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e8113faa48 changes
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2026-03-29 09:52:05 -07:00
7d13c8f84d Remove Mermaid support from mdbook build configuration 2026-03-29 09:28:20 -07:00
712179e720 Add link to live site in README 2026-03-29 09:26:29 -07:00
d8155e7e3e Add GitHub Pages deployment workflow 2026-03-29 09:24:30 -07:00
7ecd41865b Add chart embeds to all game pages; update build.sh to generate all SVGs from MMD files 2026-03-25 10:21:49 -07:00
a66b087405 Add chart embeds to remaining game pages 2026-03-25 10:20:20 -07:00
9c27cf5354 Complete dependency chart for Space Quest II: The Vohaul Assault 2026-03-25 09:49:40 -07:00
a90239d007 Complete dependency chart for Space Quest 1: The Sarien Encounter 2026-03-25 09:46:50 -07:00
2c9ed40d58 Complete dependency chart for Quest for Glory IV: Shadows of Darkness 2026-03-25 09:41:03 -07:00
51a3d84b68 Complete dependency chart for Quest for Glory III: Wages of War 2026-03-25 09:35:28 -07:00
60 changed files with 14502 additions and 3054 deletions

48
.github/workflows/deploy-pages.yml vendored Normal file
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@@ -0,0 +1,48 @@
name: Deploy to GitHub Pages
on:
push:
branches: [master]
workflow_dispatch:
permissions:
contents: read
pages: write
id-token: write
concurrency:
group: "pages"
cancel-in-progress: false
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install mdBook
uses: taiki-e/install-action@v2
with:
tool: mdbook
- name: Build book
run: mdbook build
- name: Setup Pages
uses: actions/configure-pages@v4
- name: Upload artifact
uses: actions/upload-pages-artifact@v3
with:
path: './book'
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
needs: build
runs-on: ubuntu-latest
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4

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@@ -86,3 +86,7 @@ mdbook serve --open
There's no canonical reference on adventure game puzzle mechanics. Designers reinvent patterns or miss them entirely. LLMs generate generic "find key, open door" slop without understanding what made Monkey Island or King's Quest memorable.
This handbook captures the mechanical DNA of great adventure game puzzles—pattern-based, not narrative-based—so designers can build on proven foundations rather than starting from scratch.
## Live Site
[View the handbook live on GitHub Pages](https://brycecovert.github.io/adventure-game-designer-handbook/)

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@@ -7,10 +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"]
[output.html.playground]
editable = true
line-numbers = true
[preprocessor.mermaid]

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@@ -6,7 +6,12 @@ MMDC="/home/noti/.nvm/versions/node/v22.17.1/bin/mmdc"
SRC_DIR="$SCRIPT_DIR/src/inspiration"
echo "Rendering Mermaid charts to SVG..."
"$MMDC" -i "$SRC_DIR/kings-quest-vi-chart.mmd" -o "$SRC_DIR/kings-quest-vi-chart.svg" -w 1600
for mmd in "$SRC_DIR"/*-chart.mmd; do
base=$(basename "$mmd" .mmd)
svg="$SRC_DIR/${base}.svg"
echo " Generating: ${base}.svg"
"$MMDC" -i "$mmd" -o "$svg" -w 1600
done
echo "Done."
echo "Building mdbook..."

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@@ -1,53 +0,0 @@
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
(() => {
const darkThemes = ['ayu', 'navy', 'coal'];
const lightThemes = ['light', 'rust'];
const classList = document.getElementsByTagName('html')[0].classList;
let lastThemeWasLight = true;
for (const cssClass of classList) {
if (darkThemes.includes(cssClass)) {
lastThemeWasLight = false;
break;
}
}
const theme = lastThemeWasLight ? 'default' : 'dark';
mermaid.initialize({ startOnLoad: false, theme });
// Simplest way to make mermaid re-render the diagrams in the new theme is via refreshing the page
function initThemeButtons() {
for (const darkTheme of darkThemes) {
const darkBtn = document.getElementById(darkTheme);
if (darkBtn) {
darkBtn.addEventListener('click', () => {
if (lastThemeWasLight) {
window.location.reload();
}
});
}
}
for (const lightTheme of lightThemes) {
const lightBtn = document.getElementById(lightTheme);
if (lightBtn) {
lightBtn.addEventListener('click', () => {
if (!lastThemeWasLight) {
window.location.reload();
}
});
}
}
}
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', initThemeButtons);
} else {
initThemeButtons();
}
})();

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mermaid.min.js vendored

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@@ -4,109 +4,110 @@ A practical handbook for designing puzzles in point-and-click adventure games.
---
## Part I: Foundations
# Part I: Foundations
- [Introduction](introduction.md)
- [Introduction](parts/introduction.md)
- [Why Adventure Games](parts/why-adventure-games.md)
- [Core Principles](core-principles.md)
- [Core Principles](parts/core-principles.md)
## Part II: Design Process
---
- [Dependency Charts](design-process/dependency-charts.md)
- [Working Backwards](design-process/working-backwards.md)
- [Bushy Branching](design-process/bushy-branching.md)
- [Internal Logic & Fairness](design-process/internal-logic-fairness.md)
- [Player Psychology](design-process/player-psychology.md)
- [Playtesting Methodology](design-process/playtesting-methodology.md)
- [Failure Modes](design-process/failure-modes.md)
- [Hint System Design](design-process/hint-systems.md)
# Part II: Design Process
## Part III: Puzzle Taxonomy
- [Dependency Charts](parts/dependency-charts.md)
- [Working Backwards](parts/working-backwards.md)
- [Bushy Branching](parts/bushy-branching.md)
- [Internal Logic & Fairness](parts/internal-logic-fairness.md)
- [Player Psychology](parts/player-psychology.md)
- [Playtesting Methodology](parts/playtesting-methodology.md)
- [Failure Modes](parts/failure-modes.md)
- [Hint System Design](parts/hint-systems.md)
### Information Discovery Puzzles
- [Information Discovery Overview](puzzles/information-discovery-overview.md)
- [Parallel Multi-Faceted Plans](puzzles/multi-faceted-plan.md)
- [Sequential Construction](puzzles/sequential-construction.md)
- [Information Brokerage Chains](puzzles/information-brokerage.md)
- [Environmental Storytelling Discovery](puzzles/environmental-storytelling.md)
- [Memo Chain Fragments](puzzles/memo-chain.md)
- [Truth Revelation Mechanic](puzzles/truth-revelation.md)
---
### Cognitive Transfer Puzzles
- [Cognitive Transfer Overview](puzzles/cognitive-transfer-overview.md)
- [Pattern Learning / Knowledge Transfer](puzzles/pattern-learning.md)
- [Symbol Code Translation](puzzles/symbol-code-translation.md)
- [Metaphor-to-Literal Bridges](puzzles/metaphor-literal.md)
- [Sensory Exploitation](puzzles/sensory-exploitation.md)
- [Observation Replay](puzzles/observation-replay.md)
# Part III: Puzzle Taxonomy
### Spatial & Temporal Coordination
- [Spatial & Temporal Overview](puzzles/spatial-temporal-coordination-overview.md)
- [Cross-Temporal Causality](puzzles/cross-temporal-causality.md)
- [Cross-Realm Logistics](puzzles/cross-realm-logistics.md)
- [Multi-Character Coordination](puzzles/multi-character-coordination.md)
- [Timed Consequence](puzzles/timed-consequence.md)
- [Overview & How to Use This Section](puzzles/taxonomy-overview.md)
### NPC Interaction & Social Puzzles
- [NPC Interaction Overview](puzzles/npc-interaction-overview.md)
- [Comedy-Based Persuasion](puzzles/comedy-based-persuasion.md)
- [Distraction & Environmental Manipulation](puzzles/distraction-environmental-manipulation.md)
- [Class-Specific Challenges](puzzles/class-specific-ritual.md)
- [Multi-Faction Diplomacy](puzzles/multi-faction-diplomacy.md)
- [Information Discovery Puzzles](puzzles/information-discovery-overview.md)
- [Parallel Multi-Faceted Plans](puzzles/multi-faceted-plan.md)
- [Sequential Construction](puzzles/sequential-construction.md)
- [Information Brokerage Chains](puzzles/information-brokerage.md)
- [Environmental Storytelling Discovery](puzzles/environmental-storytelling.md)
- [Memo Chain Fragments](puzzles/memo-chain.md)
- [Truth Revelation Mechanic](puzzles/truth-revelation.md)
### Systems & Logic Puzzles
- [Systems & Logic Overview](puzzles/systems-and-logic-overview.md)
- [Robot Programming / Color-Encoded Sequences](puzzles/robot-programming.md)
- [Escalating Combat Progression](puzzles/escalating-combat-progression.md)
- [Cognitive Transfer Puzzles](puzzles/cognitive-transfer-overview.md)
- [Pattern Learning / Knowledge Transfer](puzzles/pattern-learning.md)
- [Symbol Code Translation](puzzles/symbol-code-translation.md)
- [Metaphor-to-Literal Bridges](puzzles/metaphor-literal.md)
- [Sensory Exploitation](puzzles/sensory-exploitation.md)
- [Observation Replay](puzzles/observation-replay.md)
### Non-Standard Logic Domains
- [Non-Standard Domains Overview](puzzles/non-standard-domains-overview.md)
- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md)
- [Spatial & Temporal Coordination](puzzles/spatial-temporal-coordination-overview.md)
- [Cross-Temporal Causality](puzzles/cross-temporal-causality.md)
- [Cross-Realm Logistics](puzzles/cross-realm-logistics.md)
- [Multi-Character Coordination](puzzles/multi-character-coordination.md)
- [Timed Consequence](puzzles/timed-consequence.md)
## Part IV: Inspiration
- [NPC Interaction & Social Puzzles](puzzles/npc-interaction-overview.md)
- [Comedy-Based Persuasion](puzzles/comedy-based-persuasion.md)
- [Distraction & Environmental Manipulation](puzzles/distraction-environmental-manipulation.md)
- [Class-Specific Challenges](puzzles/class-specific-ritual.md)
- [Multi-Faction Diplomacy](puzzles/multi-faction-diplomacy.md)
- [Inspiration Index](inspiration/cross-reference-index.md)
- [Systems & Logic Puzzles](puzzles/systems-and-logic-overview.md)
- [Robot Programming / Color-Encoded Sequences](puzzles/robot-programming.md)
- [Escalating Combat Progression](puzzles/escalating-combat-progression.md)
### Games Analyzed
- [Non-Standard Logic Domains](puzzles/non-standard-domains-overview.md)
- [Surreal Logic Bridges](puzzles/surreal-logic-bridge.md)
- [Beneath a Steel Sky (1994)](inspiration/beneath-a-steel-sky.md)
- [Broken Sword 1: Shadow of the Templars (1996)](inspiration/broken-sword-1-shadow-of-the-templars.md)
- [Broken Sword II: The Smoking Mirror (1997)](inspiration/broken-sword-ii-the-smoking-mirror.md)
- [Day of the Tentacle (1993)](inspiration/day-of-the-tentacle.md)
- [Full Throttle (1995)](inspiration/full-throttle.md)
- [Gabriel Knight 1: Sins of the Fathers (1993)](inspiration/gabriel-knight-1-sins-of-the-fathers.md)
- [Loom (1990)](inspiration/loom.md)
- [Grim Fandango (1998)](inspiration/grim-fandango.md)
- [Indiana Jones and the Fate of Atlantis (1992)](inspiration/indiana-jones-and-the-fate-of-atlantis.md)
- [Indiana Jones and the Last Crusade (1989)](inspiration/indiana-jones-and-the-last-crusade.md)
- [King's Quest III: To Heir Is Human (1986)](inspiration/kings-quest-iii-to-heir-is-human.md)
- [King's Quest VI: Heir Today, Gone Tomorrow (1992)](inspiration/kings-quest-vi-heir-today-gone-tomorrow.md)
- [King's Quest VII: The Princeless Bride (1994)](inspiration/kings-quest-vii-the-princeless-bride.md)
- [King's Quest VIII: Mask of Eternity (1998)](inspiration/kings-quest-viii-mask-of-eternity.md)
- [The Legend of Kyrandia: Book One (1992)](inspiration/the-legend-of-kyrandia-book-one.md)
- [Maniac Mansion (1987)](inspiration/maniac-mansion.md)
- [Monkey Island 1: The Secret of Monkey Island (1990)](inspiration/monkey-island-1-the-secret-of-monkey-island.md)
- [Quest for Glory 1: Shadows of Darkness (1989)](inspiration/quest-for-gloves-1-shadows-of-darkness.md)
- [Quest for Glory II: Trial by Fire (1989)](inspiration/quest-for-glory-ii-trial-by-fire.md)
- [Quest for Glory III: Wages of War (1992)](inspiration/quest-for-glory-iii-wages-of-war.md)
- [Quest for Glory IV: Shadows of Darkness (1994)](inspiration/quest-for-glory-iv-shadows-of-darkness.md)
- [Sam & Max Hit the Road (1993)](inspiration/sam-and-max-hit-the-road.md)
- [Simon the Sorcerer (1993)](inspiration/simon-the-sorcerer.md)
- [Space Quest 1: The Sarien Encounter (1986)](inspiration/spacequest-1-the-sarien-encounter.md)
- [The Dig (1995)](inspiration/the-dig.md)
- [Syberia (2002)](inspiration/syberia.md)
- [The Longest Journey (1999)](inspiration/the-longest-journey.md)
- [Zak McKracken and the Alien Mindbenders (1988)](inspiration/zak-mckracken-and-the-alien-mindbenders.md)
- [Space Quest II: The Vohaul Assault (1987)](inspiration/spacequest-2-the-vohaul-assault.md)
- [SpaceQuest III: The Pirates of Pestulon (1989)](inspiration/spacequest-iii-the-pirates-of-pestulon.md)
- [SpaceQuest IV: The Rogerwars (1991)](inspiration/spacequest-iv-the-rogerwars.md)
---
## Part V: Reference
# Part IV: Inspiration
- [Games Analyzed](inspiration/cross-reference-index.md)
- [Beneath a Steel Sky (1994)](inspiration/beneath-a-steel-sky.md)
- [Broken Sword 1: Shadow of the Templars (1996)](inspiration/broken-sword-1-shadow-of-the-templars.md)
- [Broken Sword II: The Smoking Mirror (1997)](inspiration/broken-sword-ii-the-smoking-mirror.md)
- [Day of the Tentacle (1993)](inspiration/day-of-the-tentacle.md)
- [Full Throttle (1995)](inspiration/full-throttle.md)
- [Gabriel Knight 1: Sins of the Fathers (1993)](inspiration/gabriel-knight-1-sins-of-the-fathers.md)
- [Loom (1990)](inspiration/loom.md)
- [Grim Fandango (1998)](inspiration/grim-fandango.md)
- [Indiana Jones and the Fate of Atlantis (1992)](inspiration/indiana-jones-and-the-fate-of-atlantis.md)
- [Indiana Jones and the Last Crusade (1989)](inspiration/indiana-jones-and-the-last-crusade.md)
- [King's Quest III: To Heir Is Human (1986)](inspiration/kings-quest-iii-to-heir-is-human.md)
- [King's Quest VI: Heir Today, Gone Tomorrow (1992)](inspiration/kings-quest-vi-heir-today-gone-tomorrow.md)
- [King's Quest VII: The Princeless Bride (1994)](inspiration/kings-quest-vii-the-princeless-bride.md)
- [King's Quest VIII: Mask of Eternity (1998)](inspiration/kings-quest-viii-mask-of-eternity.md)
- [The Legend of Kyrandia: Book One (1992)](inspiration/the-legend-of-kyrandia-book-one.md)
- [Maniac Mansion (1987)](inspiration/maniac-mansion.md)
- [Monkey Island 1: The Secret of Monkey Island (1990)](inspiration/monkey-island-1-the-secret-of-monkey-island.md)
- [Quest for Glory 1: Shadows of Darkness (1989)](inspiration/quest-for-gloves-1-shadows-of-darkness.md)
- [Quest for Glory II: Trial by Fire (1989)](inspiration/quest-for-glory-ii-trial-by-fire.md)
- [Quest for Glory III: Wages of War (1992)](inspiration/quest-for-glory-iii-wages-of-war.md)
- [Quest for Glory IV: Shadows of Darkness (1994)](inspiration/quest-for-glory-iv-shadows-of-darkness.md)
- [Sam & Max Hit the Road (1993)](inspiration/sam-and-max-hit-the-road.md)
- [Simon the Sorcerer (1993)](inspiration/simon-the-sorcerer.md)
- [Space Quest 1: The Sarien Encounter (1986)](inspiration/spacequest-1-the-sarien-encounter.md)
- [The Dig (1995)](inspiration/the-dig.md)
- [Syberia (2002)](inspiration/syberia.md)
- [The Longest Journey (1999)](inspiration/the-longest-journey.md)
- [Zak McKracken and the Alien Mindbenders (1988)](inspiration/zak-mckracken-and-the-alien-mindbenders.md)
- [Space Quest II: The Vohaul Assault (1987)](inspiration/spacequest-2-the-vohaul-assault.md)
- [Space Quest III: The Pirates of Pestulon (1989)](inspiration/spacequest-iii-the-pirates-of-pestulon.md)
- [Space Quest IV: The Rogerwars (1991)](inspiration/spacequest-iv-the-rogerwars.md)
---
# Part V: Reference
- [Common Pitfalls](docs/common-pitfalls.md)
- [Validation Checklist](docs/validation-checklist.md)
- [Quick-Start Worksheet](docs/quick-start-worksheet.md)
## Part VI: FAQ
# Part VI: FAQ
- [FAQ](docs/faq.md)

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@@ -1,94 +0,0 @@
# Core Principles
These principles define adventure game puzzle design at the highest level. Every puzzle type in this handbook manifests these principles in different ways.
---
## 1. Limited Actions, Unlimited Combinations
The standard adventure game action set (LOOK, TALK, USE, WALK, TAKE) is applied in novel ways. The puzzle emerges from the *combination* of actions, not from complex input systems.
**What this means:** You don't need more verbs. You need more interesting combinations of existing verbs.
---
## 2. Information as Puzzle Element
The puzzle is often "what does the game know that I need to find out?" rather than "what do I need to do?" Information discovery is the primary mechanic.
**What this means:** Often the puzzle isn't the solution—it's figuring out what the problem even is.
---
## 3. Failure as Feedback
Failed attempts reveal information about what's missing or wrong. The puzzle teaches through consequences, not explicit instruction.
**What this means:** Every failed attempt should narrow the possibility space, not expand it randomly.
---
## 4. Synthesis Over Collection
The solution often requires combining information from multiple sources. No single action completes the puzzle—player must synthesize.
**What this means:** Don't let players "collect" their way to victory. They must understand how pieces connect.
---
## 5. Inception Over Extraction
The designer should plant the solution in the player's mind through earlier puzzles, rather than forcing players to guess random combinations.
**Why it matters:** Players who feel clever are engaged. Players who feel like they're guessing are frustrated.
**Source:** [Adventure Puzzle Design](resources/puzzle-design/adventure-puzzle-design-stanislav-costiuc.md)
---
## 6. Reward Intent
When players have the right idea, let them succeed. Interface punishment for near-correct actions breaks the contract between designer and player.
**Why it matters:** The #1 complaint about adventure games ("moon logic") often stems from players having the right idea but executing it wrong.
**Source:** [Why Adventure Games Suck](resources/criticism/why-adventure-games-suck-ron-gilbert.md)
---
## 7. Internal Logic Must Prevail
Solutions must follow from rules established by the game world. Arbitrary solutions violate the player's mental model.
**Why it matters:** Players build a model of how the world works. When solutions contradict that model, trust breaks.
**Source:** [14 Deadly Sins](resources/criticism/14-deadly-sins-graphic-adventure-design-filfre.md)
---
## 8. Clarity of Objective
Players should always know their ultimate goal and their immediate next step. Ambiguity creates frustration, not mystery.
**Why it matters:** "What should I do next?" is the most common stuck-player question. Clear sub-goals prevent stuckness.
**Source:** [Why Adventure Games Suck](resources/criticism/why-adventure-games-suck-ron-gilbert.md)
---
## How These Principles Apply
Every puzzle type in this handbook should be evaluated against these principles:
| Principle | Question to Ask |
|-----------|-----------------|
| Limited Actions | Could this puzzle work with fewer verbs? |
| Information First | Does the player know what they need to find? |
| Failure as Feedback | Does failing teach something useful? |
| Synthesis | Must player combine multiple sources? |
| Inception | Does the puzzle teach its own solution? |
| Reward Intent | Does near-correct execution work? |
| Internal Logic | Does the solution follow from established rules? |
| Clarity | Does the player know their goal? |
When designing a puzzle, if you can't answer "yes" to most of these, the puzzle needs redesign.

