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

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  #451  
Old 12-27-2012, 01:22 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Last time, we were buried alive in an ancient Egyptian tomb. This time, we try to find ways out of said tomb.

Quote:
Originally Posted by ais523 View Post
Does the coffin count as a work of art, and if so, can you lagach off it?
No, and no, at least as far as I recall. But I could try it.

>coffin, lagach
You can't talk to the mummy case.


Guess not. But maybe we could return from there?

>get rod of returning
Taken.

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

>enter coffin
(You can't help feeling that someone has planned all this... and it isn't you.)

You get into the mummy case.

>close lid
That seems an awfully... final decision. Here's a chance to reconsider.

>g
The lid slams down on you with a very terminal sound indeed.


*** You have ...


But - something more is happening. The coffin's delicate balance has been altered, and it is sliding, slipping away down the square passage, endlessly, endlessly...

And even that is not the end, for you suddenly crash into buffers at one end. What a lucky escape, you think... for a moment...

Buried Alive
You lie in the mummy case, your arms folded across each other, face grimaced, running out of air rapidly and with almost no room to maneouvre. The coffin lid is about ten times heavier than you, and its seal is very good.

>point rod of returning at me
There's very little room, and the air is running out.

You are beginning to choke and pant.


Guess not, which means that the Rod of Fire probably won't work either. I might as well say that going through the passage without the coffin isn't the solution, but it's much simpler than you might think. If no one has figured it out by tomorrow, I'll show it off then.

Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.
Surviving in the coffin after burying myself alive.

Unexplored paths:
None.

Inventory:
a green oak quarterstaff
an adamantine hand
a purple sash (being worn)
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 strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • an adamantine heart
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a mystic scroll
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Ice, Returning, Husbandry (charged), Sacrifice, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 368 out of a possible 550, in 1559 turns, giving you the rank of Navigator.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (headless adamantine knight statue)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (you are here; sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #452  
Old 12-28-2012, 02:43 PM
Healy Healy is offline
Wink!
 
Join Date: Jun 2007
Location: USA
Posts: 5,656
Default

Can you break open the coffin lid somehow? With the spade or something similar? If that won't work then I'm fresh out.
  #453  
Old 12-29-2012, 05:05 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Healy View Post
Can you break open the coffin lid somehow? With the spade or something similar? If that won't work then I'm fresh out.
I'm afraid not. You can't really do anything requiring much moving around in the coffin...but, since our hero anointed himself way back at the library, he can WISE FWOM (his) GWAVE!

And, yes, if you left the library without anointing yourself, the game would be unwinnable.

>enter coffin
(You can't help feeling that someone has planned all this... and it isn't you.)

You get into the mummy case.

>close lid
That seems an awfully... final decision. Here's a chance to reconsider.

>g
The lid slams down on you with a very terminal sound indeed.


*** You have ...


But - something more is happening. The coffin's delicate balance has been altered, and it is sliding, slipping away down the square passage, endlessly, endlessly...

And even that is not the end, for you suddenly crash into buffers at one end. What a lucky escape, you think... for a moment...

Buried Alive
You lie in the mummy case, your arms folded across each other, face grimaced, running out of air rapidly and with almost no room to maneouvre. The coffin lid is about ten times heavier than you, and its seal is very good.

>u

Your spirit rises, prepared as it was for the afterlife, and diffuses through the solid gold of the coffin by sheer effort of will, finally beginning to recoalesce. You stagger, confused, through dark caves until you finally come to light, clutching something solid...

Sarcophagus
Well, perhaps "sarcophagus" is a little melodramatic, but it's that kind of moment. This must be somewhere under the old parish church. You are stooped over inside a stone tomb, stained and crumbled with decay, broken only by a crevice you crawled in by. It is a nightmarish place.

Nightmarishly, even the floor you kneel on is a fallen tombstone.

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


Something solid, eh? Let's see what it could be.

>i
You are carrying:
an adamantine skull
a green oak quarterstaff
an adamantine hand
a purple sash (being worn)
a daisy chain (around your neck)
a canvas rucksack (which is open)
a strongbox (which is open but empty)
a spade
a cloak of many colours
an adamantine heart
a smooth round stone
a model of an animal so ugly you can't bear to look at it
a mystic scroll
a tube with a kappa on (which is empty)
a bird whistle
the Pan pipes
a photographer's flash (which is closed)
a glowing golden orb
a papyrus fragment
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 bunch of nuts
a steel wrench
a silk handkerchief
a marble rose
a hard wooden ball
a gothic-looking iron key
a rusty iron key
a long wrought iron key
a delicate gold key
a small brass key
the Rods of Ice, Returning, Husbandry (charged), Sacrifice, Luck, Fire, Bronze, Infinity and Stalking
seven Tarot cards:
the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
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)


Ah, another adamantine body part. Where do you want to go from here?

Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
an adamantine skull
a green oak quarterstaff
an adamantine hand
a purple sash (being worn)
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 strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • an adamantine heart
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a mystic scroll
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Ice, Returning, Husbandry (charged), Sacrifice, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 the afternoon of June 3rd, 1993, and you are in the catacombs beneath the gardens. You have so far scored 383 out of a possible 550, in 1557 turns, giving you the rank of Master Navigator.

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 (you are here)
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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (headless adamantine knight statue)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #454  
Old 12-29-2012, 01:41 PM
Healy Healy is offline
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Join Date: Jun 2007
Location: USA
Posts: 5,656
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What were we collecting the adamantine body parts for again? Or do we not know that yet.
  #455  
Old 01-01-2013, 10:56 AM
Beowulf Beowulf is offline
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Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
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Was that all of the body parts? Can we go assemble them into a body?
  #456  
Old 01-01-2013, 11:03 PM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Beowulf View Post
Was that all of the body parts? Can we go assemble them into a body?
Indeed, it is! Unfortunately, we left the roller outside the maze, so we'll have to lagach out of here.

>w

Jagged Passage

>n

Crypt

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 Impressionist mural painting of a chateau in Aix-en-Provence.

>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...

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.

>writings, lagach
A swirl of wind snakes out from the painted writings 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.


And now, back to the adamantine knight.

>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

>e

East Annexe

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

You can also see an old smudged battery here.

>s

Dead End

A secret door stands open in the south wall!

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

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

Beside the Drive

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

>ne

Public Footpath

>n

Stone Cross

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

>n

Parish Church

Set into the floor, and slightly raised, is the Moonstone, an ancient broad flagstone the size of a door, inscribed with a crescent moon.

>w

West Side Chapel

A headless adamantine statue lies prone here, a knight on a tomb.


Yes, that was the quickest lagach point to the church, believe it or not.

Anyway, now to put the knight back together.

>put skull on knight
The skull fits very loosely onto the "neck" of the adamantine knight.

>put hand on knight
The hand fits rather loosely onto the left "wrist" of the adamantine knight.

The skull wobbles and falls off the knight again.


Hmm, seems like they're a bit loose. Let's take a better look at them.

>examine skull
It reminds you oddly of one of the symbolic pieces in Monopoly - the car, the boot and so on.


Well, that wasn't much help. But maybe it's as simple as...

>put skull on knight
The skull fits very loosely onto the "neck" of the adamantine knight.

The hand wavers and falls off the knight again.

>tighten skull
The skull screws tightly onto the adamantine knight.


Thought so. Now to finish this.

>put hand on knight
The hand fits rather loosely onto the left "wrist" of the adamantine knight.

>tighten hand
The hand screws tightly onto the adamantine knight.

>get heart
Taken.

>put heart in knight
The heart sits well in the so-empty ribcage of the adamantine knight.


Well, that was underwhelming. But we have put all of the body parts in place, though. What to do with this thing now?

Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.
Doing something with the reassembled adamantine knight.

Unexplored paths:
None.

Inventory:
a green oak quarterstaff
a purple sash (being worn)
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 strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a mystic scroll
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Ice, Returning, Husbandry (charged), Sacrifice, Luck, Fire, Bronze, Infinity and Stalking
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 the afternoon of June 3rd, 1993, and you are northeast of Meldrew Hall. You have so far scored 383 out of a possible 550, in 1585 turns, giving you the rank of Master Navigator.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (adamantine knight statue; you are here)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #457  
Old 01-02-2013, 10:12 AM
Beowulf Beowulf is offline
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Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

I wish we had a wand of lightning. Oh well. Which of the wands haven't we used in a puzzle yet? Maybe infinity?

We can also try just commanding it to get up. Or reading the mystic scroll, playing the pan pipes, or hitting it with the good ol' wrench.
  #458  
Old 01-04-2013, 08:00 AM
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
I wish we had a wand of lightning. Oh well. Which of the wands haven't we used in a puzzle yet? Maybe infinity?
The rods not used so far in puzzles are Ice, Infinity, Sacrifice, and Stalking. So let's try them.

>get rod of ice
Taken.

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

>point it at knight
Nothing obvious happens.

>get rod of infinity
Taken.

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

>point it at knight
Nothing obvious happens.

>get rod of sacrifice
(putting the green oak quarterstaff 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 knight
Nothing obvious happens.

