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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 >
  #331  
Old 08-21-2012, 08:20 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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As I've been implying, there's one thing left to do before leaving ancient Greece for good. And here it is. I hinted that it involved the tarot card used to get here, which was the Maiden. Now, the figure on the Maiden was Andromeda, who was chained on the beach where we arrived. So let's head back there.

>u

Cross Centre

The opening is securely wedged with the stone.

>u

Inner Sanctum

Homer glares at you through sightless eyes.

>nw

West Cloister

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

>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

>w

Cliffs

>d

Sea Shore

Chained to the cliff face is the beautiful Andromeda, looking nobly out to sea as she awaits her fate.


Now, we didn't really get a good look at her on arrival, so let's do so now.

>x andromeda
Avert your eyes. She is naked (unless you count a hairband), as was fashionable for human sacrifices: the victim left overnight without food or shelter until the dawn. It has to be said that she doesn't look all that keen to be rescued.


Without food, eh? Well, that's easily rectified.

>give ekmek to andromeda
She smiles as if to say there's not much point watching her waist-line any more, and hungrily wolfs down her favourite dessert. As a gesture of thanks, she takes off her amber hairband and hands it you. Quickly she readopts her noble pose, however, just in case anyone else is looking.


And with that, we're done here, so let's head back to the present.

>get rod of returning
(putting the Pan pipes 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 me
You are engulfed in a cloud of spinning white lights, like insects. When the swarm clears, you find yourself transported...

Old Furniture
Scruffy old furniture is piled up here: armchairs with springs coming out, umbrella stands, a badly scratched cupboard, a table with one leg missing... You try to remember why you keep all this rubbish, and fail. Anyway the attic continues to the southeast.

You can see some wrapping paper with reindeer on here.


Now, I'm guessing you can figure out why the hairband is important, but I'll leave it to you to figure out. Until next time!
  #332  
Old 08-23-2012, 09:29 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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I accidentally copied the next post over this one, so here's a transcript of it. Sorry for the lack of extra stuff, but it at least fills in the gap.

>n

Attic

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

>n

Old Winery

You can see a labelled glass demijohn (which is empty) here.

>e

Storage Room

You can see a crumpled piece of paper here.

>turn wheel
It spins round smoothly, and the dumbwaiter is hoisted into view.

>enter dumbwaiter
You get into the dumbwaiter.

The dumbwaiter hangs on strong pulley ropes which stretch up and down from here.

>pull ropes
You begin moving, and then plummet, but friction gradually slows you down and you land without too much of a thump...

Cellars (in the dumbwaiter)
Cobwebbed old cellars. There is nothing to see except an opening in one wall onto a dark shaft, and a big Victorian-steam-engine style wheel beside it with a handle on. The cellar continues east-to-west and south.

There is a little closed window-vent low in the north wall.

The dumbwaiter hangs on strong pulley ropes which stretch up and down from here.

>g
You heave yourself half-way up, and then need to stop for a rest.

Dark Shaft (in the dumbwaiter)
Halfway up, or else halfway down, and a dreary place it is too: nothing but a dark corridor leading north.

The dumbwaiter hangs on strong pulley ropes which stretch up and down from here.

>stand
You get out of the dumbwaiter.

Dark Shaft

Inside the dark shaft is the old dumbwaiter.

>n

Dark Passage

A secret passage slants down to the east through a sandstone recess.

At the north end is a metal door, standing open.

>e

Sandstone Passage

>e

The Octagon

There is a little window-vent high in the southwest wall.

A rather morbid gilded model coffin rests open here.

Leaned against one of the eight corners is a ragged white parchment scroll.

>wave hairband
Light pulses around the daisy chain, then leaps out to engulf the amber hairband which melts into a featureless mahogany rod!

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

>put featureless rod in coffin
(the featureless mahogany rod in the gilded model coffin)
The mahogany rod fits in perfectly.

>close coffin
The coffin sparks, spitting with electricity, and begins throbbing with a life of its own!

>open coffin
You open the gilded model coffin, revealing the Rod of Sacrifice.

