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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 >
  #481  
Old 01-17-2013, 07:48 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
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.
Quote:
Originally Posted by Gerad View Post
OK then. Give her the staff.
It is indeed the staff. So...

>get staff
Taken.

>put it on table
Madame Sosostris looks up, startled. "Yes," she says, "yes... this has potential."

She mutters incantations over the green wood and it begins to straighten out in a quite Freudian way. "It will be ready in two thousand years. Come back then."

And she slips something into your palm as she bustles you out.

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.

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


Well, we won't be back for 2197 years, technically, but meh. Let's see what she gave us.

>i
You are carrying:
a silver keepsake
a grey cloak (being worn)
the Rod of Fire
a steel wrench
a purple sash (being worn)
a daisy chain (around your neck)
a canvas rucksack (which is open)
the Pan pipes
a mystic scroll
a strongbox (which is open but empty)
a spade
a smooth round stone
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)
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 silk handkerchief
a marble rose
a hard wooden ball
the Rods of Stalking, Sacrifice, Infinity, Ice, Returning, Husbandry (charged), Luck and Bronze
a gothic-looking iron key
a rusty iron key
a long wrought iron key
a delicate gold key
a small brass key
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)


A keepsake, eh? Let's get a look at it.

>examine keepsake
A silver locket on a thin chain, with a heart-shaped picture of a knight placing a rose in his lady's hair. Quite nauseously romantic.


What to do with this item?

Puzzles:
Getting the mascot from old Evans.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
a silver keepsake ("A silver locket on a thin chain, with a heart-shaped picture of a knight placing a rose in his lady's hair.")
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 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 406 out of a possible 550, in 1627 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; you are here)
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)

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
  #482  
Old 01-17-2013, 10:47 PM
Valient Valient is offline
Not an Adm1n
 
Join Date: Jun 2012
Location: Vermont
Posts: 94
Default

Give it to our adamantine knight statue?
  #483  
Old 01-20-2013, 04:25 PM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Now that we've got what it takes to get the knight moving, let's head back to the present.

>get rod of returning
(putting the steel wrench 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...

Over the East Wing
The air is dusty and warm, almost making you choke in this rather empty area. The attic turns from northwest to east, and there is also a tight doorway leading west. A short flight of wooden steps leads down and to the south.

>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

The adamantine knight stands staunchly here.


Now to show off this keepsake.

>show keepsake to knight
The knight looks sadly at the picture.


Well, at least the knight seems to have reacted. But what to have him do for us?

Puzzles:
Getting the mascot from old Evans.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
a silver keepsake ("A silver locket on a thin chain, with a heart-shaped picture of a knight placing a rose in his lady's hair.")
a grey cloak (being worn, has multicolored lining)
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 steel wrench
  • the Pan pipes
  • a mystic scroll
  • 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, 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)
the Rods of Returning and Fire

Score:
It is the afternoon of June 3rd, 1993, and you are northeast of Meldrew Hall. You have so far scored 406 out of a possible 550, in 1638 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; 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; "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)

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
  #484  
Old 01-20-2013, 05:01 PM
Beowulf Beowulf is offline
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Can we ask/command him to follow us now?
  #485  
Old 01-20-2013, 06:48 PM
Gerad Gerad is offline
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Give him the rose; maybe he'll do something interesting.
  #486  
Old 01-22-2013, 07:44 PM
Kahran042 Kahran042 is offline
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Location: Southeastern New Hampshire
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I'm not sure if the rose is actually supposed to be given to the knight, but it most likely can't hurt.

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

>give it to knight
The knight is exceedingly pleased, and takes the flower.


Seems that that was the right move. Now to see if he's willing to follow us.

>knight, follow me
A shame there were no adamantine ears, really.


Shame, indeed. There is a way to control him, but can you figure it out?
  #487  
Old 01-28-2013, 06:13 PM
Kahran042 Kahran042 is offline
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It's been about a week since the last update, so I'll show off how to control the knight.

