perm filename ZORK[E77,JMC] blob sn#301317 filedate 1977-08-11 generic text, type C, neo UTF8
COMMENT ⊗   VALID 00008 PAGES
C REC  PAGE   DESCRIPTION
C00001 00001
C00002 00002	Outside:
C00004 00003	Near places:
C00011 00004	Maze:
C00013 00005	Routes
C00014 00006	Notes:
C00016 00007	∂07-Aug-77  2313	DON  
C00019 00008	It is possible to make sequences that get the necklace with arbitrarily
C00026 ENDMK
C⊗;
Outside:

North of house = nh
West of house	wh (mailbox with leaflet)
Behind house	= bh
Clearing	= cl
Canyon view	= cv
Ledge		= le
Clearing	= cl
Forest1		= f1
Forest2		= f2
Forest3		= f3 (sunlight to e)
kitchen		= ki (has bag, bottle)
living room	= li(has lamp, trophy case,magaz)
attic		= at (has rope,knife)
south of house	= sh

place	e   n   w   s	ne  nw  sw  se  d   u

f1	x   f1  f4  f2   x   x   x  cv  x   x
f2	cv  f1  f4  f2   xxx
f3	cl  f4  nh  cl   xxx
f4	cl  sh  f5  f2   xxx
f5	f3  f5  f5  f4 xxx

cl	cl  cl  f3  f4   x   x   bh f1  x   x
cv	x   x   f1  f2 xxxxx
le      xxxxx                           le   cv
eh=bh	cl  nh  ki  sh   xxx
nh	bh  f3  wh  x    xxx
wh	wh  nh  f5  sh   xxx
sh	bh  x   wh  f4   xxx
ki	bh  x   li  x xxxx                   at
li	ki  xxxxxxxx
at                                       ki

Near places:
place					e   n   w   s   ne  nw  sw  se	u   d

wc = w. of chasm			x   nsc ce  gal x   x   x   x   x   x!
gal= gallery(painting)			x   wc  x   stu x   x   x   x   x   x
stu= studio				x   nsc x   x   x   gal x   x   ki  x
nsc= n-s crawl				tr  wc ce   m1  x   x   x   x   x!  x
tr = troll r.				nsc ewp ce  m3' x   x   x   x   x   x
ce = cellar				tr  x   x   wc  x   x   x   x   barred	x
ewp= e.w. passage			ro  rav tr  x   x   x   x   x   x   rav
ro = round r.				can wi  eng
eng= engravings cave			x   ro  x   x   x   x   x   ri  x   x
ri = riddle room (riddle)		!!  x   x   x   x   x   x   x   x   eng
wi = winding psg.			mi  wi  x   x   x   x   x   x   x   x
mi = mirror r.				ca  na  wi  x   x   x   x   x   x   x
ca = tiny cave				x   na  mi  x   x   x   x   x   x   ga
ga = gate to hades			ldr x   x   x   x   x   x   x   ca  x
ldr= large desolate rm			x   x   ga  x   x   x   x   x   x   x
na = narrow crawlway			x   gr  x   ca  x   x   mi  x   x   x
gr = grail room				na  x   ro  x   x   x   x   x   te  x
te = temple room			al  x   gr  x   x   x   x   x   x   x
al = altar				x   x   te  x   x   x   x   x   x   x   

