_MONEY["P: Need $50 for Truck Escape"]
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P_NEED_MONEY --> A_CLEAN_STATUE["A: Clean Antique Statue with Tissue"]
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A_CLEAN_STATUE --> O_STATUE_VALUABLE["O: Statue Now Sellable"]
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O_STATUE_VALUABLE --> A_SELL_DUANE["A: Sell to American Collector Duane"]
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A_SELL_DUANE --> O_RECEIVE_50["O: Receive Fifty Dollars"]
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O_RECEIVE_50 --> C7["C7: Can Pay Truck Driver"]
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end
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style area_5 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
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%% =============================================================================
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%% SITE DE BAPHOMET - Key Impression (area_6 - light orange)
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%% =============================================================================
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subgraph area_6["**SITE DE BAPHOMET**"]
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C7 --> P_GUARD_KEY["P: Guard Holds Secret Chamber Key"]
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P_GUARD_KEY --> A_OBSERVE_SOAP["A: Observe Keys on Soap Bar"]
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A_OBSERVE_SOAP --> O_KEY_IMPRINT["O: Press Keys into Soft Soap"]
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O_KEY_IMPRINT --> A_PLASTER_MOLD["A: Apply Plaster to Capture Shape"]
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A_PLASTER_MOLD --> O_COPY_MADE["O: Fake Key Ready"]
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O_COPY_MADE --> A_WET_FAKE_KEY["A: Wet Fake Key Under Tap"]
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A_WET_FAKE_KEY --> O_KEY_FORMED["O: Copy Key Solid"]
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P_GUARD_KEY --> A_CALL_NICO["A: Call Nico for Distraction"]
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A_CALL_NICO --> O_PAINTER_BUSY["O: Painter Distracted"]
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O_KEY_FORMED & O_PAINTER_BUSY --> A_PAINT_BLACK["A: Paint Fake Key Black"]
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A_PAINT_BLACK --> O_DECOY_READY["O: Decoy Indistinguishable"]
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P_GUARD_KEY --> A_STUDY_THERMOSTAT["A: Study Thermostat Control"]
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A_STUDY_THERMOSTAT --> O_HEAT_MECHANIC["O: Understand Glove Pattern"]
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O_HEAT_MECHANIC --> A_INCREASE_HEAT["A: Increase Thermostat Heat"]
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A_INCREASE_HEAT --> O_GUARD_GLOVED["O: Guard Wears Gloves Now"]
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O_DECOY_READY & O_GUARD_GLOVED --> A_SWAP_KEYS["A: Swap Fake for Real Key"]
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A_SWAP_KEYS --> O_REAL_KEY_OBTAINED["O: Have Secret Chamber Key"]
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O_REAL_KEY_OBTAINED --> C8["C8: Secret Chamber Unlocked"]
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end
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style area_6 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
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%% =============================================================================
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%% SECRET CHAMBER - Chalice (area_7 - light green)
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%% =============================================================================
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subgraph area_7["**SECRET CHAMBER**"]
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C8 --> P_CHALICE["P: Need Complete Chalice"]
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P_CHALICE --> A_PLACE_ON_MOSAIC["A: Place Upper Chalice on Mosaic"]
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A_PLACE_ON_MOSAIC --> O_VISION_RECEIVED["O: Receive Vision Sequence"]
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P_CHALICE --> A_SOLVE_CHESS["A: Solve Chess Tapestry Puzzle"]
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A_SOLVE_CHESS --> O_COUNT_LIGHTS["O: Count Menorah Candle Lights"]
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O_COUNT_LIGHTS --> O_CODE_LEARNED["O: Bishop-Knight-King Pattern"]
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O_CODE_LEARNED --> A_ARRANGE_PIECES["A: Arrange Middle Column Pieces"]
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A_ARRANGE_PIECES --> O_TAPESTRY_OPEN["O: Hidden Compartment Opens"]
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O_VISION_RECEIVED & O_TAPESTRY_OPEN --> C9["C9: Full Chalice Accessible"]
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C9 --> A_TAKE_FULL_CHALICE["A: Take Complete Templar Chalice"]
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A_TAKE_FULL_CHALICE --> END["**END - Escape to Spain Train**"]
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end
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style area_7 fill:#E8F5E9,stroke:#388E3C,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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class START,END,C1,C2,C3,C4,C5,C6,C7,C8,C9 start_end
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File diff suppressed because one or more lines are too long
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After Width: | Height: | Size: 151 KiB |
