Lich Survivors · round 39 · the walk
2026-10-02. The rest of the game, in the Anchor build: a walk through the cave gathering the six powers as their objects, then the final room.
The game now starts where he wakes. Six chambers, each in its own rock and staged for how its object is found, joined by passages, in an order of light: from none, through lava, glow-worms, a column of sun, bioluminescence, crystals in the sun, a burning glass, to the sun on the egg. Every stretch is watched by a fixed camera, Resident Evil's way: crossing into the next stretch cuts to the next (47 cameras). He walks up to an object, it rises to his hand, the inspect view opens; putting it away, the power is his. At the walk's pace the way from waking to the egg took 4 min 26 s in a scripted run that put each inspect view away after a second and a half (452 m of walk + the room's 35 m tunnel), so about five minutes once he stops to look.
Run it
| run.bat | starts in the walk |
| WASD / hold left mouse | move (held keys keep their direction across a cut, as in the RE remakes) |
| 1 / 2 3 4 | the fixed cameras (the game) / following cameras for looking round |
| I | what he carries (the inspect view, A/D through the objects he has) |
| F1–F8 | go to an area (with the objects of the areas before it); F9 the final room as it was before the walk |
| Q | his pace: a walk, 1.9 m/s (default) / as in the room, 2.6 m/s |
| B, H | darkness, hide the text |
Taking an object
0THE WAKING
brown rock (the final room's own)
He wakes in a small dark chamber of the final room's rock, in a thin crack of daylight. The passage on goes down toward a warm glow.
1FIRE: THE BURNED MASK
basalt, ash, lava in the cracks
A basalt hall: ash underfoot, lava still glowing in some of the cracks, embers rising, basalt columns against the walls. The mask stands upright on a column where whoever wore it burned, leaning on a taller one, looking out at him over a pool of lava.
2LIFT AND BURST: THE HAND
limestone cathedral, glow-worms
A tall limestone hall under a ceiling of glow-worms, stalactites and stalagmites, the skeletons of lifted snakes hanging high in the dark. The hand rises on a stalagmite in its gesture, toward them, little stalagmites round it like candles at a shrine.
3ROCK: THE LODESTONE
rust-red iron rock, a shaft of sun
Iron rock, red and ochre. The lodestone floats in a column of sun, turning slowly; stones hang in the air round it and drift in and out of the light; pebbles on the floor lie along its field.
4LEAKAGE: THE ORBS
a warped grotto, fungi, a black pool
A grotto the leakage bent: swollen, swirled rock, twisted pillars, pale fungi glowing, a still black pool. The orbs circle over its edge, lit by the fungi's glow.
5PRISMATIC BEAM: THE GEM
crystals, a shaft of sun
A crystal grotto: clusters on the floor and the walls, great beams across the hall. The gem sits in a crown of crystals in a shaft of sun; colours thrown from it spark on the floor round it.
6LENS: THE LENS
layered sandstone, a shaft of sun
Layered sandstone, pale sand underfoot. The lens lies level on three worn pillars of darker stone in a shaft of sun, focusing it to a point that has burned the sand to black glass; smoke rises off it.
7THE APPROACH
brown rock again, the tunnel, the egg
The sandstone gives way to the final room's brown rock; the passage meets the room's tunnel; at its end, the room's light. Stepping into the room's camera hands everything to the room, which plays as it always has (the snakes come out of the dark; the ending as before).
Open
- The cave's look is mine for now; your FlyFF Darkon references will reshape it (the generator takes a biome's rock, floor and formations as data).
- Your text for each object in the inspect view; sounds.
- His pace in the walk (1.9 m/s by default; Q for the room's 2.6).
- The final room is untouched: with LICH_ROOM=1 set it starts there exactly as before (same state, digest for digest, as the last commit).