rav= deep ravine			cha x	rca ewp x   x   x   x   x   res
res= s.end reservoir (trunk)		x   rne str rav x   x   x   x   can x
str= path along stream			res gla x   x   x   x   x   x   x   x
gla= glacier room			egy str x   x   x   x   x   x   x   x
egy= egyptian room(coffin)		rca x   x   x   x   x   x   x   gla x
rca= rocky crawl-3 ft.			dom x   rav x   x   egy x   x   x   x
dom= dome				rca x   x   x   x   x   x   x   x   tor
tor= torch room				x   x   tor x   x   x   x   x   x   nsc
cha= chasm				hns x   x   rav x   x   x   x   x   x!
hns= high n.s. psg.			x   cha x   ro  lo  x   x   x   x   x
can= deep canyon			dam x   x   ro  x   x   x   res x   x
dam= top of dam				dca dlo x   can x   x   x   x   x   dba
dba= dam base(stick,boat)		x   dam x   x   x   x   x   x   dam x
dlo= dam lobby(matchbook,guidebook)	mai mai x   dam x   x   x   x   x   x
mai= maintenance(wrench,tube,screwdr)	x   x   dlo x   x   x   x   x   x   x
dca= damp cave				dam x   x   lo  x   x   x   x   x   x
lo = loud room(platinum bar)		anc ec! hns ec! ec! ec! ec! ec! dca ec!
anc= ancient chasm			sca de2 de3 lo
de2= dead end				x   x   x   x   x   x   anc
de3= dead end				anc
sca=small cave(guan.shov		            wes     anc
wes=west shore				                    sca

place					e   n   w   s   ne  nw  sw  se  u   d
rne= reservoir north (pump)		    atl
atl= atlantis room (trident)		                            rne cav
cav= cave				    mi2                              atl
mi2=mirror room				cav snc col
snc=steep narrow crawl			            mi2         col
col=cold passage			mi2 snc sli
sli=slide room ("granite wall")		col mie                              ce
mie=mine entrance			            sli sha squ
sha= shaft room (basket)		    woo mie
squ= squeaky room               		        jad mie
woo= wooden tunnel			        sme sha mn1
sme= smelly room (coal gas)		woo                                  sap
sap= sapphire room (bracelet)		x   x   x   x   x   x   x   x   sme x
jad=jade r. (jade figure)		-
    (vampire ride to lat)
lat=ladder top				                                mn6 lab
lab=ladder bottom			            tim de5             lat
nw5=dead end (coal)   			x   x   x   lab x   x   x   x   x   x
tim=timber room				lab                     dan
dan=(can't take lamp from tim)
    take succeeds, ne,n die
    "granite wall" → "which one"

Mine maze				e   n   w   s   ne  nw  sw  se  u   d


mn1					woo mn2 x   x   x   mn2 mn3 x   x   x
mn2					x   x   mn3 mn1 mn5 x   x   x   mn4 x
mn3					x   x   mn4 mn1 mn2 x   x   x   mn7 x
mn4					mn2 mn6 mn3 mn7 x   x   x   x   mn7 mn5
mn5					x   x   x   x   x   mn6 x   mn2 mn4 x
mn6					mn1 x   mn4 mn5 x   x   x   x   x   lat
mn7					mn4 x   mn3 x   mn4 x   x   x   x   x
Maze:
place					e   n   w   s   ne  nw  sw  se  u   d

troll room				            m3
round room → m2

m2					de1 m3  m5  x   x   x   x   x   x   x
de1					x   x   x   m2  x   x   x   x   x   x
m3					m2  m3  tr  m4  x   x   x   x   x   x
m4					m5  m2  x   m3  x   x   x   x   x   x
m5					x   m2  m4  x   x   x   x   x   sk  x
sk = skeleton(keys,coins)		de2 m5  x   x   x   x   m6  x   x   x
de2					x   x   sk  x   x   x   x   x   x   x
m6					m7  x   m6  x   x   x   x   x   m12 sk
m7					m8  x   m68 m9  de3 x   x   x   m10 x
m8					x   x   m87 x   m7  x   x   xde x   x
m9					x   x   m10 m7  cyc x   x   x   x   x
m10					x   x   m9  m7  m7  m10 x   x   x   x
cyc= cyclops				x   x!  m9  x   x   x   x   x   chl x
de3					x   x   x   m2  x   x   x   x   x   x
chl= chalice room (chalice,kills thief)	
m12					m16 m6  m13 sk  x   m12 x   x   x   m14
m16					x   x   x   x   gra m15 m13 x   cl  m14
m13					m15 de4 sk  x   x   x   rma x   m12 x
de4					x   x   x   m13 x   x   x   x   x   x
m14					m12 x   m15 x   x   x   x   x   rma x
m15					m12 x   rma m14 x   x   x   x   x   m13
de					x   m8  x   x   x   x   x   x   x   x
gra= grating room 			                                cl
Routes

