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Key & Compass presents:
The Antediluvian Weapon
by Daniel M. Stelzer

The Antediluvian Weapon is a Z-machine interactive fiction game written with Dialog and is © 2026 by Daniel M. Stelzer. It was an entry in the Text Adventure Literacy Jam of 2026.

In this small game of magical espionage, you play as Valentre of Lucenza, a spy teleported into a strongroom in Piostro to steal a recently-excavated weapon of the Antediluvians that makes things vanish. "Recover the relic, recover Manzio if you can, and get out of the palace."

This solution is by David Welbourn, and is based on Release 5 of the game.

SPOILERS AHEAD. Reading a walkthrough prematurely can sometimes diminish one's enjoyment of an interactive fiction game. Please make an honest effort to play the game before reading this walkthrough.


Map

Northernstair Northernwalkway Barracks Strong-room Tunneljunction Oubliette Hallwaycorner/junction Colonnade Lowerchapel Southernstair Southernwalkway Mess Anteroom Nowhere standon relic v me (win!) (win!) (win!) enter door z.z

Walkthrough

Anteroom

> x me. i. read letter. (The boldface letters spell out: "High priority. Tell no one.")

> x door. enter it.

Lower chapel

Over the next few turns, your boss, Lady Aragosta, explains to His Grace Duke Cesare of Lucenza that a military relic, a weapon of the Antediluvians, has been excavated in Piostro. Manzio has confirmed where the weapon is, and its human guards have been dosed, leaving only spirits to defend it. Tonight is the time to act. She proposes to teleport you to the weapon so you can steal it.

> x relic.

> x Aragosta.

> x Duke.

> x throne.

The Duke agrees to the plan. Aragosta gives you a glass capsule for navigation; open it once you're there. "Recover the relic, recover Manzio if you can, and get out of the palace." She'll do the rest.

> x capsule.

A priest activates the relic.

> stand on relic.

Strongroom

> open capsule.

You now have a mapping slyph. The exit is east.

> x relic. (It's flat at one end, a fluffy bush of wires at the other, and has no trigger control.)

> x door. x shiny metal. (both made of adamant)

> x pedestal.

> take relic.

> touch relic to door. (The door vanishes.)

You can now VANISH (V) something.

> e.

Tunnel junction

> x scaffold. (supporting the stones in the wall)

The strongroom door returns. Vanished things are not destroyed. They simply go to "nowhere" for two turns, then return to wherever they originally were.

It's counter-intuitive to make the scaffold vanish since it's keeping this wall stable, but it's to your advantage to do so.

> v scaffold. (A crack in the wall is formed.)

> e.

Oubliette

> x figure. (It's Manzio. Alive but out of action.)

Outside, you hear the scaffold reappear and shatter in the reduced space.

> x grate. (adamant, up on east wall)

> x straw. x crack. (narrow)

> v grate. (no: You can't reach it.)

You can't take Manzio through the narrow crack either. Leave him here until you have an escape route available.

> w. n.

Northern stair

> x frescos. (about the four types of spirits)

> e.

Northern walkway

> x gnome. (It's looking east and ignoring you.)

> x frescos. (about spirit-binding)

> v gnome. (It vanishes.)

> e.

Barracks

The gnome will reappear soon, but he won't raise the alarm unless you approach him.

> x beds. x trunks. take bag.

> x uniform. wear it. x personal.

> x door.

> s.

Hallway corner

> x grand door. x grate.

> v grate. w. (You fall several feet into...)

Oubliette

> w. s.

Southern stair

> x frescos. (of the Deluge)

> e.

Southern walkway

> x frescos. (of excavations)

> x puddle.

That puddle is a dormant undine, a water spirit. It will activate when you step through it.

It's slow to act, but it's relentless and will follow your scent wherever you go. If you stay three turns in a location, it will do likewise. If it catches you, you fail.

The trick here is to entrap it in the strongroom. Your sylph and the map will keep you updated on where the undine is and what it's doing.

> e.

Mess

Don't worry about what's here; focus on trapping the undine.

> w. w. n.

Tunnel junction

The undine is now fully formed and will now follow your trail.

> v door. w.

Strongroom

> z. z. z. z. z.

The undine splashes against the door, but can't get in.

> v door.

The undine enters, but it sails past you. Its poor maneuverability saves you, but you must leave now!

> e.

Tunnel junction

> z. (The door returns.)

> z. z. z. z.

The undine finally tries to leave the strongroom, but can't. Unable to perform its job, it quits and dissipates.

> s. e. e.

Mess

> x skittle board. x ball. x pins.

> throw ball at pins.

> x writing board. (You learn the password. It's randomized, but you don't need to write it down.)

> x door. (Like the barracks door, the mess door was also hidden from the hallway side.)

> w. w. n. e.

Oubliette

> put Manzio in bag. (done)

> v Manzio. (done, and you auto-grab the bag)

> w.

Tunnel junction

> z. (Manzio reappears inside the bag! Huzzah!)

> s. e. e. n.

Hallway junction

With the uniform on and the password memorized, and carrying both the weapon and Manzio, you'll ready to go through the grand door.

> e. (oh, of course it's locked)

> v grand. e.

Colonnade

The salamander demands the password.

> talk to salamander. (You say the password you read, but the salamander that's the old password. And now it's about to detonate!)

You can't outrun an explosion.

> v me.

Nowhere

> z. z.

Colonnade

You hear people in the distance, alerted by the explosion. Flee!

> eornors.

*** You have won (and rescued Manzio, too!) ***


Extras

ASCII art

After you break the capsule, the status line expands so its first five lines can be used to display the current ASCII map. This is the map at game's end:

 
     ( )-(G)-( )
      |       |   |
 ( )+( )-( )+( )+(@)- 
      |       |   |
     ( )-( )-( )
 

The "@" character represents you. The "G" is the gnome. A "U" is used for the undine when it manifests itself. A plus sign represents a locked door or barrier that must be vanished before you can pass through it.


Characters

Mentioned:


Credits

This is the response to ABOUT:

Written by Daniel Stelzer for Text Adventure Literacy Jam 2026. This game was originally built in one week as a worked example, and the whole process will soon be detailed in a series of theory and craft articles. Stay tuned!

Thanks to Ada Stelzer (version 0), Leon Lin, Drew Cook, Melisande, Joel Burton, rh, baezil (version 1), and Melisande again (versions 2 and 3) for testing, and dott. Piergiorgio for providing the snippets of Italian!


Endings


Inventory


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