LIFE that never goes down
Everything that takes LIFE goes through DECLIF (in DECLI1): ten for a thing that hurts at a touch, one for a fighter's touch, three for a striking creature, one a pass for a long fall. A RET as its first instruction and none of them takes any. The pits' floors in rooms 9 and 12 (OBJECTS_MEET) still end the game: they set LIFE to 0 directly, and hide the knight.
Tested in the simulator. Room 77, standing still for 300 passes while its guard came at him: without the poke LIFE ran out after 106 passes and the game was over; with it LIFE stayed at 99. Room 2's troll put on him: 89 and 99. A fall from 60 units above the floor of room 29: 89 and 99, from 99. ZXDB's pokes file (the game's entry) does it another way, POKE 61893,0, which sends the store of LIFE's new value into the ROM; tried in the same trials when this was written, it did the same.
POKE 61878,201
No weight limit
The pick-up (PICK_UP_LOOK_ON) adds the thing's weight to what the knight carries and refuses it, with TOO HEAVY, at 8 or more. Make the JR C after the test a plain JR and everything is taken; a load of five of the heaviest things weighs 30, well inside the byte. ZXDB's pokes file (the game's entry) has this same poke.
Tested in the simulator, the build's own load-up (each thing of the room put where he stands and taken into places 1 to 5 in turn): without the poke, room 20, 3 carried, weight 6, TOO HEAVY shown; room 34, 1 carried, weight 6, TOO HEAVY shown. With it, room 20, 5 carried, weight 12; room 34, 4 carried, weight 24.
POKE 62797,24
Every door without its key
A door that needs a key names the thing's number at +14 of its record, and BUMPED compares it with the thing in the place in use, saying LOCKED if it is not there. Make the JR Z that skips the test for a door with no key a plain JR and no door needs one -- including room 31's way into room 81, the end of the quest, which needs thing 8. The way out of room 61 still waits for the thing of kind 11 (the bugs).
Tested in the simulator: room 21's door to room 22, which needs thing 1, walked into with nothing carried. Without the poke: LOCKED, and still in room 21. With it: room 22. ZXDB's pokes file (the game's entry) makes the JR Z after the comparison a JR instead, POKE 63478,24; tried when this was written, it opened the same door.
POKE 63454,24
Start in any room
A new game takes its variables from a master copy (TITLE_SCREEN) that the start-up (START) makes of the variables as the tape left them, ROOM ($FFB4) among them: 29. Poke ROOM before the game runs -- in a snapshot taken at the hand-over -- and every game starts in that room, with the knight where a new game puts him in room 29. In nine of the other rooms (3, 4, 9, 12, 23, 46, 52, 55 and 69) that is inside something or over a pit, and he could not walk more than one of the four ways from there (run for every room when this was written). ZXDB's pokes file (the game's entry) pokes the same address. Room 81 is the end of the quest: started there, a game prints its verdict (failure) and goes to GAME OVER. Room 1, the dark room GAME OVER is printed over, can be walked in (both run).
Tested in the simulator, room 33: the first pass was in room 33, and after SYMBOL SHIFT and 0, GAME OVER and the title, the next game began in room 33 too. Without the poke, room 29.
A new game begun in room 33, where the thing the end of the quest asks for lies
POKE 65460,n (n from 1 to 81; before the game starts)
Every creature frozen, in every room
Using a thing of kind 5 freezes the creatures until the next room: bit 7 of GAME_FLAGS, set by MAIN_LOOP and cleared when a room is entered, because DRAW_STILL_THINGS sets GAME_FLAGS to $05. Make that $85 and every room starts frozen: creatures only fall, and nothing chases, patrols or strikes. The knight still walks and jumps (in Release 2; see the bugs for Release 1). Things that hurt at a touch still hurt if he walks into them.
Tested in the simulator, room 2 for forty passes: without the poke its 1 creature moved 46 units in all; with it 0, GAME_FLAGS $80, and Q then moved the knight 20 units in ten passes.
POKE 65092,133