# ADVENTURE — "A Modern Classic" (ZILF port of Colossal Cave Adventure, Z-machine V3) # Jesse McGrew 2015, Release 1 / Serial number 151001 / ZILF 0.7 lib J3 # Based on Adventure by Willie Crowther and Don Woods (1977), via the # adaptations by David M. Baggett (1993) and Graham Nelson (1994). # VERIFIED COMPLETE SOLVE: 350/350, won=True, died=False # # Reproduce with the RNG-pinned replay harness (free, no API): # cd ~/src/zwalker # python3 scripts/replay_solve.py games/zcode/advent.z3 walkthroughs/advent_verified_350.txt --seeds 4 # => advent_verified_350.txt: VERIFIED 350/350 at seed 3 | 289 cmds | died=False | won=True # # Ending: the classic best ending. After all fifteen treasures are deposited # in the well house and the "last lousy point" magazine is dropped at Witt's # End, the cave closes and the player wakes in the NE End of the Repository. # Carrying the black rod with the RUSTY MARKS to the NE End and blasting from # the SW End buries the dwarves in rubble: "You march through the hole and # find yourself in the main office, where a cheering band of friendly elves # carry the conquering adventurer off into the sunset." — 350/350 in 290 # turns, Adventurer Grandmaster. # # Score anatomy (from the port's own ZIL source, advent.zil): 36 starting + # 30 finding all 15 treasures (2 each) + 188 depositing them (9x14 + chest 12 # + 5x10) + 25 first entry to the Hall of Mists + 25 staying until closing + # 10 staying past closing + 1 magazine at Witt's End + 35 surviving the # explosion = 350. This port starts the closing clock as soon as every # treasure has been TOUCHED — i.e. the moment the pirate's chest is taken in # the all-alike maze — and teleports you to the Repository 25 turns later, so # the final chest deposit AND the Witt's End magazine trip are threaded inside # that 25-turn window (the route needs 20 of them, then waits out the clock). # # Why a pinned seed: two RNG actors stalk the cave. Five dwarves spawn at # DWARVES-REMAINING% per turn in lit non-sacred rooms; the first ever throws # his axe and flees, the rest throw knives (9.5% kill per throw) until the # thrown axe connects (2/3 per attempt). The pirate fires at 2% per turn and # either robs every treasure you carry or, if you carry none, is merely # "spotted" — both events park his chest at the maze dead end, which the # closing clock requires. At seed 3 the route absorbs six dwarf encounters # (all resolved by "throw axe at dwarf" / "take axe", including the opening # wait for the axe throw at the Low N/S Passage), an early harmless pirate # spotting, and one late robbery of the chain and spices on the return from # the bear — both recovered from the pirate's dead end alongside the chest. # The Swiss Cheese Room's probabilistic NW crawl (50%) and the lantern's # 330-turn battery are also threaded: the lamp is switched off during every # well-house deposit stop and the game ends with power to spare. # # Machine directives for scripts/replay_solve.py: #% MAX_SCORE: 350 #% WIN_TEXT: conquering adventurer off into the sunset # # Generated by scripts/solve_advent_adaptive.py (adaptive recorder, RNG seed # 3); replay-verified by scripts/replay_solve.py. # --- Boot: decline instructions, lamp, then PLUGH straight to Y2 --- no in take lamp on # --- Trip 1: platinum pyramid via the PLOVER teleport, bars of silver. # (A dwarf ambushes in the Low N/S Passage: wait out his axe throw, arm up.) plugh plover ne take pyramid s plover s z take axe take silver n plugh # --- Deposit stop (lamp off while inside), pick up the water bottle --- off drop silver drop pyramid take bottle on # --- Trip 2: water the plant twice (reservoir refill), oil from the east # pit, emerald through the Alcove tight squeeze (everything dropped, the # lit lamp keeps the Alcove visible), ming vase, velvet pillow --- plugh s d w d w w w w d water plant u w u n n throw axe at dwarf take axe fill bottle s s d s d water plant u e d fill bottle u e nw nw n w drop bottle drop axe drop lamp e take emerald w take lamp take bottle take axe throw axe at dwarf take axe nw s take vase se e take pillow w w w d # --- Beanstalk climb; oil the rusty door; jeweled trident; straight to the # Shell Room before the pirate can catch the trident; pearl from the clam --- climb plant w n oil door drop bottle open door n take trident w d se se ne e n unlock clam with trident d d take pearl u u s u e u n # --- Deposit stop: pillow first, then the vase lands safely --- plugh off drop pillow drop pearl drop emerald drop trident drop vase on # --- Trip 3 (XYZZY): black rod, cage the bird, +25 Hall of Mists, the bird # routs the snake, strangle the dragon (rug), coins, jewelry, crystal # bridge via WAVE ROD (diamonds), gold nugget out the long way --- xyzzy take rod e take cage w w w drop rod take bird take rod w d d free bird drop cage sw w kill dragon yes take rug e e w take coins e s take jewelry n u w wave rod drop rod w take diamonds e e s take nugget n n n n plugh # --- Deposit stop; take food and keys for the bear --- off drop coins drop jewelry drop nugget drop rug drop diamonds take food take keys on # --- Trip 4: golden eggs pay the troll's toll, tame the bear (food), unlock # the golden chain, spices beyond the warm-walls junction, the released # bear routs the troll, then FEE FIE FOE FOO recalls the eggs --- plugh s throw axe at dwarf take axe d w d w w w w d climb plant w take eggs n n w throw axe at dwarf take axe d sw u ne throw eggs at troll ne ne e se s e give food to bear unlock chain with keys take chain drop keys take bear w w n ne e take spices w s w w sw release bear sw sw d se se w throw axe at dwarf take axe w d climb plant w fee fie foe foo take eggs s d u w u s e e n n plugh off drop eggs on plugh # --- Trip 5: over the crystal bridge into the all-alike maze; taking the # chest touches the 15th treasure and starts the 25-turn closing clock; # the robbed chain and spices are recovered right here --- s s u w w w s e s s throw axe at dwarf take axe s n e e nw take chest take chain take spices se n d e e xyzzy # --- Closing window: deposit the last three treasures, then the last lousy # point (magazine at Witt's End) with turns to spare --- drop chest drop chain drop spices plugh s d w d e take magazine e drop magazine z z # --- Repository endgame: rusty-MARK rod to the NE End, blast from the SW --- sw take rod ne drop rod sw blast