![]() ![]() Taking the golden eggs elsewhere and saying the four words causes the eggs to disappear it turns out they teleport back to the Giant’s Room. However, in another portion of the cave in the Giant’s Room there are a set of golden eggs with the magic words FEE FIE FOE FOO. THE TROLL STEPS OUT FROM BENEATH THE BRIDGE AND BLOCKS YOUR WAY.Īlready there’s a bit of a dilemma since maximum points require gathering all the treasures, but it’s possible to sacrifice a treasure here for the purpose of moving the plot along and simply be content with a lower score. There’s a troll guarding a bridge who wants treasure to cross.Ī BURLY TROLL STANDS BY THE BRIDGE AND INSISTS YOU THROW HIM ATREASURE BEFORE YOU MAY CROSS. Just so you don’t get the wrong impression, let me discuss two puzzles I liked, although one of them might be considered an edge case on the fulcrum of good puzzle-bad puzzle. (I checked a walkthrough 15 years ago when I beat this thing, and remembered the solution to this puzzle because of how unfair it was.) How one can feasibly know this without checking a walkthrough I am unsure. (Rods with rusty stars are in the other room.) It turns out if you pick up one of those rods and type BLAST it will explode. ![]() Notice how the black rods have rusty marks and not rusty stars. AT YOUR FEET IS A LARGE STEEL GRATE, NEXT TO WHICH IS A SIGN WHICH READS, “TREASURE VAULT. A VAST MIRROR STRETCHES OFF TO THE NORTHEAST. A LARGE NUMBER OF VELVET PILLOWS ARE SCATTERED ABOUT ON THE FLOOR. IN ONE CORNER IS A BUNDLE OF BLACK RODS WITH RUSTY MARKS ON THEIR ENDS. ON THE OTHER SIDE IS A ROW OF SMALL WICKER CAGES, EACH OF WHICH CONTAINS A LITTLE SULKING BIRD. TO ONE SIDE IS A PIT FULL OF FIERCE GREEN SNAKES. YOU ARE AT THE SOUTHWEST END OF THE REPOSITORY. The endgame section is divided into two rooms with the premise that it’s a stockpile for the various items from the adventure: Woods must have noticed the verb and decided to run it as a puzzle. If you’ve been following along my posts closely (vanity, etc.) you may remember from Crowther’s original this odd message in the source: I am somewhat less forgiving of the endgame puzzle. Were they playing a port that had them removed? What I find most puzzling is that they should have at least been able to figure out the problem from the dynamic hints. But you lose points suicide isn’t the best solution. That worksl you get reincarnated shortly afterward. Some of the engineers at Westborough who had come close to mastering the entire game believed that the only way out of Witts End was to tell the computer you wanted to commit suicide - AXE ME. You can get caught in Witts End and think that you’ll never get out. Quoting from Tracy Kidder’s The Soul of a New Machine: Perhaps I still ought to be somewhat upset, but given in context Adventure was tackled on mainframes as nearly a group game I can understand having one too-hard-to-get point to force the group to band together (like a difficult alternate reality game puzzle). Just outside the room is a magazine addressed to Witt, so dropping it at Witt’s End will get a single point and push the final score from 349 to 350 out of 350. This is strikingly unfair, except that the place is purely optional except for the Last Lousy Point. That is, keep going in any direction except west you like until by random chance (I can’t be certain without looking at the source, but I think it’s 1 in 50) you exit the room. I AM PREPARED TO GIVE YOU A HINT, BUT IT WILL COST YOU 3 POINTS. YOU HAVE CRAWLED AROUND IN SOME LITTLE HOLES AND WOUND UP BACK IN THE Just to clarify how dynamic hints work, in the case of Witt’s End you end up in a maze with this map:Īfter wandering in circles for enough turns, there’s this message: I did use the dynamic hints twice - once in the Dark Room and once at Witt’s End (a puzzle I had solved by luck, but I wanted to know how it worked). WARNING: The rest of this post gives spoilers on various puzzles. There’s shadows of emergent behavior (as I discussed with the maze), a strong sense of environment (given many of the rooms are based on the real Colossal Cave, see this article for pictures) and the impression of a rational system beneath the workings of the puzzles (I discuss what I mean by this below). In any case, it was a pleasant enough experience which still holds up as a game. I’m not sure if I’m better at these things now or if my success is attributable to vague half-memories of how puzzles worked. ![]() 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. ![]()
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