Add Indiana Jones: Last Crusade (INDY1) puzzles - all 31 games now fully documented
INDY1 puzzles documented: - Fake Grail Diary Key Discovery (Multi-Faceted Plan) - Library Stained Glass Window Puzzle (Symbol Code Translation) - Catacombs Torch/Water/Dungeon Drain Plug Sequence (Meta-Puzzle Construction) - 3-Statue Combination Lock (Symbol Code Translation) - Skull Music Sequence (Observation Replay) - Roast Boar Distraction (NPC Distraction Physics) - Security Console Ale Short-Circuit (NPC Distraction Physics) - Corridor Guard Disguises (Corporate Infiltration) All 31 adventure games from 1986-2002 now represented with documented puzzle examples.
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README.md
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README.md
@@ -10,7 +10,7 @@ A taxonomy of puzzle design patterns derived from analysis of classic Sierra, Lu
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| # | Puzzle Type | Core Mechanic | Game Source |
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|---|-------------|---------------|-------------|
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| 1 | [Multi-Faceted Plan Puzzle](./puzzles/multi-faceted-plan.md) | Requirements discovered incrementally; player synthesizes complete mental model | KQVI/KQVII/KQVIII/SIMON/LK1/SMHTR/INDY2/SQ1/SQ3/SQ4/QFG1/QFG2/QFG3/QFG4/BS1/BS2/TLJ/SYB/GF |
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| 1 | [Multi-Faceted Plan Puzzle](./puzzles/multi-faceted-plan.md) | Requirements discovered incrementally; player synthesizes complete mental model | KQVI/KQVII/KQVIII/INDY1/SIMON/LK1/SMHTR/INDY2/SQ1/SQ3/SQ4/QFG1/QFG2/QFG3/QFG4/BS1/BS2/TLJ/SYB/GF |
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| 2 | [Sensory Exploitation Puzzle](./puzzles/sensory-exploitation.md) | Character perceptual vulnerabilities exploited through item matching | KQIII/KQVI/KQVII/MI/LK1/SMHTR/INDY2/SQ1/SQ3/QFG1/QFG3/QFG4/BS1/TLJ/SYB/GF/SIMON |
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| 3 | [Metaphor-to-Literal Translation](./puzzles/metaphor-literal.md) | Abstract language interpreted as literal game mechanics | MI/SQ2/QFG4 |
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| 4 | [Information Brokerage Chain](./puzzles/information-brokerage.md) | Implicit NPC exchange network mapped through incremental interaction | KQVI/KQVII/MI/LK1/INDY2/SQ1/TD/BS1/BS2/TLJ/SYB/GF/QFG3/QFG4 |
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@@ -18,19 +18,19 @@ A taxonomy of puzzle design patterns derived from analysis of classic Sierra, Lu
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| 6 | [Environmental Storytelling Discovery](./puzzles/environmental-storytelling.md) | Information hidden in environment; discovered through examination, observation | KQVI/KQVII/QFG1/QFG3/QFG4/SYB/GF |
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| 7 | [Cross-Realm Logistics Puzzle](./puzzles/cross-realm-logistics.md) | Inventory management across multiple locations/realms; rewards forward planning | KQVI/KQIII/KQVII/KQVIII/LK1/INDY2/SQ3/SQ4/TLJ/SYB/QFG3/QFG4 |
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| 8 | [Truth Revelation Mechanic](./puzzles/truth-revelation.md) | Items reveal hidden truth; truth itself is the solution | KQVI/KQVII/QFG3/SQ1/SYB/GF |
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| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | KQIII/KQVII/KQVIII/MM/MI/LK1/SIMON/INDY2/QFG1/QFG3/QFG4/SQ1/SQ2/SQ3/SQ4/BAS/BS1/BS2/TLJ/SYB/GF/GK1 |
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| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | KQIII/KQVII/KQVIII/MM/MI/LK1/SIMON/INDY1/INDY2/QFG1/QFG3/QFG4/SQ1/SQ2/SQ3/SQ4/BAS/BS1/BS2/TLJ/SYB/GF/GK1 |
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| 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI/LK1/TD/KQVII/BAS/BS1/BS2/GF/SIMON/QFG3/QFG4 |
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| 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI/SQ4/SYB/GF/GK1 |
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| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI/INDY2/BS1/BS2/TLJ/GF/GK1/SIMON/QFG3 |
