diff --git a/book.toml b/book.toml index c2aa765..1c5468c 100644 --- a/book.toml +++ b/book.toml @@ -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 diff --git a/mermaid-lightbox.js b/mermaid-lightbox.js deleted file mode 100644 index 2c113d0..0000000 --- a/mermaid-lightbox.js +++ /dev/null @@ -1,196 +0,0 @@ -// Mermaid Lightbox - Click to expand diagrams in full-size modal -(() => { - const lightboxHTML = ` -
- `; - - const styleHTML = ` - - `; - - // 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); - } -})(); diff --git a/src/inspiration/kings-quest-vi-chart-full.png b/src/inspiration/kings-quest-vi-chart-full.png new file mode 100644 index 0000000..ed2ec3e Binary files /dev/null and b/src/inspiration/kings-quest-vi-chart-full.png differ diff --git a/src/inspiration/kings-quest-vi-chart-preview.png b/src/inspiration/kings-quest-vi-chart-preview.png new file mode 100644 index 0000000..520fb82 Binary files /dev/null and b/src/inspiration/kings-quest-vi-chart-preview.png differ diff --git a/src/inspiration/kings-quest-vi-heir-today-gone-tomorrow.md b/src/inspiration/kings-quest-vi-heir-today-gone-tomorrow.md index 3296896..c17a549 100644 --- a/src/inspiration/kings-quest-vi-heir-today-gone-tomorrow.md +++ b/src/inspiration/kings-quest-vi-heir-today-gone-tomorrow.md @@ -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 +[](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. -(End of file - total 712 lines) +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. + +(End of file - total 111 lines) diff --git a/todos/TODOS.md b/todos/TODOS.md index 0728dc2..cceed38 100644 --- a/todos/TODOS.md +++ b/todos/TODOS.md @@ -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