Wednesday, May 25, 2016

Chapter 32: You Can Do Magic (America, 1982)


>wait

Time passes...

>wait

Time passes... 

 
Suddenly, as you wait in the dark, you begin to feel somewhat disoriented. The feeling passes, but something seems different. As you regain your composure, the cloaked figure appears before you and says, "You are now ready to face the ultimate challenge of Zork. Should you wish to do this somewhat more quickly in the future, you will be given a magic phrase which will at any time transport you by magic to this point. To select the phrase, say INCANT 'word' and you will be told your own magic phrase to use by saying INCANT 'phrase'.
Good luck, and choose wisely!"

 

>incant your word (no quote or greater/less than symbols necessary, and I do mean your word, the one you choose)

A hollow voice replies: "something based on your word"


The whole INCANT thing is a poor substitute for saving the game, but it is all we have. When you bite the dust, you can restore to this point by incanting a magic phrase. Follow the instructions and write down your magic incantation.


>down


[
Top of Stairs] You are standing at the top of a flight of stairs that lead down to a passage below. Dim light, as from torches, can be seen in the passage. Behind you the stairs lead into untouched rock.


No going back from here, unless you think you can muster up the strength to break through the rock behind you.


>down

[Stone Room] You are standing near one end of a long dimly lit hall. To the south, stone stairs ascend. To the north, the corridor is illuminated by torches set high in the wall, out of reach. On one wall is a red button.
 

>north

[Small Room] This is a small room, with narrow passages exiting to the north and south. A narrow red beam of light crosses the room at the north end, inches above the floor.
 

>north

[Hallway] This is part of the long hallway. The east and west walls are dressed stone. In the center of the hall is a shallow stone channel. In the center of the room the channel widens into a large hole around which is engraved a compass rose.

A passage enters from the south.

A large mirror fills the north side of the hallway.

The mirror cannot be opened by brute force. You can break it, but that would only bring you seven years of bad luck. The red button and the red beam we saw earlier are the keys to the solution.


>south

Small Room

>drop sword

Dropped.

>south

Stone Room

>push button

The button becomes depressed.

>north

[Small Room] This is a small room, with narrow passages exiting to the north and south. A narrow red beam of light crosses the room at the north end, inches above the floor. The beam is stopped halfway across the room by a sword lying on the floor.

There is an elvish sword here.


>take sword.

Taken


>north

[Hallway] This is part of the long hallway. The east and west walls are dressed stone. In the center of the hall is a shallow stone channel. In the center of the room the channel widens into a large hole around which is engraved a compass rose.

A passage enters from the south.

A large mirror fills the north side of the hallway.

The mirror is mounted on a panel which has been opened outward.


Told you.


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