>get rod of sacrifice
Taken.

Last edited by Kahran042; 08-25-2012 at 05:56 PM.
  #333  
Old 08-23-2012, 09:57 PM
Albatoss Albatoss is offline
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Join Date: Mar 2011
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Go explore that Star tarot! I guess.
  #334  
Old 08-24-2012, 08:43 AM
Gerad Gerad is offline
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Join Date: Feb 2010
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Can we use the Rod of Returning on that key behind the grating to get it?

Probably not.
  #335  
Old 08-25-2012, 05:50 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
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Quote:
Originally Posted by Gerad View Post
Can we use the Rod of Returning on that key behind the grating to get it?

Probably not.
No, we can't. It only works on us. Sorry.

Anyhoo, let's check out the Star tarot.

>se

White Hallway

Mad Isaac's painting glares at you from the picture hook.

There's an old-fashioned elephant's foot umbrella stand beside the garden doorway.

>s

Halfway up the Stairs

>u

Servant's Room

A tight door stands open in the northern wall, giving onto the servants' staircase.

An old striped scarf hangs up behind the doorway.

>w

Attic

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

>s

Disused Observatory

Austin, your incorrigible ginger cat, lounges around here.

Mounted on the old telescope stand is what looks like a solid glass ball.

A beam of white light runs into the room from the slide projector to the south, and hits the glass ball, which somehow bends it so that it strikes the mural at the sign of Virgo.

Austin purrs and licks one of his paws.

>s

Souvenirs Room

You can see a ship in a bottle here.

The south wall displays the picture on the Maiden, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all.

A beam of white light points directly backward from the projector, through the north doorway into the Observatory.

>get maiden
(putting the gleaming amber gem into the canvas rucksack to make room)
The south wall becomes blank again.

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

>put star in projector
The south wall lights up with the picture on the Star, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all.

>s
You walk confidently into the south wall...

Lighthouse
You stand atop a pinnacle of stone, on an early Pharos, or lighthouse. Considerately enough, the builders have provided a spiral staircase down. The cliffs below are familiar, but it's a little later in the day than your arrival on the sea shore. There seems to be very little traffic at the moment, though a smudge on the horizon might possibly be a quinquireme.

In the centre of the pinnacle is a marvellous device of polished bronze mirrors, its open end pointed out across the bay. The sun is rising and the sky is clear blue over the Mediterranean: it's going to be a beautiful day.

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


Next time, we'll check out what lies on the lower levels of this lighthouse.

By the way, the thing about the cliffs looking familiar makes me wonder what would happen if I came here before going to the cliffs.

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

Inventory:
the Maiden
the Rod of Sacrifice
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 gleaming amber gem
  • the Pan pipes
  • 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
  • the Rods of Returning, Husbandry, Luck, Fire, Bronze, Infinity and Stalking
  • six Tarot cards: the Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 286 out of a possible 550, in 1281 turns, giving you the rank of Explorer.

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

y
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)
y=Lighthouse (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
  #336  
Old 08-28-2012, 12:52 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Sorry for taking a while, but here's the lower level of the lighthouse.

>d

Greek Frieze
A brown-tinted frieze, depicting hunters and spear-carriers, surrounds this dark stair-well, which has no exit except for a spiral staircase leading back up.


This is a lagach point, so we can leave if we want. Where to from here? Try to find something to do at this lighthouse, try to figure out the Oracle's message, or head to Alexandria, keeping in mind that I've hinted that it's important that the first time we come there requires something that necessitates keeping the slide projector door open?
  #337  
Old 08-30-2012, 11:05 AM
Beowulf Beowulf is offline
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Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
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At this point, I think I've managed to forget what we haven't done / have put off / still need to solve. Any chance we could get a quick summation of hanging questions and areas, and why we put them off? For instance, I can't find the entry where we first met Old Evans, so I have no idea why we couldn't get the mascot from him the first time, or if any of our new items would help the matter.
  #338  
Old 08-30-2012, 11:52 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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The Oracle's riddle:
Quote:
Originally Posted by Kahran042 View Post
"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."
Now, where have we seen arches before? Keep in mind that these might not necessarily be big arches, mind you.