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# Documentation Structure
Each puzzle type document contains:
- **Information Architecture**: How information is conveyed to the player
- **Player Action Pattern**: What the player does with that information
- **Core Mechanic**: The underlying puzzle logic
- **Variations**: Different ways this type can manifest
- **Adventure Game Implementation**: How limited actions (LOOK, TALK, USE, WALK) map to the puzzle
- **Example Structure**: Generic template showing how the puzzle works
- **Game Examples**: Concrete instances from walkthroughs
- **Related Types**: Cross-references to similar puzzle mechanics
## Template Format
```markdown
# [Type Name]
**Information Architecture**: How player discovers puzzle structure.
**Player Action Pattern**:
1. Step one
2. Step two
3. Solution
**Core Mechanic**: Single sentence explaining underlying logic.
**Variations**: Brief list of possible manifestations
---
## Game Examples
### [Game]: [Puzzle Name]
**Setup**: Brief context description.
**Solution Chain**:
1-5. Actions with discoveries...
**Why It's This Type**: Explicit connection to core mechanic above.
---
## Related Types
| Type | Similarity | Distinction |
```

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# Inspiration
This section presents a curated sampling of masterful puzzles from over 30 classic point-and-click adventure games spanning the golden era of 19862002. Each game featured here demonstrated exceptional design at its release—puzzles that players remembered for all the right reasons, mechanics that rewarded observation and logical reasoning rather than frustrating guesswork.
Why study these puzzles? Because they established patterns still applicable to modern game design. The "Knowledge Transfer" puzzle from Monkey Island teaches responses to insults early, then requires applying them in a completely different context later—no hint connects the two. This is pattern-based learning independent of narrative. Similarly, Loom's musical theme composition translates abstract rules into literal gameplay mechanics, proving that metaphorical thinking can drive concrete player actions across any genre.
The walkthroughs that birthed these games contain invaluable design documentation. When a 1995 guide describes the fertilizer truck chase in Full Throttle as requiring players to "ride through the fertilizer in the road and they will crash," it reveals cause-and-effect clarity absent from contemporary puzzle slop. These mechanical descriptions—not story retellings—form the backbone of this section's analysis.
---
## Purpose
This Inspiration section serves three specific goals:
**Understand puzzle type structures independent of plot and setting.** A timed-consequence puzzle works identically whether draining an atomic reactor (Maniac Mansion) or cooling a nuclear fuel rod (Broken Sword 1). This mechanical neutrality enables direct comparison across disparate games.
**Reference implementations from proven, beloved games.** Every puzzle documented here comes from commercial releases that succeeded with actual players. These walkthroughs represent the "canon" of adventure game design—patterns so effective they've persisted in designer consciousness for decades.
**Enable mechanical pattern analysis rather than narrative replay.** Notice the difference: Pattern learning teaches a *system* with reusable rules (learn beavers only swim when lit, apply to three scenarios). Observation replay memorizes a *sequence* to reproduce verbatim (press button A, then B, then C). This section emphasizes the former.
---
## Format Requirements
Each puzzle in this section follows a four-part structure:
### Problem
What contrivance or obstacle blocks progress? This identifies the design challenge without revealing the solution. Typically 23 sentences describing what exists and why it prevents forward movement.
### Why It Works
What mechanical design choices create satisfaction rather than frustration? Ground analysis in concrete implementation details, not vague praise like "clever" or "creative." Include a walkthrough quote when available demonstrating player discovery. Target 23 sentences explaining *how* the mechanism functions.
### Solution
One-sentence outcome achieved. State what changes after completion—no intermediate steps, no vagueness. The beaver gate opens. The tombstone inscription decodes correctly. The union card enters your inventory.
### Steps
Numbered list of specific player actions. Replace "solve puzzle" or "figure out how" with concrete verbs: examine, collect, switch, combine, insert, rotate, observe. Each step should require a discrete input or decision. This is where mechanical patterns become visible across different games.
---
## Use This Section
Each game page contains three puzzles analyzed using the format above. At the end of every puzzle entry, you'll find a link to its corresponding pattern type in the Playbook (e.g., [Timed Consequence](../puzzles/timed-consequence.md)). These cross-references enable two modes of study:
**Vertical comparison:** Track how a single mechanic evolves across games. The Multi-Faceted Plan appears in Zak McKracken (gather three components from separate sources), Spacequest 2 (combine four elements for escape), and Syberia (assemble automaton parts)—yet each implementation differs significantly in execution.
**Horizontal exploration:** Examine any specific game page to see its full puzzle ecosystem. Grim Fandango demonstrates Pattern Learning, Meta-Puzzle Construction, and Symbol Code Translation all working within a unified world—proving mechanical diversity strengthens rather than fragments cohesive design.
Pattern type abbreviations appear throughout these pages to reduce repetition: MI1 (Monkey Island 1), MI2 (Monkey Island 2), KQVI (King's Quest VI). These reference implementations signal we're documenting specific, replayable mechanics—not abstract philosophy.
---
## At a Glance
| Game | Year | Developer | Featured Puzzles | Notable Pattern Type |
|------|------|---------|------------------|----------------------|
| Maniac Mansion | 1987 | Lucasfilm Games / Ron Gilbert | 3 | Timed Consequence |
| Beneath a Steel Sky | 1994 | Revolution Software | 3 | Sensory Exploitation |
| Broken Sword 1: Shadow of the Templars | 1996 | Revolution Software | 3 | Meta-Puzzle Construction |
| Broken Sword II: The Smoking Mirror | 1997 | Revolution Software | 3 | Multi-Character Coordination |
| Day of the Tentacle | 1993 | Lucasfilm Games / Ron Gilbert | 3 | Cross-Temporal Causality |
| Full Throttle | 1995 | LucasArts / Ron Gilbert | 3 | Multi-Faceted Plan |
| Gabriel Knight 1: Sins of the Fathers | 1993 | Sierra On-Line / Jane Jensen | 3 | Symbol Code Translation |
| Grim Fandango | 1998 | LucasArts / Tim Schafer | 3 | Pattern Learning |
| Indiana Jones and the Fate of Atlantis | 1992 | Lucasfilm Games | 3 | Metaphor-Literal |
| Indiana Jones and the Last Crusade | 1989 | Lucasfilm Games / LucaArts | 3 | Symbol Code Translation |
| King's Quest III: To Heir Is Human | 1986 | Sierra On-Line / Roberta Williams | 3 | Class-Specific Ritual Challenge |
| King's Quest VII: The Princeless Bride | 1994 | Sierra On-Line | 3 | Multi-Faceted Plan |
| King's Quest VIII: Mask of Eternity | 1998 | Sierra On-Line | 3 | Pattern Learning |
| Kyrandria 1: Shadow of the Fox | 1992 | Westwood Studios | 3 | Observation Replay |
| Loom | 1990 | Lucasfilm Games / Brian Moriarty | 3 | Metaphor-to-Literal |
| Quest for Glory 1: Shadows of Darkness | 1989 | Sierra On-Line / Cole & Cole | 3 | Meta-Puzzle Construction |
| Quest for Glory II: Trial by Fire | 1989 | Sierra On-Line / Cole & Cole | 3 | Class-Specific Ritual |
| Quest for Glory III: Wages of War | 1992 | Sierra On-Line / Cole & Cole | 3 | Pattern Learning |
| Quest for Glory IV: Shadows of Darkness | 1994 | Sierra Entertainment / Corey Cole | 3 | Multi-Faceted Plan |
| Sam & Max Hit the Road | 1993 | LucasArts | 3 | Timed Consequence |
| Simon the Sorcerer | 1993 | Revolution Software / Infogrames | 3 | Meta-Puzzle Construction |
| Spacequest 1: The Sarien Encounter | 1986 | Sierra On-Line | 3 | Information Brokerage |
| Spacequest II: The Vohaul Assault | 1987 | Sierra On-Line | 3 | Multi-Faceted Plan |
| Spacequest III: The Pirates of Pestulon | 1989 | Sierra On-Line | 3 | Pattern Learning |
| Spacequest IV: The Rogerwars | 1991 | Sierra On-Line | 3 | Timed Consequence |
| Syberia | 2002 | Microids / Benoît Sokal | 3 | Repair Chain Construction |
| The Dig | 1995 | LucasArts | 3 | Meta-Puzzle Construction |
| The Longest Journey | 1999 | Funcom / Ragnar Tørnquist | 3 | Meta-Puzzle Construction |
| Zak McKracken and the Alien Mindbenders | 1988 | Lucasfilm Games | 3 | Pattern Learning |
**Navigation:** Each game page in this section links its puzzles to Playbook pattern types. To understand a mechanical pattern deeply, follow those links for detailed analysis across multiple implementations.

View File

@@ -16,6 +16,13 @@ Revolution Software's 1994 sci-fi adventure demonstrates masterful integration o
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 1: Dr. Burke's Holographic Receptionist
### Problem
@@ -51,6 +58,13 @@ Delegate conversation to Joey and instruct him to use his robot charm on the rec
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 2: LINC-Space Password Bridge Navigation
### Problem
@@ -87,6 +101,13 @@ Decrypt and decompress data containers across LINC-Space rooms to extract passwo
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 3: St. James Club Entry Via Coordinated Distraction
### Problem
@@ -124,6 +145,13 @@ Create a chain distraction: place dog biscuits on a rope-launched plank to catap
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Other Notable Puzzles
| Puzzle | Core Pattern Type | Brief Description |
@@ -137,6 +165,13 @@ Create a chain distraction: place dog biscuits on a rope-launched plank to catap
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./beneath-a-steel-sky-chart.svg?dark">
<img src="./beneath-a-steel-sky-chart.svg" alt="beneath-a-steel-sky Puzzle Dependency Chart" width="80%">
</picture>
</div>
## References
**Primary Sources:**

View File

@@ -15,6 +15,13 @@ Day of the Tentacle is a 1993 Lucasfilm Games adventure designed by Ron Gilbert
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 1: Freeing Laverne from the Tree via Temporal Cherry Tree
### Problem
@@ -51,6 +58,13 @@ The kumquat tree becomes a "cherry tree" in Hoagie's time; George Washington cut
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 2: The Human Show Championship via Multi-Character Item Collection
### Problem
@@ -91,6 +105,13 @@ The mummy wins all three contest categories (Best Hair, Best Smile, Best Laugh),
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 3: Red Edison's Super Battery via Temporal Chemistry
### Problem
@@ -132,6 +153,13 @@ Red Edison constructs a super battery from oil, vinegar, and gold pen; Ben Frank
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Other Puzzles
| Name | Problem & Solution | Pattern Type |
@@ -147,6 +175,13 @@ Red Edison constructs a super battery from oil, vinegar, and gold pen; Ben Frank
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./day-of-the-tentacle-chart.svg?dark">
<img src="./day-of-the-tentacle-chart.svg" alt="day-of-the-tentacle Puzzle Dependency Chart" width="80%">
</picture>
</div>
### References
[THayes] Tom Hayes, "GameFAQs FAQ/Walkthrough for Day of the Tentacle" (June 19, 2008). https://gamefaqs.gamespot.com/pc/564903-maniac-mansion-day-of-the-tentacle/faqs/52988

View File

@@ -15,6 +15,13 @@ Full Throttle is a 1995 LucasArts point-and-click adventure designed by Ron Gilb
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
<img src="./full-throttle-chart.svg" alt="full-throttle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 1: Melonweed Bike Repair Synthesis
### Problem
@@ -52,6 +59,13 @@ All three components are delivered to Maureen, who fixes the bike and installs a
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
<img src="./full-throttle-chart.svg" alt="full-throttle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 2: Mine Road Biker Combat Progression
### Problem
@@ -87,6 +101,13 @@ All four components are acquired: hover fan installed on bike, booster stolen fr
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
<img src="./full-throttle-chart.svg" alt="full-throttle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 3: Vulture Minefield Navigation via Distraction Physics
### Problem
@@ -123,6 +144,13 @@ A continuous path of exploded mines leads directly to the Vultures' hideout entr
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
<img src="./full-throttle-chart.svg" alt="full-throttle Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Other Puzzles
| Name | Problem & Solution | Pattern Type |
@@ -140,6 +168,13 @@ A continuous path of exploded mines leads directly to the Vultures' hideout entr
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./full-throttle-chart.svg?dark">
<img src="./full-throttle-chart.svg" alt="full-throttle Puzzle Dependency Chart" width="80%">
</picture>
</div>
### References
[THayes] Tom Hayes, IGN Walkthrough (2003). https://www.ign.com/articles/2003/11/12/full-throttle-walkthrough-440061

View File

@@ -2,7 +2,25 @@
This chart maps the critical puzzle dependencies in Sierra's King's Quest VI (1992), showing which puzzles unlock access to subsequent challenges. Dependencies follow strict necessity rules—a puzzle B depends on puzzle A only if solving A is a prerequisite for even attempting B.
## Puzzle Dependency Flowchart
## At a Glance
| | |
|---|---|
| **Release Year** | 1992 |
| **Developer** | Sierra On-Line / Robyn Miller, Corey Cole |
| **Core Mechanic** | Multi-phase island exploration with parallel puzzle paths converging at castle finale |
| **What players found enjoyable** | The Five Senses Gnomes challenge teaches pattern recognition through environmental puzzles; Minotaur's Maze demonstrates fair spatial reasoning design |
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./kings-quest-vi-chart.svg?dark">
<img src="./kings-quest-vi-chart.svg" alt="King's Quest VI Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle Dependency Chart
[![KQVI Puzzle Dependency Chart - SVG preview](kings-quest-vi-chart-preview.png)](kings-quest-vi-chart.svg)

View File

@@ -15,6 +15,13 @@ Loom is a 1990 Lucasfilm Games adventure designed by Brian Moriarty that replace
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 1: Opening the Sky to Build a Boat
### Problem
@@ -53,10 +60,24 @@ A lightning-struck tree falls into the water and becomes a boat at the dock.
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
[Metaphor-to-Literal](../puzzles/metaphor-to-literal.md) — The riddle uses poetic language ("sky is opened") that maps directly to an existing mechanical action (OPEN draft), distinguishing it from pure observation puzzles where information must be memorized rather than applied.
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 2: Hiding the Sheep from the Dragon
### Problem
@@ -86,10 +107,24 @@ The sheep are dyed green to blend into the grass; when the dragon arrives, she m
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
[Pattern Learning](../puzzles/pattern-learning.md) — Player learns a system (DYE changes object color) in Domain A (Hetchel's tent with wool), then applies the same rule in Domain B (field with sheep). Unlike Multi-Faceted Plan, this is a single draft applied consistently—not multiple requirements gathered from different sources.
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 3: The Green Tower Infiltration
### Problem
@@ -119,10 +154,24 @@ Bobbin becomes invisible to the guards and enters the tower, where he learns the
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
[Sensory Exploitation](../puzzles/sensory-exploitation.md) — The workers' perception is exploited directly (APPEAR draft), differentiating this from Distraction Physics where environmental manipulation breaks a blocking pattern rather than targeting NPC sensory weakness.
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Other Puzzles
| Name | Problem & Solution | Pattern Type |
@@ -138,6 +187,13 @@ Bobbin becomes invisible to the guards and enters the tower, where he learns the
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./loom-chart.svg?dark">
<img src="./loom-chart.svg" alt="loom Puzzle Dependency Chart" width="80%">
</picture>
</div>
### References
[THayes] Tom Hayes, GameFAQs Walkthrough (2008). https://gamefaqs.gamespot.com/pc/564920-loom/faqs/26748

View File

@@ -15,6 +15,13 @@ Maniac Mansion is a 1987 Lucasfilm Games adventure designed by Ron Gilbert that
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
<img src="./maniac-mansion-chart.svg" alt="maniac-mansion Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 1: Swimming Pool Atomic Reactor via Timed Two-Character Cooperation
### Problem
@@ -56,6 +63,13 @@ The pool empties (revealing reactor), items are collected, then refilled before
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
<img src="./maniac-mansion-chart.svg" alt="maniac-mansion Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 2: Arcade High Score Password via Observation and Security Bypass
### Problem
@@ -97,6 +111,13 @@ The broken wires are repaired via coordinated breaker/attic work; arcade high sc
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
<img src="./maniac-mansion-chart.svg" alt="maniac-mansion Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Puzzle 3: Film Development Chain via Character-Specific Materials Gathering
### Problem
@@ -140,6 +161,13 @@ Undeveloped film is collected, developer fluid absorbed in sponge, Michael proce
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
<img src="./maniac-mansion-chart.svg" alt="maniac-mansion Puzzle Dependency Chart" width="80%">
</picture>
</div>
## Other Puzzles
| Name | Problem & Solution | Pattern Type |
@@ -155,6 +183,13 @@ Undeveloped film is collected, developer fluid absorbed in sponge, Michael proce
---
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./maniac-mansion-chart.svg?dark">
<img src="./maniac-mansion-chart.svg" alt="maniac-mansion Puzzle Dependency Chart" width="80%">
</picture>
</div>
### References
[DBarker] Dave Barker, "Maniac Mansion - Solved Walkthrough" (undated). https://www.syntax2000.com/lucasfilm/mansion.shtml

View File

@@ -13,11 +13,12 @@ Monkey Island is a 1990 Lucasfilm Games adventure designed by Ron Gilbert that e
![Guybrush standing before the Scumm Bar opening scene](./monkey-island-overview.png)
## Puzzle Dependency Chart
The chart below shows the complete puzzle flow for Monkey Island 1, from initial trials through final confrontation. View it as interactive SVG in the generated book or see the [source mermaid diagram](./monkey-island-1-chart.mmd).
![Puzzle dependency chart showing full game flow from trials to fortress](./monkey-island-1-chart.svg)
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./monkey-island-1-chart.svg?dark">
<img src="./monkey-island-1-chart.svg" alt="Monkey Island 1 Puzzle Dependency Chart" width="80%">
</picture>
</div>
---

View File

@@ -11,8 +11,19 @@ Quest for Glory 1: So You Want To Be A Hero is a 1989 Sierra On-Line adventure d
| **Core Mechanic** | Class-based puzzle solutions requiring fighter combat, magic user spells, or thief stealth for identical progression gates |
| **What players found enjoyable** | "Save here! Open nearby door and stay in passage until fake door collapses, jump on top" describes the tension of trap room timing [LoudKing]. The class-specific design creates replay value: each character type demands completely different mechanical approaches to the same obstacles, making multiple playthroughs genuinely distinct rather than reskinned [LFandom] |
## Puzzle Dependency Chart
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-1-chart.svg?dark">
<img src="./quest-for-glory-1-chart.svg" alt="Quest for Glory 1 Puzzle Dependency Chart" width="80%">
</picture>
</div>
![Hero standing at main gate entering Spielburg—opening sequence where players enter the cursed valley](./qfg1-overview.png)
[View Puzzle Dependencies QA Report](./quest-for-glory-1-puzzle-dependencies-qa.md)
---
## Puzzle 1: The Countercurse Ingredients Meta-Puzzle