>get rod of stalking
(putting the Rod of Ice 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 knight
Nothing obvious happens.


Quote:
Originally Posted by Beowulf View Post
We can also try just commanding it to get up. Or reading the mystic scroll, playing the pan pipes, or hitting it with the good ol' wrench.
Might as well try these out. First, just ordering the knight to stand.

>knight, stand
You can't talk to the adamantine statue.


About what I expected. Now, we've already read the scroll, but let's read it again. Maybe it has something to do with the knight.

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

>read it
It tells that even the greatest mortal must choose of the three High [and the next word is illegible], for once and all, but that for each there is a way. The usual mystic nonsense.


Maybe music will help?

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

>play pipes
You sound off some dissonant notes.


And, of course, our trusty wrench.

>get wrench
(putting the Rod of Stalking into the canvas rucksack to make room)
It's a wrench, but you take it.

>hit knight with wrench
Violence isn't the answer to this one.


Then what could be? I will say that it is a rod, but one that's already been used. But which one? I'll leave that for you to figure out.

Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.
Doing something with the reassembled adamantine knight.

Unexplored paths:
None.

Inventory:
a steel wrench
the Pan pipes
a mystic scroll
a purple sash (being worn)
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 green oak quarterstaff
  • a strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 silk handkerchief
  • a marble rose
  • a hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Stalking, Sacrifice, Infinity, Ice, Returning, Husbandry (charged), Luck, Fire, and Bronze
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 the afternoon of June 3rd, 1993, and you are northeast of Meldrew Hall. You have so far scored 383 out of a possible 550, in 1603 turns, giving you the rank of Master Navigator.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (adamantine knight statue; you are here)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #459  
Old 01-04-2013, 11:20 AM
Gerad Gerad is offline
Holy Swine
 
Join Date: Feb 2010
Location: Michigan
Posts: 7,585
Default

Returning? If not that, Husbandry or Luck?
  #460  
Old 01-04-2013, 11:37 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Fire. Fire.
  #461  
Old 01-05-2013, 05:53 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Mogri View Post
Fire. Fire.
Sounds like fun. Let's try it.

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

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

>point it at knight
The adamantine knight leaps up, invigorated by the fire in his skeletal eyes, a new spark in his belly! He bows gravely, in the elaborate style of a mime artist.

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


And...it's alive! But what to do with an animated adamantine knigget statue? I'll leave that for you to figure out.

Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
the Rod of Fire
a steel wrench
the Pan pipes
a purple sash (being worn)
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 mystic scroll
  • a green oak quarterstaff
  • a strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 silk handkerchief
  • a marble rose
  • a hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Stalking, Sacrifice, Infinity, Ice, Returning, Husbandry (charged), Luck, and Bronze
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 the afternoon of June 3rd, 1993, and you are northeast of Meldrew Hall. You have so far scored 398 out of a possible 550, in 1606 turns, giving you the rank of Master Navigator.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (animated adamantine knight statue; you are here)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #462  
Old 01-05-2013, 08:09 PM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Q. Where does a 500-ton elephant sit in a crowded theater?
A. Anywhere he wants.

Q. What do you do with a living knight statue?
A. Whatever you want.
  #463  
Old 01-07-2013, 04:25 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Quote:
Originally Posted by Mogri View Post
Q. Where does a 500-ton elephant sit in a crowded theater?
A. Anywhere he wants.

Q. What do you do with a living knight statue?
A. Whatever you want.
This seems like an invitation to do what I want, but unfortunately it turns out that I need an item I don't have to get the knight to do anything. Getting the item is as easy as solving one of the three puzzles in the "unsolved" section, but can you figure out which one, and how to solve it?



Puzzles:
Getting the mascot from old Evans.
Getting into Madame Sorostris' tower.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
the Rod of Fire
a steel wrench
the Pan pipes
a purple sash (being worn)
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 mystic scroll
  • a green oak quarterstaff
  • a strongbox (which is open but empty)
  • a spade
  • a cloak of many colours (has grey lining)
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 silk handkerchief
  • a marble rose
  • a hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key [I](unlocks the grating on the Island of Pharos)[I]
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Stalking, Sacrifice, Infinity, Ice, Returning, Husbandry (charged), Luck, and Bronze
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 the afternoon of June 3rd, 1993, and you are northeast of Meldrew Hall. You have so far scored 398 out of a possible 550, in 1606 turns, giving you the rank of Master Navigator.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (animated adamantine knight statue; you are here)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #464  
Old 01-07-2013, 10:06 PM
Healy Healy is offline
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Is it getting the mascot from old Evans?
  #465  
Old 01-07-2013, 11:25 PM
Sky Render Sky Render is offline
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I think we've long since passed the point where the protagonist would have been better off just calling the whole thing a wash, going down to the local shop, and just buying what he needs... Then again, the same could be said of pretty much any adventure game protagonist, but things are just so ridiculous in this case that I cannot fathom how anyone would think that persisting was the best idea.
  #466  
Old 01-07-2013, 11:27 PM
Gerad Gerad is offline
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I think Old Evans needs an introduction to Mr. Goodwrench.