Old Evans:
You can't get the mascot because it's in the brim of his hat, so it would be pretty hard to swipe without him noticing.

Some other things to consider:
Alexandria - Think about what in the attic might be nice to have in ancient Egypt, and why I would need to have the projector "door" open to get there with it in tow.
The lighthouse - There's a puzzle to solve here, and it can be solved with what we have, AFAIK. Think about what the purpose of the device here might be, and which of our items could be used there.

As for the grating problem, any hints would give away the answer. Sorry.
  #339  
Old 08-31-2012, 03:06 PM
ais523 ais523 is offline
that wall of text guy
 
Join Date: Feb 2010
Posts: 958
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Quote:
Originally Posted by Kahran042 View Post
Alexandria - Think about what in the attic might be nice to have in ancient Egypt, and why I would need to have the projector "door" open to get there with it in tow.
Can we lure our cat into ancient Egypt? I guess lagaching, although it affects our inventory, wouldn't affect other creatures. (Although it'd be a bit mean to leave it there, and there's no obvious way to get out via the projector…)
  #340  
Old 08-31-2012, 06:55 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 ais523 View Post
Can we lure our cat into ancient Egypt? I guess lagaching, although it affects our inventory, wouldn't affect other creatures. (Although it'd be a bit mean to leave it there, and there's no obvious way to get out via the projector…)
Indeed, we can! There's no way to bring him back, but he's kind of a jerk anyway, so it would probably be best for everyone involved. So, let's get down to business. First, let's get back to Meldrew Hall.

>frieze, lagach
A swirl of wind snakes out from the Greek frieze and whisks you away to...

Mosaic
This sunken corner of the garden has been excavated and then covered over with tough perspex to protect it from visitors' shoes. It consists of a time-worn Roman mosaic, divided into four quadrants, each showing scenes of idealised Roman life. There was probably a villa on this site, but your family has never been keen on archaeologists so the excavations went no further.

>mosaic, lagach
A swirl of wind snakes out from the Roman mosaic and whisks you away to...

Crypt
A dismal crypt, disused, rainswept and strewn with leaves. Light streams in from the square hole in the roof. There are no bones or urns on show.

The mural stands slightly to one side, revealing a passage leading downward.

>mural, lagach
A swirl of wind snakes out from the bronze mural and whisks you away to...

Bohemia
Flats occupied by starving-but-noble artists can be romantic and stylish despite the squalor. This one, however, is simply a one-room hovel, caked with paint, littered with brushes and improvised easels, and you can't help standing on tiptoe here.

One whole wall is an abstract Cubist mural painting.

>mural, lagach
A swirl of wind snakes out from the Impressionist painting and whisks you away to...

Hall of Exhibits
A great square gloomy room, just south of the foyer. There are square lintelled doorways east and west. The storm is dark, and the windows are high, but there's just enough light to see by.

A long painted still life graces one wall near a corner.

>painting, lagach
A swirl of wind snakes out from the still life and whisks you away to...

White Hallway
A low, white hallway adjoining the Octagon, converted from what was once the scullery and the servants' pantry. A tight, dark staircase runs up and south; and a diagonal bricked path runs out northeast to the gardens.

Mad Isaac's painting glares at you from the picture hook.

There's an old-fashioned elephant's foot umbrella stand beside the garden doorway.


Now, to prepare the door to Alexandria.

>u

Halfway up the Stairs

>u

Servant's Room

A tight door stands open in the northern wall, giving onto the servants' staircase.

An old striped scarf hangs up behind the doorway.

>w

Attic

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

>s

Disused Observatory

Austin, your incorrigible ginger cat, lounges around here.

Mounted on the old telescope stand is what looks like a solid glass ball.

A beam of white light runs into the room from the slide projector to the south, and hits the glass ball, which amplifies it into a powerful yellow searchlight which slowly turns about the room.

