# Mission 107 played through (plans/briefs/world107.md): up the tower to the red key (the
# lollipop's high jump, the low passage, the great lift, the stair of ledges), down the chute, the
# red door and the treasure, the golden key.
wait 30
expect mission = 107
# The chamber (walk 4): the lift (x 48-49, z 47-48) across and up at once to the first ledge
# (walk 10, z 42-44); boarded at the start of its dwell.
go 47 49.4
go 48.5 49.4 tol 0.1
lift 48 10 45 max 900
lift 48 4 47 max 600
go 48.5 47.5 tol 0.15
lift 48 10 45 max 600
wait 6
go 48.5 43.4
# The lollipop (39, 43) at the ledge's west end, the wasp's lane (z 44) kept to z 42.6 and crossed
# when it is far; on it, Action; then the high jump north onto the tower's floor (walk 14).
go 44 42.6
clear 41 10 44 3 lane x max 900
go 39.6 42.6
go 39 43 tol 0.15
hold 2 action
wait 40
go 39 42.4 tol 0.1
face 0
go 39 40.4 jump 2.5 tol 0.3
until ground = 1
expect y >= 13.9
# The tower's floor (walk 14): between its bobbing mines (42, 33), (46, 38), (44, 35), (48, 32) to
# the wall's low passage (x 50-54, z 34-36) and through it crouching under the six mines hanging
# in its walking cells; the great lift (x 57, z 34-36) up round the column to walk 32, boarded at
# the start of its dwell, off north onto the landing.
go 40 37
go 49 36.6
go 49.6 35 tol 0.15
go 55.6 35 tol 0.2 with crouch max 600
go 55.8 35 tol 0.1
lift 57 32 35 max 900
lift 57 14 35 max 900
go 57 35 tol 0.15
until y >= 31.95 max 900
wait 6
go 57 32.7 tol 0.15
expect y >= 31.9
# The stair of ledges (walk 34 -> 56): twelve ledges two up each round the column, a gap of one
# between each and the next; each jumped with a run-up, taking off at the ledge's edge, the ways
# kept off the mines on the ledges at walk 38 (56, 39) and 44 (61, 31); then up onto the top room
# (walk 58).
go 61 32.6 tol 0.15
face 180
go 61 35 jump 1.55 tol 0.3
until ground = 1
expect y >= 33.9
go 61 34.4 tol 0.15
face 180
go 61 38.7 jump 2.25 tol 0.3
until ground = 1
expect y >= 35.9
go 61.6 39.5 tol 0.15
face 270
go 57.8 39.5 jump 1.75 tol 0.3
until ground = 1
expect y >= 37.9
go 57.8 40.7 tol 0.15
go 55.0 40.7 tol 0.15
face 0
go 55.2 35.6 jump 1.95 tol 0.3
until ground = 1
expect y >= 39.9
go 55.5 35.8 tol 0.15
face 0
go 55.5 31.6 jump 1.95 tol 0.3
until ground = 1
expect y >= 41.9
go 56.0 32.3 tol 0.15
face 90
go 60.4 32.3 jump 1.95 tol 0.3
until ground = 1
expect y >= 43.9
go 62 32.3 tol 0.15
go 62 30.6 tol 0.15
face 180
# The ledges at walk 46 and 54 are vanishing saucers (gone 8 ticks in every 80, all at once): onto
# each from the solid ledge before it just after they come back, and straight on to the solid
# ledge beyond within the cycle (no stop to line up).
until temp = 0 max 300
go 62 34.6 jump 2.15 tol 0.3
until ground = 1
expect y >= 45.9
go 61 38.7 jump 2.45 tol 0.3
until ground = 1
expect y >= 47.9
go 61.6 39.5 tol 0.15
face 270
go 57.8 39.5 jump 1.75 tol 0.3
until ground = 1
expect y >= 49.9
go 57.8 40.7 tol 0.15
go 55.0 40.7 tol 0.15
face 0
go 55.2 35.6 jump 1.95 tol 0.3
until ground = 1
expect y >= 51.9
go 55.5 35.8 tol 0.15
face 0
until temp = 0 max 300
go 55.5 31.6 jump 1.95 tol 0.3
until ground = 1
expect y >= 53.9
go 60.4 32.3 jump 2.15 tol 0.3
until ground = 1
expect y >= 55.9
go 61 30.6 tol 0.15
face 180
go 61 34.5 jump 3.0 tol 0.3
until ground = 1
expect y >= 57.9
# The top room: the red key (58, 46), down its chute (x 60-61, z 44-45) to the chamber; the red
# door (x 63) takes the key, the treasure behind it (65, 50); the golden key (40, 52).
go 58 46 until keys = 1 max 600
until keys = 1 max 200
go 60.5 44.5
until ground = 1
expect y <= 4.1
go 62 50
go 65 50 until treasures = 1 max 600
until treasures = 1 max 200
go 62 50
go 40 52 until exit = 1 max 900
until mission = 1 max 900
expect phase = Play
wait 60
