# Mission 115 played through (plans/briefs/world115.md): a helicopter from the north gallery to
# nine of the eleven treasures (the draught tunnel's end, the stream east of the gallery, the skate run's end,
# the high shelf over the crates' walls, the west wing past its curtains of lightning); on foot the
# wind wing's two (over its corridor of winds and mines, and dropped into its second stream); then
# the golden key in the hall's alcove, which ends in the main hub.
wait 30
expect mission = 115
# North to the gallery (walk 20): a helicopter of the row along z 26.
go 50 40
go 50 30
go 45 27.4
go 44 26.15 tol 0.1
hold 2 action
wait 20
# Treasure 1 at the end of the draught tunnel (west out of the gallery's wall, z 16-18, walk 28,
# five high): in low and on at full speed through its four curtains of wind (up, down, up, down),
# each moving him a cell or so; back out high (the first curtain met is then a downdraught: grounded
# in it, he would roll onto the next updraught's fan, whose mouth kills).
# (The climb carries on ~1.5 after Up is let go: stopped at 27.1 it levels at ~28.6.)
go 44 24 tol 0 with lookup until y >= 27.1 max 900
fly 37 28.50 17 tol 0.3 max 900
# Since BD-0070 (12 px a tick, sinking when let be) the flights hold their heights with `fly`: after
# a climb its level of old (the climb + ~1.4); the tunnel along its middle, y 29.6.
fly 9 29.6 17 tol 0.3 max 1500
go 8 17 tol 0 with crouch until treasures = 1 max 300
until treasures = 1 max 200
go 9 17 tol 0 with lookup until y >= 28.9 max 300
fly 37 30.30 17 tol 0.3 max 1500
# Treasures 2 and 3 in the stream east of the gallery (the original's row 17): across the gallery
# into the chamber under the stream's west end (x 67-71, walk 20-28), up through its hole into the
# stream, which carries him east over both and drops him into the updraught shaft (x 82-83); lifted
# to the landing (walk 40), back west along the corridor over the stream to the gallery.
fly 64 24.3 17 tol 0.3 max 1500
fly 69.5 24.3 17 tol 0.3 max 600
fly 69.5 30.4 17 tol 0.3 max 600
until treasures = 3 max 600
until y >= 39.5 max 600
fly 82.5 40.6 17 tol 0.4 max 600
fly 60 40.4 17 tol 0.3 max 900
# Down to the gallery's floor and on the ground through the passage (three high) into the hall,
# east along the corridor; over the skate run's two blocks of mines a little above them; down
# onto its end, treasures 4 and 5 there (93, 47), (93, 53).
hold 20 lookup
go 50 28 tol 0 with crouch until y <= 20.2 max 900
go 50 38
go 50 50
go 70 50
go 72 50 tol 0 with lookup until y >= 21.2 max 300
fly 92.5 22.60 50 tol 0.3 max 900
go 93 50 tol 0 with crouch until ground = 1 max 300
go 93 47 until treasures = 4 max 300
until treasures = 4 max 200
go 93 53 until treasures = 5 max 300
until treasures = 5 max 200
# Back west over the mines, into the hall, south through its passage into the crates' room; up
# over the crates and the two walls onto the high shelf's treasures 6-7 (40, 93), (60, 93).
go 92 50 tol 0 with lookup until y >= 21.2 max 300
fly 72.5 22.60 50 tol 0.3 max 900
# Down well before the hall's lintel (x 69-70, a cell lower): the helicopter drifts on a cell
# after the stop, and drifting under the lintel's edge it meets its crash band
# (Decor.cpp:5264-5283, OR-0019).
go 73 50 tol 0 with crouch until ground = 1 max 300
go 55 50
go 50 58
go 50 69
go 50 72 tol 0 with lookup until y >= 26.5 max 600
fly 40.5 27.90 92.5 tol 0.3 max 900
go 40 93 tol 0 with crouch until treasures = 6 max 300
until treasures = 6 max 200
go 59.5 92.5 tol 0.3 max 900
go 60 93 tol 0 with crouch until treasures = 7 max 300
until treasures = 7 max 200
# Off the shelf, down to the crates' room's floor by its passage, north into the hall and west
# along the corridor: its curtain of lightning (x 35) on the ground just after a strike; over the
# pool to treasures 9 (5, 58) and 8 (5, 42) west of the second curtain (x 7, z 40-46).
hold 20 lookup
go 50 71 tol 0.3 max 900
go 50 71 tol 0 with crouch until y <= 20.2 max 900
go 50 61
go 45 50
go 36.7 50 tol 0.1
until blitz = 52 max 400
go 31 50
go 29 50 tol 0 with lookup until y >= 21.2 max 300
fly 12 22.60 57 tol 0.3 max 900
go 5.5 58 tol 0.3 max 600
go 5 58 tol 0 with crouch until treasures = 8 max 300
until treasures = 8 max 200
go 5 47.5 max 600
go 5 42 until treasures = 9 max 600
until treasures = 9 max 200
# Back east through the corridor's curtain into the hall.
go 5 50
# Over the pool just above its water: let be, the helicopter would sink into it (BD-0070).
fly 28 20.5 50
go 29 50 tol 0 with crouch until y <= 20.2 max 300
go 33.3 50 tol 0.1
until blitz = 52 max 400
go 40 50
# On foot to the wind wing (east out of the hall, z 57-58): up the step (walk 22) onto the start of
# its corridor's blocks (z 66), the gaps jumped: a fall into one blows him onto a mine or to a
# wall. Treasure 10 on the block over the east mine; south from the end, down the hole onto
# treasure 11, a cell from the second stream's fan, which blows him west to the crates' room.
hold 6 action
wait 30
go 55 57.5
go 66 57.5
go 66.6 60
go 66.6 64 tol 0.1
face 90
go 69 64 jump 1.6 tol 0.1
until ground = 1
expect y >= 21.95
go 69.2 65.2 tol 0.1
go 69.2 66 tol 0.05
face 90
go 73 66 jump 2.4 tol 0.1
until ground = 1
expect y >= 21.95
go 76 66 jump 2.4 tol 0.1
until ground = 1
expect y >= 21.95
go 82.5 66 jump 1.9 tol 0.1
until ground = 1
expect y >= 21.95
go 83.2 66 tol 0.1 until treasures = 10 max 200
until treasures = 10 max 100
go 86 66 jump 2.4 tol 0.1
until ground = 1
expect y >= 21.95
go 85.4 70
go 85 73.6 tol 0.1
go 85 74.4 tol 0.05 until treasures = 11 max 600
until treasures = 11 max 200
until x <= 70.6 max 300
# West into the crates' room, north up its passage into the hall, the golden key in its alcove
# (47, 62).
go 64 74
go 50 71
go 50 64
go 47.5 60
go 47 62 until exit = 1 max 600
until mission = 1 max 900
expect phase = Play
wait 60
