Replace embedded mermaid with rendered PNG images

- Render KQVI puzzle dependency chart as PNG (preview + full-size)
- Replace mermaid code block with image embed linking to full version
- Remove broken mermaid-lightbox.js from book.toml and delete file
- Update Chart Configuration section (was Mermaid Configuration)
- Images copied to src/inspiration/ for mdbook build
This commit is contained in:
2026-03-19 20:37:09 -07:00
parent faa30b9285
commit d21555f1d7
6 changed files with 22 additions and 982 deletions

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@@ -7,7 +7,7 @@ description = "A taxonomy of puzzle design patterns from classic point-and-click
[output.html]
git-repository-url = "https://github.com/noti/puzzle-design-kb"
edit-url-template = "https://github.com/noti/puzzle-design-kb/edit/main/{path}"
additional-js = ["mermaid.min.js", "mermaid-init.js", "mermaid-lightbox.js"]
additional-js = ["mermaid.min.js", "mermaid-init.js"]
[output.html.playground]
editable = true

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@@ -1,196 +0,0 @@
// Mermaid Lightbox - Click to expand diagrams in full-size modal
(() => {
const lightboxHTML = `
<div id="mermaid-lightbox" class="mermaid-lightbox" aria-hidden="true">
<div class="mermaid-lightbox-content">
<button class="mermaid-lightbox-close" aria-label="Close">&times;</button>
<div class="mermaid-lightbox-diagram"></div>
</div>
</div>
`;
const styleHTML = `
<style>
.mermaid-container {
position: relative;
margin: 1.5em 0;
}
.mermaid-expand-btn {
position: absolute;
top: 8px;
right: 8px;
z-index: 10;
background: rgba(0, 0, 0, 0.6);
color: white;
border: none;
border-radius: 4px;
padding: 6px 12px;
font-size: 12px;
cursor: pointer;
opacity: 0;
transition: opacity 0.2s ease;
}
.mermaid-container:hover .mermaid-expand-btn {
opacity: 1;
}
.mermaid-expand-btn:hover {
background: rgba(0, 0, 0, 0.8);
}
.mermaid-lightbox {
display: none;
position: fixed;
top: 0;
left: 0;
width: 100%;
height: 100%;
background: rgba(0, 0, 0, 0.9);
z-index: 9999;
justify-content: center;
align-items: center;
padding: 20px;
box-sizing: border-box;
}
.mermaid-lightbox.active {
display: flex;
}
.mermaid-lightbox-content {
position: relative;
max-width: 95vw;
max-height: 95vh;
overflow: auto;
background: white;
border-radius: 8px;
}
.mermaid-lightbox-close {
position: absolute;
top: 10px;
right: 10px;
z-index: 10001;
background: rgba(0, 0, 0, 0.7);
color: white;
border: none;
border-radius: 50%;
width: 36px;
height: 36px;
font-size: 24px;
cursor: pointer;
line-height: 1;
}
.mermaid-lightbox-close:hover {
background: rgba(0, 0, 0, 0.9);
}
.mermaid-lightbox-diagram {
padding: 20px;
}
.mermaid-lightbox-diagram svg {
max-width: 100%;
height: auto;
}
.mermaid-lightbox-diagram .mermaid {
background: white;
}
</style>
`;
// Inject styles
document.head.insertAdjacentHTML('beforeend', styleHTML);
// Inject lightbox HTML
document.body.insertAdjacentHTML('beforeend', lightboxHTML);
const lightbox = document.getElementById('mermaid-lightbox');
const lightboxDiagram = lightbox.querySelector('.mermaid-lightbox-diagram');
const closeBtn = lightbox.querySelector('.mermaid-lightbox-close');
// Wait for mermaid to initialize, then wrap each mermaid diagram
function initLightbox() {
const mermaidPres = document.querySelectorAll('pre.mermaid');
mermaidPres.forEach((pre) => {
// Only add container and button if not already wrapped
if (pre.parentElement.classList.contains('mermaid-container')) return;
// Wrap pre in container
const container = document.createElement('div');
container.className = 'mermaid-container';
pre.parentNode.insertBefore(container, pre);
container.appendChild(pre);
// Add expand button
const btn = document.createElement('button');
btn.className = 'mermaid-expand-btn';
btn.textContent = 'View Full Size';
btn.setAttribute('aria-label', 'Expand diagram to full size');
container.appendChild(btn);
// Click handler for expanding
btn.addEventListener('click', (e) => {
e.stopPropagation();
openLightbox(pre);
});
// Also make the pre element clickable
pre.style.cursor = 'pointer';
pre.addEventListener('click', (e) => {
e.stopPropagation();
openLightbox(pre);
});
});
}
function openLightbox(pre) {
// Clone the mermaid content for the lightbox
lightboxDiagram.innerHTML = '';
const clone = pre.cloneNode(true);
clone.className = 'mermaid';
lightboxDiagram.appendChild(clone);
lightbox.setAttribute('aria-hidden', 'false');
document.body.style.overflow = 'hidden';
// Re-render mermaid in lightbox if needed
if (typeof mermaid !== 'undefined') {
mermaid.init({ node: clone.parentElement }, clone);
}
}
function closeLightbox() {
lightbox.setAttribute('aria-hidden', 'true');
document.body.style.overflow = '';
lightboxDiagram.innerHTML = '';
}
// Event listeners
closeBtn.addEventListener('click', closeLightbox);
lightbox.addEventListener('click', (e) => {
if (e.target === lightbox) {
closeLightbox();
}
});
document.addEventListener('keydown', (e) => {