>point e
The knight strides boldly away to the east.

>e

Parish Church

The knight stands staunchly here.

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


So, what to do with him?
  #488  
Old 01-31-2013, 02:16 PM
Kahran042 Kahran042 is offline
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As has been stated before,


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.
Thus, I might as well show off what to do with him.

>point e
The knight strides boldly away to the east.

>e

East Side Chapel

A tall marble statue of Diana stands here: a find from the nearby Roman remains.

The knight stands here, bowing toward Diana.

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

>give it to knight
The knight is exceedingly pleased, and takes the flower.

>show keepsake to knight
The knight takes the keepsake, and studies it. Catching on, he places the marble flower in Diana's hair, high up beyond your reach. Afterward, he bows to you gravely. But there is a little sadness in his eye as he turns away from her.

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


And with this, the knight is now officially in our service. And I have a feeling I know just what to do with him...

>point w
The knight strides boldly away to the west.

>w

Parish Church

The knight stands staunchly here.

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

>knight, open moonstone
The knight bows, and pulls the enormously heavy Moonstone open. He plainly expected it to be effortless, but by the time he's finished you can almost see ghostly perspiration bead on the ghostly sinews around his adamantine body.


If you're wondering, he won't do this until you've had him do the ritual with the marble rose.

Now, to see what lies below...

>d
To your horror your body partly thins to mist as you climb down through the threshold! Alarmed, you pull back. The underworld beneath the Moonstone, it seems, is not for mortals.


It may not be for mortals...but does the knight, being a construct, count as a mortal?

>point down
The knight strides down into the underworld beneath the Moonstone, to be lost to your sight... forever?

For even he has not life force enough to hold together in the mists: his skeleton begins to clatter away to nothing, falling in all directions, his heart, hand and skull returning Somehow to your feet. And they are altering, altering even as you look down into the void...


And so, after a moment of silence for the knight, let's take a look at his remains.

>look

Parish Church
Before this was the Norman church of St Michael and All Angels, it was a Saxon one: this is an ancient site. A great space of stone, filled with dark wooden pews and woven mattings. Flowers left over from Sunday grace the lectern and altar. A narrow stair leads upward, and the village green lies to the south.

Old side chapels lie east and west.

A passage slants down through a solid crystal doorway in the Moonstone.

The High Rods of Life, Love and Death lean together in a pyramid at the top of the steep slope, balanced rather delicately.


High Rods...sound important. And, from their description, I have a feeling that we'll get to pick one of them. But which one - Life, Love, or Death? And what to do after claiming it? We have everything we need to get the gold watch, and to solve the puzzle at the lighthouse in the Tarot box. Or do you want to do something else?

Puzzles:
Getting the mascot from old Evans.
Getting the gold watch.

Unexplored paths:
None.

Inventory:
the Rod of Returning
a grey cloak (being worn, has multicolored lining)
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 steel wrench
  • the Pan pipes
  • a mystic scroll
  • 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 bunch of nuts
  • a silk handkerchief
  • 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)
  • 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)
  • the Rods of Fire, Stalking, Sacrifice, Infinity, Ice, Husbandry (charged), Luck, and Bronze
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 409 out of a possible 550, in 1651 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, High Rods, down to...?; you are here)
e=East Side Chapel (statue of Diana)
f=West Side Chapel

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)

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

BTW, sorry about the lack of interactivity in dealing with the knight. I'll make a bonus update with anything that you want to do with him later.
  #489  
Old 01-31-2013, 03:04 PM
Mogri Mogri is online now
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You can only take one of them? What happens when you take one?
  #490  
Old 01-31-2013, 04:38 PM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Mogri View Post
You can only take one of them? What happens when you take one?
It's sort of implied that they'll fall into the abyss by the description saying that they're "balanced rather delicately."
  #491  
Old 01-31-2013, 04:40 PM
Mogri Mogri is online now
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You've got two hands, don't you?
  #492  
Old 01-31-2013, 04:47 PM
Gerad Gerad is offline
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Location: Michigan
Posts: 7,585
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Or you can grab them by the top of the pyramid.

