Call of Duty Black Ops esconde un juego basado en texto llamado ZORK.
Bueno pues básicamente es un juego de aventura en el que solo hay texto y se utilizan comandos como Run, Go, Take, Open, Look, Read, Drop, Smell, Turn on, Turn Off, etc... con tal de avanzar en la aventura (Como si fuera una aventura grafica pero en modo texto).
En el menú principal, mover el ratón hacia abajo hasta que se vean tus muñecas atadas en la silla y dejar presionada la tecla ESPACIO para liberaros de la silla, daros una vuelta por la habitación hasta que encontréis el terminal, acceder pulsando F y teclead ZORK, accederéis al juego.
: En el menú principal, mover la vista hacia abajo hasta que se vean tus muñecas atadas en la silla y presionad los gatillos de apuntar y disparar alternativamente (uno y después otro) si así no funciona hacedlo a la vez hasta que os liberéis de la silla (No sé como te liberas exactamente ya que yo solo tengo la versión PC), buscad el terminal por la habitación, una vez accedáis, teclead con el teclado virtual la palabra ZORK y podréis acceder al juego.
Una vez estéis en el juego se os desbloqueara un logro: "Comido por un grue".
Para completar el juego deberéis seguir la siguiente guía, yo no lo he completado así que no se si tiene alguna utilidad completarlo, si te dan algún logro, o alguna cosa... Si alguien se anima que nos cuente!. Esta guía no la he creado yo, la he sacado de internet, no me ha parado a traducirla ni nada ya que el juego en el terminal esta en ingles y aunque la gente no entienda ingles es bastante intuitiva, solo has de poner los comandos que te indica, tampoco es necesario que entendáis la historia para pasaros el juego. AVISO: La aventura puede variar respecto a la guía, aun y así en la guía os pone diferentes casos.
Above Ground
Open the mailbox. Get the leaflet and read it, then drop it. Go north twice and climb the tree. Get the egg from the nest and go back down. Go south and east. Open the window and enter the house by going west. Open the sack and you will see it contains a lunch and some garlic. You can hold on to the lunch it as the alternate solution to a later problem (see "The Cellar Area and Maze", below), or eat it (but save the garlic) and drink the water in the bottle, if you like. The brown sack can also be used as a container. Go west. Get the sword and lantern. Move the rug and open the trap door. Turn on the lamp. Go down into the Great Underground Empire.
Regarding the Thief
At any point underground, the Thief may come by and steal valuables from you. If this happens, don't worry; you'll get the treasure back at the end of the game. The Thief is hard to defeat in a fight. If he is already in a room when you enter, it is usually a good idea to leave immediately; giving him a treasure will also distract him from attacking you for one turn. The nasty knife from the Attic is a slightly better weapon against the Thief than the sword is. You also become a better match as you gain points, so save purposely attacking him for the very end of the game.
The Cellar Area and Maze
Go north. You may wish to save your game as the battle with the troll stands a good chance of killing you. Kill the troll with the sword. Go west and enter the Maze. Go west, west, and up. Get the bag of coins and the skeleton key. Go southwest, east, south, and southeast. Either say "Odysseus" to the Cyclops to scare him away, or give him the lunch and water (open the bottle first). Drop the egg if you haven't already given it to the Thief or had it taken from you.
f you said "Odysseus", you may have noticed a new exit from this room opened up; go east twice and you're back in the Living Room. If you gave the Cyclops the lunch and water, you'll need to exit the Maze another way and make your way back to the house: northwest, south, west, up, west, southwest, northeast; open the grating with the skeleton key and go up; then go east, south, and west three times.
Now that you have found another exit from the Great Underground Empire, the trap door in the Living Room will not close behind you. Open the trophy case and put the coins in it (if you have them). You can drop the key here. Open the trap door again and go down. Go south, then east. Get the painting, then go west, north, and up and put it in the trophy case.
For Your Amusement:
Go down the chimney from the Kitchen.
Say hello to, listen to, and take the troll and Cyclops.
Damage the painting (for example, by cutting or burning it).
The Dam and Reservoir
Go down the trap door. Go north, then east three times to the Loud Room. Type echo. Get the platinum bar. Go west, west, west, south, and up and put it in the trophy case. (This is the easier solution to this puzzle, requiring the fewest moves, but you can also get the bar by emptying the Reservoir, closing the dam gates, and coming back here to get it while the Reservoir fills up again. See the next moves if that solution interests you.) Return to the Loud Room by going down, north, and east 3 times, then go up, east, and north. Get the matchbook. Go north or east. Get the wrench and screwdriver. Push the yellow button. Go south twice back to the dam and turn the bolt with the wrench. Drop the wrench. Go west and wait until the reservoir empties (look for the description "The water level is now quite low here"). Go north. Drop the bottle if you still have it (for weight-capacity reasons), and get the trunk of jewels. Take it back to the trophy case (south, southwest, southwest, west, south, up). Return to the Reservoir (down, north, east, north, northeast, and north). Go north again and get the air pump. Go north again and get the crystal trident. Go up, north, north, west, and then down to the Cellar. Go up and put the trident in the case.
For Your Amusement:
Read the matchbook.