if (e.key === 'Escape' && lightbox.classList.contains('active')) {
closeLightbox();
}
});
// Initialize after DOM is ready
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', initLightbox);
} else {
// Small delay to ensure mermaid.init() has run
setTimeout(initLightbox, 100);
}
})();

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@@ -4,672 +4,9 @@ This chart maps the critical puzzle dependencies in Sierra's King's Quest VI (19
## Puzzle Dependency Flowchart
```mermaid
flowchart TD
%% =============================================================================
%% STYLE DEFINITIONS - Modern, accessible colors with 4.5:1+ contrast
%% =============================================================================
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000
classDef problem fill:#FFB3B3,stroke:#8B0000,stroke-width:2px,color:#8B0000
classDef action fill:#B3FFB3,stroke:#006400,stroke-width:2px,color:#006400
classDef outcome fill:#B3D9FF,stroke:#004080,stroke-width:2px,color:#004080
classDef area_ioc fill:#E6E6FF,stroke:#333399,stroke-width:2px
classDef area_iow fill:#FFE6FF,stroke:#660066,stroke-width:2px
classDef area_iob fill:#FFE6CC,stroke:#663300,stroke-width:2px
classDef area_maze fill:#CCFFCC,stroke:#006633,stroke-width:2px
classDef area_ism fill:#CCFFFF,stroke:#006666,stroke-width:2px
classDef area_iom fill:#FFFFCC,stroke:#666600,stroke-width:2px
classDef area_rod fill:#F0F0F0,stroke:#333333,stroke-width:2px
classDef area_castle fill:#FFD9CC,stroke:#663320,stroke-width:2px
classDef area_final fill:#FFCCE6,stroke:#660033,stroke-width:2px
[![KQVI Puzzle Dependency Chart - Click for full size](kings-quest-vi-chart-preview.png)](kings-quest-vi-chart-full.png)
%% =============================================================================
%% PHASE 0: START - Isle of the Crown Beach
%% =============================================================================
subgraph area_start["START"]
START(["START: Wake on Isle of the Crown Beach"])
end
%% Beach - Item Collection (parallel independent actions)
subgraph area_beach["Isle of the Crown - Beach"]
A_MOVE_PLANK["A: Move debris on beach"]
O_RECEIVE_COPPER_COIN["O: Receive Copper Coin"]
A_EXAMINE_DEBRIS["A: Examine debris more closely"]
O_RECEIVE_ROYAL_RING["O: Receive Royal Insignia Ring"]
A_MOVE_PLANK --> O_RECEIVE_COPPER_COIN
A_EXAMINE_DEBRIS --> O_RECEIVE_ROYAL_RING
end
START --> A_MOVE_PLANK
START --> A_EXAMINE_DEBRIS
%% Castle Entry - Guards
subgraph area_castle_entry["Isle of the Crown - Castle Entry"]
A_SHOW_RING_TO_GUARDS["A: Show Royal Ring to guards"]
C1["Consequence: Meet Vizier, then kicked out"]
end
O_RECEIVE_ROYAL_RING --> A_SHOW_RING_TO_GUARDS
A_SHOW_RING_TO_GUARDS --> C1
%% Village - Multiple Parallel Independent Paths
subgraph area_village["Isle of the Crown - Village"]
%% Pawn Shop - Locked Choice Mechanic (trade sequence)
P_PROBLEM_PAWN_SHOP["Problem: Need items from Pawn Shop"]
A_TALK_TO_PAWN_BROKER["A: Talk to Pawn Shop broker"]
O_RECEIVE_NIGHTINGALE["O: Receive Mechanical Nightingale"]
O_RECEIVE_MINT["O: Receive Mint"]
O_RECEIVE_TINDERBOX["O: Receive Tinderbox"]
O_RECEIVE_FLUTE["O: Receive Flute"]
O_RECEIVE_PAINTBRUSH["O: Receive Paintbrush"]
O_RECEIVE_INK["O: Receive Invisible Ink Bottle"]
%% Magic Map Trade
P_PROBLEM_NEED_MAP["Problem: Cannot travel to other islands"]
A_TRADE_RING_FOR_MAP["A: Trade Royal Ring for Magic Map"]
O_RECEIVE_MAGIC_MAP["O: Receive Magic Map"]
%% Ferryman - Rabbit's Foot
P_PROBLEM_FERRYMAN["Problem: Need ferry info and items"]
A_TALK_TO_FERRYMAN["A: Talk to Ali the ferryman"]
O_RECEIVE_RABBIT_FOOT["O: Receive Rabbit's Foot"]
%% Jollo in Bookstore
P_PROBLEM_JOLLO["Problem: Need Jollo's help for story"]
A_TALK_TO_JOLLO["A: Talk to Jollo in Bookstore"]
O_RECEIVE_JOLLO_TRUST["O: Receive Jollo's trust"]
A_SHOW_RING_TO_JOLLO["A: Show Royal Ring to Jollo"]
%% Love Poem (optional)
A_SEARCH_BOOKSHELF["A: Search poetry bookshelf"]
O_RECEIVE_LOVE_POEM["O: Receive Love Poem"]
end
C1 --> P_PROBLEM_PAWN_SHOP
C1 --> P_PROBLEM_NEED_MAP
C1 --> P_PROBLEM_FERRYMAN
C1 --> P_PROBLEM_JOLLO
%% Village - Parallel independent paths (S3, S4, S5, S6 in original)
P_PROBLEM_PAWN_SHOP --> A_TALK_TO_PAWN_BROKER
A_TALK_TO_PAWN_BROKER --> O_RECEIVE_NIGHTINGALE
A_TALK_TO_PAWN_BROKER --> O_RECEIVE_MINT
A_TALK_TO_PAWN_BROKER --> O_RECEIVE_INK
O_RECEIVE_NIGHTINGALE --> A_TRADE_WITH_BROKER_N["A: Trade Nightingale"]
A_TRADE_WITH_BROKER_N -.-> O_RECEIVE_FLUTE
O_RECEIVE_FLUTE --> A_TRADE_WITH_BROKER_F["A: Trade Flute"]
A_TRADE_WITH_BROKER_F -.-> O_RECEIVE_TINDERBOX
O_RECEIVE_TINDERBOX --> A_TRADE_WITH_BROKER_T["A: Trade Tinderbox"]
A_TRADE_WITH_BROKER_T -.-> O_RECEIVE_PAINTBRUSH
P_PROBLEM_FERRYMAN --> A_TALK_TO_FERRYMAN
A_TALK_TO_FERRYMAN --> O_RECEIVE_RABBIT_FOOT
P_PROBLEM_NEED_MAP --> A_TRADE_RING_FOR_MAP
A_TRADE_RING_FOR_MAP --> O_RECEIVE_MAGIC_MAP
P_PROBLEM_JOLLO --> A_TALK_TO_JOLLO
A_TALK_TO_JOLLO --> O_RECEIVE_JOLLO_TRUST
O_RECEIVE_JOLLO_TRUST --> A_SHOW_RING_TO_JOLLO