CE s WC s GAL n WC w CE e TR s M3 s M4 e M5 u SK sw M6 e M7 s M9 ne CYC

CHL d CYC w M9 s M7 w M6 u M12 e M16 ne GRA

CE e TR n EWP n RAV e CHA e HNS ne LO w HNS n CHA s RAV w RCA e DOM d TOR d NSC e TR

TR s M3 s M4 e M5 u SK sw M6 u M12 e M16 ne GRA

TR n EWP n RAV d RES u CAN e DAM

Button sequence: blue red brown red yellow

DAM s CAN se RES n REN s RES w STR n GLA e EGY u GLA n STR e RES s RAV

lat U mn6 E mn1 E woo

woo NE mn1 N mn2 NE mn5 N mn6 D lat

woo S sha W mie NW squ W jad

atl U cav N mi2 W col W sli N mie NE sha
Notes:

blow up engravings

hello sailor to bat

take a lot of stuff to land of living dead

dig grave in damp cave or elsewhere

try to make grammatical sentences with "foo" and "temple"

burn something with torch

tie bat with wire

Treasure room: n. wall is solid granite
Cyclops room: n. wall is solid rock
Temple too?

Questions: use for stick, guano, buoy, wire, brick, pile of leaves
Granite wall problem. say "wooden wall" at granite wall
penetrate wooden door
is box=basket?
connection between volcano rooms?

what else is magic about boat?
can bat or boat be used to cross volcano or other chasms?
what effect does destroying glacier have on the volcano,

TAKE CYCLOPS' EYE

verbs: temple foo granite treasure
nouns: rainbow grave, box, rock=statue, gnome, pot of gold,chest,head
move over the rainbow

∂07-Aug-77  2313	DON  
Weights

28: listings
22: coffin
14: trunk
10: pile of leaves
 8: bar, boat, coal, guano, torch, trident
 6: coins, lamp, painting, shovel
 4: book, bracelet, brick, buoy, candles, chalice, grail, jade, keys,
    necklace, tube, wrench
 2: bell, bottle, diamond, emerald, garlic, guidebook, gunk (in tube),
    knife, lunch, pump, screwdriver
 1: label, leaflet, magazine, matchbook, sack, water, wire coil

bar . . . . . . 8
bell  . . . . . 2
boat  . . . . . 8
book  . . . . . 4
bottle  . . . . 2
bracelet  . . . 4
brick . . . . . 4
buoy  . . . . . 4
candles . . . . 4
chalice . . . . 4
coal  . . . . . 8
coffin  . . . . 22
coins . . . . . 6
coke bottles  . 6
diamond . . . . 2
emerald . . . . 2
garlic  . . . . 2
grail . . . . . 4
guano . . . . . 8
guidebook . . . 2
gunk  . . . . . 2
jade  . . . . . 4
keys  . . . . . 4
knife . . . . . 2
label . . . . . 1
lamp  . . . . . 6
leaflet . . . . ↓
listings  . . . 28
lunch . . . . . 2
magazine  . . . 1
matchbook . . . 1
necklace  . . . 4
painting  . . . 6
pile  . . . . . 10
pump  . . . . . 2
rope  . . . . . 4
ruby  . . . . . 
sack  . . . . . 1
screwdriver . . 2
shovel  . . . . 6
statue  . . . . 3
stick . . . . . 1
torch . . . . . 8
trident . . . . 8
trunk . . . . . 14
tube  . . . . . 4
water in bottle 1
wire coil . . . 1
wrench  . . . . 4

Only the boat seems to act to conceal the weight of its contents.  However,
you can fit much  more by putting  things inside other  things.  If you  do
this, you cannot then put more stuff  in the boat.  I.e., once the boat  is
overloaded, you cannot put  more stuff directly into  the boat, though  you
can put more stuff into containers within the boat:
It is possible to make sequences that get the necklace with arbitrarily
high probability and take it back to the living room.  The method is
the following, but I can't take time to check it, so there might be
bugs.