I am tempted to use the wand of death on Old Evans. I have no idea what his mascot is or does but I want it.
  #493  
Old 01-31-2013, 05:04 PM
Mogri Mogri is online now
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Incidentally, "High Rod of Love" is the most heavy-handed innuendo I've ever seen.
  #494  
Old 02-02-2013, 04:45 AM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Gerad View Post
Or you can grab them by the top of the pyramid.
I'm not sure how to parse that, and I seriously doubt it would work, anyway.

Quote:
Originally Posted by Gerad View Post
I am tempted to use the wand of death on Old Evans. I have no idea what his mascot is or does but I want it.
Sounds like fun. Let's do it!

>get rod of death
It is searing hot! Even with the gloves on you cannot touch the adamantine.


Looks like we'll need to do something else to get it. It should be obvious, but I'll let you figure out what it is.
  #495  
Old 02-03-2013, 07:22 PM
Kahran042 Kahran042 is offline
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Location: Southeastern New Hampshire
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Since no one has responded, I figure that I might as well show how to get the High Rod. Since, again, the only thing that's vote-like was for the Rod of Death, let's go for it.

>get rod of ice
Taken.

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

>point it at rod of death
There is an enormous hissing of steam, creating wildly swirling mists, after whose parting an apparently cool rod is left behind.

>get rod of death
Warning (once only!): the three High Rods seem to balanced extremely delicately on the edge of the pit.

>get rod of death
(Interesting choice.)

As you take it, you upset the balance and the other two High Rods rattle away down the crystal passageway into the underworld.

[Your score has just gone up by one point.]


And now, with a High Rod in our possession, let's try it out on a hapless gambler in order to steal his lucky mascot!

>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.

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

>point it at evans
You are knocked off your feet with the power of one of the High Rods, but it is too puissant for a mortal such as you are.


That...actually went better than I expected. Where to from here?

By the way, I actually found an interesting little oversight that allows the player to take two High Rods, which I will show off in a bonus update at some point.
  #496  
Old 02-08-2013, 04:49 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default Bonus Update: The High Rod Glitch

Since there hasn't really been any activity lately, I figured I might as well show this off now. Normally, you can only take one of the High Rods. However, through this little programming snafu, it's possible to get two. Although I could describe it, I thought that I'd transcribe it instead.

>get rod of ice
Taken.

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

>point it at love
There is an enormous hissing of steam, creating wildly swirling mists, after whose parting an apparently cool rod is left behind.

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

>point it at life
There is an enormous hissing of steam, creating wildly swirling mists, after whose parting an apparently cool rod is left behind.

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

>point it at death
Which do you mean, the High Rod of Death or the Grim Reaper?

>rod
There is an enormous hissing of steam, creating wildly swirling mists, after whose parting an apparently cool rod is left behind.

>get rod of love, rod of life, rod of death
High Rod of Love: Warning (once only!): the three High Rods seem to balanced extremely delicately on the edge of the pit.
High Rod of Life: (Interesting choice.)

As you take it, you upset the balance and the other two High Rods rattle away down the crystal passageway into the underworld.
High Rod of Death: (putting the Rod of Returning into the canvas rucksack to make room)
Taken.

[Your score has just gone up by one point.]

>i
You are carrying:
the High Rods of Death and Life
the Rod of Ice
a grey cloak (being worn)
a purple sash (being worn)
a daisy chain (around your neck)
a canvas rucksack (which is open)
a steel wrench
the Pan pipes
a mystic scroll
a strongbox (which is open but empty)
a spade
a smooth round stone
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)
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 silk handkerchief
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
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)
the Rods of Returning, Fire, Stalking, Sacrifice, Infinity, Husbandry (charged), Luck and Bronze
an electric torch (providing light and closed)
some old gardeners' gloves (being worn)