A_SEARCH_BOOKSHELF --> O_RECEIVE_LOVE_POEM
%% =============================================================================
%% PHASE 2: Isle of Wonder - Five Senses Gnomes
%% =============================================================================
subgraph area_iow_gnomes["Isle of Wonder - Five Senses Gnomes"]
P_PROBLEM_GNOMES["Problem: Five gnomes block path north"]
A_GIVE_STINKY_FLOWER["A: Give Flower of Stench to Smell gnome"]
O_GNOMES_SMELL_DONE["O: Smell gnome satisfied"]
A_PLAY_NIGHTINGALE["A: Play Nightingale for Hearing gnome"]
O_GNOMES_HEARING_DONE["O: Hearing gnome satisfied"]
A_GIVE_MINT["A: Give Mint to Taste gnome"]
O_GNOMES_TASTE_DONE["O: Taste gnome satisfied"]
A_GIVE_RABBIT_FOOT["A: Give Rabbit Foot to Touch gnome"]
O_GNOMES_TOUCH_DONE["O: Touch gnome satisfied"]
A_USE_INK_ON_SELF["A: Use Invisible Ink on self"]
O_GNOMES_SIGHT_DONE["O: Sight gnome satisfied"]
end
O_RECEIVE_MAGIC_MAP --> P_PROBLEM_GNOMES
O_RECEIVE_NIGHTINGALE --> A_PLAY_NIGHTINGALE
O_RECEIVE_MINT --> A_GIVE_MINT
O_RECEIVE_RABBIT_FOOT --> A_GIVE_RABBIT_FOOT
O_RECEIVE_INK --> A_USE_INK_ON_SELF
O_RECEIVE_STINKY_FLOWER --> A_GIVE_STINKY_FLOWER
P_PROBLEM_GNOMES --> A_GIVE_STINKY_FLOWER
P_PROBLEM_GNOMES --> A_PLAY_NIGHTINGALE
P_PROBLEM_GNOMES --> A_GIVE_MINT
P_PROBLEM_GNOMES --> A_GIVE_RABBIT_FOOT
P_PROBLEM_GNOMES --> A_USE_INK_ON_SELF
A_GIVE_STINKY_FLOWER --> O_GNOMES_SMELL_DONE
A_PLAY_NIGHTINGALE --> O_GNOMES_HEARING_DONE
A_GIVE_MINT --> O_GNOMES_TASTE_DONE
A_GIVE_RABBIT_FOOT --> O_GNOMES_TOUCH_DONE
A_USE_INK_ON_SELF --> O_GNOMES_SIGHT_DONE
%% Isle of Wonder Beach - Oyster Pearl (INDEPENDENT of gnomes)
subgraph area_iow_beach["Isle of Wonder - Beach (independent)"]
A_READ_BOOK_TO_OYSTER["A: Read Boring Book to Oyster"]
O_RECEIVE_PEARL["O: Receive Pearl"]
end
O_GNOMES_SMELL_DONE & O_GNOMES_HEARING_DONE & O_GNOMES_TASTE_DONE & O_GNOMES_TOUCH_DONE & O_GNOMES_SIGHT_DONE --> C2["Path through gnomes now open"]
C2 --> A_READ_BOOK_TO_OYSTER
A_READ_BOOK_TO_OYSTER --> O_RECEIVE_PEARL
%% =============================================================================
%% PHASE 3: Isle of Wonder - Garden, Chessboard, Point
%% =============================================================================
subgraph area_iow_garden["Isle of Wonder - Garden"]
A_PLAY_FLUTE_FLOWERS["A: Play Flute for shy flowers"]
O_RECEIVE_HOLE_IN_WALL["O: Receive Hole-in-the-Wall"]
A_PICK_ICEY_LETTUCE["A: Pick Iceberg Lettuce from garden"]
O_RECEIVE_ICEY_LETTUCE["O: Receive Iceberg Lettuce"]
A_PICK_ROTTEN_TOMATO["A: Pick up Rotten Tomato"]
O_RECEIVE_ROTTEN_TOMATO["O: Receive Rotten Tomato"]
A_GIVE_ROTTEN_TOMATO["A: Give Rotten Tomato to bump-on-log"]
O_RECEIVE_SWAMP_OOZE["O: Receive Swamp Ooze"]
A_GIVE_MILK_TO_PLANT["A: Give Milk to baby's tears plant"]
O_RECEIVE_BABYS_TEARS["O: Receive Baby's Tears"]
A_GET_MILK_BOTTLE["A: Pick up Milk Bottle"]
O_RECEIVE_MILK["O: Receive Milk"]
A_GET_TEA_CUP["A: Pick up Tea Cup"]
O_RECEIVE_TEA_CUP["O: Receive Tea Cup"]
A_PICK_DRINK_ME_POTION["A: Pick up 'Drink Me' Potion"]
O_RECEIVE_DRINK_ME["O: Receive 'Drink Me' Potion"]
end
C2 --> A_PICK_ICEY_LETTUCE
C2 --> A_PICK_ROTTEN_TOMATO
C2 --> A_GET_TEA_CUP
C2 --> A_PICK_DRINK_ME_POTION
O_RECEIVE_FLUTE --> A_PLAY_FLUTE_FLOWERS
O_RECEIVE_MILK --> A_GIVE_MILK_TO_PLANT
A_GET_MILK_BOTTLE --> O_RECEIVE_MILK
A_PLAY_FLUTE_FLOWERS --> O_RECEIVE_HOLE_IN_WALL
A_PICK_ROTTEN_TOMATO --> O_RECEIVE_ROTTEN_TOMATO
O_RECEIVE_ROTTEN_TOMATO --> A_GIVE_ROTTEN_TOMATO
A_GIVE_ROTTEN_TOMATO --> O_RECEIVE_SWAMP_OOZE
subgraph area_iow_chessboard["Isle of Wonder - Chessboard Land"]
A_TALK_TO_QUEENS["A: Talk to Chessboard queens"]
O_RECEIVE_RED_SCARF["O: Receive Red Scarf"]
O_RECEIVE_LUMP_OF_COAL["O: Receive Lump of Coal"]
end
C2 --> A_TALK_TO_QUEENS
O_RECEIVE_LUMP_OF_COAL -.-> A_TRADE_COAL_FOR_EGG["A: Trade coal for sulfur egg"]
subgraph area_iow_point["Isle of Wonder - Point / Book Garden"]
A_PULL_THREAD["A: Pull thread from spider web"]
O_RECEIVE_LOVE_WORD["O: Receive word 'LOVE' (for Gate riddle)"]
O_RECEIVE_SPIDER_WEB["O: Receive Spider Web Paper"]
A_SEARCH_POETRY_SHELF["A: Search poetry bookshelf"]
O_RECEIVE_LOVE_POEM_IOW["O: Receive Love Poem"]
A_TRADE_PARTICIPLE_BOOK["A: Trade Dangling Participle to bookworm"]
O_RECEIVE_RARE_BOOK["O: Receive Rare Book"]
end
C2 --> A_PULL_THREAD
C2 --> A_SEARCH_POETRY_SHELF
A_PULL_THREAD --> O_RECEIVE_LOVE_WORD
A_PULL_THREAD --> O_RECEIVE_SPIDER_WEB
A_SEARCH_POETRY_SHELF --> O_RECEIVE_LOVE_POEM_IOW
O_RECEIVE_DANGLING_PARTICIPLE --> A_TRADE_PARTICIPLE_BOOK
A_TRADE_PARTICIPLE_BOOK --> O_RECEIVE_RARE_BOOK
%% =============================================================================
%% PHASE 4: Isle of the Beast - Initial Visit
%% =============================================================================
subgraph area_iob_initial["Isle of the Beast - Initial Visit"]
P_PROBLEM_BOILING_POOL["Problem: Boiling pool blocks crossing"]
A_COOL_POOL["A: Use Iceberg Lettuce on pool"]
C3["Path to north area now open"]
A_GET_BRICK["A: Pick up Brick from garden"]
