Just realized that the puzzle charts have another nice property: player actions are put into a cause and effect relationship. You have to unlock the door first to open it. To unlock it you need to find the key etc.

That way there are no nonsensical relationships. Doing random stuff triggering an unrelated event e.g. you need to push the monkey, start the car and refill the chainsaw for the UFO to arrive. That way the player won't be confused what to do next.

Great share Ron. Thanks!

P.S. YED is a great editor for diagrams. It allows sorting of nodes in various ways. I have used it for dependency charts at work. Puzzle charts should be easy to do.