And, voila. Two High Rods, just like that. However, this doesn't have any special effect, since you only need one of the High Rods to beat the game. If no one has any votes for what to do next time, I'll show off how to get the gold watch. Until next time!
  #497  
Old 02-08-2013, 11:25 AM
Mogri Mogri is online now
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Is there only one High Rod that will allow you to beat the game?
  #498  
Old 02-08-2013, 12:42 PM
Kahran042 Kahran042 is offline
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Quote:
Originally Posted by Mogri View Post
Is there only one High Rod that will allow you to beat the game?
No. For all intents and purposes, they're interchangeable. Anyway, now to show off getting the gold watch. It's not exactly intuitive, which is why I'm making it a freebie. First, let's head to the croquet lawn.

>s

Public Footpath

>d

Hollow

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

>nw

Mosaic

>w

Lawn Ornaments

The lawn is lightly coated with broken plaster and dust, and in the spot where the statuette once stood is a dark, ancient well.

A big motorised garden roller is parked here.

You can also see a gas mask, a green branch, a weed killer bottle, a miniature, a romantic novel and an ancient prayer book here.

>w

Family Tree

>se

Garden Stream

On the house wall is a coal bunker, whose door stands open.

>s

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.

>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.

>ne

Bricked Path

>e

Hedgery

A flock of sparrows crowds around the gutters of the summer house. Every now and then one flits up and lands somewhere else, and they bustle about chirpily.

>e

Croquet Lawn

Some vandal has dug a hole in the lawn, seven paces west and three paces north.


Now to fill in that hole.

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

>fill hole
You fill in the hole, restoring the turf.


What better to do on a croquet lawn, than to play croquet?

>get wooden ball, mallet
hard wooden ball: (putting the Rod of Ice into the canvas rucksack to make room)
Taken.
croquet mallet: (putting the High Rod of Death into the canvas rucksack to make room)
Taken.

>drop ball
Dropped.

Quote:
There is no return game between a man and his stars.

--Samuel Beckett, "Murphy"
>hit ball with mallet
You strike the ball with the mallet, and a pleasing cracking sound.

The ball runs smoothly across the lawn, along to the northwestern hedge and into an irate squirrel. In a sudden rustle he leaps away, knocking aside a rotten branch and uncovering a tiny gap through the hedge.


Let's follow the squirrel!

>nw

Behind Summer House
Among dense hedges by the shabby wood-slatted back of the summer house. Dark scratchy branches hem you in, but you could scramble down to the west or out onto the croquet lawn southeast.

One board of the back wall is noticeably loose, making a good-sized crack.

You can also see your irate squirrel friend here.

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


Now, the gold watch is in the summer house, and I'm sure that opening up a shortcut inside would help. The squirrel might help...for the proper incentive.

>get nuts
Taken.

>put nuts in crack
You throw the nuts through the loose board into the summer house, and the squirrel jumps up after them, battering through the board and opening up a hole in the wall.


Now, to finish this off.

>s

Summer House

The squirrel sits here, watchfully pecking away at the nuts.

Something golden hangs by a chain from a loose pane in the roof, but it's too high up to reach.

Sparrows chirp happily away to themselves around the high gutter.


And, with those sparrows, I'm sure that the bird whistle might just help.

>blow it
Fweep! Fweep!

The sparrows swoop down onto the roof, battering against the glass. In the process the gold watch comes loose, and falls to the ground with a disconcerting thud.

It just misses the squirrel, who bolts away, startled.

The sudden motion once more disturbs the flighty sparrows, who take to the skies. You feel rather deserted all of a sudden.

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


And the rest, they say, is history.

>get watch
(putting the spade into the canvas rucksack to make room)
Taken.


Puzzles:
Getting the mascot from old Evans.

Unexplored paths:
None.

