Complete: Add Screenshots sections and verify accuracy for indiana-jones-and-the-last-crusade.md
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@@ -42,6 +42,10 @@ Breaking the correct floor slab opens a hidden passage that leads to the catacom
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6. Use the metal post (collected from library shelves) to smash the numbered floor slab
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6. Use the metal post (collected from library shelves) to smash the numbered floor slab
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7. Jump through the opening into the catacombs below
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7. Jump through the opening into the catacombs below
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### Screenshots
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[Symbol Code Translation](../puzzles/symbol-code-translation.md) — The player decodes diary visual symbols (drawing + numeric quotation) into physical world actions (matching window → pillar numeral → target slab), distinguishing from pure observation replay by requiring active code interpretation rather than memorized sequence reproduction.
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[Symbol Code Translation](../puzzles/symbol-code-translation.md) — The player decodes diary visual symbols (drawing + numeric quotation) into physical world actions (matching window → pillar numeral → target slab), distinguishing from pure observation replay by requiring active code interpretation rather than memorized sequence reproduction.
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@@ -71,6 +75,10 @@ Playing the skulls in correct musical order opens the door, revealing passage to
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6. Door mechanism activates and unlocks after correct sequence
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6. Door mechanism activates and unlocks after correct sequence
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7. Enter newly opened passage toward Knight's Tomb
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7. Enter newly opened passage toward Knight's Tomb
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### Screenshots
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[Multi-Faceted Plan](../puzzles/multi-faceted-plan.md) — Player gathers clue (diary musical notation) during exploration phase but only synthesizes it at the skull door, requiring both information retrieval and sequential execution. Differentiates from Meta-Puzzle Construction because components aren't chained outputs—each step doesn't produce materials for the next; instead, all requirements converge at a single decision point.
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[Multi-Faceted Plan](../puzzles/multi-faceted-plan.md) — Player gathers clue (diary musical notation) during exploration phase but only synthesizes it at the skull door, requiring both information retrieval and sequential execution. Differentiates from Meta-Puzzle Construction because components aren't chained outputs—each step doesn't produce materials for the next; instead, all requirements converge at a single decision point.
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@@ -104,6 +112,10 @@ Indy reaches Henry's detention cell on the third floor and frees him, enabling e
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10. Locate Henry's cell marked by electrical wires above doorway
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10. Locate Henry's cell marked by electrical wires above doorway
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11. Use silver key (taken from candelabra in officer quarters) to unlock door
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11. Use silver key (taken from candelabra in officer quarters) to unlock door
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### Screenshots
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[Corporate Infiltration](../puzzles/corporate-infiltration.md) — Progressive disguise acquisition grants access to increasingly restricted areas with guard patrol management—distinguishes from Sensory Exploitation by focusing on physical costume-based permission rather than NPC perception weakness exploitation.
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[Corporate Infiltration](../puzzles/corporate-infiltration.md) — Progressive disguise acquisition grants access to increasingly restricted areas with guard patrol management—distinguishes from Sensory Exploitation by focusing on physical costume-based permission rather than NPC perception weakness exploitation.
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