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All this for a map of Paris? Let's play Curses!

Back to Let's Play < 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 >
  #301  
Old 07-26-2012, 10:43 AM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
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Quote:
Originally Posted by Soren Highwind View Post
Southeast!
Agreed!

I'm going to go ahead and guess that the copper coin is more valuable than it looks--we should try to give it to folks we meet.
  #302  
Old 07-26-2012, 11:16 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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Is it just me, or is this game impossible to beat without dying at least a few times?
  #303  
Old 07-28-2012, 08:24 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Well, votes for southeast are pretty much unanimous, so...

>se

East Cloister
The east cloister of the Temple, which turns from northwest to southwest, is bare but for a small niche.

Resting in the niche is an inscribed pumice stone, two feet tall.


Inscribed? Let's take a look at it, then.

>examine stone
(the inscribed stone)
The stone bears two inscriptions, side by side:

Code:
   #. [] = # +*+  __             an-ta re-im ka u bir ka-i
             |||       
        |        |     
   / # -+- :; # -+-                 ka ne : to-ro-ma ka ur
        |        |     
                       
   >>> -> # (---)         .je-fe-im ka ur-a an-ge to-ro-ma
             |||


OK. That's...interesting. Now, Beowulf suggested giving the coin to various people, and I have a feeling I know just who might want it...

>nw

Temple of Zeus

>n
"I'll get you this time, worm!" bellows Zeus, and hurls another thunderbolt, but now he's angry his aim is right off. You survive once more.

Sacred Earth

>n

Wall of Thorns

A ragged gap in the wall has been burnt out to the south.

>n

Clifftop Walk

>get rod of husbandry
(putting the Rod of Fire into the canvas rucksack to make room)
Taken.

>strike it
The rod charges with etherial power, drawn up from the earth through ley lines...

Quote:
He shall separate them one from another,
as a shepherd divideth his sheep from the goats.

-- Matthew 25:32
>e
The goats obediently part to allow you to get by.

Outside Taverna
A long walk along the cliffs from the lighthouse leads naturally here, just outside the Eraina Taverna, whose open doorway lies to the south.

Hanging from a low branch of a fig tree is, as you might expect, a fig.

>s

Eraina Taverna
A plain but cheery taverna, fill of miserable and rather ashamed men who are drinking retsina heavily. The day is dawning outside the north door, but they strangely do not share your uplifted feeling at the sight.

Left untouched on one table is an Ekmek Special dessert.

Behind the bar, a depressed bartender polishes glasses.

[Your score has just gone up by five points.]

>give coin to bartender
The bartender takes the coin wearily, with a "how can you eat at a time like this?" look.

>take ekmek
Taken.

The bartender gives you a hard stare.

[Your score has just gone up by four points.]


And with that, an old puzzle is done and dusted. Where to from here?

Unexplored paths:
Southwest from Temple of Zeus.
Southwest from East Cloister.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.

Inventory:
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 255 out of a possible 550, in 1170 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
      o
     /
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender; you are here)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 6 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 13

Oh, and Mogri, it's not just you. I certainly wouldn't have been able to do it without a walkthrough.

Last edited by Kahran042; 07-29-2012 at 10:23 PM. Reason: Fixing coloration.
  #304  
Old 07-30-2012, 10:22 AM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

How about southwest from the East Cloister?
  #305  
Old 07-31-2012, 03:04 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Soren Highwind View Post
How about southwest from the East Cloister?
Sounds like as good a suggestion as any, so let's go!

>n

Outside Taverna

Hanging from a low branch of a fig tree is, as you might expect, a fig.

>i
You are carrying:
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck)
a canvas rucksack (which is open)
a photographer's flash (which is closed)
a glowing golden orb
a papyrus fragment
a smooth round stone
a Tarot box (which is open but empty)
a croquet mallet
an antique jewellery box (which is open but empty)
a cracked medicine bottle (which is open but empty)
a framed charcoal sketch
a model golden sceptre
a bunch of nuts
a steel wrench
a silk handkerchief
a marble rose
a spade
a hard wooden ball
a bird whistle
the Rods of Fire, Bronze, Returning, Infinity and Stalking
six Tarot cards:
the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
a long wrought iron key
a delicate gold key
a gothic-looking iron key
a small brass key
a postcard of the Champs-Elysees
Hobson's classical dictionary
the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

>restore

Please supply a filename for restore
Ok.

>n

Outside Taverna

Hanging from a low branch of a fig tree is, as you might expect, a fig.

