MAP -- Using just a [hill]___ minimum number | \__ [loft] of rooms here. ===|=== \__ ^ ====== | ===== \__ |-(up) N ================= | =======\ | | [path]----------------[house]------------[barn] W--+--E ================= | =======/ | | ====== | ===== __/ |-(down) S 7 locations ===\=== __/ V all totalled. | __/ [cellar] [orchard]_/ Note: ======= represents fence. ACTIONS -- The gate north of the house is broken (player doesn't need a key). The gate south of the house works (player will need a key to pass). The old woman will point to wherever the girl is -- north, east, south. The key to the southern gate is on the ground by the northern gate. There is also one in a cabinet behind a barrel (cask) in the barn. Inside the barrel is a red liquid. Can cut it open to make a slow leak. Can dip the white cloth in it, to create a red cloth (optional solution). A wagon is on the hill, but it is turned over on one side and won't move. The wagon is missing a wheel. Player must find wheel to put it back on. A bull is on the hill, and seems upset because there is no grain. Player must find the harness and put it on the bull, while the bull eats. First, there must be grain in the trough (otherwise, bull doesn't allow). Find a bag of grain inside the barn, inside a large bin (look in bin). After harness is on, tie thick rope to harness and to the wagon. If wagon wheel is on and bull is tied up, can turn the wagon back over. Hit the bull, kick it, or something (clue is that bull needs prodding). Possibly for the PETA-conscious, we can maybe have a red cape to wave. Allow player to smack the bull even before it's attached, for realism. It'll run over to one side, but it will come right back after a moment. But, you can't get close enough *if* the bull isn't eating. It charges! Bull runs southeast. Rope comes loose from wagon. It blocks north barn. Only way to corner her is in the barn. Must block 2 exits before entering. Then, block the third exit with beam (west) before she has a chance to run. The thick rope (for bull harness) comes from locked cellar door. Cut it with sword, to (a) get the thick rope and (b) get into the cellar. The wagon wheel is in the cellar. If you get it, you can't go back up. You have to drop it. But, you can tie the rope, climb up, and then pull. Can't go up or down when carrying (rolling) the wheel. Must drop it first. The cattle harness can be found easily, in the gear/tackle on barn wall. A latch to drop the loft's ladder is too high. Throw apple to hit it. Or, you can go up into the loft by climbing the wagon, after it's moved. West door of the barn is a double door with upturned half-loop handles. The door opens inward. Must bar the door with a heavy beam (from loft). Can throw it down, push it off the edge, or tie rope and lower it down. Can't leave the barn when carrying the beam. Player must drop it first. Also, can't carry the beam if you have the bag of grain, wheel, or harness. When the cellar is opened, bees fly out. They leave the barn, go to girl. From then on, the bees swarm around her, and she's perhaps more powerful. Must give the pendant to the girl, in order to "defeat" her in the barn. INITIAL INTERACTION WITH GIRL -- Anything that involves touching her -- push, pull, move, touch, etc. Anything that involves attacking her -- Although *should* it even work? Trying to get the apple from the tree (because you have to get close). Also trying to touch the tree in any way -- climb, push, pull, shake, etc. Trying to give her anything (because you have to get close to do it). GIRL'S MOVEMENT -- When first encountered in the orchard, she will attack if you interact. When first encountered, after interacting, she will run away NE into barn. When first encountered, she won't run *until* you interact with her once. If there are two exits from a room, the girl will run the oppposite way. If there is only one exit, the girl will run if you attempt to interact. She'll also run if you attempt to give her anything (if only one exit). She'll also run even if just one exit, if a couple turns have passed. She will never go up to the loft or down to the cellar. Only four rooms. Basically, her first choice is always into the barn, if it's open, AND if that's not where the player just came from (unless only one exit). This is the logic used for the girl's movement from room to room. The idea is that the girl can easily be forced into the barn, and cornered. Orchard: If only one exit is possible, she will go that way. else If player entered from the north, go northeast. else If player entered from the northeast, go north. House: If only the north exit is open, she must go that way. else If the player entered from N or S, and east exit is open go east. else If player entered from north or east and S gate is open, go south. else If player entered from south or east, go north to the hill. Hill: If only the south exit is open, she must go back that way. else If player entered from the south, go southeast. else If the player entered from the southeast, go south. Barn: If only one exit is open, she will go that way. else If player entered from south or west and NW is unblocked, go NW. else If player entered from north or west and SW is open, go SW. else If player entered from north or south and W is open, go west. else No exits are open, so she's trapped here in the barn!