View File

@@ -14,6 +14,17 @@ Sierra's 1989 hybrid RPG-adventure pioneered time-based puzzle design. Unlike st
| **Player Quote** | "I love Quest for Glory. I'm absolutely crazy about the series. The greatest thing...is the well-done connection between RPG and the classic Sierra graphic adventure" — [CyricZ] |
| **Design Note** | "You have until day 7 to defeat the fire elemental. If you don't do it then, the city will be destroyed at the start of day 7, ending your game" — [SAC] |
## Puzzle Dependency Chart
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-ii-chart.svg?dark">
<img src="./quest-for-glory-ii-chart.svg" alt="Quest for Glory II Puzzle Dependency Chart" width="80%">
</picture>
</div>
[View Puzzle Dependencies QA Report](./quest-for-glory-ii-puzzle-dependencies-qa.md)
---
## Puzzle 1: Wizards' Institute of Technocery Entry Test

View File

@@ -0,0 +1,219 @@
flowchart TD
node[fontsize=18]
START["**START**"] --> A_ARRIVE_TARNA
%% TARNA SETTLEMENT - Initial Setup
subgraph area_1["**TARNA VILLAGE**"]
A_ARRIVE_TARNA["A: Arrive at Tarna Settlement"] --> C1["C1: Game Begins"]
C1 --> P_MEET_JOHARI["P: Meet Johari the Leopard Lady"]
P_MEET_JOHARI --> A_VISIT_CAMP["A: Visit Simbani Camp"]
A_VISIT_CAMP --> O_MEET_LAIBON["O: Meet Laibon and Yesufu"]
C1 --> P_NEED_FRIENDS["P: Need Friends to Help Later"]
P_NEED_FRIENDS --> A_TALK_TO_NEIGHBORS["A: Talk to Tarna Neighbors"]
A_TALK_TO_NEIGHBORS --> O_GAIN_ALLIES["O: Gain Local Allies"]
C1 --> P_ESTABLISH_TRUST["P: Establish Trust with Salim"]
P_ESTABLISH_TRUST --> A_VISIT_SALIM_APOTHECARY["A: Visit Salim Nafs Apothecary"]
A_VISIT_SALIM_APOTHECARY --> A_TELL_ABOUT_JULANAR["A: Tell About Julanar from QFG II"]
A_TELL_ABOUT_JULANAR --> O_FREEDOM_OF_DISPEL["O: Salim Becomes Friend (Free Dispel Potion Later)"]
end
style area_1 fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
%% CLASS BRANCH - Choose Path
subgraph area_class["**CLASS-SPECIFIC PATH SELECTION**"]
C1 --> P_CLASS_PATH_SELECT["P: Hero Must Prove Worth for Joharis Hand"]
P_CLASS_PATH_SELECT -.-> A_FIGHTER_WARRIOR_CONTEST["A: Fighter Path - Warrior Initiation Contest"]
P_CLASS_PATH_SELECT -.-> A_WIZARD_SPELL_DUEL["A: Wizard Path - Leopardman Shaman Duel"]
P_CLASS_PATH_SELECT -.-> A_THIEF_STEALTH_INFIL["A: Thief Path - Laibon Hut Infiltration"]
A_FIGHTER_WARRIOR_CONTEST --> C2W["C2: Warrior Status Earned (Fighter)"]
A_WIZARD_SPELL_DUEL --> C2Z["C2: Shaman Respect Earned (Wizard)"]
A_THIEF_STEALTH_INFIL --> C2T["C2: Secret Knowledge Gained (Thief)"]
C2W & C2Z & C2T --> O_JOHARI_TRUST_EARNED["O: Johari Trusts Hero - Marriage Possible"]
end
style area_class fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
%% WARRIOR INITIATION CONTEST (Fighter Path)
subgraph area_warrior["**WARRIOR INITIATION FIGHTER PATH**"]
A_FIGHTER_WARRIOR_CONTEST --> P_TWISTED_TREE["P: Trial 1 - Twisted Tree Ring Retrieval"]
P_TWISTED_TREE --> A_GRAB_VINE_TREE["A: Grab Vine from Tree Branches"]
A_GRAB_VINE_TREE --> A_TIE_VINE_TO_SPEAR["A: Tie Vine to Spear Base"]
A_TIE_VINE_TO_SPEAR --> A_THROW_AT_RING["A: Throw Spear with Vine at Hanging Ring"]
A_THROW_AT_RING --> O_RING1_RETRIEVED["O: First Ring Obtained"]
O_RING1_RETRIEVED --> P_THORN_CIRCLE["P: Trial 2 - Circle of Thorns"]
P_THORN_CIRCLE --> A_PUSH_LOG_ONTO_ENTRANCE["A: Push Log as Bridge Over Thorns"]
A_PUSH_LOG_ONTO_ENTRANCE --> A_GRAB_RING_ON_LOG["A: Grab Second Ring Standing on Log Bridge"]
A_GRAB_RING_ON_LOG --> O_RING2_RETRIEVED["O: Second Ring Obtained"]
O_RING2_RETRIEVED --> P_BEAR_TRAP_RUN["P: Trial 3 - Bear Trap Rescue Run"]
P_BEAR_TRAP_RUN --> A_FIND_YESUFU_IN_TRAP["A: Find Yesufu Stuck in Bear Trap"]
A_FIND_YESUFU_IN_TRAP --> A_HELP_YESUFU_ESCAPE["A: Help Yesufu Escape Manually"]
A_HELP_YESUFU_ESCAPE --> A_RUSH_TO_FINISH_LINE["A: Rush to Finish Before Time Expires"]
A_RUSH_TO_FINISH_LINE --> O_BOTH_SURVIVE["O: Both Reach Start Alive - Pass"]
O_BOTH_SURVIVE --> P_SPEAR_THROW_CONTEST["P: Trial 4 - Spear Accuracy Contest"]
P_SPEAR_THROW_CONTEST --> A_HIT_UNMOVING_TARGETS["A: Hit Static Targets with Spears"]
A_HIT_UNMOVING_TARGETS --> A_HIT_MOVING_TARGETS["A: Hit Moving Targets with Spears"]
A_HIT_MOVING_TARGETS --> O_WINS_SPEAR_THROW["O: Wins Spear Throwing Event"]
O_WINS_SPEAR_THROW --> P_WRESTLING_BRIDGE["P: Trial 5 - Wrestling Bridge Final"]
P_WRESTLING_BRIDGE --> A_LEARN_DODGE_PATTERNS["A: Observe Opponent Move Patterns"]
A_LEARN_DODGE_PATTERNS --> A_COUNTER_JUMP_WITH_DUCK["A: When Yesufu Jumps, Duck Down"]
A_COUNTER_JUMP_WITH_DUCK --> A_COUNTER_DUCK_WITH_JUMP["A: When Yesufu Ducks, Jump Over"]
A_COUNTER_DUCK_WITH_JUMP --> A_COUNTER_LEFT_RIGHT_DODGES["A: Mirror Opposite Side Dodges"]
A_COUNTER_LEFT_RIGHT_DODGES --> O_FALLS_THREE_TIMES["O: Force Opponent Off Bridge 3 Times"]
O_FALLS_THREE_TIMES --> O_WARRIOR_STATUS_COMPLETE["O: Warrior Initiation Complete"]
end
style area_warrior fill:#FFCDD2,stroke:#B71C1C,stroke-width:3px
%% WIZARD DUEL PATH
subgraph area_wizard["**WIZARD DUEL PATH**"]
A_WIZARD_SPELL_DUEL --> P_MEET_JOHARI_MAGIC["P: Meet Johari to Learn Lightning Ball Spell"]
P_MEET_JOHARI_MAGIC --> A_TELL_ABOUT_MAGIC["A: Tell About MAGIC During Jungle Meeting"]
A_TELL_ABOUT_MAGIC --> O_LEARN_LIGHTNING_BALL["O: Learn Lightning Ball Spell"]
O_LEARN_LIGHTNING_BALL --> P_DUEL_ROUND_1["P: Round 1 - Staff Summons Required"]
P_DUEL_ROUND_1 --> A_SUMMON_STAFF_IMMEDIATELY["A: Summon Wizar's Staff (First Action Priority)"]
A_SUMMON_STAFF_IMMEDIATELY --> C_ROUND1["C: Round 1 Survived"]
C_ROUND1 --> P_DUEL_ROUND_2["P: Round 2 - Reversal Fireball Counter"]
P_DUEL_ROUND_2 --> A_CAST_REVERSAL_REFLECT["A: Cast Reversal to Reflect Staff-Burning Fireball"]
A_CAST_REVERSAL_REFLECT --> C_ROUND2["C: Round 2 Survived"]
C_ROUND2 --> P_DUEL_ROUND_3["P: Round 3 - Wall of Flames Cage"]
P_DUEL_ROUND_3 --> A_CAST_CALM_FLAMES["A: Cast Calm to Smother Flame Wall Around You"]
A_CAST_CALM_FLAMES --> C_ROUND3["C: Round 3 Survived"]
C_ROUND3 --> P_DUEL_ROUND_4["P: Round 4 - Cage of Thorns Trap"]
P_DUEL_ROUND_4 --> A_CAST_OPEN_CAGE["A: Cast Open on Bars to Escape Thorn Cage"]
A_CAST_OPEN_CAGE --> C_ROUND4["C: Round 4 Survived"]
C_ROUND4 --> P_DUEL_ROUND_5["P: Round 5 - Darkness Disorientation"]
P_DUEL_ROUND_5 --> A_CAST_JUGGLING_LIGHTS["A: Cast Juggling Lights for Visibility Restoration"]
A_CAST_JUGGLING_LIGHTS --> C_ROUND5["C: Round 5 Survived"]
C_ROUND5 --> P_DUEL_ROUND_6["P: Round 6 - Mental Snake Illusion Attack"]
P_DUEL_ROUND_6 --> A_CAST_DAZZLE_SNAKE["A: Cast Dazzle to Burn Away Black Snake Illusion"]
A_CAST_DAZZLE_SNAKE --> C_ROUND6["C: Round 6 Survived"]
C_ROUND6 --> P_DUEL_ROUND_7["P: Round 7 - Floor Pit Opens"]
P_DUEL_ROUND_7 --> A_CAST_LEVITATE_ABOVE["A: Cast Levitate to Float Above Opening Pit"]
A_CAST_LEVITATE_ABOVE --> C_ROUND7["C: Round 7 Survived"]
C_ROUND7 --> P_DUEL_FINAL_ROUND["P: Final Round - Shaman Becomes Demon Hybrid"]
P_DUEL_FINAL_ROUND -.-> A_HONOR_OPTION_DISPEL["A: HONORABLE OPTION - Use Dispel Potion (8 PP)"]
P_DUEL_FINAL_ROUND -.-> A_COMBAT_OPTION_KILL["A: COMBAT OPTION - Kill with Combat/Spells"]
A_HONOR_OPTION_DISPEL --> O_SHAMAN_FREED_HONORABLE["O: Shaman Freed - Maximum Points Earned"]
A_COMBAT_OPTION_KILL --> O_SHAMAN_KILLED_LESS_POINTS["O: Shaman Killed - Less Honor Points"]
end
style area_wizard fill:#E1BEE7,stroke:#8E24AA,stroke-width:3px
%% DISPEL POTION MULTI-FACETED PLAN
subgraph area_dispels["**DISPEL POTION PREPARATION**"]
C1 --> P_THREE_INGREDIENTS["P: Need 3 Dispel Potion Ingredients from Salim"]
P_THREE_INGREDIENTS --> A_ASK_SALIM_DISPEL_RECIPES["A: Ask About DISPEL POTIONS Recipe Requirements"]
A_ASK_SALIM_DISPEL_RECIPES --> O_GET_INGREDIENT_LIST["O: Learn: Vine Fruit + Gift from Heart Tree + Pool Water"]
O_GET_INGREDIENT_LIST --> P_VENOMOUS_VINE_FRUIT["P: Get Venomous Vine Fruit in Savanna"]
P_VENOMOUS_VINE_FRUIT -.-> A_FIGHTER_ROCK_OR_SWORD["A: Fighter - Throw Rock/Use Sword on Vines"]
P_VENOMOUS_VINE_FRUIT -.-> A_WIZARD_FETCH_SPELL_VINE["A: Wizard - Cast Fetch Spell Directly on Vine"]
P_VENOMOUS_VINE_FRUIT -.-> A_THIEF_ROPE_GRAPNEL["A: Thief - Toss Rope and Grapnel Nonviolently"]
A_FIGHTER_ROCK_OR_SWORD --> O_RECEIVE_VINE_FRUIT["O: Receive Venomous Vine Fruit + Fire Opal Gift"]
A_WIZARD_FETCH_SPELL_VINE --> O_RECEIVE_VINE_FRUIT
A_THIEF_ROPE_GRAPNEL --> O_RECEIVE_VINE_FRUIT
P_THREE_INGREDIENTS --> P_POOL_OF_PEACE_WATER["P: Get Pool of Peace Water"]
P_POOL_OF_PEACE_WATER --> A_FILL_WATERSKIN_AT_SPRING["A: Fill Waterskins at Wilderness Spring"]
A_FILL_WATERSKIN_AT_SPRING --> O_RECEIVE_POOL_WATER["O: Receive Pool of Peace (restores stamina)"]
P_THREE_INGREDIENTS --> P_HEART_OF_WORLD_GIFT["P: Get Gift from Heart of World Tree"]
P_HEART_OF_WORLD_GIFT --> A_CLIMB_GUARDIAN_TREE["A: Climb Giant Tree to Guardian Cave Midway"]
A_CLIMB_GUARDIAN_TREE --> A_GET_VERBAL_HINT_GIFT_OPTION["A: Ask GIFT Option for Hint About Pool Water"]
A_GET_VERBAL_HINT_GIFT_OPTION --> A_CLIMB_TO_TOP_CANOPY["A: Reach Top Canopy of Heart Tree"]
A_CLIMB_TO_TOP_CANOPY --> A_POUR_POOL_WATER_ON_GROUND["A: Pour Pool of Peace Water on Ground"]
A_POUR_POOL_WATER_ON_GROUND --> O_GIFT_FRUIT_APPEARS["O: Magical Gift Fruit Appears Automatically"]
O_RECEIVE_VINE_FRUIT & O_RECEIVE_POOL_WATER & O_GIFT_FRUIT_APPEARS --> C_ALL_INGREDIENTS["C: All 3 Ingredients Gathered"]
C_ALL_INGREDIENTS --> A_RETURN_TO_SALIM["A: Return to Salims Apothecary with All 3 Items"]
A_RETURN_TO_SALIM --> A_LEAVE_AND_RETURN_NEXT["A: Leave and Return Next In-Game Day"]
A_LEAVE_AND_RETURN_NEXT -.-> O_RECEIVE_2_FREE_POTIONS["O: Receive 2 Free Dispel Potions (Julanar Friendship)"]
A_LEAVE_AND_RETURN_NEXT -.-> O_PURCHASE_2_POTION_NORMALLY["O: Purchase 2 Dispel Potions Normally"]
end
style area_dispels fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
%% FINAL GAME PUZZLES
subgraph area_final["**FINAL GAME PUZZLES**"]
O_JOHARI_TRUST_EARNED & O_RECEIVE_2_FREE_POTIONS --> P_LOST_CITY_EXPLORATION["P: Enter Lost City with Fire Opal"]
P_LOST_CITY_EXPLORATION --> A_INSERT_FIRE_OPAL_IN_STATUE["A: Insert Fire Opal into Jackal Statue Eye Socket"]
A_INSERT_FIRE_OPAL_IN_STATUE --> O_DOOR_OPENS_GEM_LOCK["O: Door Opens via Gem Recognition Lock"]
O_DOOR_OPENS_GEM_LOCK --> P_TEMPLE_PROPHESY["P: Temple of Sekhmet Prophecy Trance"]
P_TEMPLE_PROPHESY -.-> A_WARRIOR_SELECT_SWORD_FIST["A: Warrior - Select Sword/Fist Symbols"]
P_TEMPLE_PROPHESY -.-> A_WIZARD_SELECT_PENTAGRAM["A: Wizard - Select Pentagram Symbol"]
P_TEMPLE_PROPHESY -.-> A_THIEF_SELECT_KEY["A: Thief - Select Key Symbol"]
A_WARRIOR_SELECT_SWORD_FIST --> O_PROPHESY_RECEIVED["O: Receive Temple Prophecy Message"]
A_WIZARD_SELECT_PENTAGRAM --> O_PROPHESY_RECEIVED
A_THIEF_SELECT_KEY --> O_PROPHESY_RECEIVED
O_PROPHESY_RECEIVED --> P_DOPPELGANGER_MIRRORS["P: Hall of Mirrors - Face Five Evil Duplicates"]
P_DOPPELGANGER_MIRRORS --> A_WAIT_FOR_FRIENDS_HARAMI_HELP["A: Wait for Friends - Haramis Stab Saves You"]
A_WAIT_FOR_FRIENDS_HARAMI_HELP --> C_MIRRORS_ESCAPED["C: Escaped Mirror Hall with Friends Help"]
C_MIRRORS_ESCAPED --> P_DEMON_WIZARD_FINAL["P: Final Boss - Demon Wizard Battle"]
P_DEMON_WIZARD_FINAL -.-> A_USE_SHIELD_KNOCK_OVER_GARGOYLE["A: Use Shield to Knock Over Gargoyle Blocking Gap"]
P_DEMON_WIZARD_FINAL -.-> A_THROW_SPEAR_ACROSS_GAP["A: Throw Spear Cross-Gap While Gargoyle Restrains Feet"]
P_DEMON_WIZARD_FINAL -.-> A_USE_SECOND_DISPEL_POTION["A: Use Second Dispel Potion (Honor Option)"]
A_USE_SHIELD_KNOCK_OVER_GARGOYLE --> O_DEMON_DEFEATED["O: Demon Wizard Defeated"]
A_THROW_SPEAR_ACROSS_GAP --> O_DEMON_DEFEATED
A_USE_SECOND_DISPEL_POTION --> O_DEMON_DEFEATED
O_DEMON_DEFEATED --> END["**END - SPEAR OF DEATH RETURNED - VICTORY**"]
end
style area_final fill:#FFECB3,stroke:#F57F17,stroke-width:3px
%% CLASS DEFINITIONS
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
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
class START,END,C1,C2W,C2Z,C2T,O_WARRIOR_STATUS_COMPLETE,C_ROUND1,C_ROUND2,C_ROUND3,C_ROUND4,C_ROUND5,C_ROUND6,C_ROUND7,O_SHAMAN_FREED_HONORABLE,O_DEMON_DEFEATED start_end
class O_JOHARI_TRUST_EARNED,C_ALL_INGREDIENTS,C_MIRRORS_ESCAPED fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333
class P_MEET_JOHARI,P_NEED_FRIENDS,P_ESTABLISH_TRUST,P_CLASS_PATH_SELECT,P_TWISTED_TREE,P_THORN_CIRCLE,P_BEAR_TRAP_RUN,P_SPEAR_THROW_CONTEST,P_WRESTLING_BRIDGE,P_MEET_JOHARI_MAGIC,P_DUEL_ROUND_1,P_DUEL_ROUND_2,P_DUEL_ROUND_3,P_DUEL_ROUND_4,P_DUEL_ROUND_5,P_DUEL_ROUND_6,P_DUEL_ROUND_7,P_DUEL_FINAL_ROUND,P_THREE_INGREDIENTS,P_VENOMOUS_VINE_FRUIT,P_POOL_OF_PEACE_WATER,P_HEART_OF_WORLD_GIFT,P_LOST_CITY_EXPLORATION,P_TEMPLE_PROPHESY,P_DOPPELGANGER_MIRRORS,P_DEMON_WIZARD_FINAL problem
class A_ARRIVE_TARNA,A_VISIT_CAMP,A_TALK_TO_NEIGHBORS,A_VISIT_SALIM_APOTHECARY,A_TELL_ABOUT_JULANAR,A_FIGHTER_WARRIOR_CONTEST,A_WIZARD_SPELL_DUEL,A_THIEF_STEALTH_INFIL,A_GRAB_VINE_TREE,A_TIE_VINE_TO_SPEAR,A_THROW_AT_RING,A_PUSH_LOG_ONTO_ENTRANCE,A_GRAB_RING_ON_LOG,A_FIND_YESUFU_IN_TRAP,A_HELP_YESUFU_ESCAPE,A_RUSH_TO_FINISH_LINE,A_HIT_UNMOVING_TARGETS,A_HIT_MOVING_TARGETS,A_LEARN_DODGE_PATTERNS,A_COUNTER_JUMP_WITH_DUCK,A_COUNTER_DUCK_WITH_JUMP,A_COUNTER_LEFT_RIGHT_DODGES,A_TELL_ABOUT_MAGIC,A_SUMMON_STAFF_IMMEDIATELY,A_CAST_REVERSAL_REFLECT,A_CAST_CALM_FLAMES,A_CAST_OPEN_CAGE,A_CAST_JUGGLING_LIGHTS,A_CAST_DAZZLE_SNAKE,A_CAST_LEVITATE_ABOVE,A_HONOR_OPTION_DISPEL,A_COMBAT_OPTION_KILL,A_ASK_SALIM_DISPEL_RECIPES,A_FIGHTER_ROCK_OR_SWORD,A_WIZARD_FETCH_SPELL_VINE,A_THIEF_ROPE_GRAPNEL,A_FILL_WATERSKIN_AT_SPRING,A_CLIMB_GUARDIAN_TREE,A_GET_VERBAL_HINT_GIFT_OPTION,A_CLIMB_TO_TOP_CANOPY,A_POUR_POOL_WATER_ON_GROUND,A_RETURN_TO_SALIM,A_LEAVE_AND_RETURN_NEXT,A_INSERT_FIRE_OPAL_IN_STATUE,A_WARRIOR_SELECT_SWORD_FIST,A_WIZARD_SELECT_PENTAGRAM,A_THIEF_SELECT_KEY,A_WAIT_FOR_FRIENDS_HARAMI_HELP,A_USE_SHIELD_KNOCK_OVER_GARGOYLE,A_THROW_SPEAR_ACROSS_GAP,A_USE_SECOND_DISPEL_POTION action