>w

Clifftop Walk

>s

Wall of Thorns

A ragged gap in the wall has been burnt out to the south.

>s

Sacred Earth

>s
Zeus, chief of all the gods, appears and hurls a thunderbolt down just before you begin to cross into the Temple. Astonishingly, you beat the luck of the gods and slip into the temple just clear of the thunderbolt. "Damn, missed!" says a sepulchral voice from without.

Temple of Zeus

>se

East Cloister

Resting in the niche is an inscribed pumice stone, two feet tall.

>sw

Inner Sanctum
Here from the dark heart of the temple, cloisters fork northeast and northwest while a flight of narrowing steps lead down and to the north.

The blind poet Homer half-slumbers here, clutching his syrinx (or Pan-pipes) to himself.


This looks interesting. Lots of paths, plus an NPC to interact with. So, what to do next?

Unexplored paths:
Northwest from Inner Sanctum.
North/down from Inner Sanctum.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.

Inventory:
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 255 out of a possible 550, in 1177 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
      o
   \|/
    p
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)
p=Inner Sanctum (Homer, syrinx; down/north to...?; you are here)

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 6 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 13
  #306  
Old 07-31-2012, 05:29 PM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
Default

Ooh, you should talk to Homer to see what he has to say. And then afterwards you should head down those stairs!

Also if our score is indicative of our progress, we're only a little over halfway through this game. Just how long is it?
  #307  
Old 07-31-2012, 06:01 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Take Homer's syrinx! He can't see you coming.

Ask Homer about Odysseus.

Down the stairs.
  #308  
Old 08-01-2012, 11:40 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Let's see what Homer has to say about things. But first, I'll try to rob him blind(er).

>take syrinx
You can't see any such thing.


Dude, it's right there in the description! Oh, well.

>wake homer
Homer wakes up, with a start. "I suppose you want the syrinx," he grumbles, "they always do. There are three questions you must answer wisely. The usual deal."

(He seems to be under an enchantment and able to speak modern English, or at least American.)

"First: who is the brother of Menelaus?"


I'm sure I can get the answer to this from the classical dictionary. First things first, though. Gerad had a question for Homer, so...

>ask homer about odysseus
Homer is far too busy composing Book XIV of the Iliad.


Now to look up this Menelaus person.

>consult dictionary about menelaus
"Well, if you're going to cheat, forget it," says Homer loudly as he falls asleep.

General in Trojan War, and brother of Agamemnon.


Although it seems that this would render the game unwinnable, it doesn't. We can just wake Homer again, and he's unaware of your "cheating."

>say agamemnon
(to Homer)
"Mph," he says (untranslatably). "But can ya see the future? Who's gonna rule Alexandria after the fall of the guy they're gonna call Alexander the Big?"


Looking it up again...

>consult dictionary about alexander
"Well, if you're going to cheat, forget it," says Homer loudly as he falls asleep.

Macedonian who conquered the known world in his twenties.


Nothing there. But maybe...

>consult dictionary about alexandria
City on the Nile Delta founded by Alexander the Great.


Nope. Nothing there, either. We'll probably have to get that from Alexandria proper., so keep that question in mind. Now, to the stairs!

>d

Cross Centre
The fabled Labyrinth seems only to consist of a broad cross. Arms run to northeast, northwest, southeast and southwest, while a flight of stone steps widens and climbs south.

There are extremely scuffed and faded inscriptions at the centre of the cross.


There are inscriptions here, so might as well read them, although they'll probably be in one of those ancient languages.

>read inscriptions
"ka-i ur-a re-im ka an-ge"


I was right. They were. Hopefully there's some way of translating them. Anyway, which way to go from here?

Unexplored paths:
Northwest from Inner Sanctum.
Northeast from Cross Centre.
Southeast from Cross Centre.
Southwest from Cross Centre.
Northwest from Cross Centre.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.
Finding out who succeeded Alexander the Great as ruler of Alexandria.

Inventory:
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 255 out of a possible 550, in 1186 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
    q o
   \|/
    p

 \ /
  r
 /|\
  s
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)
p=Inner Sanctum (Homer, syrinx; you are here)
q=down to Cross Centre
r=Cross Centre
s=up to Inner Sanctum

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 6 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 13
  #309  
Old 08-02-2012, 11:36 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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OR you could just use Wikipedia.

Well, if you're going to cheat, forget it.
  #310  
Old 08-02-2012, 11:36 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Mogri View Post
OR you could just use Wikipedia.
Indeed, I could. After all, I've already cut one Gordian knot in my Enchanter LP, so why not cut another?