Austin rolls over on his back and stretches.

>s

Souvenirs Room

You can see a ship in a bottle here.

The south wall displays the picture on the Star, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all.

A beam of white light points directly backward from the projector, through the north doorway into the Observatory.

>get star
The south wall becomes blank again.

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

>open frame
Breaking open the frame looses the sketch, which falls to the floor.

>get sketch
Taken.

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

>put sketch in projector
The south wall lights up with the picture on the charcoal sketch, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all.


Finally, getting the ginger pycdynt to Egypt. Fortunately, the magical light show has mesmerized him, so we can...

>push austin s
Austin reluctantly accompanies you.

Souvenirs Room

You can see a dog-eared old letter and a ship in a bottle here.

The south wall displays the picture on the charcoal sketch, beautifully magnified and amazingly life-like. Why, you'd hardly know there was a wall there at all.

A beam of white light points directly backward from the projector, through the north doorway into the Observatory.


Now, how to get him through the door, you may ask? Might as well...

>jump
For some reason, Austin is startled and springs for his life right up through the south wall and into Alexandria!

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


Believe it or not, this is actually clued. If Austin enters Aunt Jemima's lair, she will jump to scare him out. Still a bit vague, though.

Anyway, let's follow him.

>s
You walk confidently into the south wall...

Causeway
A warm winter's night in the ancient city of Alexandria, on the Heptastadion causeway across the harbour to the Island of Pharos (to north). The Mediterranean waters lap against the land bridge, and the whole city (southeast) is lit up with torches: it is a night of celebration.

Austin, your incorrigible ginger cat, lounges around here.

Austin frisks cheerfully.


Now that we're accompanied by a sacred animal, let's check out the city proper.

>se

Crossroads
The great crossroads at the heart of chlamys-shaped Alexandria, greatest city of the civilised world. The northwest-southeast road runs from the causeway to the Tower: the main road runs southwest from the Necropolis gate, northeast to the great public buildings of the city.

The Morning Star leads an enormous procession for the festival of Dionysus, which throngs with officials dressed as satyrs, actors and townswomen.

Austin strolls regally along with you.


Where to from here - southeast, southwest, or northeast?

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

Unexplored paths:
Northeast from Crossroads
Southeast from Crossroads
Southwest from Crossroads

Inventory:
two Tarot cards: the Star and Maiden
the Rod of Sacrifice
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 gleaming amber gem
  • the Pan pipes
  • 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
  • the Rods of Sacrifice, Returning, Husbandry, Luck, Fire, Bronze, Infinity and Stalking
  • five Tarot cards: the Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 293 out of a possible 550, in 1304 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse (you are here)

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

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; 09-03-2012 at 01:46 AM. Reason: The amber gem is no longer in the Oubliette.
  #341  
Old 09-03-2012, 10:06 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Seems that no one has responded yet, so if no one has by tomorrow, I'll pick a direction to go to from the crossroads in Alexandria. Remember, the choices are northeast, southeast, or southwest.
  #342  
Old 09-03-2012, 11:18 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
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Northeast?
  #343  
Old 09-04-2012, 04:05 AM
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 Mogri View Post
Northeast?
What a coincidence...that's the direction I was going to go if no one picked one! So, let's check it out.

>ne
The enormous procession, which throngs the great streets of Alexandria, is impossible to push your way through. Better just enjoy the spectacle.

Austin hisses cheerfully.

Behind the front are huge statues on mechanical floats, flanked by giant overflowing pitchers of wine. And the animals are coming!


Well, darn. Guess that I misinterpreted the walkthrough I totally didn't use to pick that direction. So, southeast or southwest?
  #344  
Old 09-04-2012, 07:40 AM
Gerad Gerad is offline
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Join Date: Feb 2010
Location: Michigan
Posts: 7,585
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Southeast.
  #345  
Old 09-04-2012, 10:48 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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>enjoy spectacle
  #346  
Old 09-04-2012, 11:00 AM
Beowulf Beowulf is offline
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Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
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I'm going to guess that swinging the rod of husbandry won't do anything to the animals when they arrive, but if they do arrive, if might be worth trying.

