# The Edifice (Lucian Smith, Post-Competition Release 2, serial 980206, Z-machine V5) # VERIFIED COMPLETE SOLVE: won=True (win text), died=False - all three levels solved # # Reproduce with the RNG-pinned replay harness (free, no API): # cd ~/src/zwalker # python3 scripts/replay_solve.py games/zcode/edifice.z5 walkthroughs/edifice_verified_win.txt --seeds 4 --out solutions/edifice_verified.json # => edifice_verified_win.txt: VERIFIED 0/None at seed 1 | 142 cmds | died=False | won=True # # The Edifice (1st place, 1997 IF Competition; XYZZY Awards for Best Puzzles # and Best Individual Puzzle) is an "interactive allegory" of human # prehistory: a mysterious tower appears in a proto-human's forest, and each # level's east door opens onto a formative moment of our species. The game is # scoreless - SCORE prints prose ("You have visited N levels of the Edifice # and solved M of them") - so this walkthrough carries a WIN_TEXT directive. # # The route solves all three implemented levels: # Level 1 (Toolmaking and Fire): knock a dead branch off the tree with the # rock, strip and snap it into a stick and a log, whittle the stick into # a spear, practice on the stump until "quite skilled" (13 throws), kill # Beast the moment it grazes nearby, carve meat with the rock, then # strike rock on the flat rock to spark twigs into a fire, feed it # branches and the log, and eat the cooked meat ("strangely content"). # Level 2 (Language, the famous puzzle): your son is dying of fever and # only Feverleaf can save him. Make a drawing kit (bone from the firepit, # white bark from the river trees, berries smashed into purple paste), # draw Feverleaf on the bark, then learn the stranger's tongue by # pointing at things and repeating his words back ("na"/"fa" = I/you, # "salum" = hut, "scarmul" = knife, "rema" = son, "ben" = is, # "akne" = sick). Cough, tell him "ne rema ben akne" (my son is sick), # and show him the bark: "A! Rakasha!" - he fetches the herb himself. # Carrying Feverleaf into your hut triggers the all-night vigil that # saves your son and seals the friendship. # Level 3 (Horse Riding): the village fears Marauders. Lure a horse from # the box canyon with a piece of fruit, drop the fruit below the ridge # cliff and jump onto the horse's back while it eats. Ride out the # bucking: lean into each veer, pull the mane to force it left around # the boulder, then use the freed hand to cram your feather headdress # over its eyes - the blinded horse calms, and the whole village takes # up riding, ready to face the Marauders. # After the third solve the Edifice rumbles and grows a new floor; climbing # past Level Four's etchings of wandering tribes ends the game. # # Ending: "Resolutely, you climb even higher in the Edifice. *** You are # continuing to discover new things. *** You had visited four levels of the # Edifice and solved three of them. You were very content at the end of the # game." - the best ending (the alternative exits abandon the climb). # # Why the recording starts with "restart"/"yes": the game consumes RNG while # booting, BEFORE a seed can be pinned. The Z-machine restart opcode reloads # memory but keeps the already-seeded RNG, so the restart prelude re-rolls # everything on the pinned stream - after it, the playthrough is a pure # function of the seed. # # Why a pinned seed: Beast wanders the grassland at random (the route is # timed so it is grazing beside you the turn you arrive with the spear), and # the wild ride's veer-left/veer-right events must match the scripted lean # and mane-pull responses. Seed 1 replays the identical transcript every run. # #% WIN_TEXT: continuing to discover new things.*visited four levels of the Edifice and solved three # # Generated by adaptive machine-play exploration (GameWalker + pinned seeds); # replay-verified by scripts/replay_solve.py. restart yes get rock throw rock at recess get rock enter edifice open door e ne ne u hit branch with rock d strip dead branch break dead branch get stick get twisty branches s strip twisty branches drop twisty branches stand on flat rock drink pool get off flat rock sharpen stick s throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump throw spear at stump get spear s throw spear at beast cut beast with rock cut beast with rock get spear n n get twigs put twigs on flat rock hit flat rock with useful rock get twisty branches put twisty branches on fire drop all n get log s put log on fire get meat cook meat z z z z z get meat eat meat score w sw w u open door e e w s peel bark n x bones n get berries smash berries stain bone with paste draw feverleaf on bark with bone ne point at stranger stranger, na point at me stranger, fa point at hut stranger, salum point at knife stranger, scarmul point at boy stranger, rema show bone to stranger cough stranger, ne rema ben akne show bark to stranger hug stranger sw s e score n w u open door e score n ne n get fruit s sw drop fruit u jump grab mane lean right look z z lean left lean left pull mane left z lean right z take off headdress put headdress on horse score w z z z look u look u look u