>wake homer
Homer wakes up, with a start. "I suppose you want the syrinx," he grumbles, "they always do. There are three questions you must answer wisely. The usual deal."

(He seems to be under an enchantment and able to speak modern English, or at least American.)

"First: who is the brother of Menelaus?"

>say agamemnon
(to Homer)
"Mph," he says (untranslatably). "But can ya see the future? Who's gonna rule Alexandria after the fall of the guy they're gonna call Alexander the Big?"


Well, Wikipedia says that he was succeeded by his son, also named Alexander, but the game is actually looking for his successor's successor, who was...

>say ptolemy
(to Homer)
"What's your favorite color?"


Oh, well. Ptolemy did establish a new dynasty in Egypt after Alex's so I guess that's fair enough. Anyhoo, considering how much my yellow daisy chain has helped me out, I'd say that it would be...

>say yellow
(to Homer)
Homer reluctantly hands you the syrinx. "Now leave me alone, I got six books of the Iliad left to compose."

[Your score has just gone up by six points.]


Syrinx GET! Now, which way to go from the cross?

Unexplored paths:
Northwest from Inner Sanctum.
Northeast from Cross Centre.
Southeast from Cross Centre.
Southwest from Cross Centre.
Northwest from Cross Centre.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.

Inventory:
the Pan pipes
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 261 out of a possible 550, in 1191 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
    q o
   \|/
    p

 \ /
  r
 /|\
  s
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)
p=Inner Sanctum (Homer, syrinx; you are here)
q=down to Cross Centre
r=Cross Centre
s=up to Inner Sanctum

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 6 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 13
  #311  
Old 08-03-2012, 06:23 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Southwest.
  #312  
Old 08-05-2012, 01:54 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Gerad View Post
Southwest.
Southwest it is!

>sw

Southwest Cross
This cross-corner is decorated with carvings of grape-vines and barrels.

The Labyrinth lies to northeast.

A fine statue of the god Poseidon stands here.


Something seems out of place here...but what could it be? We'll probably have to explore more of this so-called Labyrinth to figure it out. Until next time, mes amis!
  #313  
Old 08-05-2012, 03:19 PM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Let's just explore as much as we can so we can get enough information to solve this labyrinth.

This game is massive. It's hard for me to even think about solving some of the older puzzles; there's just so many places, items, and red herring room descriptions. That's pretty much my only complaint about it, though.
  #314  
Old 08-06-2012, 11:05 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Gerad View Post
Let's just explore as much as we can so we can get enough information to solve this labyrinth.
Good idear. For the sake of arbitrariness, I'm going to explore the remaining three paths in clockwise order.

>nw

Northwest Cross
This cross-corner is surrounded with carvings of wheat swaying in the breeze, bathed with sunshine.

The Labyrinth lies to southeast.

A fine statue of the god Dionysus stands here.


Again, seems a bit odd...but let's check out the other two before jumping to any conclusions.

>ne

Northeast Cross
This cross-corner is inlaid with carvings of fish, of the waves, of great casting nets sweeping through the water.

The Labyrinth lies to southwest.

A fine statue of the goddess Demeter stands here.

>sw

Cross Centre

There are extremely scuffed and faded inscriptions at the centre of the cross.

>se

Southeast Cross
This cross-corner is decorated with carvings of massed ranks of hoplite warriors, advancing into battle.

The Labyrinth lies to northwest.

A fine statue of the god Ares stands here.


All right. There's a statue of a different god in each corner, and each corner is done in a different style. I'm pretty sure that most of you know your Greek mythology, but just in case, let's look these gods up.

>consult dictionary about poseidon
Greek god of the sea, and of horses.

>consult dictionary about dionysus
Greek god of wine, and revelry.

>consult dictionary about demeter
Greek goddess of plenty.

>consult dictionary about ares
Greek god of war.


From this, and the descriptions of each corner, can you figure out what to do here?
  #315  
Old 08-06-2012, 04:51 PM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
Pronouns: he/him, they/them
Posts: 4,358
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I think we need to move the statues to match them with the appropriate decorations - Poseidon to the Northeast Cross, Dionysus to the Southwest Cross, and Demeter to the Northwest Cross. Ares should be fine where he is. The only question would be how to move them, assuming they're too heavy to just push. Anyone have any ideas on that front?
  #316  
Old 08-06-2012, 10:56 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Soren Highwind has nailed it right on the head, so let's get pushing!

