'''Colossal Cave Adventure''' (also known as '''ADVENT''', '''Colossal Cave''', or '''Adventure''') was the first computer [[adventure]] game. It was originally designed by Will Crowther, a programmer and caving enthusiast who based the layout on part of the Mammoth Cave system in Kentucky. The Colossal Cave subnetwork has many entrances, one of which is known as Bedquilt. Crowther reproduced portions of the real cave so faithfully that cavers who have played the game can easily navigate through familiar sections in the Bedquilt region on their first visit.
{{sidebar2|title=imported Public Domain content|contents=[http://www.rickadams.org/adventure/walkthroughs/walkthru.html This guide] is released into the Public Domain and thus can be reproduced here; however it is still text-only. If you know how please help convert this walkthrough into a more wiki-friendly layout.}}
Crowther had explored the Mammoth Cave in the early 1970s, and created a vector map based on surveys of parts of the real cave, but the text game is a completely separate entity, created during the 1975-76 academic year and featuring fantasy elements such as an axe-throwing dwarf and a magic bridge.
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WALKTHROUGH FOR COLOSSAL CAVES ADVENTURE
by Sean L. Palmer
The version that is best known today was the result of a collaboration with Don Woods, a graduate student who discovered the game on a computer at Stanford University and made significant expansions and improvements, with Crowther's blessing. A big fan of Tolkien, he introduced additional fantasy elements, such as elves and a troll. Until the 2007-2008 academic year, students at Stanford University were required to re-implement the game as an assignment in the first computer programming course.
released to the public domain
This is a walkthrough for the 350-point version of the Colossal Caves
Colossal Cave also holds a prominent place in computing history: when Roberta Williams and her husband Ken found the game, and were subsequently unable to find anything similar, they were inspired to found On-Line Software (later [[Sierra Online]], and then [[Sierra Entertainment]]), which created the first graphical adventure game ([[Mystery House]]), and then quickly came to dominate the entertainment software market for the next two decades.
Adventure by Crowther and Woods. It starts from the start of the game
outside the building, and is (more or less) the exact commands needed
to win the game with the maximum number of points. DO NOT use this
walkthrough unless you have already solved the game or are just really
stuck and have exhausted all other methods of getting hints (like
typing "HELP" in the game itself). This walkthrough WILL RUIN THE
GAME for you if you haven't already solved it, and you'll hate yourself
forever for not sticking it out on your own. Besides, winning isn't
everything, and some of my favorite memories from the game are some
of the clever responses it gives for trying some of the wrong ways to
solve a puzzle (like try typing "kill troll" or "throw axe" at the
troll sometime.) This walkthrough will NOT solve any of the versions
which have more total points. It is not a 100% optimal walkthrough,
and I'm sure a few improvements can be made, though it is considerably
better than at least one other walkthrough I've seen (less total moves).
It is also not documented very well, so you are expected to halfway
know your way around, though I've put some locations down for
synchronization purposes. It also assumes that you don't find the
first dwarf (the one who throws the axe) before completing the first
trip into the cave (else you'll have too many items to carry). It also
(whew!) assumes that you will pick up the axe as soon as you see it,
and kill the other dwarves you see as you see them, and retrieve the
axe afterwards. It also assumes that the pirate doesn't steal any
treasure until you actually get into the maze of twisty little passages,
all alike, or else you'll have to modify the chest-retrieval bit to
account for it. Due to these random events, and certain other ones like
passages occasionally dumping you into the same room you left from,
this is not an exact walkthrough, and feeding the inputs shown into
the game via input redirection will NOT work (unfortunately). You have
to deal with the extra events as they happen, and maybe try several
times before circumstances work out and you win the game.
Notice: some versions of the game do not treat 'get' the same as 'take',
and will complain at you if you type 'get x', but will accept 'take x'.
In this case, replace all occurrences of 'get' in the walkthrough with
'take' and all will be well.
Now, without further ado, 'You are at the end of a road, outside a
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) was the first computer adventure game. It was originally designed by Will Crowther, a programmer and caving enthusiast who based the layout on part of the Mammoth Cave system in Kentucky. The Colossal Cave subnetwork has many entrances, one of which is known as Bedquilt. Crowther reproduced portions of the real cave so faithfully that cavers who have played the game can easily navigate through familiar sections in the Bedquilt region on their first visit.
Crowther had explored the Mammoth Cave in the early 1970s, and created a vector map based on surveys of parts of the real cave, but the text game is a completely separate entity, created during the 1975-76 academic year and featuring fantasy elements such as an axe-throwing dwarf and a magic bridge.
The version that is best known today was the result of a collaboration with Don Woods, a graduate student who discovered the game on a computer at Stanford University and made significant expansions and improvements, with Crowther's blessing. A big fan of Tolkien, he introduced additional fantasy elements, such as elves and a troll. Until the 2007-2008 academic year, students at Stanford University were required to re-implement the game as an assignment in the first computer programming course.
Colossal Cave also holds a prominent place in computing history: when Roberta Williams and her husband Ken found the game, and were subsequently unable to find anything similar, they were inspired to found On-Line Software (later Sierra Online, and then Sierra Entertainment), which created the first graphical adventure game (Mystery House), and then quickly came to dominate the entertainment software market for the next two decades.