Any way we can get a drink from the giant overflowing pitchers of wine?
  #347  
Old 09-05-2012, 03:56 AM
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
I'm going to guess that swinging the rod of husbandry won't do anything to the animals when they arrive, but if they do arrive, if might be worth trying.

Any way we can get a drink from the giant overflowing pitchers of wine?
A. I don't think so, but I'll try it.
B. Again, I seriously doubt it, but I might as well give it a shot.

But first, let's enjoy the spectacle.

>z
Time passes.

Austin purrs cheerfully.

Behind the front are huge statues on mechanical floats, flanked by giant overflowing pitchers of wine. And the animals are coming!


Let's try drinking the wine now.

>drink wine
You can't see any such thing.


Guess we can't.
But since the animals are coming...

>get rod of husbandry then strike it
Taken.

Austin springs about cheerfully.

Yes, 2000 oxen dressed in gold, as many dogs, and the giraffes, the antelopes, the gnus, parrots, elephants, wildebeest... ostriches pulling carts, a white bear...

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

Austin frisks happily.

Next the dancers, in a great masque of the life of Alexander the Great, his travels, conquests, founding of the City, and so on. The delicate matter of how exactly his general Ptolemy took over is omitted, since Ptolemy's son Ptolemy II is now very much in charge.


Darn...missed my shot. But I have a feeling that this parade loops, so I'll just enjoy the spectacle.

>z
Time passes.

Austin hisses contentedly.

The centrepiece of the procession: an enormous gold ribboned phallus, two hundred feet long and with a giant star on the end. Inexplicably, you are the only person present who feels this to be in doubtful taste.

>z
Time passes.

Austin preens himself cheerfully.

A procession of women follows next, each in the national dress of an allied city state, from all over the Hellenistic world, North Africa to Sicily to Asia.

>z
Time passes.

Austin purrs cheerfully.

The procession ends as it began, with a great Evening Star, before falling into a shambolic crowd of revellers, drunken and maudlin.


Emphasis mine. Could this be a bit of pre-TV Tropes lampshade hanging?

>z
Time passes.

Austin wriggles happily.

The procession looks like running on forever.


And then the parade restarts. We'll just wait for the animals to show up again, then...

>point rod at animals
You can't see any such thing.


Well, that was a colossal waste of time. Let's head southeast.

>se

A Tower
This is not the famous Alexandrian tower (which is not due to be built by the Emperor Domitian for centuries), just an anonymous little monument on the same site. It is square-cut inside and there's only a small exit northwest.

In one wall is a door heavily defaced with writings, the same word, over and over in a hundred tongues and scripts: the word "Sosostris", in fact.

Austin strolls regally along with you.


Hmmm...that name seems awfully familiar. Where to next time - through the door, or to the southwestern branch from the crossroads?

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

Unexplored paths:
Southwest from Crossroads

Inventory:
the Rod of Husbandry (charged)
two Tarot cards: the Star and Maiden
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 gleaming amber gem
  • the Pan pipes
  • 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 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 Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • five Tarot cards: the Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 293 out of a possible 550, in 1304 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse (you are here)

Alexandria:
Code:
b
|
a
 \ /
  c
 / \
    d
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads (northeastern path blocked by revelers)
d=A Tower (door)

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

Come to think of it, aren't gnus and wildebeest the same thing?
  #348  
Old 09-05-2012, 12:01 PM
Mogri Mogri is online now
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Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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That's gnus to me.
  #349  
Old 09-10-2012, 11:54 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Well, since no one has given a suggestion as to where to go, I'll try to get into Mme. Sorostris' tower.

>open door
It won't open, for no reason you can see.

Austin springs about happily.


Seems I can't. Let's try checking out the southwest path from the crossroads, then.

Necropolis
A spacious, sombre, moonlit and magnificent valley of tombs, some brand new, just outside the walls of Alexandria (to the northeast). Already it is ancient. Most of the little termite-hill style pyramids have been invaded time after time: indeed, one pyramid's entrance gapes open to the south.

