Hero Image

Game Details

Z-code

Open Adventure

Colossal Cave Adventure, Adventure 2.5 / 430-point lineage, ported to Inform 6

By William Crowther, Don Woods, ESR Open Adventure contributors 2026 Interactive Fiction Published

Play Open Adventure

Open Adventure cover art

About this game

Open Adventure is a faithful-as-practical Inform 6 / Z-machine port of ESR Open Adventure, representing all 20 native treasures with testable versions of the major late-game systems for reliable browser play.

This draft package is based on the Crowther/Woods Adventure 2.5 / 430-point lineage as forward-ported by Eric S. Raymond. It is a package candidate, not final release art.

Screenshots

Open Adventure screenshot 1 Open Adventure screenshot 2

Help & Reference

Package-local notes for commands, hints, solution paths, and version-specific package notes.

How to Play

How To Play

Open Adventure is a parser game: you type commands, and the cave answers back. Short commands usually work best.

TEXT
look
inventory
take lamp
lamp on
north
open grate
score
help
info
news
version

Compass directions such as north, south, east, west, up, and down move you through the cave. Many interpreters also accept n, s, e, w, u, and d.

First Steps

Explore the road, forest, valley, and building. The building holds several important supplies. The keys open the grate, and the lamp is essential underground.

Use inventory to see what you are carrying. Use score or points to check progress. Treasures earn their full value when left safely in the building.

At the opening question, type yes or no to choose whether you want the introductory instructions.

Command Style

Try direct verb/object commands:

TEXT
take keys
drop bird
wave rod
throw axe at dwarf
pour water on plant
listen

If a command fails, try simpler wording. Adventure is an old-school puzzle game: map carefully, notice odd room connections, and experiment with objects.

About This Port

This draft package describes an Inform 6 / Z-machine port of ESR Open Adventure, from the Adventure 2.5 / 430-point lineage. All 20 native treasures are represented, and the main cave, treasure, and endgame routes are playable.

Some native random behavior is deterministic here so the port can be tested reliably in Z-machine and browser interpreters. See known-differences.md for details.

Progressive Hints The Oracle Are you lost and need a hand?

Open only the hints you want. Later hints may reveal puzzle solutions.

General Advice

Hint 1Gentle

Map the cave. Some exits are one-way, and some rooms do not behave like a normal grid.

Hint 2Stronger

Carry only what you need for the current puzzle. Deposit treasures in the building when you can.

Hint 3Answer

Use score or points to check progress. Treasure credit is split between finding an item and leaving it safely in the building.

Finding And Entering The Cave

Hint 1Gentle

The cave entrance is not inside the building.

Hint 2Stronger

Explore from the road through the valley and streambed.

Hint 3Answer

Take the keys and lamp from the building, go to the grate, unlock it, open it, and go down.

Bird And Snake

Hint 1Gentle

The bird is useful, but nervous.

Hint 2Stronger

The cage lets you carry the bird. The rod scares it if the bird is still caged.

Hint 3Answer

Take the cage, capture the bird, and drop the bird in the Hall of the Mountain King to chase away the snake.

Rod, Fissure, And Jade

Hint 1Gentle

The rod reacts to more than one place.

Hint 2Stronger

Try it near the fissure, and try it near the steps with the bird in the right state.

Hint 3Answer

wave rod at the fissure creates the bridge. At the represented steps, drop the uncaged bird and wave the rod to create the jade necklace.

Dragon And Reservoir Word

Hint 1Gentle

The bird eventually has something important to say.

Hint 2Stronger

You need to understand the bird first, and that depends on the dragon route.

Hint 3Answer

Resolve the dragon, drink the dragon blood, return the bird to a represented forest room, and listen. The bird discloses the current reservoir word.

Reservoir, Rabbit Foot, And Ebony

Hint 1Gentle

The reservoir is not crossed by swimming.

Hint 2Stronger

Use the word learned from the bird. Carry a lucky object before the cliff route.

Hint 3Answer

Use F'UNJ at the reservoir in this deterministic port build. Carry the rabbit foot through the north-reservoir cliff route to reach the ebony statuette.

PLOVER And Emerald

Hint 1Gentle

Some magic words work only in specific places.

Hint 2Stronger

The Plover region has strict carry constraints.

Hint 3Answer

Use PLOVER between Y2 and the Plover Room. The emerald is beyond the Plover Room in the Dark Room.

Plant, Oil, Door, Trident, And Pearl

Hint 1Gentle

The plant is thirsty more than once.

Hint 2Stronger

Water changes the plant. Oil changes the rusty door.

