Wednesday, May 25, 2016

Chapter 22: Lock And Key (RUSH, 1987)


Time to find that room we saw in the white sphere, which, if these spheres are really palantírs, should contain another sphere. Remember what we saw before? Here it is, just in case you didn't memorize it.

This is a small and rather dreary room, which is eerily illuminated by a red glow emanating from a crack in one of the walls. The light appears to focus on a dusty wooden table in the center of the room.
 

This isn't much help, as it doesn't look like anything we have seen. Fortunately I have been to all versions of the Dungeon, and can add this additional description from the white crystal sphere… 

On the south side of the room is a massive wooden door, near the top of which, in the center, is a window barred with iron. A formidable bolt lock is set within the door frame. A keyhole covered by a thin metal lid lies within the lock. A rusty iron key is in place within the keyhole.

Where else did we see something like this? That's right, the room off the Torch Room.

Check yourself! You need the rope, lamp, torch, screwdriver, welcome mat and the egg (unless you already gave it to the Thief). Use the inventory command to see what you are carrying and then take accordingly.

Zorkers were not known for multiple locks keyed with one key, which is why we aren't taking the key that opened the grating. Apparently there was a shortage of quality locksmiths that would make trips underground. We’ll need to get the existing key out of the keyhole and into our hands.

>down

Cellar


>east

Troll Room


>north

East-West Passage


>down

Deep Ravine


>west

Rocky Crawl

>east

Dome Room


>tie rope to rail

The rope drops over the side and comes within ten feet of the floor.

>down

Torch Room

>west

Tiny Room

>open lid

The lid is open.

If you look at the keyhole it will say it is empty. The game lies. Trust me, I'm the Doctor. "The keyhole is occupied."
Okay, we need to clear whatever is in the keyhole. Before we do that, consider: what is usually in a keyhole? Yes, it could be that, but don't you think it is much more likely to be a key and the door was locked from the other side? Well, what you think isn't important, so we'll go with my idea. Plus, the sphere vision said it would be like that, so there.

>put mat under door

The mat fits easily under the door.


>put screwdriver in keyhole

There is a faint noise from behind the door, and a small cloud of dust arises from beneath it.


>take mat

As the mat is moved, a rusty iron key falls from it onto the floor.

Taken.


See? Why do you ever doubt me?

>take key

Taken.

Now you need to clear the keyhole of the screwdriver.

>take screwdriver

Taken.

>unlock door with key

You unlock the massive wooden door.

>open door

You open the massive wooden door.

Ta da!

>enter

[Dreary Room] This is a small and rather dreary room, which is eerily illuminated by a red glow emanating from a crack in one of the walls. The light appears to focus on a dusty wooden table in the center of the room. On the south side of the room is a massive wooden door, near the top of which, in the center, is a window barred with iron. A formidable bolt lock is set within the door frame. A keyhole covered by a thin metal lid lies within the lock. The door is open. In the center of the table sits a blue crystal sphere.

>take sphere

Taken.

>look into sphere

As you peer into the sphere, a strange vision takes shape of a distant room, which can be clearly described...

This is a small room with rough walls, and a ceiling which slopes steeply from north to south. There is coal dust covering almost everything, and little bits of coal are scattered around the only exit, which is a narrow passage to the north. In one corner of the room is an old coal stove which lights the room with a cherry red glow. There is a very narrow crack on the north wall. The vision fades, revealing only an ordinary crystal sphere.

 
Hmmm...a room with coal dust, bits of coal and a coal stove. Must be near the mine. Let's put our treasure away and then look for it.

>exit

Tiny Room

>east

Torch Room


>down

North-South Crawlway


>east

Troll Room

>north

East-West Passage
 

>down

Deep Ravine

>west

Rocky Crawl

>east

Dome Room

Again, the rope may be here later but...the Thief is known for picking up and dropping things all over the place.

>untie rope

The rope is now untied.

>take rope

Taken.

>east

Rocky Crawl

>west

Deep Ravine

>south

East-West Passage


>west

Troll Room

>west

Cellar

>up

Living Room

>put treasure in case

>drop all except lamp, rope

>save

Saved.




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