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| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI/MM/KQIII/KQVII/KQVIII/LK1/SMHTR/IJOA/TD/INDY2/SQ1/SQ3/SQ4/BAS/BS1/TLJ/SYB/GF/SIMON/QFG3/QFG4 |
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| 14 | [Multi-Character Coordination Puzzle](./puzzles/multi-character-coordination.md) | Multiple characters required for separated location actions; single character physically impossible | MM/DOTT/TD/INDY2 |
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| 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI/INDY1/INDY2/BS1/BS2/TLJ/GF/GK1/SIMON/QFG3 |
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| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI/MM/KQIII/KQVII/KQVIII/LK1/SMHTR/INDY1/IJOA/TD/INDY2/SQ1/SQ3/SQ4/BAS/BS1/TLJ/SYB/GF/SIMON/QFG3/QFG4 |
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| 14 | [Multi-Character Coordination Puzzle](./puzzles/multi-character-coordination.md) | Multiple characters required for separated location actions; single character physically impossible | MM/DOTT/TD/INDY1/INDY2 |
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| 15 | [Cross-Temporal Causality Puzzle](./puzzles/cross-temporal-causality.md) | Actions in one time period create immediate consequences in another; solution requires understanding historical causality | DOTT/TLJ/GF/QFG4 |
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| 16 | [Surreal Logic Bridge](./puzzles/surreal-logic-bridge.md) | Real-world causality rejected for cartoon/comedy equivalences; success requires abandoning realistic reasoning | SMHTR/SIMON |
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| 17 | [Comedy-Based NPC Persuasion](./puzzles/comedy-based-persuasion.md) | Dialogue success depends on tonal comedy matching, not logical argument or trade | SMHTR/GF/SIMON |
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| 18 | [Symbol Code Translation](./puzzles/symbol-code-translation.md) | Visual symbols on artifact translate to interface actions via shape/color+order matching; applied exhaustively | TD/INDY2/KQVII/KQVIII/BS1/BS2/TLJ/SYB/GF/QFG3/QFG4/GK1 |
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| 18 | [Symbol Code Translation](./puzzles/symbol-code-translation.md) | Visual symbols on artifact translate to interface actions via shape/color+order matching; applied exhaustively | TD/INDY1/INDY2/KQVII/KQVIII/BS1/BS2/TLJ/SYB/GF/QFG3/QFG4/GK1 |
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| 19 | [Robot Programming / Color-Encoded Sequences](./puzzles/robot-programming.md) | Abstract color→action rule discovery through experimentation; compose original sequences | TD/SYB |
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| 20 | [Escalating Combat Progression](./puzzles/escalating-combat-progression.md) | Sequential combat gauntlet where each victory yields weapon needed for next opponent | FT/SQ3/QFG3 |
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| 21 | [Corporate Infiltration Puzzle](./puzzles/corporate-infiltration.md) | Multi-layer security breach requiring disguise, behavioral role-play, and credential synthesis | SQ3/QFG3 |
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| 21 | [Corporate Infiltration Puzzle](./puzzles/corporate-infiltration.md) | Multi-layer security breach requiring disguise, behavioral role-play, and credential synthesis | INDY1/SQ3/QFG3 |
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| 22 | [Predator Chase Escape](./puzzles/predator-chase-escape.md) | Redirect environmental hazards toward pursuing antagonist; timing/positioning critical | SQ3 |
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| 23 | [Repair Chain Construction](./puzzles/repair-chain-construction.md) | Sequential component installation where each repair enables next system functionality | SQ3 |
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| 24 | [Class-Specific Ritual Challenge](./puzzles/class-specific-ritual.md) | Same narrative obstacle solved through mechanically distinct class implementations | QFG3/QFG4 |
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