>nw

Northwest Cross

A fine statue of the god Dionysus stands here.

>push statue se
You heave the statue along with you.

Cross Centre

There are extremely scuffed and faded inscriptions at the centre of the cross.

>push statue sw
You heave the statue along with you.

Southwest Cross

A fine statue of the god Poseidon stands here.


Now Dionysus is in place, so let's do the same for Poseidon.

>push poseidon ne
You heave the statue along with you.

Cross Centre

There are extremely scuffed and faded inscriptions at the centre of the cross.

>push poseidon ne
You heave the statue along with you.

Northeast Cross

A fine statue of the goddess Demeter stands here.


Two down, one to go...

If you're wondering, I had to type "push poseidon" instead of "push statue" because there were two statues in Southwest Cross.

>push demeter sw
You heave the statue along with you.

Cross Centre

There are extremely scuffed and faded inscriptions at the centre of the cross.

>push demeter nw
You heave the statue along with you.

Northwest Cross

You hear the noise of stone grating against stone.

[Your score has just gone up by three points.]


Usually, sounds like that are a good sign, especially when your score goes up. But let's check out the center.

>se

Cross Centre

Beside the inscriptions is an opening in the floor, about two feet square.


Well, that certainly sounds like something I'll want to explore...next time!

Unexplored paths:
Northwest from Inner Sanctum.
Down from Cross Centre.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.

Inventory:
the Pan pipes
Ekmek Special
the Rods of Husbandry and Luck
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 264 out of a possible 550, in 1212 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
    q o
   \|/
    p

u   v
 \ /
  r
 /|\
t s w
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)
p=Inner Sanctum (Homer, syrinx)
q=down to Cross Centre
r=Cross Centre (down to...?; you are here)
s=up to Inner Sanctum
t=Southwest Cross (statue of Dionysus)
u=Northwest Cross (statue of Demeter)
v=Northeast Cross (statue of Poseidon)
w=Southeast Cross (statue of Ares)

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 6 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 13
  #317  
Old 08-08-2012, 10:42 AM
Beowulf Beowulf is offline
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Whenever we pass by that fig tree again, can we snag the fig? I feel like it's too blatant to just be set dressing.

And seriously, this game is HUGE.
  #318  
Old 08-08-2012, 05:17 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Beowulf View Post
Whenever we pass by that fig tree again, can we snag the fig? I feel like it's too blatant to just be set dressing.
Sure. In fact, I'll do it once I see what's under the Cross Centre.

>d

Oubliette
A foul, musty bone pit, beneath the cross, where sacrificial victims were once dropped and "forgotten".

Lying on top of crushed, broken bones, in plain view, is a gleaming gem of amber.


Well, that's probably going to be important. Yoink!

>get gem
There is a horrible screeching sound as a trap is sprung. The opening crushes together, and so do the walls! They reduce you to powdered dog biscuit in a matter of seconds.


*** You have died ***


Well, I wasn't expecting that...although I guess I should have, what with all the broken bones and whatnot. Restore!

> restore

Please supply a filename for restore
Ok.


Now to go get that fig.

>u

Inner Sanctum

Homer glares at you through sightless eyes.


To fill in that gap on the map, let's go northwest this time.

>nw

West Cloister
Along the west cloister, turning from northeast to southeast, is a broad bas relief depicting the seasons: the planting of seed, high summer, the harvest, floods and then the coming of ice.

A curious symbol is repeated along the top of the relief.


Well, if it's curious and repeated, might as well...

>examine symbol
(---) (---) (---) (---)


I wonder what it could mean? Anyway, back to the fig tree!

>ne

Temple of Zeus

>n
"I'll get you this time, worm!" bellows Zeus, and hurls another thunderbolt, but now he's angry his aim is right off. You survive once more.

Sacred Earth

>n

Wall of Thorns

A ragged gap in the wall has been burnt out to the south.

>n

Clifftop Walk

>e
The goats obediently part to allow you to get by.

Outside Taverna

Hanging from a low branch of a fig tree is, as you might expect, a fig.

>get fig
(putting the Rod of Luck into the canvas rucksack to make room)
Taken.


And, with that out of the way, there's quite a bit to do. Where to from here? And what use could this fig possibly have? Until next time.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.
Getting the amber gem from the Oubliette without being crushed to death.