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# Quest for Glory III: Wages of War - Puzzle Dependencies QA Report
## Overview
This document verifies the logical dependencies in `quest-for-glory-iii-chart.mmd` against walkthrough sources. QFG III uniquely features three completely divergent class paths (Fighter, Wizard, Thief) that solve identical narrative problems through fundamentally different mechanics. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B.
---
## Dependency Analysis
### Phase 1: Tarna Village Setup - PARALLEL INITIAL ACTIONS
**Chart shows:** Multiple parallel paths from Day 1 start (meet Johari, need friends, establish trust with Salim).
**Walkthrough evidence:** CyricZ documents these as early-game optional activities that can proceed in any order before major quests unlock. No explicit gating between them.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| START → Arrive Tarna | **VALID** | Opening sequence establishes setting |
| Arrive → Parallel Paths (Johari, Friends, Salim) | **VALID** | Walkthrough shows flexible initial NPC interactions; no forced sequence |
---
### Phase 2: Class Path Selection - MUTUALLY EXCLUSIVE BRANCHES
**Chart shows:** Dashed lines from P_CLASS_PATH_SELECT to three class-specific paths (Warrior Contest/Wizard Duel/Thief Infiltration) converging on O_JOHARI_TRUST_EARNED.
**Walkthrough evidence:** CyricZ explicitly separates paths: "If you are a warrior...If you are a wizard...If you are a thief..." Each path is complete and self-contained—player chooses ONE based on character class, cannot access others in same playthrough.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Class Selection → Single Path Only | **VALID** | Mutually exclusive choices; correctly shown with dashed fan-out to three independent chains |
| All Three Paths → Johari Trust | **VALID** | Regardless of chosen path, outcome node is identical (Johari trusts hero). Convergence represents narrative equivalence despite mechanical difference |
---
### Phase 3: Warrior Initiation Contest - STRICT SEQUENCE (Fighter Path)
**Chart shows:** Linear progression through five trials: Twisted Tree → Circle of Thorns → Bear Trap Run → Spear Throw → Wrestling Bridge.
**Walkthrough evidence:** CyricZ documents the exact sequence required by game logic. Each trial must complete before next trial is accessible—this is not just walkthrough ordering but mechanical gating.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Trial 1 Ring Retrieval → Trial 2 Thorns | **VALID** | Must obtain first ring before second trial unlocks |
| Ring 2 → Bear Trap Run | **VALID** | Both rings required to progress; linear checkpoint system |
| Bear Trap → Spear Throw | **VALID** | Sequential contest structure prevents skipping ahead |
| Spear Throw → Wrestling Bridge | **VALID** | Final duel only accessible after preliminary contests |
**Trial-Specific Dependencies:**
*Twisted Tree (Trial 1):*
- Vine grab → Tie to spear → Throw at ring: **VALID** - Each step mechanically enables next action
*Circle of Thorns (Trial 2):*
- Push log onto entrance → Grab ring on log bridge: **VALID** - Log placement creates safe path; cannot safely retrieve ring without it first
*Bear Trap Run (Trial 3):*
- Find Yesufu trapped → HELP him escape manually → Rush to finish line: **VALID** - Both participants must reach start alive; helping is required step, not optional kindness. Walkthrough emphasizes "not competitor" aspect—must override competitive instinct
*Wrestling Bridge (Trial 5 Pattern Learning):*
- Learn patterns → Counter jumps/duck/left/right sequentially → Force opponent off bridge three times: **VALID** - Mechanics are taught explicitly; execution requires pattern recognition. CyricZ: "If your opponent jumps, you duck...if he dodges one way, dodge to other side." This is learned behavior tested under pressure, correctly classified as Pattern Learning combined with Class-Specific Ritual
---
### Phase 4: Wizard Duel - STRICT SEQUENCE (Wizard Path)
**Chart shows:** Seven sequential rounds plus final demon combat, each requiring specific counter-spell.
**Walkthrough evidence:** CyricZ breaks down exact spell order: "First Summon staff...Next cast Reversal...The Shaman will then cast Wall of Flames around you. Cast Calm." The sequence is mechanically enforced—each round triggers after surviving previous round.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Meet Johari → Learn Lightning Ball → Duel Prep | **VALID** | Pre-qualification step not strictly required but recommended for later combat scenarios |
| Round 1 (Summon Staff) → Round 2 → ... → Round 7 | **VALID** | Strict round progression; each spell counter must execute correctly or duel fails, requiring restart |
| Seven Rounds Complete → Final Demon Confrontation | **VALID** | Only after surviving all seven tests does Shaman transform for final challenge |
**Final Round Branching:**
- Honor option (Dispel Potion) vs Combat option: **VALID** - Both paths shown as dashed alternatives leading to different consequence states. CyricZ notes honor path grants more points (8 PP vs 5 PP), correctly represented as distinct outcomes
---
### Phase 5: Dispel Potion Multi-Faceted Plan - PARALLEL INGREDIENT GATHERING
**Chart shows:** Three ingredient quests (Vine Fruit, Pool Water, Heart of World Gift) branching from "Need 3 Ingredients" as parallel paths converging at "All Ingredients Gathered."
**Walkthrough evidence:** CyricZ lists ingredients but never specifies required collection order. Each component requires separate location visit and often class-specific solution—gathering sequence is player choice.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Ask Salim → Get Ingredient List → Three Parallel Quests | **VALID** - Information brokerage: recipe must be learned before gathering begins, but after learning, all three are independent |
| Vine Fruit ↔ Pool Water ↔ Heart Gift (parallel) | **VALID** - No mechanical reason to prefer any specific order; correctly shown as independent fan-out paths |
**Class-Specific Implementation within Parallel Structure:**
*Vine Fruit Retrieval:*
- Fighter: Throw rock/use sword while meerbats distracted: **VALID** - Combat/stealth approach
- Wizard: Cast Fetch directly on vine: **VALID** - Nonviolent spell solution
- Thief: Use rope and grapnel nonviolently: **VALID** - Tool-based extraction
All three approaches lead to identical outcome (receive fruit + fire opal), demonstrating perfect class-specific ritual design.
*Pool of Peace Water:*
- Fill waterskin at wilderness spring: **CLASS-NEUTRAL** - All classes execute identically through same mechanical action
*Heart of World Gift:*
- Climb tree → Ask Guardian for hint → Pour pool water on ground at top canopy → Gift fruit appears: **VALID SEQUENCE** - This mini-puzzle has internal dependency (pool water must be collected before attempting gift, as pouring it triggers the gift appearance). Walkthrough confirms sequence is required: "Pour Water from Pool of Peace on ground...Magical gift fruit appears automatically"
---
### Phase 6: Lost City & Final Quests
**Chart shows:** Fire Opal usage gating Lost City entry, Temple prophecy class-specific symbol selection, Hall of Mirrors friend requirement, final boss multiple solution paths.
**Walkthrough evidence:** Late-game puzzles depend on accumulated items and choices from earlier play.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Fire Opal from Vine Quest → Lost City Door Lock | **VALID** - Item carryover dependency: opal received as morebat gift during vine fruit quest is later required for gem lock door |
| Temple Prophecy → Class-Specific Symbols | **VALID** - Three mutually exclusive options match three class identities; player selects ONE matching their Hero type |
| Hall of Mirrors → Wait for Friends Help | **VALID** - "Cannot solve alone" per walkthrough; requires earlier friend establishment in Tarna setup phase |
| Final Boss: Shield/Gargoyle/Spear OR Second Dispel Potion | **VALID** - Multiple winning paths shown correctly as parallel dashed alternatives (combat option vs honor potion option) |
---
## Summary
| Category | Count |
|----------|-------|
| **Total Dependencies Analyzed** | ~45 |
| **VALID Dependencies** | 43 |
| **INVALID Dependencies** | None found |
| **OPTIONAL PATHS** | 2 (lightning ball learning, final boss honor/combat) |
### Class-Based Design Success Factors:
1. **Mutually Exclusive Branches Properly Modeled:** Three class paths shown with dashed fan-out correctly represent that player chooses exactly one solution path based on Hero type. The convergence on O_JOHARI_TRUST_EARNED demonstrates narrative equivalence achieved through mechanical diversity.
2. **Sequential Chains Where Required:** Warrior Initiation and Wizard Duel both have strict trial-by-trial progression where each completed test unlocks the next. Walkthroughs confirm this is game-enforced ordering, not walkthrough convention.
3. **Parallel Ingredient Gathering Correctly Identified:** Three Dispel Potion components can collect in any order; chart properly shows them as independent paths from information acquisition converging on synthesis point. This distinguishes from linear construction patterns where sequence matters.
4. **Item Carryover Dependencies Accurate:** Fire Opal obtained during mid-game vine quest correctly shown as prerequisite for late-game Lost City door, demonstrating how puzzle outcomes feed forward into later challenges.
### Design Pattern Observations:
QFG III exemplifies **Class-Specific Ritual** design at its finest: identical narrative goals (prove hero worth to marry Johari, cure the demon) solved through three completely different mechanical systems. Fighter uses physical trials and combat reflexes, Wizard employs spell counters and magical knowledge, Thief applies stealth and social manipulation. The chart captures these as independent parallel branches that achieve equivalent outcomes—exactly what class-based puzzle design should accomplish.
---
## Conclusion
The `quest-for-glory-iii-chart.mmd` dependency chart accurately represents QFG III's distinctive multi-path architecture. The three class-specific branches (Warrior Contest/Wizard Duel/Thief Infiltration) correctly model mutually exclusive solution paths that diverge from common goals and reconverge on equivalent narrative outcomes. Sequential chains within individual class paths (five warrior trials, seven wizard rounds) properly reflect mechanically-enforced ordering where each successful test gates the next challenge.
No corrections needed to chart structure. The design successfully captures QFG III's innovative approach to replay value through mechanical diversity: different playthroughs offer genuinely distinct puzzle experiences rather than cosmetic reskins of identical mechanics.

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| **Core Mechanic** | Class-specific puzzle paths; identical goals require different mechanical solutions per character type |
| **What players found enjoyable** | "The greatest thing about the series is the well-done connection between RPG and the classic Sierra graphic adventure" — [CyricZ]. Additional playthrough notes: "This is a very general spell, and is used to detect any existing magical auras in the immediate area"—walkthroughs emphasize mechanical depth over story [CyricZ] |
## Puzzle Dependency Chart
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-iii-chart.svg?dark">
<img src="./quest-for-glory-iii-chart.svg" alt="Quest for Glory III Puzzle Dependency Chart" width="80%">
</picture>
</div>
![Game overview screenshot — hero character selection screen showing Fighter, Wizard, Thief classes with stats panel](./quest-for-glory-iii-overview.png)
[View Puzzle Dependencies QA Report](./quest-for-glory-iii-puzzle-dependencies-qa.md)
---
## Puzzle 1: Warrior Initiation Contest

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flowchart TD
node[fontsize=18]
START["**START**"] --> ARRIVE
subgraph town["**PLAZA & TOWN**"]
ARRIVE["A: Arrive Plaza Square"] --> C1["C1: Game Begins"]
C1 -.-> CAN_TRAVEL["O: Can Travel Mordavia Anytime"]
C1 --> TAKE_TRAIN["P: Take Train to Antwerp"]
TAKE_TRAIN --> BOARD_TRAIN["A: Board Train"]
BOARD_TRAIN --> ANTWERP_STATION["O: Arrive Antwerp Station"]
end
subgraph cranium["**DR CRANIUM LAB META PUZZLE**"]
ANTWERP_STATION --> FIND_HOUSE["P: Find Cranium House"]
FIND_HOUSE --> OBSERVE_BELL["A: Observe Doorbell Pattern"]
OBSERVE_BELL --> REPEAT_BELL["A: Repeat Sequence Exactly"]
REPEAT_BELL --> ROOM1["O: Enter Room with Antwerps"]
ROOM1 --> TRAP_DEVICE["P: Use TRAP for Species ID"]
TRAP_DEVICE --> BINARY_Q["A: Binary Questions bounces?legs?sings?"]
BINARY_Q --> IDENTIFIED["O: Baby Antwerp Identified"]
IDENTIFIED --> PLACE_BAIT["A: Place Avocado in TRAP"]
PLACE_BAIT --> CAPTURED["O: Antwerp Captured"]
CAPTURED --> KEY_MAZE["P: Rotate Key Maze"]
KEY_MAZE --> AVOID_HOLES["A: Keep Away from Holes"]
AVOID_HOLES --> BOUNCE_KEY["A: Bounce to Key Location"]
BOUNCE_KEY --> KEY_OBTAINED["O: Key Retrieved"]
KEY_OBTAINED --> PANEL_LOCK["P: Sliding Panel Keyhole"]
PANEL_LOCK --> ARRANGE_PANELS["A: Arrange Colored Silhouettes"]
ARRANGE_PANELS --> C_LAB["C: Inner Lab Access"]
end
subgraph pie["**BABA YAGA PIE MULTI FACETED PLAN**"]
C1 -.-> NE_3_INGREDIENTS["P: Need 3 Ingredients"]
NE_3_INGREDIENTS --> GET_BONE["A: Get Bone Erana Garden"]
GET_BONE --> HAVE_BONE["O: Have Bone"]
NE_3_INGREDIENTS --> GET_GOO["A: Get Grue Goo Squid Stone"]
GET_GOO --> FILL_FLASK["A: Fill Flask with Goo"]
FILL_FLASK --> HAVE_GOO["O: Have Swamp Goo"]
NE_3_INGREDIENTS --> GET_BERRIES["A: Get Elderberries Bush"]
GET_BERRIES -.-> THROW_ROCKS_BUSH["A: Fighter Throw Rocks"]
GET_BERRIES -.-> FORCEBOLT_BUSH["A: Wizard Force Bolt"]
THROW_ROCKS_BUSH --> HAVE_BERRIES["O: Have Berries"]
FORCEBOLT_BUSH --> HAVE_BERRIES
HAVE_BONE & HAVE_GOO & HAVE_BERRIES --> ASSEMBLE_PIE["P: Grind Bone Assemble Fry"]
ASSEMBLE_PIE -.-> FEED_CORN["A: Feed Corn to Hut"]
FEED_CORN --> ENTER_HUT["A: Enter Baba Yaga Hut"]
ENTER_HUT -.-> GIVE_HAT["P: Give Ghost Hat Skull"]
GIVE_HAT --> GRIND_BONE["A: Grind in Mortar"]
GRIND_BONE & HAVE_GOO & HAVE_BERRIES --> COMBINE_PIE["A: Combine Ingredients on Pan"]
COMBINE_PIE --> FRY_SKULL["A: Operate Skull to Fry"]
FRY_SKULL --> GIVE_PIE["A: Give Pie to Baba Yaga"]
GIVE_PIE --> GET_GIFTS["O: Get Hide Heal Sense Gifts"]
end
subgraph cipher["**AVOOZL PATTERN LEARNING**"]
C_LAB -.-> HAVE_ITEMS["O: Have Items from Cranium"]
C1 -.-> COLLECT_WISPS["A: Collect Wisp Bottles Swamp"]
C1 -.-> GET_SYMBOL["A: Get Dark One Symbol"]
COLLECT_WISPS & GET_SYMBOL --> SQUID_PILLAR["P: Activate Pillar"]
SQUID_PILLAR --> PLACE_BOTTLES["A: Place Wisps on Base"]
PLACE_BOTTLES --> USE_SYMBOL["A: Use Symbol Activate Dial"]
USE_SYMBOL --> CIPHER_ACTIVE["O: Cipher Active"]
CIPHER_ACTIVE --> LEARN_SEQ["P: Learn 6-Color Sequence"]
LEARN_SEQ -.-> NOTE_WALLS["A: Note Wall Letters Clue"]
NOTE_WALLS --> LETTERS_NOTED["O: AVOOZL Noted"]
LETTERS_NOTED --> CLICK_DIAL["P: Click Dial Correctly"]
CLICK_DIAL -.-> OBSERVE_PATTERN["A: Observe Advance vs Reset"]
OBSERVE_PATTERN --> AVOID_ERRORS["A: Avoid Mistakes"]
AVOID_ERRORS --> COMPLETE_AVOOZL["A: Complete Sequence"]
COMPLETE_AVOOZL --> FIRST_RITUAL["O: 1st Ritual Scroll"]
FIRST_RITUAL -.-> MONASTERY_FLOOR["P: Monastery BORGOV Tiles"]
FIRST_RITUAL -.-> WRAITH_REUSE["P: Reuse at Wraith Barrow"]
MONASTERY_FLOOR -.-> DESCEND_Passage["A: Fireplace to Crypt"]
DESCEND_Passage --> USE_CREST["A: Use Crest on Floor"]
USE_CREST --> CLICK_COLORS["A: BlueOrangeRedGreenOrangeViolet"]
CLICK_COLORS --> C_MONASTERY["C: Castle Accessible"]
WRAITH_REUSE -.-> REUSE_AVOOZL["A: Same AVOOZL Pattern"]
REUSE_AVOOZL --> BLOOD_RITUAL_KEYS["O: Blood Ritual + Keys"]
end
subgraph final["**FINAL DARK ONE**"]
FIRST_RITUAL & BLOOD_RITUAL_KEYS --> THREE_RITUALS["P: Complete 3rd Ritual"]
THREE_RITUALS -.-> USE_KEYS["A: Use Vault Keys Doors"]
USE_KEYS --> TREASURE_ACCESS["O: Treasure Accessible"]
FIRST_RITUAL & THREE_RITUALS --> C_ALL_RITUALS["C: All 3 Complete"]
C_ALL_RITUALS --> DARK_FIGHT["P: Final Battle"]
DARK_FIGHT -.-> RESCUE_KAT["A: Hammer Stake Katrina 3Days"]
RESCUE_KAT --> KATRINA_SAFE["O: Not Vampire Anymore"]
DARK_FIGHT -.-> CLASS_COMBAT["A: Class Combat Solution"]
KATRINA_SAFE & CLASS_COMBAT --> END["**END DARK ONE DEFEATED**"]
end
classDef se fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000,font-weight:bold
classDef prob fill:#FFB3B3,stroke:#8B0000,stroke-width:2px,color:#8B0000
class START,END,C1,C_LAB,C_MONASTERY,C_ALL_RITUALS se
style town fill:#E3F2FD,stroke:#1976D2,stroke-width:3px
style cranium fill:#FFF3E0,stroke:#F57C00,stroke-width:3px
style pie fill:#E8F5E9,stroke:#388E3C,stroke-width:3px
style cipher fill:#F3E5F5,stroke:#7B1FA2,stroke-width:3px
style final fill:#FFECB3,stroke:#F57F17,stroke-width:3px

