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Classic Zork / Dungeon over MeshCore β typed as DMs to ZorkπΉοΈ. Original prose, split for radio.
How to install
- On an OpenHop Repeater, install the ZorCore wheel from Releases and enable the plugin.
-
Open
/plugins/zorcore/, set up the companion, then copy themeshcore://link or QR.
Full install steps: GitHub README.
How to play
-
Advert yourself as a Chat Node first so
ZorkπΉοΈ can add you and reply. Once is enough before
you start β you do not need to advert again for every
new game. If you never get a reply, advert once more (the first one may have been too old, or never heard). -
Add ZorkπΉοΈ from the operatorβs
meshcore://link or QR. -
DM
new game(alsonew/start/play).
Commands
Start and help
new game/new/start/play- Begin (or restart) a run
hello/?(first contact)- Short how-to-start help
help- Short help
Movement and looking
nsewud(and diagonals)- Move
look/l- Full room description (multipart if needed)
examine/x/look at β¦- Describe an object
look under β¦- Puzzle-critical (e.g. rug, leaves)
inventory/i- What you carry
score- Score and moves
wait/z- Time passes
Radio-specific
?/hello?/hello- Resend the last reply (lost chunk)
again/g/repeat- Redo your last gameplay command
Inventory batching
take all,drop all- Batch take / drop
take all except lamp- Except / but
take valuables- Valuables only
take lamp, sword and paper- Comma / and lists
examine it,drop them- Pronouns
Meta
save- Checkpoint β
Saved. restore- Load checkpoint
quit/q/bye- Leave the play slot (checkpoint kept)
brief/verbose-
Verbose by default (full room text on every move);
briefshortens revisits version- Plugin / content versions
Most classic dungeon verbs are understood; unimplemented ones get a short stub reply.
Radio tips
-
Short replies arrive as a single unlabeled DM. Only long story
replies are split into multipart DMs:
1/3β¦means more is coming;.3/3means the story is complete. -
Exits (and other status tips) are a separate unlabeled
message β not part of the
n/mcount. -
Lost a chunk? DM
?/hello?to resend the last reply. Useagain/gto redo your last command.
Radio safety
Mesh airtime is shared. ZorCore limits how many players can generate game traffic at once so the dungeon does not flood the radio.
- Gameplay is by DM to ZorkπΉοΈ β by default nothing hits public channels. Operators may optionally mirror short world events (a player entering, deaths, kills) to a named channel; that mirror is off by default.
- Remote play opens only when OpenHop Adaptive Rate Limiting says the mesh is quiet enough; otherwise deeper-hop players wait in a FIFO queue.
-
Nearby players (path β€
local_max_hops) can still get a local fast-pass when the mesh is busy for remotes, with a capped number of concurrent locals. - Single-player mode (when enabled) keeps one remote turn at a time; others are queued and DMed when a slot opens.
Shared dungeon Β· local fast-pass
Everyone shares one living world β same thief, troll, and cyclops.
Remote players queue when the mesh is busy; companions within
local_max_hops still get a fast pass.
Reuse / fork
Feel free to reuse this project to adapt other vintage Infocom-style text adventures for MeshCore β same radio chunking, companion DMs, and shared-world patterns. Forks and ports of other classic interactive-fiction titles are welcome.
The MIT license covers the plugin code. Story rights for third-party games stay with their owners; only ship text and assets you have the right to use.