Wednesday, May 25, 2016

Chapter 12: Echoes (Pink Floyd, 1971)


>east

[Damp Cave] This is a cave. Passages exit to the south and to the east, but the cave narrows to a crack to the west. The earth is particularly damp here.

>south

[Loud Room] This is a large room with a ceiling which cannot be detected from the ground. There is a narrow passage from east to west and a stone stairway leading upward. The room is extremely noisy. In fact, it is difficult to hear yourself think. There is a large platinum bar here.

>take bar

TAKE BAR

>hello

HELLO

Wonderful…a perpetual echo.

In some versions of this game, draining the Reservoir and then re-closing the dam would cause the Loud Room to become quiet. With the dam in the original closed position, the Loud Room was loud because of the large amount of water pouring over the top of the dam. With the dam open, the Loud Room was still loud because of the large amount of water pouring over the top of the dam as the Reservoir drains. Closing the dam after draining the Reservoir means the Reservoir needs to re-fill, so there is no water pouring over the dam, hence a quiet Loud Room. This would only last a few turns, so time was of the essence.

A much easier alternative solution is to logically consider what is happening in the room. Whatever you say is repeated back to you. Sound travels in waves, much the same way ripples of water travel in the ocean. When you make a sound, sound waves travel through the air. You first hear that sound when the sound waves reach your ears. If those sound waves hit an obstacle like a building or the walls of a cave, they bounce back into the air because those objects do not absorb sound. Instead, they reflect, or bounce the sound back, and you hear it a second time. That second sound is called an echo. So...given the choice, what do most people say when this type of opportunity presents itself?

>echo

ECHO

The acoustics of the room change subtly.


>take bar

Taken.

Okay, time to head upstairs.

>west

North-South Passage

>north

[Chasm View] A chasm runs southwest to northeast. You are on the south edge; the path exits to the south and to the east.
 

A nifty bug in this version could keep you here for a while. Despite the description clearly stating "the path exits to the south and to the east", the exits from this room are west and east. West will take you where you want to go.

>west

Deep Ravine
 

>south

East-West Passage
 

>west

Troll Room

>west

Cellar
 

>up

Living Room
 

At this point you may or may not hear a knocking sound from the front of the house. If it doesn't happen now it will eventually. We're in the middle of something, so the knocking will wait.
 

>put bar in case
 

>drop all but lamp, torch

>save

Saved.



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