The Temple Area
Go east to the Kitchen, then up to the Attic and get the rope. Go back down, west, and down into the Cellar. Go north, east, east, southeast, and east. Tie the rope to the railing and go down. Get the torch and turn off your lamp. Go south and drop everything but the torch. You may wish to save a game here as the torch is not just a light source, but a treasure, and there's a chance that the Thief will come by and steal it from you, leaving you in the dark and likely to be eaten by a grue. It's easier to restore to this point than to deal with making your way back to where you were when you died. (You may also wish to save every dozen or twenty moves until you pick up the lamp again.) Go east and get the coffin. Open it and take the sceptre. Go west, then south. Ignore the candles and book for now and pray at the altar. You will be teleported to the forest. Go east, south, east, enter the house, and go west. Put the coffin and sceptre in the trophy case.
Return to the Temple (down, north, east, east, southeast, east, down, south), where you dropped everything, and get the matchbook and bell. Open the matchbook. Go south and get the candles and black book. Put out the candles. Go down, then down again. Make sure you're carrying nothing but the book, candles, bell, matchbook, and torch. Ring the bell. You will drop it, and the candles. Get the candles, light a match, light the candles, then read the book. Go south and get the skull. Drop the book, matches and candles. Go north, up, north three times, west, west, south, and up. Put the skull in the trophy case. Get the sceptre again while you are here. Return to the Temple (down, north, east, east, southeast, east, down, south) and collect all your belongings. (You should have the air pump, screwdriver, lamp, sword, sack with garlic, sceptre, and torch.)
For Your Amusement:
Light the candles with the torch.
Burn the black book.
Try something naughty with the bodies in Hades.
Old Man River
From the Temple, go south, down, north, north, north, east, up, east, east. At Dam Base, inflate the pile of plastic with the air pump. Drop the pump. Read the label, then drop it. Put the sword, screwdriver and sceptre in the boat before you get in; they are sharp and will puncture it if you board while carrying them. (You can also put the screwdriver and scepter in the sack.) Get in the boat and launch. Wait ten turns while the river carries you downstream. When you see the buoy, get it and go east to land. Get out of the boat. Open the buoy, take the emerald, and drop the buoy. Get the shovel. Go northeast and dig in the sand with the shovel until you find the scarab. Drop the shovel and take the scarab. Go southwest, pick up all your items except the buoy and boat, and then go south twice. Wave the sceptre. Go west twice across the rainbow. You're carrying too much to get the pot of gold at the moment, so go southwest, up, up, northwest, west, and enter the house. Go west and put the scarab, emerald, and scepter in the trophy case. Then go back for the pot of gold by going east, east, east, down, down, north, then return (southwest, up, up, northwest, west, west, west) and put it in the case too. (If the pot of gold is gone, then the Thief has stolen it. We'll get it back at the end of the game.)
For Your Amusement:
Wave the sceptre while standing on the rainbow.
The Coal Mine
If you are carrying the garlic in the sack, take it out and carry it normally. From the Living Room, go down, north, east twice to the Round Room and go south twice. Touch the mirror and you will be transported to the north Mirror Room. Go north, west, north, west, and north. Get the jade figurine. Go east. Put the torch and screwdriver in the basket. Turn on your lamp. Go north, then down. Get the bracelet. Go east, northeast, southeast, southwest, and down twice. Go south and get the coal. Go north, back up the ladder and stairs and then go north, east, south, and north through the mine, then up and south to the Shaft Room. Put the coal in the basket as well, then lower it. Retrace your steps to the bottom of the ladder (north, down, east, northeast, southeast, southwest, down, down), go west, drop everything, and then west again.
In the Drafty Room, get the items from the basket and go south. Open the machine, put the coal inside, and close it again. Turn the switch with the screwdriver. Open the machine and get the diamond. Drop the screwdriver. Go north and put the torch and diamond in the basket. Go east, pick up your items, and go back through the coal mine to the Shaft Room (east, up, up, north, east, south, north, up, south). Raise the basket. Drop the sword and take the diamond and torch. Go west, south, east, and south, then down to the Cellar, up, and put the torch, diamond, bracelet, and figurine in the trophy case.
The Treasure Room and the Barrow
Drop the garlic (or eat it, if you are silly that way). Go east and up to the Attic and pick up the nasty-looking knife. Return down and west. If you used the "Odysseus" solution to the Cyclops puzzle, go west twice from the Living Room to the Cyclops Room. If not, go down to the Cellar, north and west into the Maze, then west, west, up, southwest, east, south, southeast. Once in the Cyclops Room, save the game (because the Thief definitely still can kill you) and go up. Attack the Thief with the nasty knife. (If by chance he is not there, leave and return until he appears.) When you have killed him, take the chalice, the canart, and the egg (and any treasures the Thief stole from you). Go down to the Cyclops Room and then east twice to the Living Room (or return through the Maze: northwest, south, down, south, north, east, south, up). Put the chalice and egg (and any other treasures you may have recovered) in the case. Leave the house by going east twice, and go north twice into the forest. Wind the canary. Get the brass bauble. Return south and east to the house, go west twice, and put the canary and bauble in the case. Look at the trophy case, and you will find a map has appeared. Take it and look at it. Go east twice, then go south and west to West of House. Go southwest down the "secret path" which has appeared, and enter the Barrow to the west. Congratulations, you're now in Zork II!
For Your Amusement:
Say hello to, listen to, and take the Thief.
For Your Amusement at various times:
Swear at Zork.
Cut something with the knife or sword.
Light something on fire (such as the pile of leaves), then pour water on it from the bottle.
Get killed after praying at the altar, then wait or score while a spirit.
Walk around the house or in the forest.
Try these commands: Zork; xyzzy or plugh; chomp; win; lose; mumble or sigh; repent; yell or scream; bite myself; take myself; find, count, listen to, what is, and smell various things (house, hands, teeth, myself, candles, leaves, matches…).
Saludos!.