194
src/inspiration/broken-sword-ii-the-smoking-mirror-chart.mmd
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src/inspiration/broken-sword-ii-the-smoking-mirror-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_WOKE_UP["A: Wake Up on Caribbean Beach"]
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%% =============================================================================
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%% CARIBEAN - Initial Investigation (area_1 - light blue)
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%% =============================================================================
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subgraph area_1["**CARIBBEAN ISLES**"]
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A_WOKE_UP --> C1["C1: Discover Island Life"]
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C1 --> P_MEET_GEORGE["P: Meet George on Beach"]
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C1 --> P_BRONSON_CONFRONT["P: Bronson Steals Map Piece"]
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P_MEET_GEORGE --> A_TALK_GEORGE["A: Talk to George Stobbart"]
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A_TALK_GEORGE --> O_PARTNERSHIP_FORMED["O: George Joins Journey"]
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P_BRONSON_CONFRONT --> A_CHASE_BRONSON["A: Chase Bronson from Beach"]
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A_CHASE_BRONSON --> O_MAP_LOST["O: Map Piece Stolen"]
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O_PARTNERSHIP_FORMED & O_MAP_LOST --> C2["C2: Set off for Ketch Landing"]
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end
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style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
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%% =============================================================================
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%% KECH LANDING - Surveyor & Zoo (area_2 - light orange)
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%% =============================================================================
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subgraph area_2["**KETCH LANDING**"]
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C2 --> P_Survey_MAP["P: Need Survey Map from Ketch Sisters"]
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P_Survey_MAP --> A_OBTAIN_BRONSON_PLANS["A: Steal Bronson's Hidden Plans"]
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A_OBTAIN_BRONSON_PLANS --> O_HAVE_EVIDENCE["O: Have Bronson Trespass Proof"]
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O_HAVE_EVIDENCE --> A_SHOW_KETCH_SISTERS["A: Show Plans to Ketch Sisters"]
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A_SHOW_KETCH_SISTERS --> O_RECEIVE_SURVEY_MAP["O: Receive Survey Map Copy"]
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O_RECEIVE_SURVEY_MAP --> C3["C3: Can Navigate Zombie Island"]
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C3 --> P_GET_THEODOLITE["P: Need Theodolite from Bronson's Beach Hideout"]
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P_GET_THEODOLITE --> A_SEARCH_BEACH_CAVE["A: Search Bronson's Cave on Beach"]
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A_SEARCH_BEACH_CAVE --> O_RECEIVE_THEODOLITE["O: Receive Surveyor Instrument"]
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end
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style area_2 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
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%% =============================================================================
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%% ZOMBIE ISLAND - Multi-Step Alignment (area_3 - light purple)
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%% =============================================================================
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subgraph area_3["**ZOMBIE ISLAND**"]
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C3 --> P_NAVIGATE_ISLAND["P: Navigate Maze-Like Island Pathways"]
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P_NAVIGATE_ISLAND --> A_MEET_WILD_BOAR["A: Encounter Wild Boar Blocking Path"]
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A_MEET_WILD_BOAR --> O_BOAR_BLOCKADE["O: Cannot Pass Without Combat"]
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P_NAVIGATE_ISLAND --> A_FIND_REED_SWAAMP["A: Find Reed in Swamp Area"]
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A_FIND_REED_SWAAMP --> O_HAVE_REED["O: Have Reed Shaft Item"]
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P_NAVIGATE_ISLAND --> A_POKE_LAIR_REED["A: Poke Creature Lair with Reed"]
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A_POKE_LAIR_REED --> O_DART_OBTAINED["O: Reed Tip Bitten Off - Have Dart"]
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O_HAVE_REED & O_DART_OBTAINED --> A_COMBINE_HARPOON["A: Combine Reed + Dart = Harpoon"]
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A_COMBINE_HARPOON --> O_HAVE_HARPOON["O: Have Working Harpoon Weapon"]
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O_HAVE_HARPOON --> A_SHOOT_BOAR["A: Fire Harpoon at Boar"]
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A_SHOOT_BOAR --> O_BOAR_FLED["O: Boar Flees - Path Clear"]
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O_BOAR_FLED --> P_FIND_MARKER["P: Find Surveyor's Marker on Rock Needle"]
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P_FIND_MARKER --> A_LOCATE_CREEPER_SITE["A: Locate Marker Under Creeper Veil"]
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A_LOCATE_CREEPER_SITE --> O_MARKER_FOUND["O: Marker Visible Beneath Cover"]