(sorry, I have no non-joke suggestions)
  #467  
Old 01-08-2013, 10:51 AM
Beowulf Beowulf is offline
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I suspect that without your guidance, I'd have either given up or gone looking for a FAQ long ago. I'm into "spam our inventory at Old Evans" mode.
  #468  
Old 01-08-2013, 11:39 AM
Mogri Mogri is online now
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Shoot him with the rod of fire.
  #469  
Old 01-08-2013, 12:25 PM
Gerad Gerad is offline
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Quote:
Originally Posted by Mogri View Post
Shoot him with the rod of fire.
That was going to be my next suggestion.
  #470  
Old 01-09-2013, 06:18 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Healy View Post
Is it getting the mascot from old Evans?
No, but let's try messing with him anyway.

>e

Parish Church

Set into the floor, and slightly raised, is the Moonstone, an ancient broad flagstone the size of a door, inscribed with a crescent moon.

>s

Stone Cross

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

>hit evans with wrench
Violence isn't the answer to this one.


Well, maybe fire is.

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

>point it at evans
For heaven's sake, you're only looking for an out-of-date map. Murder does seem a little extreme.


Guess it does. I'll say now that the puzzle I was referring to is getting into the tower in Alexandria. Can you figure out what to do, based on past updates?
  #471  
Old 01-09-2013, 11:38 AM
Mogri Mogri is online now
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Most of this looks a little extreme if all we want is a map.
  #472  
Old 01-11-2013, 04:51 AM
Kahran042 Kahran042 is offline
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Here's a hint about how to get into the tower, from a past update:


Quote:
Originally Posted by Kahran042 View Post
Quite an Undertaking
A really luxurious burial chamber, far beneath the entrance court.

A yard-wide square channel runs away fractionally east of north, in an apparently endless stooped passage.

On the west wall are three curious sockets, above a painting of a priest of the half-mythical pharoah Sosostris in full sceptred, grey-clad regalia.

A beautiful gold and blue mummy case, or sarcophagus, rests massively here.
From this, can you figure out how to get into the tower?
  #473  
Old 01-11-2013, 09:13 AM
Gerad Gerad is offline
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I know we solved the scepter/slots puzzle. Did we ever explore the stooped passage?
  #474  
Old 01-11-2013, 10:07 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Gerad View Post
I know we solved the scepter/slots puzzle. Did we ever explore the stooped passage?
Yes - it's where we got the green oak quarterstaff. Here's another clue. Think about the annotations on our inventory and how they might be relevant to this puzzle.
  #475  
Old 01-11-2013, 10:37 AM
Gerad Gerad is offline
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Ha!

You got to flip that cloak, turn-ways!

(Wield the scepter and wear the cloak inside-out)
  #476  
Old 01-13-2013, 05:52 PM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Gerad View Post
Ha!

You got to flip that cloak, turn-ways!

(Wield the scepter and wear the cloak inside-out)
That's it, although the sceptre isn't actually necessary, AFAIK. To Alexandria!

>e

Parish Church

Set into the floor, and slightly raised, is the Moonstone, an ancient broad flagstone the size of a door, inscribed with a crescent moon.

>s

Stone Cross

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

>s

Public Footpath

>d

Hollow

There's a bird's nest at the bottom of the hollow.

>nw

Mosaic

>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 Impressionist mural painting of a yellow chair.

>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...

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.


Now, to enter the tower.

>n

Necropolis

You stand near the tombstone, which has become rather more interesting now that a flight of steps downward has appeared.

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

>ne

Crossroads

A lively, very noisy procession pushes through here, and some spectacular floats are approaching fast.

>se

A Tower

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.

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

>turn it
You turn the cloak inside out.

>wear it
You put on the grey cloak.

>open door
You open the defaced door.

>enter door

Consulting Room
The stairs end at a shabby room, with screened windows, lit by incense sticks and sevenbranched candelabra. A doorway with a hanging bead curtain leads east. In the centre of the room is a table, which is bare.

Madame Sosostris, famous clairvoyante, meditates here.