Birds of prey circle high in the night sky, their talons glinting in the moonlight.

Austin strolls regally along with you.


A pyramid? Pyramids mean treasure, and treasure means looting! Come, my dubiously-faithful feline sidekick!

>s

XIIth Dynasty Pyramid
Ransacked, dimly-lit, cramped and empty, this rough-built and uneven burial mound is to the Great Pyramids of Giza (built just a century before) what the summerhouse in your garden is to Windsor Castle. There are only dull painted writings, an unpleasant odour and a passage out to the north.


Darn...no loot here. But maybe the writings are interesting.

>read writings
One of the so-called Pyramid Texts making up the so-called "Book of the Dead". This dramatic passage seems to be devoted to wise men preparing their bodies to rise in the afterlife, anointing themselves with oil. An interesting motif of ten strokes, arranged

III IIIIII I

catches the eye.


I have a feeling that that will be important later. Unfortunately, the item I thought would be here isn't here, so I'll have to leave off here. Until next time!

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.
Opening the door to Madame Sosostris' tower.
Getting past the revelers northeast of the Crossroads.

Unexplored paths:
None

Inventory:
the Rod of Husbandry (charged)
two Tarot cards: the Star and Maiden
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 gleaming amber gem
  • the Pan pipes
  • 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 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 Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • five Tarot cards: the Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 293 out of a possible 550, in 1324 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse

Alexandria:
Code:
b
|
a
 \ /
  c
 / \
e   d
|
f
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads (northeastern path blocked by revelers)
d=A Tower (door)
e=Necropolis
f=XIIth Dynasty Pyramid (writings [can be lagach-ed]; you are here)

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; 09-22-2012 at 05:53 AM.
  #350  
Old 09-12-2012, 07:34 AM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

Can we dig up anything in the dirt in the pyramid? We have a spade.

Also, maybe whistling for those birds of prey will do something?
  #351  
Old 09-12-2012, 03:53 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Beowulf View Post
Can we dig up anything in the dirt in the pyramid? We have a spade.

Also, maybe whistling for those birds of prey will do something?
There's no dirt in the pyramid. The "burial mound" in question is the pyramid itself. As for whistling...

>get whistle
(putting the Maiden into the canvas rucksack to make room)
Taken.

Austin preens himself contentedly.

>blow it
Fweep! Fweep!

Austin is startled, but too lazy to look up.

The birds of prey swoop, startled, down to an unexciting tombstone which you hadn't noticed before; but after a moment they relax and slip away into the darkness.

Austin springs about contentedly.


Well, if it's mentioned now...

>examine tombstone
It bears just one word of epigram: "GALITA". Below that is a curious face, with an open empty socket of a mouth.

Austin wriggles happily.


GALITA? What could that mean? But let's try and get a look around, anyway, now that the birds are gone.

>look

Necropolis
A spacious, sombre, moonlit and magnificent valley of tombs, some brand new, just outside the walls of Alexandria (to the northeast). Already it is ancient. Most of the little termite-hill style pyramids have been invaded time after time: indeed, one pyramid's entrance gapes open to the south.

You stand near the tombstone to which the birds of prey were so inexplicably drawn.

A cloak of many colours lies folded on it.

Austin, your incorrigible ginger cat, lounges around here.

Birds of prey circle high in the night sky, their talons glinting in the moonlight.

Austin frisks contentedly.


Well, that cloak certainly wasn't there before. I think that you all know what I'm going to do.

>get cloak
(putting the Star into the canvas rucksack to make room)
Taken.

Austin frisks contentedly.


Now that we're holding it, let's get a better look at it.

>examine cloak
A fine cloak, grey-lined, sapphire-encrusted, rippled across with rainbow fabrics from the trade routes of the world.

Austin preens himself happily.


Now that we've got this gaudy cloak, what use could it 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.
Opening the door to Madame Sosostris' tower.
Getting past the revelers northeast of the Crossroads.