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O_MARKER_FOUND --> A_NET_SENSOR_COMBINE["A: Combine Net + Sensor Items"]
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A_NET_SENSOR_COMBINE --> O_RETRIEVAL_TOOL["O: Have Extraction Device"]
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O_RETRIEVAL_TOOL --> A_EXTRACT_MARKER["A: Extract Marker from Creeper"]
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A_EXTRACT_MARKER --> O_MARKER_FREE["O: Marker Secured"]
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O_MARKER_FREE --> A_PLACE_ON_ROCK_NEEDLE["A: Place Marker on High Rock Needle"]
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A_PLACE_ON_ROCK_NEEDLE --> O_ALIGNMENT_SET["O: Marker Now Visible from Summit"]
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end
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style area_3 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
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%% =============================================================================
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%% ZOMBIE ISLAND SUMMIT - Theodolite Vision (area_4 - light amber)
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%% =============================================================================
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subgraph area_4["**SUMMIT VISION**"]
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O_ALIGNMENT_SET --> A_CLIMB_TO_SUMMIT["A: Climb to Island Summit Point"]
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A_CLIMB_TO_SUMMIT --> C4["C4: Reach Summit Viewpoint"]
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C4 --> P_ALIGN_THEODOLITE["P: Align Theodolite for Vision"]
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P_ALIGN_THEODOLITE --> A_MOUNT_TRIPOD["A: Mount Theodolite on Summit Tripod"]
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A_MOUNT_TRIPOD --> O_INSTRUMENT_READY["O: Theodolite Installed"]
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O_INSTRUMENT_READY --> A_SCAN_HORIZON["A: Look Through Scope - Scan East to West"]
|
||||||
|
A_SCAN_HORIZON --> O_SPARKLE_SEEN["O: Marker Sparkling Among Pillars"]
|
||||||
|
|
||||||
|
O_SPARKLE_SEEN --> P_PINPOINT_PILLAR["P: Identify Correct Pillar Above Marker"]
|
||||||
|
P_PINPOINT_PILLAR --> A_EXAMINE_CORRECT_PILLAR["A: Examine Pillar Directly Above Marker Position"]
|
||||||
|
A_EXAMINE_CORRECT_PILLAR --> O_PATH_REVEALED["O: Hidden Path to North Shown"]
|
||||||
|
|
||||||
|
O_PATH_REVEALED --> C5["C5: Eagle Stone Chamber Accessible"]
|
||||||
|
|
||||||
|
C5 --> A_DESCEND_NORTH_PATH["A: Descend Newly Opened Northern Route"]
|
||||||
|
A_DESCEND_NORTH_PATH --> END["**END - Year 1 Complete**"]
|
||||||
|
end
|
||||||
|
style area_4 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
|
||||||
|
|
||||||
|
%% =============================================================================
|
||||||
|
%% LONDON UNDERGROUND - Nico's Storyline (area_5 - light cyan)
|
||||||
|
%% =============================================================================
|
||||||
|
subgraph area_5["**LONDON UNDERGROUND**"]
|
||||||
|
START --> NICO_START["NICO: Meet Nico at Museum"]
|
||||||
|
|
||||||
|
NICO_START --> P_VENDING_COIN["P: Need Exact Change for Scale"]
|
||||||
|
|
||||||
|
P_VENDING_COIN --> A_USE_HAIRPIN_SLOT["A: Use Hairpin in Vending Machine Slot"]
|
||||||
|
A_USE_HAIRPIN_SLOT --> O_PENNY_RETURND["O: Coin Returned from Stuck Jam"]
|
||||||
|
|
||||||
|
O_PENNY_RETURND --> A_USE_SCALE["A: Place Penny on Weighing Scale"]
|
||||||
|
A_USE_SCALE --> O_WEIGHT_CARD["O: Receive Body Weight Printout Card"]
|
||||||
|
|
||||||
|
O_WEIGHT_CARD --> P_CUPBOARD_ACCESS["P: Need to Open Locked Cupboard"]
|
||||||
|
|
||||||
|
P_CUPBOARD_ACCESS --> A_GET_DAGGER_STORAGE["A: Get Dagger from Back Storage Cabinet"]
|
||||||
|
A_GET_DAGGER_STORAGE --> O_HAVE_DAGGER["O: Have Ancient Dagger Item"]
|
||||||
|
|
||||||
|
O_HAVE_DAGGER & O_WEIGHT_CARD --> A_UNLOCK_PANEL["A: Use Weight Card in Panel Crack"]
|
||||||
|
A_UNLOCK_PANEL --> O_SIGNAL_ACCESS["O: Signal Lever Accessible"]
|
||||||
|
|
||||||
|
O_SIGNAL_ACCESS --> A_PRESS_RED_BUTTON["A: Press Red Signal Button - Switch Tracks"]
|
||||||
|
A_PRESS_RED_BUTTON --> O_TRACKS_CHANGED["O: Train Can Now Board"]
|
||||||
|
|
||||||
|
O_TRACKS_CHANGED --> NICO_END["NICO_END: Ride to Thames Docks"]
|
||||||
|
end
|
||||||
|
style area_5 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
|
||||||
|
|
||||||
|
%% =============================================================================
|
||||||
|
%% MARSEILLES WAREHOUSE - Multi-Character (area_6 - light green)
|
||||||
|
%% =============================================================================
|
||||||
|
subgraph area_6["**MARSEILLES WAREHOUSE**"]
|
||||||
|
START --> GEORGE_NICO_TRAP["BOTH: Trapped in Secret Chamber"]
|
||||||
|
|
||||||
|
GEORGE_NICO_TRAP --> P_STATUE_BLOCKER["P: Heavy Statue Blocks Exit Door"]
|
||||||
|
|
||||||
|
P_STATUE_BLOCKER --> A_CHECK_PULLEY["A: Check Pulley System on Wall"]
|
||||||
|
A_CHECK_PULLEY --> O_OUT_OF_REACH["O: Cannot Reach Pulley Height"]
|
||||||
|
|
||||||
|
P_STATUE_BLOCKER --> A_CHECK_PALLET["A: Check Pallet Carrier Under Statue"]
|
||||||
|
A_CHECK_PALLET --> O_PALLET_BLOCKED["O: Crates Block Carrier Movement"]
|
||||||
|
|
||||||
|
P_STATUE_BLOCKER --> A_CHECK_ELEVATOR["A: Check Elevator Access"]
|
||||||
|
A_CHECK_ELEVATOR --> O_SENSOR_ACTIVE["O: Photoelectric Cell Closes Door Fast"]
|
||||||
|
|
||||||
|
O_SENSOR_ACTIVE --> P_BYPASSSENSOR["P: Disable Safety Sensor"]
|
||||||
|
P_BYPASSSENSOR --> A_TAPE_PHOTOCELL["A: Tape Over Photoelectric Eye"]
|
||||||
|
A_TAPE_PHOTOCELL --> O_SENSOR_BLIND["O: Sensor Deactivated"]
|
||||||
|
|
||||||
|