Inventory:
a gold watch on a chain
a bird whistle
a croquet mallet
a grey cloak (being worn, has multicolored lining)
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 spade
  • the High Rod of Death
  • a steel wrench
  • the Pan pipes
  • a mystic scroll
  • a strongbox (which is open but empty)
  • 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 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)
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a bunch of nuts
  • a silk handkerchief
  • 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)
  • 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)
  • the Rods of Ice, Returning, Fire, Stalking, Sacrifice, Infinity, Husbandry (charged), Luck, and Bronze
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 gardens. You have so far scored 422 out of a possible 550, in 1684 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 (you are here)

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 (passage into an underworld not meant for mortals)
e=East Side Chapel (statue of Diana)
f=West Side Chapel

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
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)

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
  #499  
Old 02-10-2013, 10:19 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Now that we've got the watch, there are a lot of things we can do.

There is the one problem that's actually listed in the "Puzzles" section, of getting Evans' mascot.
Or there's figuring out what to do with that misted-over orb which apparently contains some sort of chess-based demiplane.
There's also that wrought iron key. What could it possibly unlock?
And the lighthouse, which we can Lagach back to and does have a puzzle to solve.

Which of these do you want to do, Talking Time?
  #500  
Old 02-10-2013, 10:27 AM
Mogri Mogri is online now
used Detect!
 
Join Date: Sep 2011
Location: Austin, TX
Pronouns: he
Posts: 18,234
Default

Quote:
Originally Posted by Kahran042 View Post
Or there's figuring out what to do with that misted-over orb which apparently contains some sort of chess-based demiplane.
Did we use the rod of fire on this? Because we should.
  #501  
Old 02-12-2013, 08:46 AM
Beowulf Beowulf is offline
Puzzle-Solving Gentleman
 
Join Date: Jan 2012
Location: NYC Area
Posts: 1,411
Default

If there isn't a set order that things need to be done in, then I vote for the misty orb, followed by the lighthouse. I'm getting the impression that old Evans will be clinging to that damn mascot until the bitter end, here.
  #502  
Old 02-12-2013, 09:57 AM
Kahran042 Kahran042 is offline
Senior Member
 
Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
Default

Beowulf has suggested visiting the golden orb first, and Mogri suggested using the Rod of Fire on it, so let's try that. However, it's generally a bad idea to burn things that you're holding, so...

>get orb then drop it
(putting the croquet mallet into the canvas rucksack to make room)
Taken.

Dropped.


And now, some extreme demisting.

>get rod of fire
Taken.

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

>point it at orb
A bolt of fire leaps from the rod and consumes the glowing golden orb utterly!


Good news: That demisted the orb.
Bad news: It also destroyed it.

Fortunately, the solution to the mist problem is much simpler. So, after restoring...

>clean orb
Bewilderingly, the condensation dissolves your hand away, and the water rushes up over your body as if it were blotting paper. You feel nothing except disorientation, but your confusion soon resolves to...

Inside the Orb
You half-stand, half-float in a golden, misty sphere perhaps ten yards across, which slowly spins. The centre, out of reach and somehow insubstantial, is an eight-by-eight lattice of oblong crystals, bathed in warm pearly light.

Images lurk about the array of oblong crystals.


Oh my DOYC. Let's check this place out.

>examine images
They are extremely hard to see and impossible to touch, as if you can only catch anything at all through the corner of your eye.

The sphere rotates, giving you a fresh view of the images: stylised Kings and Queens?


As expected, this does appear to be a giant chess game. Let's just wait it out to see what happens, though.

>wait
Time passes.

>z
Time passes.

The sphere rotates, giving you another look: humble tokens of warriors.

>z
Time passes.

>z
Time passes.

The sphere rotates, giving you another look: carved horse-heads and Bishops' mitres.

>z
Time passes.

>z
Time passes.

(The sphere rotates.) It's a chess game! Now you understand. But you still can't puzzle out the actual solution.


Um, yeah. I noticed that the first time I looked in the orb.

>z
Time passes.

Quote:
Thus the devil played at chess with me, and yielding
a pawn, thought to gain a queen of me, taking
advantage of my honest endeavours.

-- Sir Thomas Browne, "Religio Medici" pt I
>z
Time passes.

