Tuesday, June 2, 2015

Chapter 34: Clocks (Coldplay, 2002)

>north

[Narrow Corridor] You are in a narrow north-south corridor. At the south end is a door and at the north end is an east-west corridor. The door is open. The dungeon master is quietly leaning on his staff here.

>north

[South Corridor] You are in an east-west corridor which turns north at its eastern and western ends. The walls of the corridor are marble. An additional passage leads south at the center of the corridor.

The dungeon master follows you.


As a stalker, he is kinda disturbing; still, he must be here for a reason.

>east

[East Corridor] You are in a corridor with polished marble walls. The corridor widens into larger areas as it turns west at its northern and southern ends.

The dungeon master follows you.


>north

[North Corridor] You are in a large east-west corridor which opens out to a northern parapet at its center. You can see flames and smoke as you peer towards the parapet. The corridor turns south at its east and west ends, and due south is a massive wooden door. In the door is a small window barred with iron. The door is closed.

The dungeon master follows you.


>north

[Parapet] You are standing behind a stone retaining wall which rims a large parapet overlooking a fiery pit. It is difficult to see through the smoke and flame which fills the pit, but it seems to be more or less bottomless. It also extends upwards out of sight. The pit itself is of roughly dressed stone and is circular in shape. It is about two hundred feet in diameter. The flames generate considerable heat, so it is rather uncomfortable standing here.

There is an object here which looks like a sundial. On it are an indicator arrow and (in the center) a large button. On the face of the dial are numbers "one" through "eight". The indicator points to the number "one".

The dungeon master follows you.


You can move the dial to whatever number you wish and press the button over and over. Don’t bother trying anything but the instructions below, as, well, you won’t like the outcome.

>set dial to four

The dial now points to "four".


>push button

The button depresses with a slight click and pops back.

The Dungeon Master indicated he was “proud to be at your service” and he means it. What isn’t clear is that he is yours to command, ala the Robot. Just like with Robby, the syntax is ‘tell master, do whatever,’ and he will follow your instructions.

Time for him to stop following me…it creeps me out.

>tell master, stay

The dungeon master says, "I will stay."

>south

North Corridor

>open door

The wooden door opens.

>enter

[Prison Cell] You are in a featureless prison cell. You can see the east-west corridor outside the open wooden door in front of you. Behind you is a bronze door which seems to be closed.

This is important! If the bronze door is not there something has gone wrong. Go back to the sundial and start again.

>tell master, set dial to six

The dial now points to "six".


>tell master, push button

The button depresses with a slight click and pops back. The cell door is now closed.

This is why the bronze door is soooo important.

>open bronze door

The bronze door opens.

On the other side of the door is a narrow passage which opens out into a larger area.

>exit

[Treasury of Zork] You are in a room of large size, richly appointed and decorated in a style that bespeaks exquisite taste. To judge from its contents, it is the ultimate storehouse of the treasures of Zork.

There are chests here containing precious jewels, mountains of zorkmids, rare paintings, ancient statuary, and beguiling curios.

In one corner of the room is a bookcase boasting such volumes as "The History of the Great Underground Empire", "The Lives of the Twelve Flatheads", "The Wisdom of the Implementers", and other informative and inspiring works.

On one wall is a completely annotated map of the Great Underground Empire, showing points of interest and various troves of treasure, and indicating the locations of several superior scenic views.

On the desk at the far end of the room may be found stock certificates representing a controlling interest in FrobozzCo International, the multinational conglomerate and parent company of the Frobozz Magic Boat Co., etc.

As you gleefully examine your new-found riches, the Dungeon Master himself materializes beside you and says, "Now that you have solved all the mysteries of the dungeon, it is time for you to assume your rightfully-earned place in the scheme of things. Long have I waited for one capable of releasing me from my burden!" He taps you lightly on the head with his staff, mumbling a few well-chosen spells, and you feel yourself changing, growing older and more stooped. For a moment there are two identical images staring at each other among the treasures, then you watch as your counterpart dissolves into a mist and disappears, a sardonic grin on his face.

Your score in the endgame is 100 [total of 100 points], in 940 moves. This gives you the rank of Dungeon Master.

Stop – Program terminated.


So…let’s recap. You killed a Troll, scared a Cyclops, gathered treasures, rode in a boat and a balloon, managed the Thief, incanted a spell to get you into the Endgame, answered questions, conquered the sundial, and now have all the treasures of Zork at your fingertips…your wrinkled, arthritic ridden fingers, as you are now the Dungeon Mater yourself. Was it worth it? That’s for you to decide…you may have a long wait until someone else gets here.

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