Unexplored paths:
None

Inventory:
a cloak of many colours (with grey lining)
a bird whistle
the Rod of Husbandry (charged)
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 gleaming amber gem
  • the Pan pipes
  • 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 model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • the Rods of Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 293 out of a possible 550, in 1331 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse

Alexandria:
Code:
b
|
a
 \ /
  c
 / \
e   d
|
f
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads (northeastern path blocked by revelers)
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA"; you are here)
f=XIIth Dynasty Pyramid (writings [can be lagach-ed])

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
  #352  
Old 09-13-2012, 07:11 AM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

Perhaps the revelers will let us pass if we're wearing a gaudy cloak?

Also, does anything we're holding (maybe the round stone or the gold orb) fit into the open empty socket of a mouth in the tombstone?
  #353  
Old 09-15-2012, 01:49 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Beowulf View Post
Perhaps the revelers will let us pass if we're wearing a gaudy cloak?
Perhaps, indeed.

>wear cloak
You put on the cloak of many colours.

Austin preens himself happily.

>ne

Crossroads

A procession of women follows next, each in the national dress of an allied city state, from all over the Hellenistic world, North Africa to Sicily to Asia.

Austin strolls regally along with you.

>ne
The procession happily accommodates another crazily-dressed loon.

Outside the Royal Museum
The main southwest-northeast road forks off with a road due north to the Theatre. Despite the kaleidoscopic din you are impressed by the sober majesty of the Museum of the Ptolemies, whose fine portico entrance, decked with reliefs, is southeast.

A procession of women follows next, each in the national dress of an allied city state, from all over the Hellenistic world, North Africa to Sicily to Asia.

Austin strolls regally along with you.


Where to from here? Also, in response to Beowulf's other query...

Quote:
Originally Posted by Beowulf View Post
Also, does anything we're holding (maybe the round stone or the gold orb) fit into the open empty socket of a mouth in the tombstone?
Yes. To be more precise, it's something we're holding, but it's neither of those items.

Puzzles:
Getting the mascot from old Evans.
A key behind a grating that looks like it may fit the grating.
Opening the door to Madame Sosostris' tower.
Getting past the revelers northeast of the Crossroads.

Unexplored paths:
North from Outside the Royal Museum.
Northeast from Outside the Royal Museum.
Southeast from Outside the Royal Museum.

Inventory:
a cloak of many colours (being worn, [/I]has grey lining[I])
a bird whistle
the Rod of Husbandry (charged)
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 gleaming amber gem
  • the Pan pipes
  • 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 model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • the Rods of Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 293 out of a possible 550, in 1334 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse

Alexandria:
Code:
b
|   |/
a   g
 \ / \
  c
 / \
e   d
|
f
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA")
f=XIIth Dynasty Pyramid (writings [can be lagach-ed])
g=Outside the Royal Museum (you are here)

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
  #354  
Old 09-15-2012, 07:16 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
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The hard wooden ball or the amber gem, then?

Perhaps we should go southeast.
  #355  
Old 09-16-2012, 02:02 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 Mogri View Post
The hard wooden ball or the amber gem, then?
It is, indeed, the amber gem, but let's save that for later. For now, there's something else to do.

Quote:
Originally Posted by Mogri View Post
Perhaps we should go southeast.
Seems like as good a direction as any, so...

>se
The Museum guards are so busy abasing themselves before the sacred Cat (incredibly, that's Austin) that you are able to slip inside.

Austin, having at long last found owners even more gullible and undemanding than yourself, ambles away to a life of extreme cossetting and luxury.

The Birdcage of the Muses
The celebrated Library of Alexandria, finest in the entire world, possessed of hundreds of thousands of books: where the ruling Ptolemies keep fanatic, infighting scholars almost imprisoned as they turn out rival commentaries on the ancient poems - hence the nickname.

There is a little door to the south; a dusty corridor southeast; a thoroughfare east, and a grand entrance northwest.

There is a pigeonhole mounted on one wall.

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


Well, looks like we won't be able to come back once we've left, seeing as we only had one sacred kitteh, so we'll have to do everything here at once. First, checking that pigeonhole.