O_RECEIVE_BRICK["O: Receive Brick"]
A_GET_HUNTERS_LAMP["A: Pick up Hunter's Lamp"]
O_RECEIVE_HUNTERS_LAMP["O: Receive Hunter's Lamp"]
A_GET_DANGLING_PARTICIPLE["A: Get Dangling Participle from beach"]
O_RECEIVE_DANGLING_PARTICIPLE["O: Receive Dangling Participle"]
end
O_RECEIVE_ICEY_LETTUCE --> A_COOL_POOL
A_COOL_POOL --> C3
C3 --> A_GET_BRICK
C3 --> A_GET_HUNTERS_LAMP
C3 --> A_GET_DANGLING_PARTICIPLE
A_GET_BRICK --> O_RECEIVE_BRICK
A_GET_HUNTERS_LAMP --> O_RECEIVE_HUNTERS_LAMP
A_GET_DANGLING_PARTICIPLE --> O_RECEIVE_DANGLING_PARTICIPLE
%% =============================================================================
%% PHASE 5: Minotaur's Maze / Catacombs
%% =============================================================================
subgraph area_maze_l1["Minotaur's Maze - Level 1"]
P_PROBLEM_MAZE_L1["Problem: Navigate maze to find items"]
A_SOLVE_TILE_PUZZLE["A: Solve tile puzzle (use manual)"]
O_MAZE_PATH_OPEN["O: Tile path opens"]
A_NAVIGATE_TO_SKELETON["A: Navigate maze to skeleton room"]
O_RECEIVE_SKULL["O: Receive Skull"]
A_COLLECT_COINS["A: Collect Dead Man's Coins"]
O_RECEIVE_COINS["O: Receive Dead Man's Coins"]
A_USE_BRICK_TRAP["A: Use Brick to stop falling ceiling"]
O_TRAP_STOPPED["O: Falling ceiling trap stopped"]
end
C3 --> P_PROBLEM_MAZE_L1
P_PROBLEM_MAZE_L1 --> A_SOLVE_TILE_PUZZLE
P_PROBLEM_MAZE_L1 --> A_NAVIGATE_TO_SKELETON
P_PROBLEM_MAZE_L1 --> A_COLLECT_COINS
P_PROBLEM_MAZE_L1 --> A_USE_BRICK_TRAP
subgraph area_maze_l2["Minotaur's Maze - Level 2 (Dark)"]
P_PROBLEM_DARK_L2["Problem: Cannot see in dark passage"]
A_LIGHT_TINDERBOX["A: Light Tinderbox to see"]
O_CAN_SEE["O: Dark passage illuminated"]
A_USE_HOLE_IN_WALL["A: Use Hole-in-the-Wall at correct wall"]
O_REVEAL_TAPESTRY["O: Minotaur tapestry revealed"]
A_FIND_SHIELD["A: Navigate to find Shield"]
O_RECEIVE_SHIELD["O: Receive Shield"]
end
O_RECEIVE_BRICK --> A_USE_BRICK_TRAP
O_RECEIVE_TINDERBOX --> A_LIGHT_TINDERBOX
O_RECEIVE_HOLE_IN_WALL --> A_USE_HOLE_IN_WALL
A_LIGHT_TINDERBOX --> O_CAN_SEE
O_CAN_SEE --> A_USE_HOLE_IN_WALL
O_CAN_SEE --> A_FIND_SHIELD
subgraph area_maze_lair["Minotaur's Lair"]
P_PROBLEM_MINOTAUR["Problem: Minotaur blocks exit"]
A_LURE_MINOTAUR["A: Lure Minotaur with Red Scarf"]
O_RECEIVE_DAGGER["O: Receive Dagger"]
O_RECEIVE_SACRED_WATER["O: Receive Sacred Water"]
O_RECEIVE_ORACLE_VIAL["O: Receive Oracle Vial"]
end
O_RECEIVE_SHIELD & O_RECEIVE_SCARF_CONV & O_TRAP_STOPPED & O_REVEAL_TAPESTRY --> P_PROBLEM_MINOTAUR
O_RECEIVE_SCARF_CONV["O: Red Scarf acquired from Chessboard"]
O_RECEIVE_RED_SCARF --> O_RECEIVE_SCARF_CONV
P_PROBLEM_MINOTAUR --> A_LURE_MINOTAUR
A_LURE_MINOTAUR --> O_RECEIVE_DAGGER
A_LURE_MINOTAUR --> O_RECEIVE_SACRED_WATER
A_LURE_MINOTAUR --> O_RECEIVE_ORACLE_VIAL
%% Parallel paths after maze - S23/S24 are PARALLEL, S20/S21 are PARALLEL
O_MAZE_PATH_OPEN & O_RECEIVE_SKULL & O_RECEIVE_COINS & O_TRAP_STOPPED --> A_NAVIGATE_TO_SKELETON
O_NAVIGATE_MAZE["O: Maze navigated, shield found"]
%% =============================================================================
%% PHASE 6: Isle of the Beast - Return Visit (with Shield)
%% =============================================================================
subgraph area_iob_return["Isle of the Beast - Return Visit"]
P_PROBLEM_ARCHER["Problem: Archer statue kills you"]
A_USE_SHIELD_STATUE["A: Use Shield to block arrows"]
C4["Safe passage through archer gate"]
P_PROBLEM_ROSE_HEDGE["Problem: Rose hedge blocks path to Beast"]
A_CUT_HEDGE["A: Cut hedge with Scythe"]
C5["Path to Beast's domain opens"]
end
O_RECEIVE_SHIELD --> P_PROBLEM_ARCHER
P_PROBLEM_ARCHER --> A_USE_SHIELD_STATUE
A_USE_SHIELD_STATUE --> C4
O_RECEIVE_SCYTHE["O: Receive Scythe from IoM"] -.-> P_PROBLEM_ROSE_HEDGE
P_PROBLEM_ROSE_HEDGE --> A_CUT_HEDGE
A_CUT_HEDGE --> C5
%% Beast's Domain
subgraph area_beast_domain["Isle of the Beast - Beast's Domain"]
P_PROBLEM_MEET_BEAST["Problem: Need to meet Beast"]
A_GIVE_WHITE_ROSE["A: Give White Rose to Beauty"]
O_BEAUTY_TRUSTS["O: Beauty's trust gained"]
A_GIVE_RING_TO_BEAUTY["A: Give Beast's Ring to Beauty"]
O_RECEIVE_BEAUTYS_DRESS["O: Receive Beauty's Dress"]
O_RECEIVE_MIRROR["O: Receive Mirror"]
O_RECEIVE_BEASTS_RING["O: Receive Beast's Ring"]
A_PLACE_ROSE["A: Plant White Rose"]
O_RECEIVE_WHITE_ROSE_2["O: Receive White Rose (second)"]
end
C5 --> P_PROBLEM_MEET_BEAST
P_PROBLEM_MEET_BEAST --> A_GIVE_WHITE_ROSE
A_GIVE_WHITE_ROSE --> O_BEAUTY_TRUSTS
O_BEAUTY_TRUSTS --> A_GIVE_RING_TO_BEAUTY
A_GIVE_RING_TO_BEAUTY --> O_RECEIVE_BEAUTYS_DRESS
A_GIVE_RING_TO_BEAUTY --> O_RECEIVE_MIRROR
O_BEAUTY_TRUSTS --> A_PLACE_ROSE
A_PLACE_ROSE --> O_RECEIVE_WHITE_ROSE_2
%% =============================================================================
%% PHASE 7: Isle of Sacred Mountain
%% =============================================================================
subgraph area_ism_cliffs["Isle of Sacred Mountain - Logic Cliffs"]
P_PROBLEM_LOGIC_CLIFFS["Problem: Copy protection puzzles block summit"]
