# ZORK: The Great Underground Empire - Part I (Infocom Release 5, 1980, # Z-machine V1, blank serial number) -- the original V1-format Zork I. # 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/zork1-r5.z1 walkthroughs/zork1-r5_verified_350.txt --seeds 4 --out solutions/zork1-r5_verified.json # => zork1-r5_verified_350.txt: VERIFIED 350/350 at seed 4 | 418 cmds | died=False | won=True # # Ending: all 19 treasures banked in the trophy case for 350/350 ("Master # Adventurer"), the whispered "Look to your treasures for the final secret" # fires, the ancient map appears in the case, and the secret path southwest # of West of House leads into the Stone Barrow: "You have gained the mastery # of the first part of the Great Underground Empire ... Play 'ZORK: The # Great Underground Empire, Part II'." The full barrow endgame is already # present in this 1980 build, and the maximum really is 350 (verified from # the game's own "total of 350 points" score text; the interpreter's # banner map does not know this serial-less release, hence MAX_SCORE below). # # Route notes vs. the r119 z3 route (walkthroughs/zork1_verified_350.txt): # same geography and treasure set, but this recording moves the thief kill # to the END of the game -- your fight strength scales with score, so at # ~290 points six knife blows finish him where an early attack is near- # certain death in this build. At seed 4 the thief lifts the egg in the # maze and later the gold coffin from the Egyptian Room; both reappear in # his Treasure Room hoard when he dies and are banked from there (the # coffin needs its own carry trip -- load limits). The torch is banked and # the brass lantern relit BEFORE the final maze trip, because the thief's # Strange Passage ambush otherwise steals the torch and leaves you to the # grue. The Frigid River drift is turn-random: at seed 4 the boat gets # exactly one action-turn in the buoy room (take buoy) and one at the # last landing (east) before Aragain Falls. # # Why a pinned seed: troll and thief combat, the thief's wanderings and # thefts, and the river current are all RNG-driven. The harness pins the # interpreter RNG (vm.rng.seed(4) after start()) so the playthrough is # fully deterministic; seeds 1-3 die early (troll room / maze ambushes), # seed 4 threads every gate to 350/350 with zero deaths and zero failed # commands. Verified stable across repeated replays. # #% MAX_SCORE: 350 #% WIN_TEXT: gained the mastery of the first part of the Great Underground Empire # # Generated by adaptive replay against the r119 verified route (seed-4 # recording); replay-verified by scripts/replay_solve.py. # ===== TRIP A: egg, tools, troll, maze coins; thief takes the egg ===== south east open window enter window west take lamp take sword turn on lamp move rug open trap door open case east east north north up take egg down south east west up take knife take rope down west open trap door down north kill troll with sword kill troll with sword kill troll with sword west west west up take coins take key sw east south se ulysses up down east east put coins in case drop sword drop key # ----- heal to full strength (30 waits) ----- wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait wait # ===== TRIP B: dam -> drain reservoir -> trunk, pump, trident ===== open trap door down north east east north north northeast east north take matches north take wrench press yellow button south south turn bolt with wrench drop wrench west wait wait wait north take trunk north take pump north take trident south south south southwest south south west west west west west up sw east south se east east put trunk in case put trident in case # ===== TRIP C: torch, temple (bell, sceptre, book, candles), Hades -> skull ===== drop knife open trap door down north east east southeast east tie rope to railing down take torch turn off lamp south take bell east open coffin take sceptre west south take book take candles down down ring bell take candles light match light candles with match read book drop book drop candles south take skull north up north north north west west south up put skull in case # ===== TRIP D: painting (Gallery) + platinum bar (Loud Room, "echo") ===== down south east take painting west north up put painting in case down north east east east echo take bar west west west south up put bar in case # ===== TRIP E: rainbow -> wave sceptre -> pot of gold ===== east east east east down down north wave sceptre take pot southwest up up northwest west west west put pot in case put sceptre in case # ===== TRIP G: coal mine -> figurine, bracelet, diamond (basket + machine) ===== drop pump east take sack open sack take garlic drop sack west open trap door down north east east north north northeast east north north take screwdriver south south west north north north up north north west north west north take figurine east turn on lamp put torch in basket put screwdriver in basket north down take bracelet east northeast southeast southwest down down south take coal north up up north east south north up south put coal in basket lower basket north down east northeast southeast southwest down down west drop all west take torch take coal take screwdriver south open lid put coal in machine close lid turn switch with screwdriver open lid take diamond north put diamond in basket put torch in basket put screwdriver in basket east take lamp take garlic take figurine take bracelet east up up north east south north up south raise basket take diamond take torch turn off lamp west south east south down up put diamond in case put figurine in case put bracelet in case # ===== TRIP H: river run -> buoy emerald + sandy cave scarab ===== take pump open trap door down north east east north north northeast east down inflate plastic with pump drop pump enter boat launch wait wait wait wait wait take buoy east get out of boat open buoy take emerald drop buoy take shovel northeast dig sand with shovel dig sand with shovel dig sand with shovel dig sand with shovel take scarab drop shovel southwest south south west west southwest up up northwest west west west put emerald in case put scarab in case # ===== TRIP I: bank torch, kill thief at high strength -> coffin, chalice, egg, canary; bauble ===== put torch in case turn on lamp take knife west west up kill thief with knife kill thief with knife kill thief with knife kill thief with knife kill thief with knife kill thief with knife drop knife take coffin down east east put coffin in case west west up take chalice take egg take canary down east east put chalice in case put egg in case east east north north wind canary take bauble south east west west put canary in case put bauble in case # ===== ENDGAME: map appears in case -> secret path -> Stone Barrow ===== score look in case take map east east south west sw west