>look in pigeonhole
The pigeonhole is empty.


But if it's on its own line, it'll probably be important later. Anyway, where to next - south, east, or southeast?

Inventory:
a cloak of many colours (being worn, [/I]has grey lining[I])
a bird whistle
the Rod of Husbandry (charged)
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 gleaming amber gem
  • the Pan pipes
  • 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 model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • the Rods of Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 298 out of a possible 550, in 1336 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse

Alexandria:
Code:
b
|   |/
a   g
 \ / \
  c   h-
 / \  |\
e   d
|
f
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA")
f=XIIth Dynasty Pyramid (writings [can be lagach-ed])
g=Outside the Royal Museum
h=The Birdcage of the Muses (pigeonhole; you are here)

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

Oh, and Mogri, sorry for not using the gem yet, but, as I implied earlier, you can't re-enter the museum once you've left, so I want to do everything in here before leaving, unless I happen to find a lagach point. However, I don't remember there being one in here, so...
  #356  
Old 09-16-2012, 02:56 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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South.
  #357  
Old 09-17-2012, 05:57 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

South it is!

>s

Oil Room
This small, dark (by night) room is a repository for Library supplies: above all, for lamp oil, which is stored in broad shallow earthenware troughs. Lucky your torch is electric, when you think about it. Anyway, a passage leads back north.


Oil, eh? Where have we seen that mentioned before? And which passage from the main room should we take next - east or southeast?
  #358  
Old 09-21-2012, 09:12 AM
Albatoss Albatoss is offline
It's a frame of mind
 
Join Date: Mar 2011
Location: Home
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Posts: 4,358
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East. Sorry for the late reply. >_>
  #359  
Old 09-21-2012, 10:18 AM
Beowulf Beowulf is offline
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Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
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And keep an eye out for anything we can store oil in!
  #360  
Old 09-22-2012, 12:48 AM
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 Soren Highwind View Post
East. Sorry for the late reply. >_>
East it is.
And don't worry about the late reply. After all, if I had a nickel for every time I was late with a reply, I'd have quite a few nickels.

>e

Reading Corridor
A spacious, densely colonnaded corridor, its walls lined with inset shelves on which are scrolls beyond count, ribboned, dusty, disintegrating, badly catalogued so that only an expert can find what he wants.

The expert in question being Callimachus, who is brooding over a scroll, and hardly aware of your presence.


Let's look this Callimachus character up in the classical dictionary.

>consult dictionary about callimachus
Cataloguer of the Alexandrian library: most famous of all the wittily brief epigrammatic poets.


Where to from here?

Unexplored paths:
Southeast from The Birdcage of the Muses.
South from Reading Corridor (not mentioned in the room description, but does exist.)

Inventory:
a cloak of many colours (being worn, [/I]has grey lining[I])
a bird whistle
the Rod of Husbandry (charged)
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 gleaming amber gem
  • the Pan pipes
  • 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 model golden sceptre
  • a bunch of nuts
  • a steel wrench
  • a silk handkerchief
  • a marble rose
  • a spade
  • a hard wooden ball
  • the Rods of Sacrifice, Returning, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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:
It is some time in the winter of 275 B.C., the reign of Ptolemy II, and you are in ancient Alexandria. You have so far scored 298 out of a possible 550, in 1340 turns, giving you the rank of Explorer.

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

y
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 (crushing wall trap; up to Cross Centre)
y=Lighthouse

Alexandria:
Code:
b
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i   
|
f
a=Causeway
b=Island of Pharos (grating, rusty iron key behind grating)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA")
f=XIIth Dynasty Pyramid (writings [can be lagach-ed])
g=Outside the Royal Museum
h=The Birdcage of the Muses (pigeonhole)
i=Oil Room (trough of oil)
j=Reading Corridor (Callimachus; you are here)

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

By the way, the purpose of the oil doesn't involve lighting, nor does it require you to carry any around. Think back to where other possible uses for oil are mentioned.
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