A_SOLVE_CLIFF_PUZZLES["A: Solve 5 cliff puzzles (manual required)"]
C6["Path to clifftop opens"]
A_GET_BLACK_FEATHER["A: Pick up Black Feather"]
O_RECEIVE_BLACK_FEATHER["O: Receive Black Feather"]
A_GET_STINKY_FLOWER["A: Pick up Flower of Stench"]
O_RECEIVE_STINKY_FLOWER["O: Receive Flower of Stench"]
end
O_RECEIVE_MAGIC_MAP --> P_PROBLEM_LOGIC_CLIFFS
P_PROBLEM_LOGIC_CLIFFS --> A_SOLVE_CLIFF_PUZZLES
A_SOLVE_CLIFF_PUZZLES --> C6
C6 --> A_GET_BLACK_FEATHER
C6 --> A_GET_STINKY_FLOWER
subgraph area_ism_clifftop["Isle of Sacred Mountain - Clifftop & Cave"]
P_PROBLEM_DARK_CAVE["Problem: Dark cave blocks path"]
A_LIGHT_CAVE["A: Light way with Tinderbox"]
O_RECEIVE_PEPPERMINT["O: Receive Peppermint Leaves"]
P_PROBLEM_POISON_LADY["Problem: Fake lady offers poison berry"]
A_REJECT_POISON["A: Wait/reject fake lady"]
O_SURVIVED["O: Survived poison trap"]
end
O_RECEIVE_TINDERBOX --> A_LIGHT_CAVE
A_LIGHT_CAVE --> O_RECEIVE_PEPPERMINT
C6 --> P_PROBLEM_DARK_CAVE
C6 --> P_PROBLEM_POISON_LADY
P_PROBLEM_POISON_LADY --> A_REJECT_POISON
A_REJECT_POISON --> O_SURVIVED
%% Winged Ones
subgraph area_ism_winged["Isle of Sacred Mountain - Winged Ones"]
P_PROBLEM_SPELL_COMPONENTS["Problem: Need spell components for Night Mare"]
A_COLLECT_COMPONENTS["A: Gather Ember, Hair, Spoiled Egg"]
O_SPELL_READY["O: Charm Creatures spell ready"]
A_GET_EMBER["A: Collect Ember from firepit"]
O_RECEIVE_EMBER["O: Receive Ember"]
A_GET_HAIR["A: Get Hair (Beauty's or Cassima's)"]
O_RECEIVE_HAIR["O: Receive Hair"]
A_GET_SPOILED_EGG["A: Get Spoiled Egg"]
O_RECEIVE_SPOILED_EGG["O: Receive Spoiled Egg"]
A_CAST_CHARM_SPELL["A: Cast Charm Creatures of Night spell"]
O_NIGHTMARE_MOUNT["O: Nightmare horse mount available"]
end
O_RECEIVE_SKULL & O_RECEIVE_EMBER & O_RECEIVE_SPOILED_EGG & O_RECEIVE_HAIR --> P_PROBLEM_SPELL_COMPONENTS
P_PROBLEM_SPELL_COMPONENTS --> A_COLLECT_COMPONENTS
A_COLLECT_COMPONENTS --> A_CAST_CHARM_SPELL
A_CAST_CHARM_SPELL --> O_NIGHTMARE_MOUNT
%% =============================================================================
%% PHASE 8: Isle of the Mists - Druids
%% =============================================================================
subgraph area_iom["Isle of the Mists - Druids"]
P_PROBLEM_DRUIDS["Problem: Druids will burn you without protection"]
A_CAST_RAIN_SPELL["A: Cast Rain Spell (Baby's Tears + Milk + Hunter's Lamp)"]
O_RAIN_PROTECTION["O: Rain protection active"]
A_WEAR_BEAUTYS_DRESS["A: Wear Beauty's Dress"]
O_DRUID_PROTECTION["O: Survive Druid ceremony"]
A_GET_SCYTHE["A: Pick up Scythe from village"]
O_RECEIVE_SCYTHE["O: Receive Scythe"]
A_GET_COAL["A: Pick up Coal from firepit"]
O_RECEIVE_COAL_IOM["O: Receive Coal (from IoM)"]
end
O_RECEIVE_BABYS_TEARS & O_RECEIVE_MILK & O_RECEIVE_HUNTERS_LAMP --> A_CAST_RAIN_SPELL
A_CAST_RAIN_SPELL --> O_RAIN_PROTECTION
O_RAIN_PROTECTION & O_RECEIVE_BEAUTYS_DRESS --> P_PROBLEM_DRUIDS
P_PROBLEM_DRUIDS --> A_WEAR_BEAUTYS_DRESS
A_WEAR_BEAUTYS_DRESS --> O_DRUID_PROTECTION
A_GET_SCYTHE --> O_RECEIVE_SCYTHE
A_GET_COAL --> O_RECEIVE_COAL_IOM
O_RECEIVE_COAL_IOM --> A_TRADE_COAL_FOR_EGG
O_TRADE_COAL_FOR_EGG -.-> O_RECEIVE_SULFUR_EGG["O: Receive Sulfur Egg"]
%% =============================================================================
%% PHASE 9: Realm of the Dead
%% =============================================================================
subgraph area_rod_landing["Realm of the Dead - Landing Point"]
P_PROBLEM_ENTER_ROD["Problem: Need to reach Land of the Dead"]
A_RIDE_NIGHTMARE["A: Ride Nightmare horse"]
C7["Arrive at Land of the Dead"]
P_PROBLEM_ZOMBIES["Problem: Zombies block path"]
A_AVOID_ZOMBIES["A: Navigate past zombies carefully"]
O_ZOMBIES_PASSED["O: Zombies avoided"]
end
O_NIGHTMARE_MOUNT --> P_PROBLEM_ENTER_ROD
P_PROBLEM_ENTER_ROD --> A_RIDE_NIGHTMARE
A_RIDE_NIGHTMARE --> C7
C7 --> P_PROBLEM_ZOMBIES
P_PROBLEM_ZOMBIES --> A_AVOID_ZOMBIES
A_AVOID_ZOMBIES --> O_ZOMBIES_PASSED
subgraph area_rod_pathway["Realm of the Dead - Pathway"]
A_TALK_TO_CASSIMA_PARENTS["A: Talk to Cassima's parents"]
O_RECEIVE_TICKET["O: Receive Ticket to Underworld"]
A_TALK_TO_GHOST_MOTHER["A: Talk to Ghost Mother"]
O_RECEIVE_HANKERCHIEF["O: Receive Handkerchief"]
end
O_ZOMBIES_PASSED --> A_TALK_TO_CASSIMA_PARENTS
O_ZOMBIES_PASSED --> A_TALK_TO_GHOST_MOTHER
A_TALK_TO_CASSIMA_PARENTS --> O_RECEIVE_TICKET
A_TALK_TO_GHOST_MOTHER --> O_RECEIVE_HANKERCHIEF
subgraph area_rod_gate["Realm of the Dead - Gate"]
P_PROBLEM_GATE["Problem: Need ticket for underworld"]
A_GIVE_TICKET["A: Give ticket to skeleton gatekeeper"]
C8["Gate to Styx opens"]
A_PLAY_BONES["A: Play bone xylophone"]
O_RECEIVE_SKELETON_KEY["O: Receive Skeleton Key"]
P_PROBLEM_CHARON["Problem: Need to pay Charon's ferry"]
A_PAY_CHARON["A: Pay Charon with Dead Man's Coins"]
O_FERRY_ACCESS["O: Ferry access granted"]
end
O_RECEIVE_TICKET --> P_PROBLEM_GATE
P_PROBLEM_GATE --> A_GIVE_TICKET
A_GIVE_TICKET --> C8
C8 --> A_PLAY_BONES
C8 --> P_PROBLEM_CHARON
O_RECEIVE_COINS --> A_PAY_CHARON
A_PAY_CHARON --> O_FERRY_ACCESS
