Let's Play: Trinity by Brian Moriarty

Only one more door is reachable: Mars, god of war. No points for guessing what might be behind this one:

>e
The Bend

An exhausted stream trickles into a river that bends to the south and east. The opposite shore is veiled behind a thick mist.

Paths meander off in many directions from the river’s edge.

A dark shadow lies across the ground.

>e
Moor

Tall, solemn cattails line the banks of a great river that flows eastward across the silent moor. A dense fog on the water obscures your view of the opposite shore.

A pair of giant toadstools is growing among the cattails. The larger one has an open white door set into the stem.

A triangular shadow lies across the ground. Its sharp point rests exactly on the open door in the toadstool.

Cattails tend to grow in the water, right? I can’t imagine wading through the waters of the River Styx is very good for our health, but any attempts to examine the water or the river just gives the room description again.

>in
You pass the threshold of the white door…

Dun dun dun… (This is where the game prints 23 line breaks to make the last part scroll away before the next part appears.)

… and step into empty air.

Thin Air

You’re fourteen hundred feet above a small city, falling straight down at a velocity of seventy miles an hour.

A white door is dwindling away in the sky overhead.

UH OH!

The wind in your ears becomes a roar as you plunge faster towards the city below. You close your eyes for the last few hundred feet.

And that’s the end. We have exactly one turn to act before we go splat.

My first thought was to pull a Mary Poppins using that umbrella:

The closed umbrella’s handle is carved in the shape of a parrot’s head.

But just to be sure, I had to confirm that the movie does in fact predate this game: it’s from 1964. Somehow I’d always thought it was later.

And sure enough, if we use our one turn to:

>open umbrella
The umbrella snaps open and nearly flies to pieces in the fury of your descent. But a sympathetic breeze fills the cloth panels with air, and your death-plunge slows to a leisurely drift.

The city below draws closer. You glimpse a river, railroad tracks, streets busy with horses and bicycles, a playground…

Crunch.

Playground, in a sandpile

A set of children’s swings moves slowly back and forth in the humid breeze. Behind them stands a long building, its windows hung with flowers and birds folded from colored paper.

Mounds of dirt are heaped around a dark opening to the east. It appears to be a shelter of some kind.

Several small children are happily chasing dragonflies north of the swing set. Turning south, you see a group of adults (schoolteachers, by the looks of them), wearily digging another shelter like the first.

Somewhat shaken, you rise to your feet in a child’s sandpile. In the pile you see a splinter (providing light) and an umbrella.

Well, there are two options for where we are, right?

>x hiroshima
“Nope. Wrong city,” grumbles a voice in your ear.

Oops.

>x nagasaki
“Got it,” whispers a voice in your ear.

Which means we have until 11:02 local time. Our watch says we came through the door at 10:54:15 AM. So let’s move!

>x children
The children tumble over one another as they leap to catch the elusive dragonflies.

This gets us a new box quote:

The love of posterity is a consequence
of the necessity of death. If a man
were sure of living forever, he would
not care about his offspring.

– Nathaniel Hawthorne

It looks like, after Hiroshima, they’ve started making preparations for another nuclear attack.

>x shelter
All you can see is a mound of dirt, with a dark opening leading downward.

Will it be enough?

>d
[climbing out of the sandpile first]

You descend into the darkness.

Shelter

You wouldn’t want to spend much time in this wretched hole. The bare floor is damp and filthy, and the corners reek of urine. Luckily, there’s an opening to the west.

A spade is leaning against the wall.

The spade seems potentially useful for our quest. But is this shelter really going to accomplish anything?

>get spade
Taken.

[Your score just went up by 1 point. The total is now 38 out of 100.]

>x it
It looks sturdy enough.

I’m glad something is, at least!

>w
You ascend into daylight.

Playground

A set of children’s swings moves slowly back and forth in the humid breeze. Behind them stands a long building, its windows hung with flowers and birds folded from colored paper.

Mounds of dirt are heaped around a dark opening to the east. It appears to be a shelter of some kind.

Several small children are happily chasing dragonflies north of the swing set. Turning south, you see a group of adults (schoolteachers, by the looks of them), wearily digging another shelter like the first.

A child’s sandpile covers the ground at your feet. In the pile you see a splinter (providing light) and an umbrella.

A little girl races between the swings, hot on the trail of a dragonfly. She trips and sprawls across the sand, laughing with hysterical glee. Then she sees you.

