>SOUTH
Prison Cell
You are in a featureless prison cell. You can see an east-west corridor outside
the cell door. Your view also takes in the parapet and a large, fiery pit.
You notice that the dungeon master doesn't follow you.
Your sword is glowing with a faint blue glow.
>DROP ALL
wooden staff: Dropped.
strange key: Dropped.
golden amulet: Dropped.
vial: Dropped.
torch: Dropped.
sword: Dropped.
cloak: Dropped.
very ancient book: Dropped.
hood: Dropped.
golden ring: Dropped.
>NORTH
North Corridor
This is a wide east-west corridor which opens onto a northern parapet at its
center. You can see flames and smoke as you peer towards the parapet. The
corridor turns south at either end, and in the center of the south wall is a
heavy wooden door with a small barred window. The door is open.
The dungeon master is quietly leaning on his staff here.
>NORTH
Parapet
You are standing behind a stone retaining wall which rims a parapet overlooking
a fiery pit. It is difficult to see through the smoke and flame which fills the
pit, but it seems to be bottomless. The pit itself is circular, about two
hundred feet in diameter, and is fashioned of roughly hewn stone. The flames
generate considerable heat, so it is rather uncomfortable standing here.
There is an object here which looks like a sundial. On it are an indicator arrow
surrounding a large button. On the face of the dial are numbers 1 through 8. The
indicator points to the number 1.
To the south, across a narrow corridor, is a prison cell.
The dungeon master rejoins you.
>SET DIAL TO 2
The dial now points to 2.
>PUSH BUTTON
The button depresses with a slight click, and pops back.
Warning: @move_object called moving object 0 (PC = c4f3) (will ignore further
occurrences)
You notice that the cell door is now closed.
>SOUTH
North Corridor
The dungeon master follows you.
>OPEN DOOR
The cell door opens.
>SOUTH
Prison Cell
You are in a featureless prison cell. You can see an east-west corridor outside
the cell door. Your view also takes in the parapet and a large, fiery pit.
There is a wooden staff here.
There is a strange key here.
You notice that the dungeon master doesn't follow you.
I dropped 10 objects in the cell, but two of them are still there when I return. Why?
Well, again it uses one room to simulate several, and it assumes there will never be more than seven or eight (I'm not completely sure which) objects in the room:
GLOBAL CELLOBJS <ITABLE NONE <* 8 2 8>>>
In the bug report for the Royal Puzzle, I counted 17 possible objects. You can probably get them all, except for WAYBREAD, into the endgame by making several trips, using the "FROTZ OZMOO" spell.
The Frotz warning is probably a separate issue, in which case I'll file a separate bug report for it.
I was wrong. The Frotz warning happened because the table entry that keeps track of the number of objects in one cell was overwritten with an object number from the previous cell.
Part of this is similar to https://github.com/the-infocom-files/zork3/issues/47
I dropped 10 objects in the cell, but two of them are still there when I return. Why?
Well, again it uses one room to simulate several, and it assumes there will never be more than seven or eight (I'm not completely sure which) objects in the room:
In the bug report for the Royal Puzzle, I counted 17 possible objects. You can probably get them all, except for
WAYBREAD
, into the endgame by making several trips, using the "FROTZ OZMOO" spell.The Frotz warning is probably a separate issue, in which case I'll file a separate bug report for it.