the-infocom-files / zork3

Zork III: The Dungeon Master
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The local globals in the Hallway seem a bit wrong #67

Open eriktorbjorn opened 5 years ago

eriktorbjorn commented 5 years ago

This will take some explaining...

The long hallway before the endgame consists of the following rooms. I've marked rooms where GUARDIAN is local global with "G", WOODEN-WALL with "W", MIRROR with "M", PANEL with "P", CHANNEL with "C", ROSE with "R".

GUARDIAN is the Guardians of Zork. They are in MRG. WOODEN-WALL is the short ends of the box. They don't block the hallway. MIRROR and PANEL are the long ends of the box. They block the hallway. CHANNEL is the channel the box moves along. ROSE are the compass roses along the channel.

             FRONT-DOOR
                 |
MRDW [GMP]   MRD [GWCR]    MRDE [GMP]
                 |
MRGW [GMP]   MRG [G]       MRGE [GMP]
                 |
MRCW [GMP]   MRC [GWMPCR]  MRCE [GMP]
                 |
MRBW [GMP]   MRB [WMPCR]   MRBE [GMP]
                 |
MRAW [GMP]   MRA [WMPCR]   MRAE [GMP]
                 |
              MREYE

It seems odd to me that

That MIRROR and PANEL aren't local global to MRD looks inconsistent at first glance, but to be able to see them you'd have to rotate the box when it's at MRG and the guardians won't allow that. So that should be ok.