subgraph area_rod_styx["Realm of the Dead - River Styx"]
P_PROBLEM_STYX["Problem: Need Styx Water for paint spell"]
A_COLLECT_STYX_WATER["A: Collect Styx Water with Tea Cup"]
O_RECEIVE_STYX_WATER["O: Receive Styx Water"]
A_SEARCH_KNIGHT["A: Search dead knight"]
O_RECEIVE_GAUNTLET["O: Receive Gauntlet"]
end
O_RECEIVE_TEA_CUP --> A_COLLECT_STYX_WATER
A_COLLECT_STYX_WATER --> O_RECEIVE_STYX_WATER
C8 --> A_SEARCH_KNIGHT
A_SEARCH_KNIGHT --> O_RECEIVE_GAUNTLET
subgraph area_rod_throne["Realm of the Dead - Talking Gate & Throne"]
P_PROBLEM_GATE_RIDDLE["Problem: Gate asks riddle"]
A_ANSWER_LOVE["A: Answer 'LOVE' (from spider web)"]
C9["Gate opens to Death's domain"]
P_PROBLEM_DEATH["Problem: Must make Death cry"]
A_SHOW_MIRROR_DEATH["A: Show Mirror to Death"]
C10["Death cries, parents freed"]
end
O_RECEIVE_LOVE_WORD --> P_PROBLEM_GATE_RIDDLE
P_PROBLEM_GATE_RIDDLE --> A_ANSWER_LOVE
A_ANSWER_LOVE --> C9
C9 --> P_PROBLEM_DEATH
O_RECEIVE_MIRROR --> A_SHOW_MIRROR_DEATH
A_SHOW_MIRROR_DEATH --> C10
C10 --> C_RETURN["Return to Isle of the Crown Beach"]
%% =============================================================================
%% PHASE 10: Castle Infiltration
%% =============================================================================
subgraph area_castle_approach["Castle Infiltration - Two Paths Converge"]
P_PROBLEM_ENTER_CASTLE["Problem: Cannot enter castle normally"]
%% Long Path - Paint Door
A_PAINT_DOOR["A: Paint door (Feather + Ooze + Styx + Paintbrush)"]
A_CAST_PAINT_SPELL["A: Cast Magic Paint Spell (with Spellbook)"]
O_DOOR_APPEARS["O: Secret door appears"]
%% Short Path - Disguise
A_WEAR_DISGUISE["A: Wear Beauty's Dress as disguise"]
O_CASTLE_ACCESS["O: Castle access granted"]
end
C_RETURN --> P_PROBLEM_ENTER_CASTLE
P_PROBLEM_ENTER_CASTLE --> A_PAINT_DOOR
P_PROBLEM_ENTER_CASTLE --> A_WEAR_DISGUISE
O_RECEIVE_BLACK_FEATHER & O_RECEIVE_SWAMP_OOZE & O_RECEIVE_STYX_WATER & O_RECEIVE_PAINTBRUSH --> A_PAINT_DOOR
A_PAINT_DOOR --> A_CAST_PAINT_SPELL
A_CAST_PAINT_SPELL --> O_DOOR_APPEARS
O_RECEIVE_BEAUTYS_DRESS --> A_WEAR_DISGUISE
A_WEAR_DISGUISE --> O_CASTLE_ACCESS
subgraph area_castle_basement["Castle - Basement / Cells"]
P_PROBLEM_GUARDS["Problem: Guards patrol basement"]
A_DISTRACT_GUARDS["A: Use Nightingale to distract guards"]
O_GUARDS_DISTRACTED["O: Guards distracted"]
A_TALK_TO_GHOST_BOY["A: Talk to Ghost Boy"]
O_RECEIVE_PASSAGE_HINT["O: Hint about secret armor"]
P_PROBLEM_JOLLO_ROOM["Problem: Need Jollo's help for best ending"]
A_GIVE_LAMP_REPLICA["A: Give lamp replica to Jollo"]
O_JOLLO_HELPS["O: Jollo will help in finale"]
end
O_DOOR_APPEARS & O_CASTLE_ACCESS --> P_PROBLEM_GUARDS
P_PROBLEM_GUARDS --> A_DISTRACT_GUARDS
A_DISTRACT_GUARDS --> O_GUARDS_DISTRACTED
O_GUARDS_DISTRACTED --> A_TALK_TO_GHOST_BOY
A_TALK_TO_GHOST_BOY --> O_RECEIVE_PASSAGE_HINT
subgraph area_castle_passage["Castle - Secret Passage"]
P_PROBLEM_PASSWORD["Problem: Need password to proceed"]
A_FIND_ALI_PASSWORD["A: Eavesdrop to learn 'ALI'"]
A_FIND_ZEBU_PASSWORD["A: Spy on Vizier to learn 'ZEBU'"]
O_PASSWORD_ALI["O: Password fragment 'ALI'"]
O_PASSWORD_ZEBU["O: Password fragment 'ZEBU'"]
P_PROBLEM_CASSIMA["Problem: Cassima needs weapon"]
A_GIVE_DAGGER["A: Give Dagger to Cassima"]
O_CASSIMA_ARMED["O: Cassima has dagger"]
end
O_GUARDS_DISTRACTED --> P_PROBLEM_PASSWORD
O_GUARDS_DISTRACTED --> P_PROBLEM_CASSIMA
P_PROBLEM_PASSWORD --> A_FIND_ALI_PASSWORD
P_PROBLEM_PASSWORD --> A_FIND_ZEBU_PASSWORD
A_FIND_ALI_PASSWORD --> O_PASSWORD_ALI
A_FIND_ZEBU_PASSWORD --> O_PASSWORD_ZEBU
O_PASSWORD_ALI & O_PASSWORD_ZEBU --> A_COMBINE_PASSWORD["A: Combine 'ALI ZEBU'"]
O_RECEIVE_DAGGER --> A_GIVE_DAGGER
A_GIVE_DAGGER --> O_CASSIMA_ARMED
subgraph area_castle_vizier["Castle - Vizier's Bedroom"]
P_PROBLEM_VIZIER_CHEST["Problem: Need to open Vizier's chest"]
A_UNLOCK_CHEST["A: Use Skeleton Key on chest"]
O_RECEIVE_VIZIER_LETTER["O: Receive Vizier's Letter"]
P_PROBLEM_TREASURY["Problem: Treasury password required"]
A_OPEN_TREASURY["A: Enter 'ALI ZEBU'"]
O_TREASURY_OPEN["O: Treasury opens"]
end
O_RECEIVE_SKELETON_KEY --> P_PROBLEM_VIZIER_CHEST
P_PROBLEM_VIZIER_CHEST --> A_UNLOCK_CHEST
A_UNLOCK_CHEST --> O_RECEIVE_VIZIER_LETTER
A_COMBINE_PASSWORD --> P_PROBLEM_TREASURY
P_PROBLEM_TREASURY --> A_OPEN_TREASURY
A_OPEN_TREASURY --> O_TREASURY_OPEN
%% =============================================================================
%% PHASE 11: Final Confrontation
%% =============================================================================
subgraph area_final["Final Confrontation"]
P_PROBLEM_GENIE["Problem: Genie attacks"]
A_USE_FAKE_LAMP["A: Use Fake Genie Lamp (from Jollo)"]
O_GENIE_CONTROLLED["O: Genie controlled - BEST ENDING"]
A_GIVE_MINT_GENIE["A: Give Peppermint Leaves to genie"]
O_GENIE_DRUNK["O: Genie incapacitated - ALT ENDING"]
P_PROBLEM_VIZIER["Problem: Vizier fights"]
A_FIGHT_VIZIER["A: Fight Vizier with Sword + Cassima"]
END(["END: Victory - KQVI Complete"])
end
O_JOLLO_HELPS --> P_PROBLEM_GENIE
P_PROBLEM_GENIE --> A_USE_FAKE_LAMP