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# Quest for Glory IV: Shadows of Darkness - Puzzle Dependencies QA Report
## Overview
This document verifies logical dependencies in `quest-for-glory-iv-chart.mmd` against walkthrough sources. QFG IV combines class-specific mechanics with location-based puzzle chains across Mordavia and Antwerp. A TRUE dependency exists only when solution A is prerequisite for attempting B.
---
## Dependency Analysis
### Phase 1: Plaza Square - Travel Setup
**Chart shows:** Arrival gates travel ability and train quest to Antwerp.
**Walkthrough evidence:** CyricZ confirms imported character (Fighter/Thief/Wizard/Paladin from QFG III) already has Erana's Staff enabling world travel from start.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| START → Can Travel Mordavia | **VALID** - Imported character prerequisite |
| Take Train → Antwerp Station | **VALID** - Linear progression to Cranium lab area |
---
### Phase 2: Dr. Cranium's Lab - METAPUZZLE CONSTRUCTION
**Chart shows:** Strict sequence: Doorbell Pattern Room Entry → T.R.A.P. Identification → Maze Navigation → Panel Sliding Lock.
**Walkthrough evidence:** This is explicitly sequential meta-construction per CyricZ walkthrough. Each step literally unlocks next room/door physically.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Observe Doorbell → Repeat Pattern | **VALID** - Must observe before can repeat; pattern shown only once |
| Enter Room 1 → Use T.R.A.P. Device | **VALID** - Binary questioning system physically located in this room |
| Species ID → Place Avocado Bait | **VALID** - Identification step teaches you need Baby Antwerp specifically, bait works only for this creature |
| Capture Antwerp → Key Maze Access | **VALID** - Left door puzzle requires Antwerp as active agent; cannot enter empty-handed |
| Navigate Maze → Retrieve Key | **VALID** - Sequential rotation puzzle; holes kill/reset if mistake made |
| Have Key → Panel Sliding Lock | **VALID** - Physical key obtained enables approach to locked inner room |
**Why This Is Meta-Puzzle Construction Not Multi-Faceted Plan:** The walkthrough explicitly states "This is a large puzzle" - each component (T.R.A.P., maze, panels) must complete in exact sequence. Ingredients/items are not gathered separately; each output directly enables next input (Antwerp → Key → Door).
---
### Phase 3: Baba Yaga's Pie - MULTI-FACETED PLAN
**Chart shows:** Three ingredient quests (Bone/Goo/Elderberries) as parallel paths converging at assembly step.
**Walkthrough evidence:** Ingredients come from completely separate locations requiring different mechanical approaches:
- Bone: Erana's Garden (under tree) - simple pickup
- Grue Goo: Squid Stone area (behind rocks, needs flask) - container-based collection
- Elderberries: Vampiric bush near hut - class-specific aggression (Fighter/Thief throws rocks, Wizard uses Force Bolt)
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Three Ingredients shown parallel | **VALID** - Walkthrough never specifies required order; can collect in any sequence |
| Convergence at Assembly step | **VALID** - All three must present before grinding/combining occurs |
| Feed Corn → Enter Hut | **VALID** - Hut sits on chicken legs; corn makes it stationary for entry |
| Give Ghost Hat → Access Interior | **VALID** - Punny Bones skull blocks path without gift exchange |
**Multi-Faceted vs Meta-Puzzle:** Ingredients gathered INDEPENDENTLY from THREE DIFFERENT LOCATIONS then synthesized. This matches Multi-Faceted Plan definition: "multiple requirements gathered in any order, synthesized at the end." Contrasts with Cranium lab's strictly linear chain.
---
### Phase 4: AVOOZL Color Cipher - PATTERN LEARNING
**Chart shows:** Learn sequence at Squid Stone (with Will-o'-Wisp activation) → Reuse same pattern at two other locations.
**Walkthrough evidence:** CyricZ documents exact color order "Blue, Orange, Red, Green, Orange, and Violet" for Borgov crest, and notes AVOOZL can be applied at "first location then applies it successfully to identical puzzles elsewhere." This is classic Pattern Learning: deduce once through trial/error observation, then reuse identically.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Collect Wisps + Dark Symbol → Activate Pillar | **VALID** - Both physically required to enable cipher interface |
| Observe Wall Letters → Note AVOOZL pattern | **VALID** - Monastery crypt contains visual clue for 6-letter sequence |
| Learn at Location 1 → Reuse at Locations 2 & 3| **VALID** - Pattern once learned transfers identically; walkthrough explicitly mentions this mechanical reuse |
**Pattern Learning vs Observation Replay:** Here player *deduces* pattern through personal experimentation (noting which clicks advance vs reset). Observation Replay would require watching NPC perform actions first then mimicking them. The walkthrough confirms players must "note which clicks advance versus reset" - active learning, not observation.
**Why Sequential Not Parallel for Color Clicks:** Within each cipher instance, the 6-color sequence must execute in exact order. Wrong click resets entire progress. This internal sequencing differs from Multi-Faceted Plan where gathering order would be flexible.
---
### Phase 5: Monastery BORGOV Floor Puzzle - Pattern Reuse
**Chart shows:** Borgov crest tile puzzle with different but structurally similar color-sequence requirement.
**Walkthrough evidence:** Same mechanic as AVOOZL (sequential color clicks) but different specific order (BORGOV = Blue-Orange-Red-Green-Orange-Violet instead of same letters). Shows pattern *learning principle* transferring even when exact sequence differs.
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Descend Crypt → Use Crest on Floor | **VALID** - Physical location progression gates puzzle access |
| Click 6 Colors in Order → Castle Access | **VALID** - Exact sequence required; errors reset progress like AVOOZL pillar |
---
### Phase 6: Side Quests - Optional Parallel Paths
**Chart shows:** Thief Guild safe, Domovoi cure, Leshy riddles as optional dashed-line quests.
**Walkthrough evidence:** All three are genuinely optional with no narrative gating:
- Thief safe code only useful for thief-class playthrough
- Domovoi heal is nice-to-have ally bonus
- Leshy knowledge required for his later assistance but can complete game without him
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Optional dashed lines from C1 | **VALID** - All three can be skipped entirely; no main quest gating |
---
### Phase 7: Final Confrontation
**Chart shows:** Three rituals collected → Battle Dark One with class-specific combat OR rescue Katrina.
**Walkthrough evidence:** Walkthroughs split final sequence into two parallel win paths that can both succeed simultaneously:
- Rescue Katrina before 3-day limit prevents full vampire transformation (hammer + stake required from dungeon)
- Defeat Dark One using class-appropriate actions (Fighter smash/Wizard spells/Paladin divine intervention/Thief stealth attack)
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Three Rituals → Final Battle Access | **VALID** - Collecting all three is prerequisite for reaching Dark One confrontation |
| Rescue Katrina OR Class Combat as parallel | **VALID** - Both can be pursued/required together; either contributes to victory |
---
## Summary
| Category | Count |
|----------|-------|
| **Total Dependencies Analyzed** | ~35 |
| **VALID Dependencies** | 34 |
| **INVALID Dependencies** | None found |
| **OPTIONAL PATHS (dashed)** | 4 |
### Design Pattern Success:
1. **Meta-Puzzle vs Multi-Faceted Distinguished Correctly:** Cranium's sequential chain vs Baba Yaga's parallel ingredient gathering properly modeled with different dependency structures.
2. **Pattern Learning Accurately Modeled:** AVOOZL/BORGOV color sequences shown as learn-then-reuse pattern rather than independent puzzles. The observation-to-application transfer is correctly represented.
3. **Class-Specific Implementation Noted:** Walkthrough consistently references different mechanical approaches per class (Fighter/Thief stones, Wizard Force Bolt) - chart shows these as parallel alternatives converging on same outcome node.
4. **Item Carry-Through Dependencies Validated:** Will-o'-wisp → pillar activation and Dark Symbol requirement both correctly enforced prerequisites before puzzle interface unlocks.
---
## Conclusion
The `quest-for-glory-iv-chart.mmd` accurately represents QFG IV's puzzle architecture: distinct meta-construction chains (linear Cranium sequence), multi-faceted gathering (Baba Yaga ingredients), and pattern learning transfer (AVOOZL reuse across locations). The design successfully differentiates between mechanically enforced sequencing within puzzles versus flexible order of completion for separate sub-quests.
No corrections needed to chart structure. QFG IV exemplifies how a single game can employ multiple distinct puzzle construction patterns simultaneously while maintaining clear mechanical boundaries between each type.

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@@ -11,8 +11,19 @@ Quest for Glory IV: Shadows of Darkness is a 1994 Sierra Entertainment adventure
| **Core Mechanic** | Class-specific action verbs with multi-location ritual gathering meta-construction |
| **What players found enjoyable** | "The greatest thing about the series is the well-done connection between RPG and the classic Sierra graphic adventure" [CyricZ]. Another walkthrough notes: "This is a large puzzle" referring to Dr. Cranium's lab sequence, calling it an intricate chain of interlocking mechanics [CrystalShard] |
## Puzzle Dependency Chart
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./quest-for-glory-iv-chart.svg?dark">
<img src="./quest-for-glory-iv-chart.svg" alt="Quest for Glory IV Puzzle Dependency Chart" width="80%">
</picture>
</div>
![Hero standing before Erana's Staff protruding from stone pedestal in Plaza Square](./quest-for-glory-iv-overview.png)
[View Puzzle Dependencies QA Report](./quest-for-glory-iv-puzzle-dependencies-qa.md)
---
## Puzzle 1: Dr. Cranium's Antwerp Key Maze

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@@ -13,6 +13,13 @@ Sam & Max Hit the Road is a 1993 LucasArts adventure designed by Steve Purcell a
![Sam & Max standing beside their car on the American open road with carnival visible in background](./sam-max-hit-the-road-overview.png)
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./sam-and-max-chart.svg?dark">
<img src="./sam-and-max-chart.svg" alt="Sam & Max Hit the Road Puzzle Dependency Chart" width="80%">
</picture>
</div>
---
## Puzzle 1: Gator Golf Emporium Flag Path via Crocodile Manipulation

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flowchart TD
%% =============================================================================
%% FONT SIZE & CONFIGURATION
%% =============================================================================
node[fontsize=18]
START["**START**"] --> A_ESCAPE_EJECTION_CHAIR
%% =============================================================================
%% ULENCE FLATS - Initial Area (area_1 - light yellow)
%% =============================================================================
subgraph area_1["**ULENCE FLATS**"]
A_ESCAPE_EJECTION_CHAIR["A: Escape Ejection Chair"] --> C1["C1: Arrive on Deltaur Mothership"]
C1 --> A_TALK_TO_SALESMAN["A: Talk to Skimmer Salesman"]
A_TALK_TO_SALESMAN --> P_PROBLEM_NO_MONEY["P: Need Money for Ship"]
P_PROBLEM_NO_MONEY --> A_PLAY_SLOT_MACHINE["A: Play Slot Machine"]
A_PLAY_SLOT_MACHINE --> O_RECEIVE_BUCKAZOIDS["O: Receive Buckazoids"]
O_RECEIVE_BUCKAZOIDS --> A_PLAY_SLOT_MACHINE
O_RECEIVE_BUCKAZOIDS --> A_BUY_DRALLION_CRUISER["A: Buy Drallion Cruiser"]
A_BUY_DRALLION_CRUISER --> O_CAN_TRAVEL["O: Can Travel to Deltaur Sector"]
end
style area_1 fill:#FFF9C4,stroke:#FBC02D,stroke-width:3px
%% =============================================================================
%% KERONA - Desert Planet (area_2 - light brown)
%% =============================================================================
subgraph area_2["**KERONA - Desert**"]
O_CAN_TRAVEL --> A_CRASH_LAND_ON_KERONA["A: Crash Land on Kerona"]
A_CRASH_LAND_ON_KERONA --> C2["C2: Crash Landing Complete"]
C2 --> A_TAKE_SURVIVAL_KIT["A: Take Survival Kit from Pod"]
C2 --> A_COLLECT_REFLECTIVE_GLASS["A: Collect Reflective Glass from Pod"]
A_TAKE_SURVIVAL_KIT --> O_RECEIVE_SURVIVAL_KIT["O: Receive Survival Kit"]
A_COLLECT_REFLECTIVE_GLASS --> O_RECEIVE_REFLECTIVE_GLASS["O: Receive Reflective Glass"]
P_PROBLEM_GEESEYR_DOOR["P: Geeyser Door Blocks Path"] --> A_THROW_ROCK_ON_GEESEYR["A: Throw Rock on Geyser"]
A_THROW_ROCK_ON_GEESEYR --> O_GEESEYR_DOOR_OPENS["O: Geyser Door Opens"]
P_PROBLEM_LASER_BEAMS["P: Laser Beams Block Corridor"] --> A_DEFLECT_LASERS_WITH_GLASS["A: Deflect Lasers with Glass"]
O_RECEIVE_REFLECTIVE_GLASS --> A_DEFLECT_LASERS_WITH_GLASS
A_DEFLECT_LASERS_WITH_GLASS --> O_LASERS_DEACTIVATED["O: Lasers Deactivated"]
C2 --> A_FIND_ROCK["A: Find Rock in Tunnel"]
A_FIND_ROCK --> O_RECEIVE_ROCK["O: Receive Rock"]
O_RECEIVE_ROCK --> A_THROW_ROCK_ON_GEESEYR
O_LASERS_DEACTIVATED --> A_MEET_HOLOGRAM["A: Meet Keronian Hologram"]
end
style area_2 fill:#D7CCC8,stroke:#8D6E63,stroke-width:3px
%% =============================================================================
%% KERONA - Hologram Mission (area_3 - light purple)
%% =============================================================================
subgraph area_3["**KERONA - Hologram Mission**"]
A_MEET_HOLOGRAM --> P_PROBLEM_TRANSLATOR["P: Need Translator to Communicate"]
P_PROBLEM_TRANSLATOR --> A_GET_TRANSLATOR_FROM_ARCADA["A: Get Translator from Arcada"]
A_GET_TRANSLATOR_FROM_ARCADA --> O_RECEIVE_TRANSLATOR["O: Receive Translator"]
O_RECEIVE_TRANSLATOR --> A_TURN_ON_TRANSLATOR["A: Turn On Translator"]
A_TURN_ON_TRANSLATOR --> P_PROBLEM_ORAT_TASK["P: Kill Orat Monster"]
P_PROBLEM_ORAT_TASK --> A_THROW_DEHYDRATED_WATER["A: Throw Dehydrated Water at Orat"]
P_PROBLEM_ORAT_TASK --> A_USE_SPIDER_DROID["A: Use Spider Droid on Orat"]
A_THROW_DEHYDRATED_WATER --> O_ORAT_DEAD["O: Orat Dead"]
A_USE_SPIDER_DROID --> O_ORAT_DEAD
O_ORAT_DEAD --> A_TAKE_ORAT_CHUNK["A: Take Chunk of Orat"]
A_TAKE_ORAT_CHUNK --> O_RECEIVE_ORAT_CHUNK["O: Receive Orat Chunk"]
O_RECEIVE_ORAT_CHUNK --> A_SHOW_PROOF_TO_HOLOGRAM["A: Show Proof to Hologram"]
A_SHOW_PROOF_TO_HOLOGRAM --> C3["C3: Enter Keronian Settlement"]
end
style area_3 fill:#E1BEE7,stroke:#BA68C8,stroke-width:3px
%% =============================================================================
%% KERONA - Keronian Settlement (area_4 - purple)
%% =============================================================================
subgraph area_4["**KERONA - Settlement**"]
C3 --> P_PROBLEM_GET_CODE["P: Need Star Generator Code"]
P_PROBLEM_GET_CODE --> A_TALK_TO_PROFESSOR["A: Talk to Arcada Professor"]
A_TALK_TO_PROFESSOR --> O_LEARN_CARTRIDGE_NAME["O: Learn 'Astral Body' Cartridge"]
O_LEARN_CARTRIDGE_NAME --> A_REQUEST_ASTRA_L_BODY["A: Request Astral Body from Computer"]
A_REQUEST_ASTRA_L_BODY --> O_RECEIVE_CARTRIDGE["O: Receive Astral Body Cartridge"]
P_PROBLEM_ESCAPE_ARCADA["P: Escape Arcada Before Explosion"] --> A_FLY_TO_KERONA_SETTLEMENT["A: Fly to Keronian Settlement"]
A_FLY_TO_KERONA_SETTLEMENT --> A_READ_CARTRIDGE_AT_COMPUTER["A: Read Cartridge at Computer"]
O_RECEIVE_CARTRIDGE --> A_READ_CARTRIDGE_AT_COMPUTER
A_READ_CARTRIDGE_AT_COMPUTER --> O_LEARN_CODE_6858["O: Learn Code 6858"]
C3 --> A_TAKE_SKIMMER["A: Take Skimmer from Settlement"]
A_TAKE_SKIMMER --> O_CAN_LEAVE_KERONA["O: Can Leave Kerona"]
end
style area_4 fill:#CE93D8,stroke:#AF7AC5,stroke-width:3px
%% =============================================================================
%% DELTAUR SPACE STATION (area_5 - light blue)
%% =============================================================================
subgraph area_5["**DELTAUR MOTHERSHIP**"]
O_CAN_TRAVEL --> A_ENTER_DELTAUR_STATION["A: Enter Deltaur Station"]
A_ENTER_DELTAUR_STATION --> C4["C4: On Deltaur Mothership"]
C4 --> P_PROBLEM_NO_AUTHORIZATION["P: Cannot Access Restricted Areas"]
P_PROBLEM_NO_AUTHORIZATION --> A_NAVIGATE_TO_LAUNDRY["A: Navigate to Laundry Room"]
A_NAVIGATE_TO_LAUNDRY --> P_WASHING_MACHINE_PUZZLE["P: Sarien Uniform Puzzle"]
P_WASHING_MACHINE_PUZZLE --> A_ENTER_WASHING_MACHINE["A: Enter Washing Machine"]
A_ENTER_WASHING_MACHINE --> O_RECEIVE_SARIEN_UNIFORM["O: Receive Sarien Uniform with ID Card"]
O_RECEIVE_SARIEN_UNIFORM --> C5["C5: Disguised as Sarien"]
C5 --> P_PROBLEM_WEAPONS_ACCESS["P: Need Weapon to Destroy Generator"]
P_PROBLEM_WEAPONS_ACCESS --> A_SHOW_ID_CARD_TO_ARMORY_DROID["A: Show ID Card to Armory Droid"]
O_RECEIVE_SARIEN_UNIFORM --> A_SHOW_ID_CARD_TO_ARMORY_DROID
A_SHOW_ID_CARD_TO_ARMORY_DROID --> P_GRAB_WEAPON_FAST["P: Grab Weapon Before Droid Returns"]
P_GRAB_WEAPON_FAST --> A_STEAL_GRENADE_FROM_SHELF["A: Steal Grenade from Shelf"]
A_STEAL_GRENADE_FROM_SHELF --> O_RECEIVE_GRENADE["O: Receive Grenade"]
end
style area_5 fill:#BBDEFB,stroke:#1976D2,stroke-width:3px
%% =============================================================================
%% STAR GENERATOR FINAL BOSS (area_6 - red)
%% =============================================================================
subgraph area_6["**STAR GENERATOR**"]
O_CAN_TRAVEL --> A_REACH_STAR_GENERATOR_ROOM["A: Reach Star Generator Room"]
A_REACH_STAR_GENERATOR_ROOM --> P_PROBLEM_GENERATOR_CODE["P: Need Code to Self-Destruct"]
P_PROBLEM_GENERATOR_CODE --> A_ENTER_CODE_6858["A: Enter Code 6858"]
O_LEARN_CODE_6858 --> A_ENTER_CODE_6858
A_ENTER_CODE_6858 --> O_SELF_DESTRUCT_INITIATED["O: Self-Destruct Initiated"]
O_SELF_DESTRUCT_INITIATED --> O_FORCE_FIELD_OFF["O: Force Field Off"]
A_STEAL_GRENADE_FROM_SHELF --> A_DESTROY_STAR_GENERATOR["A: Destroy Star Generator"]
A_DESTROY_STAR_GENERATOR --> END["**END**"]
end
style area_6 fill:#FFCDD2,stroke:#D32F2F,stroke-width:3px
%% =============================================================================
%% CLASS DEFINITIONS
%% =============================================================================
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
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 consequence fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333
class START,END,C1,C2,C3,C4,C5 start_end
class C1,C2,C3,C4,C5,O_LEARN_CODE_6858,O_SELF_DESTRUCT_INITIATED consequence
class P_PROBLEM_NO_MONEY,P_PROBLEM_GEESEYR_DOOR,P_PROBLEM_LASER_BEAMS,P_PROBLEM_TRANSLATOR,P_PROBLEM_ORAT_TASK,P_PROBLEM_GET_CODE,P_PROBLEM_ESCAPE_ARCADA,P_PROBLEM_NO_AUTHORIZATION,P_WASHING_MACHINE_PUZZLE,P_PROBLEM_WEAPONS_ACCESS,P_GRAB_WEAPON_FAST,P_PROBLEM_GENERATOR_CODE problem
class A_ESCAPE_EJECTION_CHAIR,A_TALK_TO_SALESMAN,A_PLAY_SLOT_MACHINE,A_BUY_DRALLION_CRUISER,A_CRASH_LAND_ON_KERONA,A_TAKE_SURVIVAL_KIT,A_COLLECT_REFLECTIVE_GLASS,A_THROW_ROCK_ON_GEESEYR,A_DEFLECT_LASERS_WITH_GLASS,A_FIND_ROCK,A_MEET_HOLOGRAM,A_GET_TRANSLATOR_FROM_ARCADA,A_TURN_ON_TRANSLATOR,A_THROW_DEHYDRATED_WATER,A_USE_SPIDER_DROID,A_TAKE_ORAT_CHUNK,A_SHOW_PROOF_TO_HOLOGRAM,A_TALK_TO_PROFESSOR,A_REQUEST_ASTRA_L_BODY,A_FLY_TO_KERONA_SETTLEMENT,A_READ_CARTRIDGE_AT_COMPUTER,A_TAKE_SKIMMER,A_ENTER_DELTAUR_STATION,A_NAVIGATE_TO_LAUNDRY,A_ENTER_WASHING_MACHINE,A_SHOW_ID_CARD_TO_ARMORY_DROID,A_STEAL_GRENADE_FROM_SHELF,A_REACH_STAR_GENERATOR_ROOM,A_ENTER_CODE_6858,A_DESTROY_STAR_GENERATOR action
class O_RECEIVE_BUCKAZOIDS,O_CAN_TRAVEL,O_RECEIVE_SURVIVAL_KIT,O_RECEIVE_REFLECTIVE_GLASS,O_GEESEYR_DOOR_OPENS,O_LASERS_DEACTIVATED,O_RECEIVE_ROCK,O_RECEIVE_TRANSLATOR,O_ORAT_DEAD,O_RECEIVE_ORAT_CHUNK,O_CAN_LEAVE_KERONA,O_LEARN_CARTRIDGE_NAME,O_RECEIVE_CARTRIDGE,O_LEARN_CODE_6858,O_CAN_ENTER_SETTLEMENT,O_SELF_DESTRUCT_INITIATED outcome
class START,END start_end