O_SENSOR_BLIND --> A_BLOCK_WITH_CRATE["A: Push Crate Against Elevator Door"]
|
||||||
|
A_BLOCK_WITH_CRATE --> O_DOOR_HOLDS["O: Door Stays Open Without Sensor"]
|
||||||
|
|
||||||
|
O_DOOR_HOLDS --> A_RESTACK_CRATES["A: Move Small Crate to New Stack Position"]
|
||||||
|
A_RESTACK_CRATES --> A_CLEAR_PALLET_PATH["A: Push Large Crate Aside"]
|
||||||
|
A_CLEAR_PALLET_PATH --> O_PALLET_FREE["O: Carrier Path Clear Now"]
|
||||||
|
|
||||||
|
O_PALLET_FREE & O_OUT_OF_REACH --> A_RAISE_STATUE_FIRST["A: Operate Pallet to Raise Statue Upward"]
|
||||||
|
A_RAISE_STATUE_FIRST --> O_STATUE_ELEVATED["O: Statue Now High Enough"]
|
||||||
|
|
||||||
|
O_STATUE_ELEVATED --> A_WIND_ROPE_AROUND["A: Wind Rope Around Statue Base"]
|
||||||
|
A_WIND_ROPE_AROUND --> A_ATTACH_TO_PULLEY["A: Attach Free End to Pulley System"]
|
||||||
|
A_ATTACH_TO_PULLEY --> O_PULLEY_CONNECTED["O: Lifting Mechanism Ready"]
|
||||||
|
|
||||||
|
O_PULLEY_CONNECTED & O_STATUE_ELEVATED --> A_LOWER_CARRIER_AGAIN["A: Lower Pallet Carrier Back Down"]
|
||||||
|
A_LOWER_CARRIER_AGAIN --> O_PATH_FOR_PUSH["O: Room to Push Statue Now"]
|
||||||
|
|
||||||
|
O_PATH_FOR_PUSH --> A_PUSH_ALONE_FIRST["A: Try Pushing Statue Alone"]
|
||||||
|
A_PUSH_ALONE_FIRST --> O_TOO_HEAVY_SOLELY["O: Too Heavy for One Person"]
|
||||||
|
|
||||||
|
O_TOO_HEAVY_SOLELY --> A_TALK_NICO_HELP["A: Talk to Nico - Request Assistance"]
|
||||||
|
A_TALK_NICO_HELP --> O_TWO_PLAYER_ANIMATION["O: Both Characters Push Together"]
|
||||||
|
|
||||||
|
O_TWO_PLAYER_ANIMATION --> C6["C6: Statue Slides Through Doorway"]
|
||||||
|
|
||||||
|
C6 --> A_USE_MANACALES_CABLE["A: Use Manacles on Overhead Cable to Slide Down"]
|
||||||
|
A_USE_MANACALES_CABLE --> GEORGE_NICO_END["BOTH_END: Escape to Next Location"]
|
||||||
|
end
|
||||||
|
style area_6 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
|
||||||
|
|
||||||
|
%% =============================================================================
|
||||||
|
%% CLASS DEFINITIONS
|
||||||
|
%% =============================================================================
|
||||||
|
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
|
||||||
|
|
||||||
|
class START,C1,C2,C3,C4,C5,C6,NICO_START,NICO_END,GEORGE_NICO_TRAP,GEORGE_NICO_END,END start_end
|
||||||
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 159 KiB |
187
src/inspiration/gabriel-knight-1-sins-of-the-fathers-chart.mmd
Normal file
187
src/inspiration/gabriel-knight-1-sins-of-the-fathers-chart.mmd
Normal file
@@ -0,0 +1,187 @@
|
|||||||
|
flowchart TD
|
||||||
|
node[fontsize=18]
|
||||||
|
START["**START**"] --> A_NO_STREETS["A: Explore New Orleans Streets Day 1"]
|
||||||
|
|
||||||
|
subgraph area_1["**NEW ORLEANS DAYS 1-3**"]
|
||||||
|
A_NO_STREETS --> C1["C1: Discover Voodoo Murders"]
|
||||||
|
C1 --> P_MEET_MAGENTIA["P: Meet Magentia Moonbeam"]
|
||||||
|
P_MEET_MAGENTIA --> A_VISIT_CAFE["A: Visit Cafe Du Monde"]
|
||||||
|
A_VISIT_CAFE --> O_TRANSLATE_ONE["O: Get First Message Translation"]
|
||||||
|
C1 --> P_READ_LIBRARY["P: Read Dr Johns Library Books"]
|
||||||
|
P_READ_LIBRARY --> A_BROWSE_BOOKS["A: Browse Vodouk books"]
|
||||||
|
A_BROWSE_BOOKS --> O_LEARN_TERMS["O: Learn Djede Terminology"]
|
||||||
|
O_TRANSLATE_ONE & O_LEARN_TERMS --> A_SKETCH_TOMBS["A: Sketch New Tomb Markings at Cemetery"]
|
||||||
|
A_SKETCH_TOMBS --> P_DECODE_SECOND["P: Decode Partial Cipher Message"]
|
||||||
|
P_DECODE_SECOND --> A_COMPARE_CIPHERS["A: Compare With First Translation"]
|
||||||
|
A_COMPARE_CIPHERS --> O_LEARN_LETTERS["O: Identify Missing Letters Y-U-M"]
|
||||||
|
O_LEARN_LETTERS --> A_RECALL_COFFIN_TERM["A: Remember Coffin Term SEKEY MADOULE"]
|
||||||
|
A_RECALL_COFFIN_TERM --> O_FULL_MESSAGE["O: Complete Message DJ BRING SEKEY MADOULE"]
|
||||||
|
end
|
||||||
|
style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_2["**ST LOUIS CEMETERY #1**"]
|
||||||
|
O_FULL_MESSAGE --> P_ACCESS_WALL["P: Need to Write on Tomb Wall"]
|
||||||
|
P_ACCESS_WALL --> A_FIND_BRICK["A: Find Brick at Tomb Site"]
|
||||||
|
A_FIND_BRICK --> A_BREAK_WALL["A: Break Wall Surface With Brick"]
|
||||||
|
A_BREAK_WALL --> O_CAN_WRITE["O: Can Now Write Message"]
|
||||||
|
O_CAN_WRITE & O_FULL_MESSAGE --> A_WRITE_MSG["A: Write Complete Cipher on Wall"]
|
||||||
|
A_WRITE_MSG --> C2["C2: Dr John Summoned Coffin Meeting Set"]
|
||||||
|
end
|
||||||
|
style area_2 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_3["**SCHOONHAVEN TRIP**"]
|
||||||
|
C2 --> A_TRAVEL_GERMANY["A: Travel to Schoonhaven Germany"]
|
||||||
|
A_TRAVEL_GERMANY --> C3["C3: Arrive at Grandmothers House"]
|
||||||
|
C3 --> P_CLOCK_SECRET["P: Unlock Clock Secret Drawer"]
|
||||||
|
P_CLOCK_SECRET --> A_SET_HANDS_300["A: Set Clock Hands to 3 OClock Position"]
|
||||||
|
A_SET_HANDS_300 --> O_HANDS_SET["O: Clock Hands at Correct Position"]
|
||||||
|
O_HANDS_SET --> A_ROTATE_INNER_DIAL["A: Rotate Inner Dial Until Dragon Hits 12"]
|
||||||
|
A_ROTATE_INNER_DIAL --> O_DRAWER_OPENS["O: Secret Drawer Springs Open"]
|
||||||
|
O_DRAWER_OPENS --> A_TAKE_LETTER_PHOTO["A: Take Letter and Photograph From Drawer"]
|
||||||
|
A_TAKE_LETTER_PHOTO --> O_FAMILY_HISTORY["O: Learn About Knight Family Ancestry"]
|
||||||
|
end
|
||||||
|
style area_3 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_4["**SCHLOSS RITTER CASTLE**"]
|
||||||
|
O_FAMILY_HISTORY --> A_VISIT_CASTLE["A: Visit Schloss Ritter Castle"]
|
||||||
|
A_VISIT_CASTLE --> C4["C4: Must Complete Initiation Ritual"]
|
||||||
|
C4 --> P_INITIATION["P: Perform Three-Part Ritual"]
|
||||||
|
P_INITIATION --> A_WASH_HANDS_SNOW["A: Wash Hands in Fresh Snow"]
|
||||||
|
A_WASH_HANDS_SNOW --> O_HANDS_CLEAN["O: Hands Purified"]
|
||||||
|
P_INITIATION --> A_CUT_HAIR["A: Cut Own Hair With Scissors"]
|
||||||
|
A_CUT_HAIR --> O_SACRIFICE_DONE["O: Sacrifice Completed"]
|
||||||
