Ready Player One

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.”

 

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