(The sphere rotates.) You have some impression that White is trying to make an attack, having plenty of spare pieces.

>z
Time passes.

>z
Time passes.

(The sphere rotates.) Seeing the board from Black's point of view, the defence looks solid.

>z
Time passes.

>z
Time passes.

(The sphere rotates.) Back to White's side. You definitely need to smash through somehow, all that cautious exchanging of pieces hasn't worked. If you want White to win, that is.

>z
Time passes.

>z
Time passes.

(The sphere rotates.) Black still looks safe.

>z
Time passes.

>z
Time passes.

(The sphere rotates.) White must break out somehow.


And after this, it just repeats "Black still looks safe." and "White must break out somehow.", alternating on every rotation. Clearly there's something that must be done, but what? For now, let's restore and head back to the lighthouse.

>restore

Please supply a filename for restore
Ok.

>s
As you step out, the sparrows gradually settle back down again.

Hedgery

A flock of sparrows crowds around the gutters of the summer house. Every now and then one flits up and lands somewhere else, and they bustle about chirpily.

>w

Bricked Path

>sw

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.

>painting, lagach
A swirl of wind snakes out from the painting of Mad Isaac Meldrewe and whisks you away to...

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.


Might as well go there, then.

>u

Lighthouse


It's been a while since we've been here, so let's get a look around to see just what we've got to work with here.

>look

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.


With this, what might we be able to do here?

Puzzles:
Solving the chess puzzle.
Figuring out what to do at the lighthouse.

Unexplored paths:
None.

Inventory:
a gold watch on a chain
a bird whistle
a croquet mallet
a grey cloak (being worn, has multicolored lining)
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 spade
  • the High Rod of Death
  • a steel wrench
  • the Pan pipes
  • a mystic scroll
  • a strongbox (which is open but empty)
  • 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 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; "clean orb" to go to Inside the Orb)
  • a papyrus fragment
  • a Tarot box (which is open but empty)
  • an antique jewellery box (which is open but empty)
  • a cracked medicine bottle (which is open but empty)
  • a bunch of nuts
  • a silk handkerchief
  • 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)
  • 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)
  • the Rods of Ice, Returning, Fire, Stalking, Sacrifice, Infinity, Husbandry (charged), Luck, and Bronze
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 422 out of a possible 550, in 1690 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

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c

h
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)
h=Inside the Orb (accessed by cleaning the golden orb)

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 (passage into an underworld not meant for mortals)
e=East Side Chapel (statue of Diana)
f=West Side Chapel

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 (you are here)

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)

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
  #503  
Old 02-13-2013, 11:06 AM
Valient Valient is offline
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Join Date: Jun 2012
Location: Vermont
Posts: 94
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I'm curious about that quinquireme on the horizon. Anyway we can try to look at it closer?

It's early morning and a nice day so the lighthouse isn't doing anything. Could wait till night time and see if anything interesting comes our way.
  #504  
Old 02-15-2013, 09:44 AM
Kahran042 Kahran042 is offline
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Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Valient View Post
I'm curious about that quinquireme on the horizon. Anyway we can try to look at it closer?
>examine quinquireme
That's not something you need to refer to in the course of this game.


Guess not.

Quote:
Originally Posted by Valient View Post
It's early morning and a nice day so the lighthouse isn't doing anything. Could wait till night time and see if anything interesting comes our way.
Could, indeed. It doesn't do anything, but I could. As a hint to the solution, it involves the device in the room.
  #505  
Old 02-15-2013, 11:18 AM
Mogri Mogri is online now
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Location: Austin, TX
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Rotate the mirrors?
  #506  
Old 02-16-2013, 09:03 PM
Teaspoon Teaspoon is offline
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It's a lighthouse and there are mirrors, but apparently no lamp. On the other hand it's daylight. It wouldn't be as simple as using the mirrors to project a light beam across the bay, would it? Maybe by reflecting a photographic flash off of them?
  #507  
Old 02-17-2013, 03:52 AM
Kahran042 Kahran042 is offline
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Join Date: Feb 2011
Location: Southeastern New Hampshire
Posts: 1,217
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Quote:
Originally Posted by Teaspoon View Post
It's a lighthouse and there are mirrors, but apparently no lamp. On the other hand it's daylight. It wouldn't be as simple as using the mirrors to project a light beam across the bay, would it? Maybe by reflecting a photographic flash off of them?
Sounds just crazy enough to work. First, though, we'll have to activate the flash.