Inventory:
a fig
the Pan pipes
Ekmek Special
the Rod of Husbandry
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Luck, Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 264 out of a possible 550, in 1221 turns, giving you the rank of expert Traveller.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
    q o
   \|/
    p

u   v
 \ /
  r
 /|\
t s w

x
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree; you are here)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister (2' inscribed pumice stone)
p=Inner Sanctum (Homer)
q=down to Cross Centre
r=Cross Centre (down to Oubliette)
s=up to Inner Sanctum
t=Southwest Cross (statue of Dionysus)
u=Northwest Cross (statue of Demeter)
v=Northeast Cross (statue of Poseidon)
w=Southeast Cross (statue of Ares)
x=Oubliette (amber gem, crushing wall trap; up to Cross Centre)

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 7 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus, crushed into a pancake)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 14

Last edited by Kahran042; 08-09-2012 at 12:11 PM.
  #319  
Old 08-08-2012, 05:26 PM
Mogri Mogri is online now
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If I know anything about IF, it's that you should immediately consume any food you acquire.
  #320  
Old 08-08-2012, 08:31 PM
Gerad Gerad is offline
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If that doesn't work, trade the fig to Old Evans for his mascot. I'm reaching, I know.
  #321  
Old 08-08-2012, 09:16 PM
ais523 ais523 is offline
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Can you point the Rod of Returning at the gem? (From range?)
  #322  
Old 08-11-2012, 06:03 PM
Kahran042 Kahran042 is offline
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Location: Southeastern New Hampshire
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Quote:
Originally Posted by ais523 View Post
Can you point the Rod of Returning at the gem? (From range?)
I doubt it, seeing as rods generally only work on things in the same room, but I might as well give it a shot. Cut the journey back to Cross Centre, then...

>take rod of returning
(putting the Rod of Husbandry into the canvas rucksack to make room)
Taken.

>strike it
The rod charges with etherial power, drawn up from the earth through ley lines...

>point it at gem
You can't see any such thing.


That's exactly what I expected to happen. But maybe from L'Oubliette?

>d

Oubliette
A foul, musty bone pit, beneath the cross, where sacrificial victims were once dropped and "forgotten".

Lying on top of crushed, broken bones, in plain view, is a gleaming gem of amber.

>point rod at gem
(the Rod of Returning at the gleaming amber gem)
Nothing obvious happens.


Again, as expected.

Truth be told, I forgot how to get the gem. If no one has figured it out after a while, I'll look it up and show it off myself.

Anyway, now to eat the fig!

>eat fig
You eat the fig. Not bad.


Except that by eating it, I've rendered the game unwinnable, I'm pretty sure. Undo!

>undo
Oubliette
[Previous turn undone.]


And now, to test something else, in a way that will, again, make the game unwinnable, due to a lack of lagach points in Greece.

>strike rod of returning
The rod charges with etherial power, drawn up from the earth through ley lines...

>point it at me
You are engulfed in a cloud of spinning white lights, like insects. When the swarm clears, you find yourself transported...

Attic
The attics, full of low beams and awkward angles, begin here in a relatively tidy area which extends north, south and east. The wooden floorboards seem fairly sound, just as well considering how heavy all these teachests are. But the old wiring went years ago, and there's no electric light.

There is a closed trapdoor in the middle of the floor.

>s

Old Furniture

You can see some wrapping paper with reindeer on here.

>se

Over the East Wing

>e

East Annexe

In the north wall is an open cupboard door, large enough to step inside.

You can also see an old smudged battery here.

>e
You can't go that way.


Oops...forgot the way. :P

>s

Dead End

A secret door stands open in the south wall!

A hatchway in the east wall, onto an old iron fire escape, is open and light floods in through it. (Some fool must have set the alarm off.)

>e
You clamber out onto a rickety ladder which runs right down the east wall of the Hall, and nervously descend...

Beside the Drive

Wistaria climbs a desperately rickety fire escape up the east side of the Hall, and so might you: at the top the fire escape door into the attic is open.

>ne

Public Footpath

>n

Stone Cross

Old Evans, the village racing enthusiast, sits on the steps of the memorial, combing the back pages of his "Racing Times" newspaper.

>give fig to evans
Old Evans doesn't seem interested.


Nope. See if you can figure out the actual purpose of the fig for next time, and if you can't, I'll look it up myself, because I recall it not exactly being the most intuitive thing on Earth. Catch ya later!
  #323  
Old 08-13-2012, 07:34 PM
Kahran042 Kahran042 is offline
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As promised, here's the purpose of the fig. It actually requires using the 2'-square stone in the temple as a "Rosetta stone" to translate some of the hieroglyphics sound throughout the world. However, that's really complicated, so here's the solution.