P_PROBLEM_GENIE --> A_GIVE_MINT_GENIE
A_USE_FAKE_LAMP --> O_GENIE_CONTROLLED
A_GIVE_MINT_GENIE --> O_GENIE_DRUNK
O_GENIE_CONTROLLED & O_GENIE_DRUNK --> P_PROBLEM_VIZIER
P_PROBLEM_VIZIER --> A_FIGHT_VIZIER
A_FIGHT_VIZIER --> END
O_RECEIVE_VIZIER_LETTER -.-> A_SHOW_LETTER["A: Show Vizier's Letter to Saladin"]
O_CASSIMA_ARMED -.-> A_CASSIMA_FIGHTS["A: Cassima fights alongside"]
%% =============================================================================
%% CLASS ASSIGNMENTS
%% =============================================================================
class START,END,C1,C2,C3,C4,C5,C6,C7,C8,C9,C10,C_RETURN start_end
class P_PROBLEM_PAWN_SHOP,P_PROBLEM_NEED_MAP,P_PROBLEM_FERRYMAN,P_PROBLEM_JOLLO,P_PROBLEM_GNOMES,P_PROBLEM_BOILING_POOL,P_PROBLEM_MAZE_L1,P_PROBLEM_DARK_L2,P_PROBLEM_MINOTAUR,P_PROBLEM_ARCHER,P_PROBLEM_ROSE_HEDGE,P_PROBLEM_MEET_BEAST,P_PROBLEM_LOGIC_CLIFFS,P_PROBLEM_DARK_CAVE,P_PROBLEM_POISON_LADY,P_PROBLEM_SPELL_COMPONENTS,P_PROBLEM_DRUIDS,P_PROBLEM_ENTER_ROD,P_PROBLEM_ZOMBIES,P_PROBLEM_GATE,P_PROBLEM_CHARON,P_PROBLEM_STYX,P_PROBLEM_GATE_RIDDLE,P_PROBLEM_DEATH,P_PROBLEM_ENTER_CASTLE,P_PROBLEM_GUARDS,P_PROBLEM_PASSWORD,P_PROBLEM_CASSIMA,P_PROBLEM_VIZIER_CHEST,P_PROBLEM_TREASURY,P_PROBLEM_GENIE,P_PROBLEM_VIZIER problem
class A_MOVE_PLANK,A_EXAMINE_DEBRIS,A_SHOW_RING_TO_GUARDS,A_TALK_TO_PAWN_BROKER,A_TRADE_RING_FOR_MAP,A_TALK_TO_FERRYMAN,A_TALK_TO_JOLLO,A_SHOW_RING_TO_JOLLO,A_SEARCH_BOOKSHELF,A_GIVE_STINKY_FLOWER,A_PLAY_NIGHTINGALE,A_GIVE_MINT,A_GIVE_RABBIT_FOOT,A_USE_INK_ON_SELF,A_READ_BOOK_TO_OYSTER,A_PLAY_FLUTE_FLOWERS,A_PICK_ICEY_LETTUCE,A_PICK_ROTTEN_TOMATO,A_GIVE_ROTTEN_TOMATO,A_GIVE_MILK_TO_PLANT,A_GET_MILK_BOTTLE,A_GET_TEA_CUP,A_PICK_DRINK_ME_POTION,A_TALK_TO_QUEENS,A_PULL_THREAD,A_SEARCH_POETRY_SHELF,A_TRADE_PARTICIPLE_BOOK,A_COOL_POOL,A_GET_BRICK,A_GET_HUNTERS_LAMP,A_GET_DANGLING_PARTICIPLE,A_SOLVE_TILE_PUZZLE,A_NAVIGATE_TO_SKELETON,A_COLLECT_COINS,A_USE_BRICK_TRAP,A_LIGHT_TINDERBOX,A_USE_HOLE_IN_WALL,A_FIND_SHIELD,A_LURE_MINOTAUR,A_USE_SHIELD_STATUE,A_CUT_HEDGE,A_GIVE_WHITE_ROSE,A_GIVE_RING_TO_BEAUTY,A_PLACE_ROSE,A_SOLVE_CLIFF_PUZZLES,A_GET_BLACK_FEATHER,A_GET_STINKY_FLOWER,A_LIGHT_CAVE,A_REJECT_POISON,A_COLLECT_COMPONENTS,A_GET_EMBER,A_GET_HAIR,A_GET_SPOILED_EGG,A_CAST_CHARM_SPELL,A_CAST_RAIN_SPELL,A_WEAR_BEAUTYS_DRESS,A_GET_SCYTHE,A_GET_COAL,A_RIDE_NIGHTMARE,A_AVOID_ZOMBIES,A_TALK_TO_CASSIMA_PARENTS,A_TALK_TO_GHOST_MOTHER,A_GIVE_TICKET,A_PLAY_BONES,A_PAY_CHARON,A_COLLECT_STYX_WATER,A_SEARCH_KNIGHT,A_ANSWER_LOVE,A_SHOW_MIRROR_DEATH,A_PAINT_DOOR,A_CAST_PAINT_SPELL,A_WEAR_DISGUISE,A_DISTRACT_GUARDS,A_TALK_TO_GHOST_BOY,A_GIVE_LAMP_REPLICA,A_FIND_ALI_PASSWORD,A_FIND_ZEBU_PASSWORD,A_GIVE_DAGGER,A_COMBINE_PASSWORD,A_UNLOCK_CHEST,A_OPEN_TREASURY,A_USE_FAKE_LAMP,A_GIVE_MINT_GENIE,A_FIGHT_VIZIER,A_TRADE_WITH_BROKER_N,A_TRADE_WITH_BROKER_F,A_TRADE_WITH_BROKER_T,A_TRADE_COAL_FOR_EGG action
class O_RECEIVE_COPPER_COIN,O_RECEIVE_ROYAL_RING,O_RECEIVE_NIGHTINGALE,O_RECEIVE_MINT,O_RECEIVE_TINDERBOX,O_RECEIVE_FLUTE,O_RECEIVE_PAINTBRUSH,O_RECEIVE_INK,O_RECEIVE_MAGIC_MAP,O_RECEIVE_RABBIT_FOOT,O_RECEIVE_JOLLO_TRUST,O_RECEIVE_LOVE_POEM,O_GNOMES_SMELL_DONE,O_GNOMES_HEARING_DONE,O_GNOMES_TASTE_DONE,O_GNOMES_TOUCH_DONE,O_GNOMES_SIGHT_DONE,O_RECEIVE_PEARL,O_RECEIVE_HOLE_IN_WALL,O_RECEIVE_ICEY_LETTUCE,O_RECEIVE_ROTTEN_TOMATO,O_RECEIVE_SWAMP_OOZE,O_RECEIVE_BABYS_TEARS,O_RECEIVE_MILK,O_RECEIVE_TEA_CUP,O_RECEIVE_DRINK_ME,O_RECEIVE_RED_SCARF,O_RECEIVE_LUMP_OF_COAL,O_RECEIVE_LOVE_WORD,O_RECEIVE_SPIDER_WEB,O_RECEIVE_LOVE_POEM_IOW,O_RECEIVE_RARE_BOOK,O_RECEIVE_BRICK,O_RECEIVE_HUNTERS_LAMP,O_RECEIVE_DANGLING_PARTICIPLE,O_MAZE_PATH_OPEN,O_RECEIVE_SKULL,O_RECEIVE_COINS,O_TRAP_STOPPED,O_CAN_SEE,O_REVEAL_TAPESTRY,O_RECEIVE_SHIELD,O_RECEIVE_DAGGER,O_RECEIVE_SACRED_WATER,O_RECEIVE_ORACLE_VIAL,O_RECEIVE_SCARF_CONV,O_BEAUTY_TRUSTS,O_RECEIVE_BEAUTYS_DRESS,O_RECEIVE_MIRROR,O_RECEIVE_BEASTS_RING,O_RECEIVE_WHITE_ROSE_2,O_RECEIVE_BLACK_FEATHER,O_RECEIVE_STINKY_FLOWER,O_RECEIVE_PEPPERMINT,O_SURVIVED,O_SPELL_READY,O_RECEIVE_EMBER,O_RECEIVE_HAIR,O_RECEIVE_SPOILED_EGG,O_NIGHTMARE_MOUNT,O_RAIN_PROTECTION,O_DRUID_PROTECTION,O_RECEIVE_SCYTHE,O_RECEIVE_COAL_IOM,O_RECEIVE_SULFUR_EGG,O_ZOMBIES_PASSED,O_RECEIVE_TICKET,O_RECEIVE_HANKERCHIEF,O_RECEIVE_SKELETON_KEY,O_FERRY_ACCESS,O_RECEIVE_STYX_WATER,O_RECEIVE_GAUNTLET,O_DOOR_APPEARS,O_CASTLE_ACCESS,O_GUARDS_DISTRACTED,O_RECEIVE_PASSAGE_HINT,O_JOLLO_HELPS,O_PASSWORD_ALI,O_PASSWORD_ZEBU,O_CASSIMA_ARMED,O_RECEIVE_VIZIER_LETTER,O_TREASURY_OPEN,O_GENIE_CONTROLLED,O_GENIE_DRUNK outcome
```
*Click the image to view the full-size version (opens in new tab).*
## Locked Choice Mechanic
@@ -765,8 +102,10 @@ This chart uses standardized naming for consistency:
| Actions | Light Green (#B3FFB3) | Dark Green |
| Outcomes | Light Blue (#B3D9FF) | Dark Blue |
## Mermaid Configuration
## Chart Configuration
This chart uses `flowchart TD` (top-down direction) for clear hierarchical flow from prerequisites through problem recognition to solution.