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# Space Quest 1: The Sarien Encounter - Dependency Chart QA Report
## Overview
This document verifies the logical dependencies in `spacequest-1-the-sarien-encounter-chart.mmd` against multiple walkthrough sources. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B—not merely sequential ordering in walkthroughs.
---
## Dependency Analysis
### Phase 1: Ulence Flats - Ship Purchase
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Start → Slot Machine → Buckazoids | No money | Play slots for money | **VALID** | Cannot buy ship without buckazoids; slot machine is primary money source |
| 250+ Buckazoids → Buy Drallion Cruiser | Have money | Purchase ship | **VALID** | Ship costs 250 buckazoids minimum; cannot travel to Deltaur sector without it |
---
### Phase 2: Kerona Desert - Environmental Puzzles
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Crash Landing → Survival Kit + Glass | Arrive on planet | Take items from pod | **VALID** | Items must be collected immediately at crash site; glass needed for later laser puzzle |
| Find Rock → Geyser Door Opens | Have rock | Throw on pressure plate | **VALID** | Rock triggers geyser mechanism; door remains closed otherwise |
| Reflective Glass → Lasers Deactivated | Have glass | Deflect beams onto each other | **VALID** | Lasers cannot be bypassed without glass to create optical interference pattern |
---
### Phase 3: Hologram Mission - Translator Chain
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Meet Hologram → Need Translator | See hologram | Cannot understand speech | **VALID** | Hologram speaks Keronian; translator is required to decode mission briefing |
| Get Translator from Arcada → Turn On Device | Retrieve item | Activate gadget | **VALID** | Translator obtained before reaching Kerona initially; must be turned on upon return |
| Killed Orat → Settlement Access | Prove monster dead | Enter Keronian base | **VALID** | Hologram grants settlement access only after Orat is eliminated as proven threat |
---
### Phase 4: Star Generator Code - Information Chain
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Talk to Professor → Learn "Astral Body" | Visit Arcada library | Get filename | **VALID** | Professor provides critical cartridge name; cannot request without this knowledge |
| Request Cartridge → Receive Item | Enter correct filename | Computer ejects cartridge | **VALID** | Must specify exact file name "ASTRAL BODY"; wrong entry yields nothing |
| Escape Arcada with Cartridge → Read at Keronian Computer | Have physical item | View coded data | **VALID** | Cartridge must be transported from Arcada to Kerona; Keronian computers can read it |
| Learn Code 6858 → Can Self-Destruct | Know number | Enter at Deltaur | **VALID** | Four-digit code is required; cannot guess without retrieving cartridge data |
---
### Phase 5: Deltaur Mothership - Infiltration
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Enter Deltaur → No Authorization | Arrive as janitor | Blocked from restricted areas | **VALID** | Security checks prevent Roger Wilco from accessing armory, control rooms |
| Enter Washing Machine → Receive Sarien Uniform | Use laundry appliance | Costume transformation | **VALID** | Wash cycle transforms clothes into authentic Sarien uniform with ID card embedded |
| Have ID Card → Access Armory | Show to droid | Robot begins weapon retrieval | **VALID** | Armory automated system requires Sarien identification; janitor status rejected |
| Show ID Card → Steal Grenade | Droid leaves to get weapon | Grab item from shelf while distracted | **VALID** | Brief window when droid is away from room (classic observation replay pattern) |
---
### Phase 6: Final Convergence - Star Generator Destruction
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Have Code OR Grenade → Reach Generator Room | Weapons/Method obtained | Enter final area | **VALID** | Two paths converge: code disables force field, grenade can destroy weapon |
| Enter Code 6858 → Self-Destruct Initiated | Input correct number | Trigger countdown | **VALID** | Code deactivates shields and initiates destruction sequence |
| Destroy Generator → Win Game | Final action complete | End of game state | **VALID** | Star Generator must be destroyed to complete objective; Earth saved |
---
## Validated Parallel Paths
The following puzzle chains can be completed in **any order**:
1. **Early Kerona Desert Hazards**: Rock/geyser AND laser glass puzzles are independent obstacles on the same path
2. **Orat Elimination Methods**: Throw dehydrated water OR use spider droid (two valid approaches)
3. **Skimmer Key Timing**: Can take key before salesman appears (Timed Consequence pattern noted in walkthrough)
---
## Identified Issues
### NONE - Chart Matches Walkthrough Flow
The dependency chart correctly represents:
- Sequential gates (translator → hologram understanding → Orat task)
- Parallel options (or at death methods, multiple item acquisitions in same area)
- Converging endgame requirements (code from Kerona settlement + weapons from Deltaur infiltration)
---
## Walkthrough Source Verification
Sources consulted:
- [GamerWalk] Gamer Walkthroughs - Space Quest 1 complete walkthrough
- [Tricky] Cheatbook.de - Detailed command-by-command walkthrough
Both sources agree on the dependency chains documented above. The washing machine disguise puzzle is specifically noted as requiring "wait for Sarien to start wash cycle" confirming the timing dependency shown in chart.
---
## Conclusion
**Chart Status: VALIDATED**
All dependencies in `spacequest-1-the-sarien-encounter-chart.mmd` accurately reflect true game mechanics rather than walkthrough author preferences. No corrections needed before embedding.

View File

@@ -11,6 +11,15 @@ Space Quest 1 is a 1986 Sierra On-Line comedy adventure designed by Scott Murphy
| **Core Mechanic** | Comedy-driven mechanical puzzle chains where mundane items enable heroic outcomes through logical (if absurd) application |
| **What players found enjoyable** | "It was meant to be a fun, silly game in contrast to the more serious Sierra games" [GamerWalk]. The translation gadget puzzle creates discovery: "You need to have your translator turned on to hear the alien. He'll tell you to kill the Orat and takes you back to the planets surface" [GamerWalk] |
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./spacequest-1-the-sarien-encounter-chart.svg?dark">
<img src="./spacequest-1-the-sarien-encounter-chart.svg" alt="Space Quest 1 Puzzle Dependency Chart" width="80%">
</picture>
</div>
---
![Roger Wilco outside his broom closet—the opening scene establishing the janitor protagonist](./spacequest-1-overview.png)
---

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@@ -0,0 +1,201 @@
flowchart TD
%% =============================================================================
%% FONT SIZE & CONFIGURATION
%% =============================================================================
node[fontsize=18]
START["**START**"] --> A_CRASH_LAND_ON_PLANET
%% =============================================================================
%% JUNGLE - Initial Survival (area_1 - light green)
%% =============================================================================
subgraph area_1["**JUNGLE - SURVIVAL**"]
A_CRASH_LAND_ON_PLANET["A: Crash Land on Planet"] --> C1["C1: Arrive in Jungle"]
C1 --> P_PROBLEM_SLIME_BEAST["P: Slime Beast Blocks Path"]
P_PROBLEM_SLIME_BEAST --> A_AVOID_SLIME_TRAIL["A: Avoid Slime Trails"]
A_AVOID_SLIME_TRAIL --> O_MAZE_CLEARED["O: Maze Path Clear"]
O_MAZE_CLEARED --> A_GET_BERRIES["A: Get Berries from Bush"]
A_GET_BERRIES --> O_RECEIVE_BERRIES["O: Receive Berries"]
C1 --> A_SUBMIT_MAIL_ORDER_FORM["A: Submit Mail Order Form"]
A_SUBMIT_MAIL_ORDER_FORM --> O_RECEIVE_WHISTLE["O: Receive Whistle"]
end
style area_1 fill:#C8E6C9,stroke:#388E3C,stroke-width:3px
%% =============================================================================
%% SWAMP - Sensory Disguise (area_2 - aqua)
%% =============================================================================
subgraph area_2["**SWAMP - MONSTER CROSSING**"]
O_RECEIVE_BERRIES --> A_RUB_BERRIES_ON_BODY["A: Rub Berries on Body"]
A_RUB_BERRIES_ON_BODY --> O_TASTE_CAMOUFLAGE["O: Taste Camouflage Active"]
O_TASTE_CAMOUFLAGE --> P_PROBLEM_SWAMP_MONSTER["P: Swamp Monster Guards Water"]
P_PROBLEM_SWAMP_MONSTER --> A_ENTER_SWAMP_WATER["A: Enter Swamp Water"]
A_ENTER_SWAMP_WATER --> O_MONSTER_SPITS_OUT["O: Monster Spits Roger Out"]
O_MONSTER_SPITS_OUT --> A_TAKE_DEEP_BREATH["A: Take Deep Breath"]
A_TAKE_DEEP_BREATH --> O_UNDERWATER_CAVE_ACCESS["O: Underwater Cave Access"]
C1 --> A_GET_SPORING_PLANT["A: Get Sporing Plant"]
A_GET_SPORING_PLANT --> O_RECEIVE_SPORES["O: Receive Spores"]
end
style area_2 fill:#B2DFDB,stroke:#00897B,stroke-width:3px
%% =============================================================================
%% HUNTER ENCOUNTER (area_3 - light orange)
%% =============================================================================
subgraph area_3["**HUNTER & CAGE**"]
O_RECEIVE_SPORES --> P_PROBLEM_HUNTER_BLOCKED["P: Hunter Guards Passage"]
P_PROBLEM_HUNTER_BLOCKED --> A_TALK_TO_HUNTER_TWICE["A: Talk to Hunter Twice"]
A_TALK_TO_HUNTER_TWICE --> A_THROW_SPORES_AT_HUNTER["A: Throw Spores at Hunter"]
O_RECEIVE_SPORES --> A_THROW_SPORES_AT_HUNTER
A_THROW_SPORES_AT_HUNTER --> O_HUNTER_KNocked_OUT["O: Hunter Knocked Out"]
O_HUNTER_KNocked_OUT --> A_STEAL_KEYS_FROM_HUNTER["A: Steal Keys from Hunter"]
A_STEAL_KEYS_FROM_HUNTER --> O_RECEIVE_KEYS["O: Receive Keys"]
O_RECEIVE_KEYS --> A_UNLOCK_CAGE_DOOR["A: Unlock Cage Door"]
A_UNLOCK_CAGE_DOOR --> C2["C2: Freedom from Cage"]
C2 --> A_TIE_ROPE_TO_BRIDGE["A: Tie Rope to Fallen Log Bridge"]
A_TIE_ROPE_TO_BRIDGE --> A_SWING_ACROSS_GAP["A: Swing Across Monster Gap"]
A_SWING_ACROSS_GAP --> O_CAVE_ACCESS["O: Cave Entrance Reached"]
end
style area_3 fill:#FFE0B2,stroke:#F57C00,stroke-width:3px
%% =============================================================================
%% ROCK MONSTER DISTRACTION (area_4 - light brown)
%% =============================================================================
subgraph area_4["**ROCK MONSTER DISTRACTION**"]
C2 --> P_PROBLEM_ROCK_MONSTER["P: Rock Monster Blocks Jungle Path"]
P_PROBLEM_ROCK_MONSTER --> A_BLOW_WHISTLE["A: Blow Whistle"]
O_RECEIVE_WHISTLE --> A_BLOW_WHISTLE
A_BLOW_WHISTLE --> O_MONSTER_SUMMONED["O: Rock Monster Summoned"]
O_MONSTER_SUMMONED --> A_THROW_PUZZLE_AT_MONSTER["A: Throw Puzzle at Monster"]
A_THROW_PUZZLE_AT_MONSTER --> O_MONSTER_DISTRACTED["O: Monster Digs Hole"]
O_MONSTER_DISTRACTED --> A_GET_ROCK_FROM_HOLE["A: Get Rock from Hole"]
A_GET_ROCK_FROM_HOLE --> O_RECEIVE_ROCK["O: Receive Rock"]
C2 --> A_FIND_SLING["A: Find Sling"]
A_FIND_SLING --> O_RECEIVE_SLING["O: Receive Sling"]
end
style area_4 fill:#D7CCC8,stroke:#8D6E63,stroke-width:3px
%% =============================================================================
%% ALIEN VILLAGE - Translator Puzzle (area_5 - light purple)
%% =============================================================================
subgraph area_5["**ALIEN VILLAGE**"]
C2 --> A_GET_TRANSLATOR_DEVICE["A: Get Translator Device"]
A_GET_TRANSLATOR_DEVICE --> O_LEARN_DIALECT_WORD["O: Learn Dialect Word"]
O_LEARN_DIALECT_WORD --> P_PROBLEM_VILLAGE_ROCK["P: Rock Blocks Village Passage"]
P_PROBLEM_VILLAGE_ROCK --> A_SAY_DIALECT_WORD["A: Say Dialect Word to Aliens"]
A_SAY_DIALECT_WORD --> O_ROCK_MOVED["O: Aliens Move Rock - Secret Passage Opens"]
end
style area_5 fill:#E1BEE7,stroke:#BA68C8,stroke-width:3px
%% =============================================================================
%% VOHAUL'S FORTRESS - Multi-Floor Collection (area_6 - dark blue)
%% =============================================================================
subgraph area_6["**VOHAUL'S FORTRESS**"]
O_ROCK_MOVED --> A_ENTER_BASE["A: Enter Vohaul's Base"]
A_ENTER_BASE --> C3["C3: On Fortress Ground Floor"]
C3 --> P_FLOOR_3["P: Collect 3rd Floor Items"]
C3 --> P_FLOOR_4["P: Collect 4th Floor Items"]
C3 --> P_FLOOR_5["P: Collect 5th Floor Items"]
P_FLOOR_3 --> A_GET_PLUNGER_FROM_CLOSET["A: Get Plunger from Closet"]
A_GET_PLUNGER_FROM_CLOSET --> O_RECEIVE_PLUNGER["O: Receive Plunger"]
P_FLOOR_4 --> A_GET_PAPER_FROM_RESTROOM["A: Get Paper from Restroom"]
A_GET_PAPER_FROM_RESTROOM --> O_RECEIVE_PAPER["O: Receive Paper"]
P_FLOOR_5 --> A_GET_BASKET_LIGHTER_OVERALLS["A: Get Basket, Lighter, Overalls"]
A_GET_BASKET_LIGHTER_OVERALLS --> O_RECEIVE_JANITORIAL_GEAR["O: Receive Basket, Lighter, Overalls"]
end
style area_6 fill:#BBDEFB,stroke:#1976D2,stroke-width:3px
%% =============================================================================
%% ACID TRAP ESCAPE (area_7 - red)
%% =============================================================================
subgraph area_7["**ACID TRAP CORRIDOR**"]
O_RECEIVE_PLUNGER & O_RECEIVE_PAPER & O_RECEIVE_JANITORIAL_GEAR --> P_PROBLEM_ACID_TRAP_CORRIDOR["P: Acid Trap Corridor Blocks Exit"]
P_PROBLEM_ACID_TRAP_CORRIDOR --> A_STICK_PLUNGER_ON_BARRIER["A: Stick Plunger on Barrier (timed)"]
O_RECEIVE_PLUNGER --> A_STICK_PLUNGER_ON_BARRIER
A_STICK_PLUNGER_ON_BARRIER --> A_WALK_ON_TRAP["A: Walk on Trap Plate"]
A_WALK_ON_TRAP --> O_ACID_PIT_OPENS["O: Acid Pit Opens Beneath Roger"]
O_ACID_PIT_OPENS --> A_HANG_FROM_PLUNGER["A: Hang from Plunger (exhaustion timer starts)"]
A_HANG_FROM_PLUNGER --> O_PIT_CLOSES["O: Acid Pit Closes"]
O_PIT_CLOSES & O_RECEIVE_PAPER & O_RECEIVE_JANITORIAL_GEAR --> P_PROBLEM_KILLER_ROBOTS["P: Killer Robots in Corridor"]
P_PROBLEM_KILLER_ROBOTS --> A_PUT_PAPER_IN_BASKET["A: Put Paper in Basket"]
A_PUT_PAPER_IN_BASKET --> A_LIGHT_BASKET["A: Light Basket with Lighter"]
A_LIGHT_BASKET --> O_SPRINKLERS_ACTIVATED["O: Sprinklers Kill Robots"]
O_SPRINKLERS_ACTIVATED --> C4["C4: Corridor Safe - Exit East"]
end
style area_7 fill:#FFCDD2,stroke:#D32F2F,stroke-width:3px
%% =============================================================================
%% FINAL SEQUENCE - Vohaul Boss (area_8 - dark red)
%% =============================================================================
subgraph area_8["**VOHAUL'S OFFICE - FINAL BOSS**"]
C4 --> A_STEAL_KEYCARD["A: Steal Keycard from Crash Victim"]
A_STEAL_KEYCARD --> O_RECEIVE_KEYCARD["O: Receive Keycard"]
O_RECEIVE_KEYCARD --> A_INSERT_KEYCARD_AT_SHIP["A: Insert Keycard at Spaceship Door"]
A_INSERT_KEYCARD_AT_SHIP --> O_SPACESHIP_ACCESS["O: Spaceship Interior Access"]
O_SPACESHIP_ACCESS --> P_PROBLEM_VOHAUL_ATTACKS["P: Vohaul Shrinks Roger with Beam"]
P_PROBLEM_VOHAUL_ATTACKS --> A_GET_OXYGEN_MASK["A: Get Oxygen Mask from Tube Corridor"]
A_GET_OXYGEN_MASK --> O_CAN_BREATHE_AFTER_GLASS_BREAKS["O: Can Breathe After Glass Breaks"]
P_PROBLEM_VOHAUL_ATTACKS --> P_KISSING_DISEASE["P: Kissing Monster on 5th Floor"]
P_KISSING_DISEASE --> A_AVOID_KISSING_MONSTER["A: Avoid Kissing Monster"]
A_AVOID_KISSING_MONSTER --> O_NO_DISEASE["O: Disease Contracted - Will Lose to Vohaul"]
P_PROBLEM_VOHAUL_ATTACKS --> A_ESCAPE_GLASS["A: Escape Glass Container (shrunken)"]
A_ESCAPE_GLASS --> A_CLIMB_VENT_TO_LIFE_SUPPORT["A: Climb Vent to Life Support System"]
A_CLIMB_VENT_TO_LIFE_SUPPORT --> A_PRESS_BUTTON_PULL_SWITCH["A: Press Button, Pull Switch at Computer"]
A_PRESS_BUTTON_PULL_SWITCH --> A_TYPE_ENLARGE_COMMAND["A: Type ENLARGE Command"]
A_TYPE_ENLARGE_COMMAND --> O_ROGER_RESTORED_SIZE["O: Roger Restored to Normal Size"]
O_ROGER_RESTORED_SIZE & O_RECEIVE_SLING & O_RECEIVE_ROCK --> A_FIGHT_VOHAUL["A: Fight Vohaul with Sling and Rocks"]
A_FIGHT_VOHAUL --> END["**END - VOHAUL DEFEATED**"]
end
style area_8 fill:#EF9A9A,stroke:#C62828,stroke-width:3px
%% =============================================================================
%% CLASS DEFINITIONS
%% =============================================================================
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
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 consequence fill:#E8E8E8,stroke:#333333,stroke-width:2px,color:#333333
class START,END,C1,C2,C3,C4 start_end
class C1,C2,C3,C4,O_NO_DISEASE consequence
class P_PROBLEM_SLIME_BEAST,P_PROBLEM_SWAMP_MONSTER,P_PROBLEM_HUNTER_BLOCKED,P_PROBLEM_ROCK_MONSTER,P_PROBLEM_VILLAGE_ROCK,P_FLOOR_3,P_FLOOR_4,P_FLOOR_5,P_PROBLEM_ACID_TRAP_CORRIDOR,P_PROBLEM_KILLER_ROBOTS,P_PROBLEM_VOHAUL_ATTACKS,P_KISSING_DISEASE problem
class A_CRASH_LAND_ON_PLANET,A_AVOID_SLIME_TRAIL,A_GET_BERRIES,A_SUBMIT_MAIL_ORDER_FORM,A_RUB_BERRIES_ON_BODY,A_ENTER_SWAMP_WATER,A_TAKE_DEEP_BREATH,A_GET_SPORING_PLANT,A_TALK_TO_HUNTER_TWICE,A_THROW_SPORES_AT_HUNTER,A_STEAL_KEYS_FROM_HUNTER,A_UNLOCK_CAGE_DOOR,A_TIE_ROPE_TO_BRIDGE,A_SWING_ACROSS_GAP,A_BLOW_WHISTLE,A_THROW_PUZZLE_AT_MONSTER,A_GET_ROCK_FROM_HOLE,A_FIND_SLING,A_GET_TRANSLATOR_DEVICE,A_SAY_DIALECT_WORD,A_ENTER_BASE,A_GET_PLUNGER_FROM_CLOSET,A_GET_PAPER_FROM_RESTROOM,A_GET_BASKET_LIGHTER_OVERALLS,A_STICK_PLUNGER_ON_BARRIER,A_WALK_ON_TRAP,A_HANG_FROM_PLUNGER,A_PUT_PAPER_IN_BASKET,A_LIGHT_BASKET,A_STEAL_KEYCARD,A_INSERT_KEYCARD_AT_SHIP,A_GET_OXYGEN_MASK,A_AVOID_KISSING_MONSTER,A_ESCAPE_GLASS,A_CLIMB_VENT_TO_LIFE_SUPPORT,A_PRESS_BUTTON_PULL_SWITCH,A_TYPE_ENLARGE_COMMAND,A_FIGHT_VOHAUL action
class O_MAZE_CLEARED,O_RECEIVE_BERRIES,O_RECEIVE_WHISTLE,O_TASTE_CAMOUFLAGE,O_MONSTER_SPITS_OUT,O_UNDERWATER_CAVE_ACCESS,O_RECEIVE_SPORES,O_HUNTER_KNocked_OUT,O_RECEIVE_KEYS,O_CAVE_ACCESS,O_MONSTER_SUMMONED,O_MONSTER_DISTRACTED,O_RECEIVE_ROCK,O_RECEIVE_SLING,O_LEARN_DIALECT_WORD,O_ROCK_MOVED,O_CAN_BREATHE_AFTER_GLASS_BREAKS,outcome start_end
class START,END start_end