Hint 3Answer

Water the plant enough to climb it. Fill the bottle with oil in the east pit, oil the rusty door, take the trident, and use the trident to open the clam. The pearl rolls away and must be recovered from its destination.

Eggs, Troll, Bear, And Chain

Hint 1Gentle

Some treasures are useful before they are deposited.

Hint 2Stronger

The troll wants payment. The bear wants food and then freedom.

Hint 3Answer

Throw a treasure, often the eggs, to the troll. Later use FEE/FIE/FOE/FOO to recover the eggs. Feed the bear, unlock the chain, take the chain, and lead the bear through the bridge outcome.

Batteries And Vending Machine

Hint 1Gentle

Coins have a second use.

Hint 2Stronger

Spending the coins solves a lamp problem but sacrifices their deposit value.

Hint 3Answer

Drop the coins at the vending machine to create fresh batteries. This removes the coins from play for building-deposit scoring.

Pirate And Chest

Hint 1Gentle

If treasure vanishes, it is not necessarily gone forever.

Hint 2Stronger

The pirate's stash is in the all-alike maze region.

Hint 3Answer

In this port, carrying an eligible treasure into the represented west Hall of Mists approach triggers pirate theft. Recover the stolen treasure and chest from the pirate dead end.

Dwarf, Axe, Ogre, And Ruby

Hint 1Gentle

The first dwarf encounter gives you something useful.

Hint 2Stronger

The axe matters for dwarf combat and the ogre route.

Hint 3Answer

Take the axe after the represented first dwarf encounter. Use throw axe at dwarf when the dwarf blocks your way. The ogre/ruby route depends on resolving that dwarf encounter.

Cave Closing And Endgame

Hint 1Gentle

When the cave starts closing, ordinary exits are no longer reliable.

Hint 2Stronger

The repository is a special endgame space. The rusty-mark rod matters.

Hint 3Answer

Some test transcripts use testclose helpers to reach closing states quickly; those are not normal player commands. In the repository victory route, move the rusty-mark rod away from the southwest side, return southwest, and blast.

Walkthrough

Walkthrough

Spoilers follow. This is a concise route overview for the current Inform 6 port, not a perfect-score native transcript.

For exact tested commands, see the source repo transcripts under inform6/transcripts/commands/.

Opening

Take the keys, lamp, food, bottle, and water from the building. Explore the represented forest path for the rabbit foot. Go to the grate, unlock it, open it, enter the cave, and turn on the lamp.

Early Cave

Take the cage, capture the bird, and take the rod. Use the bird and rod at the represented steps to create the jade necklace. Carry the bird to the Hall of the Mountain King and drop it to drive away the snake.

Use the rod at the fissure to create the bridge. Explore side chambers and deposit treasures in the building when practical.

Midgame Treasure Routes

Use PLOVER to reach the emerald route. Water the plant, gather oil, open the rusty door, take the trident, open the clam, and recover the pearl. Resolve the dragon to free the rug and gain access to dragon blood.

The Giant Room, troll, bear, chain, vending machine, pirate chest, and dwarf/axe/ogre routes are represented as deterministic puzzle chains in this port.

Reservoir And Cliff Route

After resolving the dragon, drink the blood. Return the bird to a represented forest room and listen for the reservoir word. In this deterministic build the word is:

TEXT
F'UNJ

Use the word at the reservoir, cross to the north side, and carry the rabbit foot through the cliff route to reach the ebony statuette.

Endgame

Deposit treasures in the building and monitor score. The cave-closing system is implemented as a deterministic slice of native behavior. Some repository and endgame smoke routes use testclose helpers; those helpers are not normal player commands.

In the repository victory route, move the rusty-mark rod away from the southwest end, return southwest, and blast.

More Detail

  • Full repo walkthrough: WALKTHROUGH.md
  • Polished command route: inform6/transcripts/commands/polished-walkthrough.txt
  • Known differences: docs/KNOWN-DIFFERENCES.md
Extras & Feelies

Catalog & Provenance

Identifiers, source references, and redistribution notes stored with this package.

IFID
74146740-24EA-5383-A8BF-8B239CE36DBE
Source
https://github.com/cdaters/open-adventure-inform
Retrieved 2026-06-04. Public port repository name is open-adventure-inform. Native oracle baseline 993291a21da44234ae9cf303d0ffc0df19ec3c31. Story SHA-256 ae26b08ac2196c2ad06b5fa2546bc7499c6a9d4ff03efb3a9ae4ee89069f81c3.
License
BSD-2-Clause source lineage; package candidate needs final rights review
Native ESR Open Adventure source files identify BSD-2-Clause code/data licensing. Final packaging must re-check upstream, port, artwork, screenshot, and feelie rights before publication.
Powered by TerpVault v0.5.0