Failure states in the Zork trilogy + Trinity (data in OP)

I’ve spent some time on the spreadsheet, and added Zork II. I need to review Zorks I and III, since I’m a little better at this now than I was two years ago. It’s at the top of the OP.

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Someone has probably already noted this, but the ending of Trinity implies that the player is doomed to repeat the same actions indefinitely, and escaping this circle of suffering through death (or by creating an unwinnable situation, or simply quitting, I guess) is in fact the happier ending.

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I always thought the grave was a paradox, since the Wabewalker isn’t allowed to die after sabotaging the bomb.

“You should be proud of yourself.” Where is that voice coming from? “This gadget would’ve blown New Mexico right off the map if you hadn’t stopped it. Imagine the embarrassment.”

A burst of static. “Minus ten seconds.”

The space around you articulates. It’s not as scary the second time.

“Of course, there’s the problem of causality,” continues the voice. “If Harry doesn’t get his A-bomb, the future that created you cannot occur. And you can’t sabotage the test if you’re never born, can you?”

My assumption has been that the Wabewalker can’t die.

One answer, of course, is that this is an Adventure game of its time, and protagonists die, that’s how it it is. The map and book of hours might suggest that.

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OK. I’ve got the Trinity deaths in. There are fewer than any of the Zork games, mostly due to the absence of joke or unmotivated deaths. I still feel like I’m missing some dead ends probably for everything but Zork I… I’ll go with whatever I have two posts from now.

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I’m writing this post today, but I’ll update with any further additions or corrections. I’ll continue to maintain it as a reference, in other words.

updated spreadsheet is at the top of the OP

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