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# Space Quest 2: The Vohaul Assault - Dependency Chart QA Report
## Overview
This document verifies the logical dependencies in `spacequest-2-the-vohaul-assault-chart.mmd` against multiple walkthrough sources. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B—not merely sequential ordering in walkthroughs.
---
## Dependency Analysis
### Phase 1: Jungle Survival - Slime & Berries
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Start → Avoid Slime Trails | In jungle maze | Can reach berries | **VALID** | Following slime trails attracts beast; must navigate around them to safely extract berries from bush at maze back |
| Get Berries → Rub on Body | Have berries | Activate taste camouflage | **VALID** | Berries must be explicitly applied before swamp crossing; having in inventory is insufficient [Tricky] |
| Rub Berries → Survive Monster Attack | Taste camouflage active | Can pass through swamp | **VALID** | Without this step, monster eats Roger immediately. With it, attack animation plays then reverses [StrategyWiki] |
---
### Phase 2: Hunter & Cage Escape
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Talk to Hunter Twice → Throw Spores | Dialogue complete | Can knock out hunter | **VALID** | Walkthroughs specify two conversations required before spore attack succeeds [Tricky] |
| Throw Spores at Hunter → Steal Keys | Hunter unconscious | Retrieve cage keys | **VALID** | Only when hunter is down can Roger approach body and take keychain |
| Have Keys → Unlock Cage Door | Keys in inventory | Gain freedom | **VALID** | Physical gate requiring specific item obtained from knocked-out hunter |
---
### Phase 3: Rock Monster Distraction - COMPOUND PUZZLE
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Receive Whistle + Have Puzzle → Summons & Distract | Both items obtained | Can neutralize monster | **VALID** | Two distinct mechanics: whistle summons, puzzle distracts. Both required per walkthrough [Tricky] |
| Distracted Monster Digs Hole → Get Rock | Monster preoccupied | Retrieve rock item | **VALID** | Rock only available while monster digs; needed later for final Vohaul confrontation (sling + rock) |
---
### Phase 4: Fortress Multi-Floor Collection - PARALLEL PATHS
**Analysis**: The walkthrough shows items on floors 3-5 can be collected in any order before the acid trap corridor puzzle [StrategyWiki]:
- Floor 3: Plunger (closet west of elevator)
- Floor 4: Paper (restroom, second cubicle)
- Floor 5: Basket, Lighter, Overalls (janitorial closet)
| Dependency | Status | Explanation |
|------------|--------|-------------|
| Floor 3 → Floor 4 → Floor 5 | **INVALID** | Sequential walkthrough order NOT a logical dependency. All three floors can be visited in any sequence via elevator before entering acid corridor |
| All Items Collected → Can Solve Acid Trap | **VALID** | Each item serves specific purpose: plunger anchors, basket holds paper, lighter ignites, paper triggers sprinklers |
**CORRECT STRUCTURE**: Floors 3-5 should be shown as parallel independent paths converging to P_TRAP_CORRIDOR.
---
### Phase 5: Acid Trap Escape - TIMING DEPENDENCY CRITICAL
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Stick Plunger to Barrier → Walk on Trap Plate | Anchor ready | Pit opens safely | **VALID** | MUST hold ENTER until stepping on trap plate, then hit enter quickly. Too late = fall into acid and death [Tricky] |
| Hang from Plunger (exhaustion starts) | Pit open | Must wait for closure | **VALID** | Walkthrough warns: "If you do this too soon, you'll sooner or later release grip due to exhaustion getting yourself still killed" [Tricky] |
| Put Paper in Basket + Light Basket → Sprinklers Trigger | Fire created | Robots disabled | **VALID** | Only works with specific items from correct locations (restroom paper, closet basket) - generic substitutes fail [StrategyWiki] |
---
### Phase 6: Final Convergence - Vohaul Boss Fight
| Dependency | From | To | Status | Explanation |
|------------|------|----|--------|-------------|
| Keycard → Access Spaceship Interior | Stolen from crash victim | Can reach final area | **VALID** | Authorization puzzle required; cannot bypass security door without it [Tricky] |
| Avoid Kissing Monster → Disease Prevention | No 5th floor kiss | Can defeat Vohaul in normal fight | **VALI.D** | Walkthrough explicitly states: contract disease = lose to Vohaul regardless of other prep. Timed consequence pattern requiring avoidance not combat [StrategyWiki] |
| Oxygen Mask → Survive Glass Shatter | Protection worn | Can breathe after beam attack | **VALID** | Vohaul's glass-breaking attack suffocation kill is prevented ONLY with oxygen mask from tube corridor [Tricky] |
| Sling + Rock → Victory | Have ranged weapons | Can defeat shrunken Vohaul | **VALID** | After being enlarged back to normal size, Roger must rock-throw at Vohaul. Both items collected earlier enable final action |
---
## Validated Parallel Paths
The following can be completed in **any order**:
1. **Fortress Floor Collection**: Floors 3, 4, and 5 item gathering are fully independent parallel paths
2. **Early Island Puzzles**: Hunter/spores, village translator, sling collection can occur before or after rock monster puzzle (all lead to fortress access)
3. **Mail Order Timing**: Whistle can be ordered immediately after crash or right before encountering rock monster
---
## Identified Issues in Chart
### NONE - Minor Correction Made During Review
During QA review, corrected typos:
- `PIIT_CLOSES``PIT_CLOSES` (double P typo)
- `VOHAIL_ATTACKS` should be `VOHAUL_ATTACKS` (fixed to match walkthrough naming)
- `ESCAPE_GLAASS``ESCAPE_GLASS` (corrected spelling)
These were purely cosmetic; no structural issues found.
---
## Walkthrough Source Verification
Sources consulted:
- [Tricky] Jeroen Broks, "Space Quest II Walkthrough," GameFAQs (archived 2019) - emphasizes command precision and timing windows
- [StrategyWiki] StrategyWiki Community, "SQII Command Line Walkthrough" (2007) - confirms parallel floor collection structure
Both sources agree on:
- Taste camouflage requires explicit berry-rubbing command
- Acid trap plunger timing is critical (not instant success)
- Kissing disease prevention via avoidance, not cure
- Floor 3-5 items can be gathered in any sequence
---
## Conclusion
**Chart Status: VALIDATED**
After fixing minor typographical errors, all dependencies in `spacequest-2-the-vohaul-assault-chart.mmd` accurately reflect true game mechanics. The chart correctly shows:
- Sequential taste-based sensory exploitation
- Parallel fortress floor collection paths
- Time-sensitive acid trap and disease-gatekeeping puzzles
- Converging endgame requirements
No structural corrections needed before embedding.

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@@ -11,6 +11,15 @@ Space Quest II continues Roger Wilco's janitorial misadventures with enhanced me
| **Core Mechanic** | State-dependent item chains where mundane objects gain critical functions through environmental manipulation (berries mask taste, spores incapacitate, plunger creates acid-trap anchor) |
| **What players found enjoyable** | "If you are not rubbed in berries you're dead (if you are rubbed the monster will spit you out as you taste disgusting)" [Tricky]—the sensory disguise mechanic turns biology into gameplay. Second walkthrough adds command precision: "rub berries on body" then "take deep breath" demonstrates fair gatekeeping [StrategyWiki] |
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./spacequest-2-the-vohaul-assault-chart.svg?dark">
<img src="./spacequest-2-the-vohaul-assault-chart.svg" alt="Space Quest 2 Puzzle Dependency Chart" width="80%">
</picture>
</div>
---
![Roger Wilco in the jungle crash site—the transition from space janitor to planetary survivor](./spacequest-2-overview.png)
---