At first, you’re sure she’s going to scream. Her eyes dart back and forth between you and the teachers; you can see a cry forming on her lips.

Suddenly, the umbrella at your feet catches her eye. You watch her expression soften from fear to curiosity.

It’s been quite a while, but remember where we got the umbrella in the first place? An elderly Japanese woman with a horribly scarred face lost it in Kensington Gardens in the 1980s. It seemed to be precious to her, and she left in tears when she couldn’t retrieve it.

Looks like the right moment for us to set up a little time loop.

>give umbrella to girl
You’re not holding an umbrella.

Oh come on, game! You clearly understand implicit actions in other places!

>get umbrella
You take the umbrella out of the sandpile.

The girl can’t keep her eyes off the umbrella.

>give umbrella to girl
The girl’s mouth opens into a little “o” at the magnificence of your gift. She humbly accepts the umbrella, smiles shyly and descends into the shelter with her prize.

Which means at least one person is going to make it through this. Can we persuade the others to join her in the shelter?

>n
You walk a little closer to the children, but hesitate when it occurs to you that they might not take kindly to your presence.

Are you sure you want to go that way?

[Please type YES or NO.] >y

The children cry out in surprise and fear at your approach.

One teacher, a young woman, sees you coming and shrieks something in Japanese. Her companions quickly surround you, shouting accusations and sneering at your vacation shorts. You respond by pointing desperately at the sky, shouting “Bomb! Big boom!” and struggling to escape into the shelter.

This awkward scene is cut short by a searing flash.

Oops. That didn’t end so well. The same happens if you approach the teachers, or if you just wait:

You’ve noticed a faint sound coming from somewhere overhead. The children and teachers stop to stare at the sky.

>x watch
Your wristwatch says it’s 11:01:30 am.

The sound overhead grows louder. There’s no mistaking the drone of aircraft.

Muttering with exasperation, the teachers drop their spades and begin to trudge in the direction of the shelter.

Followed by the same scene as above. Nothing I’ve tried will persuade them.

But we have another problem, ourselves:

>x door
You can’t see the door from here.

The door is…if it’s at the place where the bomb exploded, that’s about 500 meters above the ground. (While searching for that, Wikipedia tells me that the Shinkozen Primary School was turned into an emergency medical facility in the aftermath, so that may be where we are here.)

How are we going to reach that—especially once we’ve given away our umbrella?

10.txt (13.0 KB)

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You can interact with the cattails though:

Which I thought was pretty funny. (Though if cattails are what I think the Swedish name seems to allude to rolling pins, not cats.)

You could try hiding in the shelter, of course. It seems like the sensible thing to me. Not that it will help, but at least the outcome is only mostly bad.

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Let’s try that! If we just sit in the shelter and wait out the bomb, maybe we can do something afterward. (Though the door probably won’t survive being exactly at ground zero.)

All at once the shelter is lit by a terrifying flash of light. You dive for cover, but never make it to the ground.

Oh.

The solution to this puzzle actually lies in the feelies. I don’t know if it qualifies as a copy-protection puzzle (it’s not asking us to type in a word from the manual or anything, like in Sorcerer and Spellbreaker), but it definitely provides a little nudge.

instructions for how to fold a paper crane

A symbol of peace, to contrast with the act of war. One of the famous survivors of the bombings (though she was in Hiroshima, not Nagasaki) was Sasaki Sadako, a young girl who tried to fold a thousand origami cranes while she was hospitalized with leukemia. The version of her story that we read back in elementary school said she fell slightly short of a thousand, but Wikipedia claims she made it to 1,300 total before she eventually succumbed to her illness.

Anyway, there was an origami crane back at the start of the game: we unfolded it to learn where and when the first door would open.

>x paper
The words “Long Water, Four O’Clock” are scrawled on the piece of paper.

The Invisiclues say it’s specifically rice paper, though that’s not in the description. If we try to fold it ourselves:

Your fumbling attempt to fold the paper back into a bird fails.

But someone else might know better.

If we take the paper through the Mars door:

>give paper to child
The girl’s eyes brighten with surprise when she sees the piece of paper. “Origami,” she squeaks, accepting the piece of paper with a gracious bow. Her fingers explore the creases in the paper, bending them this way and that. Then, with a few deft maneuvers, she refolds the sheet to its original shape and holds it up for you to see.

We should really give her something in exchange for the crane. It’s only polite.

>give umbrella to child
The girl’s mouth opens into a little “o” at the magnificence of your gift. She humbly exchanges the paper bird for the umbrella, smiles shyly and descends into the shelter with her prize.

