the-infocom-files/infidel

The puzzle to get the mast doesn't work as intended?

Opened this issue · 2 comments

According to the InvisiClues, to get the mast you're supposed to:

  1. Go below deck and remove the shim.
  2. Put the torch in the knothole (because dropping it sets the barge on fire).
  3. Drop everything else, so that you can lift up the beam.
  4. Go back above deck and take it.

But there's nothing stopping you from simply removing them shim and then go back up and take the mast. There is code that seems to be there to handle it, but it's been commented out from BEAM-FCN:

		      ;(<AND <EQUAL? ,HERE ,BARGE-CENTER>
			    <NOT ,PUSHED-BEAM>
			    <IN? ,BEAM ,HERE>>
		       <TELL 
"You can't lift it that high over your head to get it out of the deck." CR>
		       <RTRUE>)

I don't know why this was removed. It's not in the official release either.

Another sign that this doesn't work as intended is that MAST-HOLE-FCN checks PUSHED-BEAM to see if the mast is still there or not.

Yet another sign, described in Graeme Cree's Infocom bugs list, is that as long as PUSHED-BEAM is false, BURN-THE-BARGE will keep moving BEAM to either SLOT or BARGE-CENTER when you enter the rooms.