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