# Mission 025 played through (plans/briefs/world025.md).
wait 30
expect mission = 25
expect lives >= 3
# West out of the keep, along the corridor into the ladder tower (walk 11); past the palm by the
# west door (44, 50: solid since Q-014) in lane z 51.
go 45 51
go 41 51
go 37 50
go 34.4 49.5 tol 0.15
face -90
# The ladder: six pairs of lifts (z 49-50) shuttling one cell along X, each two above the last.
# Jump onto the next one up as it stops beside him (it stops 10 ticks, the jump lasts longer:
# he lands as it sets off again). The first from the floor (-X), then each one +X.
lift 32 13 49 max 400
lift 33 13 49 max 400
go 33 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 12.95
hold 2 down
lift 33 15 49 max 200
go 33.2 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 14.95
lift 33 17 49 max 200
go 33.2 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 16.95
lift 33 19 49 max 200
go 33.2 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 18.95
lift 33 21 49 max 200
go 33.2 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 20.95
lift 33 23 49 max 200
go 33.2 49.5 jump 2 tol 0.15
until ground = 1
expect y >= 22.95
# Round, and off the last one (back at x 32) onto the top landing (walk 25): three eggs.
hold 2 down
lift 32 23 49 max 200
go 30.6 49.5 jump 2.5 tol 0.15
until ground = 1
expect y >= 24.95
# Along the eggs (x 29, z 48-50) closer to their line: a box 28 px across, and the walk's ease-in
# (BD-0059) left him 0.45 off it past the first.
go 29.2 47.8
go 29.2 50 tol 0.05 until eggs = 3
until mtick >= 1191 max 1500  # where an egg was taken before BD-0073 (beyond 10 lives it stays)
# The lightning bridge (walk 25, z 50) west through the wall: up to the gate (x 26).
go 29 50
go 27.6 50 tol 0.15
face -90
# The lightning (x 26, y 25-28) flashes half of every five seconds: through it just after a
# flash ends.
go 26.6 50 tol 0.15
until blitz = 52 max 400
go 25.2 50 tol 0.15
# The switch (23 24 50) stops the ten saws of its row; over them to the far platform: treasure 1.
go 23 50 tol 0.15
hold 2 action
wait 10
go 10 50 until treasures = 1
until treasures = 1 max 120
# Off the platform's south end down onto the lava terrace (walk 11): well past its edge (z 58.5),
# or his box rests on it (BD-0059's ease-in stopped him at its very edge).
# Pass the plant at (9, 25, 52) on its east side before the drop.
go 11 50
go 11 54
go 10 59.5 tol 0.1
until ground = 1
expect y <= 11.05
# The lava terrace east along z 62: the one-cell lift (x 17-18) over the first lava.
go 16.3 62 tol 0.15
face 90
lift 17 11 62 max 300
go 17 62 tol 0.15
lift 18 11 62 max 200
go 19.6 62
expect y >= 10.95
# Its piers (x 19-21, a mine at each end), the four-cell lift (x 22-26), the last piers
# (x 27-30): treasure 2.
go 21.3 62 tol 0.15
lift 22 11 62 max 400
go 22 62 tol 0.15
lift 26 11 62 max 300
go 27.6 62
expect y >= 10.95
go 30 62 until treasures = 2
until treasures = 2 max 120
# The skate corridor (z 61-63): a skateboard, ridden through the one-high slot over the band
# of mines (x 50-52) into the hall; left there.
go 42.85 62 tol 0.15
hold 2 action
wait 30
go 62 62
# The board glides on; it is left only below 8 px a tick (Decor.cpp:4499, OR-0020).
wait 40
hold 2 action
wait 30
# The hall: a stick from the depot (walk 12), put down beside the plug of crates over the
# cellar's mouth (x 65-69, z 63-67), and out of the blast along -Z.
go 61 60.4
face 0
go 61 59 jump 1.5
until ground = 1
expect y >= 11.95
go 60 58.2 tol 0.15
hold 2 action
until dynamite = 1 max 200
go 61 60.6
until ground = 1
go 63.6 68.3
go 64 68.3
face 0
go 64 65.3 tol 0.15
hold 2 action
go 64 61.2
wait 200
# Down through the mouth into the cellar (walk 1).
go 67 65
until ground = 1
expect y <= 1.05
# The cellar's two sticks blast the two doorways of six crates (z 69): the helicopters' room
# and the treasure's.
go 64 61.2 tol 0.15
hold 2 action
until dynamite = 1 max 200
go 65 66
go 65 68 tol 0.15
face 0
hold 2 action
go 65 64
wait 200
go 70 61.2 tol 0.15
hold 2 action
until dynamite = 1 max 200
go 72 66
go 72 68 tol 0.15
face 0
hold 2 action
go 72 64
wait 200
go 72 70
go 73 71 until treasures = 3
until treasures = 3 max 120
# A helicopter from the first room, flown out through its doorway and up through the mouth;
# left on the hall's floor.
go 72 67
go 65 67
go 64 70.85 tol 0.15
face 180
hold 2 action
wait 20
go 65 66
go 67 65
wait 40
fly 67 11.99 65 tol 0.3 max 2000
fly 67 11.99 61
wait 40
hold 120 crouch
until ground = 1 max 200
expect y >= 10.95
hold 2 action
wait 30
# The hall's pool (x 76-78, z 56-60): dive, through the tunnel under its north wall (z 55,
# y 7-9) into the water tower, along its west side (x 73.3, clear of every fish's run) to
# z 48, and up fourteen cells to the surface in the lava hall (walk 23); jump out north.
go 77 61.6
face 0
go 77 59.5
hold 150 crouch
go 77 53.5
go 73.3 48
hold 600 lookup
go 73.3 43.4
go 73.3 41 jump 2
until ground = 1
expect y >= 22.95
# The lava hall: a helicopter from the pad, up a little (feet 24.3) and over to the channel's
# mouth (x 68, z 31), then west through both gates' one cell (x 65 and 61, z 31, y 24-27)
# low while their mines are up: off as gate 65's mine reaches the bottom.
go 72 28.15 tol 0.15
face 0
hold 2 action
wait 20
fly 72 24.32 28.15 tol 0.3 max 2000
fly 70 24.32 31
wait 60
fly 68 24.32 31 tol 0.15
wait 60
face -90
near 65 24 31 0.15 max 400
wait 10
# Over the treasure (55, 23, 31) itself: the slower helicopter no longer overshoots the point.
fly 55.2 24.32 31 tol 0.15
wait 60
# Down onto the west ledge (walk 23): treasure 3 (the fourth); the helicopter left there.
hold 120 crouch
until ground = 1 max 200
expect y >= 22.95
until treasures = 4 max 120
hold 2 action
wait 30
# Out of the west door onto the bridge back (walk 23), south over the keep's north wall to its
# end, and down into the courtyard (walk 11).
go 52 31
go 50.5 32.5
go 50.5 44.0 tol 0.1
until ground = 1
expect y <= 11.05
# The twin lifts on the key tower's south face (x 49-50, z 51, feet 11 -> 19, 3 ticks at each
# end): stepped on as they arrive, walking on against the tower's face all the way up, so he
# is off them into the chamber's doorway as they stop; the golden key.
go 45.5 44.5
go 45.5 52.3
go 49.5 52.3
go 49.5 51.75 tol 0.15
face 0
lift 49 11 51 max 400
# Onto the exit (the original's 28 px boxes, BD-0021).
go 49.9 47 until exit = 1 max 400
expect treasures = 4
until mission = 1 max 900
expect phase = Play
wait 120