>w

Clifftop Walk

>w

Cliffs

>sw

Cave Mouth
A dry cave opening from a crack to the northeast, becoming a fair-sized cavern, furnished with bronze and lit by trestle lamps chained from the ceiling.

In the centre of the cave rests an obsidian altar stone with a flaming bronze urn.


Apparently, this is the cave of the Oracle of Delphi. As you may know, the Oracle was a priestess of Apollo, who loves music, so let's...

>play pipes
Seized by divine inspiration, you launch into J. S. Bach's Prelude number 1. Suddenly the great god Apollo appears before you! As he speaks the very rock reverberates.

"All wisdom is mine, mortal!
Though you shall seek out your curse
A thousand years and more. Now ask!"

Apollo, as he vanishes, laughs in that style more recently popularised by Third World dictators and mad scientists. His priestess, the Oracle, steps out of the shadows.

[Your score has just gone up by three points.]


Generally, for things like this, you'll need an offering of some sort, and that's where the fig comes in.

>put fig in urn
You have pleased the god Apollo - Loxias, god of words and counsel, as he was once called! Very wise.


And now we can ask the oracle about something! But what?
  #324  
Old 08-14-2012, 09:53 AM
Beowulf Beowulf is offline
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Location: NYC Area
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...I don't suppose we can ask, "Where the heck is that map of Paris?"
  #325  
Old 08-14-2012, 11:13 AM
Mogri Mogri is online now
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The best possible ending to this game would be going to Barnes & Noble and just buying a map.
  #326  
Old 08-15-2012, 01:57 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Mogri View Post
The best possible ending to this game would be going to Barnes & Noble and just buying a map.
Not really, seeing as the intro outright states that it's become a matter of pride for the protagonist by now. Anyway, let's ask the Oracle about maps.

>ask priestess about map
The priestess, Pythian oracle of Loxias, seems hardly to hear or understand: but goes into a trance, swaying to a sensuous rhythm: and chants, in English,

"As Hephaestus, master of the metals
uncovered the gilden sunrise of Helicon
so, in seven paces and three paces
when six arches have stood sixty years
shall even a shade's remains be cast."

Apollo is what you might call an annoying git, were he not also an alarmingly powerful deity.


"Six arches"? Where have we seen something like that before? I'll leave you to figure that out, as well as how to get that chunk of fossilized tree sap out of the oubliette. Until next time!
  #327  
Old 08-15-2012, 02:34 AM
ais523 ais523 is offline
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Join Date: Feb 2010
Posts: 958
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Does the priestess say that no matter what question you ask?
  #328  
Old 08-15-2012, 11:09 AM
Mogri Mogri is online now
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Quote:
Originally Posted by Kahran042 View Post
"Six arches"? Where have we seen something like that before?
...Three McDonald's?

Quote:
Originally Posted by Kahran042
I'll leave you to figure that out, as well as how to get that chunk of fossilized tree sap out of the oubliette. Until next time!
Burn it with fire!
  #329  
Old 08-17-2012, 09:04 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Mogri View Post
Burn it with fire!
As I've said, we can't affect anything in another room with a rod, but let's give it a try anyway. Maybe it would work from the same room, though. So, after heading back to the Oubliette...

>get rod of fire
(putting the Rod of Husbandry into the canvas rucksack to make room)
Taken.

>strike it
The rod charges with etherial power, drawn up from the earth through ley lines...

>point it at gem
A bolt of fire leaps from the rod and consumes the gleaming amber gem utterly!


Well, that was about what I expected. If no one has figured out how to get the gem by tomorrow, I'll show off the correct solution then. In addition, there is one other thing we have to do in Greece before leaving, but can you figure out what it is? Hint: it involves the point where we arrived from the tarot projection.
  #330  
Old 08-18-2012, 09:32 AM
Kahran042 Kahran042 is offline
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As promised, here's how to get the amber gem.

>ne

Cliffs

>e

Clifftop Walk

>s

Wall of Thorns

A ragged gap in the wall has been burnt out to the south.

>s

Sacred Earth

>s
Zeus, chief of all the gods, appears and hurls a thunderbolt down just before you begin to cross into the Temple. Astonishingly, you beat the luck of the gods and slip into the temple just clear of the thunderbolt. "Damn, missed!" says a sepulchral voice from without.