|
P_INITIATION --> A_BLOOD_RITUAL["A: Perform Blood Ritual on Altar"]
|
||||||
|
A_BLOOD_RITUAL --> A_CUT_FINGER["A: Cut Finger With Knife"]
|
||||||
|
A_CUT_FINGER --> A_COLLECT_SALT_BOWL["A: Collect Blood in Salt-Filled Bowl"]
|
||||||
|
A_COLLECT_SALT_BOWL --> A_UNROLL_SCROLL["A: Unroll Ancient Scroll"]
|
||||||
|
A_UNROLL_SCROLL --> A_PERFORM_SEQUENCE["A: Perform Symbol Sequence Correctly"]
|
||||||
|
A_PERFORM_SEQUENCE --> O_RITUAL_COMPLETE["O: Blood Ritual Success"]
|
||||||
|
O_HANDS_CLEAN & O_SACRIFICE_DONE & O_RITUAL_COMPLETE --> C5["C5: Can Now Read Castle Books"]
|
||||||
|
end
|
||||||
|
style area_4 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_5["**CASTLE LIBRARY**"]
|
||||||
|
C5 --> P_FIND_BOOK["P: Find Book About Snake Mound Location"]
|
||||||
|
P_FIND_BOOK --> A_READ_FIVE["A: Read Five Specific Books"]
|
||||||
|
A_READ_FIVE --> O_LEARN_AFRICA["O: Learn About Snake Mound in Africa"]
|
||||||
|
O_LEARN_AFRICA --> C6["C6: Know Where to Go Next Africa"]
|
||||||
|
end
|
||||||
|
style area_5 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_6["**SNAKE MOUND OUTER RING**"]
|
||||||
|
C6 --> A_TRAVEL_AFRICA["A: Travel to Africa Snake Mound"]
|
||||||
|
A_TRAVEL_AFRICA --> C7["C7: Arrive at Circular Room Structure"]
|
||||||
|
C7 --> P_TILE_PUZZLE["P: Place Twelve Tiles in Correct Rooms"]
|
||||||
|
P_TILE_PUZZLE --> A_EXPLORE_12["A: Explore All 12 Rooms Collecting Tiles"]
|
||||||
|
A_EXPLORE_12 --> O_FIND_ROD_R9["O: Find Snake Rod in Room 9"]
|
||||||
|
A_EXPLORE_12 --> O_ALL_TILES["O: Have All Portable Tile Pieces"]
|
||||||
|
O_ALL_TILES --> A_COUNT_SNAKES["A: Count Snake Patterns on Each Tile"]
|
||||||
|
A_COUNT_SNAKES --> O_PATTERN_UNDERSTOOD["O: Understand Room-to-Snake Mapping Rule"]
|
||||||
|
O_PATTERN_UNDERSTOOD --> A_PLACE_ALL_12["A: Place All 12 Tiles in Matching Rooms"]
|
||||||
|
A_PLACE_ALL_12 --> O_CHIME_SOUNDS["O: Chime Confirms First Half Complete"]
|
||||||
|
end
|
||||||
|
style area_6 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_7["**SNAKE MOUND ESCAPE SEQUENCE**"]
|
||||||
|
O_CHIME_SOUNDS --> P_INSERT_ROD["P: Insert Snake Rod in Room 3"]
|
||||||
|
P_INSERT_ROD --> A_RETURN_ROOM3["A: Return to Position in Room 3"]
|
||||||
|
A_RETURN_ROOM3 --> A_SAVE_NOW["A: Save Game Before Danger"]
|
||||||
|
A_SAVE_NOW --> O_CHECKPOINT["O: Checkpoint Set"]
|
||||||
|
O_CHECKPOINT & O_FIND_ROD_R9 --> A_INSERT_KNOTHOLE["A: Insert Snake Rod into Knot Hole"]
|
||||||
|
A_INSERT_KNOTHOLE --> O_GUARDIANS_AWAKE["O: Guardian Statues Come to Life"]
|
||||||
|
O_GUARDIANS_AWAKE --> P_ESCAPE_TIMERED["P: Escape Before Being Caught"]
|
||||||
|
P_ESCAPE_TIMERED --> A_RUN_R4["A: Run North Immediately to Room 4"]
|
||||||
|
A_RUN_R4 --> A_WALK_AROUND_R5["A: Walk Around Creature When Back Turned in R5"]
|
||||||
|
A_WALK_AROUND_R5 --> O_PASSED_R5["O: Safely Passed Through Room 5"]
|
||||||
|
O_PASSED_R5 --> P_VINE_SWING["P: Must Swing Vine at Blocked Room 6 Exit"]
|
||||||
|
P_VINE_SWING --> A_OPERATE_VINE["A: Use OPERATE Icon on Overhead Thick Vine"]
|
||||||
|
A_OPERATE_VINE --> O_SWING_ANIMATION["O: Swing Across Indiana Jones Style"]
|
||||||
|
O_SWING_ANIMATION --> C8["C8: Arrive Room 7 Wolfgang with Torch Ready"]
|
||||||
|
C8 --> A_INSERT_ROD_R7["A: Insert Snake Rod into Second Knot Hole Inside Doorway"]
|
||||||
|
A_INSERT_ROD_R7 --> O_INNER_WHEEL["O: Access to Inner Wheel Opened"]
|
||||||
|
end
|
||||||
|
style area_7 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_8["**HOUNFOUR INFILTRATION**"]
|
||||||
|
O_INNER_WHEEL --> A_TRAVEL_NO["A: Return to New Orleans With Wolfgang"]
|
||||||
|
A_TRAVEL_NO --> C9["C9: Day 10-14 Final Hounfour Heist Begins"]
|
||||||
|
C9 --> P_CATHEDRAL_ENTRY["P: Enter Cathedral Confessional Booth"]
|
||||||
|
P_CATHEDRAL_ENTRY --> A_FIND_BOOTH["A: Find Confessional on Right Side Wall"]
|
||||||
|
A_FIND_BOOTH --> O_INSIDE["O: Inside Confessional Space"]
|
||||||
|
O_INSIDE --> A_LEAVE_SUPPLIES["A: Leave Snake Rod and Signal Device for Mosely"]
|
||||||
|
A_LEAVE_SUPPLIES --> O_MOSLEY_SETUP["O: Mosley Will Have Equipment Later"]
|
||||||
|
O_INSIDE --> A_OPERATE_PANEL["A: Operate Control Panel to Trigger Elevator"]
|
||||||
|
A_OPERATE_PANEL --> O_DESCEND_HOUNFOUR["O: Descend Underground to Secret Temple"]
|
||||||
|
end
|
||||||
|
style area_8 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_9["**HOUNFOUR ROOM NAVIGATION**"]
|
||||||
|
O_DESCEND_HOUNFOUR --> C10["C10: Main Temple Hallway Access"]
|
||||||
|
C10 --> P_GET_DISGUISES["P: Get Wolf and Boar Disguises From Room 7"]
|
||||||
|
P_GET_DISGUISES --> A_GO_NEAST_R7["A: Travel Northeast to Room 7"]
|
||||||
|
A_GO_NEAST_R7 --> A_OPERATE_PAD_7["A: Operate Control Pad Enter Room 7"]
|
||||||
|
A_OPERATE_PAD_7 --> O_INSIDE_R7["O: Inside Disguise Room"]
|
||||||
|
O_INSIDE_R7 --> A_TAKE_MASKS["A: Take Wolf Mask and Boar Mask"]
|
||||||
|
A_TAKE_MASKS --> A_GET_COSTUMES["A: Use HAND Icon on Coat Rack Twice for Outfits"]
|
||||||
|
A_GET_COSTUMES --> O_HAVE_DISGUISES["O: Have Complete Wolf and Boar Costumes"]
|
||||||
|
end
|
||||||
|
style area_9 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_10["**DRUM CODE KEYCARD RETRIEVAL**"]
|
||||||
|
O_HAVE_DISGUISES --> P_EVIDENCE_R4["P: Get Black Notebook Evidence from Room 4"]
|
||||||
|
P_EVIDENCE_R4 --> A_GO_SW_ROOM4["A: Travel Southwest to Room 4 Office"]
|
||||||
|
A_GO_SW_ROOM4 --> A_TAKE_NOTEBOOK["A: Take Black Notebook From Desk"]
|
||||||
|
A_TAKE_NOTEBOOK --> O_HAVE_EVIDENCE["O: Have Incriminating Notes"]
|
||||||
|
O_HAVE_EVIDENCE --> P_DRUM_CODE["P: Send Drum Message Summoning Dr John"]
|
||||||
|
P_DRUM_CODE --> A_OPERATE_DRUMS["A: Operate Ritual Drums in Ceremonial Hallway"]
|
||||||
|
A_OPERATE_DRUMS --> A_SEND_BROTHER_EAGLE["A: Send Message Summon Brother Eagle Using Rada Translation"]
|
||||||
|