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


What to do here? As a hint, think back to what happened in previous meetings with Madame Sosostris. Until next time!

Puzzles:
Getting the mascot from old Evans.
Getting the gold watch.
Figuring out to do with Madame Sosostris.

Unexplored paths:
None.

Inventory:

a grey cloak (being worn, has multicolored lining)
the Rod of Fire
a steel wrench
a purple sash (being worn)
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)
  • the Pan pipes
  • a mystic scroll
  • a green oak quarterstaff
  • a strongbox (which is open but empty)
  • a spade
  • a smooth round stone (apparently magnetic)
  • a model of an animal so ugly you can't bear to look at it
  • a tube with a kappa on (which is empty)
  • a bird whistle
  • 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 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 silk handkerchief
  • a marble rose
  • a hard wooden ball
  • a gothic-looking iron key (opens the strongbox)
  • a rusty iron key (unlocks the grating on the Island of Pharos)
  • a long wrought iron key
  • a delicate gold key (unlocks the jewellery box)
  • a small brass key (unlocks the door from Dark Passage to Garden Stream and the trapdoor in Priest's Hole)
  • the Rods of Stalking, Sacrifice, Infinity, Ice, Returning, Husbandry (charged), Luck, and Bronze
  • seven Tarot cards: the Star, Maiden, Castle, Fool, Drowned Sailor, Ace of Cups and Grim Reaper
  • 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 403 out of a possible 550, in 1623 turns, giving you the rank of apprentice Druid.

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:
f-d-e
  |
  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)
d=Parish Church (Moonstone)
e=East Side Chapel (statue of Diana)
f=West Side Chapel (animated adamantine knight statue)

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

Northeast of the House, spire:
Code:
a
a=Out on the Spire

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:
      p-p
     /  |
    p   q
    |
    o
    |
b r-m n
|   |/
a   g
 \ / \
  c   h---j
 / \  |\  |
e   d i k l
|
f
a=Causeway
b=Island of Pharos (down to Jetty)
c=Crossroads
d=A Tower (door; "enter door" to go to Consulting Room)
e=Necropolis (tombstone with empty socket and word "GALITA", down to The Height of Fashion)
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
k=Geography Room
l=Librarian's Office
m=Outside the Theatre
n=Stadium
o=Outside the Royal Palace of Alexander
p=Lost inside the Palace
q=Lost inside the Palace (say "anoppe" to reach the Palace Balustrade)
r=Warehouses and Port (sailor, engraved die, skiff; enter skiff and type "sail" to go to Garden Stream)

Alexandria, tomb:
Code:
c-b-a
a=The Height of Fashion (up to Necropolis)
b=This Is The Death (blocked slope to the west)
c=Quite An Undertaking (sarcophagus; enter sarcophagus and close lid to go to Buried Alive)

Alexandria, palace balustrade:
Code:
a
a=Palace Balustrade (astronomical mounting, astrolabe; type "look through eyepiece" to go to Out on the Spire)

Alexandria, Jetty:
Code:
a
a=Jetty

Alexandria, Consulting Room:
Code:
a-
a=Consulting Room (Madame Sosostris, beaded curtain; 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: 9 (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, epic stealth fail, buried alive)
Disembodied the entire universe: 1 (meddled with the Planck constant)
Total: 16
  #477  
Old 01-14-2013, 11:26 AM
Beowulf Beowulf is offline
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Let's ask that famous clairvoyante where our map is!

(...nothing is ever that simple. We're probably going to need the mascot from old Evans to bring to the dark elf to get a crystal to wake the sleeping prince to get a magic key to find some TNT to blow open a canal to get her lute back. Or something.)
  #478  
Old 01-17-2013, 01:12 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Beowulf View Post
Let's ask that famous clairvoyante where our map is!
We could try that.

>ask sosostris about map
Madame Sosostris is meditating.


It wasn't much use, but we tried it. As a hint as to what to do here, we have actually met Madame Sosostris twice before, about 22 centuries from now, and she gave us a certain item. Based on that, what might she want from us now?
  #479  
Old 01-17-2013, 09:08 AM
Beowulf Beowulf is offline
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I keep forgetting things from earlier in this game. So, she gave us the oak quarterstaff (the rod of bronze) that we "left with me for safe keeping." So in order to complete the time loop, presumably we need to leave that with her. Or maybe we could break space/time by giving her something else? (Nah.)

If she keeps meditating and doesn't aknowledge us, I recommend yelling, playing music, or bopping her with a croquet mallet.
  #480  
Old 01-17-2013, 09:08 AM
Gerad Gerad is offline
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OK then. Give her the staff.
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