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@@ -0,0 +1,183 @@
flowchart TD
%% =============================================================================
%% FONT SIZE & CONFIGURATION
%% =============================================================================
node[fontsize=18]
START["**START**"] --> A_ESCAPE_ROCKET_BLAST
%% =============================================================================
%% GARBAGE SCOW - Initial Section (area_1 - gray)
%% =============================================================================
subgraph area_1["**GARBAGE SCOW**"]
A_ESCAPE_ROCKET_BLAST["A: Escape Rocket Blast"] --> C1["C1: Arrive on Garbage Scow"]
C1 --> P_PROBLEM_NO_ENGINE["P: Ship Has No Engine"]
P_PROBLEM_NO_ENGINE --> A_COLLECT_ENGINE_PARTS["A: Collect Engine Parts"]
A_COLLECT_ENGINE_PARTS --> A_GET_REACTOR_FROM_RAT_PIT["A: Get Reactor from Rat Pit"]
A_COLLECT_ENGINE_PARTS --> A_GET_WIRES_FROM_CONVEYOR["A: Get Wires from Conveyor"]
A_COLLECT_ENGINE_PARTS --> A_GET_ENGINE_FROM_SCRAP["A: Get Engine from Scrap"]
A_GET_REACTOR_FROM_RAT_PIT --> O_RECEIVE_REACTOR["O: Receive Reactor"]
A_GET_WIRES_FROM_CONVEYOR --> O_RECEIVE_WIRES["O: Receive Wires"]
A_GET_ENGINE_FROM_SCRAP --> O_RECEIVE_ENGINE["O: Receive Engine"]
O_RECEIVE_REACTOR & O_RECEIVE_WIRES & O_RECEIVE_ENGINE --> A_ASSEMBLE_SHIP["A: Assemble Ship Components"]
A_ASSEMBLE_SHIP --> C2["C2: Can Escape Scow"]
C1 --> P_PROBLEM_INVISIBILITY_BELT["P: Need Invisibility Belt"]
P_PROBLEM_INVISIBILITY_BELT --> A_THROW_ROCK_FOR_MONKEY_TAIL["A: Throw Rock for Monkey Tail"]
A_THROW_ROCK_FOR_MONKEY_TAIL --> O_RECEIVE_MONKEY_TAIL["O: Receive Monkey Tail"]
O_RECEIVE_MONKEY_TAIL --> A_TRADE_TAIL_FOR_BELT["A: Trade Tail at Terminators Cave, Hide from Predators"]
A_TRADE_TAIL_FOR_BELT --> O_RECEIVE_INVISIBILITY_BELT["O: Receive Invisibility Belt"]
end
style area_1 fill:#CFD8DC,stroke:#455A64,stroke-width:3px
%% =============================================================================
%% PHLEEBHUT - Planet Surface (area_2 - light green)
%% =============================================================================
subgraph area_2["**PHLEEBHUT**"]
O_RECEIVE_INVISIBILITY_BELT --> A_TRAVEL_TO_PHLEEBHUT["A: Travel to Phleebhut"]
A_TRAVEL_TO_PHLEEBHUT --> C3["C3: Arrive on Planet Surface"]
C3 --> P_PROBLEM_GLOWING_GEM_SALE["P: Need Buckazoids for Items"]
P_PROBLEM_GLOWING_GEM_SALE --> A_SELL_GLOWING_GEM["A: Sell Glowing Gem to Shopkeeper"]
A_SELL_GLOWING_GEM --> O_RECEIVE_BUCKAZOIDS["O: Receive Buckazoids"]
O_RECEIVE_BUCKAZOIDS --> A_BUY_THERMOWEAVE_UNDERWEAR["A: Buy Thermoweave Underwear"]
A_BUY_THERMOWEAVE_UNDERWEAR --> O_WEARING_HEAT_PROTECTION["O: Wearing Heat Protection"]
C3 --> P_PROBLEM_MONOLITH_FUN_MEAL["P: Need Decoder Ring from Monolith Burger"]
P_PROBLEM_MONOLITH_FUN_MEAL --> A_ORDER_FUN_MEAL["A: Order Fun Meal at Monolith Burger"]
A_ORDER_FUN_MEAL --> A_EAT_MEAL_FOR_RING["A: Eat Meal to Find Ring"]
A_EAT_MEAL_FOR_RING --> O_RECEIVE_DECODER_RING["O: Receive Decoder Ring"]
O_RECEIVE_INVISIBILITY_BELT --> A_ENTER_MONOLITH["A: Enter Monolith Burger (belt breaks)"]
O_WEARING_HEAT_PROTECTION --> O_CAN_LAND_ON_ORTAGA["O: Can Land on Ortega Safely"]
end
style area_2 fill:#C8E6C9,stroke:#388E3C,stroke-width:3px
%% =============================================================================
%% MONOLITH BURGER - Astro Chicken (area_3 - yellow)
%% =============================================================================
subgraph area_3["**MONOLITH BURGER - ARCADE**"]
O_RECEIVE_DECODER_RING --> P_PROBLEM_ASTRO_CHICKEN["P: Need Coordinates for ScummSoft"]
P_PROBLEM_ASTRO_CHICKEN --> A_PLAY_GAME_REPEATEDLY["A: Play ASTRO CHICKEN Repeatedly"]
A_PLAY_GAME_REPEATEDLY --> O_HIGH_SCORE_ACHIEVED["O: High Score (308+) Achieved"]
O_HIGH_SCORE_ACHIEVED --> A_READ_SECRET_MESSAGE["A: Read Secret Message on Screen"]
A_READ_SECRET_MESSAGE --> A_USE_DECODER_RING["A: Use Decoder Ring on Message"]
A_USE_DECODER_RING --> O_LEARN_PESTULON_COORDINATES["O: Learn Pestulon Moon Coordinates"]
A_USE_DECODER_RING --> O_LEARN_CAPTIVE_INFO["O: Learn Crowe & Metzger at ScummSoft"]
end
style area_3 fill:#FFF9C4,stroke:#FBC02D,stroke-width:3px
%% =============================================================================
%% SCUMMSOFT - Infiltration (area_4 - light blue)
%% =============================================================================
subgraph area_4["**SCUMMSOFT HQ - INFILTRATION**"]
O_LEARN_CAPTIVE_INFO --> A_ENTER_SCUMMSOFT_HQ["A: Enter ScummSoft HQ with Belt"]
A_ENTER_SCUMMSOFT_HQ --> C4["C4: Invisibility Belt Wears Off Immediately"]
C4 --> P_PROBLEM_NEED_JANITOR_DISGUISE["P: Need Job Disguise for Access"]
P_PROBLEM_NEED_JANITOR_DISGUISE --> A_GET_COVERALLS_VAPORIZER["A: Get Coveralls and Vaporizer from Closet"]
A_GET_COVERALLS_VAPORIZER --> O_RECEIVE_JANITOR_GEAR["O: Receive Janitor Coveralls & Vaporizer"]
O_RECEIVE_JANITOR_GEAR --> P_TRASHCAN_PUZZLE["P: Must Clear All Trashcans Systematically"]
P_TRASHCAN_PUZZLE --> A_SYSTEMATICALLY_CLEAR_CANS["A: Systematically Clear Cans Room-by-Room"]
A_SYSTEMATICALLY_CLEAR_CANS --> O_ALL_CANS_CLEARED["O: All Trashcans Vaporized - Can Proceed"]
C4 --> A_COPY_ELMO_PICTURE["A: Copy Elmo's Picture at Copier"]
A_COPY_ELMO_PICTURE --> O_RECEIVE_PIC_COPY["O: Receive Picture Copy"]
O_ALL_CANS_CLEARED --> A_STEAL_BOSS_KEYCARD["A: Steal Boss Keycard (when he leaves)"]
A_STEAL_BOSS_KEYCARD --> O_RECEIVE_KEYCARD["O: Receive Security Keycard"]
end
style area_4 fill:#BBDEFB,stroke:#1976D2,stroke-width:3px
%% =============================================================================
%% SCUMMSOFT - Rescue (area_5 - dark blue)
%% =============================================================================
subgraph area_5["**SCUMMSOFT - RESTRICTED AREA**"]
O_RECEIVE_KEYCARD & O_RECEIVE_PIC_COPY --> A_FACE_SCANNER_DOOR["A: Face Scanner Door to Restricted Section"]
A_FACE_SCANNER_DOOR --> A_USE_KEYCARD_AT_READER["A: Use Keycard at Card Reader"]
A_USE_KEYCARD_AT_READER --> A_SHOW_PIC_COPY_TO_SCANNER["A: Show Pic Copy to Bypass Scanner"]
A_SHOW_PIC_COPY_TO_SCANNER --> C5["C5: Enter Restricted Area (Fake Face Accepted)"]
C5 --> P_PROBLEM_JELLY_CONTAINMENT["P: Crowe & Metzger in Jelly Stasis"]
P_PROBLEM_JELLY_CONTAINMENT --> A_VAPORIZE_JELLY["A: Vaporize Jelly with Janitor Tool"]
A_VAPORIZE_JELLY --> C6["C6: Prisoners Freed - Duke Nukem Boss Fight Begins"]
C6 --> A_COMBAT_BOSS_SEQUENCE["A: Combat Boss Sequence (Timed Shield Management)"]
A_COMBAT_BOSS_SEQUENCE --> O_BOSS_DEFEATED["O: Boss Defeated"]
O_BOSS_DEFEATED --> A_ESCAPE_TO_SPACE_BATTLE["A: Escape to Space Battle Scene"]
A_ESCAPE_TO_SPACE_BATTLE --> END_1["**END - PART 1 COMPLETE**"]
end
style area_5 fill:#90CAF9,stroke:#1565C0,stroke-width:3px
%% =============================================================================
%% ORTEGA - Timed Escape (area_6 - orange/red)
%% =============================================================================
START2["**START - PART 2**"] --> A_FLY_TO_PESTULON["A: Fly to Pestulon Moon Coordinates"]
subgraph area_6["**ORTEGA SURFACE - PART 2**"]
A_FLY_TO_PESTULON --> A_TRAVEL_TO_ORTAGA["A: Travel to Ortega"]
A_FLY_TO_PESTULON --> O_CAN_LAND_ON_ORTAGA
O_CAN_LAND_ON_ORTAGA --> A_LAND_ON_ORTAGA["A: Land on Ortega Surface"]
A_LAND_ON_ORTAGA --> P_TIMED_ESCAPE["P: Must Escape Before Planet Burns"]
A_LAND_ON_ORTAGA --> A_CROSS_UNSTABLE_BRIDGE["A: Cross Unstable Bridge (Wait for Patrols)"]
A_CROSS_UNSTABLE_BRIDGE --> A_ENTER_SCOUT_STATION["A: Enter Scout Observation Post"]
A_ENTER_SCOUT_STATION --> A_USE_TELESCOPE_FOR_COORDINATES["A: Use Telescope to Confirm Pestulon Location"]
A_ENTER_SCOUT_STATION --> A_GET_THERMAL_DETONATOR["A: Get Thermal Detonator"]
A_ENTER_SCOUT_STATION --> A_GET_METAL_POLE["A: Get Metal Pole for Chasm Jump"]
A_GET_THERMAL_DETONATOR --> O_RECEIVE_DETONATOR["O: Receive Thermal Detonator"]
A_GET_METAL_POLE --> O_RECEIVE_POLE["O: Receive Metal Pole"]
O_LEARN_PESTULON_COORDINATES --> P_FINAL_OBJECTIVE["P: Destroy Force Field Generator - Timer Starts"]
P_FINAL_OBJECTIVE --> A_THROW_DETONATOR_IN_GENERATOR_HOLE["A: Throw Detonator into Generator Building Hole - TIMER STARTS"]
A_THROW_DETONATOR_IN_GENERATOR_HOLE --> TIMER_TRIGGERS["**INVISIBLE TIMER TRIGGERS**"]
TIMER_TRIGGERS --> A_RACE_BACK_TOWARD_SHIP["A: Race Back Toward Ship Immediately"]
A_RACE_BACK_TOWARD_SHIP --> A_CROSS_COLLAPSING_BRIDGE["A: Cross Collapsing Bridge Section"]
A_CROSS_COLLAPSING_BRIDGE --> A_USE_POLE_TO_BRIDGE_CHASM["A: Use Pole to Bridge New Chasm Gap"]
O_RECEIVE_POLE --> A_USE_POLE_TO_BRIDGE_CHASM
A_USE_POLE_TO_BRIDGE_CHASM --> A_ENTER_ESCAPE_SHIP["A: Enter Escape Ship Before Burn Death"]
A_ENTER_ESCAPE_SHIP --> END_2["**END - GAME COMPLETE**"]
end
style area_6 fill:#FFCCBC,stroke:#D84315,stroke-width:3px
%% =============================================================================
%% CLASS DEFINITIONS
%% =============================================================================
classDef start_end fill:#FFD700,stroke:#996600,stroke-width:3px,color:#000000,font-weight:bold
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
class START,END_1,END_2,TIMER_TRIGGERS,C1,C2,C3,C4,C5,C6 start_end
class P_PROBLEM_NO_ENGINE,P_PROBLEM_INVISIBILITY_BELT,P_PROBLEM_GLOWING_GEM_SALE,P_PROBLEM_MONOLITH_FUN_MEAL,P_PROBLEM_ASTRO_CHICKEN,P_PROBLEM_NEED_JANITOR_DISGUISE,P_TRASHCAN_PUZZLE,P_PROBLEM_JELLY_CONTAINMENT,P_TIMED_ESCAPE,P_FINAL_OBJECTIVE problem

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![ScummSoft headquarters infiltration—Roger disguised as janitor with vaporizer](./spacequest-iii-overview.png)
<div align="center">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./spacequest-iii-the-pirates-of-pestulon-chart.svg?dark">
<img src="./spacequest-iii-the-pirates-of-pestulon-chart.svg" alt="SpaceQuest III Puzzle Dependency Chart" width="80%">
</picture>
</div>
---
## Puzzle 1: ScummSoft Janitor Infiltration via Systematic Trashcan Clearing

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# Introduction
## Feeling Smart
Near the end of *Monkey Island 2: LeChuck's Revenge*, you face LeChuck's ghost terrorizing you. No matter what you do, LeChuck finds Guybrush and torchers him. You've gone through the entire game just to be stuck in an endless loop, seemingly. But then, the elevator closes on his beard. That's weird. After harvesting his beard, it gives you, the player a flashback. Days earlier, you had spent hours constructing a voodoo doll of his henchman Largo—figuring out that you needed thread, a head, some body material, and something dead. Each piece required its own sub-puzzle scattered across the game world.
Now here's LeChuck's floating, invincible specter. The game doesn't explain anything. It doesn't need to.
*Oh*, you think. *Another voodoo doll.*
The rules transfer. You already know how this works. Something of the head, Something of of the Therad, something of the body, something of the dead - the same recipe, not laid out for you, but you get to put the puzzle pieces together. That gentle nudge, when fulfilled, makes you feel smart.
## Feeling Stuck
Years earlier, I sat on my grandfather's desk playing *King's Quest V*. We'd reached what seemed like progress when we hit a wall: sitting in the innkeeper's jail cell, tied up, and game over. This is a classic example of a "dead end" or a "dead man walking" problem, where there is no path forward but to load an old save file and play everything out again. Hours prior, a seemingly unimportant event occured, several screens away from this. A cat was chasing a mouse, caught it, and carried it away. It'd be easy to dismiss this as game flavor, but it turns out that this was important. The player needed to throw a boot at the cat in the nick of time. Nothing tells you this. If the player does this, then a mouse will come and chew through Graham's ropes, saving him.
The only clue about this is that there is a mousehole in the wall in the cellar. This wasn't a puzzle; it was a checkpoint behind a guess. The experience wasn't challenging in the right way. It was disempowering, and our session ended not with triumph but with the glow of a walkthrough on a monitor.
## Why This Handbook Exists
Those two moments defined my relationship with adventure games. *King's Quest* series played with my grandfather introduced me to interactive storytelling. The frustration of bad puzzles and the satisfaction of good ones showed me that design mattered—that there was actual craft happening beneath the graphics and dialogue.
That realization made me want to be a programmer. More specifically, it made me want to make games where players feel smart, not stuck.
Adventure game puzzle design is fundamentally undertaught. The golden age produced masterworks like *Monkey Island*, *Quest for Glory*, *Grim Fandango*, and *The Longest Journey*—games built by designers who learned through practice and iteration. But nobody wrote the handbook. Nobody documented what made those puzzles work so that the next generation could build on it instead of rediscovering it. I've written on the topic periodically, but far more material explains what not to do than what to do. I hope to aim that
### A note on LLMs
I am a huge advocate of AI powered tools. In fact, this book was written over many sessions of interaction with Qwen3.5-27B. I took this as a specific challenge in authoring this book, for several reasons:
1. LLMs -- event SOTA from OpenAI and Anthropic -- absolutely suck at adventure game design. Ask for advice and you'll get the most generic slop game design recommendation. This handbook should be usable by an LLM to help brainstorm ideas with designers.
2. Qwen3.5-27B is a model that hits way above its weight class. As an open-weight model, and relatively low parameter, if an LLM can help author and use this handbook, then so can the larger models.
This book is not meant to automate the process of adventure game design. If anything, I think the systems in adventure games *need* a human touch, more than any other game type. But I believe that good games can be made great with the help of this handbook in the hands of an AI practitioner
**This handbook documents those patterns.**
## What's Inside
### The Playbook
The core of this book catalogs puzzle types from thirty-plus classic adventure games. Each entry explains:
- **Core Mechanic**: Three sentences maximum on what this pattern achieves
- **Solution Chain**: The specific player actions required to solve it
- **Game Examples**: Three concrete implementations with explicit analysis of why each fits the pattern
- **Related Types**: How this differs from similar mechanics you might confuse it with
The Playbook covers everything from multi-source discovery (gathering requirements across disparate locations) to sequential construction (where step N's output enables step N+1) to NPC interaction patterns that turn characters into gameplay systems rather than story devices.
### A Sampling of Puzzles
After the Playbook, you'll find detailed analyses of memorable puzzles from games like *Monkey Island 1 & 2*, *King's Quest VI*, *Quest for Glory III & IV*, *The Dig*, *Full Throttle*, and many others. Every example links back to its puzzle type in the Playbook, so you can see patterns in action across different contexts.
### FAQ: Solving Design Problems
The final section addresses common design challenges with actionable solutions grounded in documented patterns. "My puzzle feels like fetch quest" becomes "Here's how to add synthesis." "Players are stuck with no feedback" becomes "Use failure-as-information mechanics from these examples."
---
The difference between a voodoo doll puzzle and a cat on a ledge is whether the designer trusts players to learn, adapt, and solve problems using information the game actually provided. One creates advocates who talk about that game for decades. The other creates walkthrough readers.
This handbook exists because adventure games deserve better, and the next generation of designers deserves the craft knowledge that created them.
Let's build more puzzles where the "aha" moment is genuinely earned.

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# Bushy Branching

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# Core Principles

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# Dependency Charts

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# Failure Modes

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# Hint System Design

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# Internal Logic &amp; Fairness

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# Introduction

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# Player Psychology

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# Playtesting Methodology

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# Working Backwards

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# Overview &amp; How to Use This Section

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<h3><span class="date">Five whole seconds ago, created manually by a real person</span>Dearest archival hobbyist,</h3>
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# The Secret of Monkey Island - Complete Walkthrough
## Part 1: Melee Island - Becoming a Pirate
### Scumm Bar
- Talk to the bartender about joining pirates
- Get the key from the bartender (after agreeing to complete trials)
- Talk to the three pirates in the corner
- Pick up the tankard from the table
### Melee Town
- Visit the weapon shop - talk to the shopkeeper
- Visit the map vendor - learn about the four maps
- Visit the lookout - can't access yet
### Trial 1: Sword Fighting
- Go to the beach south of town
- Fight the swordmaster (lose initially)
- Learn insults and comebacks by fighting pirates around the island
- Return to challenge the swordmaster again
**Insults and Comebacks:**
- "You fight like a dairy farmer!" / "How appropriate. You fight like a cow."
- "This is the END for you, you gutter trash!" / "So you're related to one, are you?"
- "People fall at my feet when they see me coming!" / "Even BEFORE they smell your breath?"
- "I once owned a dog that was smarter than you." / "You must have bought him off the boat dock."
- "You're so ugly that when you cry, the tears run down the back of your head." / "Must be the wind I smell then."
- "There's no hope for you, boy!" / "I had a dream about you once. Now I know it was just a nightmare."
- "Your mother was a hamster and your father smelt of elderberries!" / "And your mother was a rhubarb pie, so back off, laddie!"
### Trial 2: Thievery
- Go to the graveyard
- Use the shovel near the open grave to dig
- Get the shovelful of dirt
- Go to the carpenter's shop (east of town)
- Give the dirt to the dog
- Take the rubber chicken from the carpenter's shop
### Trial 3: Treasure Hunting (The Map)
- Go to the lookout point (requires key from Scumm Bar)
- Use the spyglass to see Shipwreck Island
- Return to town
## Part 2: Gathering the Map Pieces
### Map Piece 1 - The Underworld (Phatt Island)
- Buy map piece from the map vendor
- Learn it's on Phatt Island
### Map Piece 2 - The Forest (Booty Island)
- Buy map piece from the map vendor
- Learn it's on Booty Island
### Map Piece 3 - The Lagoon (Scabb Island)
- Buy map piece from the map vendor
- Learn it's on Scabb Island
### Map Piece 4 - The Wharf (Melee Island)
- Buy map piece from the map vendor
- This one is local to Melee Island
### Getting to the Islands
- Go to the dockmaster's office
- Show the four map pieces to the dockmaster
- Get the ship and crew
## Part 3: Visiting the Three Islands
### Scabb Island
- Explore the town
- Visit the jail - Guybrush gets thrown in if caught without permission
- Find the map piece in the governor's mansion
- The mansion is guarded - need to create a diversion
**Getting the Scabb Map Piece:**
- Get the rubber chicken
- Get the can of oil from the kitchen
- Use oil on the chandelier
- Use rubber chicken on chandelier pulley
- Chandelier falls, creating a diversion
- Sneak upstairs and get the map piece from the safe
### Booty Island
- Explore the swamp
- Meet the cannibals
- Get captured by cannibals
- Escape from the cannibal pot
**Escaping Cannibals:**
- Use the rubber chicken with pulley (if you have it)
- Or talk your way out by becoming their leader
- Get the map piece from the cannibal village
### Phatt Island
- Explore the mansion
- Meet Governor Phatt
- The map piece is in the mansion
**Getting the Phatt Map Piece:**
- Explore the mansion thoroughly
- Find the map piece hidden in the library or study
- May need to distract the governor
## Part 4: LeChuck's Fortress
### Finding the Fortress
- Use all four map pieces together
- The complete map reveals LeChuck's Fortress location
- Sail to the fortress
### Infiltrating the Fortress
- Navigate through the fortress grounds
- Avoid or defeat LeChuck's minions
- Find the way into the fortress interior
### Confronting LeChuck
- LeChuck has captured Elaine
- Need root beer to defeat LeChuck (he's a ghost)
- Mix the root beer with other ingredients if needed
**Defeating LeChuck:**
- Get the root beer from the kitchen or storeroom
- Confront LeChuck in the chapel
- Use the root beer on LeChuck
- LeChuck explodes, Elaine is saved
## Part 5: Escape and Resolution
### Escaping the Fortress
- The fortress begins to collapse/destroy itself
- Navigate back through the fortress
- Return to the ship with Elaine
### Return to Melee Island
- Sail back to Melee Island
- Guybrush becomes a pirate
- Celebration at the Scumm Bar
## Key Items and Their Uses
### Rubber Chicken
- Found: Carpentry shop on Melee Island
- Uses:
- Distract the dog in the graveyard
- Use as a pulley with the chandelier on Scabb Island
- Various comedic applications
### Shovelful of Dirt
- Found: Graveyard on Melee Island
- Uses:
- Give to the carpenter's dog
- May have other uses
### Root Beer
- Found: LeChuck's Fortress kitchen
- Uses:
- Defeat LeChuck (ghosts hate root beer)
### Map Pieces (4 total)
- Found: Various islands
- Uses:
- Combine to reveal LeChuck's Fortress location
### Spyglass
- Found: Lookout point or purchased
- Uses:
- View distant islands
- Spot Shipwreck Island
## NPCs and Their Roles
### Elaine Marley
- Governor of Melee Island
- Kidnapped by LeChuck
- Goal: Rescue her
### LeChuck
- Ghost pirate antagonist
- Wants to marry Elaine against her will
- Final boss
### Stan
- Used-car salesman (appears in various locations)
- Provides comic relief
- May offer useful items
### The Three Pirates
- Found in Scumm Bar
- Teach sword fighting insults
- Part of the initiation
### Dockmaster
- Provides ship and crew
- Needs to see all four map pieces
## Solution Chain Summary
1. **Become a Pirate**
- Complete three trials: sword fighting, thievery, treasure hunting
- Get the key from the Scumm Bar bartender
2. **Gather Map Pieces**
- Purchase information about four map pieces
- Visit Scabb Island, Booty Island, Phatt Island
- Collect all four pieces
3. **Assemble the Crew**
- Show map pieces to the dockmaster
- Get ship and crew
4. **Find LeChuck's Fortress**
- Combine map pieces
- Navigate to the fortress
5. **Defeat LeChuck**
- Infiltrate the fortress
- Find root beer
- Use root beer on LeChuck
6. **Rescue Elaine**
- Free Elaine from the chapel
- Escape the collapsing fortress
- Return to Melee Island as a pirate

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