A_SEND_BROTHER_EAGLE --> A_EXIT_START_TIMER["A: Click EXIT to Send Timer for Dr John Starts"]
|
||||||
|
A_EXIT_START_TIMER --> O_DRUM_SENT["O: Drum Message Sent Timer Active"]
|
||||||
|
C10 --> P_KEYCARD_R2["P: Get Keycard From Room 2"]
|
||||||
|
P_KEYCARD_R2 --> A_TRAVEL_ROOM2["A: Travel Northeast to Room 2"]
|
||||||
|
A_TRAVEL_ROOM2 --> A_TAKE_KEYCARD["A: Take Keycard Mounted on Wall"]
|
||||||
|
A_TAKE_KEYCARD --> O_HAVE_CARD["O: Have Security Access Card"]
|
||||||
|
end
|
||||||
|
style area_10 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_11["**MONEY AND GRACE RESCUE**"]
|
||||||
|
O_HAVE_CARD --> P_MONEY_R1["P: Collect Money From Room 1 Three Times"]
|
||||||
|
P_MONEY_R1 --> A_UNLOCK_R1["A: Use Keycard on Room 1 Control Pad"]
|
||||||
|
A_UNLOCK_R1 --> O_ENTERED_R1["O: Inside Money Room"]
|
||||||
|
O_ENTERED_R1 --> A_TAKE_THREE["A: Take Money Three Separate Times"]
|
||||||
|
A_TAKE_THREE --> O_HAVE_FUNDS["O: Have Future Investigation Funds"]
|
||||||
|
C10 --> P_SKIP_R11["P: Visit Room 11 But Exit Immediately to Avoid Trap"]
|
||||||
|
P_SKIP_R11 --> A_OPEN_R11_FAST["A: Quick Open and Exit Room 11 Door"]
|
||||||
|
A_OPEN_R11_FAST --> O_AVOIDED_TRAP["O: Death Trap Avoided"]
|
||||||
|
O_HAVE_FUNDS & O_AVOIDED_TRAP --> P_RESCUE_GRACE["P: Rescue Grace From Room 8 Bedroom"]
|
||||||
|
P_RESCUE_GRACE --> A_UNLOCK_ROOM8["A: Unlock Room 8 Door With Keycard"]
|
||||||
|
A_UNLOCK_ROOM8 --> O_ENTER_R8["O: Enter Bedroom with Grace"]
|
||||||
|
O_ENTER_R8 --> A_WAIT_MOSLEY["A: Wait for Mosely to Arrive From Confessional"]
|
||||||
|
A_WAIT_MOSLEY --> O_MOSLEY_ARRIVED["O: Mosley Entered With Snake Rod and Device"]
|
||||||
|
O_ENTER_R8 & O_MOSLEY_ARRIVED --> A_USE_TALISMAN["A: Use Power Talisman on Grace to Wake Her"]
|
||||||
|
A_USE_TALISMAN --> C11["C11: Grace Rescued Ready for Final Phase"]
|
||||||
|
end
|
||||||
|
style area_11 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_12["**FINAL CEREMONY AND COMBAT**"]
|
||||||
|
C11 --> A_DISGUISE_BOTH["A: Put Boar Outfit on Mosely Wolf On Gabriel"]
|
||||||
|
A_DISGUISE_BOTH --> O_READY_FINAL["O: Both Characters Properly Disguised"]
|
||||||
|
O_READY_FINAL --> C12["C12: Enter Final Confrontation Ceremony Room"]
|
||||||
|
C12 --> A_WAIT_DR_JOHN["A: Wait for Dr John Character to Enter Scene"]
|
||||||
|
A_WAIT_DR_JOHN --> O_PLOT_REVEALED["O: Watch Revelation Sequence Malia and Tetelo"]
|
||||||
|
O_PLOT_REVEALED --> P_FACE_TETLO["P: Confront Tetelo in Central Ceremonial Room"]
|
||||||
|
P_FACE_TETLO --> A_USE_TALISMAN_COMBAT["A: Use Power Talisman on Tetelo When Prompt Appears"]
|
||||||
|
A_USE_TALISMAN_COMBAT --> O_TETOLO_WEAKENED["O: Tetelo Weakened Ready to Flee"]
|
||||||
|
O_TETOLO_WEAKENED --> A_TOSS_MOSLEY["A: Toss Talisman to Mosely When Chance Comes"]
|
||||||
|
A_TOSS_MOSLEY --> O_ESCAPE_GRACE_MOSLEY["O: Mosley and Grace Escape Safely Together"]
|
||||||
|
O_ESCAPE_GRACE_MOSLEY --> P_SAVE_OR_KILL["P: Choice Good or Bad Ending"]
|
||||||
|
P_SAVE_OR_KILL --> A_KNOCK_DOWN_IDOL["A: Use HAND Icon on Idol Beneath Tabletop During Fight"]
|
||||||
|
A_KNOCK_DOWN_IDOL --> O_IDOL_FALLS["O: Idol Falls Malia Catches Instead of Tablet"]
|
||||||
|
O_IDOL_FALLS --> A_GRAB_HAND_CREVACE["A: Use HAND Icon On Malias Hand Hanging From Crevasse"]
|
||||||
|
A_GRAB_HAND_CREVACE --> C13["C13: Good Ending Everyone Survives"]
|
||||||
|
C13 --> END["**END GABRIEL SAVED NEW ORLEANS VOODOO PLOT REVEALED**"]
|
||||||
|
end
|
||||||
|
style area_12 fill:#FFCDD2,stroke:#B71C1C,stroke-width:3px
|
||||||
|
|
||||||
|
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
|
||||||
|
class START,C1,C2,C3,C4,C5,C6,C7,C8,C9,C10,C11,C12,C13,END start_end
|
||||||
File diff suppressed because one or more lines are too long
|
After Width: | Height: | Size: 222 KiB |
204
src/inspiration/grim-fandango-chart.mmd
Normal file
204
src/inspiration/grim-fandango-chart.mmd
Normal file
@@ -0,0 +1,204 @@
|
|||||||
|
flowchart TD
|
||||||
|
node[fontsize=18]
|
||||||
|
START["**START**"] --> A_DOD_OFFICE["A: Start at DOD Office Year 1"]
|
||||||
|
|
||||||
|
subgraph area_1["**YEAR 1 - INITIAL TRAINING**"]
|
||||||
|
A_DOD_OFFICE --> C1["C1: Learn Soul Travel Basics"]
|
||||||
|
|
||||||
|
C1 --> P_TICKET_COUNTER["P: Practice with Ticket Counter"]
|
||||||
|
P_TICKET_COUNTER --> A_ISSUE_SAMPLE_TICKETS["A: Issue Sample Tickets to Practice Clients"]
|
||||||
|
A_ISSUE_SAMPLE_TICKETS --> O_COUNTING_SKILL["O: Learn Proper Ticket Counting System"]
|
||||||
|
|
||||||
|
C1 --> P_ELEVATOR_CODE["P: Memorize Elevator Floor Codes"]
|
||||||
|
P_ELEVATOR_CODE --> A_PRACTICE_FLOORS["A: Practice Reciting All Destination Codes"]
|
||||||
|
A_PRACTICE_FLOORS --> O_CODES_REMEMBERED["O: Know All Travel Destinations"]
|
||||||
|
|
||||||
|
C1 --> P_TOUR_PLANNING["P: Plan First Tour Route"]
|
||||||
|
P_TOUR_PLANNING --> A_MAP_ROAD_TO_DURAZNO["A: Map Out 4-Year Tour to Durazno"]
|
||||||
|
A_MAP_ROAD_TO_DURAZNO --> O_ROUTE_PLANNED["O: Four Year Journey Mapped Out"]
|
||||||
|
end
|
||||||
|
style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_2["**YEAR 1 - MAXIMINO CONNECTION**"]
|
||||||
|
O_ROUTE_PLANNED --> C2["C2: Meet Maximino and Meche"]
|
||||||
|
|
||||||
|
C2 --> P_GET_PIG_SKELETON["P: Retrieve Pig for Don's Office Decoration"]
|
||||||
|
P_GET_PIG_SKELETON --> A_VISIT_ANIMAL_SHOP["A: Visit Local Pet Cemetery Shop"]
|
||||||
|
A_VISIT_ANIMAL_SHOP --> O_BUY_PIG["O: Purchase Skeleton Pig"]
|
||||||
|
|
||||||
|
O_BUY_PIG --> A_DELIVER_TO_DON["A: Deliver Pig to Don's Office on 7th Floor"]
|
||||||
|
A_DELIVER_TO_DON --> O_DON_PLEASSED["O: Don Approves Work Ethic Display"]
|
||||||
|
|
||||||
|
C2 --> P_MEET_MAXIMINO["P: Meet Maximino at Cat Track Casino"]
|
||||||
|
P_MEET_MAXIMINO --> A_FOLLOW_TO_CATS["A: Follow Maximino to Hidden Cat Area"]
|
||||||
|
A_FOLLOW_TO_CATS --> O_MAXIMINO_FRIEND["O: Learn Maximino is Key Contact"]