[Your score just went up by 3 points. The total is now 41 out of 100.]

The edges of the paper bird begin to flicker faintly.

This is also the session where I learned that the game makes a loud “beep” sound whenever your score increases. All through this Let’s Play I’ve either had my computer muted, or I was listening to something else. That was quite a shock!

Something twitches in your hand.

What was that?

The paper bird is growing! The wings and tail are unfolding like the petals of a flower, the long neck craning further and further out of the expanding body…

You drop the demonic thing with a yelp of dismay. In moments, it opens up into a monstrous construction of folded paper the size of a foreign car.

Huh! Well, the original crane was a hint from whatever this strange voice in our ear might be. It seems it was magical, too!

>x bird
It looks like a sixteen-foot version of the paper bird you found in the Round Pond.

The giant bird turns to look at you. Though the paper face is utterly featureless, you somehow get the feeling that it likes you.

Sixteen feet? That sounds large enough to…

>get on bird
Gulping with fear, you climb into the crackling folds of the giant bird’s back.

With a powerful beat of its wings, the strange creature lifts away from the ground. Blowing sand obscures the view, but you can hear voices crying out in wonder. When the air clears, the playground is far below.

Thin Air, on the giant bird

You’re soaring high over the city on a giant paper bird.

The giant bird soars high over the city, banking left and right with effortless grace. You hear the rhythmic pump of its great wings, wind whipping past your ears… and, far overhead, the drone of approaching aircraft.

A speck in the sky grows into the familiar outline of the white door. The bird circles once, slows to a stall and hovers only a few feet from the threshold.

Better move fast!

>enter door
You climb off the giant bird and leap through the white door.

And we’re back at the Wabe, with only seconds to go before the explosion. It doesn’t seem the shelter did much good for us, but we know the girl survived (albeit horribly burned). We just have to hope that the others did as well.

11.txt (12.0 KB)
mars.sav (5.6 KB)
mars.json (3.2 KB)

4 Likes

We’ve now explored every door except the final one: Alpha, the Trinity test itself. And we’ve found:

  • Omega: the start of the game, we can’t go back through it.
  • Mercury: requires the skink and the lump; lose the lump, kill the skink.
  • Pluto: requires the splinter; lose the splinter, gain the skink, a lantern, and a walkie-talkie.
  • Neptune: requires nothing; gain a coconut.
  • Libra: requires the empty cage; gain a lemming.
  • Mars: requires the umbrella and the paper; lose the umbrella and the paper, gain a spade.

We want to lose the splinter as late as possible, because it lasts forever, and the lantern doesn’t. So I think the ideal order would be something like Neptune, Libra, Mars, Pluto, Mercury.

The coconut, lemming, and spade haven’t been obviously useful yet, but for at least two of them, their time is about to come…

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If you give the umbrella to the girl first, so that she is in the shelter with you:

All at once the shelter is lit by a terrifying flash of light. You dive to cover the screaming girl, and feel the earth shudder beneath a crushing blast wave.

Your body absorbs much of the deadly radiation that might otherwise have reached the child. Years later, she recalls to her grandchildren the tale of a mysterious stranger who shielded her life at Nagasaki.

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Also:

>PET CATTAILS
You hear a faint purring sound.

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That’s what I was thinking of when I said the outcome wasn’t completely bad. I forgot that you could just leave her outside.

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Yeah, it seems the girl is the only one to make it to the shelter, and only if you give her the umbrella first. Poor kid…

Just don’t type “listen” here, because the game will respond as if you’re still down on the ground, and then it’s game over. One of the few Infocom bugs I encountered back in the day without even looking for it or doing anything that I thought to be out of the ordinary.

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Hm, but is it a bug really? I’ve not poked hard at this, but my impression is that you have exactly one turn to enter the door. Listening, or any other action, takes time you have not got.

I’d say so. You are “soaring high over the city”, yet…

So unless the teachers, the sandpile, and the shelter are also soaring high over the city…

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Fair enough. The lack of a spare turn is within theme, but a different response should have been composed.

This is what happen if you just wait:

If the door is no longer there (because you didn’t stop the sun) the whole thing happens at once, though the message is slightly different:

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Interesting, the variants that Moriarty took the time (and limited game storage) to account for vs. those he didn’t. But I can see that not-stopping-the-sun would be a major game mechanic that he’d insist on fleshing out.

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