Ready Player One (12 page)

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Authors: Ernest Cline

BOOK: Ready Player One
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You’d be amazed how much research you can get done when you have no life whatsoever. Twelve hours a day, seven days a week, is a lot of study time.

I worked my way through every videogame genre and platform. Classic arcade coin-ops, home computer, console, and handheld. Text-based adventures, first-person shooters, third-person RPGs. Ancient 8-, 16-, and 32-bit classics written in the previous century. The harder a game was to beat, the more I enjoyed it. And as I played these ancient digital relics, night after night, year after year, I discovered I had a talent for them. I could master most action titles in a few hours, and there wasn’t an adventure or role-playing game I couldn’t solve. I never needed any walkthroughs or cheat codes. Everything just clicked. And I was even better at the old arcade games. When I was in the zone on a high-speed classic like Defender, I felt like a hawk in flight, or the way I thought a shark must feel as it cruises the ocean floor. For the first time, I knew what it was to be a natural at something. To have a gift.

But it wasn’t my research into old movies, comics, or videogames that had yielded my first real clue. That had come while I was studying the history of old pen-and-paper role-playing games.

 

Reprinted on the first page of
Anorak’s Almanac
were the four rhyming lines of verse Halliday had recited in the
Invitation
video.

Three hidden keys open three secret gates
Wherein the errant will be tested for worthy traits
And those with the skill to survive these straits
Will reach The End where the prize awaits

 

At first, this seemed to be the only direct reference to the contest in the entire almanac. But then, buried among all those rambling journal entries and essays on pop culture, I discovered a hidden message.

Scattered throughout the text of the
Almanac
were a series of marked letters. Each of these letters had a tiny, nearly invisible “notch” cut into its outline. I’d first noticed these notches the year after Halliday died. I was reading my hard copy of the
Almanac
at the time, and so at first I thought the notches were nothing but tiny printing imperfections, perhaps due to the paper or the ancient printer I’d used to print out the
Almanac
. But when I checked the electronic version of the book available on Halliday’s website, I found the same notches on the exact same letters. And if you zoomed in on one of those letters, the notches stood out as plain as day.

Halliday had put them there. He’d marked these letters for a reason.

There turned out to be one hundred and twelve of these notched letters scattered throughout the book. By writing them down in the order they appeared, I discovered that they spelled something. I nearly died of excitement as I wrote it down in my grail diary:

The Copper Key awaits explorers
In a tomb filled with horrors
But you have much to learn
If you hope to earn
A place among the high scorers

 

Other gunters had also discovered this hidden message, of course, but they were all wise enough to keep it to themselves. For a while, anyway. About six months after I discovered the hidden message, this loudmouth MIT freshman found it too. His name was Steven Pendergast, and he decided to get his fifteen minutes of fame by sharing his “discovery” with the media. The newsfeeds broadcast interviews with this moron for a month, even though he didn’t have the first clue about the message’s meaning. After that, going public with a clue became known as “pulling a Pendergast.”

Once the message became public knowledge, gunters nicknamed it “the Limerick.” The entire world had known about it for almost four years now, but no one seemed to understand its true meaning, and the Copper Key still had yet to be found.

I knew Halliday had frequently used similar riddles in many of his
early adventure games, and each of those riddles had made sense in the context of its game. So I devoted an entire section of my grail diary to deciphering the Limerick, line by line.

The Copper Key awaits explorers

This line seemed pretty straightforward. No hidden meaning that I could detect.

In a tomb filled with horrors
.

This line was trickier. Taken at face value, it seemed to say that the key was hidden in a tomb somewhere, one filled with horrifying stuff. But then, during the course of my research, I discovered an old Dungeons & Dragons supplement called
Tomb of Horrors
, which had been published in 1978. From the moment I saw the title, I was certain the second line of the Limerick was a reference to it. Halliday and Morrow had played Advanced Dungeons & Dragons all through high school, along with several other pen-and-paper role-playing games, like GURPS, Champions, Car Wars, and Rolemaster.

Tomb of Horrors
was a thin booklet called a “module.” It contained detailed maps and room-by-room descriptions of an underground labyrinth infested with undead monsters. D&D players could explore the labyrinth with their characters as the dungeon master read from the module and guided them through the story it contained, describing everything they saw and encountered along the way.

As I learned more about how these early role-playing games worked, I realized that a D&D module was the primitive equivalent of a quest in the OASIS. And D&D characters were just like avatars. In a way, these old role-playing games had been the first virtual-reality simulations, created long before computers were powerful enough to do the job. In those days, if you wanted to escape to another world, you had to create it yourself, using your brain, some paper, pencils, dice, and a few rule books. This realization kind of blew my mind. It changed my whole perspective on the Hunt for Halliday’s Easter egg. From then on, I began to think of the Hunt as an elaborate D&D module. And Halliday was obviously the dungeon master, even if he was now controlling the game from beyond the grave.