|
||||||
|
end
|
||||||
|
style area_2 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_3["**YEAR 1 - MECHE PROTEGE RELATIONSHIP**"]
|
||||||
|
O_MAXIMINO_FRIEND --> C3["C3: Meche Assigned as Manny's Protege"]
|
||||||
|
|
||||||
|
C3 --> P_MEches_DOLL["P: Get Meche Her Broken Doll Repaired"]
|
||||||
|
P_meche_DOLL --> A_FIND_TOY_STORE["A: Find Toy Store in Los Muertos"]
|
||||||
|
A_FIND_TOY_STORE --> O_BUY_REPLACEMENT["O: Buy Replacement Doll Head"]
|
||||||
|
|
||||||
|
O_BUY_REPLACEMENT --> A_GIVE_DOLL_TO_MECHES["A: Give Repaired Doll to Meche at DOD"]
|
||||||
|
A_GIVE_DOLL_TO_MECHES --> O_MEHE_TRUSTS["O: Meche Now Trusts Manny"]
|
||||||
|
end
|
||||||
|
style area_3 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_4["**YEAR 2 - RUBACAVA PREPARATION**"]
|
||||||
|
C3 --> A_DEPART_YEAR_2["A: Begin Year 2 Journey"]
|
||||||
|
A_DEPART_YEAR_2 --> C4["C4: Arrive at Rubacava Gateway Town"]
|
||||||
|
|
||||||
|
C4 --> P_FROSTBITE_PREVENTION["P: Prevent Frostbite on Snowy Path"]
|
||||||
|
P_FROSTBITE_PREVENTION --> A_FIND_WARM_CLOTHING["A: Find Warm Winter Gear at Camp"]
|
||||||
|
A_FIND_WARM_CLOTHING --> O_STAY_WARM["O: Safe Travel to Next Checkpoint"]
|
||||||
|
|
||||||
|
C4 --> P_PIGEON_NEST_VENT["P: Clear Pigeon Nest Blocking Sewer Vent"]
|
||||||
|
P_PIGEON_NEST_VENT --> A_GET_BREAD_DECoy["A: Obtain Bread Attraction Item"]
|
||||||
|
A_GET_BREAD_DECoy --> O_PIGEONS_FLED["O: Pigeons Move from Nest"]
|
||||||
|
|
||||||
|
O_PIGEONS_FLED --> A_ACCESS_SEWER["A: Access Sewer Vent to Next Area"]
|
||||||
|
A_ACCESS_SEWER --> C5["C5: Continue Journey Toward Bonetown"]
|
||||||
|
end
|
||||||
|
style area_4 fill:#FFF8E1,stroke:#F9A825,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_5["**YEAR 2 - BUSY BEAVERS TRAP**"]
|
||||||
|
C5 --> P_BEATERS_GATE["P: Busy Beavers Block Path with Torch Patrols"]
|
||||||
|
|
||||||
|
P_BEATERS_GATE --> A_STUDY_PATTERN["A: Study Beaver Attack Pattern on Bridge"]
|
||||||
|
A_STUDY_PATTERN --> O_ONLY_SWIM_WHEN_LIT["O: Learn Rule - Doused Beavers Stay Submerged"]
|
||||||
|
|
||||||
|
O_ONLY_SWIM_WHEN_LIT --> A_PICK_UP_BONES["A: Collect Three Bone Projectiles from Pile"]
|
||||||
|
A_PICK_UP_BONES --> O_ARROWS_READY["O: Have Lure Items Ready"]
|
||||||
|
|
||||||
|
O_ARROWS_READY & O_ONLY_SWIM_WHEN_LIT --> A_THROW_FIRST_BONE["A: Throw First Bone Into Tar River Below Bridge"]
|
||||||
|
A_THROW_FIRST_BONE --> O_FIRST_BEAVER_DROPPED["O: First Beaver Chases Bone - Now in Tar"]
|
||||||
|
|
||||||
|
O_FIRST_BEAVER_DROPPED --> A_USE_EXTINGUISHER["A: Use Fire Extinguisher on Submerged Beaver"]
|
||||||
|
A_USE_EXTINGUISHER --> O_FIRST_DOUSED["O: First Beaver Permanently Trapped"]
|
||||||
|
|
||||||
|
O_FIRST_DOUSED --> A_THROW_SECOND_BONE["A: Repeat Process with Second Bone"]
|
||||||
|
A_THROW_SECOND_BONE --> A_DOUSE_SECOND["A: Extinguish Second Beaver in Tar"]
|
||||||
|
A_DOUSE_SECOND --> O_TWO_TRAPPED["O: Two Beavers Eliminated"]
|
||||||
|
|
||||||
|
O_TWO_TRAPPED --> A_THROW_THIRD_BONE["A: Throw Third Final Bone"]
|
||||||
|
A_THROW_THIRD_BONE --> A_DOUSE_THIRD["A: Extinguish Third Beaver Quickly"]
|
||||||
|
A_DOUSE_THIRD --> O_ALL_THREE_GONE["O: All Three Beavers Trapped in Tar"]
|
||||||
|
|
||||||
|
O_ALL_THREE_GONE --> A_USE_CELSO_KEY["A: Use Previously-Obtained Key to Open Gate Lock"]
|
||||||
|
A_USE_CELSO_KEY --> C6["C6: Busy Beaver Gate Opens - Path Clear"]
|
||||||
|
end
|
||||||
|
style area_5 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_6["**YEAR 2-3 - BONETOWN ARRIVAL**"]
|
||||||
|
C6 --> A_TRAVEL_BONETOWN["A: Continue Journey to Bonetown"]
|
||||||
|
A_TRAVEL_BONETOWN --> C7["C7: Arrive at Bonetown Gateway"]
|
||||||
|
|
||||||
|
C7 --> P_TRANSPORTATION_ISSUE["P: Need Valid Union Card for Ferry Travel"]
|
||||||
|
P_TRANSPORTATION_ISSUE --> O_CANT_JUST_BUY["O: Cannot Simply Purchase Membership Card"]
|
||||||
|
|
||||||
|
O_CANT_JUST_BUY --> P_MEET_CHARLIE["P: Meet Charlie at Roulette Room Counter"]
|
||||||
|
P_MEET_CHARLIE --> A_PERSUADE_CHARLIE["A: Persuade Charlie to Help with Special Request"]
|
||||||
|
A_PERSUADE_CHARLIE --> O_CHARLIE_AGREES["O: Charlie Will Print Custom Tickets and Documents"]
|
||||||
|
end
|
||||||
|
style area_6 fill:#E0F7FA,stroke:#00838F,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_7["**YEAR 3 - CAT TRACK VIP HEiST**"]
|
||||||
|
O_CHARLIE_AGREES --> A_DEPART_YEAR_3["A: Begin Year 3 at Cat Track Complex"]
|
||||||
|
A_DEPART_YEAR_3 --> C8["C8: Need Union Card Access VIP Section"]
|
||||||
|
|
||||||
|
C8 --> P_VIP_ACCESS["P: Get VIP Lounge Pass for Glottis Wine Room"]
|
||||||
|
P_VIP_ACCESS --> A_REQUEST_FROM_CHARLIE["A: Request VIP Entry Ticket from Charlie"]
|
||||||
|
A_REQUEST_FROM_CHARLIE --> O_HAVE_VIP_PASS["O: Have Valid VIP Access Card"]
|
||||||
|
|
||||||
|
O_HAVE_VIP_PASS --> A_BUY_DRINK_FOR_GLOTTIS["A: Offer Gold Flake Liqueur to Glottis at Bar"]
|
||||||
|
A_BUY_DRINK_FOR_GLOTTIS --> O_GLOTTIS_INVITED["O: Glottis Invited to VIP Section with Manny"]
|
||||||
|
|
||||||
|
O_GLOTTIS_INVITED --> P_LITTER_BOX_TOOLS["P: Get Can Opener Behind the Cat Stuffed Display"]
|
||||||
|
P_LITTER_BOX_TOOLS --> A_FIND_CAT_AREA["A: Locate Hidden Cat Litter Box Room"]
|
||||||
|
A_FIND_CAT_AREA --> O_CAN_OPENER_THERE["O: Find Can Opener on Wall Hook"]
|
||||||
|
|
||||||
|
O_HAVE_VIP_PASS & O_GLOTTIS_INVITED --> A_ENTER_WINE_CELLAR["A: Enter VIP Wine Storage Basement with Glottis"]
|
||||||
|
A_ENTER_WINE_CELLAR --> O_GLOTTIS_DRINKING["O: Glottis Consuming Entire Cask Contents"]
|
||||||
|
|
||||||
|
O_GLOTTIS_DRINKING & O_CAN_OPENER_THERE --> P_KITCHEN_ESCAPE["P: Lock Waiter Away to Prevent Interruption"]
|
||||||
|
P_KITCHEN_ESCAPE --> A_WAIT_FOR_WAITER["A: Wait for Service Staff to Enter Pantry"]
|
||||||
|