1. Let A be a sequence of moves from the living room to the round
room followed by a single move in a compass direction.  A gets
us to one of six places.  Naturally, the preferred place is the
engravings room.

2. B = (SE WELL E (TAKE NECKLACE) W).  If we were at the engravings
room, we now have the necklace and are in the riddle room.
If we were not at the engravings room, we are in locations as follows:

winding passage → B → winding passage
grail room → B → grail room
canyon → B → stream
high north south passage → B → high north south passage
m2 (a certain place in maze) → B → de1 (a dead end in maze)

3. Our next goal is to make a sequence that will get from everywhere
except the riddle room to de1.  de1 is a good place to go, because its
only exit is to the south, and if we do exit to the south, going east
gets us back in.  This gives a maximum degree of freedom for achieving
other goals without losing the variants that end up in de1.

4. The biggest problem is to find a sequence that gets out of the
grail room and the winding passage to de1 without going through the
round room which would get us lost again.  To achieve this we must
go through the temple and the temple and the altar and pray to get
out to the forest, return through the house, the cellar, the troll
room and end up in de1.  The sequence must not take any of the other
places through the round room.  First we note that the subsequence
(E E N N) takes us from the winding passage to the grail room
and also from the grail room to the grail room.  Thus it merges
the winding passage and grail room cases.  de1 is unaffected since
S doesn't occur in that sequence.  We now define
C = (E E N N U E PRAY E E SW W W D SE E NE S E E).
We have
grail room → C → de1
and
winding passage → C → de1.

	In the main C is a straightforward trip to de1, but the SE
after the D was interpolated to get the variant starting at the
riddle room from getting into the round room, and the NE was inserted
to keep one of the other sequences out of the round room.

5. We have
stream → C → dam base
and
high north south passage → C → small cave.

6. We now want to get from the small cave to de1.  If we don't go up,
we can be sure that the sequence that starts at the dam base will
remain there.  We define D = (NW S W N E N S S W S E E N E).  We can't
avoid using S which gets us out of de1, but judicious interpolations
make sure we get back in.  We have
de1 → D → de1
and
sca → D → de1
dba → D → dba

7. The remaining part of this task is to get from the dam base to de1
without losing the variants that are already at de1.  The sequence
(U E S E E) gets to the small cave without losing de1, because the
only S in the sequence is immediately followed by E.  This sequence
can now be followed by sequence D to get to de1.

8. The sequence B+C+D+(U E S E E)+D then has the property that if one
luckily landed in the engraving room, one has the necklace and is
in the closet.  If one wasn't so lucky one is at de1.

9. The sequence F = (S N W N N E E W U S S) takes de1 into the round
room and starts another try.  It enters the round room with a move of
S from the high north south passage.  If we were in the closet one is
now at the engravings room.

10. Therefore, the sequence A+[B+C+D+(U E S E E)+D+F]↑n for large enough
n gives an arbitrarily large probability of ending up in the closet with
the necklace.  The next problem is to get out.

11. The sequence H = (W D N N)+B+C+D+(U E S E E)+D takes de1 to de1 and
takes us from the closet to de1 unless we are unfortunate enough to
go back to the engravings room.  Therefore, H↑n for large enough n
gives an arbitrarily high probability of getting back to de1.

12. From de1 the sequence (S N W W U PUT NECKLACE IN CASE) finishes the
job.

No doubt these sequences can be simplified.