Temple of Zeus

>se

East Cloister

Resting in the niche is an inscribed pumice stone, two feet tall.

>get stone
(the inscribed stone)
(putting the Rod of Husbandry into the canvas rucksack to make room)
Taken.

[Your score has just gone up by four points.]


How I was able to pick up a two-foot-high stone is anyone's guess.

By the way, two feet=0.6096 meters, for those of you who don't know.

>sw

Inner Sanctum

Homer glares at you through sightless eyes.

>d

Cross Centre

Beside the inscriptions is an opening in the floor, about two feet square.

>put stone in opening
(the inscribed stone in the inscriptions)
You wedge the inscribed stone across the opening.

>d

Oubliette
A foul, musty bone pit, beneath the cross, where sacrificial victims were once dropped and "forgotten".

Lying on top of crushed, broken bones, in plain view, is a gleaming gem of amber.

>get gem
There is a horrible screeching sound as a trap is sprung. The walls begin to crush together: but are securely wedged, and cannot move...

Taken.

[Your score has just gone up by four points.]


And, with that, we've got the gem! There's still one thing left to do in Greece before returning to the present, but can you figure out what it is? Hint: Think about the tarot card we used to get here, and what the figure on it might want.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.

Inventory:
a gleaming amber gem
the Pan pipes
Ekmek Special
the Rod of Husbandry
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)
a canvas rucksack (which is open, actually a bag of holding)
  • a photographer's flash (which is closed, equipped with a timer mechanism)
  • a glowing golden orb (misted over, but has images of some sort of crazy chess world)
  • a papyrus fragment
  • a smooth round stone
  • a Tarot box (which is open but empty)
  • a croquet mallet
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a framed charcoal sketch (of the Palace of Alexandria)
  • a model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • a bird whistle
  • six Tarot cards: the Castle, Star, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • the Rods of Luck, Fire, Bronze, Returning, Infinity and Stalking
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a gothic-looking iron key
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • a postcard of the Champs-Elysees
  • Hobson's classical dictionary
  • the History of the Meldrews (vol. II)
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)

Score:
You are passing among the strange, unearthly world of the Tarot box. You have so far scored 275 out of a possible 550, in 1239 turns, giving you the rank of expert Traveller.

Here's something to consider. We are at the bottom of page 11, and have only now reached 50% of the maximum score. As people have said, this game is freakin' HUGE, and we still haven't explored all of it yet. Just wanted to get that out there.

Maps
Meldrew Hall, attic:
Code:
e-c-b-h
 /| |
X j a-d
    |
    f q-p
     \  |
    k-g-l
      | |
    n-i m
      | |
      o r
        |
        s
a=Attic (down to game over)
b=Old Winery
c=Aunt Jemima's Lair (wireless)
d=Servant's Room (scarf)
e=Potting Room (Aunt Jemima)
f=Old Furniture (wrapping paper)
g=Over the East Wing
h=Storage Room (wheel with handle, dumbwaiter leading to Cellar)
i=Disused Observatory (glass ball on telescope stand, smoke detector)
j=Airing Cupboard
k=Dark Room
l=East Annexe
m=Dead End (down/east to Beside the Drive)
n=Library Storage
o=Souvenirs Room (slide projector [contains The Castle], ship in a bottle)
p=Inside Cupboard (big iron fireplace, open skylight with crank handle, up to Roof)
q=Chimney (down to Priest's Hole)
r=Alison's Writing Room (bed)
s=Tiny Balcony
X=game over

Meldrew Hall, cellar:
Code:
c-a-b
  |
  d
a=Cellars (dumbwaiter to Dark Shaft)
b=Wine Cellars
c=Cellar West (locked door leading northwest, down to Hellish Place)
d=Cellars South (robot mouse, hole in wall)

Meldrew Hall, gardens and shaft area:
Code:
j-i-i-i-
      |
      i
      |
     -i-
      |
      i
      |
     -i-i-i-i-i-m
          |
          i
          |
      g-f-b-d-e
        |  \
        h   a-c       u
            |         |
            l-n-o   q-s-t
            |    \ /
            k     p
                  |
                  r
a=Garden Stream
b=Family Tree (plane tree, up to Up the Plane Tree)
c=Beside the Wall (potted shrub, one-way path down to Wine Cellar)
d=Lawn Ornaments (dark well too small to enter, miniature, weed killer bottle, prayer book, romantic novel, green branch, gas mask)
e=Mosaic [can be lagach-ed]
f=Clearing
g=Garage (garden roller)
h=Vegetable Garden (runner bean plant)
i=Maze
j=Viewpoint Ledge (plaque)
k=Dark Shaft (dumbwaiter to Storage Room)
l=Dark Passage
m=Patio in Maze (down to Crypt)
n=Sandstone Passage
o=The Octagon (window vent, gilded coffin used to identify rods, scroll)
p=White Hallway (painting of Mad Isaac Meldrewe [can be lagach-ed], elephant's foot umbrella stand)
q=Bricked Path
r=Halfway up the Stairs (up to Servant's Room)
s=Hedgery
t=Croquet Lawn (colored peg, wickets)
u=Summer House (gold watch which is visible but unattainable)