I found a digital copy of the sixty-seven-year-old
Tomb of Horrors
module buried deep in an ancient FTP archive. As I studied it, I began to develop a theory: Somewhere in the OASIS, Halliday had re-created the Tomb of Horrors, and he’d hidden the Copper Key inside it.

I spent the next few months studying the module and memorizing all
of its maps and room descriptions, in anticipation of the day I would finally figure out where it was located. But that was the rub: The Limerick didn’t appear to give any hint as to
where
Halliday had hidden the damn thing. The only clue seemed to be “you have much to learn if you hope to earn a place among the high scorers.”

I recited those words over and over in my head until I wanted to howl in frustration.
Much to learn
. Yeah, OK, fine. I have much to learn about
what
?

There were literally thousands of worlds in the OASIS, and Halliday could have hidden his re-creation of the Tomb of Horrors on any one of them. Searching every planet, one by one, would take forever. Even if I’d had the means to do so.

A planet named Gygax in Sector Two seemed like the obvious place to start looking. Halliday had coded the planet himself, and he’d named it after Gary Gygax, one of the creators of Dungeons & Dragons and the author of the original
Tomb of Horrors
module. According to Gunterpedia (a gunter wiki), the planet Gygax was covered with re-creations of old D&D modules, but
Tomb of Horrors
was not one of them. There didn’t appear to be a re-creation of the tomb on any of the other D&D-themed worlds in the OASIS either. Gunters had turned all of those planets upside down and scoured every square inch of their surfaces. Had a re-creation of the Tomb of Horrors been hidden on one of them, it would have been found and logged long ago.

So the tomb had to be hidden somewhere else. And I didn’t have the first clue where. But I told myself that if I just kept at it and continued doing research, I’d eventually learn what I needed to know to figure out the tomb’s hiding place. In fact, that was probably what Halliday meant by “you have much to learn if you hope to earn a place among the high scorers.”

If any other gunters out there shared my interpretation of the Limerick, so far they’d been smart enough to keep quiet about it. I’d never seen any posts about the Tomb of Horrors on any gunter message boards. I realized, of course, that this might be because my theory about the old D&D module was completely lame and totally off base.

So I’d continued to watch and read and listen and study, preparing for the day when I finally stumbled across the clue that would lead me to the Copper Key.

And then it finally happened. Right while I was sitting there daydreaming in Latin class.

 

Our teacher, Ms. Rank, was standing at the front of the class
, slowly conjugating Latin verbs. She said them in English first, then in Latin, and each word automatically appeared on the board behind her as she spoke it. Whenever we were doing tedious verb conjugation, I always got the lyrics to an old
Schoolhouse Rock!
song stuck in my head: “To run, to go, to get, to give. Verb! You’re what’s happenin’!”

I was quietly humming this tune to myself when Ms. Rank began to conjugate the Latin for the verb “to learn.” “To Learn.
Discere
,” she said. “Now, this one should be easy to remember, because it’s similar to the English word ‘discern,’ which also means ‘to learn.’ ”

Hearing her repeat the phrase “to learn” was enough to make me think of the Limerick.
You have much to learn if you hope to earn a place among the high scorers
.

Ms. Rank continued, using the verb in a sentence. “We go to school to learn,” she said.
“Petimus scholam ut litteras discamus.”

And that was when it hit me. Like an anvil falling out of the sky, directly onto my skull. I gazed around at my classmates. What group of people has “much to learn”?

Students. High-school students.

I was on a planet filled with students, all of whom had “much to learn.”

What if the Limerick was saying that the tomb was hidden right here, on Ludus? The very planet where I’d been twiddling my thumbs for the past five years?

Then I remembered that
ludus
was also a Latin word, meaning “school.” I pulled up my Latin dictionary to double-check the definition, and that was when I discovered the word had more than one meaning. Ludus could mean “school,” but it could also mean “sport” or “game.”

Game
.

I fell out of my folding chair and landed with a thud on the floor of my hideout. My OASIS console tracked this movement and attempted to make my avatar drop to the floor of my Latin classroom, but the classroom conduct software prevented it from moving and a warning flashed on my display:
PLEASE REMAIN SEATED DURING CLASS!

I told myself not to get too excited. I might be jumping to conclusions. There were hundreds of private schools and universities located on other planets inside the OASIS. The Limerick might refer to one of them. But I didn’t think so. Ludus made more sense. James Halliday had donated billions to fund the creation of the OASIS public school system here, as a way to demonstrate the huge potential of the OASIS as an educational tool. And prior to his death, Halliday had set up a foundation to ensure that the OASIS public school system would always have the money it needed to operate. The Halliday Learning Foundation also provided impoverished children around the globe with free OASIS hardware and Internet access so that they could attend school inside the OASIS.

GSS’s own programmers had designed and constructed Ludus and all of the schools on it. So it was entirely possible that Halliday was the one who’d given the planet its name. And he would also have had access to the planet’s source code, if he’d wanted to hide something here.

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