Z-code
Open Adventure
Colossal Cave Adventure, Adventure 2.5 / 430-point lineage, ported to Inform 6
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
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.
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:
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:
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
Package-local supplemental files such as manuals, maps, clue sheets, audio, and other extras.
feelies/open-adventure-map-draft.png
map
Map Notes
Notes on map scope, source files, special transitions, and known limitations. feelies/open-adventure-map-notes.md
notes
Treasure Checklist
Checklist of all 20 native treasures represented by the port. feelies/treasure-checklist.md
checklist
History And Port Context
Player-facing history and lineage notes for the package details page. feelies/details-history.md
notes
Known Differences
Player-facing summary of port-specific differences and deferred native parity. feelies/known-differences.md
notes
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.