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c
a=Crypt (bronze mural [can be lagach-ed], up to Patio in Maze)
b=Jagged Passage
c=Catacombs (down to Universe Maintenance Room)
d=Contraption Room (sheet of dull amber-colored metal forming north wall, iron panel with 3x5 grid, see-saw of leather baskets, metal hand)
e=Charnel Passage
f=Sarcophagus
g=Contraption Reflection (same as in Contraption Room)

Meldrew Hall, roof:
Code:
b
 \
  a
a=Roof (down to Inside Cupboard)
b=Battlements

Meldrew Hall, ???:
Code:
a
a=Priest's Hole (one-way path down to Cellar West)

Northeast of the House:
Code:
  c
  |
  b
 /
a
a=Beside the Drive (up/west to Dead End)
b=Public Footpath (down to Hollow)
c=Stone Cross (Old Evans with his lucky mascot)

Northeast of the House, Hollow:
Code:
a
a=Hollow (up to Public Footpath, one-way northwest path to Mosaic)

Unreal City:
Code:
  g>b-c
    |
h-d-a-e>f
a=Unreal City
b=Shadowy Hallway (up to Consulting Room)
c=Bohemia (mural [can be lagach-ed])
d=Down by River
e=Near Ring Road (down to Chatelet-les-Halles)
f=Chatelet-les-Halles (map salesman)
g=Consulting Room (down to Shadowy Hallway)
h=On board the Phlebas (saying "time" will take the protagonist to Garden Stream)

Tarot box:
Code:
a e

c
|
b
|
d

f g-h-i
 /  | |
l   k j
    |
    m
    |
    n
   / \
    q o
   \|/
    p

u   v
 \ /
  r
 /|\
t s w

x
a=Cups and Glasses (model ship)
b=Aboard Ship (examine model ship; up to Up the Mast)
c=Prow of the Lady Magdalena
d=Stern
e=Ruined Castle Cafe
f=Sea Shore (Andromeda, up to Cliffs)
g=Cliffs (down to Sea Shore)
h=Clifftop Walk
i=Outside Taverna (fig tree)
j=Eraina Taverna (bartender)
k=Wall of Thorns
l=Cave Mouth (obsidian altar, flaming bronze urn)
m=Sacred Earth (south to death by divine wrath)
n=Temple of Zeus
o=East Cloister
p=Inner Sanctum (Homer)
q=down to Cross Centre
r=Cross Centre (down to Oubliette)
s=up to Inner Sanctum
t=Southwest Cross (statue of Dionysus)
u=Northwest Cross (statue of Demeter)
v=Northeast Cross (statue of Poseidon)
w=Southeast Cross (statue of Ares)
x=Oubliette (amber gem, crushing wall trap; up to Cross Centre; you are here)

Alexandria:
Code:
b
|
a
 \
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)

Hamburg by night:
Code:
    b
   /
  a
  |
e-c-d

f
a=Museum of Arcana
b=Revolving Door
c=Hall of Exhibits (still life [can be lagach-ed])
d=Cabinet Room
e=Dark Staircase (down/south to...?)
f=Coven Cell (goat)

Deaths
Missed the point entirely: 5 (irritated Aunt Jemima by trying to steal her gardening gloves, gave up on the search, broke a pipe and had to call a plumber, lectured by Aunt Jemima for four hours, burned down most of the attic)
Spooked: 1 (haunted by the ghost of Sir Joshua Meldrewe)
Died: 7 (jumped off the mast of the Lady Magdalena without a parachute, spontaneous combustion, brutally sacrificed by a druidic coven, blown to bits by a time bomb, incinerated myself with the Rod of Fire, electrocuted by the wrath of Zeus, crushed into a pancake)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 14

Last edited by Kahran042; 08-18-2012 at 12:09 PM.
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