# Castle Adventure! (Ben Chenoweth, Release 2, serial 121207, Inform 7 build # 6G60, Z-machine V8) - IFComp 2012 entry, post-competition release # VERIFIED COMPLETE SOLVE: won=True (win text), died=False # # Reproduce with the RNG-pinned replay harness (free, no API): # cd ~/src/zwalker # python3 scripts/replay_solve.py games/zcode/castle_adventure.z8 walkthroughs/castle_adventure_verified_win.txt --seeds 4 # => castle_adventure_verified_win.txt: VERIFIED 0/None at seed 1 | 277 cmds | died=False | won=True # # Ending: the game's best ("super happy") ending, reached in 277 moves. A # knight crosses a forest, shrinks himself with a mushroom to squeeze into a # cave, robs a skeleton of its gold key, opens the caretaker's hut, and rides # the secret well down under the moat. Inside the castle he feeds the guard # dog a sausage (thrown south into the pit), calms a ghost by forcing the # panel above the royal bed and finding her ring, uses the ring to open the # cellar floor, crosses the labyrinth by the tapestry codes (esw / ene / wns), # drugs the dungeon guard with a bottle of wine, and frees the princess. # When a ghost spooks her on the way out, her dropped tiara lures the ghost # away; the princess is recovered on the highest turret, the drawbridge winch # is kicked (her idea), and the pair walk out north. Because the shiny gold # key was left out for the magpie after unlocking the hut (instead of being # hidden in the pouch), the guard dog Fido vouches for you before the king, # and "you marry the princess and live happily ever after, all because you # showed kindness to a pesky magpie!" followed by *** The End ***. # # Why a pinned seed: the game's one true RNG puzzle is the pitch-dark cellar # under the caretaker's hut - each GET FLASHLIGHT is a random grope (the # game's own hints say "Just keep trying!"). Under seed 1 the flashlight # turns up on the 4th try; the list pads eight attempts so the recording is # stable ("You already have that." afterwards is harmless). Everything else # that looks random is turn-scheduled and replays identically: the magpie # swoops, the mushroom shrink timer, the ghost appearances, and the dungeon # guard's patrol (guard visible from behind the barrels on arrival and every # 5th turn after; the bottle of wine is planted two turns after a sighting # and he drinks it on his next pass). # # Release note: this is Release 2 (serial 121207), which renamed Release 1's # "electric torch" to "flashlight" - the route was machine-realigned for # that. The guardhouse door is unlocked BEFORE walking into it: bumping a # locked door costs nothing in-game, but the replay pathway rolls back # blocked moves and the rollback swallows the following command, so the # route avoids blocked moves entirely. # # The game is scoreless ("There is no score in this story"), so this # walkthrough carries a WIN_TEXT directive matching the super-happy-ending # sentence together with the "*** The End ***" banner, both printed by the # final command's output. # #% WIN_TEXT: all because you showed kindness to a pesky magpie!.*\*\*\* The End \*\*\* # # Route derived from the author's official Release 1 competition transcript # (ifarchive.org if-archive/games/competition2012/zcode/castle/), machine- # realigned for Release 2; replay-verified by scripts/replay_solve.py. n w jump stream e e e n n read sign e e e get mushroom w w w s w w eat mushroom w n e e n w n get key get paper read paper s e s w w s e s w jump stream s e s get pouch e e e w get key put key in pouch e e get key from pouch unlock door with key w e n pull rake pull kettle pull ladle d get flashlight get flashlight get flashlight get flashlight get flashlight get flashlight get flashlight get flashlight switch flashlight on n n u w n get wine e n n w get knife e s w s e s e e e e n n get sausage i drop pouch get sausage s s w w w w n w n e e e e throw sausage south e e s s w enter bed open panel with knife drop knife get ring s e n n u n examine tapestries s examine tapestries s examine tapestries n d e s e n e e e examine socket examine ring put ring in socket d e s w e n e w n s wait wait wait wait wait wait e drop bottle w wait e get keys s unlock celldoor with keys w e s unlock celldoor with keys e examine princess w n n w w w s w e n n s w e s s w s n s e s w n e n s w u w w w s w n w get tiara s drop tiara n u n u w n u u d d s e d s d w w w n ask princess about drawbridge s w w w s e s e e e e n n n n w unlock door with keys w examine chains w u e kick winch w d e e e s s s s w w w w n w n e e e n n n