Protagonist enters each abstract hypothetical chamber which are specifically designed to test his mettle and to hone some particular skill. However these chambers don't exist in real life. They are sort of Turing machine if you will.
Chamber 0 (Mind of God) : Essentially in this antechamber one can gain entry to the main first chamber by unlocking combination in front of the door. There are LED lights which appears on the touch screen. One has to match the 30 odd random fielding positions that briefly appears on the screen by punching them in for a set of 19 times.
Prerequisites: Photographic memory.
Skills Developed: Fielding position awareness
Chamber 1 (Wrist Chamber) : As our fictional hero comes to the first chamber he discovers he is at the bottom of a circular well where a 19 feet rope is dangling and the only way out is by climbing out.
Skills Developed: Wrist strength for bowling or batting.
Chamber 2 (Stamina Chamber) : If he manages to come to rise up he will find that there is a narrow shaft and corridor that he needs to traverse by running on the treadmill that is about 19 mile long running at about speed of 6.0 units*.
Skills Developed: Will be a testament to see how many possess the skill to be superior runners.
Chamber 3 (Virtual Rainforest): When our protagonist comes to this chamber he will find himself locked in a circular chamber the axle of which is a banyan tree that is raining with holographic round 'fruits' from 19 meters above. Of course the door is on the other side and he has to avoid as much 'fruits' as possible by 'catching' them because once this holographic 'fruits' makes contact in the photosensitive floor it lowers calibration of air in the room.
Skills Developed: Catching skills for fielding provided this 22 cenury technology can be manifested.
Chamber 4 (Hyperreal Chamber): Once our hero manages to traverse the holographic banyan rainforest to reach the other side for the door he will open the door to hyppereal chamber. It's blank.... Picture vast whiteness. This chamber will test his reaction time by 'zapping' him with laser like 'points' which he needs to avoid. Soon the 'points' become rays of light that will encage him a la museum security net of entanglement. Points become rays which become circular discs targetting him in Blankness and then the light discs in turn becomes lightcones encasing him. Once time elapses from 1900 to 1919 and he manages points > 19000 the door opens or the recursion starts.
Skills Developed: Superior coordination skills and reaction time.
Chamber 4 (Man vs. Machine Chamber): Next as the protagonist is relieved to learn that he is just taken up the elevator to a metaroom that is housing a cricket crease and he is handed a bat by the Curator. And a bowling machine is ushered in. He manages to find a rhythm until he realizes that the machine has somehow gained consciousness and is shooting hard cricket balls at higher rate and only way to stop it would be deactivate it which is by approaching it and breaking it. And thus the fight starts...
Skills Developed: Erratic batting technique will soon make him a master of chaos.
Chamber 5 (Rhodes Universe): After breaking the machine into fractures the hero finds himself in a medieval chamber where he is barred by wall reaching his shoulder chest height. Only way the wall will recede downward is by throwing round cricket balls and breaking the circuit which is created with pins of 19 sticks or wickets across the stream. After he accomplishes rather this menail task the wall falls on the stream which can be used as a raft.
Skills Developed: Direct throw
Chamber 6 (oracle): In this metaphysical chamber he is riddled with 19,000 questions on various aspects of the game. He is scrutinized and constantly riddled with questions that tests his indepth interest for the game as he is seated on the chair in the middle of a room surrounded with numerous flat screen tvs. Door leading the next chamber only opens if a perfect score is obtained.
Skills Developed: Encyclopedic theortical knowledge of the game
shall i continue?...