Causes of Chaos - Map

11th December 2002


Part 1: The Kingdom of Ix
-------------------------

The player starts at North shore, carrying a dagger.
The dagger is not "real", it's just for multi-user combat.
This map shows all the portable objects, but not all the scenery
(e.g. the lake is not mentioned.)

								v
								|
								|
								Gorge
								[coin, match]
								|
								|
								Bridge
								|
								|
								|
	Plateau---------Warm Tunnel-----Hot Tunnel		Clearing--------Path------------Glade
	[salt]				 \			[note]				[well, *crown*]
	|				(^Up, vDown)		  (^Climb, vDown)		  (vGo well)
	|				 /			 /				 /
	Path				Fiery Chamber		Pit				Well
	|				[headdress]		[rock, *medallion*]		[sausage]
	|							|
	|							|
	Ledge							Maze #8
	[key]						       /
	 \					      (see part 3)				  vUp, ^Go trapdoor
	  \						/					 /	       	   \______<Climb, >Down______			Maze #1			Cave		Refuse		Cave
				     \			[spade]			[*chain*]	|		[*goblet*, doll]
				      \			= _______>climb steps__	^Go cave	^Go coal
	go ship -> Deck [part 3]       \		|/		       \|		|
	Dock				Cliff-----------Outcrop<------down------Plateau---------Path
	|				[telescope]	[rod]
	|				|		|
	|				|		|
	Beach				Waterfall-------North shore-------------North River
	[Dig->book->*ruby*]	       /		[gauntlets, bucket]	[barrel]
	| ________<go waterfall, >Up__/			v swim lake	       /
	|/						|		      /swim river
	Bottom					DIE<----Lake----<	<----/
	[potion, cloak]					[piranha]
							|
							|
							|
							South shore
							[rope]


Part 2: The Maze
----------------

Of course, the objects which I list in the following matrix are not
initially in the specified locations of the maze, and do not in any
sense "belong" there -- I've just used them as arbitrary markers to
disambiguate all the similar-looking locations.  The exception to this
is the sign in #4, which is fixed.  An arrow on the sign points
upwards.

Where	What		North	South	East	West	Up	Down
--------------------------------------------------------------------
#1	gauntlets	-	*out*	2	1	-	-
#2	rope		3	2	1	2	1	1
#3	bottle		3	1	3	2	4	2
#4	SIGN		4	4	1	2	5	3
#5	bucket		6	4	1	5	2	3
#6	ruby		3	1	1	7	6	4
#7	rod		4	5	6	1	2	8
#8	goblet		*pit*	3	4	1	5	7

Summary: to get through the maze, starting from the outcrop:
n, e, n, u, u, n, w, d, n -- and back -- s, w, s


Part 3: The Ship
----------------

		Down -> Dock
		|
Galley----------Deck------------Captain's Cabin
[cheese]	[hatch]
		^Up, vGo hatch
		|
Quarters--------Hold
[rum]		|
		|
		|
		Case
		[log]


Part 4: Ognid
-------------

As soon as you climb down from the ship, you find yourself in another
maze -- this one a dark forest of oaks.  It's solved by the standard
objects-as-markers-to-disambiguate algorithm.

Where	What		North	South	East	West
----------------------------------------------------
#1	rope		1	2	1	*out*
#2	RAVEN		1	2	*out*	3
#3	medallion	1	3	4	2
#4	log		5	3	1	4
#5	PATH		3	2	*out*	4

From Forest #5, you need to FOLLOW PATH to get out.
That takes you to the location called "End of path".
Summary: to get through the forest, starting from the shore:
W, S, W, E, N, FOLLOW PATH -- and back -- E, E

		Morgue
		[corpse]
		|
		|
		Sauna-----------Laboratory------Quarters
		|		[gas]		[bedding]
		|		|		  \_<Up, >Down_
		|		|			       		Tower bottom----Playroom--------Hall		Cellar
	       /[Abwahsi]	[baby]		|		   _^Down, vUp_/			vGo cupboard	=		  \_<Up, >Down_
 /				|		|			       Top of Tower			Cupboard	Gatehouse	Chamber-||------Vault
[bell->carpet]			[broom]		[dynamite]	[sceptre]	[coffin, outline]
						|
						|
						End of path---->Forest #2
						|
						|
						V
						Forest #1<------Shore





Feedback to <mike@miketaylor.org.uk> is welcome!