A_WAIT_FOR_WAITER --> A_CLOSE_AND_LOCK_DOORS["A: Close Pantry Doors Behind Him Then Use Scythe on Hinges"]
|
||||||
|
A_CLOSE_AND_LOCK_DOORS --> O_WAITER_TRAPPED["O: Kitchen Staff Locked Inside - Access Clear"]
|
||||||
|
|
||||||
|
O_WAITER_TRAPPED & O_CAN_OPENER_THERE --> A_OPERATE_EMPTY_CASK["A: Use Can Opener on Now-Empty Wine Cask"]
|
||||||
|
A_OPERATE_EMPTY_CASK --> O_CASK_OPENED["O: Empty Cask Ready for Entry"]
|
||||||
|
|
||||||
|
O_CASK_OPENED --> A_ENTER_AS_CASK_CONTENTS["A: Hide Inside Opened Wine Cask Until Transport"]
|
||||||
|
A_ENTER_AS_CASK_CONTENTS --> O_HIDDEN_OKAY["O: Concealed Within Wine Container"]
|
||||||
|
end
|
||||||
|
style area_7 fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_8["**YEAR 3 - FORKLIFT ELEVATOR HEIST**"]
|
||||||
|
O_HIDDEN_OKAY --> C9["C9: Wait for Cask Transport via Forklift"]
|
||||||
|
|
||||||
|
C9 --> A_RIDE_FORKLIFT_DOWN["A: Board Forklift Vehicle Loading Empty Casks to Basement Level"]
|
||||||
|
A_RIDE_FORKLIFT_DOWN --> O_AT_ELEVATOR["O: ForKlift Arrives at Elevator Entrance"]
|
||||||
|
|
||||||
|
O_AT_ELEVATOR --> P_TIMED_GAP_ENTRY["P: Time Entry Through Closing Elevator Doors"]
|
||||||
|
P_TIMED_GAP_ENTRY --> A_POSITION_ON_RIGHT_SIDE["A: Position Forklift Aligned with Right-Hand Door Gap"]
|
||||||
|
A_POSITION_ON_RIGHT_SIDE --> O_ALIGNED_CORRECTLY["O: Vehicle Properly Positioned for Timing"]
|
||||||
|
|
||||||
|
O_ALIGNED_CORRECTLY --> A_PRESS_BUTTON_THEN_PUSH["A: Press Elevator Call Button Then Immediately Drive Forward Through Opening Gap"]
|
||||||
|
A_PRESS_BUTTON_THEN_PUSH --> O_MADE_IT_IN["O: Inside Partially-Closed Elevating Car"]
|
||||||
|
|
||||||
|
O_MADE_IT_IN --> P_HIDDEN_FLOOR_ACCESS["P: Block Elevator at Secret Basement Floor"]
|
||||||
|
P_HIDDEN_FLOOR_ACCESS --> A_RAISE_FORK_LEVER["A: Raise Forklift Blade Lever to Maximum Height"]
|
||||||
|
A_RAISE_FORK_LEVER --> O_MECHANISM_BLOCKED["O: ForK Blocks Elevator from Rising Further Past Hidden Floor"]
|
||||||
|
|
||||||
|
O_MECHANISM_BLOCKED --> A_EXIT_AND_WALK_HALLWAY["A: Exit Forklift and Walk Down Concealed Hallway to End of Corridor"]
|
||||||
|
A_EXIT_AND_WALK_HALLWAY --> C10["C10: Security Office at End of Secret Hallway Open"]
|
||||||
|
|
||||||
|
C10 --> A_OPEN_SECURITY_CHEST["A: Enter and Open Locked Security Chest"]
|
||||||
|
A_OPEN_SECURITY_CHEST --> O_SUITE_CASE_FOUND["O: Find Suitcase with Fake Documents Inside"]
|
||||||
|
|
||||||
|
O_SUITE_CASE_FOUND --> A_RETURN_TO_SURFACE["A: Return to Main Floors Exiting Secret Level"]
|
||||||
|
A_RETURN_TO_SURFACE --> C11["C11: Now Possess Stolen Union Card Documents"]
|
||||||
|
end
|
||||||
|
style area_8 fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_9["**YEAR 4 - PHOTO FINISH EVIDENCE HUNT**"]
|
||||||
|
C11 --> A_DEPART_YEAR_4["A: Start Final Year Journey to Complete Tour Assignment For Gloria"]
|
||||||
|
A_DEPART_YEAR_4 --> C12["C12: Need Incriminating Photo Against Nick the Lawyer"]
|
||||||
|
|
||||||
|
C12 --> P_PHOTO_COUNTER_TICKET["P: Print Correct Ticket for Cat Track Photo Finish Counter"]
|
||||||
|
|
||||||
|
P_PHOTO_COUNTER_TICKET --> A_READ_CAT_STATUE_PLAQUE["A: Read Plaque on Large Stuffed Cat Statue - Contains Week Number Info"]
|
||||||
|
A_READ_CAT_STATUE_PLAQUE --> O_WEEK_TWO_LEARNED["O: Current Betting Week Is Week Two"]
|
||||||
|
|
||||||
|
P_PHOTO_COUNTER_TICKET --> A_EXAMINE_EXISTING_PHOTO["A: Examine Existing Photo in Display Case Near Entrance - Shows Visible Race Number"]
|
||||||
|
A_EXAMINE_EXISTING_PHOTO --> O_RACE_SIX_FOUND["O: Target Photo Is From Race Six"]
|
||||||
|
|
||||||
|
P_PHOTO_COUNTER_TICKET --> A_TALK_TICKET_CLERK["A: Talk to Ticket Counter NPC About Scheduled Special Events"]
|
||||||
|
A_TALK_TICKET_CLERK --> O_TUESDAY_MENTIONED["O: Clerk Mentions Kitty Hat Distribution Every Tuesday"]
|
||||||
|
|
||||||
|
O_WEEK_TWO_LEARNED & O_RACE_SIX_FOUND & O_TUESDAY_MENTIONED --> A_PRINT_CORRECT_TICKET["A: Use Ticket Printer to Print Week 2 Tuesday Race 6 Ticket"]
|
||||||
|
A_PRINT_CORRECT_TICKET --> O_VALID_TICKET["O: Have Properly-Filled Photo Request Form"]
|
||||||
|
|
||||||
|
O_VALID_TICKET --> A_APPROACH_PHOTO_FINISH_WINDOW["A: Present Ticket at Photo Finish Window - Not Ticket Counter Different Location"]
|
||||||
|
A_APPROACH_PHOTO_FINISH_WINDOW --> C13["C13: Receive Photo Evidence of Nick Kissing Maximino's Girlfriend"]
|
||||||
|
end
|
||||||
|
style area_9 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
|
||||||
|
|
||||||
|
subgraph area_10["**FINAL RESOLUTION - TOUR COMPLETE**"]
|
||||||
|
C13 --> P_CONFRONT_NICK["P: Confront Nick Lawyer With Smoking Gun Evidence"]
|
||||||
|
P_CONFRONT_NICK --> A_SHOW_PHOTO_TO_NICK["A: Show Incriminating Photo to Nick"]
|
||||||
|
A_SHOW_PHOTO_TO_NICK --> O_NICK_COOPERATES["O: Nick Agrees to Help Bees with Lawsuit Against Maximino"]
|
||||||
|
|
||||||
|
O_NICK_COOPERATES --> A_PRESENT_PROOF_TO_GUSTAVO["A: Present All Evidence to Gustavo About Maximonos Illegal Tour Deals"]
|
||||||
|
A_PRESENT_PROOF_TO_GUSTAVO --> O_MAXIMINO_OVERTHROWN["O: Maximino Resigns from Tour Leader Position Reputation Destroyed"]
|
||||||
|
|
||||||
|
O_MAXIMINO_OVERTHROWN --> A_BECOME_TOUR_AGENT_OFFICIAL["A: Manny Officially Named Full-Time Soul Travel Agent for Year 5"]
|
||||||
|
A_BECOME_TOUR_AGENT_OFFICIAL --> END["**END - MANNY SAVED GLORIA FOUR-YEAR TOUR COMPLETE**"]
|
||||||
|
end
|
||||||
|
style area_10 fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
|
||||||
|
|
||||||
|
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
|
||||||
|
class START,C1,C2,C3,C4,C5,C6,C7,C8,C9,C10,C11,C12,C13,END start_end
|
||||||
1
src/inspiration/grim-fandango-chart.svg
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1
src/inspiration/grim-fandango-chart.svg
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After Width: | Height: | Size: 188 KiB |
Reference in New Issue
Block a user