>get flash
(putting the croquet mallet into the canvas rucksack to make room)
Taken.

>open it
You open the photographer's flash, revealing a timer-detonator and a nasty-looking red battery.

>set timer
You wind back the timer to ten minutes, and off it goes.

>close flash
You close the photographer's flash.

>put flash in device
You put the photographer's flash into the mirrored device.


And now, to wait.

>z
Time passes.

>z
Time passes.

>z
Time passes.

>z
Time passes.

>z
Time passes.

>z
Time passes.

>z
Time passes.

>z
Time passes.

You hear a sharp click!

The flash suddenly gives an enormous magnesium-flare flash, almost blinding in its intensity. Your eyes take a little while to adjust. Consequently you can only hear as the smudge on the horizon rises from the waves, becomes an enormous Kraken sea monster and lunges for the stone tower. (Considering this is supposed to be a Greek myth it feels surprisingly like a Japanese 1960s creature film.) The Kraken swipes at you, overreaches itself and falls over forward, impaling itself extremely messily on the pharos. Your eyes just about recover by the time the rest of your body is crushed by its weight.

Up on Mount Olympus, Zeus is still cross. "Take me to your Leda", you wittily demand, but this does not seem to improve matters. Poseidon also looks rather fed up, but luckily a sizeable faction of goddesses takes your side and arranges to have you resurrected...

Family Tree
You stand in the shade of a great plane tree, seedlings for which were brought back from Spain by an ancestor of yours in 1806. To the southeast is a stream, to the west is a small clearing and to the north a single break in the green privet hedge marks the entrance to the famously difficult Meldrew Hall Maze. A signpost reading "To the Mosaic" points east across the lawn.

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

>


And this, if I recall correctly, is the largest score increase in the game, despite being completely optional. So, how to go about solving that chess puzzle? As a hint, think back to somewhere where there might have been someone in the history who I didn't look up. Until next time!

Puzzles:
Solving the chess puzzle.

Unexplored paths:
None.

Inventory:
a daisy chain (around your neck, made from yellow daisies and causes certain objects to turn into featureless mahogany rods when waved)

Don't worry about this...I'll get the rest of my stuff back first thing next update.

Score:
It is the afternoon of June 3rd, 1993, and you are in the gardens. You have so far scored 472 out of a possible 550, in 1703 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; you are here)
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

Catacombs below the gardens:
Code:
  a
  |
g b-e-f
| |
d-c

h
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)
h=Inside the Orb (accessed by cleaning the golden orb)

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 (passage into an underworld not meant for mortals)
e=East Side Chapel (statue of Diana)
f=West Side Chapel

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)

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
  #508  
Old 02-17-2013, 06:38 PM
Healy Healy is offline
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Join Date: Jun 2007
Location: USA
Posts: 5,656
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Is it one of our family members, or perhaps some demi-deity that we need to look up in the Classic Dictionary? This the only LP I've seen where writing down notes is almost required to follow it properly.
  #509  
Old 02-18-2013, 10:58 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 Healy View Post
Is it one of our family members, or perhaps some demi-deity that we need to look up in the Classic Dictionary? This the only LP I've seen where writing down notes is almost required to follow it properly.
It's a family member, although one who's only mentioned so far in the biography of another family member, and who would not actually be a Meldrew, either through birth or marriage.
  #510  
Old 02-18-2013, 09:24 PM
Healy Healy is offline
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Join Date: Jun 2007
Location: USA
Posts: 5,656
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Uh, Merlin? That's probably not right, but I have no idea who else it could be.
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