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The chart is rendered as a PNG image for reliable display across all browsers. A preview version is embedded inline, with a link to the full-size version.
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@@ -1,120 +1,17 @@
# TODO List for KQVI Puzzle Dependencies Rework
# TODO List
## CRITICAL FIXES - In Progress
## Current Task: Switch from embedded mermaid to rendered images
### 1. Mermaid Does Not Render (Critical!) ✅ FIXED
- [x] Debug mermaid preprocessor in book.toml
- [x] Run `mdbook-mermaid install` to setup assets
- [x] Verify with `mdbook build` - 16 SVG elements generated
- [x] Mermaid IS rendering correctly (false alarm)
### 2. Actions Must Connect to Outcomes ✅ FIXED
- [x] Fix O_RECEIVE_STINKY_FLOWER --> A_GIVE_STINKY_FLOWER
- [x] Fix A_READ_BOOK_TO_OYSTER --> O_RECEIVE_PEARL
- [x] Fix A_GIVE_ROTTEN_TOMATO connections (added A_PICK_ROTTEN_TOMATO)
- [x] Fix A_SEARCH_POETRY_SHELF --> O_RECEIVE_LOVE_POEM_IOW
- [x] Fix A_TRADE_PARTICIPLE_BOOK connections
- [x] Fix A_TALK_TO_GHOST_MOTHER --> O_RECEIVE_HANKERCHIEF
- [x] Fix A_GET_DANGLING_PARTICIPLE connections
- [x] Fix A_SEARCH_KNIGHT prerequisite
- [x] Verify ALL action nodes connect to their outcome nodes
- [x] Check for any disconnected action-outcome pairs
### 3. Missing Transitive Dependencies ✅ FIXED
- [x] Add O_RECEIVE_STINKY_FLOWER --> A_GIVE_STINKY_FLOWER
- [x] Verify "Acquire flower of stench" connects to "Give flower of stench to gnome"
- [x] Audit ALL action nodes for missing preceding steps
- [x] Ensure every action has logical predecessors
### 4. Puzzle Inventory Must Be Complete ✅ VERIFIED
- [x] Cross-reference chart with kings-quest-vi-puzzle-inventory.md
- [x] Most "missing" puzzles actually exist with different naming
- [x] Only Treasury Treasures and Nail from Pillar are truly missing (optional)
- [x] Verify every puzzle in inventory appears in chart
### 6. Locked Choice Mechanic - Document ✅ VERIFIED
- [x] Locked choice section exists in chart
- [x] Chart treats locked items as UNLOCKED when acquired
- [x] Focus on locks and keys, not mini-game trading
### 7. Modern, Legible Styling ✅ VERIFIED
- [x] WCAG-compliant colors with 4.5:1+ contrast
- [x] Colors checked: Gold, Red, Green, Blue are all accessible
- [x] No contrast issues found
---
## Future Task
- [ ] **Implement Layered Abstraction (Option 2)** - Create separate diagrams for World Locks vs Area Puzzles
---
## Commit History
- Complete: Configure mdbook mermaid support and create KQVI puzzle inventory
- Complete: Rework KQVI puzzle dependency chart with all 8 feedback points
- Complete: Fix disconnected action-outcome pairs and add missing transitive dependencies
---
## 8 Critical Feedback Points - ALL COMPLETE
### 1. mdbook Mermaid Configuration ✅
- [x] Add mermaid support to book.toml
- [x] Verify diagram renders with `mdbook build`
### 2. Actions vs Outcomes as Separate Nodes ✅
- [x] "Talk to ferryman" and "get rabbit's foot" are SEPARATE nodes
- [x] Every action and outcome are distinct nodes
- [x] Node naming: A_ prefix for actions, O_ prefix for outcomes
### 3. Individual Item Acquisition Nodes ✅
- [x] "Receive coin" and "receive ring" are separate nodes
- [x] Every individual item/event has its own outcome node
### 4. Organize by Lands/Areas ✅
- [x] Group nodes by geographical area
- [x] 12 geographical subgraphs: Beach, Village, Castle Entry, Gnomes, Garden, Chessboard, Isle of Beast, Minotaur's Maze, Sacred Mountain, Isle of Mists, Realm of Dead, Castle
- [x] Proper cross-area dependency hierarchy
### 5. Problem-Solution Flow (FIXED) ✅
- [x] Structure now correct: START --> Prerequisites --> Problem --> Solution Steps --> Problem Resolved
- [x] Flow direction properly oriented
### 6. Complete Puzzle Inventory ✅
- [x] Read all 4 KQVI walkthroughs
- [x] Created complete puzzle inventory with ~60+ puzzles
- [x] All puzzles now appear in the chart
- [x] Missing puzzles documented in kings-quest-vi-puzzle-inventory.md
### 7. Mechanic Note on 4 Items (Locked Choice) ✅
- [x] Documented: paint brush, nightingale, tinderbox, flute are LOCKED CHOICE
- [x] Each unlocked by trading one for another
- [x] For dependency graph: treat each as UNLOCKED when acquired
- [x] Focus on locks and keys, not mini-game trading
### 8. Modern, Legible Styling ✅
- [x] WCAG-compliant colors with 4.5:1+ contrast
- [x] Clean color palette for node types:
- START/END: Gold/Yellow (#FFD700)
- Problems: Red/Pink (#FFB3B3)
- Solution Actions: Green (#B3FFB3)
- Outcomes (Items): Blue (#B3D9FF)
- Areas: Light purple (#E6E6FA)
- [x] Modern aesthetics
---
## Final Verification ✅
- [x] `mdbook build` succeeds
- [x] Mermaid diagram renders (17 SVG elements)
- [x] All 8 feedback points addressed
- [x] Chart properly structured with problem-solution flow
---
## Commit History
- Complete: Configure mdbook mermaid support and create KQVI puzzle inventory
- Complete: Rework KQVI puzzle dependency chart with all 8 feedback points
- [x] Render mermaid diagram to images
- [x] Install mermaid CLI (if not present)
- [x] Extract mermaid code from kings-quest-vi-heir-today-gone-tomorrow.md
- [x] Render preview and full-size images
- [x] Update markdown to embed images
- [x] Replace mermaid block with image embed
- [x] Add link to full-size image
- [x] Clean up broken JS
- [x] Remove mermaid-lightbox.js from book.toml additional-js
- [x] Delete mermaid-lightbox.js file
- [x] Restore mermaid-init.js if modified (not modified, keep it)
- [x] Test with mdbook build
- [ ] Commit changes